mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-16 05:03:47 +00:00
560 lines
19 KiB
C#
560 lines
19 KiB
C#
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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datablock SFXProfile(TargetAquiredSound)
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{
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filename = "";
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description = AudioClose3D;
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preload = false;
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};
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datablock SFXProfile(TargetLostSound)
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{
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filename = "";
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description = AudioClose3D;
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preload = false;
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};
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datablock SFXProfile(TurretDestroyed)
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{
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filename = "";
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description = AudioClose3D;
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preload = false;
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};
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datablock SFXProfile(TurretThrown)
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{
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filename = "";
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description = AudioClose3D;
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preload = false;
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};
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datablock SFXProfile(TurretFireSound)
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{
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filename = "data/FPSGameplay/sound/turret/wpn_turret_fire";
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description = AudioClose3D;
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preload = true;
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};
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datablock SFXProfile(TurretActivatedSound)
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{
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filename = "data/FPSGameplay/sound/turret/wpn_turret_deploy";
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description = AudioClose3D;
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preload = true;
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};
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datablock SFXProfile(TurretScanningSound)
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{
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filename = "data/FPSGameplay/sound/turret/wpn_turret_scan";
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description = AudioCloseLoop3D;
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preload = true;
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};
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datablock SFXProfile(TurretSwitchinSound)
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{
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filename = "data/FPSGameplay/sound/turret/wpn_turret_switchin";
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description = AudioClose3D;
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preload = true;
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};
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//-----------------------------------------------------------------------------
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// Turret Bullet Projectile
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//-----------------------------------------------------------------------------
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datablock ProjectileData( TurretBulletProjectile )
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{
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projectileShapeName = "";
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directDamage = 5;
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radiusDamage = 0;
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damageRadius = 0.5;
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areaImpulse = 0.5;
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impactForce = 1;
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damageType = "TurretDamage"; // Type of damage applied by this weapon
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explosion = BulletDirtExplosion;
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decal = BulletHoleDecal;
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muzzleVelocity = 120;
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velInheritFactor = 1;
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armingDelay = 0;
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lifetime = 992;
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fadeDelay = 1472;
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bounceElasticity = 0;
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bounceFriction = 0;
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isBallistic = false;
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gravityMod = 1;
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};
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function TurretBulletProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
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{
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// Apply impact force from the projectile.
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// Apply damage to the object all shape base objects
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if ( %col.getType() & $TypeMasks::GameBaseObjectType )
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%col.damage(%obj,%pos,%this.directDamage,%this.damageType);
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}
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//-----------------------------------------------------------------------------
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// Turret Bullet Ammo
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//-----------------------------------------------------------------------------
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datablock ItemData(AITurretAmmo)
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{
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// Mission editor category
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category = "Ammo";
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// Add the Ammo namespace as a parent. The ammo namespace provides
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// common ammo related functions and hooks into the inventory system.
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className = "Ammo";
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// Basic Item properties
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shapeFile = "data/FPSGameplay/art/shapes/weapons/Turret/Turret_Legs.DAE";
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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// Dynamic properties defined by the scripts
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pickUpName = "turret ammo";
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};
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//-----------------------------------------------------------------------------
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// AI Turret Weapon
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//-----------------------------------------------------------------------------
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datablock ItemData(AITurretHead)
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{
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// Mission editor category
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category = "Weapon";
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// Hook into Item Weapon class hierarchy. The weapon namespace
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// provides common weapon handling functions in addition to hooks
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// into the inventory system.
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className = "Weapon";
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// Basic Item properties
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shapeFile = "data/FPSGameplay/art/shapes/weapons/Turret/Turret_Head.DAE";
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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emap = true;
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// Dynamic properties defined by the scripts
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pickUpName = "an AI turret head";
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description = "AI Turret Head";
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image = AITurretHeadImage;
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reticle = "crossHair";
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};
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datablock ShapeBaseImageData(AITurretHeadImage)
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{
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// Basic Item properties
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shapeFile = "data/FPSGameplay/art/shapes/weapons/Turret/Turret_Head.DAE";
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emap = true;
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// Specify mount point
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mountPoint = 0;
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// Add the WeaponImage namespace as a parent, WeaponImage namespace
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// provides some hooks into the inventory system.
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class = "WeaponImage";
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className = "WeaponImage";
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// Projectiles and Ammo.
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item = AITurretHead;
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ammo = AITurretAmmo;
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projectile = TurretBulletProjectile;
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projectileType = Projectile;
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projectileSpread = "0.02";
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casing = BulletShell;
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shellExitDir = "1.0 0.3 1.0";
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shellExitOffset = "0.15 -0.56 -0.1";
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shellExitVariance = 15.0;
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shellVelocity = 3.0;
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// Weapon lights up while firing
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lightType = "WeaponFireLight";
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lightColor = "0.992126 0.968504 0.708661 1";
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lightRadius = "4";
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lightDuration = "100";
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lightBrightness = 2;
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// Shake camera while firing.
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shakeCamera = false;
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camShakeFreq = "0 0 0";
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camShakeAmp = "0 0 0";
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// Images have a state system which controls how the animations
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// are run, which sounds are played, script callbacks, etc. This
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// state system is downloaded to the client so that clients can
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// predict state changes and animate accordingly. The following
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// system supports basic ready->fire->reload transitions as
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// well as a no-ammo->dryfire idle state.
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useRemainderDT = true;
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// Initial start up state
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stateName[0] = "Preactivate";
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stateIgnoreLoadedForReady[0] = false;
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stateTransitionOnLoaded[0] = "Activate";
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stateTransitionOnNotLoaded[0] = "WaitingDeployment"; // If the turret weapon is not loaded then it has not yet been deployed
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stateTransitionOnNoAmmo[0] = "NoAmmo";
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// Activating the gun. Called when the weapon is first
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// mounted and there is ammo.
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stateName[1] = "Activate";
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stateTransitionGeneric0In[1] = "Destroyed";
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stateTransitionOnTimeout[1] = "Ready";
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stateTimeoutValue[1] = 0.5;
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stateSequence[1] = "Activate";
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// Ready to fire, just waiting for the trigger
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stateName[2] = "Ready";
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stateTransitionGeneric0In[2] = "Destroyed";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateTransitionOnTriggerDown[2] = "Fire";
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stateSequence[2] = "scan";
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// Fire the weapon. Calls the fire script which does
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// the actual work.
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stateName[3] = "Fire";
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stateTransitionGeneric0In[3] = "Destroyed";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.2;
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stateFire[3] = true;
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stateRecoil[3] = "LightRecoil";
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stateAllowImageChange[3] = false;
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stateSequence[3] = "fire";
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stateSequenceRandomFlash[3] = true; // use muzzle flash sequence
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stateScript[3] = "onFire";
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stateSound[3] = TurretFireSound;
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stateEmitter[3] = GunFireSmokeEmitter;
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stateEmitterTime[3] = 0.025;
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stateEjectShell[3] = true;
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// Play the reload animation, and transition into
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stateName[4] = "Reload";
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stateTransitionGeneric0In[4] = "Destroyed";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateWaitForTimeout[4] = "0";
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stateTimeoutValue[4] = 0.0;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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// No ammo in the weapon, just idle until something
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// shows up. Play the dry fire sound if the trigger is
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// pulled.
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stateName[5] = "NoAmmo";
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stateTransitionGeneric0In[5] = "Destroyed";
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stateTransitionOnAmmo[5] = "Reload";
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stateSequence[5] = "NoAmmo";
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stateTransitionOnTriggerDown[5] = "DryFire";
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// No ammo dry fire
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stateName[6] = "DryFire";
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stateTransitionGeneric0In[6] = "Destroyed";
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stateTimeoutValue[6] = 1.0;
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stateTransitionOnTimeout[6] = "NoAmmo";
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stateScript[6] = "onDryFire";
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// Waiting for the turret to be deployed
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stateName[7] = "WaitingDeployment";
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stateTransitionGeneric0In[7] = "Destroyed";
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stateTransitionOnLoaded[7] = "Deployed";
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stateSequence[7] = "wait_deploy";
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// Turret has been deployed
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stateName[8] = "Deployed";
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stateTransitionGeneric0In[8] = "Destroyed";
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stateTransitionOnTimeout[8] = "Ready";
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stateWaitForTimeout[8] = true;
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stateTimeoutValue[8] = 2.5; // Same length as turret base's Deploy state
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stateSequence[8] = "deploy";
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// Turret has been destroyed
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stateName[9] = "Destroyed";
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stateSequence[9] = "destroyed";
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};
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//-----------------------------------------------------------------------------
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// AI Turret
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//-----------------------------------------------------------------------------
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datablock AITurretShapeData(AITurret)
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{
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category = "Turrets";
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shapeFile = "data/FPSGameplay/art/shapes/weapons/Turret/Turret_Legs.DAE";
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maxDamage = 70;
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destroyedLevel = 70;
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explosion = GrenadeExplosion;
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simpleServerCollision = false;
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zRotOnly = false;
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// Rotation settings
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minPitch = 15;
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maxPitch = 80;
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maxHeading = 90;
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headingRate = 50;
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pitchRate = 50;
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// Scan settings
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maxScanPitch = 10;
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maxScanHeading = 30;
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maxScanDistance = 20;
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trackLostTargetTime = 2;
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maxWeaponRange = 30;
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weaponLeadVelocity = 0;
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// Weapon mounting
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numWeaponMountPoints = 1;
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weapon[0] = AITurretHead;
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weaponAmmo[0] = AITurretAmmo;
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weaponAmmoAmount[0] = 10000;
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maxInv[AITurretHead] = 1;
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maxInv[AITurretAmmo] = 10000;
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// Initial start up state
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stateName[0] = "Preactivate";
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stateTransitionOnAtRest[0] = "Scanning";
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stateTransitionOnNotAtRest[0] = "Thrown";
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// Scan for targets
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stateName[1] = "Scanning";
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stateScan[1] = true;
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stateTransitionOnTarget[1] = "Target";
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stateSequence[1] = "scan";
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stateScript[1] = "OnScanning";
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// Have a target
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stateName[2] = "Target";
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stateTransitionOnNoTarget[2] = "NoTarget";
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stateTransitionOnTimeout[2] = "Firing";
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stateTimeoutValue[2] = 2.0;
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stateScript[2] = "OnTarget";
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// Fire at target
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stateName[3] = "Firing";
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stateFire[3] = true;
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stateTransitionOnNoTarget[3] = "NoTarget";
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stateScript[3] = "OnFiring";
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// Lost target
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stateName[4] = "NoTarget";
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stateTransitionOnTimeout[4] = "Scanning";
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stateTimeoutValue[4] = 2.0;
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stateScript[4] = "OnNoTarget";
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// Player thrown turret
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stateName[5] = "Thrown";
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stateTransitionOnAtRest[5] = "Deploy";
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stateSequence[5] = "throw";
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stateScript[5] = "OnThrown";
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// Player thrown turret is deploying
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stateName[6] = "Deploy";
|
||
|
|
stateTransitionOnTimeout[6] = "Scanning";
|
||
|
|
stateTimeoutValue[6] = 2.5;
|
||
|
|
stateSequence[6] = "deploy";
|
||
|
|
stateScaleAnimation[6] = true;
|
||
|
|
stateScript[6] = "OnDeploy";
|
||
|
|
|
||
|
|
// Special state that is set when the turret is destroyed.
|
||
|
|
// This state is set in the onDestroyed() callback.
|
||
|
|
stateName[7] = "Destroyed";
|
||
|
|
stateSequence[7] = "destroyed";
|
||
|
|
};
|
||
|
|
|
||
|
|
//-----------------------------------------------------------------------------
|
||
|
|
// Deployable AI Turret
|
||
|
|
//-----------------------------------------------------------------------------
|
||
|
|
datablock AITurretShapeData(DeployableTurret : AITurret)
|
||
|
|
{
|
||
|
|
// Mission editor category
|
||
|
|
category = "Weapon";
|
||
|
|
|
||
|
|
className = "DeployableTurretWeapon";
|
||
|
|
|
||
|
|
startLoaded = false;
|
||
|
|
|
||
|
|
// Basic Item properties
|
||
|
|
mass = 1.5;
|
||
|
|
elasticity = 0.1;
|
||
|
|
friction = 0.6;
|
||
|
|
simpleServerCollision = false;
|
||
|
|
|
||
|
|
// Dynamic properties defined by the scripts
|
||
|
|
PreviewImage = 'turret.png';
|
||
|
|
pickUpName = "a deployable turret";
|
||
|
|
description = "Deployable Turret";
|
||
|
|
image = DeployableTurretImage;
|
||
|
|
reticle = "blank";
|
||
|
|
zoomReticle = 'blank';
|
||
|
|
};
|
||
|
|
|
||
|
|
datablock ShapeBaseImageData(DeployableTurretImage)
|
||
|
|
{
|
||
|
|
// Basic Item properties
|
||
|
|
shapeFile = "data/FPSGameplay/art/shapes/weapons/Turret/TP_Turret.DAE";
|
||
|
|
shapeFileFP = "data/FPSGameplay/art/shapes/weapons/Turret/FP_Turret.DAE";
|
||
|
|
emap = true;
|
||
|
|
|
||
|
|
imageAnimPrefix = "Turret";
|
||
|
|
imageAnimPrefixFP = "Turret";
|
||
|
|
|
||
|
|
// Specify mount point & offset for 3rd person, and eye offset
|
||
|
|
// for first person rendering.
|
||
|
|
mountPoint = 0;
|
||
|
|
firstPerson = true;
|
||
|
|
useEyeNode = true;
|
||
|
|
|
||
|
|
// Don't allow a player to sprint with a turret
|
||
|
|
sprintDisallowed = true;
|
||
|
|
|
||
|
|
class = "DeployableTurretWeaponImage";
|
||
|
|
className = "DeployableTurretWeaponImage";
|
||
|
|
|
||
|
|
// Projectiles and Ammo.
|
||
|
|
item = DeployableTurret;
|
||
|
|
|
||
|
|
// Shake camera while firing.
|
||
|
|
shakeCamera = false;
|
||
|
|
camShakeFreq = "0 0 0";
|
||
|
|
camShakeAmp = "0 0 0";
|
||
|
|
|
||
|
|
// Images have a state system which controls how the animations
|
||
|
|
// are run, which sounds are played, script callbacks, etc. This
|
||
|
|
// state system is downloaded to the client so that clients can
|
||
|
|
// predict state changes and animate accordingly. The following
|
||
|
|
// system supports basic ready->fire->reload transitions as
|
||
|
|
// well as a no-ammo->dryfire idle state.
|
||
|
|
|
||
|
|
// Initial start up state
|
||
|
|
stateName[0] = "Preactivate";
|
||
|
|
stateTransitionOnLoaded[0] = "Activate";
|
||
|
|
stateTransitionOnNoAmmo[0] = "Activate";
|
||
|
|
|
||
|
|
// Activating the gun. Called when the weapon is first
|
||
|
|
// mounted and there is ammo.
|
||
|
|
stateName[1] = "Activate";
|
||
|
|
stateTransitionGeneric0In[1] = "SprintEnter";
|
||
|
|
stateTransitionOnTimeout[1] = "Ready";
|
||
|
|
stateTimeoutValue[1] = 0.66;
|
||
|
|
stateSequence[1] = "switch_in";
|
||
|
|
stateSound[1] = TurretSwitchinSound;
|
||
|
|
|
||
|
|
// Ready to fire, just waiting for the trigger
|
||
|
|
stateName[2] = "Ready";
|
||
|
|
stateTransitionGeneric0In[2] = "SprintEnter";
|
||
|
|
stateTransitionOnMotion[2] = "ReadyMotion";
|
||
|
|
stateTransitionOnTriggerDown[2] = "Fire";
|
||
|
|
stateScaleAnimation[2] = false;
|
||
|
|
stateScaleAnimationFP[2] = false;
|
||
|
|
stateSequence[2] = "idle";
|
||
|
|
|
||
|
|
// Ready to fire with player moving
|
||
|
|
stateName[3] = "ReadyMotion";
|
||
|
|
stateTransitionGeneric0In[3] = "SprintEnter";
|
||
|
|
stateTransitionOnNoMotion[3] = "Ready";
|
||
|
|
stateScaleAnimation[3] = false;
|
||
|
|
stateScaleAnimationFP[3] = false;
|
||
|
|
stateSequenceTransitionIn[3] = true;
|
||
|
|
stateSequenceTransitionOut[3] = true;
|
||
|
|
stateTransitionOnTriggerDown[3] = "Fire";
|
||
|
|
stateSequence[3] = "run";
|
||
|
|
|
||
|
|
// Wind up to throw the Turret
|
||
|
|
stateName[4] = "Fire";
|
||
|
|
stateTransitionGeneric0In[4] = "SprintEnter";
|
||
|
|
stateTransitionOnTimeout[4] = "Fire2";
|
||
|
|
stateTimeoutValue[4] = 0.66;
|
||
|
|
stateFire[4] = true;
|
||
|
|
stateRecoil[4] = "";
|
||
|
|
stateAllowImageChange[4] = false;
|
||
|
|
stateSequence[4] = "Fire";
|
||
|
|
stateSequenceNeverTransition[4] = true;
|
||
|
|
stateShapeSequence[4] = "Recoil";
|
||
|
|
|
||
|
|
// Throw the actual Turret
|
||
|
|
stateName[5] = "Fire2";
|
||
|
|
stateTransitionGeneric0In[5] = "SprintEnter";
|
||
|
|
stateTransitionOnTriggerUp[5] = "Reload";
|
||
|
|
stateTimeoutValue[5] = 0.1;
|
||
|
|
stateAllowImageChange[5] = false;
|
||
|
|
stateScript[5] = "onFire";
|
||
|
|
stateShapeSequence[5] = "Fire_Release";
|
||
|
|
|
||
|
|
// Play the reload animation, and transition into
|
||
|
|
stateName[6] = "Reload";
|
||
|
|
stateTransitionGeneric0In[6] = "SprintEnter";
|
||
|
|
stateTransitionOnTimeout[6] = "Ready";
|
||
|
|
stateWaitForTimeout[6] = true;
|
||
|
|
stateTimeoutValue[6] = 0.66;
|
||
|
|
stateSequence[6] = "switch_in";
|
||
|
|
|
||
|
|
// Start Sprinting
|
||
|
|
stateName[7] = "SprintEnter";
|
||
|
|
stateTransitionGeneric0Out[7] = "SprintExit";
|
||
|
|
stateTransitionOnTimeout[7] = "Sprinting";
|
||
|
|
stateWaitForTimeout[7] = false;
|
||
|
|
stateTimeoutValue[7] = 0.25;
|
||
|
|
stateWaitForTimeout[7] = false;
|
||
|
|
stateScaleAnimation[7] = true;
|
||
|
|
stateScaleAnimationFP[7] = true;
|
||
|
|
stateSequenceTransitionIn[7] = true;
|
||
|
|
stateSequenceTransitionOut[7] = true;
|
||
|
|
stateAllowImageChange[7] = false;
|
||
|
|
stateSequence[7] = "sprint";
|
||
|
|
|
||
|
|
// Sprinting
|
||
|
|
stateName[8] = "Sprinting";
|
||
|
|
stateTransitionGeneric0Out[8] = "SprintExit";
|
||
|
|
stateWaitForTimeout[8] = false;
|
||
|
|
stateScaleAnimation[8] = false;
|
||
|
|
stateScaleAnimationFP[8] = false;
|
||
|
|
stateSequenceTransitionIn[8] = true;
|
||
|
|
stateSequenceTransitionOut[8] = true;
|
||
|
|
stateAllowImageChange[8] = false;
|
||
|
|
stateSequence[8] = "sprint";
|
||
|
|
|
||
|
|
// Stop Sprinting
|
||
|
|
stateName[9] = "SprintExit";
|
||
|
|
stateTransitionGeneric0In[9] = "SprintEnter";
|
||
|
|
stateTransitionOnTimeout[9] = "Ready";
|
||
|
|
stateWaitForTimeout[9] = false;
|
||
|
|
stateTimeoutValue[9] = 0.5;
|
||
|
|
stateSequenceTransitionIn[9] = true;
|
||
|
|
stateSequenceTransitionOut[9] = true;
|
||
|
|
stateAllowImageChange[9] = false;
|
||
|
|
stateSequence[9] = "sprint";
|
||
|
|
};
|