Try this - I didn't understand some things like why a camcorder would be on fire, but it should be a little better.//item_Torch.cs
datablock ParticleData(TorchFire:Fire AParticle)
{
dragCoefficient = 0;
gravityCoefficient = -0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 45;
lifetimeVarianceMS = 0;
textureName = "base/data/particles/cloud.png";
spinSpeed = 0.0;
spinRandomMin = -0.0;
spinRandomMax = 0.0;
colors[0] = "1.0 1.0 1.0 0.4";
colors[1] = "1.0 1.0 1.0 0.0";
sizes[0] = 0.85;
sizes[1] = 0.85;
useInvAlpha = true;
};
datablock ParticleEmitterData(TorchFire:Fire AEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 0.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = TorchFire;
};
//////////
// item //
//////////
datablock ItemData(Torch)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "Add-Ons/Item_Torch/Torch.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Torch";
iconName = "Add-Ons/Item_Torch/icon_Torch";
doColorShift = true;
colorShiftColor = "1.0 1.0 1.0 1.0";
// Dynamic properties defined by the scripts
image = camcorderImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(camcorderImage)
{
// Basic Item properties
shapeFile = "Add-Ons/Item_Torch/Torch.dts";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
offset = "0 0 0";
eyeoffset = "0.0 0.0 20.0";
rotation = eulerToMatrix( "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 = true;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
className = "WeaponImage";
// Projectile && Ammo.
item = Torch;
ammo = " ";
projectile = gunProjectile;
projectileType = Projectile;
casing = gunShellDebris;
shellExitDir = "0.0 0.0 0.0";
shellExitOffset = "0 0 0";
shellExitVariance = 0.0;
shellVelocity = 0.0;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
doColorShift = true;
colorShiftColor = Torch.colorShiftColor;//"0.400 0.196 0 1.000";
//casing = " ";
// 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";
stateEmitter[0] = TorchFire;
stateEmitterTime[0] = 1000;
stateSound[0] = weaponSwitchSound;
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";
};
Not sure if the spaces make a difference tbh :\