Author Topic: Weapon doesn't show up or work?  (Read 660 times)

I was trying to make a power beam (from Metroid :D) for BL and I screwed something up:

Code: [Select]
//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?

You didn't change the image name. It's still gunImage. Change it to beamImage.

You didn't change the image name. It's still gunImage. Change it to beamImage.

Well, it works except it plays the default gun sound, shoots nothing, and the arm flings up even though I could have swore i turned it off. I suck at coding D:

You didn't change the projectile name either. There's probably more too, for example you didn't change the imagename referenced in the ::onfire.

I have a model... It isn't to great, but I could send the MS3D file if you want... Idk though it might even be In sketchup format still. It has been a while.
http://forum.blockland.us/index.php?topic=82718.0
^old topic about the model I had made.

Got a model already:
http://forum.blockland.us/index.php?topic=88879.0


Also, it looks like my code is full of problems. D:
I need to work on this.

...and the arm flings up even though I could have swore i turned it off.
Delete the function at the bottom of the script.

Ok, so the arm doesn't fling up anymore, it shoots something, and the projectile explosion is perfect. The only problem I still have is that it will play the default gun sound instead of mine and the projectile is invisible.

Also, if you open up your inventory directly to it, your arm isn't raised. However, when you switch from another thing to it then the arm is up.



More bugs :C
When you shoot someone, it causes them to violently fly away


Everything's fixed now. Locking
« Last Edit: November 07, 2009, 11:58:53 AM by Block Builder »