Credits to ladios for the script.
Ok, i was messing with the script but there is an error. Here is what the console said.
Loading Add-On: Weapon_mine (CRC:216461455)
Add-Ons/Weapon_mine/Weapon_mine.cs Line: 296 - Syntax error.
>>> Some error context, with ## on sides of error halt:
^canDrop = true;
};
//rigged mine item//
datablock ItemData(mineRigged)
{
^catergory = "Item";
^//className = " "; //ignored again
^
^shapefile = "./shapes/mineRigged.dts";
^mass = 1;
^density = 0.2;
^friction = 0.6;
^emap = true
^doColorShift ##=## false //the item is different in order to be flat and red, so this is not needed, thoughg in game it would appear as if it were used
^image = mineRiggedImage;
^canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(mineImage)
>>> Error report complete.
ADD-ON "Weapon_mine" CONTAINS SYNTAX ERRORS
//mine.cs//////////////////////////////////////////////////////////////////
//please note this is the most advanced script I have done yet, so things//
//might be a bit messy. CAUTION WET FLOOR//////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//audio profiles//
datablock AudioProfile(mineExplosionSound)
{
filename = "./sound/jeepExplosion.wav";
description = AudioClose3d;
preload = false;
};
datablock AudioProfile(mineFireSound)
{
filename = "./sound/SpearFire.wav";
description = AudioClose3d;
preload = true;
};
//effects//
datablock ParticleData(mineExplosionParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.2;
gravityCoefficient = 0.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1200;
lifetimeVarianceMS = 300;
spinSpeed = 10.0;
spinRandomMin = -10.0;
spinRandomMax = 10.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;
textureName = "base/data/particles/cloud";
// Interpolation variables
colors[0] = "0.5 0.5 0.5 0.9";
colors[1] = "0.7 0.7 0.7 0.0";
sizes[0] = 7.0;
sizes[1] = 15.0;
times[0] = 0.0;
times[1] = 1.0;
};
datablock ParticleEmitterData(mineExplosionEmitter)
{
ejectionPeriodMS = 4;
periodVarianceMS = 0;
lifeTimeMS = 21;
ejectionVelocity = 20;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 40;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "mineExplosionParticle";
};
datablock ParticleData(mineExplosionParticle2)
{
dragCoefficient = 0.1;
windCoefficient = 0.0;
gravityCoefficient = 2.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 400;
lifetimeVarianceMS = 500;
spinSpeed = 10.0;
spinRandomMin = -200.0;
spinRandomMax = 200.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;
textureName = "base/data/particles/cloud";
// Interpolation variables
colors[0] = "0.7 0.5 0.0 1.0";
colors[1] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.1;
times[0] = 0.0;
times[1] = 1.0;
};
datablock ParticleEmitterData(mineExplosionEmitter2)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
lifetimeMS = 7;
ejectionVelocity = 7;
velocityVariance = 5.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "mineExplosionParticle2";
};
datablock ParticleData(mineExplosionParticle3)
{
dragCoefficient = 3.0;
windCoefficient = 0.2;
gravityCoefficient = 2.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 300;
spinSpeed = 10.0;
spinRandomMin = -10.0;
spinRandomMax = 10.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;
textureName = "base/data/particles/chunk";
// Interpolation variables
colors[0] = "0.6 0.4 0.0 0.9";
colors[1] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.4;
sizes[1] = 0.4;
times[0] = 0.0;
times[1] = 1.0;
};
datablock ParticleEmitterData(mineExplosionEmitter3)
{
ejectionPeriodMS = 7;
periodVarianceMS = 0;
lifeTimeMS = 21;
ejectionVelocity = 60;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "mineExplosionParticle3";
};
datablock ExplosionData(mineExplosion)
{
//explosionShape = "";
lifeTimeMS = 150;
soundProfile = mineExplosionSound;
emitter[0] = mineExplosionEmitter;
emitter[1] = mineExplosionEmitter2;
emitter[2] = mineExplosionEmitter3;
//particleDensity = 30;
//particleRadius = 1.0;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = true;
camShakeFreq = "7.0 8.0 7.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 15.0;
// Dynamic light
lightStartRadius = 6;
lightEndRadius = 3;
lightStartColor = "0.45 0.3 0.1";
lightEndColor = "0 0 0";
//impulse
impulseRadius = 3.5;
impulseForce = 2000;
//radius damage
radiusDamage = 100;
damageRadius = 7.0;
};
//projectiles
datablock ProjectileData(mineProjectile) //this is the one that is thrown
{
projectileShapeName = "./shapes/mine.dts";
directDamage = 0;
//impactImpulse = 1000;
//verticalImpulse = 1000;
//explosion = ;
//particleEmitter = ;
brickExplosionRadius = 0;
brickExplosionImpact = false; //destroy a brick if we hit it directly?
brickExplosionForce = 20;
brickExplosionMaxVolume = 200;
muzzleVelocity = 20;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 5000;
fadeDelay = 4900;
bounceElasticity = 0.0;
bounceFriction = 1.0;
isBallistic = true;
gravityMod = 1.0;
hasLight = false;
lightRadius = 5.0;
lightColor = "0 0 0.5";
};
datablock ProjectileData(mineRiggedProjectile) //This is the one that goes BEWM
{
projectileShapeName = "";
directDamage = 100;
//damageRadius = ;
impactImpulse = 1000;
verticalImpulse = 1000;
explosion = mineExplosion;
//particleEmitter = ;
brickExplosionRadius = 2;
brickExplosionImpact = true; //destroy a brick if we hit it directly?
brickExplosionForce = 10;
brickExplosionMaxVolume = 20;
brickExplosionMaxVolumeFloating = 40;
muzzleVelocity = 20;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 5000;
fadeDelay = 4900;
bounceElasticity = 0.0;
bounceFriction = 1.0;
isBallistic = true;
gravityMod = 1.0;
hasLight = true;
lightRadius = 5.0;
lightColor = "1 0.75 0 1";
};
//////////
// item //
//////////
datablock ItemData(mineItem) //the one to be picked up
{
category = "Item"; // Mission editor category
className = "Item"; // For inventory system, but it already is recognized as an item
// Basic Item Properties
shapeFile = "./shapes/mine.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Mine";
iconName = "./ItemIcons/mine";
doColorShift = false;
colorShiftColor = "0.400 0.196 0 1.000";
// Dynamic properties defined by the scripts
image = mineImage;
canDrop = true;
};
//rigged mine item//
datablock ItemData(mineRigged)
{
catergory = "Item";
//className = " "; //ignored again
shapefile = "./shapes/mineRigged.dts";
mass = 1;
density = 0.2;
friction = 0.6;
emap = true
doColorShift = false //the item is different in order to be flat and red, so this is not needed, thoughg in game it would appear as if it were used
image = mineRiggedImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(mineImage)
{
// Basic Item properties
shapeFile = "./shapes/mine.dts";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
offset = "-0.025 0.05 0";
//eyeOffset = "0.1 0.2 -0.55";
// 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 = mineItem;
ammo = " ";
projectile = mineProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
doColorShift = false;
colorShiftColor = "0.000 0.50 0 0.000";
// 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] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateAllowImageChange[1] = true;
stateName[2] = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2] = 0.8;
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2] = "AbortCharge";
stateScript[2] = "onCharge";
stateAllowImageChange[2] = false;
stateName[3] = "AbortCharge";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 0.3;
stateWaitForTimeout[3] = true;
stateScript[3] = "onAbortCharge";
stateAllowImageChange[3] = false;
stateName[4] = "Armed";
stateTransitionOnTriggerUp[4] = "Fire";
stateAllowImageChange[4] = false;
stateName[5] = "Fire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.5;
stateFire[5] = true;
stateSequence[5] = "fire";
stateScript[5] = "onFire";
stateWaitForTimeout[5] = true;
stateAllowImageChange[5] = false;
stateEjectShell[5] = true;
stateSound[5] = MineFireSound;
};
//Rigged mine image// not much detail into this because the second you pick it up you go bewm anyways
datablock shapeBaseDataImage(MineRiggedImage)
{
ShapeFile = "./shapes/mineRigged.dts";
emap = true;
mountPoint = 0;
offSet = "-0.17 0.17 -0.07";
rotation = eulerToMatrix("-90 90 0);
eyeoffset = "0.7 1.2 -0.15"
eyeRotation = eulerToMatrix(90 -90 0);
doColorShift = false
CorrectMuzzleVector = false
className = "WeaponImage";
item = MineRigged
melee = true;
armReady = true;
stateName[0] = "Activate";
StateTimeoutValue[0] = 0.5;
StateTransitionOnTimeout[0] = "Ready";
stateName[1] = "Ready";
StateNameOnTriggerDown[1] = "Fire";
AllowImageChange[1] = true;
StateName[2] = "Fire";
stateTransitionTriggerUp[2] = "Ready";
StateScript[2] = "onFire";
};
function mineImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(2, spearReady);
}
function mineImage::onAbortCharge(%this, %obj, %slot)
{
%obj.playthread(2, root);
}
function mineImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, spearThrow);
Parent::onFire(%this, %obj, %slot);
}
//this is where it gets fancy
function mineProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
%col.getTransform(); //gets postition and below sets them to the variables
{
%position = %col.getTransform
%item = new Item()
{
datablock = "mineItem";
static = 1;
position = %position;
Rotation = "1 0 0 0";
scale = "1 1 1"
};
%col.item = %item; //makes the thing go away if the brick it is on does? I dotn really know what it does
}
}
function mineRigged::onCollision(%sourceObject,%pos,%damageType,%col)
{
%col.getTransform();
{
%x = getWord(%col.getWorldBoxCenter(),0);
%y = getWord(%col.getWorldBoxCenter(),1);
%z = getWord(%col.getWorldBoxCenter(),2);
new Projectile()
{
dataBlock = "MineRiggedProjectile";
initialPosition = (%x SPC %y SPC %z + 0.5);
initialVelocity = "0 0 -500";
};
}
}
function deletethis(%delete)
{
%delete.delete();
}