well,i can't post the link,but here is the .cs file data.//LaserGun.cs
//audio
datablock AudioProfile(LaserGunShot1Sound)
{
filename = "./Laser.wav";
description = AudioClose3d;
preload = true;
};
//trail
datablock ParticleData(LaserTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 3000;
lifetimeVarianceMS = 0;
spinSpeed = 100.0;
spinRandomMin = 100.0;
spinRandomMax = 100.0;
useInvAlpha = false;
animateTexture = false;
//framesPerSec = 600;
textureName = "./pew";
//animTexName = "~/data/particles/dot";
// Interpolation variables
colors[0] = "1 1 1 1";
colors[1] = "1 1 1 0";
sizes[0] = 2.0;
sizes[1] = 0.6;
times[0] = 0.0;
times[1] = 1.0;
};
datablock ParticleEmitterData(LaserTrailEmitter)
{
ejectionPeriodMS = 2;
periodVarianceMS = 0;
ejectionVelocity = 0; //0.25;
velocityVariance = 0; //0.10;
ejectionOffset = 0;
thetaMin = 0.0;
thetaMax = 90.0;
particles = LaserTrailParticle;
};
//shell
datablock DebrisData(LaserGunShellDebris)
{
shapeFile = "";
lifetime = 2.0;
minSpinSpeed = -400.0;
maxSpinSpeed = 200.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 3;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = true;
gravModifier = 2;
};
//muzzle flash effects
datablock ParticleData(LaserGunFlashParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 3000;
lifetimeVarianceMS = 15;
textureName = "base/data/particles/pew";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "1 1 1 1";
colors[1] = "1 1 1 0";
sizes[0] = 0.5;
sizes[1] = 1.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(LaserGunFlashEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "LaserGunFlashParticle";
};
datablock ParticleData(LaserGunExplosionParticle)
{
dragCoefficient = 8;
gravityCoefficient = 1;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 3000;
lifetimeVarianceMS = 400;
textureName = "base/data/particles/pew";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0] = "0 0 1 0.9";
colors[1] = "0 0 1 0.0";
sizes[0] = 1.0;
sizes[1] = 0.75;
useInvAlpha = true;
};
datablock ParticleEmitterData(LaserGunExplosionEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 2;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "LaserGunExplosionParticle";
};
datablock ParticleData(LaserGunExplosionRingParticle)
{
dragCoefficient = 8;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 50;
lifetimeVarianceMS = 3000;
textureName = "base/data/particles/pew";
spinSpeed = 500.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "1 1 1 0.9";
colors[1] = "1 1 1 0.0";
sizes[0] = 1;
sizes[1] = 0;
useInvAlpha = false;
};
datablock ParticleEmitterData(LaserGunExplosionRingEmitter)
{
lifeTimeMS = 50;
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "LaserGunExplosionRingParticle";
};
datablock ExplosionData(LaserGunExplosion)
{
//explosionShape = "";
soundProfile = lasergunshot1Sound;
lifeTimeMS = 150;
particleEmitter = LaserGunExplosionEmitter;
particleDensity = 30.0;
particleRadius = 3.0;
emitter[0] = LaserGunExplosionRingEmitter;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = false;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 10.0;
// Dynamic light
lightStartRadius = 0;
lightEndRadius = 2;
lightStartColor = "0.3 0.6 0.7";
lightEndColor = "0 0 0";
};
AddDamageType("LaserGun", '<bitmap:add-ons/Weapon_LaserGun/CI_LaserGun> %1', '%2 <bitmap:add-ons/Weapon_LaserGun/CI_LaserGun> %10000',10000,10000);
datablock ProjectileData(LaserGunProjectile)
{
projectileShapeName = ""; // "./bullet.dts"
directDamage = 5000;
directDamageType = $DamageType::LaserGun;
radiusDamageType = $DamageType::LaserGun;
brickExplosionRadius = 100;
brickExplosionImpact = true; //destroy a brick if we hit it directly?
brickExplosionForce = 100;
brickExplosionMaxVolume = 1000000; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 20000000; //max volume of bricks that we can destroy if they aren't connected to the ground
impactImpulse = 400;
verticalImpulse = 400;
explosion = "LaserGunExplosion";
particleEmitter = "LaserTrailEmitter"; //bulletTrailEmitter;
muzzleVelocity = 5300;
velInheritFactor = 1;
armingDelay = 00;
lifetime = 9999;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 0.0;
hasLight = true;
lightRadius = 10.0;
lightColor = "0 0 1";
uiName = "LaserGun Bullet";
};
//////////
// item //
//////////
datablock ItemData(LaserGunItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./LaserGun.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "LaserGun";
iconName = "./icon_LaserGun";
doColorShift = false;
colorShiftColor = "0.25 0.25 0.25 1.000";
// Dynamic properties defined by the scripts
image = LaserGunImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(LaserGunImage)
{
// Basic Item properties
shapeFile = "./LaserGun.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; //"0.7 1.2 -0.5";
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 = BowItem;
ammo = " ";
projectile = LaserGunProjectile;
projectileType = Projectile;
casing = sniperrifleLVShellDebris;
shellExitDir = "1.0 -1.3 1.0";
shellExitOffset = "0 0 0";
shellExitVariance = 15.0;
shellVelocity = 7.0;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
doColorShift = true;
colorShiftColor = LaserGunItem.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] = 0.15;
stateTransitionOnTimeout[0] = "Ready";
stateSound[0] = HVSwitchSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
stateSequence[1] = "Ready";
stateName[2] = "Fire";
stateTransitionOnTimeout[2] = "Smoke";
stateTimeoutValue[2] = 0.14;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = LaserGunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = LaserGunShot1Sound;
stateEjectShell[2] = true;
stateName[3] = "Smoke";
stateEmitter[3] = LaserGunSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.01;
stateTransitionOnTimeout[3] = "Reload";
stateName[4] = "Reload";
stateSequence[4] = "Reload";
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "Ready";
};
function LaserGunImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftaway);
Parent::onFire(%this,%obj,%slot);
}
clear the server.cs in the lasergun and copy/paste this in.(you should change pew.png and lasertrail.png to blue.