//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"