I was trying to make a power beam (from Metroid :D) for BL and I screwed something up:
//gun.cs
//audio
datablock AudioProfile(BeamfireSound)
{
filename = "./Beamfire.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(BeamimpactSound)
{
filename = "./Beamimpact.wav";
description = AudioClose3d;
preload = true;
};
datablock ParticleData(BeamTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 0;
spinSpeed = 1000.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = false;
animateTexture = false;
//framesPerSec = 1;
textureName = "base/data/particles/cloud";
//animTexName = "./dot";
// Interpolation variables
colors[0] = "0.8 0.4 0 0.8";
colors[1] = "0.2 0.0 0 0.8";
sizes[0] = 5.2;
sizes[1] = 3.5;
times[0] = 0.0;
times[1] = 1.0;
};
datablock ParticleEmitterData(BeamTrailEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 5; //0.25;
velocityVariance = 3; //0.10;
ejectionOffset = 0;
thetaMin = 0.0;
thetaMax = 90.0;
particles = BeamTrailParticle;
};
datablock ParticleData(BeamExplosionParticle)
{
dragCoefficient = 8;
gravityCoefficient = 1;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 700;
lifetimeVarianceMS = 400;
textureName = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0] = "0.9 0.9 0.9 0.3";
colors[1] = "0.9 0.5 0.6 0.0";
sizes[0] = 0.25;
sizes[1] = 0.75;
useInvAlpha = true;
};
datablock ParticleEmitterData(BeamExplosionEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 2;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "BeamExplosionParticle";
useEmitterColors = true;
uiName = "Beam Hit Dust";
};
datablock ExplosionData(BeamExplosion)
{
//explosionShape = "";
lifeTimeMS = 150;
soundProfile = BeamExplosionSound;
emitter[0] = BeamExplosionEmitter;
particleDensity = 4000;
particleRadius = 5.0;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = false;
// Dynamic light
lightStartRadius = 4;
lightEndRadius = 3;
lightStartColor = "0.45 0.3 0.1";
lightEndColor = "0 0 0";
//impulse
impulseRadius = 15;
impulseForce = 200000;
//radius damage
radiusDamage = 25;
damageRadius = 10;
};
AddDamageType("Beam", '<bitmap:add-ons/Weapon_PowerBeam/CI_beam> %1', '%2 <bitmap:add-ons/Weapon_PowerBeam/CI_beam> %1',0.2,1);
datablock ProjectileData(gunProjectile)
{
projectileShapeName = "";
directDamage = 15;
directDamageType = $DamageType::Beam;
radiusDamageType = $DamageType::Beam;
brickExplosionRadius = 0;
brickExplosionImpact = true; //destroy a brick if we hit it directly?
brickExplosionForce = 10;
brickExplosionMaxVolume = 1; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 2; //max volume of bricks that we can destroy if they aren't connected to the ground
impactImpulse = 400;
verticalImpulse = 400;
explosion = BeamExplosion;
particleEmitter = ""; //BeamTrailEmitter;
muzzleVelocity = 80;
velInheritFactor = 1;
armingDelay = 00;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = false;
gravityMod = 0.0;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
uiName = "Gun Bullet";
};
//////////
// item //
//////////
datablock ItemData(PowerBeamItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./pistol.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "PowerBeam";
iconName = "./icon_gun";
doColorShift = true;
colorShiftColor = "0.25 0.25 0.25 1.000";
// Dynamic properties defined by the scripts
image = BeamImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(gunImage)
{
// Basic Item properties
shapeFile = "./pistol.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 = BeamProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = false;
doColorShift = true;
colorShiftColor = gunItem.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] = weaponSwitchSound;
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;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = gunShot1Sound;
stateEjectShell[2] = false;
stateName[3] = "Reload";
stateSequence[3] = "Reload";
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[3] = "Ready";
};
function gunImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
}
When I pick it up (It's using the gun model right now) it doesn't show up in the players hand or in first person and it will not fire. Help please?