Here is the new one, still doesn't shoot out the left side.
//DualRockets.cs
//we'll only get this far if we actually have the Rocket Launcher add-on
// so it's safe to directly use stuff from that
//AddDamageType(<name>, <Self Delete message>, <kill message>, <vehicle damage scale>, <is direct damage>);
AddDamageType("DualRocket", '<bitmap:add-ons/Weapon_Dualrockets/CI_2R> %1', '%2 <bitmap:add-ons/Weapon_Dualrockets/CI_2R> %1',0.05,1);
//////////
// item //
//////////
datablock ItemData(DualRocketItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "Add-Ons/Weapon_Rocket_Launcher/RocketLauncher.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Dual Rocket Launcher";
iconName = "./Icon_2s";
doColorShift = true;
colorShiftColor = "0.100 0.500 0.250 1.000";
// Dynamic properties defined by the scripts
image = DualRocketImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(DualRocketImage)
{
// Basic Item properties
shapeFile = "Add-Ons/Weapon_Rocket_Launcher/rocketlauncher.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 = rocketLauncherProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
doColorShift = true;
colorShiftColor = DualrocketItem.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";
stateTransitionOnTimeout[0] = "Ready";
stateTimeoutValue[0] = 0.2;
stateSequence[0] = "ready";
stateName[1] = "Ready";
stateSequence[1] = "ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateName[2] = "Fire";
stateEjectShell[2] = true;
stateSequence[2] = "Fire";
stateTransitionOnTimeout[2] = "Smoke";
stateWaitForTimeout[2] = true;
stateTimeoutValue[2] = 0.6;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateScript[2] = "onFire";
stateSound[2] = rocketFireSound;
stateEmitter[2] = rocketLauncherFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateName[3] = "Smoke";
stateEmitter[3] = rocketLauncherSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.01;
stateTransitionOnTimeout[3] = "Reload";
stateName[4] = "Reload";
stateAllowImageChange[4] = false;
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "ready";
};
function DualRocketImage::onReload(%this,%obj,%slot)
{
%obj.setImageTrigger(1,1);
}
datablock ShapeBaseImageData(LeftHandedDualRocketImage)
{
// Basic Item properties
shapeFile = "Add-Ons/Weapon_Rocket_Launcher/rocketlauncher.dts";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 1;
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 = rocketLauncherProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = false;
doColorShift = true;
colorShiftColor = DualRocketItem.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";
stateTransitionOnTimeout[0] = "Ready";
stateTimeoutValue[0] = 0.2;
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateSequence[1] = "ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateName[2] = "Fire";
stateEjectShell[2] = true;
stateSequence[2] = "Fire";
stateTransitionOnTimeout[2] = "Smoke";
stateWaitForTimeout[2] = true;
stateTimeoutValue[2] = 0.6;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateScript[2] = "onFire";
stateSound[2] = rocketfireSound;
stateEmitter[2] = rocketLauncherFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateName[3] = "Smoke";
stateEmitter[3] = rocketLauncherSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.01;
stateTransitionOnTimeout[3] = "Reload";
stateName[4] = "Reload";
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "ready";
};
function DualRocketImage::onMount(%this, %obj, %slot)
{
Parent::onMount(%this, %obj, %slot);
//mount lefthanded Rocket
%obj.mountImage(LeftHandedDualRocketImage, 1);
//%obj.playThread(0, armreadyboth);
}
function DualRocketImage::onUnMount(%this, %obj, %slot)
{
Parent::onUnMount(%this, %obj, %slot);
//unmount lefthanded Rocket
%obj.unMountImage(1);
//%obj.playThread(0, root);
}
function LeftHandedDualRocketImage::onMount(%this, %obj, %slot)
{
Parent::onMount(%this, %obj, %slot);
%obj.playThread(1, armreadyboth);
}
function LeftHandedDualRocketImage::onUnMount(%this, %obj, %slot)
{
Parent::onUnMount(%this, %obj, %slot);
}