Question - How to use multi-projectile weapons?
Hi, I have the following code, from advise I got from someone and it is still not working. I also followed a mod tutorial and still having no success any help would really be appreciated.
//
// Disc launcher
//
//
// Force-Feedback Effects
//
datablock EffectProfile(DiscFireEffect)
{
effectname = "weapons/spinfusor_fire";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(DiscSwitchEffect)
{
effectname = "weapons/spinfusor_activate";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(DiscDryFireEffect)
{
effectname = "weapons/spinfusor_dryfire";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(DiscIdleEffect)
{
effectname = "weapons/spinfusor_idle";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(DiscReloadEffect)
{
effectname = "weapons/spinfusor_reload";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(DiscExpEffect)
{
effectname = "explosions/grenade_explode";
minDistance = 5;
maxDistance = 20;
};
//
// Sounds
//
datablock AudioProfile(DiscSwitchSound)
{
filename = "fx/weapons/blaster_activate.wav";
description = AudioClosest3d;
preload = true;
effect = DiscSwitchEffect;
};
datablock AudioProfile(DiscLoopSound)
{
filename = "fx/weapons/spinfusor_idle.wav";
description = ClosestLooping3d;
effect = DiscIdleEffect;
};
datablock AudioProfile(DiscFireSound)
{
filename = "fx/weapons/spinfusor_fire.wav";
description = AudioDefault3d;
preload = true;
effect = DiscFireEffect;
};
datablock AudioProfile(DiscReloadSound)
{
filename = "fx/weapons/spinfusor_reload.wav";
description = AudioClosest3d;
preload = true;
effect = DiscReloadEffect;
};
datablock AudioProfile(discExpSound)
{
filename = "fx/weapons/spinfusor_impact.wav";
description = AudioExplosion3d;
preload = true;
effect = DiscExpEffect;
};
datablock AudioProfile(underwaterDiscExpSound)
{
filename = "fx/weapons/spinfusor_impact_UW.wav";
description = AudioExplosion3d;
preload = true;
effect = DiscExpEffect;
};
datablock AudioProfile(discProjectileSound)
{
filename = "fx/weapons/spinfusor_projectile.wav";
description = ProjectileLooping3d;
preload = true;
};
datablock AudioProfile(DiscDryFireSound)
{
filename = "fx/weapons/spinfusor_dryfire.wav";
description = AudioClose3d;
preload = true;
effect = DiscDryFireEffect;
};
//
// Explosion
//
datablock ParticleData(DiscExplosionBubbleParticle)
{
dragCoefficient = 0.0;
gravityCoefficient = -0.25;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 2000;
lifetimeVarianceMS = 750;
useInvAlpha = false;
textureName = "special/bubbles";
spinRandomMin = -100.0;
spinRandomMax = 100.0;
colors[0] = "0.7 0.8 1.0 0.0";
colors[1] = "0.7 0.8 1.0 0.4";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 1.0;
sizes[1] = 1.0;
sizes[2] = 1.0;
times[0] = 0.0;
times[1] = 0.3;
times[2] = 1.0;
};
datablock ParticleEmitterData(DiscExplosionBubbleEmitter)
{
ejectionPeriodMS = 7;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
ejectionOffset = 3.0;
velocityVariance = 0.5;
thetaMin = 0;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "DiscExplosionBubbleParticle";
};
datablock ExplosionData(UnderwaterDiscExplosion)
{
explosionShape = "disc_explosion.dts";
soundProfile = underwaterDiscExpSound;
faceViewer = true;
sizes[0] = "1.3 1.3 1.3";
sizes[1] = "0.75 0.75 0.75";
sizes[2] = "0.4 0.4 0.4";
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
emitter[0] = "DiscExplosionBubbleEmitter";
shakeCamera = true;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "20.0 20.0 20.0";
camShakeDuration = 0.5;
camShakeRadius = 10.0;
};
datablock ExplosionData(DiscExplosion)
{
explosionShape = "disc_explosion.dts";
soundProfile = discExpSound;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = true;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "20.0 20.0 20.0";
camShakeDuration = 0.5;
camShakeRadius = 10.0;
sizes[0] = "1.0 1.0 1.0";
sizes[1] = "1.0 1.0 1.0";
times[0] = 0.0;
times[1] = 1.0;
};
//
// Splash
//
datablock ParticleData(DiscMist)
{
dragCoefficient = 2.0;
gravityCoefficient = -0.05;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 400;
lifetimeVarianceMS = 100;
useInvAlpha = false;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
textureName = "particleTest";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.8;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(DiscMistEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 3.0;
velocityVariance = 2.0;
ejectionOffset = 0.0;
thetaMin = 85;
thetaMax = 85;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
lifetimeMS = 250;
particles = "DiscMist";
};
datablock ParticleData( DiscSplashParticle2 )
{
dragCoeffiecient = 0.4;
gravityCoefficient = -0.03; // rises slowly
inheritedVelFactor = 0.025;
lifetimeMS = 600;
lifetimeVarianceMS = 300;
textureName = "particleTest";
useInvAlpha = false;
spinRandomMin = -200.0;
spinRandomMax = 200.0;
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 1.0;
sizes[2] = 2.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( DiscSplashEmitter2 )
{
ejectionPeriodMS = 25;
ejectionOffset = 0.2;
periodVarianceMS = 0;
ejectionVelocity = 2.25;
velocityVariance = 0.50;
thetaMin = 0.0;
thetaMax = 30.0;
lifetimeMS = 250;
particles = "DiscSplashParticle2";
};
datablock ParticleData( DiscSplashParticle )
{
dragCoefficient = 1;
gravityCoefficient = 0.2;
inheritedVelFactor = 0.2;
constantAcceleration = -0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
textureName = "special/droplet";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.5;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( DiscSplashEmitter )
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 3;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 60;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
lifetimeMS = 100;
particles = "DiscSplashParticle";
};
datablock SplashData(DiscSplash)
{
numSegments = 15;
ejectionFreq = 0.0001;
ejectionAngle = 45;
ringLifetime = 0.5;
lifetimeMS = 400;
velocity = 5.0;
startRadius = 0.0;
acceleration = -3.0;
texWrap = 5.0;
texture = "special/water2";
emitter[0] = DiscSplashEmitter;
emitter[1] = DiscMistEmitter;
colors[0] = "0.7 0.8 1.0 0.0";
colors[1] = "0.7 0.8 1.0 1.0";
colors[2] = "0.7 0.8 1.0 0.0";
colors[3] = "0.7 0.8 1.0 0.0";
times[0] = 0.0;
times[1] = 0.4;
times[2] = 0.8;
times[3] = 1.0;
};
//
// Projectile
//
datablock LinearProjectileData(DiscProjectile)
{
projectileShapeName = "disc.dts";
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 0.50;
damageRadius = 7.5;
radiusDamageType = $DamageType::Disc;
kickBackStrength = 1750;
sound = discProjectileSound;
explosion = "DiscExplosion";
underwaterExplosion = "UnderwaterDiscExplosion";
splash = DiscSplash;
dryVelocity = 90;
wetVelocity = 50;
velInheritFactor = 0.5;
fizzleTimeMS = 5000;
lifetimeMS = 5000;
explodeOnDeath = true;
reflectOnWaterImpactAngle = 15.0;
explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 5000;
activateDelayMS = 200;
hasLight = true;
lightRadius = 6.0;
lightColor = "0.175 0.175 0.5";
};
//
// Ammo
//
datablock ItemData(DiscAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_disc.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some spinfusor discs";
};
//
// Weapon
//
datablock ShapeBaseImageData(DiscImage)
{
className = WeaponImage;
shapeFile = "disc.dts";
item = Disc;
ammo = DiscAmmo;
offset = "0 2 0";
emap = true;
projectileSpread = 0;
projectile = DiscProjectile;
projectileType = LinearProjectile;
// State Data
stateName[0] = "Preactivate";
stateTransitionOnLoaded[0] = "Activate";
stateTransitionOnNoAmmo[0] = "NoAmmo";
stateName[1] = "Activate";
stateTransitionOnTimeout[1] = "Ready";
stateTimeoutValue[1] = 0.5;
stateSequence[1] = "Activated";
stateSound[1] = DiscSwitchSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateSequence[2] = "DiscSpin";
stateSound[2] = DiscLoopSound;
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 1.25;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateSound[3] = DiscFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.5; // 0.25 load, 0.25 spinup
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateSound[4] = DiscReloadSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = DiscDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
};
datablock ItemData(Disc)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_disc.dts";
image = DiscImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a spinfusor";
emap = true;
};
//
datablock LinearProjectileData(DiscProjectile2)
{
projectileShapeName = "disc.dts";
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 0.50;
damageRadius = 7.5;
radiusDamageType = $DamageType::Disc;
kickBackStrength = 1750;
sound = discProjectileSound;
explosion = "DiscExplosion";
underwaterExplosion = "UnderwaterDiscExplosion";
splash = DiscSplash;
dryVelocity = 90;
wetVelocity = 50;
velInheritFactor = 0.5;
fizzleTimeMS = 5000;
lifetimeMS = 5000;
explodeOnDeath = true;
reflectOnWaterImpactAngle = 15.0;
explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 5000;
activateDelayMS = 200;
hasLight = true;
lightRadius = 6.0;
lightColor = "0.175 0.175 0.5";
};
//
// Ammo
//
datablock ItemData(DiscAmmo2)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_disc.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some spinfusor discs";
};
//
// Weapon
//
datablock ShapeBaseImageData(DiscImage2)
{
className = WeaponImage;
shapeFile = "disc.dts";
item = Disc;
ammo = DiscAmmo;
offset = "0 2 3";
emap = true;
projectileSpread = 0;
projectile2 = DiscProjectile2;
projectileType2 = LinearProjectile2;
// State Data
stateName[0] = "Preactivate";
stateTransitionOnLoaded[0] = "Activate";
stateTransitionOnNoAmmo[0] = "NoAmmo";
stateName[1] = "Activate";
stateTransitionOnTimeout[1] = "Ready";
stateTimeoutValue[1] = 0.5;
stateSequence[1] = "Activated";
stateSound[1] = DiscSwitchSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateSequence[2] = "DiscSpin";
stateSound[2] = DiscLoopSound;
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 1.25;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateSound[3] = DiscFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.5; // 0.25 load, 0.25 spinup
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateSound[4] = DiscReloadSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = DiscDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
};
datablock ItemData(Disc2)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_disc.dts";
image = DiscImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a spinfusor";
emap = true;
};
function YourWeaponImage::onMount(%this,%obj,%slot)
{
Parent::onMount(%this,%obj,%slot);
CommandToClient(%obj.client, 'BottomPrint', "Distructo Disc - Info.", 3, 2 );
}
//
// Disc launcher
//
//
// Force-Feedback Effects
//
datablock EffectProfile(DiscFireEffect)
{
effectname = "weapons/spinfusor_fire";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(DiscSwitchEffect)
{
effectname = "weapons/spinfusor_activate";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(DiscDryFireEffect)
{
effectname = "weapons/spinfusor_dryfire";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(DiscIdleEffect)
{
effectname = "weapons/spinfusor_idle";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(DiscReloadEffect)
{
effectname = "weapons/spinfusor_reload";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(DiscExpEffect)
{
effectname = "explosions/grenade_explode";
minDistance = 5;
maxDistance = 20;
};
//
// Sounds
//
datablock AudioProfile(DiscSwitchSound)
{
filename = "fx/weapons/blaster_activate.wav";
description = AudioClosest3d;
preload = true;
effect = DiscSwitchEffect;
};
datablock AudioProfile(DiscLoopSound)
{
filename = "fx/weapons/spinfusor_idle.wav";
description = ClosestLooping3d;
effect = DiscIdleEffect;
};
datablock AudioProfile(DiscFireSound)
{
filename = "fx/weapons/spinfusor_fire.wav";
description = AudioDefault3d;
preload = true;
effect = DiscFireEffect;
};
datablock AudioProfile(DiscReloadSound)
{
filename = "fx/weapons/spinfusor_reload.wav";
description = AudioClosest3d;
preload = true;
effect = DiscReloadEffect;
};
datablock AudioProfile(discExpSound)
{
filename = "fx/weapons/spinfusor_impact.wav";
description = AudioExplosion3d;
preload = true;
effect = DiscExpEffect;
};
datablock AudioProfile(underwaterDiscExpSound)
{
filename = "fx/weapons/spinfusor_impact_UW.wav";
description = AudioExplosion3d;
preload = true;
effect = DiscExpEffect;
};
datablock AudioProfile(discProjectileSound)
{
filename = "fx/weapons/spinfusor_projectile.wav";
description = ProjectileLooping3d;
preload = true;
};
datablock AudioProfile(DiscDryFireSound)
{
filename = "fx/weapons/spinfusor_dryfire.wav";
description = AudioClose3d;
preload = true;
effect = DiscDryFireEffect;
};
//
// Explosion
//
datablock ParticleData(DiscExplosionBubbleParticle)
{
dragCoefficient = 0.0;
gravityCoefficient = -0.25;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 2000;
lifetimeVarianceMS = 750;
useInvAlpha = false;
textureName = "special/bubbles";
spinRandomMin = -100.0;
spinRandomMax = 100.0;
colors[0] = "0.7 0.8 1.0 0.0";
colors[1] = "0.7 0.8 1.0 0.4";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 1.0;
sizes[1] = 1.0;
sizes[2] = 1.0;
times[0] = 0.0;
times[1] = 0.3;
times[2] = 1.0;
};
datablock ParticleEmitterData(DiscExplosionBubbleEmitter)
{
ejectionPeriodMS = 7;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
ejectionOffset = 3.0;
velocityVariance = 0.5;
thetaMin = 0;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "DiscExplosionBubbleParticle";
};
datablock ExplosionData(UnderwaterDiscExplosion)
{
explosionShape = "disc_explosion.dts";
soundProfile = underwaterDiscExpSound;
faceViewer = true;
sizes[0] = "1.3 1.3 1.3";
sizes[1] = "0.75 0.75 0.75";
sizes[2] = "0.4 0.4 0.4";
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
emitter[0] = "DiscExplosionBubbleEmitter";
shakeCamera = true;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "20.0 20.0 20.0";
camShakeDuration = 0.5;
camShakeRadius = 10.0;
};
datablock ExplosionData(DiscExplosion)
{
explosionShape = "disc_explosion.dts";
soundProfile = discExpSound;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = true;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "20.0 20.0 20.0";
camShakeDuration = 0.5;
camShakeRadius = 10.0;
sizes[0] = "1.0 1.0 1.0";
sizes[1] = "1.0 1.0 1.0";
times[0] = 0.0;
times[1] = 1.0;
};
//
// Splash
//
datablock ParticleData(DiscMist)
{
dragCoefficient = 2.0;
gravityCoefficient = -0.05;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 400;
lifetimeVarianceMS = 100;
useInvAlpha = false;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
textureName = "particleTest";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.8;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(DiscMistEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 3.0;
velocityVariance = 2.0;
ejectionOffset = 0.0;
thetaMin = 85;
thetaMax = 85;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
lifetimeMS = 250;
particles = "DiscMist";
};
datablock ParticleData( DiscSplashParticle2 )
{
dragCoeffiecient = 0.4;
gravityCoefficient = -0.03; // rises slowly
inheritedVelFactor = 0.025;
lifetimeMS = 600;
lifetimeVarianceMS = 300;
textureName = "particleTest";
useInvAlpha = false;
spinRandomMin = -200.0;
spinRandomMax = 200.0;
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 1.0;
sizes[2] = 2.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( DiscSplashEmitter2 )
{
ejectionPeriodMS = 25;
ejectionOffset = 0.2;
periodVarianceMS = 0;
ejectionVelocity = 2.25;
velocityVariance = 0.50;
thetaMin = 0.0;
thetaMax = 30.0;
lifetimeMS = 250;
particles = "DiscSplashParticle2";
};
datablock ParticleData( DiscSplashParticle )
{
dragCoefficient = 1;
gravityCoefficient = 0.2;
inheritedVelFactor = 0.2;
constantAcceleration = -0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
textureName = "special/droplet";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.5;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( DiscSplashEmitter )
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 3;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 60;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
lifetimeMS = 100;
particles = "DiscSplashParticle";
};
datablock SplashData(DiscSplash)
{
numSegments = 15;
ejectionFreq = 0.0001;
ejectionAngle = 45;
ringLifetime = 0.5;
lifetimeMS = 400;
velocity = 5.0;
startRadius = 0.0;
acceleration = -3.0;
texWrap = 5.0;
texture = "special/water2";
emitter[0] = DiscSplashEmitter;
emitter[1] = DiscMistEmitter;
colors[0] = "0.7 0.8 1.0 0.0";
colors[1] = "0.7 0.8 1.0 1.0";
colors[2] = "0.7 0.8 1.0 0.0";
colors[3] = "0.7 0.8 1.0 0.0";
times[0] = 0.0;
times[1] = 0.4;
times[2] = 0.8;
times[3] = 1.0;
};
//
// Projectile
//
datablock LinearProjectileData(DiscProjectile)
{
projectileShapeName = "disc.dts";
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 0.50;
damageRadius = 7.5;
radiusDamageType = $DamageType::Disc;
kickBackStrength = 1750;
sound = discProjectileSound;
explosion = "DiscExplosion";
underwaterExplosion = "UnderwaterDiscExplosion";
splash = DiscSplash;
dryVelocity = 90;
wetVelocity = 50;
velInheritFactor = 0.5;
fizzleTimeMS = 5000;
lifetimeMS = 5000;
explodeOnDeath = true;
reflectOnWaterImpactAngle = 15.0;
explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 5000;
activateDelayMS = 200;
hasLight = true;
lightRadius = 6.0;
lightColor = "0.175 0.175 0.5";
};
//
// Ammo
//
datablock ItemData(DiscAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_disc.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some spinfusor discs";
};
//
// Weapon
//
datablock ShapeBaseImageData(DiscImage)
{
className = WeaponImage;
shapeFile = "disc.dts";
item = Disc;
ammo = DiscAmmo;
offset = "0 2 0";
emap = true;
projectileSpread = 0;
projectile = DiscProjectile;
projectileType = LinearProjectile;
// State Data
stateName[0] = "Preactivate";
stateTransitionOnLoaded[0] = "Activate";
stateTransitionOnNoAmmo[0] = "NoAmmo";
stateName[1] = "Activate";
stateTransitionOnTimeout[1] = "Ready";
stateTimeoutValue[1] = 0.5;
stateSequence[1] = "Activated";
stateSound[1] = DiscSwitchSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateSequence[2] = "DiscSpin";
stateSound[2] = DiscLoopSound;
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 1.25;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateSound[3] = DiscFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.5; // 0.25 load, 0.25 spinup
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateSound[4] = DiscReloadSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = DiscDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
};
datablock ItemData(Disc)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_disc.dts";
image = DiscImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a spinfusor";
emap = true;
};
//
datablock LinearProjectileData(DiscProjectile2)
{
projectileShapeName = "disc.dts";
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 0.50;
damageRadius = 7.5;
radiusDamageType = $DamageType::Disc;
kickBackStrength = 1750;
sound = discProjectileSound;
explosion = "DiscExplosion";
underwaterExplosion = "UnderwaterDiscExplosion";
splash = DiscSplash;
dryVelocity = 90;
wetVelocity = 50;
velInheritFactor = 0.5;
fizzleTimeMS = 5000;
lifetimeMS = 5000;
explodeOnDeath = true;
reflectOnWaterImpactAngle = 15.0;
explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 5000;
activateDelayMS = 200;
hasLight = true;
lightRadius = 6.0;
lightColor = "0.175 0.175 0.5";
};
//
// Ammo
//
datablock ItemData(DiscAmmo2)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_disc.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some spinfusor discs";
};
//
// Weapon
//
datablock ShapeBaseImageData(DiscImage2)
{
className = WeaponImage;
shapeFile = "disc.dts";
item = Disc;
ammo = DiscAmmo;
offset = "0 2 3";
emap = true;
projectileSpread = 0;
projectile2 = DiscProjectile2;
projectileType2 = LinearProjectile2;
// State Data
stateName[0] = "Preactivate";
stateTransitionOnLoaded[0] = "Activate";
stateTransitionOnNoAmmo[0] = "NoAmmo";
stateName[1] = "Activate";
stateTransitionOnTimeout[1] = "Ready";
stateTimeoutValue[1] = 0.5;
stateSequence[1] = "Activated";
stateSound[1] = DiscSwitchSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateSequence[2] = "DiscSpin";
stateSound[2] = DiscLoopSound;
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 1.25;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateSound[3] = DiscFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.5; // 0.25 load, 0.25 spinup
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateSound[4] = DiscReloadSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = DiscDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
};
datablock ItemData(Disc2)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_disc.dts";
image = DiscImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a spinfusor";
emap = true;
};
function YourWeaponImage::onMount(%this,%obj,%slot)
{
Parent::onMount(%this,%obj,%slot);
CommandToClient(%obj.client, 'BottomPrint', "Distructo Disc - Info.", 3, 2 );
}
Comments
Also you need to change "YourWeaponImage" to that of what the weapon datablock is called.
Long way to go....