Author Topic: Weapon_eyelander; No CI, Decaps not working, And stuff.  (Read 685 times)

Code: [Select]
//Eyelander.cs



//projectile
AddDamageType("Eyelander",   '<bitmap:add-ons/Weapon_Eyelander/CI_Eyelander> %1',    '%2 <bitmap:add-ons/Weapon_Eyelander/CI_Eyelander> %1',0.75,1);
datablock ProjectileData(TwohandedProjectile)
{
   directDamage        = 35;
   directDamageType  = $DamageType::Eyelander;
   radiusDamageType  = $DamageType::Eyelander;
   explosion           = SwordExplosion;
   //particleEmitter     = as;

   muzzleVelocity      = 50;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 150;
   fadeDelay           = 70;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.0;

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

   uiName = "Twohanded Slice";
};


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

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

//gui stuff
uiName = "Eyelander";
iconName = "./icon_Eyelander";
doColorShift = true;
colorShiftColor = "0.471 0.471 0.471 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(TwohandedImage)
{
   // Basic Item properties
   shapeFile = "./Eyelander.dts";
   emap = true;

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

   eyeOffset = "0.0 1.7 -0.25";

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

   // Projectile && Ammo.
   item = TwohandedItem;
   ammo = " ";
   projectile = TwohandedProjectile;
   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]                    = SwordDrawSound;

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

stateName[2] = "PreFire";
stateScript[2]                  = "onPreFire";
stateAllowImageChange[2]        = false;
stateTimeoutValue[2]            = 0.3;
stateTransitionOnTimeout[2]     = "Fire";

stateName[3]                    = "Fire";
stateTransitionOnTimeout[3]     = "CheckFire";
stateTimeoutValue[3]            = 0.6;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "Slash";
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;

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 TwohandedImage::onMount(%this, %obj, %slot)
{
%obj.hidenode("RHand");
        %obj.hidenode("LHand");
}


function TwohandedImage::onUnMount(%this, %obj, %slot)
{
%obj.unhidenode("RHand");
        %obj.unhidenode("LHand");
};

function eyelanderProjectile::damage(%this,%obj,%col,%fade,%pos,%normal)
{
   //echo("Called!");

   if(%col.getClassName() $= "Player" || %col.getClassName() $= "AIPlayer")
   {
      if(%col.getClassName() $= "AIPlayer")
      {
         %oClient = %col.client;
         %col.client = BotConnection;
         %hitbox = getHitbox(%obj,%col,%pos);
         %col.client = %oClient;
      }
      else
      {
%hitbox = getHitbox(%obj,%col,%pos);
      }
      if(strstr(%hitbox, "headskin") > -1)
      {
//echo("hit the head");
%obj.client.play2D(rewardSound);
%obj.client.centerPrint("\c3You got a Decapatation!",3);
echo(%obj.client.getPlayerName());
%damageType = %this.DirectDamageType;
%scale = getWord(%obj.getScale(), 2);
    %directDamage = mClampF(%this.directDamage, -100, 100) * %scale;

%newDirect = %directDamage + 65;

%col.damage(%obj,%pos,%newDirect,%damageType);
      }
      else
      {
parent::Damage(%this,%obj,%col,%fade,%pos,%normal);
      }
   }
   else
   {
      parent::Damage(%this,%obj,%col,%fade,%pos,%normal);
   }
}
Help.
Uses Jookias headshot code for "Decaps"

getHitbox() isn't a default function. Are you running the support script or whatever that contains it?

Does the file Add-Ons/Weapon_Eyelander/CI_Eyelander exist?

getHitbox() isn't a default function. Are you running the support script or whatever that contains it?

Does the file Add-Ons/Weapon_Eyelander/CI_Eyelander exist?
Yes. I am running the "Hitboxes.cs" File inside the actual folder.
Yes, There is a CI.

You're using the headshot code for eyelanderProjectile but the actual object is TwohandedProjectile.

You're using the headshot code for eyelanderProjectile but the actual object is TwohandedProjectile.
Ah.

Bump for unlock: It now has this strange "Error report" Thing in the console.



done.

You cannot have a space in datablock names.