Torque3D/Templates/Modules/FPSGameplay/scripts/datablocks/weapons/Ryder.cs

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//--------------------------------------------------------------------------
// Sounds
//--------------------------------------------------------------------------
datablock SFXProfile(RyderFireSound)
{
filename = "data/FPSGameplay/sound/weapons/wpn_ryder_fire";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(RyderReloadSound)
{
filename = "data/FPSGameplay/sound/weapons/wpn_ryder_reload";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(RyderSwitchinSound)
{
filename = "data/FPSGameplay/sound/weapons/wpn_ryder_switchin";
description = AudioClose3D;
preload = true;
};
// ----------------------------------------------------------------------------
// Particles
// ----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Explosion
//-----------------------------------------------------------------------------
//--------------------------------------------------------------------------
// Shell ejected during reload.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Projectile Object
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Ammo Item
//-----------------------------------------------------------------------------
datablock ItemData(RyderClip)
{
// Mission editor category
category = "AmmoClip";
// Add the Ammo namespace as a parent. The ammo namespace provides
// common ammo related functions and hooks into the inventory system.
className = "AmmoClip";
// Basic Item properties
shapeFile = "data/FPSGameplay/art/shapes/weapons/Ryder/TP_Ryder.DAE";
mass = 1;
elasticity = 0.2;
friction = 0.6;
// Dynamic properties defined by the scripts
pickUpName = "Ryder clip";
count = 1;
maxInventory = 10;
};
datablock ItemData(RyderAmmo)
{
// Mission editor category
category = "Ammo";
// Add the Ammo namespace as a parent. The ammo namespace provides
// common ammo related functions and hooks into the inventory system.
className = "Ammo";
// Basic Item properties
shapeFile = "data/FPSGameplay/art/shapes/weapons/Ryder/TP_Ryder.DAE";
mass = 1;
elasticity = 0.2;
friction = 0.6;
// Dynamic properties defined by the scripts
pickUpName = "Ryder bullet";
maxInventory = 8;
clip = RyderClip;
};
//--------------------------------------------------------------------------
// Weapon Item. This is the item that exists in the world, i.e. when it's
// been dropped, thrown or is acting as re-spawnable item. When the weapon
// is mounted onto a shape, the SoldierWeaponImage is used.
//-----------------------------------------------------------------------------
datablock ItemData(Ryder)
{
// Mission editor category
category = "Weapon";
// Hook into Item Weapon class hierarchy. The weapon namespace
// provides common weapon handling functions in addition to hooks
// into the inventory system.
className = "Weapon";
// Basic Item properties
shapeFile = "data/FPSGameplay/art/shapes/weapons/Ryder/TP_Ryder.DAE";
mass = 1;
elasticity = 0.2;
friction = 0.6;
emap = true;
PreviewImage = 'ryder.png';
// Dynamic properties defined by the scripts
pickUpName = "Ryder pistol";
description = "Ryder";
image = RyderWeaponImage;
reticle = "crossHair";
};
datablock ShapeBaseImageData(RyderWeaponImage)
{
// Basic Item properties
shapeFile = "data/FPSGameplay/art/shapes/weapons/Ryder/TP_Ryder.DAE";
shapeFileFP = "data/FPSGameplay/art/shapes/weapons/Ryder/FP_Ryder.DAE";
emap = true;
imageAnimPrefix = "Pistol";
imageAnimPrefixFP = "Pistol";
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
firstPerson = true;
useEyeNode = true;
animateOnServer = true;
// When firing from a point offset from the eye, muzzle correction
// will adjust the muzzle vector to point to the eye LOS point.
// Since this weapon doesn't actually fire from the muzzle point,
// we need to turn this off.
correctMuzzleVector = true;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
class = "WeaponImage";
className = "WeaponImage";
// Projectiles and Ammo.
item = Ryder;
ammo = RyderAmmo;
clip = RyderClip;
projectile = BulletProjectile;
projectileType = Projectile;
projectileSpread = "0.0";
altProjectile = GrenadeLauncherProjectile;
altProjectileSpread = "0.02";
casing = BulletShell;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
// Weapon lights up while firing
lightType = "WeaponFireLight";
lightColor = "0.992126 0.968504 0.700787 1";
lightRadius = "4";
lightDuration = "100";
lightBrightness = 2;
// Shake camera while firing.
shakeCamera = "1";
camShakeFreq = "10 10 10";
camShakeAmp = "5 5 5";
// 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.
useRemainderDT = true;
// Initial start up state
stateName[0] = "Preactivate";
stateTransitionOnLoaded[0] = "Activate";
stateTransitionOnNoAmmo[0] = "NoAmmo";
// 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] = 1.5;
stateSequence[1] = "switch_in";
stateSound[1] = RyderSwitchinSound;
// Ready to fire, just waiting for the trigger
stateName[2] = "Ready";
stateTransitionGeneric0In[2] = "SprintEnter";
stateTransitionOnMotion[2] = "ReadyMotion";
stateScaleAnimation[2] = false;
stateScaleAnimationFP[2] = false;
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateSequence[2] = "idle";
// Ready to fire with player moving
stateName[3] = "ReadyMotion";
stateTransitionGeneric0In[3] = "SprintEnter";
stateTransitionOnNoMotion[3] = "Ready";
stateWaitForTimeout[3] = false;
stateScaleAnimation[3] = false;
stateScaleAnimationFP[3] = false;
stateSequenceTransitionIn[3] = true;
stateSequenceTransitionOut[3] = true;
stateTransitionOnNoAmmo[3] = "NoAmmo";
stateTransitionOnTriggerDown[3] = "Fire";
stateSequence[3] = "run";
// Fire the weapon. Calls the fire script which does
// the actual work.
stateName[4] = "Fire";
stateTransitionGeneric0In[4] = "SprintEnter";
stateTransitionOnTimeout[4] = "WaitForRelease";
stateTimeoutValue[4] = 0.23;
stateWaitForTimeout[4] = true;
stateFire[4] = true;
stateRecoil[4] = "";
stateAllowImageChange[4] = false;
stateSequence[4] = "fire";
stateScaleAnimation[4] = true;
stateSequenceNeverTransition[4] = true;
stateSequenceRandomFlash[4] = true; // use muzzle flash sequence
stateScript[4] = "onFire";
stateEmitter[4] = GunFireSmokeEmitter;
stateEmitterTime[4] = 0.025;
stateEjectShell[4] = true;
stateSound[4] = RyderFireSound;
// Wait for the player to release the trigger
stateName[5] = "WaitForRelease";
stateTransitionGeneric0In[5] = "SprintEnter";
stateTransitionOnTriggerUp[5] = "NewRound";
stateTimeoutValue[5] = 0.05;
stateWaitForTimeout[5] = true;
stateAllowImageChange[5] = false;
// Put another round in the chamber
stateName[6] = "NewRound";
stateTransitionGeneric0In[6] = "SprintEnter";
stateTransitionOnNoAmmo[6] = "NoAmmo";
stateTransitionOnTimeout[6] = "Ready";
stateWaitForTimeout[6] = "0";
stateTimeoutValue[6] = 0.05;
stateAllowImageChange[6] = false;
// No ammo in the weapon, just idle until something
// shows up. Play the dry fire sound if the trigger is
// pulled.
stateName[7] = "NoAmmo";
stateTransitionGeneric0In[7] = "SprintEnter";
stateTransitionOnMotion[7] = "NoAmmoMotion";
stateTransitionOnAmmo[7] = "ReloadClip";
stateTimeoutValue[7] = 0.1; // Slight pause to allow script to run when trigger is still held down from Fire state
stateScript[7] = "onClipEmpty";
stateTransitionOnTriggerDown[7] = "DryFire";
stateSequence[7] = "idle";
stateScaleAnimation[7] = false;
stateScaleAnimationFP[7] = false;
stateName[8] = "NoAmmoMotion";
stateTransitionGeneric0In[8] = "SprintEnter";
stateTransitionOnNoMotion[8] = "NoAmmo";
stateWaitForTimeout[8] = false;
stateScaleAnimation[8] = false;
stateScaleAnimationFP[8] = false;
stateSequenceTransitionIn[8] = true;
stateSequenceTransitionOut[8] = true;
stateTransitionOnAmmo[8] = "ReloadClip";
stateTransitionOnTriggerDown[8] = "DryFire";
stateSequence[8] = "run";
// No ammo dry fire
stateName[9] = "DryFire";
stateTransitionGeneric0In[9] = "SprintEnter";
stateTransitionOnAmmo[9] = "ReloadClip";
stateWaitForTimeout[9] = "0";
stateTimeoutValue[9] = 0.7;
stateTransitionOnTimeout[9] = "NoAmmo";
stateScript[9] = "onDryFire";
// Play the reload clip animation
stateName[10] = "ReloadClip";
stateTransitionGeneric0In[10] = "SprintEnter";
stateTransitionOnTimeout[10] = "Ready";
stateWaitForTimeout[10] = true;
stateTimeoutValue[10] = 2.0;
stateReload[10] = true;
stateSequence[10] = "reload";
stateShapeSequence[10] = "Reload";
stateScaleShapeSequence[10] = true;
stateSound[10] = RyderReloadSound;
// Start Sprinting
stateName[11] = "SprintEnter";
stateTransitionGeneric0Out[11] = "SprintExit";
stateTransitionOnTimeout[11] = "Sprinting";
stateWaitForTimeout[11] = false;
stateTimeoutValue[11] = 0.5;
stateWaitForTimeout[11] = false;
stateScaleAnimation[11] = false;
stateScaleAnimationFP[11] = false;
stateSequenceTransitionIn[11] = true;
stateSequenceTransitionOut[11] = true;
stateAllowImageChange[11] = false;
stateSequence[11] = "sprint";
// Sprinting
stateName[12] = "Sprinting";
stateTransitionGeneric0Out[12] = "SprintExit";
stateWaitForTimeout[12] = false;
stateScaleAnimation[12] = false;
stateScaleAnimationFP[12] = false;
stateSequenceTransitionIn[12] = true;
stateSequenceTransitionOut[12] = true;
stateAllowImageChange[12] = false;
stateSequence[12] = "sprint";
// Stop Sprinting
stateName[13] = "SprintExit";
stateTransitionGeneric0In[13] = "SprintEnter";
stateTransitionOnTimeout[13] = "Ready";
stateWaitForTimeout[13] = false;
stateTimeoutValue[13] = 0.5;
stateSequenceTransitionIn[13] = true;
stateSequenceTransitionOut[13] = true;
stateAllowImageChange[13] = false;
stateSequence[13] = "sprint";
camShakeDuration = "0.2";
};