Heres a nice shotgun... // Shotgun //-------------------------------------- //datablock AudioProfile(ShotgunSwitchSound) //{ // filename = "fx/weapons/generic_switch.wav"; // description = AudioClosest3d; // preload = true; //}; //datablock AudioProfile(ShotgunProjectileSound) //{ // filename = "fx/weapons/sniper_miss.wav"; // description = AudioClose3d; // preload = true; //}; datablock TracerProjectileData(ShotgunBullet) { doDynamicClientHits = true; directDamage = 0.075; directDamageType = $DamageType::Pellet; closeRangeMultiplier = 1.5; shotgunHeadMultiplier = 1.5; explosion = "ChaingunExplosion"; splash = ChaingunSplash; kickBackStrength = 0.0; sound = SniperRifleProjectileSound; dryVelocity = 425.0; wetVelocity = 100.0; velInheritFactor = 1.0; fizzleTimeMS = 1000; lifetimeMS = 1000; explodeOnDeath = false; reflectOnWaterImpactAngle = 0.0; explodeOnWaterImpact = false; deflectionOnWaterImpact = 0.0; fizzleUnderwaterMS = 1000; 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] = ChaingunDecal1; decalData[1] = ChaingunDecal2; decalData[2] = ChaingunDecal3; decalData[3] = ChaingunDecal4; decalData[4] = ChaingunDecal5; decalData[5] = ChaingunDecal6; }; //-------------------------------------------------------------------------- // Ammo //-------------------------------------- datablock ItemData(ShotgunAmmo) { className = Ammo; catagory = "Ammo"; shapeFile = "ammo_chaingun.dts"; mass = 1; elasticity = 0.2; friction = 0.6; pickupRadius = 2; pickUpName = "some shotgun shells"; computeCRC = true; emap = true; }; //-------------------------------------------------------------------------- // Weapon //-------------------------------------- datablock ItemData(Shotgun) { className = Weapon; catagory = "Spawn Items"; //$$ TODO - real shape file shapeFile = "weapon_plasma.dts"; image = ShotgunImage; mass = 1; elasticity = 0.2; friction = 0.6; pickupRadius = 2; pickUpName = "a shotgun"; computeCRC = true; emap=true; }; datablock ShapeBaseImageData(ShotgunImage) { className = WeaponImage; shapeFile = "weapon_plasma.dts"; item = Shotgun; ammo = ShotgunAmmo; offset = "0 0 0"; emap = true; projectile = ShotgunBullet; projectileType = TracerProjectile; casing = ShellDebris; shellExitDir = "0.3 1.0 1.0"; shellExitOffset = "0.15 -0.56 -0.1"; shellExitVariance = 15.0; shellVelocity = 3.0; projectileSpread = 20.0 / 1000.0; // State Data stateName[0] = "Activate"; stateTransitionOnTimeout[0] = "ActivateReady"; stateTimeoutValue[0] = 0.5; stateSequence[0] = "Activate"; stateSound[0] = ChaingunSwitchSound; stateName[1] = "ActivateReady"; stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnNoAmmo[1] = "NoAmmo"; stateName[2] = "Ready"; stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnTriggerDown[2] = "Fire"; stateName[3] = "Fire"; stateTransitionOnTimeout[3] = "Reload"; stateTimeoutValue[3] = 0.5; stateFire[3] = true; stateRecoil[3] = LightRecoil; stateAllowImageChange[3] = false; stateSequence[3] = "Fire"; stateScript[3] = "onFire"; stateSound[3] = GrenadeFireSound; stateName[4] = "Reload"; stateTransitionOnNoAmmo[4] = "NoAmmo"; stateTransitionOnTimeout[4] = "Ready"; stateTimeoutValue[4] = 0.5; stateAllowImageChange[4] = false; stateSequence[4] = "Reload"; stateSound[4] = GenericSwitchSound; stateEjectShell[4] = true; stateName[5] = "NoAmmo"; stateTransitionOnAmmo[5] = "Reload"; stateSequence[5] = "NoAmmo"; stateTransitionOnTriggerDown[5] = "DryFire"; stateName[6] = "DryFire"; stateSound[6] = GrenadeDryFireSound; stateTimeoutValue[6] = 1.5; stateTransitionOnTimeout[6] = "NoAmmo"; }; function ShotgunImage::onFire(%data, %obj, %slot) { // cloaking if( %obj.station $= "" && %obj.isCloaked() ) { if( %obj.respawnCloakThread !$= "" ) { Cancel(%obj.respawnCloakThread); %obj.setCloaked( false ); %obj.respawnCloakThread = ""; } else { if( %obj.getEnergyLevel() > 20 ) { %obj.setCloaked( false ); %obj.reCloak = %obj.schedule( 500, "setCloaked", true ); } } } // ammo %obj.applyKick(-400); %obj.decInventory(%data.ammo,1); %vector = %obj.getMuzzleVector(%slot); %mp = %obj.getMuzzlePoint(%slot); for (%i=0; %i < 24; %i++) { %x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread; %y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread; %z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread; %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z); %vector = MatrixMulVector(%mat, %vector); %p = new (%data.projectileType)() { dataBlock = %data.projectile; initialDirection = %vector; initialPosition = %mp; sourceObject = %obj; damageFactor = 1; sourceSlot = %slot; }; } } function ShotgunBullet::onCollision(%data, %projectile, %targetObject, %modifier, %position, %normal) { // extra damage for being close %dist = vectorDist(%position, %projectile.sourceObject.getPosition()); if (%dist < 10) { %modifier *= %data.closeRangeMultiplier; } // extra damage for head shot if(!(%targetObject.getType() & ($TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType)) && (%targetObject.getDataBlock().getClassName() $= "PlayerData")) { %damLoc = firstWord(%targetObject.getDamageLocation(%position)); if(%damLoc $= "head") { %targetObject.getOwnerClient().headShot = 1; %modifier *= %data.shotgunHeadMultiplier; } else { %modifier = 1; %targetObject.getOwnerClient().headShot = 0; } } %targetObject.damage(%projectile.sourceObject, %position, %modifier * %data.directDamage, %data.directDamageType); }