Quad Chain

Author: Drumstix42

-====================================================================================-

This will go through the complete process of adding the QuadChain. In this tutorials, you will be given the file name and the code. If you need help on where to put the code, the please refer to the tutorial on adding any ammo based weapon. Behold the power of linking tutorials!

-====================================================================================-
     

Step #1


-------
-------------------
--- inventory.cs   
-------------------
-------

IN:

function ShapeBase::clearInventory(%this)

Add:

   %this.setInventory(QuadChain,0);
   %this.setInventory(QuadChainAmmo,0); 

In:

function serverCmdGiveAll(%client)

Add:

   %player.setInventory(QuadChain,1);
   %player.setInventory(QuadChainAmmo,999);




     

Step #2


---------
----------------------
--- inventoryHud.cs
----------------------
---------

In Weapons list add:

$InvWeapon[10] = "QuadChain";    //Change # correctly

In Weapon list right below it, add:

$NameToInv["QuadChain"] = "QuadChain";


     

Step #3


--------
--------------------
--- player.cs
--------------------
--------

Armor's that you want to have gun:

   max[QuadChain] = 1;
   max[QuadChainAmmo] = 400;

Armor's that you don't want to have gun:

   max[QuadChain] = 0;

In $ammoType list add:

$ammoType[6] = "QuadChainAmmo";   //Change # correctly


     

Step #4


--------
-------------------
--- weapons.cs
-------------------
--------

In $WeaponsHudData list add:

$WeaponsHudData[11, bitmapName] = "gui/hud_chaingun"; //Change # correctly
$WeaponsHudData[11, itemDataName] = "QuadChain";      //Change # correctly
$WeaponsHudData[11, ammoDataName] = "QuadChainAmmo";  //Change # correctly
$WeaponsHudData[11, reticle] = "gui/ret_chaingun";    //Change # correctly
$WeaponsHudData[11, visible] = "true";

Change $WeaponsHudCount correctly:

$WeaponsHudCount = 12;  //Change # correctly

In $AmmoIncrement list add:

$AmmoIncrement[QuadChainAmmo] = 60;

In Weapon Exec list add:

exec("scripts/weapons/QuadChain.cs");



     

Step #5


--------
--------------------
--- Optional Step
--------------------
--------------------
--- ammopack.cs 
--------------------
--------

In $AmmoItem list add:

$AmmoItem[8] = QuadChainAmmo;  //Change # correctly

In max ammo list add:

max[QuadChainAmmo] = 300;


nbsp;    

Step #6


--------
--------------------
--- QuadChain.cs
--------------------
--------

Make the file QuadChain.cs in weapons folder.

Add this to it:


//--------------------------------------
// QuadChain
// Code Written By Drumstix42
// States Idea From Old Tut
// Please Give Drumstix42 Credit For Any
//  code use =D
//--------------------------------------

//--------------------------------------------------------------------------
// Projectile
//--------------------------------------
datablock DecalData(QuadchainDecal1)
{
   sizeX       = 0.05;
   sizeY       = 0.05;
   textureName = "special/bullethole1";
};
datablock DecalData(QuadchainDecal2) : QuadchainDecal1
{
   textureName = "special/bullethole2";
};

datablock DecalData(QuadchainDecal3) : QuadchainDecal1
{
   textureName = "special/bullethole3";
};
datablock DecalData(QuadchainDecal4) : QuadchainDecal1
{
   textureName = "special/bullethole4";
};
datablock DecalData(QuadchainDecal5) : QuadchainDecal1
{
   textureName = "special/bullethole5";
};
datablock DecalData(QuadchainDecal6) : QuadchainDecal1
{
   textureName = "special/bullethole6";
};


datablock TracerProjectileData(QuadchainBullet)
{
   doDynamicClientHits = true;

   directDamage        = 0.0825;
   directDamageType    = $DamageType::Bullet;
   explosion           = "ChaingunExplosion";
   splash              = ChaingunSplash;

   kickBackStrength  = 0.0;
   sound 				= ChaingunProjectile;

   dryVelocity       = 425.0;
   wetVelocity       = 100.0;
   velInheritFactor  = 1.0;
   fizzleTimeMS      = 3000;
   lifetimeMS        = 3000;
   explodeOnDeath    = false;
   reflectOnWaterImpactAngle = 0.0;
   explodeOnWaterImpact      = false;
   deflectionOnWaterImpact   = 0.0;
   fizzleUnderwaterMS        = 3000;

   tracerLength    = 15.0;
   tracerAlpha     = false;
   tracerMinPixels = 6;
   tracerColor     = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
	tracerTex[0]  	 = "special/tracer00";
	tracerTex[1]  	 = "special/tracercross";
	tracerWidth     = 0.10;
   crossSize       = 0.20;
   crossViewAng    = 0.990;
   renderCross     = true;

   decalData[0] = QuadchainDecal1;
   decalData[1] = QuadchainDecal2;
   decalData[2] = QuadchainDecal3;
   decalData[3] = QuadchainDecal4;
   decalData[4] = QuadchainDecal5;
   decalData[5] = QuadchainDecal6;
};

//--------------------------------------------------------------------------
// Ammo
//--------------------------------------

datablock ItemData(QuadchainAmmo)
{
   className = Ammo;
   catagory = "Ammo";
   shapeFile = "ammo_chaingun.dts";
   mass = 1;
   elasticity = 0.2;
   friction = 0.6;
   pickupRadius = 2;
	pickUpName = "some Quadchain ammo";

   computeCRC = true;

};

//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(QuadchainImage)
{
   className = WeaponImage;
   shapeFile = "weapon_chaingun.dts";
   item      = Quadchain;
   ammo 	 = QuadchainAmmo;
   projectile = QuadchainBullet;
   projectileType = TracerProjectile;
   emap = true;

   casing              = ShellDebris;
   shellExitDir        = "1.0 0.3 1.0";
   shellExitOffset     = "0.15 -0.56 -0.1";
   shellExitVariance   = 15.0;
   shellVelocity       = 3.0;

   projectileSpread = 8.0 / 1000.0;

   //--------------------------------------
   stateName[0]             = "Activate";
   stateSequence[0]         = "Activate";
   stateSound[0]            = ChaingunSwitchSound;
   stateAllowImageChange[0] = false;
   //
   stateTimeoutValue[0]        = 0.5;
   stateTransitionOnTimeout[0] = "Ready";
   stateTransitionOnNoAmmo[0]  = "NoAmmo";

   //--------------------------------------
   stateName[1]       = "Ready";
   stateSpinThread[1] = Stop;
   //
   stateTransitionOnTriggerDown[1] = "Spinup";
   stateTransitionOnNoAmmo[1]      = "NoAmmo";

   //--------------------------------------
   stateName[2]               = "NoAmmo";
   stateTransitionOnAmmo[2]   = "Ready";
   stateSpinThread[2]         = Stop;
   stateTransitionOnTriggerDown[2] = "DryFire";

   //--------------------------------------
   stateName[3]         = "Spinup";
   stateScript[3]       = "onSpinup";
   stateSpinThread[3]   = SpinUp;
   stateSound[3]        = ChaingunSpinupSound;
   //
   stateTimeoutValue[3]          = 0.5;
   stateWaitForTimeout[3]        = false;
   stateTransitionOnTimeout[3]   = "Fire";
   stateTransitionOnTriggerUp[3] = "Spindown";

   //--------------------------------------
   stateName[4]             = "Fire";
   stateSequence[4]            = "Fire";
   stateSequenceRandomFlash[4] = true;
   stateSpinThread[4]       = FullSpeed;
   stateSound[4]            = ChaingunFireSound;
   //stateRecoil[4]           = LightRecoil;
   stateAllowImageChange[4] = false;
   stateScript[4]           = "onFire";
   stateFire[4]             = true;
   stateEjectShell[4]       = true;
   //
   stateTimeoutValue[4]          = 0.15;
   stateTransitionOnTimeout[4]   = "Fire";
   stateTransitionOnTriggerUp[4] = "Spindown";
   stateTransitionOnNoAmmo[4]    = "EmptySpindown";

   //--------------------------------------
   stateName[5]       = "Spindown";
   stateScript[5]     = "onSpindown";
   stateSound[5]      = ChaingunSpinDownSound;
   stateSpinThread[5] = SpinDown;
   //
   stateTimeoutValue[5]            = 1.0;
   stateWaitForTimeout[5]          = true;
   stateTransitionOnTimeout[5]     = "Ready";
   stateTransitionOnTriggerDown[5] = "Spinup";

   //--------------------------------------
   stateName[6]       = "EmptySpindown";
   stateSound[6]      = ChaingunSpinDownSound;
   stateSpinThread[6] = SpinDown;
   stateScript[6]     = "onSpindown";
   //
   stateTimeoutValue[6]        = 0.5;
   stateTransitionOnTimeout[6] = "NoAmmo";

   //--------------------------------------
   stateName[7]       = "DryFire";
   stateSound[7]      = ChaingunDryFireSound;
   stateTimeoutValue[7]        = 0.5;
   stateTransitionOnTimeout[7] = "NoAmmo";
};

datablock ShapeBaseImageData(Quadchain2Image) : QuadchainImage
{
   offset = "-0.5 0 0";
   //--------------------------------------
   stateName[0]             = "Activate";
   stateSequence[0]         = "Activate";
   stateSound[0]            = ChaingunSwitchSound;
   stateAllowImageChange[0] = false;
   //
   stateTimeoutValue[0]        = 0.5;
   stateTransitionOnTimeout[0] = "Ready";
   stateTransitionOnNoAmmo[0]  = "NoAmmo";

   //--------------------------------------
   stateName[1]       = "Ready";
   stateSpinThread[1] = Stop;
   //
   stateTransitionOnTriggerDown[1] = "Spinup";
   stateTransitionOnNoAmmo[1]      = "NoAmmo";

   //--------------------------------------
   stateName[2]               = "NoAmmo";
   stateTransitionOnAmmo[2]   = "Ready";
   stateSpinThread[2]         = Stop;
   stateTransitionOnTriggerDown[2] = "DryFire";

   //--------------------------------------
   stateName[3]         = "Spinup";
   stateScript[3]       = "onSpinup";
   stateSpinThread[3]   = SpinUp;
   stateSound[3]        = ChaingunSpinupSound;
   //
   stateTimeoutValue[3]          = 0.5;
   stateWaitForTimeout[3]        = false;
   stateTransitionOnTimeout[3]   = "Fire";
   stateTransitionOnTriggerUp[3] = "Spindown";

   //--------------------------------------
   stateName[4]             = "Fire";
   stateSequence[4]            = "Fire";
   stateSequenceRandomFlash[4] = true;
   stateSpinThread[4]       = FullSpeed;
   stateSound[4]            = ChaingunFireSound;
   //stateRecoil[4]           = LightRecoil;
   stateAllowImageChange[4] = false;
   stateScript[4]           = "onFire";
   stateFire[4]             = true;
   stateEjectShell[4]       = true;
   //
   stateTimeoutValue[4]          = 0.15;
   stateTransitionOnTimeout[4]   = "Fire";
   stateTransitionOnTriggerUp[4] = "Spindown";
   stateTransitionOnNoAmmo[4]    = "EmptySpindown";

   //--------------------------------------
   stateName[5]       = "Spindown";
   stateScript[5]     = "onSpindown";
   stateSound[5]      = ChaingunSpinDownSound;
   stateSpinThread[5] = SpinDown;
   //
   stateTimeoutValue[5]            = 1.0;
   stateWaitForTimeout[5]          = true;
   stateTransitionOnTimeout[5]     = "Ready";
   stateTransitionOnTriggerDown[5] = "Spinup";

   //--------------------------------------
   stateName[6]       = "EmptySpindown";
   stateSound[6]      = ChaingunSpinDownSound;
   stateSpinThread[6] = SpinDown;
   stateScript[6]     = "onSpindown";
   //
   stateTimeoutValue[6]        = 0.5;
   stateTransitionOnTimeout[6] = "NoAmmo";

   //--------------------------------------
   stateName[7]       = "DryFire";
   stateSound[7]      = ChaingunDryFireSound;
   stateTimeoutValue[7]        = 0.5;
   stateTransitionOnTimeout[7] = "NoAmmo";
};

datablock ShapeBaseImageData(Quadchain3Image) : QuadchainImage
{
   offset = "-0.6 0 0.5";
   //shapeFile = "weapon_mortar.dts";
   //--------------------------------------
   stateName[0]             = "Activate";
   stateSequence[0]         = "Activate";
   stateSound[0]            = ChaingunSwitchSound;
   stateAllowImageChange[0] = false;
   //
   stateTimeoutValue[0]        = 0.5;
   stateTransitionOnTimeout[0] = "Ready";
   stateTransitionOnNoAmmo[0]  = "NoAmmo";

   //--------------------------------------
   stateName[1]       = "Ready";
   stateSpinThread[1] = Stop;
   //
   stateTransitionOnTriggerDown[1] = "Spinup";
   stateTransitionOnNoAmmo[1]      = "NoAmmo";

   //--------------------------------------
   stateName[2]               = "NoAmmo";
   stateTransitionOnAmmo[2]   = "Ready";
   stateSpinThread[2]         = Stop;
   stateTransitionOnTriggerDown[2] = "DryFire";

   //--------------------------------------
   stateName[3]         = "Spinup";
   stateScript[3]       = "onSpinup";
   stateSpinThread[3]   = SpinUp;
   stateSound[3]        = ChaingunSpinupSound;
   //
   stateTimeoutValue[3]          = 0.5;
   stateWaitForTimeout[3]        = false;
   stateTransitionOnTimeout[3]   = "Fire";
   stateTransitionOnTriggerUp[3] = "Spindown";

   //--------------------------------------
   stateName[4]             = "Fire";
   stateSequence[4]            = "Fire";
   stateSequenceRandomFlash[4] = true;
   stateSpinThread[4]       = FullSpeed;
   stateSound[4]            = ChaingunFireSound;
   //stateRecoil[4]           = LightRecoil;
   stateAllowImageChange[4] = false;
   stateScript[4]           = "onFire";
   stateFire[4]             = true;
   stateEjectShell[4]       = true;
   //
   stateTimeoutValue[4]          = 0.15;
   stateTransitionOnTimeout[4]   = "Fire";
   stateTransitionOnTriggerUp[4] = "Spindown";
   stateTransitionOnNoAmmo[4]    = "EmptySpindown";

   //--------------------------------------
   stateName[5]       = "Spindown";
   stateScript[5]     = "onSpindown";
   stateSound[5]      = ChaingunSpinDownSound;
   stateSpinThread[5] = SpinDown;
   //
   stateTimeoutValue[5]            = 1.0;
   stateWaitForTimeout[5]          = true;
   stateTransitionOnTimeout[5]     = "Ready";
   stateTransitionOnTriggerDown[5] = "Spinup";

   //--------------------------------------
   stateName[6]       = "EmptySpindown";
   stateSound[6]      = ChaingunSpinDownSound;
   stateSpinThread[6] = SpinDown;
   stateScript[6]     = "onSpindown";
   //
   stateTimeoutValue[6]        = 0.5;
   stateTransitionOnTimeout[6] = "NoAmmo";

   //--------------------------------------
   stateName[7]       = "DryFire";
   stateSound[7]      = ChaingunDryFireSound;
   stateTimeoutValue[7]        = 0.5;
   stateTransitionOnTimeout[7] = "NoAmmo";
};

datablock ShapeBaseImageData(Quadchain4Image) : QuadchainImage
{
   offset = "0.1 0 0.5";
   //shapeFile = "weapon_mortar.dts";
   //--------------------------------------
   stateName[0]             = "Activate";
   stateSequence[0]         = "Activate";
   stateSound[0]            = ChaingunSwitchSound;
   stateAllowImageChange[0] = false;
   //
   stateTimeoutValue[0]        = 0.5;
   stateTransitionOnTimeout[0] = "Ready";
   stateTransitionOnNoAmmo[0]  = "NoAmmo";

   //--------------------------------------
   stateName[1]       = "Ready";
   stateSpinThread[1] = Stop;
   //
   stateTransitionOnTriggerDown[1] = "Spinup";
   stateTransitionOnNoAmmo[1]      = "NoAmmo";

   //--------------------------------------
   stateName[2]               = "NoAmmo";
   stateTransitionOnAmmo[2]   = "Ready";
   stateSpinThread[2]         = Stop;
   stateTransitionOnTriggerDown[2] = "DryFire";

   //--------------------------------------
   stateName[3]         = "Spinup";
   stateScript[3]       = "onSpinup";
   stateSpinThread[3]   = SpinUp;
   stateSound[3]        = ChaingunSpinupSound;
   //
   stateTimeoutValue[3]          = 0.5;
   stateWaitForTimeout[3]        = false;
   stateTransitionOnTimeout[3]   = "Fire";
   stateTransitionOnTriggerUp[3] = "Spindown";

   //--------------------------------------
   stateName[4]             = "Fire";
   stateSequence[4]            = "Fire";
   stateSequenceRandomFlash[4] = true;
   stateSpinThread[4]       = FullSpeed;
   stateSound[4]            = ChaingunFireSound;
   //stateRecoil[4]           = LightRecoil;
   stateAllowImageChange[4] = false;
   stateScript[4]           = "onFire";
   stateFire[4]             = true;
   stateEjectShell[4]       = true;
   //
   stateTimeoutValue[4]          = 0.15;
   stateTransitionOnTimeout[4]   = "Fire";
   stateTransitionOnTriggerUp[4] = "Spindown";
   stateTransitionOnNoAmmo[4]    = "EmptySpindown";

   //--------------------------------------
   stateName[5]       = "Spindown";
   stateScript[5]     = "onSpindown";
   stateSound[5]      = ChaingunSpinDownSound;
   stateSpinThread[5] = SpinDown;
   //
   stateTimeoutValue[5]            = 1.0;
   stateWaitForTimeout[5]          = true;
   stateTransitionOnTimeout[5]     = "Ready";
   stateTransitionOnTriggerDown[5] = "Spinup";

   //--------------------------------------
   stateName[6]       = "EmptySpindown";
   stateSound[6]      = ChaingunSpinDownSound;
   stateSpinThread[6] = SpinDown;
   stateScript[6]     = "onSpindown";
   //
   stateTimeoutValue[6]        = 0.5;
   stateTransitionOnTimeout[6] = "NoAmmo";

   //--------------------------------------
   stateName[7]       = "DryFire";
   stateSound[7]      = ChaingunDryFireSound;
   stateTimeoutValue[7]        = 0.5;
   stateTransitionOnTimeout[7] = "NoAmmo";
};

datablock ItemData(Quadchain)
{
   className    = Weapon;
   catagory     = "Spawn Items";
   shapeFile    = "weapon_chaingun.dts";
   image        = QuadchainImage;
   mass         = 1;
   elasticity   = 0.2;
   friction     = 0.6;
   pickupRadius = 2;
   pickUpName   = "a Quadchain";

   emap = true;
};

//Mount The Images
function QuadchainImage::onMount(%this,%obj,%slot)
{
   Parent::onMount(%this, %obj, %slot);
   CommandToClient(%obj.client, 'BottomPrint', "QuadChain - By DrumStix42.", 4, 2 );
   %obj.mountImage(Quadchain2Image, 4);
   %obj.mountImage(Quadchain3Image, 5);
   %obj.mountImage(Quadchain4Image, 6);
}

//Fire All At Once
function QuadchainImage::onSpindown(%this,%obj,%slot)
{
   %obj.setImageTrigger(4, false);
   %obj.setImageTrigger(5, false);
   %obj.setImageTrigger(6, false);
}

//Stop All At Once
function QuadchainImage::onSpinup(%this,%obj,%slot)
{
   %obj.setImageTrigger(4, true);
   %obj.setImageTrigger(5, true);
   %obj.setImageTrigger(6, true);
}

//UnMount The Images
function QuadchainImage::onUnmount(%this,%obj,%slot)
{
   Parent::onUnmount(%this, %obj, %slot);
   %obj.unmountImage(4);
   %obj.unmountImage(5);
   %obj.unmountImage(6);
}
////////////////////////////////////
//End Code- QuadChain -By DrumStix42
////////////////////////////////////





------------------------------------------------------------------------------
And there you have it, simple and done, go play with your new, QuadChain Gun!!

-Drumstix42