Wrap it up
Zip it
???
Bitch please
:L
Isn't showing up in the in-game addon list, I think I packaged it correctly but i'm not sure.
Give me a second as I identify the error.
EDIT:I think I found the error and I fixed it, give me a second.
Double edit:I fixed the not showing up in the list glitch, but now the model isn't showing, it automatically is a printer.
Here is the code if anyone can fix this:
datablock ParticleData(FlashlightParticleB)
{
dragCoefficient = 0;
gravityCoefficient = -0.0;
inheritedVelFactor = 1.0;
constantAcceleration = 0;
lifetimeMS = 30;
lifetimeVarianceMS = 0;
textureName = "base/data/particles/dot";
spinSpeed = 0.0;
spinRandomMin = 0.0;
spinRandomMax = 0.0;
colors[0] = "1 1 1 0.1";
colors[1] = "1 1 1 0.1";
colors[2] = "1 1 1 0.1";
sizes[0] = 0.1;
sizes[1] = 0.4;
sizes[2] = 0.6;
times[0] = 0.0;
times[1] = 0.3;
times[2] = 1.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(FlashlightEmitterB)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 50;
velocityVariance = 0.0;
ejectionOffset = 0;
thetaMin = 0;
thetaMax = 0;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "FlashlightParticleB";
useEmitterColors = false;
uiName = "Flashlight Trace";
};
datablock ProjectileData(FlashlightProjectileA)
{
projectileShapeName = "base/data/shapes/empty.dts";
particleEmitter = FlashlightEmitterA;
soundProfile = NONE;
brickExplosionRadius = 0;
brickExplosionImpact = 0; //destroy a brick if we hit it directly?
brickExplosionForce = 0;
brickExplosionMaxVolume = 0; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 0; //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)
collideWithPlayers = true;
muzzleVelocity = 10;
velInheritFactor = 1.0;
armingDelay = 0;
lifetime = 6000;
fadeDelay = 0;
bounceElasticity = 0;
bounceFriction = 0.00;
isBallistic = true;
gravityMod = 0.0;
hasLight = true;
lightRadius = 30;
lightColor = "0.9 0.9 0.9";
uiName = "Flashlight FX";
};
//////////
// item //
//////////
datablock ItemData(FlashlightItem)
{
category = "Item"; // Mission editor category
className = "Item"; // For inventory system
// Basic Item Properties
shapeFile = "Flashlight.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Flashlight";
iconName = "base/client/ui/itemIcons/printer";
doColorShift = true;
colorShiftColor = "0.2 0.2 0.2 1.000";
// Dynamic properties defined by the scripts
image = FlashlightImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(FlashlightImage)
{
// Basic Item properties
shapeFile = "Flashlight.dts";
emap = true;
mountPoint = 0;
offset = "0 0 0";
eyeOffset = 0;
rotation = "1 0 0 0";
correctMuzzleVector = true;
className = "WeaponImage";
// Projectile && Ammo.
item = FlashlightItem;
ammo = " ";
projectile = FlashlightProjectileA;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = true;
//raise your arm up or not
armReady = true;
doRetraction = false;
raycastWeaponRange = 5000;
raycastWeaponTargets =
$TypeMasks::PlayerObjectType | //AI/Players
$TypeMasks::StaticObjectType | //Static Shapes
$TypeMasks::TerrainObjectType | //Terrain
$TypeMasks::VehicleObjectType | //Terrain
$TypeMasks::FXBrickObjectType; //Bricks
raycastExplosionProjectile = FlashlightProjectileA;
raycastExplosionBrickSound = "";
raycastExplosionPlayerSound = "";
doColorShift = true;
colorShiftColor = FlashlightItem.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";
stateTransitionOnTriggerDown[0] = "Fire";
stateAllowImageChange[0] = true;
stateSound[0] = NONE;
stateTransitionOnTimeout[0] = "Ready";
stateTimeoutValue[0] = 0.3;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
//stateName[2] = "PreFire";
//stateSound[2] = "";
//stateTimeoutValue[2] = 0.01;
//stateTransitionOnTimeout[2] = "Fire";
stateName[2] = "Fire";
stateTransitionOnTriggerUp[2] = "StopFire";
stateTransitionOnTimeout[2] = "Fire";
stateTimeoutValue[2] = 0.01;
stateWaitForTimeout[2] = true;
stateFire[2] = true;
stateAllowImageChange[2] = true;
stateSound[2] = NONE;
stateScript[2] = "onFire";
stateEmitter[2] = FlashlightEmitterB;
stateEmitterTime[2] = 0.07;
stateSequence[2] = "fire";
stateName[3] = "StopFire";
stateTransitionOnTimeout[3] = "Ready";
stateWaitForTimeout[3] = true;
stateAllowImageChange[3] = true;
stateSequence[3] = "stopfire";
};
function FlashlightImage::onHitObject(%this,%obj,%slot,%col,%pos,%normal,%shotVec,%crit)
{
if(isObject(%this.raycastExplosionProjectile))
{
%scaleFactor = getWord(%obj.getScale(), 2);
%p = new Projectile()
{
dataBlock = %this.raycastExplosionProjectile;
initialPosition = vectorAdd(%pos,vectorScale(%normal,1));
initialVelocity = "0 0 0";
sourceObject = %obj;
client = %obj.client;
sourceSlot = 0;
originPoint = %pos;
};
MissionCleanup.add(%p);
%p.setScale(%scaleFactor SPC %scaleFactor SPC %scaleFactor);
//%p.explode();
}
}