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Lua being applied to all guns? http://45.55.195.193/viewtopic.php?f=73&t=46256 |
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Author: | polartechie [ Sun Mar 18, 2018 8:35 pm ] |
Post subject: | Lua being applied to all guns? |
Hi there, I'm tryna fix the star wars mod, currently this script, "ReflectSaber.lua" is being loaded by all guns from a variety of actors, instead of only being loaded by the HDfirearm it is a ScriptFile for. Help me Data Realms Kinobis, you're my only hope. I'm currently digging through tutorials hoping to piece together the right "IF lightsaber then do this script, otherwise just don't." T_T Code: function Create(self) local actor = MovableMan:GetMOFromID(self.RootID); if MovableMan:IsActor(actor) then self.parent = ToActor(actor); end self.ReflectTimer = Timer(); self.BlockAngle = self.RotAngle; self.randblock = 1; self.hitnum = 0; self.rechargeTimer = Timer(); self.ammoCounter = 50; self.Magazine.RoundCount = self.ammoCounter; self.anglemodifier = 0; self.SpinTimer = Timer(); end function Update(self) if MovableMan:IsActor(self.parent) and self.RootID == self.parent.ID then if self.Magazine ~= nil then if self.HFlipped then self.negatore = 1 else self.negatore = -1 end if not self.ReflectTimer:IsPastSimMS(310 - (20 * self.parent.Sharpness)) then local blockang = self.BlockAngle if not self.ReflectTimer:IsPastSimMS(35) then local rand = math.random(0,4) if rand == 1 then self.Magazine.Frame = 9; elseif rand == 2 then self.Magazine.Frame = 4; elseif rand == 3 then self.Magazine.Frame = 11; elseif rand == 4 then self.Magazine.Frame = 12; else self.Magazine.Frame = 4; end self.BlockAngle = blockang * 1.01; elseif not self.ReflectTimer:IsPastSimMS(55) then self.Magazine.Frame = 5 self.BlockAngle = blockang * 0.999; elseif not self.ReflectTimer:IsPastSimMS(95) then self.Magazine.Frame = 5 self.BlockAngle = blockang * 0.995; elseif not self.ReflectTimer:IsPastSimMS(120) then self.Magazine.Frame = 6 self.BlockAngle = blockang * 0.99; elseif not self.ReflectTimer:IsPastSimMS(155) then self.Magazine.Frame = 7 self.BlockAngle = blockang * 0.98; elseif not self.ReflectTimer:IsPastSimMS(210) then self.Magazine.Frame = 8 self.BlockAngle = blockang * 0.97; elseif not self.ReflectTimer:IsPastSimMS(260) then self.Magazine.Frame = 9 self.BlockAngle = blockang * 0.95; end self.RotAngle = self.BlockAngle else self.Magazine.Frame = math.random(0,3); local blockang = self.BlockAngle if blockang ~= 0 then if blockang > math.pi then blockang = blockang - math.pi elseif blockang < -math.pi then blockang = blockang + math.pi end if math.abs(self.BlockAngle) < (math.pi * 0.5) then self.BlockAngle = blockang * 0.8 else self.BlockAngle = blockang * 1.1 if math.abs(self.BlockAngle) >= math.pi then self.BlockAngle = 0; end end if self.BlockAngle < -0.08 and self.BlockAngle > 0.08 then local rand = math.random(0,4) if rand < 2 then self.Magazine.Frame = 14 else self.Magazine.Frame = 15 end else self.Magazine.Frame = 16 end if self.BlockAngle > -0.03 and self.BlockAngle < 0.03 then self.BlockAngle = 0; end self.RotAngle = self.RotAngle + blockang; end end if self:IsActivated() then local angmod = 0 if not self.SpinTimer:IsPastSimMS(2000) then if self.ReflectTimer:IsPastSimMS(470 - (20 * self.parent.Sharpness)) then angmod = math.sin(self.ReflectTimer.ElapsedSimTimeMS / 200) / 1.9; --self.Magazine.Frame = 8 if angmod == 0 then local soundfx = CreateAEmitter("Lightsaber Blade Sound"); soundfx.Pos = self.Pos; MovableMan:AddParticle(soundfx); end end else if self.ReflectTimer:IsPastSimMS(150) and self.BlockAngle == 0 then local posneg = 1; angmod = self.anglemodifier if angmod == 0 then local soundfx = CreateAEmitter("Lightsaber Swing"); soundfx.Pos = self.Pos; MovableMan:AddParticle(soundfx); end if posneg == 1 then if angmod <= -7.2 then self.anglemodifier = 0; angmod = 0; self.SpinTimer:Reset(); end else if angmod >= 7.2 then self.anglemodifier = 0; angmod = 0; self.SpinTimer:Reset(); end end self.anglemodifier = angmod + 0.27 * posneg local rand = math.random(0,4) if rand < 2 then self.Magazine.Frame = 14 else self.Magazine.Frame = 15 end if angmod >= (math.pi * 2) then self.anglemodifier = 0; angmod = 0; self.SpinTimer:Reset(); end end end local angle = self.RotAngle; self.RotAngle = angle + (.4 + angmod ) * self.negatore; self.Pos = self.Pos + Vector(angmod * 0.5 * self.negatore,0):RadRotate(self.RotAngle); self.rechargeTimer:Reset(); if self.ammoCounter > 1 then --SHIELD for particle in MovableMan.Particles do local pardist = SceneMan:ShortestDistance(self.Pos,particle.Pos,true); if pardist.Magnitude < 25 then if particle.Team ~= self.Team then if particle.HitsMOs == false then if pardist.Magnitude < 25 and particle.PresetName == "Lightsaber Killing B" and particle.Team ~= self.Team then if self.ammoCounter > 1 then -- particle.ToDelete = true; local angle = SceneMan:ShortestDistance(self.Pos,particle.Pos, true).AbsRadAngle self.ReflectTimer:Reset(); self.randblock = math.random(-5,5); self.BlockAngle = angle - self.randblock * 0.4; local soundfx = CreateAEmitter("Lightsaber Clash"); soundfx.Pos = particle.Pos; soundfx.RotAngle = self.RotAngle + math.pi; MovableMan:AddParticle(soundfx); local strikePoint = Vector(0,-1); self.parent:AddAbsForce((particle.Vel) * 0.6, strikePoint); self.parent.Vel = self.parent.Vel * 0.85; self.ReflectTimer:Reset(); particle.Pos.Y = particle.Pos.Y - 50000; self.ammoCounter = self.ammoCounter - 1; end end --GRAZE BLOCK if pardist.Magnitude < 25 and particle.PresetName == "Lightsaber Killing C" and particle.Team ~= self.Team then if self.ammoCounter > 1 then local angle = SceneMan:ShortestDistance(self.Pos,particle.Pos, true).AbsRadAngle self.ReflectTimer:Reset(); self.BlockAngle = angle; local soundfx = CreateAEmitter("Lightsaber Clash"); soundfx.Pos = particle.Pos; soundfx.RotAngle = self.RotAngle + math.pi; MovableMan:AddParticle(soundfx); local strikePoint = Vector(0,-1); self.parent:AddAbsForce((particle.Vel) * 0.2, strikePoint); self.parent.Vel = self.parent.Vel * 0.85; self.ReflectTimer:Reset(); particle.Pos.Y = particle.Pos.Y - 50000; self.ammoCounter = self.ammoCounter - 0.25; end end --END GRAZE BLOCK if pardist.Magnitude < 20 and particle.PresetName == "Lightning Particle Null" and particle.Team ~= self.Team then particle.ToDelete = true; if self.ammoCounter > 1 then self.ammoCounter = self.ammoCounter - 0.2; end end elseif particle.HitsMOs == true then if particle.ClassName == "MOPixel" and pardist.Magnitude < 25 and particle.Vel.Magnitude > 30 and particle.PresetName ~= "Lightsaber Killing B" and particle.Team ~= self.Team then if self.ammoCounter > 1 then local angle = SceneMan:ShortestDistance(self.Pos,particle.Pos, true).AbsRadAngle self.ReflectTimer:Reset(); self.randblock = math.random(-5,5); self.BlockAngle = angle - (self.randblock * 0.4 * -1 * self.negatore); local rand = math.random(0,1) if rand == 1 then self.Magazine.Frame = 12; else self.Magazine.Frame = 11; end local rand = math.random(-27,27); local soundfx = CreateAEmitter("Lightsaber Swing"); soundfx.Pos = particle.Pos; MovableMan:AddParticle(soundfx); particle.Vel = Vector(particle.Vel.Magnitude,rand):RadRotate(self.parent:GetAimAngle(true)); particle:SetWhichMOToNotHit(self.parent,-1); particle.Team = self.Team; particle.IgnoresTeamHits = true; local strikePoint = Vector(0,-1); self.parent:AddAbsForce((particle.Vel) * 0.5, strikePoint); self.ammoCounter = self.ammoCounter - 1; end elseif particle.ClassName ~= "MOPixel" and pardist.Magnitude < 25 and particle.Vel.Magnitude > 30 and particle.PresetName ~= "Lightsaber Killing B" and particle.Mass < 50 and particle.Team ~= self.Team then particle.ToDelete = true; local angle = SceneMan:ShortestDistance(self.Pos,particle.Pos, true).AbsRadAngle self.ReflectTimer:Reset(); self.randblock = math.random(-5,5); self.BlockAngle = angle - self.randblock * 0.4; local soundfx = CreateAEmitter("Lightsaber Deflect"); soundfx.Pos = particle.Pos; MovableMan:AddParticle(soundfx); local strikePoint = Vector(0,-1); self.parent:AddAbsForce((particle.Vel) * 0.5, strikePoint); self.ReflectTimer:Reset(); if self.ammoCounter > 1 then self.ammoCounter = self.ammoCounter - 1; end end end end end end --END SHIELD --SWING if self.ReflectTimer:IsPastSimMS(370 - (20 * self.parent.Sharpness)) then local rayL = 0; local vect = Vector(18,0); vect = Vector(-18 * self.negatore,-18); vect = vect:RadRotate(self.RotAngle); rayL = SceneMan:CastObstacleRay(Vector(self.Pos.X,self.Pos.Y),vect,Vector(0,0),Vector(0,0),self.parent.ID,self.Team,0,1); if rayL>0 then local moid = SceneMan:CastMORay(self.Pos,vect,self.parent.ID,self.Team,0,false,0); if moid ~= 255 and moid ~= 0 then local hitMO = MovableMan:GetMOFromID(moid); local root = MovableMan:GetMOFromID(hitMO.RootID); if hitMO and not(MovableMan:IsActor(root) and ToActor(root).Health < 0) then if self.ammoCounter > 1 then self.ammoCounter = self.ammoCounter - 1; end local i = 0; while i < 2 do local burn2 = CreateMOPixel("Lightsaber Killing B", "empire_2018.rte"); burn2.Vel = vect; burn2.Pos = SceneMan:GetLastRayHitPos(); burn2.Team = self.Team; burn2.IgnoresTeamHits = true; MovableMan:AddParticle(burn2); i = i+1; end if MovableMan:IsActor(root) then self.parent:SetWhichMOToNotHit(root,349) root:SetWhichMOToNotHit(self.parent,349) end end local part = CreateAEmitter("Lightsaber Ground Impact"); part.Pos = SceneMan:GetLastRayHitPos(); MovableMan:AddParticle(part); if hitMO and MovableMan:IsActor(root) and ToActor(root).Health > 0 then local angle = SceneMan:ShortestDistance(self.Pos,root.Pos, true).AbsRadAngle self.randblock = math.random(-5,5); self.BlockAngle = angle + (self.randblock * 0.4 * self.negatore); local dist2 = SceneMan:ShortestDistance(part.Pos,hitMO.Pos, true) local angle2 = SceneMan:ShortestDistance(part.Pos,hitMO.Pos, true).AbsRadAngle if dist2 ~= 0 then vect = Vector(18,0):RadRotate(angle2); end local soundfx = CreateAEmitter("Lightsaber Impact"); soundfx.Pos = SceneMan:GetLastRayHitPos(); MovableMan:AddParticle(soundfx); self.hitnum = self.hitnum + 1; if self.hitnum < 4 then local burn2 = CreateMOPixel("Lightsaber Killing B", "empire_2018.rte"); burn2.Vel = vect; burn2.Pos = SceneMan:GetLastRayHitPos(); burn2.Team = self.Team; burn2.IgnoresTeamHits = true; --burn2:SetWhichMOToNotHit(self.parent,-1); MovableMan:AddParticle(burn2); else local i = 0; while i < 6 do local burn2 = CreateMOPixel("Lightsaber Killing B", "empire_2018.rte"); burn2.Vel = vect; burn2.Pos = SceneMan:GetLastRayHitPos(); burn2.Team = self.Team; burn2.IgnoresTeamHits = true; --burn2:SetWhichMOToNotHit(self.parent,-1); MovableMan:AddParticle(burn2); i = i+1; end self.randblock = self.randblock * -1; self.ammoCounter = self.ammoCounter + 4; self.hitnum = 0; self.ReflectTimer:Reset(); local soundfx = CreateAEmitter("Lightsaber Swing"); soundfx.Pos = self.Pos; MovableMan:AddParticle(soundfx); local rand = math.random(0,4) if rand == 1 then self.Magazine.Frame = 9; elseif rand == 2 then self.Magazine.Frame = 10; elseif rand == 3 then self.Magazine.Frame = 11; elseif rand == 4 then self.Magazine.Frame = 12; else self.Magazine.Frame = 4; end local part1 = 120/(root.Mass) ToActor(root).Health = ToActor(root).Health - part1; self.parent:SetWhichMOToNotHit(root,279) root:SetWhichMOToNotHit(self.parent,279) local vect3 = Vector(-26,0); vect3 = Vector(-26 * self.negatore,0); root:AddAbsForce(vect3 * 3 * root.Mass * self.parent.Sharpness, SceneMan:GetLastRayHitPos()); end end else local part = CreateAEmitter("Lightsaber Ground Impact"); part.Pos = SceneMan:GetLastRayHitPos(); MovableMan:AddParticle(part); local burn = CreateMOPixel("Lightsaber Killing B", "empire_2018.rte"); burn.Vel = vect; burn.Pos = SceneMan:GetLastRayHitPos(); burn.Team = self.Team; burn.IgnoresTeamHits = true; --burn:SetWhichMOToNotHit(self.parent,-1); MovableMan:AddParticle(burn); end end else self.hitnum = 0; end else --BLOCKHIT if self.ammoCounter > 1 and not self.ReflectTimer:IsPastSimMS(70) then self.ammoCounter = self.ammoCounter - 0.35; local rayL = 0; local vect = Vector(18,0); vect = Vector(-18 * self.negatore,-18); vect = vect:RadRotate(self.RotAngle); rayL = SceneMan:CastObstacleRay(Vector(self.Pos.X,self.Pos.Y),vect,Vector(0,0),Vector(0,0),self.parent.ID,self.Team,0,1); if rayL>0 then local part = CreateAEmitter("Lightsaber Ground Impact"); part.Pos = SceneMan:GetLastRayHitPos(); MovableMan:AddParticle(part); local burn = CreateMOPixel("Lightsaber Killing C", "empire_2018.rte"); burn.Vel = vect; burn.Pos = SceneMan:GetLastRayHitPos(); burn.Team = self.Team; burn.IgnoresTeamHits = true; --burn:SetWhichMOToNotHit(self.parent,-1); MovableMan:AddParticle(burn); end end --ENDBLOCKHIT end --END SWING else local sharpness = self.parent.Sharpness; if self.rechargeTimer:IsPastSimMS(65 - sharpness * 5) and self.ammoCounter < sharpness * 35 then self.rechargeTimer:Reset(); self.ammoCounter = self.ammoCounter + 1; self.anglemodifier = 0; self.hitnum = 0; end end self.Magazine.RoundCount = self.ammoCounter; end else local actor = MovableMan:GetMOFromID(self.RootID); if MovableMan:IsActor(actor) then self.parent = ToActor(actor); end self.Magazine.Frame = 13 end end If it helps, this is the lightsaber's device.ini: Code: AddEffect = MOPixel PresetName = Lightsaber Beam White Mass = 0.01 GlobalAccScalar = 0 RestThreshold = -500 LifeTime = 5 //10 //5 Sharpness = 0 HitsMOs = 0 GetsHitByMOs = 0 Color = Color R = 255 G = 0 //255 B = 255 Atom = Atom Material = Material CopyOf = Air // TrailColor = Color // R = 255 // G = 0 // B = 255 // TrailLength = 0 //15 AddEffect = AEmitter PresetName = Lightsaber Deflect Mass = 0.0001 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = 0 Y = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 1 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 3 Depth = 5 DeepCheck = 0 JointStrength = 10000 JointStiffness = 0 DrawAfterParent = 1 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Spark Yellow 1 HitsMOs = 0 GetsHitByMOs = 0 ParticlesPerMinute = 1000 Spread = 2.2 MaxVelocity = 6 MinVelocity = 3 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Spark Yellow 2 HitsMOs = 0 GetsHitByMOs = 0 ParticlesPerMinute = 1000 Spread = 2.2 MaxVelocity = 6 MinVelocity = 3 BurstSound = Sound AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/ltsaberhit15.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/Slice1.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/Strike1.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/Strike2.wav EmissionEnabled = 1 EmissionCountLimit = 2 //5 EmissionsIgnoreThis = 1 BurstScale = 1 BurstDamage = 0 BurstTriggered = 1 EmissionDamage = 0 FlashOnlyOnBurst = 1 AddEffect = MOPixel PresetName = Lightsaber Clash Flash Mass = 0.01 //0.1 LifeTime = 120 Sharpness = 0.3 HitsMOs = 0 //1 GetsHitByMOs = 0 Color = Color R = 255 G = 255 B = 187 Atom = Atom Material = Material CopyOf = Air TrailColor = Color R = 255 G = 255 B = 159 TrailLength = 5 ScreenEffect = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/LightFlash3.bmp EffectStartTime = 0 EffectStopTime = 120 //100 EffectStartStrength = 1.2 EffectStopStrength = 0.85 EffectAlwaysShows = 1 AddEffect = AEmitter PresetName = Lightsaber Clash Mass = 0.0001 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = 0 Y = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 1 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 3 Depth = 5 DeepCheck = 0 JointStrength = 10000 JointStiffness = 0 DrawAfterParent = 1 /* AddEmission = Emission EmittedParticle = MOPixel CopyOf = Spark Yellow 1 HitsMOs = 0 GetsHitByMOs = 0 ParticlesPerMinute = 1 Spread = 2.2 MaxVelocity = 6 MinVelocity = 3 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Spark Yellow 2 HitsMOs = 0 GetsHitByMOs = 0 ParticlesPerMinute = 1 Spread = 2.2 MaxVelocity = 6 MinVelocity = 3 */ AddEmission = Emission EmittedParticle = MOPixel CopyOf = Spark Yellow 1 SW HitsMOs = 0 GetsHitByMOs = 0 ParticlesPerMinute = 1 BurstSize = 1 //5 Spread = 0.3 MaxVelocity = 12 MinVelocity = 5 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Spark Yellow 2 SW HitsMOs = 0 GetsHitByMOs = 0 ParticlesPerMinute = 1 BurstSize = 1 //6 Spread = 0.5 MaxVelocity = 13 MinVelocity = 7 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Lightsaber Clash Flash HitsMOs = 0 GetsHitByMOs = 0 ParticlesPerMinute = 1 Spread = 0 MaxVelocity = 0 MinVelocity = 0 BurstSound = Sound AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/hit2.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/Slice1.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/Slice2.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/strike0.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/strike1.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/strike2.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/sabrhit6.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/block/saberbounce5.mp3 EmissionEnabled = 1 EmissionCountLimit = 3 //5 EmissionsIgnoreThis = 1 BurstScale = 1 BurstDamage = 0 BurstTriggered = 1 EmissionDamage = 0 FlashOnlyOnBurst = 1 AddEffect = MOPixel PresetName = Lightsaber Killing A Mass = 0.01 //0.5 RestThreshold = 100 LifeTime = 20 //18 // PinStrength = 1000 Sharpness = 100 HitsMOs = 0 //1 GlobalAccScalar = 0 GetsHitByMOs = 0 Color = Color R = 255 G = 255 //0 B = 255 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 255 G = 255 //0 B = 255 TrailLength = 0 AddEffect = MOPixel PresetName = Lightsaber Killing B Mass = 0.05 RestThreshold = 500 //100 LifeTime = 25 //10 //20 ScriptPath = empire_2018.rte/Scripts/LightsaberKilling.lua Sharpness = 1000 HitsMOs = 0 GlobalAccScalar = 0 GetsHitByMOs = 0 Color = Color R = 255 G = 0 B = 255 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 255 G = 0 B = 255 TrailLength = 0 ScreenEffect = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/FireGlow1.bmp EffectStartTime = 0 EffectStopTime = 20 EffectStartStrength = 1.0 EffectStopStrength = 0 EffectAlwaysShows = 1 AddEffect = MOPixel PresetName = Lightsaber Killing C Mass = 0.05 RestThreshold = 500 //100 LifeTime = 25 //10 //20 ScriptPath = empire_2018.rte/Scripts/LightsaberKilling2.lua Sharpness = 5 HitsMOs = 0 GlobalAccScalar = 0 GetsHitByMOs = 0 Color = Color R = 255 G = 0 B = 255 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 255 G = 0 B = 255 TrailLength = 0 AddEffect = MOPixel PresetName = Lightsaber Lock Mass = 0.05 RestThreshold = 500 //100 LifeTime = 50 // ScriptPath = empire_2018.rte/Scripts/LightsaberKilling.lua Sharpness = 1000 HitsMOs = 0 GlobalAccScalar = 0 GetsHitByMOs = 0 Color = Color R = 255 G = 0 B = 255 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 255 G = 0 B = 255 TrailLength = 0 ScreenEffect = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/FireGlow1.bmp EffectStartTime = 0 EffectStopTime = 1000 EffectStartStrength = 1.0 EffectStopStrength = 1.0 EffectAlwaysShows = 1 AddEffect = MOPixel PresetName = Lightsaber Contact Flash Mass = 0.01 //0.1 LifeTime = 55 //20 Sharpness = 0.3 HitsMOs = 0 //1 GetsHitByMOs = 0 Color = Color R = 255 G = 255 B = 187 Atom = Atom Material = Material CopyOf = Air TrailColor = Color R = 255 G = 255 B = 159 TrailLength = 5 ScreenEffect = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Impact.bmp EffectStartTime = 0 EffectStopTime = 55 EffectStartStrength = 1.0 EffectStopStrength = 0 EffectAlwaysShows = 1 AddEffect = MOPixel PresetName = Lightsaber Contact Flash Big Mass = 0.01 //0.1 LifeTime = 190 Sharpness = 0.3 HitsMOs = 0 //1 GetsHitByMOs = 0 Color = Color R = 255 G = 255 B = 187 Atom = Atom Material = Material CopyOf = Air TrailColor = Color R = 255 G = 255 B = 159 TrailLength = 5 ScreenEffect = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/LightFlash2.bmp EffectStartTime = 0 EffectStopTime = 190 //100 EffectStartStrength = 1.0 EffectStopStrength = 0 EffectAlwaysShows = 1 AddEffect = AEmitter PresetName = Lightsaber Impact Mass = 0 PinStrength = 4000 LifeTime = 5 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = base.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = -4 Y = -6 SpriteAnimMode = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 5 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 3 Depth = 5 DeepCheck = 0 JointStrength = 10000 JointStiffness = 1 DrawAfterParent = 1 BurstSound = Sound AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/body.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/Slice2.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/hit1.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/hit2.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/hit3.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/hit4.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/block/saberbounce1.mp3 AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/block/saberbounce2.mp3 AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/block/saberbounce3.mp3 AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/block/saberbounce4.mp3 AddEmission = Emission EmittedParticle = MOSParticle CopyOf = Tiny Smoke Ball 1 PresetName = Sniper Smoke LI LifeTime = 500 //50 //2000 GlobalAccScalar = 0.0 HitsMOs = 0 GetsHitByMOs = 0 AirResistance = 0.3 ParticlesPerMinute = 1 BurstSize = 1 //6 Spread = 1.7 MaxVelocity = 1 MinVelocity = .5 PushesEmitter = 1 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Lightsaber Contact Flash Big ParticlesPerMinute = 1 BurstSize = 1 Spread = 0.2 MaxVelocity = 0 MinVelocity = 0 PushesEmitter = 0 BurstTriggered = 1 EmissionCountLimit = 3 EmissionEnabled = 1 Flash = None FlashOnlyOnBurst = 0 ddEffect = AEmitter PresetName = Lightsaber Body Impact Mass = 0 PinStrength = 4000 LifeTime = 5 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Burn.bmp FrameCount = 1 SpriteOffset = Vector X = -4 Y = -6 SpriteAnimMode = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 5 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 3 Depth = 5 DeepCheck = 0 JointStrength = 10000 JointStiffness = 1 DrawAfterParent = 1 BurstSound = Sound AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/body.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/Slice2.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/hit1.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/hit2.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/hit3.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/hit4.wav AddEmission = Emission EmittedParticle = MOSParticle CopyOf = Tiny Smoke Ball 1 PresetName = Sniper Smoke BI LifeTime = 130 GlobalAccScalar = 0.0 HitsMOs = 0 GetsHitByMOs = 0 AirResistance = 0.3 ParticlesPerMinute = 60 BurstSize = 1 Spread = 1.7 MaxVelocity = 1 MinVelocity = .5 PushesEmitter = 1 AddEmission = Emission EmittedParticle = MOSParticle CopyOf = Side Thruster Blast Ball 1 PresetName = Sniper Smoke 1 BB LifeTime = 100 HitsMOs = 0 GetsHitByMOs = 0 GlobalAccScalar = 0.0 AirResistance = 0.3 ParticlesPerMinute = 60 BurstSize = 1 //3 Spread = 0.05 MaxVelocity = 1 MinVelocity = 0 PushesEmitter = 1 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Lightsaber Contact Flash Big ParticlesPerMinute = 1 BurstSize = 1 Spread = 0.2 MaxVelocity = 0 MinVelocity = 0 PushesEmitter = 0 EmissionCountLimit = 40 ParticlesPerMinute = 1000 BurstTriggered = 1 BurstDamage = 25 EmissionEnabled = 1 Flash = None FlashOnlyOnBurst = 0 AddEffect = AEmitter PresetName = Lightsaber Swing Mass = 0 PinStrength = 4000 LifeTime = 5 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = base.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = -4 Y = -6 SpriteAnimMode = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 5 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 3 Depth = 5 DeepCheck = 0 JointStrength = 10000 JointStiffness = 1 DrawAfterParent = 1 BurstSound = Sound AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/swing0.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/swing1.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/swing2.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/swing5.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/swing7.wav BurstTriggered = 1 EmissionEnabled = 1 Flash = None FlashOnlyOnBurst = 0 AddEffect = AEmitter PresetName = Sith Lightsaber Swing Mass = 0 PinStrength = 4000 LifeTime = 5 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = base.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = -4 Y = -6 SpriteAnimMode = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 5 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 3 Depth = 5 DeepCheck = 0 JointStrength = 10000 JointStiffness = 1 DrawAfterParent = 1 BurstSound = Sound AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/Sith/sithsaberswing01.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/Sith/sithsaberswing02.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/Sith/sithsaberswing03.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/Sith/sithsaberswing04.wav BurstTriggered = 1 EmissionEnabled = 1 Flash = None FlashOnlyOnBurst = 0 AddEffect = AEmitter PresetName = Sith Lightsaber Short Swing Mass = 0 PinStrength = 4000 LifeTime = 5 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = base.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = -4 Y = -6 SpriteAnimMode = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 5 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 3 Depth = 5 DeepCheck = 0 JointStrength = 10000 JointStiffness = 1 DrawAfterParent = 1 BurstSound = Sound AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/Sith/saberhup1.mp3 AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/Sith/saberhup2.mp3 AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/Sith/saberhup3.mp3 AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/Sith/saberhup4.mp3 BurstTriggered = 1 EmissionEnabled = 1 Flash = None FlashOnlyOnBurst = 0 AddEffect = AEmitter PresetName = Lightsaber Ground Impact Mass = 0 PinStrength = 4000 LifeTime = 5 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = base.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = -4 Y = -6 SpriteAnimMode = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 5 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 3 Depth = 5 DeepCheck = 0 JointStrength = 10000 JointStiffness = 1 DrawAfterParent = 1 BurstSound = Sound AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/clatter/ltsaberhit05.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/clatter/ltsaberhit06.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/clatter/ltsaberhit07.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/clatter/ltsaberhit12.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/clatter/ltsaberhit14.wav AddEmission = Emission EmittedParticle = MOSParticle CopyOf = Side Thruster Blast Ball 1 PresetName = Sniper Smoke 1 GI LifeTime = 20 HitsMOs = 0 GetsHitByMOs = 0 GlobalAccScalar = 0.0 AirResistance = 0.3 ParticlesPerMinute = 1 BurstSize = 1 //3 Spread = 0.05 MaxVelocity = 2 MinVelocity = 0 PushesEmitter = 1 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Lightsaber Contact Flash ParticlesPerMinute = 1 BurstSize = 1 Spread = 0.2 MaxVelocity = 0 MinVelocity = 0 PushesEmitter = 0 BurstTriggered = 1 EmissionEnabled = 1 Flash = None FlashOnlyOnBurst = 0 AddEffect = MOPixel PresetName = Lightsaber Light Mass = 0 LifeTime = 27 //35 Sharpness = 0 //500 HitsMOs = 0 GetsHitByMOs = 0 PinStrength = 0 //10000 GlobalAccScalar = 0 RestThreshold = 0 ScreenEffect = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/LightsaberGlow.bmp Color = Color R = 255 G = 0 //255 B = 255 EffectAlwaysShows = 1 AddEffect = AEmitter PresetName = Lightsaber Blade Sound Mass = 0.0001 PinStrength = 4000 HitsMOs = 0 GetsHitByMOs = 0 LifeTime = 25 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = -1 Y = -1 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 5 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 3 Depth = 5 DeepCheck = 0 JointStrength = 10000 JointStiffness = 1 DrawAfterParent = 1 BurstSound = Sound AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/SteadyHum.wav EmissionEnabled = 1 EmissionCountLimit = 1 EmissionsIgnoreThis = 1 // ParticlesPerMinute = 2000 //1500 BurstSize = 1 BurstScale = 0 BurstDamage = 0 BurstTriggered = 1 EmissionDamage = 0 Flash = None FlashOnlyOnBurst = 0 AddAmmo = Round PresetName = Lightsaber Round ParticleCount = 1 Particle = MOPixel PresetName = Lightsaber MOPixel ScriptPath = empire_2018.rte/Scripts/FireDelete.lua Mass = 0.065 RestThreshold = 500 // PinStrength = 1000 LifeTime = 9999 //25 HitsMOs = 1 //0 GetsHitByMOs = 0 Color = Color R = 255 G = 0 B = 255 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 255 G = 0 B = 255 TrailLength = 6 Shell = None FireVelocity = 100 //50 Separation = 0 // Saber Mag AddAmmo = Magazine PresetName = Red Saber Mag Mass = 0.5 //1 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Red/LightsaberBlade.bmp FrameCount = 17 SpriteAnimMode = 0 //2 SpriteAnimDuration = 55 SpriteOffset = Vector X = -11 //-6 Y = -20 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal AtomGroup = AtomGroup PresetName = Atom Group Null AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 0 Depth = 0 DeepGroup = AtomGroup PresetName = Atom Group Null AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 0 Depth = 0 DeepCheck = 0 JointStrength = 200 JointStiffness = 1 JointOffset = Vector X = 1 Y = -1 DrawAfterParent = 0 RoundCount = -1 //100 RTTRatio = 0 RegularRound = Round CopyOf = Lightsaber Round TracerRound = None Discardable = 0 AddAmmo = Magazine CopyOf = Red Saber Mag PresetName = Dooku Saber Mag SpriteFile = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Dooku/LightsaberBlade.bmp FrameCount = 17 AddAmmo = Magazine CopyOf = Red Saber Mag PresetName = Blue Saber Mag SpriteFile = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Blue/LightsaberBlade.bmp AddAmmo = Magazine CopyOf = Red Saber Mag PresetName = Green Saber Mag SpriteFile = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Green/LightsaberBlade.bmp AddAmmo = Magazine CopyOf = Red Saber Mag PresetName = Double Red Saber Mag SpriteFile = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Double/LightsaberBlade.bmp SpriteOffset = Vector X = -23 //-11 //-6 Y = -25 AddAmmo = Magazine PresetName = Red Pike Mag Mass = 0.5 //1 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/RedPike/LightsaberBlade.bmp FrameCount = 17 SpriteAnimMode = 0 //2 SpriteAnimDuration = 55 SpriteOffset = Vector X = -11 //-6 Y = -20 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal AtomGroup = AtomGroup PresetName = Atom Group Null AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 0 Depth = 0 DeepGroup = AtomGroup PresetName = Atom Group Null AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 0 Depth = 0 DeepCheck = 0 JointStrength = 200 JointStiffness = 1 JointOffset = Vector X = 3 //7 //5 Y = -1 //-5 DrawAfterParent = 0 RoundCount = -1 //100 RTTRatio = 0 RegularRound = Round CopyOf = Lightsaber Round TracerRound = None Discardable = 0 // Katana AddEffect = AEmitter PresetName = Lightsaber Dent Mass = 0.0001 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = -2 Y = -2 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 5 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 3 Depth = 5 DeepCheck = 0 JointStrength = 10000 JointStiffness = 1 DrawAfterParent = 1 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Spark Yellow 1 Spread = 0.2 MaxVelocity = 6 MinVelocity = 3 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Spark Yellow 2 Spread = 0.2 MaxVelocity = 6 MinVelocity = 3 BurstSound = Sound AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/hit1.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/hit2.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/hit3.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/hit4.wav EmissionEnabled = 1 EmissionsIgnoreThis = 1 ParticlesPerMinute = 0 BurstSize = 3 BurstScale = 4 BurstDamage = 0 BurstTriggered = 1 EmissionDamage = 0 Flash = None FlashOnlyOnBurst = 0 AddEffect = Attachable PresetName = Lightsaber Cut Mass = 0.12 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = -50 Y = -22 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 2 DeepCheck = 0 JointStrength = 100 JointStiffness = 1 DrawAfterParent = 1 GibImpulseLimit = 2 GibWoundLimit = 1 GibSound = Sound AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/hit1.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/hit2.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/hit3.wav AddSample = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/Sounds/hit4.wav // LIGHTSABER AddDevice = HDFirearm PresetName = Lightsaber Mass = 2 //3 HitsMOs = 0 GetsHitByMOs = 1 //0 //1 SpriteFile = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/LightsaberHandle1.bmp FrameCount = 1 //2 ScriptPath = empire_2018.rte/Devices/Lightsaber/ReflectSaber.lua SpriteOffset = Vector X = -7 //-6 Y = -1 //-20 EntryWound = AEmitter CopyOf = Lightsaber Deflect GoldCost = 320 Buyable = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Lightsaber Material Resolution = 1 //5 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Lightsaber Material Resolution = 1 Depth = 1 DeepCheck = 1 //132299925967000000 JointStrength = 7999875 JointStiffness = 0.75 JointOffset = Vector X = -4 Y = 3 DrawAfterParent = 1 //0 OneHanded = 0 StanceOffset = Vector X = 9 //6 //4 //3 //4 Y = 7 //12 //8//7 //5 //2 SharpStanceOffset = Vector X = 9 //6 //5 //3 //10 Y = 7 //12 //8 //7 //5 //2 SupportOffset = Vector X = -2 //1 //-1 Y = 5 //-2 //2 //3 SharpLength = 10 Magazine = Magazine CopyOf = Red Saber Mag AddEmitter = AEmitter CopyOf = Lightsaber Blade Sound ParentOffset = Vector X = 8 //0 Y = -8 //0 RateOfFire = 100 ReloadTime = 1 FullAuto = 1 FireIgnoresThis = 1 ShakeRange = 0 SharpShakeRange = 0 NoSupportFactor = 0 ParticleSpreadRange = 120 ShellSpreadRange = 0 ShellAngVelRange = 0 MuzzleOffset = Vector X = 7 Y = 0 EjectionOffset = Vector X = 1 Y = -1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 3 Spread = 3.14 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Dark Micro A Count = 3 Spread = 3.14 MaxVelocity = 15 MinVelocity = 5 GibWoundLimit = 45 GibImpulseLimit = 999 // LIGHTSABER AddDevice = HDFirearm PresetName = Lightsaber Offhand Mass = 2 //3 AddToGroup = Shields HitsMOs = 0 GetsHitByMOs = 1 //0 //1 SpriteFile = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/LightsaberHandle1.bmp FrameCount = 1 //2 ScriptPath = empire_2018.rte/Devices/Lightsaber/ReflectVentress2.lua SpriteOffset = Vector X = -7 //-6 Y = -1 //-20 EntryWound = AEmitter CopyOf = Lightsaber Deflect GoldCost = 320 Buyable = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Lightsaber Material Resolution = 1 //5 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Lightsaber Material Resolution = 1 Depth = 1 DeepCheck = 1 //132299925967000000 JointStrength = 7999875 JointStiffness = 0.75 JointOffset = Vector X = 0 //-4 Y = 3 DrawAfterParent = 1 //0 OneHanded = 1 StanceOffset = Vector X = 9 Y = 7 SharpStanceOffset = Vector X = 12 Y = 3 SupportOffset = Vector X = -2 Y = 5 SharpLength = 10 Magazine = Magazine CopyOf = Red Saber Mag AddEmitter = AEmitter CopyOf = Lightsaber Blade Sound ParentOffset = Vector X = 8 //0 Y = -8 //0 RateOfFire = 100 ReloadTime = 1 FullAuto = 1 FireIgnoresThis = 1 ShakeRange = 0 SharpShakeRange = 0 NoSupportFactor = 0 ParticleSpreadRange = 120 ShellSpreadRange = 0 ShellAngVelRange = 0 MuzzleOffset = Vector X = 7 Y = 0 EjectionOffset = Vector X = 1 Y = -1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 3 Spread = 3.14 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Dark Micro A Count = 3 Spread = 3.14 MaxVelocity = 15 MinVelocity = 5 GibWoundLimit = 75 GibImpulseLimit = 999 AddDevice = HDFirearm CopyOf = Lightsaber PresetName = Red Lightsaber AddToGroup = Weapons AddToGroup = Tools Buyable = 1 GibWoundLimit = 40 ScriptPath = empire_2018.rte/Devices/Lightsaber/ReflectSaber.lua GibImpulseLimit = 1000 AddDevice = HDFirearm CopyOf = Lightsaber PresetName = Blue Lightsaber AddToGroup = Weapons //AddToGroup = Tools SpriteFile = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/LightsaberHandle3.bmp Buyable = 1 GibWoundLimit = 40 ScriptPath = empire_2018.rte/Devices/Lightsaber/ReflectSaber.lua GibImpulseLimit = 1000 Magazine = Magazine CopyOf = Blue Saber Mag AddDevice = HDFirearm CopyOf = Lightsaber PresetName = Green Lightsaber AddToGroup = Weapons //AddToGroup = Tools SpriteFile = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/LightsaberHandle3.bmp Buyable = 1 GibWoundLimit = 40 ScriptPath = empire_2018.rte/Devices/Lightsaber/ReflectSaber.lua GibImpulseLimit = 1000 Magazine = Magazine CopyOf = Green Saber Mag AddDevice = HDFirearm CopyOf = Lightsaber PresetName = Sith Saber Pike AddToGroup = Weapons //AddToGroup = Tools SpriteFile = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/LightpikeHandle.bmp FrameCount = 1 //2 SpriteOffset = Vector X = -16 //-15 //-19 //-16 //-6 Y = -11 //-7 //-1 //-20 GibWoundLimit = 50 ScriptPath = empire_2018.rte/Devices/Lightsaber/ReflectPike.lua GibImpulseLimit = 300 Magazine = Magazine CopyOf = Red Pike Mag AddDevice = HDFirearm CopyOf = Lightsaber PresetName = Maul's Staff AddToGroup = Weapons //AddToGroup = Tools SpriteFile = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/LightstaffHandle.bmp FrameCount = 1 //2 Buyable = 0 ScriptPath = empire_2018.rte/Devices/Lightsaber/ReflectStaff.lua StanceOffset = Vector X = 9 Y = 7 SharpStanceOffset = Vector X = 12 //9 Y = 4 //2 SpriteOffset = Vector X = -10 //-9 Y = -8 SupportOffset = Vector X = 2 //-2 //1 //-1 Y = -1 //5 //-2 //2 //3 GibWoundLimit = 95 GibImpulseLimit = 300000 Magazine = Magazine CopyOf = Double Red Saber Mag AddDevice = HDFirearm CopyOf = Lightsaber PresetName = Vader's Lightsaber AddToGroup = Weapons SpriteFile = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/LightsaberHandle2.bmp ScriptPath = empire_2018.rte/Devices/Lightsaber/ReflectSaber.lua GibWoundLimit = 75 AddDevice = HDFirearm CopyOf = Lightsaber PresetName = Dooku's Lightsaber AddToGroup = Weapons SpriteFile = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/LightsaberHandle5.bmp SpriteOffset = Vector X = -7 //-6 Y = -3 //-20 ScriptPath = empire_2018.rte/Devices/Lightsaber/ReflectDooku.lua StanceOffset = Vector X = 16 //14 //13 Y = 6 //10 //11 SharpStanceOffset = Vector X = 7 //4 Y = -11 SupportOffset = Vector X = -2 //1 //-1 Y = 5 //-2 //2 //3 GibWoundLimit = 135 Magazine = Magazine CopyOf = Dooku Saber Mag AddDevice = HDFirearm CopyOf = Lightsaber PresetName = Ventress Lightsaber SpriteFile = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/LightsaberHandle4.bmp AddToGroup = Weapons //AddToGroup = Tools Buyable = 0 GibWoundLimit = 75 OneHanded = 1 ScriptPath = empire_2018.rte/Devices/Lightsaber/ReflectVentress.lua StanceOffset = Vector X = 15 //11 Y = 5 SharpStanceOffset = Vector X = 11 Y = -2 SupportOffset = Vector X = -2 Y = 5 GibImpulseLimit = 100000 JointOffset = Vector X = 0 //-4 Y = 3 AddDevice = HDFirearm CopyOf = Lightsaber Offhand PresetName = Ventress Lightsaber Offhand SpriteFile = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/LightsaberHandle4.bmp Buyable = 0 GibWoundLimit = 75 OneHanded = 1 ScriptPath = empire_2018.rte/Devices/Lightsaber/ReflectVentress2.lua GibImpulseLimit = 1000 StanceOffset = Vector X = -16 //-11 //-7 Y = 5 //3 SharpStanceOffset = Vector X = 9 Y = 7 AddDevice = HDFirearm CopyOf = Ventress Lightsaber PresetName = Ventress Lightsaber Blue SpriteFile = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/LightsaberHandle1.bmp AddToGroup = Weapons //AddToGroup = Tools Buyable = 0 GibWoundLimit = 75 OneHanded = 1 ScriptPath = empire_2018.rte/Devices/Lightsaber/ReflectVentress.lua GibImpulseLimit = 1000 Magazine = Magazine CopyOf = Blue Saber Mag AddDevice = HDFirearm CopyOf = Ventress Lightsaber Offhand PresetName = Ventress Lightsaber Green SpriteFile = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/LightsaberHandle1.bmp Buyable = 0 GibWoundLimit = 75 OneHanded = 1 ScriptPath = empire_2018.rte/Devices/Lightsaber/ReflectVentress2.lua GibImpulseLimit = 1000 Magazine = Magazine CopyOf = Green Saber Mag AddDevice = HDFirearm CopyOf = Ventress Lightsaber Blue PresetName = Grievous Lightsaber Blue ScriptPath = empire_2018.rte/Devices/Lightsaber/ReflectGrievous.lua StanceOffset = Vector X = -2 //9 Y = 9 //7 SharpStanceOffset = Vector X = -1 //9 Y = 7 GibWoundLimit = 95 AddDevice = HDFirearm CopyOf = Ventress Lightsaber Green PresetName = Grievous Lightsaber Green ScriptPath = empire_2018.rte/Devices/Lightsaber/ReflectGrievous2.lua StanceOffset = Vector X = 7 //9 Y = 9 //7 SharpStanceOffset = Vector X = 9 //9 Y = 7 GibWoundLimit = 95 AddDevice = HDFirearm CopyOf = Ventress Lightsaber Blue PresetName = Grievous Lightsaber Green 2 ScriptPath = empire_2018.rte/Devices/Lightsaber/ReflectGrievous.lua Magazine = Magazine CopyOf = Green Saber Mag StanceOffset = Vector X = -8 Y = -1 SharpStanceOffset = Vector X = -5 Y = -1 GibWoundLimit = 95 AddDevice = HDFirearm CopyOf = Ventress Lightsaber Green PresetName = Grievous Lightsaber Blue 2 ScriptPath = empire_2018.rte/Devices/Lightsaber/ReflectGrievous2.lua Magazine = Magazine CopyOf = Blue Saber Mag StanceOffset = Vector X = 12 Y = -1 SharpStanceOffset = Vector X = 10 Y = 1 GibWoundLimit = 95 AddDevice = HDFirearm CopyOf = Lightsaber Offhand PresetName = Starkiller Lightsaber Offhand SpriteFile = ContentFile FilePath = empire_2018.rte/Devices/Lightsaber/LightsaberHandle1.bmp Buyable = 0 GibWoundLimit = 75 OneHanded = 1 ScriptPath = empire_2018.rte/Devices/Lightsaber/ReflectStarkiller2.lua StanceOffset = Vector X = 3 //9 Y = 8 //7 SharpStanceOffset = Vector X = -7 //-4 Y = 4 GibImpulseLimit = 1000 JointOffset = Vector X = 0 //-4 Y = 3 Magazine = Magazine CopyOf = Green Saber Mag AddDevice = HDFirearm CopyOf = Ventress Lightsaber Blue PresetName = Starkiller Lightsaber ScriptPath = empire_2018.rte/Devices/Lightsaber/ReflectStarkiller.lua StanceOffset = Vector X = 1 //9 Y = 11 //7 SharpStanceOffset = Vector X = 18 //15 //13 Y = 1 GibWoundLimit = 95 JointOffset = Vector X = 0 //-4 Y = 3 AddDevice = HDFirearm CopyOf = Lightsaber PresetName = Money Saber GoldValue = -500 Buyable = 0 //1 Any assistance is greatly appreciated! I'm thoroughly vexxed. |
Author: | Bad Boy [ Sun Mar 18, 2018 8:59 pm ] |
Post subject: | Re: Lua being applied to all guns? |
I'm not sure what the issue is exactly - a brief look doesn't suggest this script acts on every weapon with its code. The script should only act on the weapon you've attached it to with ini. In terms of checking if this do that, you can just do something like - if device.PresetName:find("Lightsaber") then {do stuff here} end. |
Author: | polartechie [ Sun Mar 18, 2018 9:23 pm ] |
Post subject: | Re: Lua being applied to all guns? |
Bad Boy wrote: I'm not sure what the issue is exactly - a brief look doesn't suggest this script acts on every weapon with its code. The script should only act on the weapon you've attached it to with ini. In terms of checking if this do that, you can just do something like - if device.PresetName:find("Lightsaber") then {do stuff here} end. Thank you. I did "disable" the lua with an if statement (I tried --if actor:HasObject("Lightsaber") and that did disable the bug for all other guns, so it is the culprit, but why it's being applied everywhere is still a mystery. I'll give that a try, thank you! |
Author: | Bad Boy [ Sun Mar 18, 2018 11:24 pm ] |
Post subject: | Re: Lua being applied to all guns? |
Are you maybe running it as a global script or something? I don't think you can do that without some specific work though, so I'd guess no. If you want to upload your rte I'm sure me or someone else can look through it and try to see what's wrong. |
Author: | polartechie [ Mon Mar 19, 2018 8:16 pm ] |
Post subject: | Re: Lua being applied to all guns? |
Bad Boy wrote: Are you maybe running it as a global script or something? I don't think you can do that without some specific work though, so I'd guess no. If you want to upload your rte I'm sure me or someone else can look through it and try to see what's wrong. Hi, this is the current state of the RTE, where ReflectSaber.lua is applied to all actors and guns on the galactic empire team in campaign mode. Any help is greatly appreciated! https://drive.google.com/open?id=1Dr5bf ... KlFcbd9Kuo |
Author: | polartechie [ Mon Mar 19, 2018 8:42 pm ] |
Post subject: | Re: Lua being applied to all guns? |
Could it be this logic at the beginning? function Create(self) local actor = MovableMan:GetMOFromID(self.RootID); if MovableMan:IsActor(actor) then self.parent = ToActor(actor); end |
Author: | polartechie [ Mon Mar 19, 2018 10:59 pm ] |
Post subject: | Re: Lua being applied to all guns? |
It seems to happen most when a soldier is ordered with a lightsaber bearer. |
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