Author Topic: Weapon_ArthurS Problem  (Read 332 times)

Hey there guys i have a problem with my addon i tryed making it but it can't even appear on the list to enable i gave gui name ArthurS I Didnt add to the weapon blank and those black75 you know how can i find out which to add?
                    If Problem with script
Script:
//ArthurS.cs
datablock AudioProfile(ArthurSDrawSound)
{
   filename    = "./sound/swordDraw.wav";
   description = AudioClosest3d;
   preload = true;
};
datablock AudioProfile(ArthurstuffSound)
{
   filename    = "./sound/swordHit.wav";
   description = AudioClosest3d;
   preload = true;
};


//effects
datablock ParticleData(ArthurloveplosionParticle)
{
   dragCoefficient      = 2;
   gravityCoefficient   = 1.0;
   inheritedVelFactor   = 0.2;
   constantAcceleration = 0.0;
   spinRandomMin = -90;
   spinRandomMax = 90;
   lifetimeMS           = 500;
   lifetimeVarianceMS   = 300;
   textureName          = "base/data/particles/chunk";
   colors[0]     = "0.7 0.7 0.9 0.9";
   colors[1]     = "0.9 0.9 0.9 0.0";
   sizes[0]      = 0.5;
   sizes[1]      = 0.25;
};

datablock ParticleEmitterData(ArthurloveplosionEmitter)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   ejectionVelocity = 8;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 60;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ArthurloveplosionParticle";
};

datablock ExplosionData(Arthurloveplosion)
{
   //explosionShape = "";
   lifeTimeMS = 500;

   soundProfile = ArthurstuffSound;

   particleEmitter = ArthurloveplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "20.0 22.0 20.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 3;
   lightEndRadius = 0;
   lightStartColor = "00.0 0.2 0.6";
   lightEndColor = "0 0 0";
};


//projectile
AddDamageType("ArthurS",   '<bitmap:add-ons/ci/sword> %1',    '%2 <bitmap:add-ons/ci/sword> %1',1,1);
datablock ProjectileData(ArthurSProjectile)
{
   //projectileShapeName = "~/data/shapes/arrow.dts";
   directDamage        = 35;
   directDamageType  = $DamageType::ArthurS;
   radiusDamageType  = $DamageType::ArthurS;
   explosion           = Arthurloveplosion;
   //particleEmitter     = as;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 100;
   fadeDelay           = 70;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";
};


//////////
// item //
//////////
datablock ItemData(ArthurSItem)
{
   category = "Weapon";  // Mission editor category
   className = "Weapon"; // For inventory system

    // Basic Item Properties
   shapeFile = "./shapes/ArthurS.dts";
   mass = 1;
   density = 0.2;
   elasticity = 0.2;
   friction = 0.6;
   emap = true;

   //gui stuff
   uiName = "Weapon_ArthurS";
   iconName = "./ItemIcons/ArthurS";
   doColorShift = true;
   colorShiftColor = "0.471 0.471 0.471 1.000";

    // Dynamic properties defined by the scripts
   image = ArthurSImage;
   canDrop = true;
};

//function ArthurS::onUse(%this,%user)
//{
//   //if the image is mounted already, unmount it
//   //if it isnt, mount it
//
//   %mountPoint = %this.image.mountPoint;
//   %mountedImage = %user.getMountedImage(%mountPoint);
//   
//   if(%mountedImage)
//   {
//      //echo(%mountedImage);
//      if(%mountedImage == %this.image.getId())
//      {
//         //our image is already mounted so unmount it
//         %user.unMountImage(%mountPoint);
//      }
//      else
//      {
//         //something else is there so mount our image
//         %user.mountimage(%this.image, %mountPoint);
//      }
//   }
//   else
//   {
//      //nothing there so mount
//      %user.mountimage(%this.image, %mountPoint);
//   }
//}

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(ArthurSImage)
{
   // Basic Item properties
   shapeFile = "./shapes/ArthurS.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   //eyeOffset = "0.1 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 = false;

   eyeOffset = "0.7 1.2 -0.25";

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";

   // Projectile && Ammo.
   item = ArthurSItem;
   ammo = " ";
   projectile = ArthurSProjectile;
   projectileType = Projectile;

   //melee particles shoot from eye node for consistancy
   melee = true;
   doRetraction = false;
   //raise your arm up or not
   armReady = true;

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "0.471 0.471 0.471 1.000";

   // 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]             = 0.5;
   stateTransitionOnTimeout[0]      = "Ready";
   stateSound[0]                    = ArthurSDrawSound;

   stateName[1]                     = "Ready";
   stateTransitionOnTriggerDown[1]  = "PreFire";
   stateAllowImageChange[1]         = true;

   stateName[2]         = "PreFire";
   stateScript[2]                  = "onPreFire";
   stateAllowImageChange[2]        = false;
   stateTimeoutValue[2]            = 0.1;
   stateTransitionOnTimeout[2]     = "Fire";

   stateName[3]                    = "Fire";
   stateTransitionOnTimeout[3]     = "CheckFire";
   stateTimeoutValue[3]            = 0.2;
   stateFire[3]                    = true;
   stateAllowImageChange[3]        = false;
   stateSequence[3]                = "Fire";
   stateScript[3]                  = "onFire";
   stateWaitForTimeout[3]      = true;
   //stateTransitionOnTriggerUp[3]   = "StopFire";

   stateName[4]         = "CheckFire";
   stateTransitionOnTriggerUp[4]   = "StopFire";
   stateTransitionOnTriggerDown[4]   = "Fire";

   
   stateName[5]                    = "StopFire";
   stateTransitionOnTimeout[5]     = "Ready";
   stateTimeoutValue[5]            = 0.2;
   stateAllowImageChange[5]        = false;
   stateWaitForTimeout[5]      = true;
   stateSequence[5]                = "StopFire";
   stateScript[5]                  = "onStopFire";


};

function ArthurSImage::onPreFire(%this, %obj, %slot)
{
   //messageAll( 'MsgClient', 'sword prefired!!!');
   //Parent::onFire(%this, %obj, %slot);
   %obj.playthread(2, armattack);
}

function ArthurSImage::onStopFire(%this, %obj, %slot)
{   
   %obj.playthread(2, root);
   //messageAll( 'MsgClient', 'stopfire');
}




//function ArthurS::onUse(%this,%user)
//{
//   //if the image is mounted already, unmount it
//   //if it isnt, mount it
//
//   %mountPoint = %this.image.mountPoint;
//   %mountedImage = %user.getMountedImage(%mountPoint);
//   
//   if(%mountedImage)
//   {
//      //echo(%mountedImage);
//      if(%mountedImage == %this.image.getId())
//      {
//         //our image is already mounted so unmount it
//         %user.unMountImage(%mountPoint);
//      }
//      else
//      {
//         //something else is there so mount our image
//         %user.mountimage(%this.image, %mountPoint);
//      }
//   }
//   else
//   {
//      //nothing there so mount
//      %user.mountimage(%this.image, %mountPoint);
//   }
//}
I think this is your problem.