Author Topic: sword don't slash  (Read 1454 times)

i just made a new sword, but it somehow doesn't slash like the normal one!
how can i fix this?

Did you set the Offsets to 0 0 0?

Post the script so we can see the problem.

I've had this issue and I can tell you why. Near the bottom of the script, it has an "offset" thing. I deleted mine, and it started hitting again (animating)
Maybe that's your prob.

//sword.cs
datablock AudioProfile(titanswordDrawSound)
{
   filename    = "./swordDraw.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(titanswordHitSound)
{
   filename    = "./swordHit.wav";
   description = AudioClosest3d;
   preload = true;
};


//effects
datablock ParticleData(titanswordExplosionParticle)
{
   dragCoefficient      = 2;
   gravityCoefficient   = 1.0;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   spinRandomMin = -90;
   spinRandomMax = 90;
   lifetimeMS           = 150;
   lifetimeVarianceMS   = 100;
   textureName          = "./spark";
   colors[0]     = "1 0.9 0.9 0.9";
   colors[1]     = "1 0 0 0.0";
   sizes[0]      = 0.55;
   sizes[1]      = 0.5;
};

datablock ParticleEmitterData(titanswordExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   ejectionVelocity = 12;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 45;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   orientParticles  = true;
   particles = "titanswordExplosionParticle";

   uiName = "titansword spark";
};

datablock ExplosionData(titanswordExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 500;

   soundProfile = titanswordHitSound;

   particleEmitter = titanswordExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "20.0 22.0 20.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 3;
   lightEndRadius = 0;
   lightStartColor = "1.0 0.0 0.0";
   lightEndColor = "0 0 0";
};


//projectile
AddDamageType("titansword",   '<bitmap:add-ons/Weapon_titansword/CI_titansword> %1',    '%2 <bitmap:add-ons/Weapon_titansword/CI_titansword> %1',0.75,1);
datablock ProjectileData(titanswordProjectile)
{
   directDamage        = 50000;
   directDamageType  = $DamageType::titansword;
   radiusDamageType  = $DamageType::titansword;
   explosion           = titanswordExplosion;
   //particleEmitter     = as;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 100;
   fadeDelay           = 70;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = false;
   lightRadius = 7.5;
   lightColor  = "1 0 0";

   uiName = "titansword Slice";
};


//////////
// item //
//////////
datablock ItemData(titanswordItem)
{
   category = "Weapon";  // Mission editor category
   className = "Weapon"; // For inventory system

    // Basic Item Properties
   shapeFile = "./titansword.dts";
   mass = 1;
   density = 0.2;
   elasticity = 0.2;
   friction = 0.6;
   emap = true;

   //gui stuff
   uiName = "Titan Sword";
   iconName = "./icon_titansword";
   doColorShift = true;
   colorShiftColor = "1 1 1 1.000";

    // Dynamic properties defined by the scripts
   image = titanswordImage;
   canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(titanswordImage)
{
   // Basic Item properties
   shapeFile = "./titansword.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";

   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off. 
   correctMuzzleVector = false;

   eyeOffset = "0.7 1.2 -0.25";

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";

   // Projectile && Ammo.
   item = titanswordItem;
   ammo = " ";
   projectile = titanswordProjectile;
   projectileType = Projectile;

   //melee particles shoot from eye node for consistancy
   melee = true;
   doRetraction = false;
   //raise your arm up or not
   armReady = true;

   //casing = " ";
   doColorShift = false;
   colorShiftColor = "0.471 0.471 0.471 1.000";

   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.

   // Initial start up state
   stateName[0]                     = "Activate";
   stateTimeoutValue[0]             = 0.5;
   stateTransitionOnTimeout[0]      = "Ready";
   stateSound[0]                    = titanswordDrawSound;

   stateName[1]                     = "Ready";
   stateTransitionOnTriggerDown[1]  = "PreFire";
   stateAllowImageChange[1]         = true;

   stateName[2]         = "PreFire";
   stateScript[2]                  = "onPreFire";
   stateAllowImageChange[2]        = false;
   stateTimeoutValue[2]            = 0.1;
   stateTransitionOnTimeout[2]     = "Fire";

   stateName[3]                    = "Fire";
   stateTransitionOnTimeout[3]     = "CheckFire";
   stateTimeoutValue[3]            = 0.2;
   stateFire[3]                    = true;
   stateAllowImageChange[3]        = false;
   stateSequence[3]                = "Fire";
   stateScript[3]                  = "onFire";
   stateWaitForTimeout[3]      = true;

   stateName[4]         = "CheckFire";
   stateTransitionOnTriggerUp[4]   = "StopFire";
   stateTransitionOnTriggerDown[4]   = "Fire";

   
   stateName[5]                    = "StopFire";
   stateTransitionOnTimeout[5]     = "Ready";
   stateTimeoutValue[5]            = 0.2;
   stateAllowImageChange[5]        = false;
   stateWaitForTimeout[5]      = true;
   stateSequence[5]                = "StopFire";
   stateScript[5]                  = "onStopFire";


};

function titanswordImage::onPreFire(%this, %obj, %slot)
{
   %obj.playthread(2, fire);
}

function titanswordImage::onStopFire(%this, %obj, %slot)
{   
   %obj.playthread(2, root);
}

don't say its overpowered, i know that...

//sword.cs
datablock AudioProfile(titanswordDrawSound)
{
   filename    = "./swordDraw.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(titanswordHitSound)
{
   filename    = "./swordHit.wav";
   description = AudioClosest3d;
   preload = true;
};


//effects
datablock ParticleData(titanswordExplosionParticle)
{
   dragCoefficient      = 2;
   gravityCoefficient   = 1.0;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   spinRandomMin = -90;
   spinRandomMax = 90;
   lifetimeMS           = 150;
   lifetimeVarianceMS   = 100;
   textureName          = "./spark";
   colors[0]     = "1 0.9 0.9 0.9";
   colors[1]     = "1 0 0 0.0";
   sizes[0]      = 0.55;
   sizes[1]      = 0.5;
};

datablock ParticleEmitterData(titanswordExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   ejectionVelocity = 12;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 45;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   orientParticles  = true;
   particles = "titanswordExplosionParticle";

   uiName = "titansword spark";
};

datablock ExplosionData(titanswordExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 500;

   soundProfile = titanswordHitSound;

   particleEmitter = titanswordExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "20.0 22.0 20.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 3;
   lightEndRadius = 0;
   lightStartColor = "1.0 0.0 0.0";
   lightEndColor = "0 0 0";
};


//projectile
AddDamageType("titansword",   '<bitmap:add-ons/Weapon_titansword/CI_titansword> %1',    '%2 <bitmap:add-ons/Weapon_titansword/CI_titansword> %1',0.75,1);
datablock ProjectileData(titanswordProjectile)
{
   directDamage        = 50000;
   directDamageType  = $DamageType::titansword;
   radiusDamageType  = $DamageType::titansword;
   explosion           = titanswordExplosion;
   //particleEmitter     = as;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 100;
   fadeDelay           = 70;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = false;
   lightRadius = 7.5;
   lightColor  = "1 0 0";

   uiName = "titansword Slice";
};


//////////
// item //
//////////
datablock ItemData(titanswordItem)
{
   category = "Weapon";  // Mission editor category
   className = "Weapon"; // For inventory system

    // Basic Item Properties
   shapeFile = "./titansword.dts";
   mass = 1;
   density = 0.2;
   elasticity = 0.2;
   friction = 0.6;
   emap = true;

   //gui stuff
   uiName = "Titan Sword";
   iconName = "./icon_titansword";
   doColorShift = true;
   colorShiftColor = "1 1 1 1.000";

    // Dynamic properties defined by the scripts
   image = titanswordImage;
   canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(titanswordImage)
{
   // Basic Item properties
   shapeFile = "./titansword.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";

   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off. 
   correctMuzzleVector = false;

   eyeOffset = "0.7 1.2 -0.25";

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";

   // Projectile && Ammo.
   item = titanswordItem;
   ammo = " ";
   projectile = titanswordProjectile;
   projectileType = Projectile;

   //melee particles shoot from eye node for consistancy
   melee = true;
   doRetraction = false;
   //raise your arm up or not
   armReady = true;

   //casing = " ";
   doColorShift = false;
   colorShiftColor = "0.471 0.471 0.471 1.000";

   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.

   // Initial start up state
   stateName[0]                     = "Activate";
   stateTimeoutValue[0]             = 0.5;
   stateTransitionOnTimeout[0]      = "Ready";
   stateSound[0]                    = titanswordDrawSound;

   stateName[1]                     = "Ready";
   stateTransitionOnTriggerDown[1]  = "PreFire";
   stateAllowImageChange[1]         = true;

   stateName[2]         = "PreFire";
   stateScript[2]                  = "onPreFire";
   stateAllowImageChange[2]        = false;
   stateTimeoutValue[2]            = 0.1;
   stateTransitionOnTimeout[2]     = "Fire";

   stateName[3]                    = "Fire";
   stateTransitionOnTimeout[3]     = "CheckFire";
   stateTimeoutValue[3]            = 0.2;
   stateFire[3]                    = true;
   stateAllowImageChange[3]        = false;
   stateSequence[3]                = "Fire";
   stateScript[3]                  = "onFire";
   stateWaitForTimeout[3]      = true;

   stateName[4]         = "CheckFire";
   stateTransitionOnTriggerUp[4]   = "StopFire";
   stateTransitionOnTriggerDown[4]   = "Fire";

   
   stateName[5]                    = "StopFire";
   stateTransitionOnTimeout[5]     = "Ready";
   stateTimeoutValue[5]            = 0.2;
   stateAllowImageChange[5]        = false;
   stateWaitForTimeout[5]      = true;
   stateSequence[5]                = "StopFire";
   stateScript[5]                  = "onStopFire";


};

function titanswordImage::onPreFire(%this, %obj, %slot)
{
   %obj.playthread(2, fire);
}

function titanswordImage::onStopFire(%this, %obj, %slot)
{   
   %obj.playthread(2, root);
}
Remove the bolded.


Code: [Select]
//sword.cs
datablock AudioProfile(titanswordDrawSound)
{
   filename    = "./swordDraw.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(titanswordHitSound)
{
   filename    = "./swordHit.wav";
   description = AudioClosest3d;
   preload = true;
};


//effects
datablock ParticleData(titanswordExplosionParticle)
{
   dragCoefficient      = 2;
   gravityCoefficient   = 1.0;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   spinRandomMin = -90;
   spinRandomMax = 90;
   lifetimeMS           = 150;
   lifetimeVarianceMS   = 100;
   textureName          = "./spark";
   colors[0]     = "1 0.9 0.9 0.9";
   colors[1]     = "1 0 0 0.0";
   sizes[0]      = 0.55;
   sizes[1]      = 0.5;
};

datablock ParticleEmitterData(titanswordExplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   ejectionVelocity = 12;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 45;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   orientParticles  = true;
   particles = "titanswordExplosionParticle";

   uiName = "titansword spark";
};

datablock ExplosionData(titanswordExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 500;

   soundProfile = titanswordHitSound;

   particleEmitter = titanswordExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "20.0 22.0 20.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 3;
   lightEndRadius = 0;
   lightStartColor = "1.0 0.0 0.0";
   lightEndColor = "0 0 0";
};


//projectile
AddDamageType("titansword",   '<bitmap:add-ons/Weapon_titansword/CI_titansword> %1',    '%2 <bitmap:add-ons/Weapon_titansword/CI_titansword> %1',0.75,1);
datablock ProjectileData(titanswordProjectile)
{
   directDamage        = 50000;
   directDamageType  = $DamageType::titansword;
   radiusDamageType  = $DamageType::titansword;
   explosion           = titanswordExplosion;
   //particleEmitter     = as;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 100;
   fadeDelay           = 70;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = false;
   lightRadius = 7.5;
   lightColor  = "1 0 0";

   uiName = "titansword Slice";
};


//////////
// item //
//////////
datablock ItemData(titanswordItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

// Basic Item Properties
shapeFile = "./titansword.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Titan Sword";
iconName = "./icon_titansword";
doColorShift = true;
colorShiftColor = "1 1 1 1.000";

// Dynamic properties defined by the scripts
image = titanswordImage;
canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(titanswordImage)
{
   // Basic Item properties
   shapeFile = "./titansword.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";

   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off. 
   correctMuzzleVector = false;

   eyeOffset = "0 0 0";

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";

   // Projectile && Ammo.
   item = titanswordItem;
   ammo = " ";
   projectile = titanswordProjectile;
   projectileType = Projectile;

   //melee particles shoot from eye node for consistancy
   melee = true;
   doRetraction = false;
   //raise your arm up or not
   armReady = true;

   //casing = " ";
   doColorShift = false;
   colorShiftColor = "0.471 0.471 0.471 1.000";

   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.

   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.5;
stateTransitionOnTimeout[0]      = "Ready";
stateSound[0]                    = titanswordDrawSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "PreFire";
stateAllowImageChange[1]         = true;

stateName[2] = "PreFire";
stateScript[2]                  = "onPreFire";
stateAllowImageChange[2]        = false;
stateTimeoutValue[2]            = 0.1;
stateTransitionOnTimeout[2]     = "Fire";

stateName[3]                    = "Fire";
stateTransitionOnTimeout[3]     = "CheckFire";
stateTimeoutValue[3]            = 0.2;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "Fire";
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;

stateName[4] = "CheckFire";
stateTransitionOnTriggerUp[4] = "StopFire";
stateTransitionOnTriggerDown[4] = "Fire";


stateName[5]                    = "StopFire";
stateTransitionOnTimeout[5]     = "Ready";
stateTimeoutValue[5]            = 0.2;
stateAllowImageChange[5]        = false;
stateWaitForTimeout[5] = true;
stateSequence[5]                = "StopFire";
stateScript[5]                  = "onStopFire";


};

function titanswordImage::onPreFire(%this, %obj, %slot)
{
%obj.playthread(2, fire);
}

function titanswordImage::onStopFire(%this, %obj, %slot)
{
%obj.playthread(2, root);
}
That should work, just copy and paste it.


It's at the very end.

Code: [Select]
//bad

function titanswordImage::onPreFire(%this, %obj, %slot)
{
%obj.playthread(2, fire);                                        //????? Fire? Where did this come from?
}



//good

function titanswordImage::onPreFire(%this, %obj, %slot)
{
%obj.playthread(2, armattack);                             //It should be armattack, like so
}


It's at the very end.

Code: [Select]
//bad

function titanswordImage::onPreFire(%this, %obj, %slot)
{
%obj.playthread(2, fire);                                        //????? Fire? Where did this come from?
}



//good

function titanswordImage::onPreFire(%this, %obj, %slot)
{
%obj.playthread(2, armattack);                             //It should be armattack, like so
}


now it keeps slashing!

That means the root animation isn't called for some reason which would override any loop animations (like the armattack animation). It's this guy right here:

Code: [Select]
function titanswordImage::onStopFire(%this, %obj, %slot)
{
%obj.playthread(2, root);
}

It should work though, I don't see anything wrong in the imageState steps so there should not be any additional problems. Would you mind posting the bottom part of your script so we can track down the new error? The part after  // Initial start up state

thanks, it works now as it could