Author Topic: Continuous Fire and Arm Raising... halp!!!  (Read 710 times)

I need to know what part of the script allows for continuous fire, and not have the arm raise up to when you fire each shot (having you gun stay where it is when you shoot it).

Im newb to the scripting business, and I just got my first addon I made myself (the ODST Mugnum and SMG are a co-make by me and Sniper4Hire, sniper being scripter) in-game.
« Last Edit: February 12, 2010, 11:05:41 AM by ShadowsfeaR »

THe code should say something like this after the image.
Code: [Select]
function gunImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
}
This:
Code: [Select]
%obj.playThread(2, shiftAway);Is what makes the body motions. That is making it play the recoil like animation when the gun is fired. Remove the
Code: [Select]
%obj.playThread(2, shiftAway);to stop the animation from playing.
For rapid firing. This is from my Mac10 remake.
Code: [Select]
datablock ShapeBaseImageData(HMac10Image)
{
   // Basic Item properties
   shapeFile = "./HMac10.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 = HMac10Projectile;
   projectileType = Projectile;

casing = gunShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0;

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

   doColorShift = true;
   colorShiftColor = HMac10Item.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";
stateTransitionOnTimeout[0] = "Ready";
stateTimeoutValue[0] = 0.2;
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;

stateName[1] = "Ready";
stateSequence[1] = "ready";
stateTransitionOnTriggerDown[1] = "Fire";

stateName[2] = "Fire";
stateEjectShell[2] = true;
stateSequence[2] = "Fire";
stateTransitionOnTimeout[2] = "reload";
stateWaitForTimeout[2] = true;
stateTimeoutValue[2] = 0.04;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateScript[2] = "onFire";
stateSound[2] = HMac10Shot1Sound;
stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";

stateName[3] = "Fire2";
stateEjectShell[3] = true;
stateSequence[3] = "Fire2";
stateTransitionOnTimeout[3] = "reload";
stateWaitForTimeout[3] = true;
stateTimeoutValue[3] = 0.02;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire2";
stateSound[3] = HMac10Shot1Sound;
stateEmitter[3] = gunFlashEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";

stateName[4] = "Reload";
stateTimeoutValue[4] = 0.04;
stateTransitionOnTriggerUp[4] = "ready";
stateTransitionOnTimeout[4] = "Fire2";
};
This is the fire part.
Code: [Select]
stateName[2] = "Fire";
stateEjectShell[2] = true;
stateSequence[2] = "Fire";
stateTransitionOnTimeout[2] = "reload";
stateWaitForTimeout[2] = true;
stateTimeoutValue[2] = 0.04;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateScript[2] = "onFire";
stateSound[2] = HMac10Shot1Sound;
stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
After it finishes firing, it goes to reload. The
Code: [Select]
stateTransitionOnTimeout[2] tells me what is goes to when it finishes.
Code: [Select]
stateName[4] = "Reload";
stateTimeoutValue[4] = 0.04;
stateTransitionOnTriggerUp[4] = "ready";
stateTransitionOnTimeout[4] = "Fire2";
Reload checks if the player releases the mouse. If they do, stop firing. If they don't keep firing.

thanx man!

Ok, i hit a bump.
Whenever I fire, the shells eject and it makes the sound, but it only produces one shot and I have to click again to shoot, just like the gun.

its exactly as posted but it has ^ problem.

« Last Edit: February 12, 2010, 01:55:26 PM by ShadowsfeaR »

thanx man!

Ok, i hit a bump.
Whenever I fire, the shells eject and it makes the sound, but it only produces one shot and I have to click again to shoot, just like the gun.

its exactly as posted but it has ^ problem.


post your whole code.

post your whole code.

Code: [Select]
//SRSMG.cs

//audio
datablock AudioProfile(SRSMGShot1Sound)
{
   filename    = "./SRSMGShot1.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(bulletHitSound)
{
   filename    = "./bulletHit.wav";
   description = AudioClose3d;
   preload = true;
};


//shell
datablock DebrisData(SRSMGShellDebris)
{
shapeFile = "./SRSMGShell.dts";
lifetime = 2.0;
minSpinSpeed = -400.0;
maxSpinSpeed = 200.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 3;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = true;

gravModifier = 2;
};


//muzzle flash effects
datablock ParticleData(SRSMGFlashParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 25;
lifetimeVarianceMS   = 15;
textureName          = "Add-Ons/Weapon_SRSMG/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.9 0.0 0.9";
colors[1]     = "0.9 0.5 0.0 0.0";
sizes[0]      = 0.5;
sizes[1]      = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(SRSMGFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "SRSMGFlashParticle";

   uiName = "SRSMG Flash";
};

datablock ParticleData(SRSMGSmokeParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.5 0.5 0.5 0.9";
colors[1]     = "0.5 0.5 0.5 0.0";
sizes[0]      = 0.15;
sizes[1]      = 0.15;

useInvAlpha = false;
};
datablock ParticleEmitterData(SRSMGSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "SRSMGSmokeParticle";

   uiName = "SRSMG Smoke";
};


datablock ParticleData(SRSMGExplosionParticle)
{
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(SRSMGExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "SRSMGExplosionParticle";

   useEmitterColors = true;
   uiName = "SRSMG Hit Dust";
};


datablock ParticleData(SRSMGExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 50;
lifetimeVarianceMS   = 35;
textureName          = "base/data/particles/star1";
spinSpeed = 500.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "1 1 0.0 0.9";
colors[1]     = "0.9 0.0 0.0 0.0";
sizes[0]      = 1;
sizes[1]      = 0;

useInvAlpha = false;
};
datablock ParticleEmitterData(SRSMGExplosionRingEmitter)
{
lifeTimeMS = 50;

   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "SRSMGExplosionRingParticle";

   useEmitterColors = true;
   uiName = "SRSMG Hit Flash";
};

datablock ExplosionData(SRSMGExplosion)
{
   //explosionShape = "";
soundProfile = bulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = SRSMGExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.2;

   emitter[0] = SRSMGExplosionRingEmitter;

   faceViewer     = true;
   explosionScale = "2 2 2";

   shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 2;
   lightStartColor = "0.3 0.6 0.7";
   lightEndColor = "0 0 0";
};


AddDamageType("SRSMG",   '<bitmap:add-ons/Weapon_SRSMG/CI_SRSMG> %1',    '%2 <bitmap:add-ons/Weapon_SRSMG/CI_SRSMG> %1',0.2,1);
datablock ProjectileData(SRSMGProjectile)
{
   projectileShapeName = "./bullet.dts";
   directDamage        = 20;
   directDamageType    = $DamageType::SRSMG;
   radiusDamageType    = $DamageType::SRSMG;

   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           = SRSMGExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;

   muzzleVelocity      = 90;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.3;

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

   uiName = "SRSMG Bullet";
};

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

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

//gui stuff
uiName = "SRSMG";
iconName = "./icon_SRSMG";
doColorShift = true;
colorShiftColor = "0.25 0.25 0.25 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(SRSMGImage)
{
   // Basic Item properties
   shapeFile = "./SRSMG.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 = SRSMGProjectile;
   projectileType = Projectile;

casing = SRSMGShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0;

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

   doColorShift = true;
   colorShiftColor = SRSMGItem.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";
stateTransitionOnTimeout[0] = "Ready";
stateTimeoutValue[0] = 0.2;
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;

stateName[1] = "Ready";
stateSequence[1] = "ready";
stateTransitionOnTriggerDown[1] = "Fire";

stateName[2] = "Fire";
stateEjectShell[2] = true;
stateSequence[2] = "Fire";
stateTransitionOnTimeout[2] = "reload";
stateWaitForTimeout[2] = true;
stateTimeoutValue[2] = 0.04;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateScript[2] = "onFire";
stateSound[2] = SRSMGShot1Sound;
stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";

stateName[3] = "Fire2";
stateEjectShell[3] = true;
stateSequence[3] = "Fire2";
stateTransitionOnTimeout[3] = "reload";
stateWaitForTimeout[3] = true;
stateTimeoutValue[3] = 0.02;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire2";
stateSound[3] = SRSMGShot1Sound;
stateEmitter[3] = gunFlashEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";

stateName[4] = "Reload";
stateTimeoutValue[4] = 0.04;
stateTransitionOnTriggerUp[4] = "ready";
stateTransitionOnTimeout[4] = "Fire2";
};


function SRSMGImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
Parent::onFire(%this,%obj,%slot);
}
« Last Edit: February 12, 2010, 02:11:11 PM by ShadowsfeaR »

Are you sure all the files in the zip are updated?