Torque3D/Templates/Modules/FPSGameplay/scripts/datablocks/weapons/NewWeaponTemplate.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
//--------------------------------------------------------------------------
// Added for Lesson 5 - Adding Weapons - 23 Sep 11
datablock SFXProfile(WeaponTemplateFireSound)
{
filename = "data/FPSGameplay/sound/weapons/wpn_fire";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(WeaponTemplateReloadSound)
{
filename = "data/FPSGameplay/sound/weapons/wpn_reload";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(WeaponTemplateSwitchinSound)
{
filename = "data/FPSGameplay/sound/weapons/wpn_switchin";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(WeaponTemplateIdleSound)
{
filename = "data/FPSGameplay/sound/weapons/wpn_idle";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(WeaponTemplateGrenadeSound)
{
filename = "data/FPSGameplay/sound/weapons/wpn_grenadelaunch";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(WeaponTemplateMineSwitchinSound)
{
filename = "data/FPSGameplay/sound/weapons/wpn_mine_switchin";
description = AudioClose3D;
preload = true;
};
//-----------------------------------------------------------------------------
// Added 28 Sep 11
datablock LightDescription( BulletProjectileLightDesc )
{
color = "0.0 0.5 0.7";
range = 3.0;
};
datablock ProjectileData( BulletProjectile )
{
projectileShapeName = "";
directDamage = 5;
radiusDamage = 0;
damageRadius = 0.5;
areaImpulse = 0.5;
impactForce = 1;
explosion = BulletDirtExplosion;
decal = BulletHoleDecal;
muzzleVelocity = 120;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 992;
fadeDelay = 1472;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = false;
gravityMod = 1;
};
function BulletProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
// Apply impact force from the projectile.
// Apply damage to the object all shape base objects
if ( %col.getType() & $TypeMasks::GameBaseObjectType )
%col.damage(%obj,%pos,%this.directDamage,"BulletProjectile");
}
//-----------------------------------------------------------------------------
datablock ProjectileData( WeaponTemplateProjectile )
{
projectileShapeName = "";
directDamage = 5;
radiusDamage = 0;
damageRadius = 0.5;
areaImpulse = 0.5;
impactForce = 1;
muzzleVelocity = 120;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 992;
fadeDelay = 1472;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = false;
gravityMod = 1;
};
function WeaponTemplateProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
// Apply impact force from the projectile.
// Apply damage to the object all shape base objects
if ( %col.getType() & $TypeMasks::GameBaseObjectType )
%col.damage(%obj,%pos,%this.directDamage,"WeaponTemplateProjectile");
}
//-----------------------------------------------------------------------------
// Ammo Item
//-----------------------------------------------------------------------------
datablock ItemData(WeaponTemplateAmmo)
{
// 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 = "";
mass = 1;
elasticity = 0.2;
friction = 0.6;
// Dynamic properties defined by the scripts
pickUpName = "";
maxInventory = 1000;
};
//--------------------------------------------------------------------------
// 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 NewWeaponTemplate is used.
//-----------------------------------------------------------------------------
datablock ItemData(WeaponTemplateItem)
{
// 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 = "";
mass = 1;
elasticity = 0.2;
friction = 0.6;
emap = true;
// Dynamic properties defined by the scripts
pickUpName = "A basic weapon";
description = "Weapon";
image = WeaponTemplateImage;
reticle = "crossHair";
};
datablock ShapeBaseImageData(WeaponTemplateImage)
{
// FP refers to first person specific features
// Defines what art file to use.
shapeFile = "data/FPSGameplay/art/shapes/weapons/Lurker/TP_Lurker.DAE";
shapeFileFP = "data/FPSGameplay/art/shapes/weapons/Lurker/FP_Lurker.DAE";
// Whether or not to enable environment mapping
//emap = true;
//imageAnimPrefixFP = "";
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
//firstPerson = true;
//eyeOffset = "0.001 -0.05 -0.065";
// 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 = WeaponTemplateItem;
ammo = WeaponTemplateAmmo;
//projectile = BulletProjectile;
//projectileType = Projectile;
//projectileSpread = "0.005";
// Properties associated with the shell casing that gets ejected during firing
//casing = BulletShell;
//shellExitDir = "1.0 0.3 1.0";
//shellExitOffset = "0.15 -0.56 -0.1";
//shellExitVariance = 15.0;
//shellVelocity = 3.0;
// Properties associated with a light that occurs when the weapon fires
//lightType = "";
//lightColor = "0.992126 0.968504 0.708661 1";
//lightRadius = "4";
//lightDuration = "100";
//lightBrightness = 2;
// Properties associated with shaking the camera during 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.
// If true, allow multiple timeout transitions to occur within a single tick
// useful if states have a very small timeout
//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] = 0.5;
stateSequence[1] = "switch_in";
// Ready to fire, just waiting for the trigger
stateName[2] = "Ready";
stateTransitionGeneric0In[2] = "SprintEnter";
stateTransitionOnMotion[2] = "ReadyMotion";
stateTransitionOnTimeout[2] = "ReadyFidget";
stateTimeoutValue[2] = 10;
stateWaitForTimeout[2] = false;
stateScaleAnimation[2] = false;
stateScaleAnimationFP[2] = false;
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateSequence[2] = "idle";
// Same as Ready state but plays a fidget sequence
stateName[3] = "ReadyFidget";
stateTransitionGeneric0In[3] = "SprintEnter";
stateTransitionOnMotion[3] = "ReadyMotion";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 6;
stateWaitForTimeout[3] = false;
stateTransitionOnNoAmmo[3] = "NoAmmo";
stateTransitionOnTriggerDown[3] = "Fire";
stateSequence[3] = "idle_fidget1";
// Ready to fire with player moving
stateName[4] = "ReadyMotion";
stateTransitionGeneric0In[4] = "SprintEnter";
stateTransitionOnNoMotion[4] = "Ready";
stateWaitForTimeout[4] = false;
stateScaleAnimation[4] = false;
stateScaleAnimationFP[4] = false;
stateSequenceTransitionIn[4] = true;
stateSequenceTransitionOut[4] = true;
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTriggerDown[4] = "Fire";
stateSequence[4] = "run";
// Fire the weapon. Calls the fire script which does
// the actual work.
stateName[5] = "Fire";
stateTransitionGeneric0In[5] = "SprintEnter";
stateTransitionOnTimeout[5] = "Reload";
stateTimeoutValue[5] = 0.15;
stateFire[5] = true;
stateRecoil[5] = "";
stateAllowImageChange[5] = false;
stateSequence[5] = "fire";
stateScaleAnimation[5] = false;
stateSequenceNeverTransition[5] = true;
stateSequenceRandomFlash[5] = true; // use muzzle flash sequence
stateScript[5] = "onFire";
stateSound[5] = WeaponTemplateFireSound;
stateEmitter[5] = GunFireSmokeEmitter;
stateEmitterTime[5] = 0.025;
// Play the reload animation, and transition into
stateName[6] = "Reload";
stateTransitionGeneric0In[6] = "SprintEnter";
stateTransitionOnNoAmmo[6] = "NoAmmo";
stateTransitionOnTimeout[6] = "Ready";
stateWaitForTimeout[6] = "0";
stateTimeoutValue[6] = 0.05;
stateAllowImageChange[6] = false;
//stateSequence[6] = "reload";
stateEjectShell[6] = true;
// 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";
stateTransitionOnAmmo[7] = "ReloadClip";
stateScript[7] = "onClipEmpty";
// No ammo dry fire
stateName[8] = "DryFire";
stateTransitionGeneric0In[8] = "SprintEnter";
stateTimeoutValue[8] = 1.0;
stateTransitionOnTimeout[8] = "NoAmmo";
stateScript[8] = "onDryFire";
// Play the reload clip animation
stateName[9] = "ReloadClip";
stateTransitionGeneric0In[9] = "SprintEnter";
stateTransitionOnTimeout[9] = "Ready";
stateWaitForTimeout[9] = true;
stateTimeoutValue[9] = 3.0;
stateReload[9] = true;
stateSequence[9] = "reload";
stateShapeSequence[9] = "Reload";
stateScaleShapeSequence[9] = true;
// Start Sprinting
stateName[10] = "SprintEnter";
stateTransitionGeneric0Out[10] = "SprintExit";
stateTransitionOnTimeout[10] = "Sprinting";
stateWaitForTimeout[10] = false;
stateTimeoutValue[10] = 0.5;
stateWaitForTimeout[10] = false;
stateScaleAnimation[10] = false;
stateScaleAnimationFP[10] = false;
stateSequenceTransitionIn[10] = true;
stateSequenceTransitionOut[10] = true;
stateAllowImageChange[10] = false;
stateSequence[10] = "sprint";
// Sprinting
stateName[11] = "Sprinting";
stateTransitionGeneric0Out[11] = "SprintExit";
stateWaitForTimeout[11] = false;
stateScaleAnimation[11] = false;
stateScaleAnimationFP[11] = false;
stateSequenceTransitionIn[11] = true;
stateSequenceTransitionOut[11] = true;
stateAllowImageChange[11] = false;
stateSequence[11] = "sprint";
// Stop Sprinting
stateName[12] = "SprintExit";
stateTransitionGeneric0In[12] = "SprintEnter";
stateTransitionOnTimeout[12] = "Ready";
stateWaitForTimeout[12] = false;
stateTimeoutValue[12] = 0.5;
stateSequenceTransitionIn[12] = true;
stateSequenceTransitionOut[12] = true;
stateAllowImageChange[12] = false;
stateSequence[12] = "sprint";
};