[/IMG]can you adapt smg2 like this?
pls
require "Resources/Script/ActorStates_Constants.lua"
-------------------------------------------------------------------------------
--[[
±âº» SMG3GUN ¼ÂÆÃ
InitLuaÀÎÀÚ
-- fHeightOffset, // ¹ß»çµÇ´Â À§Ä¡ÀÇ ¿ÀÇÁ¼Â
-- fSideOffset0, // ¹ß»çµÇ´Â À§Ä¡ÀÇ ¿ÀÇÁ¼Â
-- fSideOffset1, // ¹ß»çµÇ´Â À§Ä¡ÀÇ ¿ÀÇÁ¼Â
-- fFrontOffset, // ¹ß»çµÇ´Â À§Ä¡ÀÇ ¿ÀÇÁ¼Â
-- uiMisFiringChangeStateTime, // ºÒ¹ß»óÅÂÀ϶§ À̽ð£ÀÌ Áö³ª¸é »óŰ¡ ¹Ù²ñ( ¸®·Îµåµî )
-- uiAnimPlayTime, // ¾Ö´Ï¸ŞÀ̼ÇÀÇ Ç÷¹ÀÌ ½Ã°£À» °*Á¦·Î Á¤ÇÑ´Ù. ( ¿¬»ç¼Óµµ ¹«½Ã )
-- uiShotCount, // ¹ß»çµÇ´Â ÃѾËÀÇ ¼ö
-- szMisFiringSoundFile // ºÒ¹ßÀ϶§ Ãâ·ÂÇÒ »ç¿îµåÆÄÀÏ
]]--
-------------------------------------------------------------------------------
function StandardSmg3gun( OneShotTime, Power, Accuracy, AdditionalPower )
STATE:SetFrontOffset( 275 );
STATE:InitLua( 220, 40, -40, 250, 450, 600, 1, "Resources/Sound/assultrifle_hit.ogg" );
Attack1 = CreateCAttack();
Attack1:InitAttack1( WEAPONTYPE_SMG2_HOMING, ATTACKATTRIB_SMG3_GUN, 75, Power*1.2+AdditionalPower, AddtionalPower );
Attack1:InitAttack2( MAKERAY( MAKEVECTOR3(0,0,0), MAKEVECTOR3(0,0,-1), RayDistanceLimit ), 1, 1, false );
Attack1:AddCollisionRange( MAKERAY( MAKEVECTOR3(0,0,0), MAKEVECTOR3(0,0,-1), RayDistanceLimit ) );
Attack1:AddCollisionRange( MAKERAY( MAKEVECTOR3(0,0,0), MAKEVECTOR3(0,0,-1), RayDistanceLimit ), 1, 1, false );
Attack1:AddCollisionRange( MAKERAY( MAKEVECTOR3(0,0,0), MAKEVECTOR3(0,0,-1), RayDistanceLimit ), 1, 1, false );
Attack1:SetCollisionRangeAdjust( false, false );
Attack1:SetConsumeAmmo( 1 );
Attack1:SetCameraShakeEnable( true, true, 0 );
Attack1:SetCameraShakeSetFactor1( 50, 25, 5 );
Attack1:SetCameraShakeSetFactor2( 1.0, 1.0, 1000.0, 1000.0 );
Attack1:SetCameraShakeRandomDir( true );
AddAttack( ATTACKS, Attack1 );
end






