Catches FPSGameplay module up to new gamemode and module paradigm

Adds additional args for callGamemodeFunction
Adds default Observer camera datablock
This commit is contained in:
Areloch 2019-10-04 21:00:58 -05:00
parent 49f4fddd77
commit 28c4bad74d
47 changed files with 309 additions and 274 deletions

View file

@ -0,0 +1,819 @@
//-----------------------------------------------------------------------------
// 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(LurkerFireSound)
{
filename = "data/FPSGameplay/sound/weapons/wpn_lurker_fire";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(LurkerReloadSound)
{
filename = "data/FPSGameplay/sound/weapons/wpn_lurker_reload";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(LurkerIdleSound)
{
filename = "data/FPSGameplay/sound/weapons/wpn_lurker_idle";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(LurkerSwitchinSound)
{
filename = "data/FPSGameplay/sound/weapons/wpn_lurker_switchin";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(LurkerGrenadeFireSound)
{
filename = "data/FPSGameplay/sound/weapons/wpn_lurker_grenadelaunch";
description = AudioClose3D;
preload = true;
};
datablock SFXPlayList(LurkerFireSoundList)
{
// Use a looped description so the list playback will loop.
description = AudioClose3D;
track[ 0 ] = LurkerFireSound;
};
/*datablock SFXProfile(BulletImpactSound)
{
filename = "data/FPSGameplay/sound/weapons/SCARFIRE";
description = AudioClose3D;
preload = true;
};*/
// ----------------------------------------------------------------------------
// Particles
// ----------------------------------------------------------------------------
datablock ParticleData(GunFireSmoke)
{
textureName = "data/FPSGameplay/art/particles/smoke";
dragCoefficient = 0;
gravityCoefficient = "-1";
windCoefficient = 0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 200;
spinRandomMin = -180.0;
spinRandomMax = 180.0;
useInvAlpha = true;
colors[0] = "0.795276 0.795276 0.795276 0.692913";
colors[1] = "0.866142 0.866142 0.866142 0.346457";
colors[2] = "0.897638 0.834646 0.795276 0";
sizes[0] = "0.399805";
sizes[1] = "1.19941";
sizes[2] = "1.69993";
times[0] = 0.0;
times[1] = "0.498039";
times[2] = 1.0;
animTexName = "data/FPSGameplay/art/particles/smoke";
};
datablock ParticleEmitterData(GunFireSmokeEmitter)
{
ejectionPeriodMS = 20;
periodVarianceMS = 10;
ejectionVelocity = "0";
velocityVariance = "0";
thetaMin = "0";
thetaMax = "0";
lifetimeMS = 250;
particles = "GunFireSmoke";
blendStyle = "NORMAL";
softParticles = "0";
originalName = "GunFireSmokeEmitter";
alignParticles = "0";
orientParticles = "0";
};
datablock ParticleData(BulletDirtDust)
{
textureName = "data/FPSGameplay/art/particles/impact";
dragCoefficient = "1";
gravityCoefficient = "-0.100122";
windCoefficient = 0;
inheritedVelFactor = 0.0;
constantAcceleration = "-0.83";
lifetimeMS = 800;
lifetimeVarianceMS = 300;
spinRandomMin = -180.0;
spinRandomMax = 180.0;
useInvAlpha = true;
colors[0] = "0.496063 0.393701 0.299213 0.692913";
colors[1] = "0.692913 0.614173 0.535433 0.346457";
colors[2] = "0.897638 0.84252 0.795276 0";
sizes[0] = "0.997986";
sizes[1] = "2";
sizes[2] = "2.5";
times[0] = 0.0;
times[1] = "0.498039";
times[2] = 1.0;
animTexName = "data/FPSGameplay/art/particles/impact";
};
datablock ParticleEmitterData(BulletDirtDustEmitter)
{
ejectionPeriodMS = 20;
periodVarianceMS = 10;
ejectionVelocity = "1";
velocityVariance = 1.0;
thetaMin = 0.0;
thetaMax = 180.0;
lifetimeMS = 250;
particles = "BulletDirtDust";
blendStyle = "NORMAL";
};
//-----------------------------------------------------------------------------
// Explosion
//-----------------------------------------------------------------------------
datablock ExplosionData(BulletDirtExplosion)
{
soundProfile = BulletImpactSound;
lifeTimeMS = 65;
// Volume particles
particleEmitter = BulletDirtDustEmitter;
particleDensity = 4;
particleRadius = 0.3;
// Point emission
emitter[0] = BulletDirtSprayEmitter;
emitter[1] = BulletDirtSprayEmitter;
emitter[2] = BulletDirtRocksEmitter;
};
//--------------------------------------------------------------------------
// Shell ejected during reload.
//-----------------------------------------------------------------------------
datablock DebrisData(BulletShell)
{
shapeFile = "data/FPSGameplay/art/shapes/weapons/shared/RifleShell.DAE";
lifetime = 6.0;
minSpinSpeed = 300.0;
maxSpinSpeed = 400.0;
elasticity = 0.65;
friction = 0.05;
numBounces = 5;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
ignoreWater = true;
fade = true;
};
//-----------------------------------------------------------------------------
// Projectile Object
//-----------------------------------------------------------------------------
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");
}
//-----------------------------------------------------------------------------
// Ammo Item
//-----------------------------------------------------------------------------
datablock ItemData(LurkerClip)
{
// 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/Lurker/TP_Lurker.DAE";
mass = 1;
elasticity = 0.2;
friction = 0.6;
// Dynamic properties defined by the scripts
pickUpName = "Lurker clip";
count = 1;
maxInventory = 10;
};
datablock ItemData(LurkerAmmo)
{
// 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/Lurker/TP_Lurker.DAE";
mass = 1;
elasticity = 0.2;
friction = 0.6;
// Dynamic properties defined by the scripts
pickUpName = "Lurker ammo";
maxInventory = 30;
clip = LurkerClip;
};
//--------------------------------------------------------------------------
// 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 LurkerWeaponImage is used.
//-----------------------------------------------------------------------------
datablock ItemData(Lurker)
{
// 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/Lurker/TP_Lurker.DAE";
mass = 1;
elasticity = 0.2;
friction = 0.6;
emap = true;
// Dynamic properties defined by the scripts
PreviewImage = 'lurker.png';
pickUpName = "Lurker rifle";
description = "Lurker";
image = LurkerWeaponImage;
reticle = "crossHair";
};
datablock ShapeBaseImageData(LurkerWeaponImage)
{
// Basic Item properties
shapeFile = "data/FPSGameplay/art/shapes/weapons/Lurker/TP_Lurker.DAE";
shapeFileFP = "data/FPSGameplay/art/shapes/weapons/Lurker/FP_Lurker.DAE";
emap = true;
imageAnimPrefix = "Rifle";
imageAnimPrefixFP = "Rifle";
// 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 = Lurker;
ammo = LurkerAmmo;
clip = LurkerClip;
projectile = BulletProjectile;
projectileType = Projectile;
projectileSpread = "0.005";
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 0.708661 1";
lightRadius = "4";
lightDuration = "100";
lightBrightness = 2;
// 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.
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";
stateSound[1] = LurkerSwitchinSound;
// 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";
stateSound[3] = LurkerIdleSound;
// 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] = "NewRound";
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] = LurkerFireSoundList;
stateEmitter[5] = GunFireSmokeEmitter;
stateEmitterTime[5] = 0.025;
// Put another round into the chamber if one is available
stateName[6] = "NewRound";
stateTransitionGeneric0In[6] = "SprintEnter";
stateTransitionOnNoAmmo[6] = "NoAmmo";
stateTransitionOnTimeout[6] = "Ready";
stateWaitForTimeout[6] = "0";
stateTimeoutValue[6] = 0.05;
stateAllowImageChange[6] = false;
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";
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";
stateSequence[7] = "idle";
stateScaleAnimation[7] = false;
stateScaleAnimationFP[7] = false;
stateTransitionOnTriggerDown[7] = "DryFire";
stateName[8] = "NoAmmoMotion";
stateTransitionGeneric0In[8] = "SprintEnter";
stateTransitionOnNoMotion[8] = "NoAmmo";
stateWaitForTimeout[8] = false;
stateScaleAnimation[8] = false;
stateScaleAnimationFP[8] = false;
stateSequenceTransitionIn[8] = true;
stateSequenceTransitionOut[8] = true;
stateTransitionOnTriggerDown[8] = "DryFire";
stateTransitionOnAmmo[8] = "ReloadClip";
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";
stateSound[9] = MachineGunDryFire;
// Play the reload clip animation
stateName[10] = "ReloadClip";
stateTransitionGeneric0In[10] = "SprintEnter";
stateTransitionOnTimeout[10] = "Ready";
stateWaitForTimeout[10] = true;
stateTimeoutValue[10] = 3.0;
stateReload[10] = true;
stateSequence[10] = "reload";
stateShapeSequence[10] = "Reload";
stateScaleShapeSequence[10] = true;
stateSound[10] = LurkerReloadSound;
// 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";
};
//--------------------------------------------------------------------------
// Lurker Grenade Launcher
//--------------------------------------------------------------------------
datablock ItemData(LurkerGrenadeAmmo)
{
// 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/Lurker/TP_Lurker.DAE";
mass = 1;
elasticity = 0.2;
friction = 0.6;
// Dynamic properties defined by the scripts
pickUpName = "Lurker grenade ammo";
maxInventory = 20;
};
datablock ItemData(LurkerGrenadeLauncher)
{
// 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/Lurker/TP_Lurker.DAE";
mass = 1;
elasticity = 0.2;
friction = 0.6;
emap = true;
// Dynamic properties defined by the scripts
PreviewImage = 'lurker.png';
pickUpName = "a Lurker grenade launcher";
description = "Lurker Grenade Launcher";
image = LurkerGrenadeLauncherImage;
reticle = "crossHair";
};
datablock ShapeBaseImageData(LurkerGrenadeLauncherImage)
{
// Basic Item properties
shapeFile = "data/FPSGameplay/art/shapes/weapons/Lurker/TP_Lurker.DAE";
shapeFileFP = "data/FPSGameplay/art/shapes/weapons/Lurker/FP_Lurker.DAE";
emap = true;
imageAnimPrefix = "Rifle";
imageAnimPrefixFP = "Rifle";
// 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 = LurkerGrenadeLauncher;
ammo = LurkerGrenadeAmmo;
projectile = GrenadeLauncherProjectile;
projectileType = Projectile;
projectileSpread = "0.02";
// Weapon lights up while firing
lightType = "WeaponFireLight";
lightColor = "0.992126 0.968504 0.708661 1";
lightRadius = "4";
lightDuration = "100";
lightBrightness = 2;
// 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.
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";
stateSound[1] = LurkerSwitchinSound;
// 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";
stateSound[3] = LurkerIdleSound;
// 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] = "NewRound";
stateTimeoutValue[5] = 1.2;
stateFire[5] = true;
stateRecoil[5] = "";
stateAllowImageChange[5] = false;
stateSequence[5] = "fire_alt";
stateScaleAnimation[5] = true;
stateSequenceNeverTransition[5] = true;
stateSequenceRandomFlash[5] = true; // use muzzle flash sequence
stateScript[5] = "onFire";
stateSound[5] = LurkerGrenadeFireSound;
stateEmitter[5] = GunFireSmokeEmitter;
stateEmitterTime[5] = 0.025;
stateEjectShell[5] = true;
// Put another round into 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] = "NoAmmoReadyMotion";
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";
stateSequence[7] = "idle";
stateScaleAnimation[7] = false;
stateScaleAnimationFP[7] = false;
stateTransitionOnTriggerDown[7] = "DryFire";
stateName[8] = "NoAmmoReadyMotion";
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";
stateTimeoutValue[9] = 1.0;
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] = 3.0;
stateReload[10] = true;
stateSequence[10] = "reload";
stateShapeSequence[10] = "Reload";
stateScaleShapeSequence[10] = true;
// 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";
};

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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";
};

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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.
//-----------------------------------------------------------------------------
datablock SFXProfile( MineArmedSound )
{
filename = "data/FPSGameplay/sound/weapons/mine_armed";
description = AudioClose3d;
preload = true;
};
datablock SFXProfile( MineSwitchinSound )
{
filename = "data/FPSGameplay/sound/weapons/wpn_proximitymine_switchin";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile( MineTriggeredSound )
{
filename = "data/FPSGameplay/sound/weapons/mine_trigger";
description = AudioClose3d;
preload = true;
};
datablock ProximityMineData( ProxMine )
{
// ShapeBaseData fields
category = "Weapon";
shapeFile = "data/FPSGameplay/art/shapes/weapons/ProxMine/TP_ProxMine.DAE";
explosion = GrenadeLauncherExplosion;
// ItemData fields
sticky = true;
mass = 2;
elasticity = 0.2;
friction = 0.6;
simpleServerCollision = false;
// ProximityMineData fields
armingDelay = 3.5;
armingSound = MineArmedSound;
autoTriggerDelay = 0;
triggerOnOwner = true;
triggerRadius = 3.0;
triggerDelay = 0.45;
triggerSound = MineTriggeredSound;
explosionOffset = 0.1;
// dynamic fields
pickUpName = "a proximity mine";
description = "Proximity Mine";
maxInventory = 20;
image = ProxMineImage;
previewImage = 'mine.png';
reticle = 'blank';
zoomReticle = 'blank';
damageType = "MineDamage"; // type of damage applied to objects in radius
radiusDamage = 300; // amount of damage to apply to objects in radius
damageRadius = 8; // search radius to damage objects when exploding
areaImpulse = 2000; // magnitude of impulse to apply to objects in radius
};
datablock ShapeBaseImageData( ProxMineImage )
{
// Basic Item properties
shapeFile = "data/FPSGameplay/art/shapes/weapons/ProxMine/TP_ProxMine.DAE";
shapeFileFP = "data/FPSGameplay/art/shapes/weapons/ProxMine/FP_ProxMine.DAE";
imageAnimPrefix = "ProxMine";
imageAnimPrefixFP = "ProxMine";
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
firstPerson = true;
useEyeNode = 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 = false;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
class = "WeaponImage";
className = "WeaponImage";
// Projectiles and Ammo.
item = ProxMine;
// 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] = 3.0;
stateSequence[1] = "switch_in";
stateShapeSequence[1] = "Reload";
stateSound[1] = MineSwitchinSound;
// 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 ProxMine
stateName[4] = "Fire";
stateTransitionGeneric0In[4] = "SprintEnter";
stateTransitionOnTimeout[4] = "Fire2";
stateTimeoutValue[4] = 0.8;
stateFire[4] = true;
stateRecoil[4] = "";
stateAllowImageChange[4] = false;
stateSequence[4] = "Fire";
stateSequenceNeverTransition[4] = true;
stateShapeSequence[4] = "Fire";
// Throw the actual mine
stateName[5] = "Fire2";
stateTransitionGeneric0In[5] = "SprintEnter";
stateTransitionOnTriggerUp[5] = "Reload";
stateTimeoutValue[5] = 0.7;
stateAllowImageChange[5] = false;
stateSequenceNeverTransition[5] = true;
stateSequence[5] = "fire_release";
stateShapeSequence[5] = "Fire_Release";
stateScript[5] = "onFire";
// Play the reload animation, and transition into
stateName[6] = "Reload";
stateTransitionGeneric0In[6] = "SprintEnter";
stateTransitionOnTimeout[6] = "Ready";
stateWaitForTimeout[6] = true;
stateTimeoutValue[6] = 3.0;
stateSequence[6] = "switch_in";
stateShapeSequence[6] = "Reload";
stateSound[6] = MineSwitchinSound;
// 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] = "run2sprint";
// 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] = "sprint2run";
};

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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";
};

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@ -0,0 +1,559 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
datablock SFXProfile(TargetAquiredSound)
{
filename = "";
description = AudioClose3D;
preload = false;
};
datablock SFXProfile(TargetLostSound)
{
filename = "";
description = AudioClose3D;
preload = false;
};
datablock SFXProfile(TurretDestroyed)
{
filename = "";
description = AudioClose3D;
preload = false;
};
datablock SFXProfile(TurretThrown)
{
filename = "";
description = AudioClose3D;
preload = false;
};
datablock SFXProfile(TurretFireSound)
{
filename = "data/FPSGameplay/sound/turret/wpn_turret_fire";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(TurretActivatedSound)
{
filename = "data/FPSGameplay/sound/turret/wpn_turret_deploy";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(TurretScanningSound)
{
filename = "data/FPSGameplay/sound/turret/wpn_turret_scan";
description = AudioCloseLoop3D;
preload = true;
};
datablock SFXProfile(TurretSwitchinSound)
{
filename = "data/FPSGameplay/sound/turret/wpn_turret_switchin";
description = AudioClose3D;
preload = true;
};
//-----------------------------------------------------------------------------
// Turret Bullet Projectile
//-----------------------------------------------------------------------------
datablock ProjectileData( TurretBulletProjectile )
{
projectileShapeName = "";
directDamage = 5;
radiusDamage = 0;
damageRadius = 0.5;
areaImpulse = 0.5;
impactForce = 1;
damageType = "TurretDamage"; // Type of damage applied by this weapon
explosion = BulletDirtExplosion;
decal = BulletHoleDecal;
muzzleVelocity = 120;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 992;
fadeDelay = 1472;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = false;
gravityMod = 1;
};
function TurretBulletProjectile::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,%this.damageType);
}
//-----------------------------------------------------------------------------
// Turret Bullet Ammo
//-----------------------------------------------------------------------------
datablock ItemData(AITurretAmmo)
{
// 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/Turret/Turret_Legs.DAE";
mass = 1;
elasticity = 0.2;
friction = 0.6;
// Dynamic properties defined by the scripts
pickUpName = "turret ammo";
};
//-----------------------------------------------------------------------------
// AI Turret Weapon
//-----------------------------------------------------------------------------
datablock ItemData(AITurretHead)
{
// 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/Turret/Turret_Head.DAE";
mass = 1;
elasticity = 0.2;
friction = 0.6;
emap = true;
// Dynamic properties defined by the scripts
pickUpName = "an AI turret head";
description = "AI Turret Head";
image = AITurretHeadImage;
reticle = "crossHair";
};
datablock ShapeBaseImageData(AITurretHeadImage)
{
// Basic Item properties
shapeFile = "data/FPSGameplay/art/shapes/weapons/Turret/Turret_Head.DAE";
emap = true;
// Specify mount point
mountPoint = 0;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
class = "WeaponImage";
className = "WeaponImage";
// Projectiles and Ammo.
item = AITurretHead;
ammo = AITurretAmmo;
projectile = TurretBulletProjectile;
projectileType = Projectile;
projectileSpread = "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 0.708661 1";
lightRadius = "4";
lightDuration = "100";
lightBrightness = 2;
// 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.
useRemainderDT = true;
// Initial start up state
stateName[0] = "Preactivate";
stateIgnoreLoadedForReady[0] = false;
stateTransitionOnLoaded[0] = "Activate";
stateTransitionOnNotLoaded[0] = "WaitingDeployment"; // If the turret weapon is not loaded then it has not yet been deployed
stateTransitionOnNoAmmo[0] = "NoAmmo";
// Activating the gun. Called when the weapon is first
// mounted and there is ammo.
stateName[1] = "Activate";
stateTransitionGeneric0In[1] = "Destroyed";
stateTransitionOnTimeout[1] = "Ready";
stateTimeoutValue[1] = 0.5;
stateSequence[1] = "Activate";
// Ready to fire, just waiting for the trigger
stateName[2] = "Ready";
stateTransitionGeneric0In[2] = "Destroyed";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateSequence[2] = "scan";
// Fire the weapon. Calls the fire script which does
// the actual work.
stateName[3] = "Fire";
stateTransitionGeneric0In[3] = "Destroyed";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.2;
stateFire[3] = true;
stateRecoil[3] = "LightRecoil";
stateAllowImageChange[3] = false;
stateSequence[3] = "fire";
stateSequenceRandomFlash[3] = true; // use muzzle flash sequence
stateScript[3] = "onFire";
stateSound[3] = TurretFireSound;
stateEmitter[3] = GunFireSmokeEmitter;
stateEmitterTime[3] = 0.025;
stateEjectShell[3] = true;
// Play the reload animation, and transition into
stateName[4] = "Reload";
stateTransitionGeneric0In[4] = "Destroyed";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateWaitForTimeout[4] = "0";
stateTimeoutValue[4] = 0.0;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
// No ammo in the weapon, just idle until something
// shows up. Play the dry fire sound if the trigger is
// pulled.
stateName[5] = "NoAmmo";
stateTransitionGeneric0In[5] = "Destroyed";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
// No ammo dry fire
stateName[6] = "DryFire";
stateTransitionGeneric0In[6] = "Destroyed";
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateScript[6] = "onDryFire";
// Waiting for the turret to be deployed
stateName[7] = "WaitingDeployment";
stateTransitionGeneric0In[7] = "Destroyed";
stateTransitionOnLoaded[7] = "Deployed";
stateSequence[7] = "wait_deploy";
// Turret has been deployed
stateName[8] = "Deployed";
stateTransitionGeneric0In[8] = "Destroyed";
stateTransitionOnTimeout[8] = "Ready";
stateWaitForTimeout[8] = true;
stateTimeoutValue[8] = 2.5; // Same length as turret base's Deploy state
stateSequence[8] = "deploy";
// Turret has been destroyed
stateName[9] = "Destroyed";
stateSequence[9] = "destroyed";
};
//-----------------------------------------------------------------------------
// AI Turret
//-----------------------------------------------------------------------------
datablock AITurretShapeData(AITurret)
{
category = "Turrets";
shapeFile = "data/FPSGameplay/art/shapes/weapons/Turret/Turret_Legs.DAE";
maxDamage = 70;
destroyedLevel = 70;
explosion = GrenadeExplosion;
simpleServerCollision = false;
zRotOnly = false;
// Rotation settings
minPitch = 15;
maxPitch = 80;
maxHeading = 90;
headingRate = 50;
pitchRate = 50;
// Scan settings
maxScanPitch = 10;
maxScanHeading = 30;
maxScanDistance = 20;
trackLostTargetTime = 2;
maxWeaponRange = 30;
weaponLeadVelocity = 0;
// Weapon mounting
numWeaponMountPoints = 1;
weapon[0] = AITurretHead;
weaponAmmo[0] = AITurretAmmo;
weaponAmmoAmount[0] = 10000;
maxInv[AITurretHead] = 1;
maxInv[AITurretAmmo] = 10000;
// Initial start up state
stateName[0] = "Preactivate";
stateTransitionOnAtRest[0] = "Scanning";
stateTransitionOnNotAtRest[0] = "Thrown";
// Scan for targets
stateName[1] = "Scanning";
stateScan[1] = true;
stateTransitionOnTarget[1] = "Target";
stateSequence[1] = "scan";
stateScript[1] = "OnScanning";
// Have a target
stateName[2] = "Target";
stateTransitionOnNoTarget[2] = "NoTarget";
stateTransitionOnTimeout[2] = "Firing";
stateTimeoutValue[2] = 2.0;
stateScript[2] = "OnTarget";
// Fire at target
stateName[3] = "Firing";
stateFire[3] = true;
stateTransitionOnNoTarget[3] = "NoTarget";
stateScript[3] = "OnFiring";
// Lost target
stateName[4] = "NoTarget";
stateTransitionOnTimeout[4] = "Scanning";
stateTimeoutValue[4] = 2.0;
stateScript[4] = "OnNoTarget";
// Player thrown turret
stateName[5] = "Thrown";
stateTransitionOnAtRest[5] = "Deploy";
stateSequence[5] = "throw";
stateScript[5] = "OnThrown";
// Player thrown turret is deploying
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";
};

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@ -0,0 +1,917 @@
//-----------------------------------------------------------------------------
// Torque
// Copyright GarageGames, LLC 2011
//-----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
// Placeholder projectile and explosion with required sounds, debris, and
// particle datablocks. These datablocks existed in now removed scripts, but
// were used within some that remain: see Lurker.cs, Ryder.cs, ProxMine.cs
//
// These effects should be made more generic or new fx created for unique usage.
//
// I've removed all effects that are not required for the current weapons. On
// reflection I really went overboard when originally making these effects!
// ----------------------------------------------------------------------------
$GrenadeUpVectorOffset = "0 0 1";
// ---------------------------------------------------------------------------
// Sounds
// ---------------------------------------------------------------------------
datablock SFXProfile(GrenadeExplosionSound)
{
filename = "data/FPSGameplay/sound/weapons/GRENADELAND.wav";
description = AudioDefault3d;
preload = true;
};
datablock SFXProfile(GrenadeLauncherExplosionSound)
{
filename = "data/FPSGameplay/sound/weapons/Crossbow_explosion";
description = AudioDefault3d;
preload = true;
};
// ----------------------------------------------------------------------------
// Lights for the projectile(s)
// ----------------------------------------------------------------------------
datablock LightDescription(GrenadeLauncherLightDesc)
{
range = 1.0;
color = "1 1 1";
brightness = 2.0;
animationType = PulseLightAnim;
animationPeriod = 0.25;
//flareType = SimpleLightFlare0;
};
// ---------------------------------------------------------------------------
// Debris
// ---------------------------------------------------------------------------
datablock ParticleData(GrenadeDebrisFireParticle)
{
textureName = "data/FPSGameplay/art/particles/impact";
dragCoeffiecient = 0;
gravityCoefficient = -1.00366;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 300;
lifetimeVarianceMS = 100;
useInvAlpha = false;
spinSpeed = 1;
spinRandomMin = -280.0;
spinRandomMax = 280.0;
colors[0] = "1 0.590551 0.188976 0.0944882";
colors[1] = "0.677165 0.590551 0.511811 0.496063";
colors[2] = "0.645669 0.645669 0.645669 0";
sizes[0] = 0.2;
sizes[1] = 0.5;
sizes[2] = 0.2;
times[0] = 0.0;
times[1] = 0.494118;
times[2] = 1.0;
animTexName = "data/FPSGameplay/art/particles/impact";
colors[3] = "1 1 1 0.407";
sizes[3] = "0.5";
};
datablock ParticleEmitterData(GrenadeDebrisFireEmitter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 0;
ejectionVelocity = 0;
velocityVariance = 0;
thetaMin = 0.0;
thetaMax = 25;
phiReferenceVel = 0;
phiVariance = 360;
ejectionoffset = 0.3;
particles = "GrenadeDebrisFireParticle";
orientParticles = "1";
blendStyle = "NORMAL";
};
datablock DebrisData(GrenadeDebris)
{
shapeFile = "data/FPSGameplay/art/shapes/weapons/Grenade/grenadeDebris.dae";
emitters[0] = GrenadeDebrisFireEmitter;
elasticity = 0.4;
friction = 0.25;
numBounces = 3;
bounceVariance = 1;
explodeOnMaxBounce = false;
staticOnMaxBounce = false;
snapOnMaxBounce = false;
minSpinSpeed = 200;
maxSpinSpeed = 600;
render2D = false;
lifetime = 4;
lifetimeVariance = 1.5;
velocity = 15;
velocityVariance = 5;
fade = true;
useRadiusMass = true;
baseRadius = 0.3;
gravModifier = 1.0;
terminalVelocity = 20;
ignoreWater = false;
};
// ----------------------------------------------------------------------------
// Splash effects
// ----------------------------------------------------------------------------
datablock ParticleData(GrenadeSplashMist)
{
dragCoeffiecient = 1.0;
windCoefficient = 2.0;
gravityCoefficient = 0.3;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 100;
useInvAlpha = false;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
spinSpeed = 1;
textureName = "data/FPSGameplay/art/particles/smoke";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.2;
sizes[1] = 0.4;
sizes[2] = 0.8;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(GrenadeSplashMistEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 3.0;
velocityVariance = 2.0;
ejectionOffset = 0.15;
thetaMin = 85;
thetaMax = 85;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
lifetimeMS = 250;
particles = "GrenadeSplashMist";
};
datablock ParticleData(GrenadeSplashParticle)
{
dragCoeffiecient = 1;
windCoefficient = 0.9;
gravityCoefficient = 0.3;
inheritedVelFactor = 0.2;
constantAcceleration = -1.4;
lifetimeMS = 600;
lifetimeVarianceMS = 200;
textureName = "data/FPSGameplay/art/particles/droplet";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.25;
sizes[2] = 0.25;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(GrenadeSplashEmitter)
{
ejectionPeriodMS = 4;
periodVarianceMS = 0;
ejectionVelocity = 7.3;
velocityVariance = 2.0;
ejectionOffset = 0.0;
thetaMin = 30;
thetaMax = 80;
phiReferenceVel = 00;
phiVariance = 360;
overrideAdvance = false;
orientParticles = true;
orientOnVelocity = true;
lifetimeMS = 100;
particles = "GrenadeSplashParticle";
};
datablock ParticleData(GrenadeSplashRingParticle)
{
textureName = "data/FPSGameplay/art/particles/wake";
dragCoeffiecient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
lifetimeMS = 2500;
lifetimeVarianceMS = 200;
windCoefficient = 0.0;
useInvAlpha = 1;
spinRandomMin = 30.0;
spinRandomMax = 30.0;
spinSpeed = 1;
animateTexture = true;
framesPerSec = 1;
animTexTiling = "2 1";
animTexFrames = "0 1";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 2.0;
sizes[1] = 4.0;
sizes[2] = 8.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(GrenadeSplashRingEmitter)
{
lifetimeMS = "100";
ejectionPeriodMS = 200;
periodVarianceMS = 10;
ejectionVelocity = 0;
velocityVariance = 0;
ejectionOffset = 0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 1;
alignParticles = 1;
alignDirection = "0 0 1";
particles = "GrenadeSplashRingParticle";
};
datablock SplashData(GrenadeSplash)
{
// SplashData doesn't have a render function in the source,
// so everything but the emitter array is useless here.
emitter[0] = GrenadeSplashEmitter;
emitter[1] = GrenadeSplashMistEmitter;
emitter[2] = GrenadeSplashRingEmitter;
//numSegments = 15;
//ejectionFreq = 15;
//ejectionAngle = 40;
//ringLifetime = 0.5;
//lifetimeMS = 300;
//velocity = 4.0;
//startRadius = 0.0;
//acceleration = -3.0;
//texWrap = 5.0;
//texture = "data/FPSGameplay/art/images/particles//splash";
//colors[0] = "0.7 0.8 1.0 0.0";
//colors[1] = "0.7 0.8 1.0 0.3";
//colors[2] = "0.7 0.8 1.0 0.7";
//colors[3] = "0.7 0.8 1.0 0.0";
//times[0] = 0.0;
//times[1] = 0.4;
//times[2] = 0.8;
//times[3] = 1.0;
};
// ----------------------------------------------------------------------------
// Explosion Particle effects
// ----------------------------------------------------------------------------
datablock ParticleData(GrenadeExpFire)
{
textureName = "data/FPSGameplay/art/particles/fireball.png";
dragCoeffiecient = 0;
windCoeffiecient = 0.5;
gravityCoefficient = -1;
inheritedVelFactor = 0;
constantAcceleration = 0;
lifetimeMS = 1200;//3000;
lifetimeVarianceMS = 100;//200;
useInvAlpha = false;
spinRandomMin = 0;
spinRandomMax = 1;
spinSpeed = 1;
colors[0] = "0.886275 0.854902 0.733333 0.795276";
colors[1] = "0.356863 0.34902 0.321569 0.266";
colors[2] = "0.0235294 0.0235294 0.0235294 0.207";
sizes[0] = 1;//2;
sizes[1] = 5;
sizes[2] = 7;//0.5;
times[0] = 0.0;
times[1] = 0.25;
times[2] = 0.5;
animTexName = "data/FPSGameplay/art/particles/fireball.png";
times[3] = "1";
dragCoeffiecient = "1.99902";
sizes[3] = "10";
colors[3] = "0 0 0 0";
};
datablock ParticleEmitterData(GrenadeExpFireEmitter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 5;//0;
ejectionVelocity = 1;//1.0;
velocityVariance = 0;//0.5;
thetaMin = 0.0;
thetaMax = 45;
lifetimeMS = 250;
particles = "GrenadeExpFire";
blendStyle = "ADDITIVE";
};
datablock ParticleData(GrenadeExpDust)
{
textureName = "data/FPSGameplay/art/particles/smoke.png";
dragCoeffiecient = 0.498534;
gravityCoefficient = 0;
inheritedVelFactor = 1;
constantAcceleration = 0.0;
lifetimeMS = 2000;
lifetimeVarianceMS = 250;
useInvAlpha = 0;
spinSpeed = 1;
spinRandomMin = -90.0;
spinRandomMax = 90.0;
colors[0] = "0.992126 0.992126 0.992126 0.96063";
colors[1] = "0.11811 0.11811 0.11811 0.929134";
colors[2] = "0.00392157 0.00392157 0.00392157 0.362205";
sizes[0] = 1.59922;
sizes[1] = 4.99603;
sizes[2] = 9.99817;
times[0] = 0.0;
times[1] = 0.494118;
times[2] = 1.0;
animTexName = "data/FPSGameplay/art/particles/smoke.png";
colors[3] = "0.996078 0.996078 0.996078 0";
sizes[3] = "15";
};
datablock ParticleEmitterData(GrenadeExpDustEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 8;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 85;
thetaMax = 85;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = 0;
lifetimeMS = 2000;
particles = "GrenadeExpDust";
blendStyle = "NORMAL";
};
datablock ParticleData(GrenadeExpSpark)
{
textureName = "data/FPSGameplay/art/particles/Sparkparticle";
dragCoeffiecient = 1;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 250;
colors[0] = "0.6 0.4 0.3 1";
colors[1] = "0.6 0.4 0.3 1";
colors[2] = "1.0 0.4 0.3 0";
sizes[0] = 0.5;
sizes[1] = 0.75;
sizes[2] = 1;
times[0] = 0;
times[1] = 0.5;
times[2] = 1;
};
datablock ParticleEmitterData(GrenadeExpSparkEmitter)
{
ejectionPeriodMS = 2;
periodVarianceMS = 0;
ejectionVelocity = 20;
velocityVariance = 10;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 120;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
lifetimeMS = 100;
particles = "GrenadeExpSpark";
};
datablock ParticleData(GrenadeExpSparks)
{
textureName = "data/FPSGameplay/art/particles/droplet";
dragCoeffiecient = 1;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 350;
colors[0] = "0.6 0.4 0.3 1.0";
colors[1] = "0.6 0.4 0.3 0.6";
colors[2] = "1.0 0.4 0.3 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.75;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(GrenadeExpSparksEmitter)
{
ejectionPeriodMS = 2;
periodVarianceMS = 0;
ejectionVelocity = 12;
velocityVariance = 6.75;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 60;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
lifetimeMS = 100;
particles = "GrenadeExpSparks";
};
datablock ParticleData(GrenadeExpSmoke)
{
textureName = "data/FPSGameplay/art/particles/smoke";
dragCoeffiecient = 0;
gravityCoefficient = -0.40293;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 800;
lifetimeVarianceMS = 299;
useInvAlpha = true;
spinSpeed = 1;
spinRandomMin = -80.0;
spinRandomMax = 0;
colors[0] = "0.8 0.8 0.8 0.4";
colors[1] = "0.5 0.5 0.5 0.5";
colors[2] = "0.75 0.75 0.75 0";
sizes[0] = 4.49857;
sizes[1] = 7.49863;
sizes[2] = 11.2495;
times[0] = 0;
times[1] = 0.498039;
times[2] = 1;
animTexName = "data/FPSGameplay/art/particles/smoke";
times[3] = "1";
};
datablock ParticleEmitterData(GrenadeExpSmokeEmitter)
{
ejectionPeriodMS = 15;
periodVarianceMS = 5;
ejectionVelocity = 2.4;
velocityVariance = 1.2;
thetaMin = 0.0;
thetaMax = 180.0;
ejectionOffset = 1;
particles = "GrenadeExpSmoke";
blendStyle = "NORMAL";
};
// ----------------------------------------------------------------------------
// Dry/Air Explosion Objects
// ----------------------------------------------------------------------------
datablock ExplosionData(GrenadeExplosion)
{
soundProfile = GrenadeExplosionSound;
lifeTimeMS = 400; // Quick flash, short burn, and moderate dispersal
// Volume particles
particleEmitter = GrenadeExpFireEmitter;
particleDensity = 75;
particleRadius = 2.25;
// Point emission
emitter[0] = GrenadeExpDustEmitter;
emitter[1] = GrenadeExpSparksEmitter;
emitter[2] = GrenadeExpSmokeEmitter;
// Camera Shaking
shakeCamera = true;
camShakeFreq = "10.0 11.0 9.0";
camShakeAmp = "15.0 15.0 15.0";
camShakeDuration = 1.5;
camShakeRadius = 20;
// Exploding debris
debris = GrenadeDebris;
debrisThetaMin = 10;
debrisThetaMax = 60;
debrisNum = 4;
debrisNumVariance = 2;
debrisVelocity = 25;
debrisVelocityVariance = 5;
lightStartRadius = 4.0;
lightEndRadius = 0.0;
lightStartColor = "1.0 1.0 1.0";
lightEndColor = "1.0 1.0 1.0";
lightStartBrightness = 4.0;
lightEndBrightness = 0.0;
lightNormalOffset = 2.0;
};
// ----------------------------------------------------------------------------
// Water Explosion
// ----------------------------------------------------------------------------
datablock ParticleData(GLWaterExpDust)
{
textureName = "data/FPSGameplay/art/particles/steam";
dragCoeffiecient = 1.0;
gravityCoefficient = -0.01;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 2500;
lifetimeVarianceMS = 250;
useInvAlpha = false;
spinSpeed = 1;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
colors[0] = "0.6 0.6 1.0 0.5";
colors[1] = "0.6 0.6 1.0 0.3";
sizes[0] = 0.25;
sizes[1] = 1.5;
times[0] = 0.0;
times[1] = 1.0;
times[2] = 1.0;
};
datablock ParticleEmitterData(GLWaterExpDustEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 10;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 85;
thetaMax = 85;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
lifetimeMS = 75;
particles = "GLWaterExpDust";
};
datablock ParticleData(GLWaterExpSparks)
{
textureName = "data/FPSGameplay/art/particles/spark_wet";
dragCoeffiecient = 1;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 250;
colors[0] = "0.6 0.6 1.0 1.0";
colors[1] = "0.6 0.6 1.0 1.0";
colors[2] = "0.6 0.6 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.75;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(GLWaterExpSparkEmitter)
{
ejectionPeriodMS = 2;
periodVarianceMS = 0;
ejectionVelocity = 12;
velocityVariance = 6.75;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 60;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
lifetimeMS = 100;
particles = "GLWaterExpSparks";
};
datablock ParticleData(GLWaterExpSmoke)
{
textureName = "data/FPSGameplay/art/particles/smoke";
dragCoeffiecient = 0.4;
gravityCoefficient = -0.25;
inheritedVelFactor = 0.025;
constantAcceleration = -1.1;
lifetimeMS = 1250;
lifetimeVarianceMS = 0;
useInvAlpha = false;
spinSpeed = 1;
spinRandomMin = -200.0;
spinRandomMax = 200.0;
colors[0] = "0.1 0.1 1.0 1.0";
colors[1] = "0.4 0.4 1.0 1.0";
colors[2] = "0.4 0.4 1.0 0.0";
sizes[0] = 2.0;
sizes[1] = 6.0;
sizes[2] = 2.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(GLWaterExpSmokeEmitter)
{
ejectionPeriodMS = 15;
periodVarianceMS = 0;
ejectionVelocity = 6.25;
velocityVariance = 0.25;
thetaMin = 0.0;
thetaMax = 90.0;
lifetimeMS = 250;
particles = "GLWaterExpSmoke";
};
datablock ParticleData(GLWaterExpBubbles)
{
textureName = "data/FPSGameplay/art/particles/millsplash01";
dragCoeffiecient = 0.0;
gravityCoefficient = -0.05;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1500;
lifetimeVarianceMS = 250;
useInvAlpha = false;
spinRandomMin = -100.0;
spinRandomMax = 100.0;
spinSpeed = 1;
colors[0] = "0.7 0.8 1.0 0.0";
colors[1] = "0.7 0.8 1.0 0.4";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.2;
sizes[1] = 0.4;
sizes[2] = 0.8;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(GLWaterExpBubbleEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
ejectionOffset = 3.0;
velocityVariance = 0.5;
thetaMin = 0;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "GLWaterExpBubbles";
};
datablock ExplosionData(GrenadeLauncherWaterExplosion)
{
//soundProfile = GLWaterExplosionSound;
emitter[0] = GLWaterExpDustEmitter;
emitter[1] = GLWaterExpSparkEmitter;
emitter[2] = GLWaterExpSmokeEmitter;
emitter[3] = GLWaterExpBubbleEmitter;
shakeCamera = true;
camShakeFreq = "10.0 11.0 9.0";
camShakeAmp = "20.0 20.0 20.0";
camShakeDuration = 1.5;
camShakeRadius = 20.0;
lightStartRadius = 20.0;
lightEndRadius = 0.0;
lightStartColor = "0.9 0.9 0.8";
lightEndColor = "0.6 0.6 1.0";
lightStartBrightness = 2.0;
lightEndBrightness = 0.0;
};
// ----------------------------------------------------------------------------
// Dry/Air Explosion Objects
// ----------------------------------------------------------------------------
datablock ExplosionData(GrenadeSubExplosion)
{
offset = 0.25;
emitter[0] = GrenadeExpSparkEmitter;
lightStartRadius = 4.0;
lightEndRadius = 0.0;
lightStartColor = "0.9 0.7 0.7";
lightEndColor = "0.9 0.7 0.7";
lightStartBrightness = 2.0;
lightEndBrightness = 0.0;
};
datablock ExplosionData(GrenadeLauncherExplosion)
{
soundProfile = GrenadeLauncherExplosionSound;
lifeTimeMS = 400; // Quick flash, short burn, and moderate dispersal
// Volume particles
particleEmitter = GrenadeExpFireEmitter;
particleDensity = 75;
particleRadius = 2.25;
// Point emission
emitter[0] = GrenadeExpDustEmitter;
emitter[1] = GrenadeExpSparksEmitter;
emitter[2] = GrenadeExpSmokeEmitter;
// Sub explosion objects
subExplosion[0] = GrenadeSubExplosion;
// Camera Shaking
shakeCamera = true;
camShakeFreq = "10.0 11.0 9.0";
camShakeAmp = "15.0 15.0 15.0";
camShakeDuration = 1.5;
camShakeRadius = 20;
// Exploding debris
debris = GrenadeDebris;
debrisThetaMin = 10;
debrisThetaMax = 60;
debrisNum = 4;
debrisNumVariance = 2;
debrisVelocity = 25;
debrisVelocityVariance = 5;
lightStartRadius = 4.0;
lightEndRadius = 0.0;
lightStartColor = "1.0 1.0 1.0";
lightEndColor = "1.0 1.0 1.0";
lightStartBrightness = 4.0;
lightEndBrightness = 0.0;
lightNormalOffset = 2.0;
};
// ----------------------------------------------------------------------------
// Underwater Grenade projectile trail
// ----------------------------------------------------------------------------
datablock ParticleData(GrenadeTrailWaterParticle)
{
textureName = "data/FPSGameplay/art/particles/bubble";
dragCoeffiecient = 0.0;
gravityCoefficient = 0.1;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1500;
lifetimeVarianceMS = 600;
useInvAlpha = false;
spinRandomMin = -100.0;
spinRandomMax = 100.0;
spinSpeed = 1;
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.4";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.05;
sizes[1] = 0.05;
sizes[2] = 0.05;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(GrenadeTrailWaterEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
ejectionOffset = 0.1;
velocityVariance = 0.5;
thetaMin = 0.0;
thetaMax = 80.0;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = GrenadeTrailWaterParticle;
};
// ----------------------------------------------------------------------------
// Normal-fire Projectile Object
// ----------------------------------------------------------------------------
datablock ParticleData(GrenadeProjSmokeTrail)
{
textureName = "data/FPSGameplay/art/particles/smoke";
dragCoeffiecient = 0.0;
gravityCoefficient = -0.2;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 750;
lifetimeVarianceMS = 250;
useInvAlpha = true;
spinRandomMin = -60;
spinRandomMax = 60;
spinSpeed = 1;
colors[0] = "0.9 0.8 0.8 0.6";
colors[1] = "0.6 0.6 0.6 0.9";
colors[2] = "0.3 0.3 0.3 0";
sizes[0] = 0.25;
sizes[1] = 0.5;
sizes[2] = 0.75;
times[0] = 0.0;
times[1] = 0.4;
times[2] = 1.0;
};
datablock ParticleEmitterData(GrenadeProjSmokeTrailEmitter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 0;
ejectionVelocity = 0.75;
velocityVariance = 0;
thetaMin = 0.0;
thetaMax = 0.0;
phiReferenceVel = 90;
phiVariance = 0;
particles = "GrenadeProjSmokeTrail";
};
datablock ProjectileData(GrenadeLauncherProjectile)
{
projectileShapeName = "data/FPSGameplay/art/shapes/weapons/shared/rocket.dts";
directDamage = 30;
radiusDamage = 30;
damageRadius = 5;
areaImpulse = 2000;
explosion = GrenadeLauncherExplosion;
waterExplosion = GrenadeLauncherWaterExplosion;
decal = ScorchRXDecal;
splash = GrenadeSplash;
particleEmitter = GrenadeProjSmokeTrailEmitter;
particleWaterEmitter = GrenadeTrailWaterEmitter;
muzzleVelocity = 30;
velInheritFactor = 0.3;
armingDelay = 2000;
lifetime = 10000;
fadeDelay = 4500;
bounceElasticity = 0.4;
bounceFriction = 0.3;
isBallistic = true;
gravityMod = 0.9;
lightDesc = GrenadeLauncherLightDesc;
damageType = "GrenadeDamage";
};

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// ----------------------------------------------------------------------------
// Placeholder explosion with required sounds, debris, and particle datablocks.
// These datablocks existed in now removed scripts, but were used within some
// that remain: see cheetahCar.cs
//
// These should be made more generic or new fx created for the cheetah turret's
// projectile explosion effects.
//
// I've removed all effects that are not required for the current weapons. On
// reflection I really went overboard when originally designing these effects!
// ----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
// Sound
// ----------------------------------------------------------------------------
datablock SFXProfile(RocketLauncherExplosionSound)
{
filename = "data/FPSGameplay/sound/weapons/Crossbow_explosion";
description = AudioDefault3d;
preload = true;
};
//----------------------------------------------------------------------------
// Debris
//----------------------------------------------------------------------------
datablock ParticleData(RocketDebrisTrailParticle)
{
textureName = "data/FPSGameplay/art/particles/impact";
dragCoeffiecient = 0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1200;//1000;
lifetimeVarianceMS = 299;//500;
useInvAlpha = true;//false;
spinSpeed = 1;
spinRandomMin = -300.0;
spinRandomMax = 0;
colors[0] = "1 0.897638 0.795276 0.4";
colors[1] = "0.795276 0.795276 0.795276 0.6";
colors[2] = "0 0 0 0";
sizes[0] = 0.5;//1.0;
sizes[1] = 2;
sizes[2] = 1;//1.0;
times[0] = 0.0;
times[1] = 0.498039;
times[2] = 1.0;
animTexName = "data/FPSGameplay/art/particles/impact";
times[3] = "1";
};
datablock ParticleEmitterData(RocketDebrisTrailEmitter)
{
ejectionPeriodMS = 6;//8;
periodVarianceMS = 2;//4;
ejectionVelocity = 1.0;
velocityVariance = 0.5;
thetaMin = 0.0;
thetaMax = 180.0;
phiReferenceVel = 0;
phiVariance = 360;
ejectionoffset = 0.0;//0.3;
particles = "RocketDebrisTrailParticle";
};
datablock DebrisData(RocketDebris)
{
shapeFile = "data/FPSGameplay/art/shapes/weapons/shared/rocket.dts";
emitters[0] = RocketDebrisTrailEmitter;
elasticity = 0.5;
friction = 0.5;
numBounces = 1;//2;
bounceVariance = 1;
explodeOnMaxBounce = true;
staticOnMaxBounce = false;
snapOnMaxBounce = false;
minSpinSpeed = 400;
maxSpinSpeed = 800;
render2D = false;
lifetime = 0.25;//0.5;//1;//2;
lifetimeVariance = 0.0;//0.25;//0.5;
velocity = 35;//30;//15;
velocityVariance = 10;//5;
fade = true;
useRadiusMass = true;
baseRadius = 0.3;
gravModifier = 1.0;
terminalVelocity = 45;
ignoreWater = false;
};
// ----------------------------------------------------------------------------
// Splash effects
// ----------------------------------------------------------------------------
datablock ParticleData(RocketSplashMist)
{
dragCoeffiecient = 1.0;
windCoefficient = 2.0;
gravityCoefficient = 0.3;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 100;
useInvAlpha = false;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
spinSpeed = 1;
textureName = "data/FPSGameplay/art/particles/smoke";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.2;//0.5;
sizes[1] = 0.4;//0.5;
sizes[2] = 0.8;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(RocketSplashMistEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 3.0;
velocityVariance = 2.0;
ejectionOffset = 0.15;
thetaMin = 85;
thetaMax = 85;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
lifetimeMS = 250;
particles = "RocketSplashMist";
};
datablock ParticleData(RocketSplashParticle)
{
dragCoeffiecient = 1;
windCoefficient = 0.9;
gravityCoefficient = 0.3;
inheritedVelFactor = 0.2;
constantAcceleration = -1.4;
lifetimeMS = 600;
lifetimeVarianceMS = 200;
textureName = "data/FPSGameplay/art/particles/droplet";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.25;
sizes[2] = 0.25;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(RocketSplashEmitter)
{
ejectionPeriodMS = 4;
periodVarianceMS = 0;
ejectionVelocity = 7.3;
velocityVariance = 2.0;
ejectionOffset = 0.0;
thetaMin = 30;
thetaMax = 80;
phiReferenceVel = 00;
phiVariance = 360;
overrideAdvance = false;
orientParticles = true;
orientOnVelocity = true;
lifetimeMS = 100;
particles = "RocketSplashParticle";
};
datablock ParticleData(RocketSplashRingParticle)
{
textureName = "data/FPSGameplay/art/particles/wake";
dragCoeffiecient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
lifetimeMS = 2500;
lifetimeVarianceMS = 200;
windCoefficient = 0.0;
useInvAlpha = 1;
spinRandomMin = 30.0;
spinRandomMax = 30.0;
spinSpeed = 1;
animateTexture = true;
framesPerSec = 1;
animTexTiling = "2 1";
animTexFrames = "0 1";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 2.0;
sizes[1] = 4.0;
sizes[2] = 8.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(RocketSplashRingEmitter)
{
lifetimeMS = "100";
ejectionPeriodMS = 200;
periodVarianceMS = 10;
ejectionVelocity = 0;
velocityVariance = 0;
ejectionOffset = 0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 1;
alignParticles = 1;
alignDirection = "0 0 1";
particles = "RocketSplashRingParticle";
};
datablock SplashData(RocketSplash)
{
// numSegments = 15;
// ejectionFreq = 15;
// ejectionAngle = 40;
// ringLifetime = 0.5;
// lifetimeMS = 300;
// velocity = 4.0;
// startRadius = 0.0;
// acceleration = -3.0;
// texWrap = 5.0;
// texture = "data/FPSGameplay/art/images/particles/splash";
emitter[0] = RocketSplashEmitter;
emitter[1] = RocketSplashMistEmitter;
emitter[2] = RocketSplashRingEmitter;
// colors[0] = "0.7 0.8 1.0 0.0";
// colors[1] = "0.7 0.8 1.0 0.3";
// colors[2] = "0.7 0.8 1.0 0.7";
// colors[3] = "0.7 0.8 1.0 0.0";
//
// times[0] = 0.0;
// times[1] = 0.4;
// times[2] = 0.8;
// times[3] = 1.0;
};
// ----------------------------------------------------------------------------
// Explosion Particle effects
// ----------------------------------------------------------------------------
datablock ParticleData(RocketExpFire)
{
gravityCoefficient = "-0.50061";
lifetimeMS = "400";
lifetimeVarianceMS = "299";
spinSpeed = "1";
spinRandomMin = "-200";
spinRandomMax = "0";
textureName = "data/FPSGameplay/art/particles/smoke";
animTexName = "data/FPSGameplay/art/particles/smoke";
colors[0] = "1 0.897638 0.795276 1";
colors[1] = "0.795276 0.393701 0 0.6";
colors[2] = "0 0 0 0";
sizes[0] = "1.99902";
sizes[1] = "7.99915";
sizes[2] = "3.99805";
times[1] = "0.392157";
times[2] = "1";
times[3] = "1";
};
datablock ParticleEmitterData(RocketExpFireEmitter)
{
ejectionPeriodMS = "10";
periodVarianceMS = "5";
ejectionVelocity = "3";
velocityVariance = "2";
particles = "RocketExpFire";
blendStyle = "NORMAL";
};
datablock ParticleData(RocketExpFireball)
{
textureName = "data/FPSGameplay/art/particles/fireball.png";
lifetimeMS = "300";
lifetimeVarianceMS = "299";
spinSpeed = "1";
spinRandomMin = "-400";
spinRandomMax = "0";
animTexName = "data/FPSGameplay/art/particles/fireball.png";
colors[0] = "1 0.897638 0.795276 0.2";
colors[1] = "1 0.496063 0 0.6";
colors[2] = "0.0944882 0.0944882 0.0944882 0";
sizes[0] = "0.997986";
sizes[1] = "1.99902";
sizes[2] = "2.99701";
times[1] = "0.498039";
times[2] = "1";
times[3] = "1";
gravityCoefficient = "-1";
};
datablock ParticleEmitterData(RocketExpFireballEmitter)
{
particles = "RocketExpFireball";
blendStyle = "ADDITIVE";
ejectionPeriodMS = "10";
periodVarianceMS = "5";
ejectionVelocity = "4";
velocityVariance = "2";
ejectionOffset = "2";
thetaMax = "120";
};
datablock ParticleData(RocketExpSmoke)
{
lifetimeMS = 1200;//"1250";
lifetimeVarianceMS = 299;//200;//"250";
textureName = "data/FPSGameplay/art/particles/smoke";
animTexName = "data/FPSGameplay/art/particles/smoke";
useInvAlpha = "1";
gravityCoefficient = "-0.100122";
spinSpeed = "1";
spinRandomMin = "-100";
spinRandomMax = "0";
colors[0] = "0.897638 0.795276 0.692913 0.4";//"0.192157 0.192157 0.192157 0.0944882";
colors[1] = "0.897638 0.897638 0.897638 0.8";//"0.454902 0.454902 0.454902 0.897638";
colors[2] = "0.4 0.4 0.4 0";//"1 1 1 0";
sizes[0] = "1.99597";
sizes[1] = "3.99805";
sizes[2] = "7.99915";
times[1] = "0.494118";
times[2] = "1";
times[3] = "1";
};
datablock ParticleEmitterData(RocketExpSmokeEmitter)
{
ejectionPeriodMS = "15";
periodVarianceMS = "5";
//ejectionOffset = "1";
thetaMax = "180";
particles = "RocketExpSmoke";
blendStyle = "NORMAL";
};
datablock ParticleData(RocketExpSparks)
{
textureName = "data/FPSGameplay/art/particles/droplet.png";
lifetimeMS = "100";
lifetimeVarianceMS = "50";
animTexName = "data/FPSGameplay/art/particles/droplet.png";
inheritedVelFactor = "0.391389";
sizes[0] = "1.99902";
sizes[1] = "2.49954";
sizes[2] = "0.997986";
colors[0] = "1.0 0.9 0.8 0.2";
colors[1] = "1.0 0.9 0.8 0.8";
colors[2] = "0.8 0.4 0.0 0.0";
times[0] = "0";
times[1] = "0.34902";
times[2] = "1";
times[3] = "1";
};
datablock ParticleEmitterData(RocketExpSparksEmitter)
{
particles = "RocketExpSparks";
blendStyle = "NORMAL";
ejectionPeriodMS = "10";
periodVarianceMS = "5";
ejectionVelocity = "60";
velocityVariance = "10";
thetaMax = "120";
phiReferenceVel = 0;
phiVariance = "360";
ejectionOffset = "0";
orientParticles = true;
orientOnVelocity = true;
};
datablock ParticleData(RocketExpSubFireParticles)
{
textureName = "data/FPSGameplay/art/particles/fireball.png";
gravityCoefficient = "-0.202686";
lifetimeMS = "400";
lifetimeVarianceMS = "299";
spinSpeed = "1";
spinRandomMin = "-200";
spinRandomMax = "0";
animTexName = "data/FPSGameplay/art/particles/fireball.png";
colors[0] = "1 0.897638 0.795276 0.2";
colors[1] = "1 0.496063 0 1";
colors[2] = "0.0944882 0.0944882 0.0944882 0";
sizes[0] = "0.997986";
sizes[1] = "1.99902";
sizes[2] = "2.99701";
times[1] = "0.498039";
times[2] = "1";
times[3] = "1";
};
datablock ParticleEmitterData(RocketExpSubFireEmitter)
{
particles = "RocketExpSubFireParticles";
blendStyle = "ADDITIVE";
ejectionPeriodMS = "10";
periodVarianceMS = "5";
ejectionVelocity = "4";
velocityVariance = "2";
thetaMax = "120";
};
datablock ParticleData(RocketExpSubSmoke)
{
textureName = "data/FPSGameplay/art/particles/smoke";
gravityCoefficient = "-0.40293";
lifetimeMS = "800";
lifetimeVarianceMS = "299";
spinSpeed = "1";
spinRandomMin = "-200";
spinRandomMax = "0";
animTexName = "data/FPSGameplay/art/particles/smoke";
colors[0] = "0.4 0.35 0.3 0.393701";
colors[1] = "0.45 0.45 0.45 0.795276";
colors[2] = "0.4 0.4 0.4 0";
sizes[0] = "1.99902";
sizes[1] = "3.99805";
sizes[2] = "7.99915";
times[1] = "0.4";
times[2] = "1";
times[3] = "1";
};
datablock ParticleEmitterData(RocketExpSubSmokeEmitter)
{
particles = "RocketExpSubSmoke";
ejectionPeriodMS = "30";
periodVarianceMS = "10";
ejectionVelocity = "2";
velocityVariance = "1";
ejectionOffset = 1;//"2";
blendStyle = "NORMAL";
};
// ----------------------------------------------------------------------------
// Dry/Air Explosion Objects
// ----------------------------------------------------------------------------
datablock ExplosionData(RocketSubExplosion)
{
lifeTimeMS = 100;
offset = 0.4;
emitter[0] = RocketExpSubFireEmitter;
emitter[1] = RocketExpSubSmokeEmitter;
};
datablock ExplosionData(RocketLauncherExplosion)
{
soundProfile = RocketLauncherExplosionSound;
lifeTimeMS = 200; // I want a quick bang and dissipation, not a slow burn-out
// Volume particles
particleEmitter = RocketExpSmokeEmitter;
particleDensity = 10;//20;
particleRadius = 1;//2;
// Point emission
emitter[0] = RocketExpFireEmitter;
emitter[1] = RocketExpSparksEmitter;
emitter[2] = RocketExpSparksEmitter;
emitter[3] = RocketExpFireballEmitter;
// Sub explosion objects
subExplosion[0] = RocketSubExplosion;
// Camera Shaking
shakeCamera = true;
camShakeFreq = "10.0 11.0 9.0";
camShakeAmp = "15.0 15.0 15.0";
camShakeDuration = 1.5;
camShakeRadius = 20;
// Exploding debris
debris = RocketDebris;
debrisThetaMin = 0;//10;
debrisThetaMax = 90;//80;
debrisNum = 5;
debrisNumVariance = 2;
debrisVelocity = 1;//2;
debrisVelocityVariance = 0.2;//0.5;
lightStartRadius = 6.0;
lightEndRadius = 0.0;
lightStartColor = "1.0 0.7 0.2";
lightEndColor = "0.9 0.7 0.0";
lightStartBrightness = 2.5;
lightEndBrightness = 0.0;
lightNormalOffset = 3.0;
};