Laserweapon
How to make a the pistol shoot with a laser: Laser Pistol! 1 Open pistol.cpp 1.1 Add this under includes "gamestat.h":
#include "beam_shared.h" #include "ammodef.h" #define PHYSCANNON_BEAM_SPRITE "sprites/orangelight1.vmt"
beam_shared.h defines a lot about beams ammodef.h is needed for the trace of the laser the PHYSCANNON_BEAM_SPRITE defines what sprite is used, if you change the .vmt you can make the laser have another color 1.2 Add in public (under DECLARE_SERVERCLASS();):
void DrawBeam( const Vector &startPos, const Vector &endPos, float width ); void DoImpactEffect( trace_t &tr, int nDamageType );
DrawBeam and DoImpactEffect are new parts that we will put in the script 1.3 Add in private (under DECLARE_ACTTABLE();):
int m_nBulletType;
m_nBulletType is a variable that we will use in the script 1.4 Add under BEGIN_DATADESC( CWeaponPistol ):
DEFINE_FIELD( m_nBulletType, FIELD_INTEGER ),
an extra define of m_nBulletType 1.5 Change:
void PrimaryAttack( void );
to
void PrimaryAttack( trace_t &tr, int nDamageType, CBaseCombatCharacter *pOperator );
We will need trace_t &tr, int nDamageType, CBaseCombatCharacter *pOperator in the Primaryattack part 1.6 Go to
CWeaponPistol::CWeaponPistol( void )
Add:
m_nBulletType = -1;
1.7 Scroll down to:
void CWeaponPistol::PrimaryAttack( void )
and change it to
void CWeaponPistol::PrimaryAttack( trace_t &tr, int nDamageType, CBaseCombatCharacter *pOperator )
We will need trace_t &tr, int nDamageType, CBaseCombatCharacter *pOperator in this part 1.8 After
m_iPrimaryAttacks++; gamestats->Event_WeaponFired( pOwner, true, GetClassname() );
Add:
Vector vecShootOrigin, vecShootDir; vecShootOrigin = pOperator->Weapon_ShootPosition(); DrawBeam( vecShootOrigin, tr.endpos, 15.5 );
We say that hl2 has to draw a beam from vecShootOrigin to tr.endpos 1.9 Scroll down to the end of the script, add:
//----------------------------------------------------------------------------- // Purpose: // Input : &startPos - // &endPos - // width - // useMuzzle - //----------------------------------------------------------------------------- void CWeaponPistol::DrawBeam( const Vector &startPos, const Vector &endPos, float width ) { //Tracer down the middle UTIL_Tracer( startPos, endPos, 0, TRACER_DONT_USE_ATTACHMENT, 6500, false, "GaussTracer" ); //Draw the main beam shaft CBeam *pBeam = CBeam::BeamCreate( PHYSCANNON_BEAM_SPRITE, 15.5 ); pBeam->SetStartPos( startPos ); pBeam->PointEntInit( endPos, this ); pBeam->SetEndAttachment( LookupAttachment("Muzzle") ); pBeam->SetWidth( width ); // pBeam->SetEndWidth( 0.05f ); pBeam->SetBrightness( 255 ); pBeam->SetColor( 255, 185+random->RandomInt( -16, 16 ), 40 ); pBeam->RelinkBeam(); pBeam->LiveForTime( 0.1f ); } //----------------------------------------------------------------------------- // Purpose: // Input : &tr - // nDamageType - //----------------------------------------------------------------------------- void CWeaponPistol::DoImpactEffect( trace_t &tr, int nDamageType ) { //Draw our beam DrawBeam( tr.startpos, tr.endpos, 15.5 ); if ( (tr.surface.flags & SURF_SKY) == false ) { CPVSFilter filter( tr.endpos ); te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 ); m_nBulletType = GetAmmoDef()->Index("GaussEnergy"); UTIL_ImpactTrace( &tr, m_nBulletType ); } }
We define the beam 2 Open hl2_gamerules.cpp Change
def.AddAmmoType("Pistol", DMG_BULLET, TRACER_LINE_AND_WHIZ, "sk_plr_dmg_pistol", "sk_npc_dmg_pistol", "sk_max_pistol", BULLET_IMPULSE(200, 1225), 0 );
to
def.AddAmmoType("Pistol", DMG_DISSOLVE, TRACER_NONE, "sk_plr_dmg_pistol", "sk_npc_dmg_pistol", "sk_max_pistol", BULLET_IMPULSE(200, 1225), 0 );
If the enemy dies, he will dissolve and there dont draw a line after the bullet 3 Open \Steam\steamapps\SourceMods\MyMod\scripts\weapon_pistol.txt 3.1 Change
"printname" "#HL2_Pistol"
to
"printname" "LASER PISTOL"
We change the name in the bucket 3.1 If u know how u can change the SoundData so it will make a better noise 4 Open \Steam\steamapps\SourceMods\MyMod\cfg\skill.cfg Change
sk_plr_dmg_pistol "5" sk_npc_dmg_pistol "3" sk_max_pistol "148"
to
sk_plr_dmg_pistol "20" sk_npc_dmg_pistol "15" sk_max_pistol "148"
THis weapon doesn't shoot with normal bullets but with a laser so it will do a bigger damage to the enemy. I hope this helps u a bit Speedlly (Scubic) this weapon (or a part of it) is going to play a role in the game that were maken (Cubic Life)