Adding weapon into inventory
by William Goh (Joondalup IT TAFE) · in Torque 3D Professional · 10/15/2009 (11:20 pm) · 2 replies
Trying to place weapon into inventory. My weapon cs file contains the following code:
// ----------------------------------------------------------------------------
// Weapon Item. This is the item that exists in the world,
// i.e. when it's been dropped, thrown or is acting as re-spawnable item.
// When the weapon is mounted onto a shape, the Image is used.
// ----------------------------------------------------------------------------
datablock ItemData(M4A1Carbine)
{
// Mission editor category
category = "Weapon";
// Hook into Item Weapon class hierarchy. The weapon namespace
// provides common weapon handling functions in addition to hooks
// into the inventory system.
className = "Weapon";
// Basic Item properties
shapefile = "art/shapes/weapons/M4A1 Carbine/M4A1 Carbine.DAE";
mass = 3;
elasticity = 0.2;
friction = 0.6;
emap = true;
// Dynamic properties defined by the scripts
pickUpName = "M4A1 Carbine";
description = "Rifle";
image = M4A1CarbineImage;
// weaponHUD
previewImage = 'swarmer.png';
reticle = 'reticle_rocketlauncher';
};
// ----------------------------------------------------------------------------
// Image which does all the work. Images do not normally exist in
// the world, they can only be mounted on ShapeBase objects.
// ----------------------------------------------------------------------------
datablock ShapeBaseImageData(M4A1CarbineImage)
{
// Basic Item properties
shapefile = "art/shapes/weapons/M4A1 Carbine/M4A1 Carbine.DAE";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
offset = "0.0 0.15 0.025";
eyeOffset = "0.25 0.6 -0.4"; // 0.25=right/left 0.5=forward/backward, -0.5=up/down
// 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;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
className = "WeaponImage";
};
How to add this weapon into my inventory?
// ----------------------------------------------------------------------------
// Weapon Item. This is the item that exists in the world,
// i.e. when it's been dropped, thrown or is acting as re-spawnable item.
// When the weapon is mounted onto a shape, the Image is used.
// ----------------------------------------------------------------------------
datablock ItemData(M4A1Carbine)
{
// Mission editor category
category = "Weapon";
// Hook into Item Weapon class hierarchy. The weapon namespace
// provides common weapon handling functions in addition to hooks
// into the inventory system.
className = "Weapon";
// Basic Item properties
shapefile = "art/shapes/weapons/M4A1 Carbine/M4A1 Carbine.DAE";
mass = 3;
elasticity = 0.2;
friction = 0.6;
emap = true;
// Dynamic properties defined by the scripts
pickUpName = "M4A1 Carbine";
description = "Rifle";
image = M4A1CarbineImage;
// weaponHUD
previewImage = 'swarmer.png';
reticle = 'reticle_rocketlauncher';
};
// ----------------------------------------------------------------------------
// Image which does all the work. Images do not normally exist in
// the world, they can only be mounted on ShapeBase objects.
// ----------------------------------------------------------------------------
datablock ShapeBaseImageData(M4A1CarbineImage)
{
// Basic Item properties
shapefile = "art/shapes/weapons/M4A1 Carbine/M4A1 Carbine.DAE";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
offset = "0.0 0.15 0.025";
eyeOffset = "0.25 0.6 -0.4"; // 0.25=right/left 0.5=forward/backward, -0.5=up/down
// 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;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
className = "WeaponImage";
};
How to add this weapon into my inventory?
#2
Cheers for your help :)
10/15/2009 (11:58 pm)
Oh yeah thanks. My weapon assigning works now. Number 1 is the rocket launcher and the second is the M4A1Carbine weapon. However doesnt work with the keypress of 2 but only the mouse wheel. Cheers for your help :)
Associate OmegaDog
With your .cs placed in game\art\datablocks\weapons
open file game\art\datablocks\datablockExec.cs
Under the rocketlauncher line add:
exec("./weapons/M4A1Carbine.cs");Inventory:
open file game\art\datablocks\player.cs
Under datablock PlayerData(DefaultPlayerData) look for:
// Allowable Inventory Items
Add: