Ok, here you go:
symbols
model povModel=bryv.3do local
model weaponMesh=bryg.3do local
keyframe mountAnim=bryvmnt.key local
keyframe dismountAnim=bryvdis.key local
keyframe povfireAnim=bryvpst1.key local
keyframe holsterAnim=kyhlstr.key local
sound outSound=pistout1.wav local
sound mountSound=df_bry_ready.wav local
sound dismountSound=PutWeaponAway01.wav local
sound fireSound=pistol-1.wav local
sound fireSound1=powershot.wav local
sound chargeSound=charge.wav local
sound chargeSound1=charge_max.wav local
template projectile=+bryarbolt local
template projectile2=+force_dest_p4 local
template projectile1=+crossbowbolt2 local
flex fireWait=0.4 local
flex delayTime local
flex error local
flex autoAimFOV=25 local
flex autoAimMaxDist=4 local
flex powerBoost local
flex holsterWait local
vector errorVec local
thing player local
int trackID=-1 local
int channel=-1 local
int holsterTrack local
message startup
message activated
message deactivated
message selected
message deselected
message newplayer
message autoselect
message fire
message killed
message timer
end
# ========================================================================================
code
startup:
player = GetLocalPlayerThing();
Return;
# ........................................................................................
activated:
mode = GetSenderRef();
jkSetWaggle(player, '0.0 0.0 0.0', 0);
// Check Ammo - If we are out, autoselect best weapon.
if(GetInv(player, 11) < 1.0)
{
if((GetAutoSwitch() & 1))
SelectWeapon(player, AutoSelectWeapon(player, 1));
else
PlaySoundThing(outSound, player, 1.0, -1, -1, 0x80);
Return;
}
if(mode == 1)
{
delayTime = ActivateWeapon(player, 0, mode);
Set(delayTime == 0);
ActivateWeapon(player, 0, mode);
if(channel == -1)
{
channel = PlaySoundThing(chargeSound, player, 0.0, -1, -1, 0x181);
{if(delayTime > 2.602)
{if(channel != -1)
{
StopSound(channel, 0);
channel = -1;
}
}
{if(channel == -1)
{
channel = PlaySoundThing(chargeSound1, player, 0.0, -1, -1, 0x181);
if(channel != -1)
{
ChangeSoundPitch(channel, 1.0, 1.0);
Sleep(0.0000001);
// looks stupid... but if the user taps quickly deactivated:
// gets called during the sleep, and channel becomes invalid !
if(channel != -1)
{
ChangeSoundVol(channel, 1.0, 1.0);
ChangeSoundPitch(channel, 1.0, 1.0);
}
}
}
}
}
if(channel != -1)
{
ChangeSoundPitch(channel, 1.0, 1.0);
Sleep(0.0000001);
// looks stupid... but if the user taps quickly deactivated:
// gets called during the sleep, and channel becomes invalid !
if(channel != -1)
{
ChangeSoundVol(channel, 1.0, 1.0);
ChangeSoundPitch(channel, 1.0, 1.0);
}
}
}
}
#--------
else
{
powerBoost = GetInv(player, 63);
ActivateWeapon( player, fireWait/powerBoost, mode);
}
Return;
# ........................................................................................
fire:
if (mode == 0)
{
// Check that the player is still alive.
if(GetThingHealth(player) <= 0) Return;
// Check Ammo - If we are out, autoselect best weapon.
if(GetInv(player, 11) < 2.0)
{
SelectWeapon(player, AutoSelectWeapon(player, 1));
Return;
}
SetPOVShake('0.0 -.01 0.0', '2.0 0.0 0.0', .05, 80.0);
dummy = FireProjectile(player, projectile, fireSound, 18, '0.0207 0.0888 0.00', '0 0 0', 0, 0, autoAimFOV, autoAimFOV*2);
ChangeInv(player, 11, 0.0);
jkPlayPOVKey(player, povfireAnim, 1, 0x38);
powerBoost = GetInv(player, 63);
ChangeFireRate(player, fireWait/powerBoost);
}
Return;
# ........................................................................................
deactivated:
mode = GetSenderRef();
jkSetWaggle(player, '10.0 7.0 0.0', 350);
if(mode == 1)
{
delayTime = DeactivateWeapon(player, mode);
if(channel != -1)
{
StopSound(channel, 0);
channel = -1;
}
// Set a delay, even if we don't fire here.
SetMountWait(player, fireWait/powerBoost);
// Make sure both keys are up before continuing.
if (GetCurWeaponMode() != -1) Return;
// make sure we still have ammo
if(GetInv(player, 11) < 1.0) Return;
if(delayTime < 1.0)
{
if(GetInv(player, 11) > 1.0)
{
FireProjectile(player, projectile, fireSound, 8, '0.0135 0.1624 0.0', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimFOV*2);
// Play animation and set delay.
jkPlayPOVKey(player, povfireAnim, 1, 0x38);
}
}
if(delayTime > 1.0)
{
if(delayTime < 2.2)
{
if(GetInv(player, 11) > 1.0)
{
FireProjectile(player, projectile1, fireSound, 8, '0.0135 0.1624 0.0', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimFOV*2);
// Play animation and set delay.
jkPlayPOVKey(player, povfireAnim, 1, 0x38);
}
}
if(delayTime > 2.2)
{
if(GetInv(player, 11) > 1.0)
{
FireProjectile(player, projectile2, fireSound1, 8, '0.0135 0.1624 0.0', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimFOV*2);
// Play animation and set delay.
jkPlayPOVKey(player, povfireAnim, 1, 0x38);
}
}
}
}
else
{
DeactivateWeapon(player, mode);
}
Return;
# ........................................................................................
selected:
// Play external animation
PlayMode(player, 41);
// Set up meshes and models.
jkSetPOVModel(player, povModel);
SetArmedMode(player, 1);
jkSetWeaponMesh(player, weaponMesh);
jkSetWaggle(player, '10.0 7.0 0.0', 350);
// Play sound and animation.
PlaySoundThing(mountSound, player, 1.0, -1, -1, 0x80);
trackID = jkPlayPOVKey(player, mountAnim, 0, 20);
SetMountWait(player, GetKeyLen(mountAnim));
// Set flags, etc.
jkClearFlags(player, 0x5);
SetCurWeapon(player, 2);
// Check Ammo - If we are out, autoselect best weapon.
if(GetInv(player, 11) < 1.0)
{
if((GetAutoSwitch() & 1))
SelectWeapon(player, AutoSelectWeapon(player, 1));
}
Return;
# ........................................................................................
deselected:
PlaySoundThing(dismountSound, player, 1.0, -1, -1, 0x80);
jkPlayPOVKey(player, dismountAnim, 0, 18);
holsterWait = GetKeyLen(holsterAnim);
SetMountWait(player, holsterWait);
holsterTrack = PlayKey(player, holsterAnim, 1, 0x4);
SetTimerEx(holsterWait, 2, 0.0, 0.0);
if (trackID != -1)
{
jkStopPOVKey(player, trackID, 0);
trackID = -1;
}
jkSetWaggle(player, '0.0 0.0 0.0', 0);
if(channel != -1)
{
StopSound(channel, 0.1);
channel = -1;
}
Return;
# ........................................................................................
killed:
if (player == GetSenderRef())
{
if(channel != -1)
{
StopSound(channel, 0.1);
channel = -1;
}
}
Return;
# ........................................................................................
newplayer:
// // Make sure that if the player is respawning, the old mount isn't playing anymore.
// if (trackID != -1)
// {
// jkStopPOVKey(player, trackID, 0);
// trackID = -1;
// }
if(channel != -1)
{
StopSound(channel, 0.1);
channel = -1;
}
Return;
# ........................................................................................
autoselect:
// If the player has the weapon
if(GetInv(player, 2) != 0.0)
{
// If the player has ammo
if(GetInv(player, 11) > 0.0)
{
ReturnEx(700.0);
}
else
{
ReturnEx(-1.0);
}
}
else
{
ReturnEx(-1.0);
}
Return;
# ........................................................................................
timer:
StopKey(player, holsterTrack, 0.0);
Return;
end
It looks a bit like the JK Blastech COG, because I looked into their source code to find out how to make the sound stop, but the rest is mine. As said, after about 2 seconds the charging sound should be another wav file, and the volume should be continously on one level and not rise. I don't know how to do that.