mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 07:04:36 +00:00
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:
parent
49f4fddd77
commit
28c4bad74d
47 changed files with 309 additions and 274 deletions
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
|
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
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// sell copies of the Software, and to permit persons to whom the Software is
|
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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||||
//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Demo Pathed AIPlayer.
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//-----------------------------------------------------------------------------
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datablock PlayerData(DemoPlayer : DefaultPlayerData)
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{
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shootingDelay = 2000;
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};
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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// Game specific audio descriptions. Always declare SFXDescription's (the type of sound)
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// before SFXProfile's (the sound itself) when creating new ones
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singleton SFXDescription(BulletFireDesc : AudioEffect )
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{
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isLooping = false;
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is3D = true;
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ReferenceDistance = 10.0;
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MaxDistance = 60.0;
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};
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singleton SFXDescription(BulletImpactDesc : AudioEffect )
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{
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isLooping = false;
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is3D = true;
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ReferenceDistance = 10.0;
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MaxDistance = 30.0;
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volume = 0.4;
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pitch = 1.4;
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};
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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// Always declare audio Descriptions (the type of sound) before Profiles (the
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// sound itself) when creating new ones.
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// ----------------------------------------------------------------------------
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// Now for the profiles - these are the usable sounds
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// ----------------------------------------------------------------------------
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datablock SFXProfile(ThrowSnd)
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{
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filename = "data/FPSGameplay/sound/throw";
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description = AudioClose3d;
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preload = false;
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};
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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// This is the default save location for any ForestBrush(s) created in
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// the Forest Editor.
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// This script is executed from ForestEditorPlugin::onWorldEditorStartup().
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//--- OBJECT WRITE BEGIN ---
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new SimGroup(ForestBrushGroup) {
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canSaveDynamicFields = "1";
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new ForestBrush() {
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internalName = "ExampleForestBrush";
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canSaveDynamicFields = "1";
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new ForestBrushElement() {
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internalName = "ExampleElement";
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canSaveDynamicFields = "1";
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ForestItemData = "ExampleForestMesh";
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probability = "1";
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rotationRange = "360";
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scaleMin = "1";
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scaleMax = "2";
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scaleExponent = "0.2";
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sinkMin = "0";
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sinkMax = "0.1";
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sinkRadius = "0.25";
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slopeMin = "0";
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slopeMax = "30";
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elevationMin = "-10000";
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elevationMax = "10000";
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clumpCountMin = "1";
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clumpCountMax = "1";
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clumpCountExponent = "1";
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clumpRadius = "10";
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};
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};
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};
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//--- OBJECT WRITE END ---
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datablock CameraData(Observer)
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{
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mode = "Observer";
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};
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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datablock ParticleData(DefaultParticle)
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{
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textureName = "data/FPSGameplay/art/particles/defaultParticle";
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dragCoefficient = 0.498534;
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gravityCoefficient = 0;
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inheritedVelFactor = 0.499022;
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constantAcceleration = 0.0;
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lifetimeMS = 1313;
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lifetimeVarianceMS = 500;
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useInvAlpha = true;
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spinRandomMin = -360;
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spinRandomMax = 360;
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spinSpeed = 1;
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colors[0] = "0.992126 0.00787402 0.0314961 1";
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colors[1] = "1 0.834646 0 0.645669";
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colors[2] = "1 0.299213 0 0.330709";
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colors[3] = "0.732283 1 0 0";
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sizes[0] = 0;
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sizes[1] = 0.497467;
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sizes[2] = 0.73857;
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sizes[3] = 0.997986;
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times[0] = 0.0;
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times[1] = 0.247059;
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times[2] = 0.494118;
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times[3] = 1;
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animTexName = "data/FPSGameplay/art/particles/defaultParticle";
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};
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datablock ParticleEmitterData(DefaultEmitter)
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{
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ejectionPeriodMS = "50";
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ejectionVelocity = "1";
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velocityVariance = "0";
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ejectionOffset = "0.2";
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thetaMax = "40";
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particles = "DefaultParticle";
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blendStyle = "ADDITIVE";
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softParticles = "0";
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softnessDistance = "1";
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};
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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// ENVIROMENTAL EFFECTS GO HERE (PRECIPITATION - LIGHTNING)
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// ----------------------------------------------------------------------------
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// Rain
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// ----------------------------------------------------------------------------
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datablock SFXProfile(HeavyRainSound)
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{
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filename = "data/FPSGameplay/sound/environment/amb";
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description = AudioLoop2d;
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};
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datablock PrecipitationData(HeavyRain)
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{
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soundProfile = "HeavyRainSound";
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dropTexture = "data/FPSGameplay/art/environment/precipitation/rain";
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splashTexture = "data/FPSGameplay/art/environment/precipitation/water_splash";
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dropSize = 0.35;
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splashSize = 0.1;
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useTrueBillboards = false;
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splashMS = 500;
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};
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// ----------------------------------------------------------------------------
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// Lightning
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// ----------------------------------------------------------------------------
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// When setting up thunder sounds for lightning it should be known that:
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// - strikeSound is a 3d sound
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// - thunderSounds[n] are 2d sounds
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datablock SFXProfile(ThunderCrash1Sound)
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{
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filename = "data/FPSGameplay/sound/environment/thunder1";
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description = Audio2d;
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};
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datablock SFXProfile(ThunderCrash2Sound)
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{
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filename = "data/FPSGameplay/sound/environment/thunder2";
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description = Audio2d;
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};
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datablock SFXProfile(ThunderCrash3Sound)
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{
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filename = "data/FPSGameplay/sound/environment/thunder3";
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description = Audio2d;
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};
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datablock SFXProfile(ThunderCrash4Sound)
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{
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filename = "data/FPSGameplay/sound/environment/thunder4";
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description = Audio2d;
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};
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datablock LightningData(DefaultStorm)
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{
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thunderSounds[0] = ThunderCrash1Sound;
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thunderSounds[1] = ThunderCrash2Sound;
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thunderSounds[2] = ThunderCrash3Sound;
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thunderSounds[3] = ThunderCrash4Sound;
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strikeTextures[0] = "data/FPSGameplay/art/environment/lightning";
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};
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datablock ReflectorDesc( DefaultCubeDesc )
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{
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texSize = 256;
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nearDist = 0.1;
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farDist = 1000.0;
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objectTypeMask = 0xFFFFFFFF;
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detailAdjust = 1.0;
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priority = 1.0;
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maxRateMs = 15;
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useOcclusionQuery = true;
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};
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
|
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// of this software and associated documentation files (the "Software"), to
|
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// deal in the Software without restriction, including without limitation the
|
||||
// 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
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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// Inventory items. These objects rely on the item & inventory support
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// system defined in item.cs and inventory.cs
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//-----------------------------------------------------------------------------
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// Health kits can be added to your inventory and used to heal up.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Audio profiles
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//-----------------------------------------------------------------------------
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datablock SFXProfile(HealthUseSound)
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{
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filename = "data/FPSGameplay/sound/health_mono_01";
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description = AudioClose3d;
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preload = true;
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};
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//-----------------------------------------------------------------------------
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// Health Kits cannot be picked up and are not meant to be added to
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// inventory. Health is applied automatically when an objects collides
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// with a patch.
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//-----------------------------------------------------------------------------
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datablock ItemData(HealthKitSmall)
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{
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// Mission editor category, this datablock will show up in the
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// specified category under the "shapes" root category.
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category = "Health";
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className = "HealthPatch";
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// Basic Item properties
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shapeFile = "data/FPSGameplay/art/shapes/items/kit/healthkit.dts";
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mass = 2;
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friction = 1;
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elasticity = 0.3;
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emap = true;
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// Dynamic properties defined by the scripts
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pickupName = "a small health kit";
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repairAmount = 50;
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};
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// This is the "health patch" dropped by a dying player.
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datablock ItemData(HealthKitPatch)
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{
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// Mission editor category, this datablock will show up in the
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// specified category under the "shapes" root category.
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category = "Health";
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className = "HealthPatch";
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// Basic Item properties
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shapeFile = "data/FPSGameplay/art/shapes/items/patch/healthpatch.dts";
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mass = 2;
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friction = 1;
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elasticity = 0.3;
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emap = true;
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// Dynamic properties defined by the scripts
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pickupName = "a health patch";
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repairAmount = 50;
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};
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//-----------------------------------------------------------------------------
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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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
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|
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//------------------------------------------------------------------------------
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// LightAnimData
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//------------------------------------------------------------------------------
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datablock LightAnimData( NullLightAnim )
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{
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animEnabled = false;
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};
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datablock LightAnimData( PulseLightAnim )
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{
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brightnessA = 0;
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brightnessZ = 1;
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brightnessPeriod = 1;
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brightnessKeys = "aza";
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brightnessSmooth = true;
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};
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datablock LightAnimData( SubtlePulseLightAnim )
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{
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brightnessA = 0.5;
|
||||
brightnessZ = 1;
|
||||
brightnessPeriod = 1;
|
||||
brightnessKeys = "aza";
|
||||
brightnessSmooth = true;
|
||||
};
|
||||
|
||||
datablock LightAnimData( FlickerLightAnim )
|
||||
{
|
||||
brightnessA = 1;
|
||||
brightnessZ = 0;
|
||||
brightnessPeriod = 5;
|
||||
brightnessKeys = "aaazaaaaaazaaazaaazaaaaazaaaazzaaaazaaaaaazaaaazaaaza";
|
||||
brightnessSmooth = false;
|
||||
};
|
||||
|
||||
datablock LightAnimData( BlinkLightAnim )
|
||||
{
|
||||
brightnessA = 0;
|
||||
brightnessZ = 1;
|
||||
brightnessPeriod = 5;
|
||||
brightnessKeys = "azaaaazazaaaaaazaaaazaaaazzaaaaaazaazaaazaaaaaaa";
|
||||
brightnessSmooth = false;
|
||||
};
|
||||
|
||||
datablock LightAnimData( FireLightAnim )
|
||||
{
|
||||
brightnessA = 0.75;
|
||||
brightnessZ = 1;
|
||||
brightnessPeriod = 0.7;
|
||||
brightnessKeys = "annzzznnnzzzaznzzzz";
|
||||
brightnessSmooth = 0;
|
||||
offsetA[0] = "-0.05";
|
||||
offsetA[1] = "-0.05";
|
||||
offsetA[2] = "-0.05";
|
||||
offsetZ[0] = "0.05";
|
||||
offsetZ[1] = "0.05";
|
||||
offsetZ[2] = "0.05";
|
||||
offsetPeriod[0] = "1.25";
|
||||
offsetPeriod[1] = "1.25";
|
||||
offsetPeriod[2] = "1.25";
|
||||
offsetKeys[0] = "ahahaazahakayajza";
|
||||
offsetKeys[1] = "ahahaazahakayajza";
|
||||
offsetKeys[2] = "ahahaazahakayajza";
|
||||
rotKeys[0] = "";
|
||||
rotKeys[1] = "";
|
||||
rotKeys[2] = "";
|
||||
colorKeys[0] = "";
|
||||
colorKeys[1] = "";
|
||||
colorKeys[2] = "";
|
||||
};
|
||||
|
||||
datablock LightAnimData( SpinLightAnim )
|
||||
{
|
||||
rotA[2] = "0";
|
||||
rotZ[2] = "360";
|
||||
rotPeriod[2] = "1";
|
||||
rotKeys[2] = "az";
|
||||
rotSmooth[2] = true;
|
||||
};
|
||||
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
// LightFlareData
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
datablock LightFlareData( NullLightFlare )
|
||||
{
|
||||
flareEnabled = false;
|
||||
};
|
||||
|
||||
datablock LightFlareData( SunFlareExample )
|
||||
{
|
||||
overallScale = 4.0;
|
||||
flareEnabled = true;
|
||||
renderReflectPass = false;
|
||||
flareTexture = "data/FPSGameplay/art/lights/lensFlareSheet0";
|
||||
|
||||
elementRect[0] = "512 0 512 512";
|
||||
elementDist[0] = 0.0;
|
||||
elementScale[0] = 2.0;
|
||||
elementTint[0] = "0.6 0.6 0.6";
|
||||
elementRotate[0] = true;
|
||||
elementUseLightColor[0] = true;
|
||||
|
||||
elementRect[1] = "1152 0 128 128";
|
||||
elementDist[1] = 0.3;
|
||||
elementScale[1] = 0.7;
|
||||
elementTint[1] = "1.0 1.0 1.0";
|
||||
elementRotate[1] = true;
|
||||
elementUseLightColor[1] = true;
|
||||
|
||||
elementRect[2] = "1024 0 128 128";
|
||||
elementDist[2] = 0.5;
|
||||
elementScale[2] = 0.25;
|
||||
elementTint[2] = "1.0 1.0 1.0";
|
||||
elementRotate[2] = true;
|
||||
elementUseLightColor[2] = true;
|
||||
|
||||
elementRect[3] = "1024 128 128 128";
|
||||
elementDist[3] = 0.8;
|
||||
elementScale[3] = 0.7;
|
||||
elementTint[3] = "1.0 1.0 1.0";
|
||||
elementRotate[3] = true;
|
||||
elementUseLightColor[3] = true;
|
||||
|
||||
elementRect[4] = "1024 0 128 128";
|
||||
elementDist[4] = 1.18;
|
||||
elementScale[4] = 0.5;
|
||||
elementTint[4] = "1.0 1.0 1.0";
|
||||
elementRotate[4] = true;
|
||||
elementUseLightColor[4] = true;
|
||||
|
||||
elementRect[5] = "1152 128 128 128";
|
||||
elementDist[5] = 1.25;
|
||||
elementScale[5] = 0.25;
|
||||
elementTint[5] = "1.0 1.0 1.0";
|
||||
elementRotate[5] = true;
|
||||
elementUseLightColor[5] = true;
|
||||
|
||||
elementRect[6] = "1024 0 128 128";
|
||||
elementDist[6] = 2.0;
|
||||
elementScale[6] = 0.25;
|
||||
elementTint[6] = "1.0 1.0 1.0";
|
||||
elementRotate[6] = true;
|
||||
elementUseLightColor[6] = true;
|
||||
occlusionRadius = "0.25";
|
||||
};
|
||||
|
||||
datablock LightFlareData( SunFlareExample2 )
|
||||
{
|
||||
overallScale = 2.0;
|
||||
flareEnabled = true;
|
||||
renderReflectPass = false;
|
||||
flareTexture = "data/FPSGameplay/art/lights/lensFlareSheet0";
|
||||
|
||||
elementRect[0] = "1024 0 128 128";
|
||||
elementDist[0] = 0.5;
|
||||
elementScale[0] = 0.25;
|
||||
elementTint[0] = "1.0 1.0 1.0";
|
||||
elementRotate[0] = true;
|
||||
elementUseLightColor[0] = true;
|
||||
|
||||
elementRect[1] = "1024 128 128 128";
|
||||
elementDist[1] = 0.8;
|
||||
elementScale[1] = 0.7;
|
||||
elementTint[1] = "1.0 1.0 1.0";
|
||||
elementRotate[1] = true;
|
||||
elementUseLightColor[1] = true;
|
||||
|
||||
elementRect[2] = "1024 0 128 128";
|
||||
elementDist[2] = 1.18;
|
||||
elementScale[2] = 0.5;
|
||||
elementTint[2] = "1.0 1.0 1.0";
|
||||
elementRotate[2] = true;
|
||||
elementUseLightColor[2] = true;
|
||||
|
||||
elementRect[3] = "1152 128 128 128";
|
||||
elementDist[3] = 1.25;
|
||||
elementScale[3] = 0.25;
|
||||
elementTint[3] = "1.0 1.0 1.0";
|
||||
elementRotate[3] = true;
|
||||
elementUseLightColor[3] = true;
|
||||
|
||||
elementRect[4] = "1024 0 128 128";
|
||||
elementDist[4] = 2.0;
|
||||
elementScale[4] = 0.25;
|
||||
elementTint[4] = "0.7 0.7 0.7";
|
||||
elementRotate[4] = true;
|
||||
elementUseLightColor[4] = true;
|
||||
occlusionRadius = "0.25";
|
||||
};
|
||||
|
||||
datablock LightFlareData(SunFlareExample3)
|
||||
{
|
||||
overallScale = 2.0;
|
||||
flareEnabled = true;
|
||||
renderReflectPass = false;
|
||||
flareTexture = "data/FPSGameplay/art/lights/lensflareSheet3.png";
|
||||
|
||||
elementRect[0] = "0 256 256 256";
|
||||
elementDist[0] = "-0.6";
|
||||
elementScale[0] = "3.5";
|
||||
elementTint[0] = "0.537255 0.537255 0.537255 1";
|
||||
elementRotate[0] = true;
|
||||
elementUseLightColor[0] = true;
|
||||
|
||||
elementRect[1] = "128 128 128 128";
|
||||
elementDist[1] = "0.1";
|
||||
elementScale[1] = "1.5";
|
||||
elementTint[1] = "0.996078 0.976471 0.721569 1";
|
||||
elementRotate[1] = true;
|
||||
elementUseLightColor[1] = true;
|
||||
|
||||
elementRect[2] = "0 0 64 64";
|
||||
elementDist[2] = "0.4";
|
||||
elementScale[2] = "0.25";
|
||||
elementTint[2] = "0 0 1 1";
|
||||
elementRotate[2] = true;
|
||||
elementUseLightColor[2] = true;
|
||||
|
||||
elementRect[3] = "0 0 64 64";
|
||||
elementDist[3] = "0.45";
|
||||
elementScale[3] = 0.25;
|
||||
elementTint[3] = "0 1 0 1";
|
||||
elementRotate[3] = true;
|
||||
elementUseLightColor[3] = true;
|
||||
|
||||
elementRect[4] = "0 0 64 64";
|
||||
elementDist[4] = "0.5";
|
||||
elementScale[4] = 0.25;
|
||||
elementTint[4] = "1 0 0 1";
|
||||
elementRotate[4] = true;
|
||||
elementUseLightColor[4] = true;
|
||||
elementRect[9] = "256 0 256 256";
|
||||
elementDist[3] = "0.45";
|
||||
elementScale[3] = "0.25";
|
||||
elementScale[9] = "2";
|
||||
elementRect[4] = "0 0 64 64";
|
||||
elementRect[5] = "128 0 128 128";
|
||||
elementDist[4] = "0.5";
|
||||
elementDist[5] = "1.2";
|
||||
elementScale[1] = "1.5";
|
||||
elementScale[4] = "0.25";
|
||||
elementScale[5] = "0.5";
|
||||
elementTint[1] = "0.996078 0.976471 0.721569 1";
|
||||
elementTint[2] = "0 0 1 1";
|
||||
elementTint[5] = "0.721569 0 1 1";
|
||||
elementRotate[5] = "0";
|
||||
elementUseLightColor[5] = "1";
|
||||
elementRect[0] = "0 256 256 256";
|
||||
elementRect[1] = "128 128 128 128";
|
||||
elementRect[2] = "0 0 64 64";
|
||||
elementRect[3] = "0 0 64 64";
|
||||
elementDist[0] = "-0.6";
|
||||
elementDist[1] = "0.1";
|
||||
elementDist[2] = "0.4";
|
||||
elementScale[0] = "3.5";
|
||||
elementScale[2] = "0.25";
|
||||
elementTint[0] = "0.537255 0.537255 0.537255 1";
|
||||
elementTint[3] = "0 1 0 1";
|
||||
elementTint[4] = "1 0 0 1";
|
||||
elementRect[6] = "64 64 64 64";
|
||||
elementDist[6] = "0.9";
|
||||
elementScale[6] = "4";
|
||||
elementTint[6] = "0.00392157 0.721569 0.00392157 1";
|
||||
elementRotate[6] = "0";
|
||||
elementUseLightColor[6] = "1";
|
||||
elementRect[7] = "64 64 64 64";
|
||||
elementRect[8] = "64 64 64 64";
|
||||
elementDist[7] = "0.25";
|
||||
elementDist[8] = "0.18";
|
||||
elementDist[9] = "0";
|
||||
elementScale[7] = "2";
|
||||
elementScale[8] = "0.5";
|
||||
elementTint[7] = "0.6 0.0117647 0.741176 1";
|
||||
elementTint[8] = "0.027451 0.690196 0.0117647 1";
|
||||
elementTint[9] = "0.647059 0.647059 0.647059 1";
|
||||
elementRotate[9] = "0";
|
||||
elementUseLightColor[7] = "1";
|
||||
elementUseLightColor[8] = "1";
|
||||
elementRect[10] = "256 256 256 256";
|
||||
elementRect[11] = "0 64 64 64";
|
||||
elementRect[12] = "0 64 64 64";
|
||||
elementRect[13] = "64 0 64 64";
|
||||
elementDist[10] = "0";
|
||||
elementDist[11] = "-0.3";
|
||||
elementDist[12] = "-0.32";
|
||||
elementDist[13] = "1";
|
||||
elementScale[10] = "10";
|
||||
elementScale[11] = "2.5";
|
||||
elementScale[12] = "0.3";
|
||||
elementScale[13] = "0.4";
|
||||
elementTint[10] = "0.321569 0.321569 0.321569 1";
|
||||
elementTint[11] = "0.443137 0.0431373 0.00784314 1";
|
||||
elementTint[12] = "0.00784314 0.996078 0.0313726 1";
|
||||
elementTint[13] = "0.996078 0.94902 0.00784314 1";
|
||||
elementUseLightColor[10] = "1";
|
||||
elementUseLightColor[11] = "1";
|
||||
elementUseLightColor[13] = "1";
|
||||
elementRect[14] = "0 0 64 64";
|
||||
elementDist[14] = "0.15";
|
||||
elementScale[14] = "0.8";
|
||||
elementTint[14] = "0.505882 0.0470588 0.00784314 1";
|
||||
elementRotate[14] = "1";
|
||||
elementUseLightColor[9] = "1";
|
||||
elementUseLightColor[14] = "1";
|
||||
elementRect[15] = "64 64 64 64";
|
||||
elementRect[16] = "0 64 64 64";
|
||||
elementRect[17] = "0 0 64 64";
|
||||
elementRect[18] = "0 64 64 64";
|
||||
elementRect[19] = "256 0 256 256";
|
||||
elementDist[15] = "0.8";
|
||||
elementDist[16] = "0.7";
|
||||
elementDist[17] = "1.4";
|
||||
elementDist[18] = "-0.5";
|
||||
elementDist[19] = "-1.5";
|
||||
elementScale[15] = "3";
|
||||
elementScale[16] = "0.3";
|
||||
elementScale[17] = "0.2";
|
||||
elementScale[18] = "1";
|
||||
elementScale[19] = "35";
|
||||
elementTint[15] = "0.00784314 0.00784314 0.996078 1";
|
||||
elementTint[16] = "0.992157 0.992157 0.992157 1";
|
||||
elementTint[17] = "0.996078 0.603922 0.00784314 1";
|
||||
elementTint[18] = "0.2 0.00392157 0.47451 1";
|
||||
elementTint[19] = "0.607843 0.607843 0.607843 1";
|
||||
elementUseLightColor[15] = "1";
|
||||
elementUseLightColor[18] = "1";
|
||||
elementUseLightColor[19] = "1";
|
||||
occlusionRadius = "0.25";
|
||||
};
|
||||
|
||||
|
||||
|
||||
datablock LightFlareData(SunFlarePacificIsland)
|
||||
{
|
||||
overallScale = 2.0;
|
||||
flareEnabled = true;
|
||||
renderReflectPass = false;
|
||||
flareTexture = "data/FPSGameplay/art/lights/lensflareSheet3.png";
|
||||
|
||||
elementRect[0] = "0 256 256 256";
|
||||
elementDist[0] = "-0.6";
|
||||
elementScale[0] = "3.5";
|
||||
elementTint[0] = "0.537255 0.537255 0.537255 1";
|
||||
elementRotate[0] = true;
|
||||
elementUseLightColor[0] = true;
|
||||
|
||||
elementRect[1] = "128 128 128 128";
|
||||
elementDist[1] = "0.1";
|
||||
elementScale[1] = "1.5";
|
||||
elementTint[1] = "0.996078 0.976471 0.721569 1";
|
||||
elementRotate[1] = true;
|
||||
elementUseLightColor[1] = true;
|
||||
|
||||
elementRect[2] = "0 0 64 64";
|
||||
elementDist[2] = "0.4";
|
||||
elementScale[2] = "0.25";
|
||||
elementTint[2] = "0 0 1 1";
|
||||
elementRotate[2] = true;
|
||||
elementUseLightColor[2] = true;
|
||||
|
||||
elementRect[3] = "0 0 64 64";
|
||||
elementDist[3] = "0.45";
|
||||
elementScale[3] = 0.25;
|
||||
elementTint[3] = "0 1 0 1";
|
||||
elementRotate[3] = true;
|
||||
elementUseLightColor[3] = true;
|
||||
|
||||
elementRect[4] = "0 0 64 64";
|
||||
elementDist[4] = "0.5";
|
||||
elementScale[4] = 0.25;
|
||||
elementTint[4] = "1 0 0 1";
|
||||
elementRotate[4] = true;
|
||||
elementUseLightColor[4] = true;
|
||||
elementRect[9] = "256 0 256 256";
|
||||
elementDist[3] = "0.45";
|
||||
elementScale[3] = "0.25";
|
||||
elementScale[9] = "2";
|
||||
elementRect[4] = "0 0 64 64";
|
||||
elementRect[5] = "128 0 128 128";
|
||||
elementDist[4] = "0.5";
|
||||
elementDist[5] = "1.2";
|
||||
elementScale[1] = "1.5";
|
||||
elementScale[4] = "0.25";
|
||||
elementScale[5] = "0.5";
|
||||
elementTint[1] = "0.996078 0.976471 0.721569 1";
|
||||
elementTint[2] = "0 0 1 1";
|
||||
elementTint[5] = "0.721569 0 1 1";
|
||||
elementRotate[5] = "0";
|
||||
elementUseLightColor[5] = "1";
|
||||
elementRect[0] = "0 256 256 256";
|
||||
elementRect[1] = "128 128 128 128";
|
||||
elementRect[2] = "0 0 64 64";
|
||||
elementRect[3] = "0 0 64 64";
|
||||
elementDist[0] = "-0.6";
|
||||
elementDist[1] = "0.1";
|
||||
elementDist[2] = "0.4";
|
||||
elementScale[0] = "3.5";
|
||||
elementScale[2] = "0.25";
|
||||
elementTint[0] = "0.537255 0.537255 0.537255 1";
|
||||
elementTint[3] = "0 1 0 1";
|
||||
elementTint[4] = "1 0 0 1";
|
||||
elementRect[6] = "64 64 64 64";
|
||||
elementDist[6] = "0.9";
|
||||
elementScale[6] = "4";
|
||||
elementTint[6] = "0.00392157 0.721569 0.00392157 1";
|
||||
elementRotate[6] = "0";
|
||||
elementUseLightColor[6] = "1";
|
||||
elementRect[7] = "64 64 64 64";
|
||||
elementRect[8] = "64 64 64 64";
|
||||
elementDist[7] = "0.25";
|
||||
elementDist[8] = "0.18";
|
||||
elementDist[9] = "0";
|
||||
elementScale[7] = "2";
|
||||
elementScale[8] = "0.5";
|
||||
elementTint[7] = "0.6 0.0117647 0.741176 1";
|
||||
elementTint[8] = "0.027451 0.690196 0.0117647 1";
|
||||
elementTint[9] = "0.647059 0.647059 0.647059 1";
|
||||
elementRotate[9] = "0";
|
||||
elementUseLightColor[7] = "1";
|
||||
elementUseLightColor[8] = "1";
|
||||
elementRect[10] = "256 256 256 256";
|
||||
elementRect[11] = "0 64 64 64";
|
||||
elementRect[12] = "0 64 64 64";
|
||||
elementRect[13] = "64 0 64 64";
|
||||
elementDist[10] = "0";
|
||||
elementDist[11] = "-0.3";
|
||||
elementDist[12] = "-0.32";
|
||||
elementDist[13] = "1";
|
||||
elementScale[10] = "10";
|
||||
elementScale[11] = "2.5";
|
||||
elementScale[12] = "0.3";
|
||||
elementScale[13] = "0.4";
|
||||
elementTint[10] = "0.321569 0.321569 0.321569 1";
|
||||
elementTint[11] = "0.443137 0.0431373 0.00784314 1";
|
||||
elementTint[12] = "0.00784314 0.996078 0.0313726 1";
|
||||
elementTint[13] = "0.996078 0.94902 0.00784314 1";
|
||||
elementUseLightColor[10] = "1";
|
||||
elementUseLightColor[11] = "1";
|
||||
elementUseLightColor[13] = "1";
|
||||
elementRect[14] = "0 0 64 64";
|
||||
elementDist[14] = "0.15";
|
||||
elementScale[14] = "0.8";
|
||||
elementTint[14] = "0.505882 0.0470588 0.00784314 1";
|
||||
elementRotate[14] = "1";
|
||||
elementUseLightColor[9] = "1";
|
||||
elementUseLightColor[14] = "1";
|
||||
elementRect[15] = "64 64 64 64";
|
||||
elementRect[16] = "0 64 64 64";
|
||||
elementRect[17] = "0 0 64 64";
|
||||
elementRect[18] = "0 64 64 64";
|
||||
elementRect[19] = "256 0 256 256";
|
||||
elementDist[15] = "0.8";
|
||||
elementDist[16] = "0.7";
|
||||
elementDist[17] = "1.4";
|
||||
elementDist[18] = "-0.5";
|
||||
elementDist[19] = "-1.5";
|
||||
elementScale[15] = "3";
|
||||
elementScale[16] = "0.3";
|
||||
elementScale[17] = "0.2";
|
||||
elementScale[18] = "1";
|
||||
elementScale[19] = "35";
|
||||
elementTint[15] = "0.00784314 0.00784314 0.996078 1";
|
||||
elementTint[16] = "0.992157 0.992157 0.992157 1";
|
||||
elementTint[17] = "0.996078 0.603922 0.00784314 1";
|
||||
elementTint[18] = "0.2 0.00392157 0.47451 1";
|
||||
elementTint[19] = "0.607843 0.607843 0.607843 1";
|
||||
elementUseLightColor[15] = "1";
|
||||
elementUseLightColor[18] = "1";
|
||||
elementUseLightColor[19] = "1";
|
||||
};
|
||||
|
||||
|
||||
|
||||
datablock LightFlareData( LightFlareExample0 )
|
||||
{
|
||||
overallScale = 2.0;
|
||||
flareEnabled = true;
|
||||
renderReflectPass = true;
|
||||
flareTexture = "data/FPSGameplay/art/lights/lensFlareSheet1";
|
||||
|
||||
elementRect[0] = "0 512 512 512";
|
||||
elementDist[0] = 0.0;
|
||||
elementScale[0] = 0.5;
|
||||
elementTint[0] = "1.0 1.0 1.0";
|
||||
elementRotate[0] = false;
|
||||
elementUseLightColor[0] = false;
|
||||
|
||||
elementRect[1] = "512 0 512 512";
|
||||
elementDist[1] = 0.0;
|
||||
elementScale[1] = 2.0;
|
||||
elementTint[1] = "0.5 0.5 0.5";
|
||||
elementRotate[1] = false;
|
||||
elementUseLightColor[1] = false;
|
||||
occlusionRadius = "0.25";
|
||||
};
|
||||
|
||||
datablock LightFlareData( LightFlareExample1 )
|
||||
{
|
||||
overallScale = 2.0;
|
||||
flareEnabled = true;
|
||||
renderReflectPass = true;
|
||||
flareTexture = "data/FPSGameplay/art/lights/lensFlareSheet1";
|
||||
|
||||
elementRect[0] = "512 512 512 512";
|
||||
elementDist[0] = 0.0;
|
||||
elementScale[0] = 0.5;
|
||||
elementTint[0] = "1.0 1.0 1.0";
|
||||
elementRotate[0] = false;
|
||||
elementUseLightColor[0] = false;
|
||||
|
||||
elementRect[1] = "512 0 512 512";
|
||||
elementDist[1] = 0.0;
|
||||
elementScale[1] = 2.0;
|
||||
elementTint[1] = "0.5 0.5 0.5";
|
||||
elementRotate[1] = false;
|
||||
elementUseLightColor[1] = false;
|
||||
occlusionRadius = "0.25";
|
||||
};
|
||||
|
||||
datablock LightFlareData( LightFlareExample2 )
|
||||
{
|
||||
overallScale = 2.0;
|
||||
flareEnabled = true;
|
||||
renderReflectPass = true;
|
||||
flareTexture = "data/FPSGameplay/art/lights/lensFlareSheet0";
|
||||
|
||||
elementRect[0] = "512 512 512 512";
|
||||
elementDist[0] = 0.0;
|
||||
elementScale[0] = 0.5;
|
||||
elementTint[0] = "1.0 1.0 1.0";
|
||||
elementRotate[0] = true;
|
||||
elementUseLightColor[0] = true;
|
||||
|
||||
elementRect[1] = "512 0 512 512";
|
||||
elementDist[1] = 0.0;
|
||||
elementScale[1] = 2.0;
|
||||
elementTint[1] = "0.7 0.7 0.7";
|
||||
elementRotate[1] = true;
|
||||
elementUseLightColor[1] = true;
|
||||
|
||||
elementRect[2] = "1152 0 128 128";
|
||||
elementDist[2] = 0.3;
|
||||
elementScale[2] = 0.5;
|
||||
elementTint[2] = "1.0 1.0 1.0";
|
||||
elementRotate[2] = true;
|
||||
elementUseLightColor[2] = true;
|
||||
|
||||
elementRect[3] = "1024 0 128 128";
|
||||
elementDist[3] = 0.5;
|
||||
elementScale[3] = 0.25;
|
||||
elementTint[3] = "1.0 1.0 1.0";
|
||||
elementRotate[3] = true;
|
||||
elementUseLightColor[3] = true;
|
||||
|
||||
elementRect[4] = "1024 128 128 128";
|
||||
elementDist[4] = 0.8;
|
||||
elementScale[4] = 0.6;
|
||||
elementTint[4] = "1.0 1.0 1.0";
|
||||
elementRotate[4] = true;
|
||||
elementUseLightColor[4] = true;
|
||||
|
||||
elementRect[5] = "1024 0 128 128";
|
||||
elementDist[5] = 1.18;
|
||||
elementScale[5] = 0.5;
|
||||
elementTint[5] = "0.7 0.7 0.7";
|
||||
elementRotate[5] = true;
|
||||
elementUseLightColor[5] = true;
|
||||
|
||||
elementRect[6] = "1152 128 128 128";
|
||||
elementDist[6] = 1.25;
|
||||
elementScale[6] = 0.35;
|
||||
elementTint[6] = "0.8 0.8 0.8";
|
||||
elementRotate[6] = true;
|
||||
elementUseLightColor[6] = true;
|
||||
|
||||
elementRect[7] = "1024 0 128 128";
|
||||
elementDist[7] = 2.0;
|
||||
elementScale[7] = 0.25;
|
||||
elementTint[7] = "1.0 1.0 1.0";
|
||||
elementRotate[7] = true;
|
||||
elementUseLightColor[7] = true;
|
||||
};
|
||||
|
|
@ -1,24 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// This is the default save location for any Datablocks created in the
|
||||
// Datablock Editor (this script is executed from onServerCreated())
|
||||
|
|
@ -1,57 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// This is the default save location for any Decal datablocks created in the
|
||||
// Decal Editor (this script is executed from onServerCreated())
|
||||
|
||||
datablock DecalData(ScorchBigDecal)
|
||||
{
|
||||
Material = "DECAL_scorch";
|
||||
size = "5.0";
|
||||
lifeSpan = "50000";
|
||||
};
|
||||
|
||||
datablock DecalData(ScorchRXDecal)
|
||||
{
|
||||
Material = "DECAL_RocketEXP";
|
||||
size = "5.0";
|
||||
lifeSpan = "20000";
|
||||
randomize = "1";
|
||||
texRows = "2";
|
||||
texCols = "2";
|
||||
clippingAngle = "80";
|
||||
fadeStartPixelSize = "200";
|
||||
fadeEndPixelSize = "100";
|
||||
};
|
||||
|
||||
datablock DecalData(bulletHoleDecal)
|
||||
{
|
||||
Material = "DECAL_bulletHole";
|
||||
size = "0.25";
|
||||
lifeSpan = "5000";
|
||||
randomize = "1";
|
||||
texRows = "2";
|
||||
texCols = "2";
|
||||
fadeStartPixelSize = "20";
|
||||
fadeEndPixelSize = "5";
|
||||
clippingAngle = "180";
|
||||
};
|
||||
|
|
@ -1,21 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -1,40 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// This is the default save location for any TSForestItemData(s) created in the
|
||||
// Forest Editor Editor (this script is executed from onServerCreated())
|
||||
|
||||
datablock TSForestItemData(ExampleForestMesh)
|
||||
{
|
||||
shapeFile = "data/FPSGameplay/art/shapes/trees/defaulttree/defaulttree.DAE";
|
||||
internalName = "ExampleForestMesh";
|
||||
windScale = "1";
|
||||
trunkBendScale = "0.02";
|
||||
branchAmp = "0.05";
|
||||
detailAmp = "0.1";
|
||||
detailFreq = "0.2";
|
||||
mass = "5";
|
||||
rigidity = "20";
|
||||
dampingCoefficient = "0.2";
|
||||
tightnessCoefficient = "4";
|
||||
};
|
||||
|
||||
|
|
@ -1,25 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// This is the default save location for any Particle datablocks created in the
|
||||
// Particle Editor (this script is executed from onServerCreated())
|
||||
|
||||
|
|
@ -1,25 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// This is the default save location for any Particle Emitter datablocks created in the
|
||||
// Particle Editor (this script is executed from onServerCreated())
|
||||
|
||||
|
|
@ -1,39 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 MissionMarkerData(WayPointMarker)
|
||||
{
|
||||
category = "Misc";
|
||||
shapeFile = "data/FPSGameplay/art/shapes/octahedron.dts";
|
||||
};
|
||||
|
||||
datablock MissionMarkerData(SpawnSphereMarker)
|
||||
{
|
||||
category = "Misc";
|
||||
shapeFile = "data/FPSGameplay/art/shapes/octahedron.dts";
|
||||
};
|
||||
|
||||
datablock MissionMarkerData(CameraBookmarkMarker)
|
||||
{
|
||||
category = "Misc";
|
||||
shapeFile = "data/FPSGameplay/art/shapes/camera.dts";
|
||||
};
|
||||
|
|
@ -1,243 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 ParticleEmitterNodeData(DefaultEmitterNodeData)
|
||||
{
|
||||
timeMultiple = 1;
|
||||
};
|
||||
|
||||
// Smoke
|
||||
|
||||
datablock ParticleData(Smoke)
|
||||
{
|
||||
textureName = "data/FPSGameplay/art/particles/smoke";
|
||||
dragCoefficient = 0.3;
|
||||
gravityCoefficient = -0.2; // rises slowly
|
||||
inheritedVelFactor = 0.00;
|
||||
lifetimeMS = 3000;
|
||||
lifetimeVarianceMS = 250;
|
||||
useInvAlpha = true;
|
||||
spinRandomMin = -30.0;
|
||||
spinRandomMax = 30.0;
|
||||
|
||||
sizes[0] = 1.5;
|
||||
sizes[1] = 2.75;
|
||||
sizes[2] = 6.5;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(SmokeEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 400;
|
||||
periodVarianceMS = 5;
|
||||
|
||||
ejectionVelocity = 0.0;
|
||||
velocityVariance = 0.0;
|
||||
|
||||
thetaMin = 0.0;
|
||||
thetaMax = 90.0;
|
||||
|
||||
particles = Smoke;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterNodeData(SmokeEmitterNode)
|
||||
{
|
||||
timeMultiple = 1;
|
||||
};
|
||||
|
||||
// Ember
|
||||
|
||||
datablock ParticleData(EmberParticle)
|
||||
{
|
||||
textureName = "data/FPSGameplay/art/particles/ember";
|
||||
dragCoefficient = 0.0;
|
||||
windCoefficient = 0.0;
|
||||
gravityCoefficient = -0.05; // rises slowly
|
||||
inheritedVelFactor = 0.00;
|
||||
lifetimeMS = 5000;
|
||||
lifetimeVarianceMS = 0;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -90.0;
|
||||
spinRandomMax = 90.0;
|
||||
spinSpeed = 1;
|
||||
|
||||
colors[0] = "1.000000 0.800000 0.000000 0.800000";
|
||||
colors[1] = "1.000000 0.700000 0.000000 0.800000";
|
||||
colors[2] = "1.000000 0.000000 0.000000 0.200000";
|
||||
|
||||
sizes[0] = 0.05;
|
||||
sizes[1] = 0.1;
|
||||
sizes[2] = 0.05;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(EmberEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 100;
|
||||
periodVarianceMS = 0;
|
||||
|
||||
ejectionVelocity = 0.75;
|
||||
velocityVariance = 0.00;
|
||||
ejectionOffset = 2.0;
|
||||
|
||||
thetaMin = 1.0;
|
||||
thetaMax = 100.0;
|
||||
|
||||
particles = "EmberParticle";
|
||||
};
|
||||
|
||||
datablock ParticleEmitterNodeData(EmberNode)
|
||||
{
|
||||
timeMultiple = 1;
|
||||
};
|
||||
|
||||
// Fire
|
||||
|
||||
datablock ParticleData(FireParticle)
|
||||
{
|
||||
textureName = "data/FPSGameplay/art/particles/smoke";
|
||||
dragCoefficient = 0.0;
|
||||
windCoefficient = 0.0;
|
||||
gravityCoefficient = -0.05; // rises slowly
|
||||
inheritedVelFactor = 0.00;
|
||||
lifetimeMS = 5000;
|
||||
lifetimeVarianceMS = 1000;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -90.0;
|
||||
spinRandomMax = 90.0;
|
||||
spinSpeed = 1.0;
|
||||
|
||||
colors[0] = "0.2 0.2 0.0 0.2";
|
||||
colors[1] = "0.6 0.2 0.0 0.2";
|
||||
colors[2] = "0.4 0.0 0.0 0.1";
|
||||
colors[3] = "0.1 0.04 0.0 0.3";
|
||||
|
||||
sizes[0] = 0.5;
|
||||
sizes[1] = 4.0;
|
||||
sizes[2] = 5.0;
|
||||
sizes[3] = 6.0;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.1;
|
||||
times[2] = 0.2;
|
||||
times[3] = 0.3;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(FireEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 50;
|
||||
periodVarianceMS = 0;
|
||||
|
||||
ejectionVelocity = 0.55;
|
||||
velocityVariance = 0.00;
|
||||
ejectionOffset = 1.0;
|
||||
|
||||
|
||||
thetaMin = 1.0;
|
||||
thetaMax = 100.0;
|
||||
|
||||
particles = "FireParticle";
|
||||
};
|
||||
|
||||
datablock ParticleEmitterNodeData(FireNode)
|
||||
{
|
||||
timeMultiple = 1;
|
||||
};
|
||||
|
||||
// Torch Fire
|
||||
|
||||
datablock ParticleData(TorchFire1)
|
||||
{
|
||||
textureName = "data/FPSGameplay/art/particles/smoke";
|
||||
dragCoefficient = 0.0;
|
||||
gravityCoefficient = -0.3; // rises slowly
|
||||
inheritedVelFactor = 0.00;
|
||||
lifetimeMS = 500;
|
||||
lifetimeVarianceMS = 250;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -30.0;
|
||||
spinRandomMax = 30.0;
|
||||
spinSpeed = 1;
|
||||
|
||||
colors[0] = "0.6 0.6 0.0 0.1";
|
||||
colors[1] = "0.8 0.6 0.0 0.1";
|
||||
colors[2] = "0.0 0.0 0.0 0.1";
|
||||
|
||||
sizes[0] = 0.5;
|
||||
sizes[1] = 0.5;
|
||||
sizes[2] = 2.4;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleData(TorchFire2)
|
||||
{
|
||||
textureName = "data/FPSGameplay/art/particles/smoke";
|
||||
dragCoefficient = 0.0;
|
||||
gravityCoefficient = -0.5; // rises slowly
|
||||
inheritedVelFactor = 0.00;
|
||||
lifetimeMS = 800;
|
||||
lifetimeVarianceMS = 150;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -30.0;
|
||||
spinRandomMax = 30.0;
|
||||
spinSpeed = 1;
|
||||
|
||||
colors[0] = "0.8 0.6 0.0 0.1";
|
||||
colors[1] = "0.6 0.6 0.0 0.1";
|
||||
colors[2] = "0.0 0.0 0.0 0.1";
|
||||
|
||||
sizes[0] = 0.3;
|
||||
sizes[1] = 0.3;
|
||||
sizes[2] = 0.3;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(TorchFireEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 15;
|
||||
periodVarianceMS = 5;
|
||||
|
||||
ejectionVelocity = 0.25;
|
||||
velocityVariance = 0.10;
|
||||
|
||||
thetaMin = 0.0;
|
||||
thetaMax = 45.0;
|
||||
|
||||
particles = "TorchFire1" TAB "TorchFire2";
|
||||
};
|
||||
|
||||
datablock ParticleEmitterNodeData(TorchFireEmitterNode)
|
||||
{
|
||||
timeMultiple = 1;
|
||||
};
|
||||
|
|
@ -1,71 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 PhysicsShapeData( PhysicsCube )
|
||||
{
|
||||
category = "Physics";
|
||||
shapeName = "art/shapes/cube/cube.dae";
|
||||
emap = true;
|
||||
|
||||
//physics properties
|
||||
mass = "0.5";
|
||||
friction = "0.4";
|
||||
staticFriction = "0.5";
|
||||
restitution = "0.3";
|
||||
linearDamping = "0.1";
|
||||
angularDamping = "0.2";
|
||||
linearSleepThreshold = "1.0";
|
||||
angularSleepThreshold = "1.0";
|
||||
buoyancyDensity = "0.9";
|
||||
waterDampingScale = "10";
|
||||
|
||||
//damage - dynamic fields
|
||||
radiusDamage = 0;
|
||||
damageRadius = 0;
|
||||
areaImpulse = 0;
|
||||
invulnerable = true;
|
||||
};
|
||||
|
||||
datablock PhysicsShapeData( PhysicsBoulder )
|
||||
{
|
||||
category = "Physics";
|
||||
shapeName = "art/shapes/rocks/boulder.dts";
|
||||
emap = true;
|
||||
|
||||
//physics properties
|
||||
mass = "20";
|
||||
friction = "0.2";
|
||||
staticFriction = "0.3";
|
||||
restitution = "0.8";
|
||||
linearDamping = "0.1";
|
||||
angularDamping = "0.2";
|
||||
linearSleepThreshold = "1.0";
|
||||
angularSleepThreshold = "1.0";
|
||||
buoyancyDensity = "0.9";
|
||||
waterDampingScale = "10";
|
||||
|
||||
//damage - dynamic fields
|
||||
radiusDamage = 0;
|
||||
damageRadius = 0;
|
||||
areaImpulse = 0;
|
||||
invulnerable = false;
|
||||
};
|
||||
|
|
@ -1,674 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// Player Audio Profiles
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
datablock SFXProfile(DeathCrySound)
|
||||
{
|
||||
fileName = "data/FPSGameplay/sound/orc_death";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock SFXProfile(PainCrySound)
|
||||
{
|
||||
fileName = "data/FPSGameplay/sound/orc_pain";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
datablock SFXProfile(FootLightSoftSound)
|
||||
{
|
||||
filename = "data/FPSGameplay/sound/lgtStep_mono_01";
|
||||
description = AudioClosest3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock SFXProfile(FootLightHardSound)
|
||||
{
|
||||
filename = "data/FPSGameplay/sound/hvystep_ mono_01";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock SFXProfile(FootLightMetalSound)
|
||||
{
|
||||
filename = "data/FPSGameplay/sound/metalstep_mono_01";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock SFXProfile(FootLightSnowSound)
|
||||
{
|
||||
filename = "data/FPSGameplay/sound/snowstep_mono_01";
|
||||
description = AudioClosest3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock SFXProfile(FootLightShallowSplashSound)
|
||||
{
|
||||
filename = "data/FPSGameplay/sound/waterstep_mono_01";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock SFXProfile(FootLightWadingSound)
|
||||
{
|
||||
filename = "data/FPSGameplay/sound/waterstep_mono_01";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock SFXProfile(FootLightUnderwaterSound)
|
||||
{
|
||||
filename = "data/FPSGameplay/sound/waterstep_mono_01";
|
||||
description = AudioClosest3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// Splash
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
datablock ParticleData(PlayerSplashMist)
|
||||
{
|
||||
dragCoefficient = 2.0;
|
||||
gravityCoefficient = -0.05;
|
||||
inheritedVelFactor = 0.0;
|
||||
constantAcceleration = 0.0;
|
||||
lifetimeMS = 400;
|
||||
lifetimeVarianceMS = 100;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -90.0;
|
||||
spinRandomMax = 500.0;
|
||||
textureName = "data/FPSGameplay/art/shapes/actors/common/splash";
|
||||
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] = 0.5;
|
||||
sizes[2] = 0.8;
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(PlayerSplashMistEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 5;
|
||||
periodVarianceMS = 0;
|
||||
ejectionVelocity = 3.0;
|
||||
velocityVariance = 2.0;
|
||||
ejectionOffset = 0.0;
|
||||
thetaMin = 85;
|
||||
thetaMax = 85;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvance = false;
|
||||
lifetimeMS = 250;
|
||||
particles = "PlayerSplashMist";
|
||||
};
|
||||
|
||||
|
||||
datablock ParticleData(PlayerBubbleParticle)
|
||||
{
|
||||
dragCoefficient = 0.0;
|
||||
gravityCoefficient = -0.50;
|
||||
inheritedVelFactor = 0.0;
|
||||
constantAcceleration = 0.0;
|
||||
lifetimeMS = 400;
|
||||
lifetimeVarianceMS = 100;
|
||||
useInvAlpha = false;
|
||||
textureName = "data/FPSGameplay/art/shapes/actors/common/splash";
|
||||
colors[0] = "0.7 0.8 1.0 0.4";
|
||||
colors[1] = "0.7 0.8 1.0 0.4";
|
||||
colors[2] = "0.7 0.8 1.0 0.0";
|
||||
sizes[0] = 0.1;
|
||||
sizes[1] = 0.3;
|
||||
sizes[2] = 0.3;
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(PlayerBubbleEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 1;
|
||||
periodVarianceMS = 0;
|
||||
ejectionVelocity = 2.0;
|
||||
ejectionOffset = 0.5;
|
||||
velocityVariance = 0.5;
|
||||
thetaMin = 0;
|
||||
thetaMax = 80;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvance = false;
|
||||
particles = "PlayerBubbleParticle";
|
||||
};
|
||||
|
||||
datablock ParticleData(PlayerFoamParticle)
|
||||
{
|
||||
dragCoefficient = 2.0;
|
||||
gravityCoefficient = -0.05;
|
||||
inheritedVelFactor = 0.1;
|
||||
constantAcceleration = 0.0;
|
||||
lifetimeMS = 600;
|
||||
lifetimeVarianceMS = 100;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -90.0;
|
||||
spinRandomMax = 500.0;
|
||||
textureName = "data/FPSGameplay/art/particles/millsplash01";
|
||||
colors[0] = "0.7 0.8 1.0 0.20";
|
||||
colors[1] = "0.7 0.8 1.0 0.20";
|
||||
colors[2] = "0.7 0.8 1.0 0.00";
|
||||
sizes[0] = 0.2;
|
||||
sizes[1] = 0.4;
|
||||
sizes[2] = 1.6;
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(PlayerFoamEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 10;
|
||||
periodVarianceMS = 0;
|
||||
ejectionVelocity = 3.0;
|
||||
velocityVariance = 1.0;
|
||||
ejectionOffset = 0.0;
|
||||
thetaMin = 85;
|
||||
thetaMax = 85;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvance = false;
|
||||
particles = "PlayerFoamParticle";
|
||||
};
|
||||
|
||||
|
||||
datablock ParticleData( PlayerFoamDropletsParticle )
|
||||
{
|
||||
dragCoefficient = 1;
|
||||
gravityCoefficient = 0.2;
|
||||
inheritedVelFactor = 0.2;
|
||||
constantAcceleration = -0.0;
|
||||
lifetimeMS = 600;
|
||||
lifetimeVarianceMS = 0;
|
||||
textureName = "data/FPSGameplay/art/shapes/actors/common/splash";
|
||||
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] = 0.8;
|
||||
sizes[1] = 0.3;
|
||||
sizes[2] = 0.0;
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData( PlayerFoamDropletsEmitter )
|
||||
{
|
||||
ejectionPeriodMS = 7;
|
||||
periodVarianceMS = 0;
|
||||
ejectionVelocity = 2;
|
||||
velocityVariance = 1.0;
|
||||
ejectionOffset = 0.0;
|
||||
thetaMin = 60;
|
||||
thetaMax = 80;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvance = false;
|
||||
orientParticles = true;
|
||||
particles = "PlayerFoamDropletsParticle";
|
||||
};
|
||||
|
||||
datablock ParticleData( PlayerWakeParticle )
|
||||
{
|
||||
textureName = "data/FPSGameplay/art/particles/wake";
|
||||
dragCoefficient = "0.0";
|
||||
gravityCoefficient = "0.0";
|
||||
inheritedVelFactor = "0.0";
|
||||
lifetimeMS = "2500";
|
||||
lifetimeVarianceMS = "200";
|
||||
windCoefficient = "0.0";
|
||||
useInvAlpha = "1";
|
||||
spinRandomMin = "30.0";
|
||||
spinRandomMax = "30.0";
|
||||
|
||||
animateTexture = true;
|
||||
framesPerSec = 1;
|
||||
animTexTiling = "2 1";
|
||||
animTexFrames = "0 1";
|
||||
|
||||
colors[0] = "1 1 1 0.1";
|
||||
colors[1] = "1 1 1 0.7";
|
||||
colors[2] = "1 1 1 0.3";
|
||||
colors[3] = "0.5 0.5 0.5 0";
|
||||
|
||||
sizes[0] = "1.0";
|
||||
sizes[1] = "2.0";
|
||||
sizes[2] = "3.0";
|
||||
sizes[3] = "3.5";
|
||||
|
||||
times[0] = "0.0";
|
||||
times[1] = "0.25";
|
||||
times[2] = "0.5";
|
||||
times[3] = "1.0";
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData( PlayerWakeEmitter )
|
||||
{
|
||||
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 = "PlayerWakeParticle";
|
||||
};
|
||||
|
||||
datablock ParticleData( PlayerSplashParticle )
|
||||
{
|
||||
dragCoefficient = 1;
|
||||
gravityCoefficient = 0.2;
|
||||
inheritedVelFactor = 0.2;
|
||||
constantAcceleration = -0.0;
|
||||
lifetimeMS = 600;
|
||||
lifetimeVarianceMS = 0;
|
||||
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] = 0.5;
|
||||
sizes[2] = 0.5;
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData( PlayerSplashEmitter )
|
||||
{
|
||||
ejectionPeriodMS = 1;
|
||||
periodVarianceMS = 0;
|
||||
ejectionVelocity = 3;
|
||||
velocityVariance = 1.0;
|
||||
ejectionOffset = 0.0;
|
||||
thetaMin = 60;
|
||||
thetaMax = 80;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvance = false;
|
||||
orientParticles = true;
|
||||
lifetimeMS = 100;
|
||||
particles = "PlayerSplashParticle";
|
||||
};
|
||||
|
||||
datablock SplashData(PlayerSplash)
|
||||
{
|
||||
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/particles/millsplash01";
|
||||
|
||||
emitter[0] = PlayerSplashEmitter;
|
||||
emitter[1] = PlayerSplashMistEmitter;
|
||||
|
||||
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;
|
||||
};
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// Foot puffs
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
datablock ParticleData(LightPuff)
|
||||
{
|
||||
dragCoefficient = 2.0;
|
||||
gravityCoefficient = -0.01;
|
||||
inheritedVelFactor = 0.6;
|
||||
constantAcceleration = 0.0;
|
||||
lifetimeMS = 800;
|
||||
lifetimeVarianceMS = 100;
|
||||
useInvAlpha = true;
|
||||
spinRandomMin = -35.0;
|
||||
spinRandomMax = 35.0;
|
||||
colors[0] = "1.0 1.0 1.0 1.0";
|
||||
colors[1] = "1.0 1.0 1.0 0.0";
|
||||
sizes[0] = 0.1;
|
||||
sizes[1] = 0.8;
|
||||
times[0] = 0.3;
|
||||
times[1] = 1.0;
|
||||
times[2] = 1.0;
|
||||
textureName = "data/FPSGameplay/art/particles/dustParticle.png";
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(LightPuffEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 35;
|
||||
periodVarianceMS = 10;
|
||||
ejectionVelocity = 0.2;
|
||||
velocityVariance = 0.1;
|
||||
ejectionOffset = 0.0;
|
||||
thetaMin = 20;
|
||||
thetaMax = 60;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvance = false;
|
||||
useEmitterColors = true;
|
||||
particles = "LightPuff";
|
||||
};
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// Liftoff dust
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
datablock ParticleData(LiftoffDust)
|
||||
{
|
||||
dragCoefficient = 1.0;
|
||||
gravityCoefficient = -0.01;
|
||||
inheritedVelFactor = 0.0;
|
||||
constantAcceleration = 0.0;
|
||||
lifetimeMS = 1000;
|
||||
lifetimeVarianceMS = 100;
|
||||
useInvAlpha = true;
|
||||
spinRandomMin = -90.0;
|
||||
spinRandomMax = 500.0;
|
||||
colors[0] = "1.0 1.0 1.0 1.0";
|
||||
sizes[0] = 1.0;
|
||||
times[0] = 1.0;
|
||||
textureName = "data/FPSGameplay/art/particles/dustParticle";
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(LiftoffDustEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 5;
|
||||
periodVarianceMS = 0;
|
||||
ejectionVelocity = 2.0;
|
||||
velocityVariance = 0.0;
|
||||
ejectionOffset = 0.0;
|
||||
thetaMin = 90;
|
||||
thetaMax = 90;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvance = false;
|
||||
useEmitterColors = true;
|
||||
particles = "LiftoffDust";
|
||||
};
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
datablock DecalData(PlayerFootprint)
|
||||
{
|
||||
size = 0.4;
|
||||
material = CommonPlayerFootprint;
|
||||
};
|
||||
|
||||
datablock DebrisData( PlayerDebris )
|
||||
{
|
||||
explodeOnMaxBounce = false;
|
||||
|
||||
elasticity = 0.15;
|
||||
friction = 0.5;
|
||||
|
||||
lifetime = 4.0;
|
||||
lifetimeVariance = 0.0;
|
||||
|
||||
minSpinSpeed = 40;
|
||||
maxSpinSpeed = 600;
|
||||
|
||||
numBounces = 5;
|
||||
bounceVariance = 0;
|
||||
|
||||
staticOnMaxBounce = true;
|
||||
gravModifier = 1.0;
|
||||
|
||||
useRadiusMass = true;
|
||||
baseRadius = 1;
|
||||
|
||||
velocity = 20.0;
|
||||
velocityVariance = 12.0;
|
||||
};
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// This is our default player datablock that all others will derive from.
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
datablock PlayerData(DefaultPlayerData)
|
||||
{
|
||||
renderFirstPerson = false;
|
||||
firstPersonShadows = true;
|
||||
computeCRC = false;
|
||||
|
||||
// Third person shape
|
||||
shapeFile = "data/FPSGameplay/art/shapes/actors/Soldier/soldier_rigged.DAE";
|
||||
cameraMaxDist = 3;
|
||||
allowImageStateAnimation = true;
|
||||
|
||||
// First person arms
|
||||
imageAnimPrefixFP = "soldier";
|
||||
shapeNameFP[0] = "data/FPSGameplay/art/shapes/actors/Soldier/FP/FP_SoldierArms.DAE";
|
||||
|
||||
cmdCategory = "Clients";
|
||||
|
||||
cameraDefaultFov = 55.0;
|
||||
cameraMinFov = 5.0;
|
||||
cameraMaxFov = 65.0;
|
||||
|
||||
debrisShapeName = "data/FPSGameplay/art/shapes/actors/common/debris_player.dts";
|
||||
debris = playerDebris;
|
||||
|
||||
throwForce = 30;
|
||||
|
||||
minLookAngle = "-1.4";
|
||||
maxLookAngle = "0.9";
|
||||
maxFreelookAngle = 3.0;
|
||||
|
||||
mass = 120;
|
||||
drag = 1.3;
|
||||
maxdrag = 0.4;
|
||||
density = 1.1;
|
||||
maxDamage = 100;
|
||||
maxEnergy = 60;
|
||||
repairRate = 0.33;
|
||||
|
||||
rechargeRate = 0.256;
|
||||
|
||||
runForce = 4320;
|
||||
runEnergyDrain = 0;
|
||||
minRunEnergy = 0;
|
||||
maxForwardSpeed = 8;
|
||||
maxBackwardSpeed = 6;
|
||||
maxSideSpeed = 6;
|
||||
|
||||
sprintForce = 4320;
|
||||
sprintEnergyDrain = 0;
|
||||
minSprintEnergy = 0;
|
||||
maxSprintForwardSpeed = 14;
|
||||
maxSprintBackwardSpeed = 8;
|
||||
maxSprintSideSpeed = 6;
|
||||
sprintStrafeScale = 0.25;
|
||||
sprintYawScale = 0.05;
|
||||
sprintPitchScale = 0.05;
|
||||
sprintCanJump = true;
|
||||
|
||||
crouchForce = 405;
|
||||
maxCrouchForwardSpeed = 4.0;
|
||||
maxCrouchBackwardSpeed = 2.0;
|
||||
maxCrouchSideSpeed = 2.0;
|
||||
|
||||
swimForce = 4320;
|
||||
maxUnderwaterForwardSpeed = 8.4;
|
||||
maxUnderwaterBackwardSpeed = 7.8;
|
||||
maxUnderwaterSideSpeed = 4.0;
|
||||
|
||||
jumpForce = "747";
|
||||
jumpEnergyDrain = 0;
|
||||
minJumpEnergy = 0;
|
||||
jumpDelay = "15";
|
||||
airControl = 0.3;
|
||||
|
||||
fallingSpeedThreshold = -6.0;
|
||||
|
||||
landSequenceTime = 0.33;
|
||||
transitionToLand = false;
|
||||
recoverDelay = 0;
|
||||
recoverRunForceScale = 0;
|
||||
|
||||
minImpactSpeed = 10;
|
||||
minLateralImpactSpeed = 20;
|
||||
speedDamageScale = 0.4;
|
||||
|
||||
boundingBox = "0.65 0.75 1.85";
|
||||
crouchBoundingBox = "0.65 0.75 1.3";
|
||||
swimBoundingBox = "1 2 2";
|
||||
pickupRadius = 1;
|
||||
|
||||
// Damage location details
|
||||
boxHeadPercentage = 0.83;
|
||||
boxTorsoPercentage = 0.49;
|
||||
boxHeadLeftPercentage = 0.30;
|
||||
boxHeadRightPercentage = 0.60;
|
||||
boxHeadBackPercentage = 0.30;
|
||||
boxHeadFrontPercentage = 0.60;
|
||||
|
||||
// Foot Prints
|
||||
decalOffset = 0.25;
|
||||
|
||||
footPuffEmitter = "LightPuffEmitter";
|
||||
footPuffNumParts = 10;
|
||||
footPuffRadius = "0.25";
|
||||
|
||||
dustEmitter = "LightPuffEmitter";
|
||||
|
||||
splash = PlayerSplash;
|
||||
splashVelocity = 4.0;
|
||||
splashAngle = 67.0;
|
||||
splashFreqMod = 300.0;
|
||||
splashVelEpsilon = 0.60;
|
||||
bubbleEmitTime = 0.4;
|
||||
splashEmitter[0] = PlayerWakeEmitter;
|
||||
splashEmitter[1] = PlayerFoamEmitter;
|
||||
splashEmitter[2] = PlayerBubbleEmitter;
|
||||
mediumSplashSoundVelocity = 10.0;
|
||||
hardSplashSoundVelocity = 20.0;
|
||||
exitSplashSoundVelocity = 5.0;
|
||||
|
||||
// Controls over slope of runnable/jumpable surfaces
|
||||
runSurfaceAngle = 38;
|
||||
jumpSurfaceAngle = 80;
|
||||
maxStepHeight = 0.35; //two meters
|
||||
minJumpSpeed = 20;
|
||||
maxJumpSpeed = 30;
|
||||
|
||||
horizMaxSpeed = 68;
|
||||
horizResistSpeed = 33;
|
||||
horizResistFactor = 0.35;
|
||||
|
||||
upMaxSpeed = 80;
|
||||
upResistSpeed = 25;
|
||||
upResistFactor = 0.3;
|
||||
|
||||
footstepSplashHeight = 0.35;
|
||||
|
||||
//NOTE: some sounds commented out until wav's are available
|
||||
|
||||
// Footstep Sounds
|
||||
FootSoftSound = FootLightSoftSound;
|
||||
FootHardSound = FootLightHardSound;
|
||||
FootMetalSound = FootLightMetalSound;
|
||||
FootSnowSound = FootLightSnowSound;
|
||||
FootShallowSound = FootLightShallowSplashSound;
|
||||
FootWadingSound = FootLightWadingSound;
|
||||
FootUnderwaterSound = FootLightUnderwaterSound;
|
||||
|
||||
//FootBubblesSound = FootLightBubblesSound;
|
||||
//movingBubblesSound = ArmorMoveBubblesSound;
|
||||
//waterBreathSound = WaterBreathMaleSound;
|
||||
|
||||
//impactSoftSound = ImpactLightSoftSound;
|
||||
//impactHardSound = ImpactLightHardSound;
|
||||
//impactMetalSound = ImpactLightMetalSound;
|
||||
//impactSnowSound = ImpactLightSnowSound;
|
||||
|
||||
//impactWaterEasy = ImpactLightWaterEasySound;
|
||||
//impactWaterMedium = ImpactLightWaterMediumSound;
|
||||
//impactWaterHard = ImpactLightWaterHardSound;
|
||||
|
||||
groundImpactMinSpeed = "45";
|
||||
groundImpactShakeFreq = "4.0 4.0 4.0";
|
||||
groundImpactShakeAmp = "1.0 1.0 1.0";
|
||||
groundImpactShakeDuration = 0.8;
|
||||
groundImpactShakeFalloff = 10.0;
|
||||
|
||||
//exitingWater = ExitingWaterLightSound;
|
||||
|
||||
observeParameters = "0.5 4.5 4.5";
|
||||
|
||||
cameraMinDist = "0";
|
||||
DecalData = "PlayerFootprint";
|
||||
|
||||
// Allowable Inventory Items
|
||||
mainWeapon = Ryder;
|
||||
|
||||
maxInv[Lurker] = 1;
|
||||
maxInv[LurkerClip] = 20;
|
||||
|
||||
maxInv[LurkerGrenadeLauncher] = 1;
|
||||
maxInv[LurkerGrenadeAmmo] = 20;
|
||||
|
||||
maxInv[Ryder] = 1;
|
||||
maxInv[RyderClip] = 10;
|
||||
|
||||
maxInv[ProxMine] = 5;
|
||||
|
||||
maxInv[DeployableTurret] = 5;
|
||||
|
||||
// available skins (see materials.cs in model folder)
|
||||
availableSkins = "base DarkBlue DarkGreen LightGreen Orange Red Teal Violet Yellow";
|
||||
};
|
||||
|
|
@ -1,46 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 RibbonNodeData(DefaultRibbonNodeData)
|
||||
{
|
||||
timeMultiple = 1.0;
|
||||
};
|
||||
|
||||
//ribbon data////////////////////////////////////////
|
||||
|
||||
datablock RibbonData(BasicRibbon)
|
||||
{
|
||||
size[0] = 0.5;
|
||||
color[0] = "1.0 0.0 0.0 1.0";
|
||||
position[0] = 0.0;
|
||||
|
||||
size[1] = 0.0;
|
||||
color[1] = "1.0 0.0 0.0 0.0";
|
||||
position[1] = 1.0;
|
||||
|
||||
RibbonLength = 40;
|
||||
fadeAwayStep = 0.1;
|
||||
UseFadeOut = true;
|
||||
RibbonMaterial = BasicRibbonMat;
|
||||
|
||||
category = "FX";
|
||||
};
|
||||
|
|
@ -1,60 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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 RigidShapeData( BouncingBoulder )
|
||||
{
|
||||
category = "RigidShape";
|
||||
|
||||
shapeFile = "data/FPSGameplay/art/shapes/rocks/boulder.dts";
|
||||
emap = true;
|
||||
|
||||
// Rigid Body
|
||||
mass = 200;
|
||||
massCenter = "0 0 0"; // Center of mass for rigid body
|
||||
massBox = "0 0 0"; // Size of box used for moment of inertia,
|
||||
// if zero it defaults to object bounding box
|
||||
drag = 0.2; // Drag coefficient
|
||||
bodyFriction = 0.2;
|
||||
bodyRestitution = 0.1;
|
||||
minImpactSpeed = 5; // Impacts over this invoke the script callback
|
||||
softImpactSpeed = 5; // Play SoftImpact Sound
|
||||
hardImpactSpeed = 15; // Play HardImpact Sound
|
||||
integration = 4; // Physics integration: TickSec/Rate
|
||||
collisionTol = 0.1; // Collision distance tolerance
|
||||
contactTol = 0.1; // Contact velocity tolerance
|
||||
|
||||
minRollSpeed = 10;
|
||||
|
||||
maxDrag = 0.5;
|
||||
minDrag = 0.01;
|
||||
|
||||
triggerDustHeight = 1;
|
||||
dustHeight = 10;
|
||||
|
||||
dragForce = 0.05;
|
||||
vertFactor = 0.05;
|
||||
|
||||
normalForce = 0.05;
|
||||
restorativeForce = 0.05;
|
||||
rollForce = 0.05;
|
||||
pitchForce = 0.05;
|
||||
};
|
||||
|
|
@ -1,22 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
|
@ -1,176 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// DefaultTrigger is used by the mission editor. This is also an example
|
||||
// of trigger methods and callbacks.
|
||||
|
||||
// A 3D sound played by the server at the location of the
|
||||
// teleporter after an object has teleported.
|
||||
datablock SFXProfile(TeleportEntrance)
|
||||
{
|
||||
fileName = "data/FPSGameplay/sound/orc_pain";
|
||||
description = AudioDefault3D;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
// The 2D sound played by the client after a teleport.
|
||||
datablock SFXProfile(TeleportSound)
|
||||
{
|
||||
fileName = "data/FPSGameplay/sound/orc_death";
|
||||
description = Audio2D;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock ParticleData(TeleporterFlash : DefaultParticle)
|
||||
{
|
||||
dragCoefficient = "5";
|
||||
inheritedVelFactor = "0";
|
||||
constantAcceleration = "0";
|
||||
lifetimeMS = "500";
|
||||
spinRandomMin = "-90";
|
||||
spinRandomMax = "90";
|
||||
textureName = "data/FPSGameplay/art/particles/flare.png";
|
||||
animTexName = "data/FPSGameplay/art/particles/flare.png";
|
||||
colors[0] = "0.678431 0.686275 0.913726 0.207";
|
||||
colors[1] = "0 0.543307 1 0.759";
|
||||
colors[2] = "0.0472441 0.181102 0.92126 0.838";
|
||||
colors[3] = "0.141732 0.0393701 0.944882 0";
|
||||
sizes[0] = "0";
|
||||
sizes[1] = "0";
|
||||
sizes[2] = "4";
|
||||
sizes[3] = "0.1";
|
||||
times[1] = "0.166667";
|
||||
times[2] = "0.666667";
|
||||
lifetimeVarianceMS = "0";
|
||||
gravityCoefficient = "-9";
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(TeleportFlash_Emitter : DefaultEmitter)
|
||||
{
|
||||
ejectionVelocity = "0.1";
|
||||
particles = "TeleporterFlash";
|
||||
thetaMax = "180";
|
||||
softnessDistance = "1";
|
||||
ejectionOffset = "0.417";
|
||||
};
|
||||
|
||||
// Particles to use for the emitter at the teleporter
|
||||
datablock ParticleData(TeleporterParticles)
|
||||
{
|
||||
lifetimeMS = "750";
|
||||
lifetimeVarianceMS = "100";
|
||||
textureName = "data/FPSGameplay/art/particles/Streak.png";
|
||||
useInvAlpha = "0";
|
||||
gravityCoefficient = "-1";
|
||||
spinSpeed = "0";
|
||||
spinRandomMin = "0";
|
||||
spinRandomMax = "0";
|
||||
colors[0] = "0.0980392 0.788235 0.92549 1";
|
||||
colors[1] = "0.0627451 0.478431 0.952941 1";
|
||||
colors[2] = "0.0509804 0.690196 0.964706 1";
|
||||
sizes[0] = "1";
|
||||
sizes[1] = "1";
|
||||
sizes[2] = "1";
|
||||
times[0] = 0.0;
|
||||
times[1] = "0.415686";
|
||||
times[2] = "0.74902";
|
||||
animTexName = "data/FPSGameplay/art/particles/Streak.png";
|
||||
inheritedVelFactor = "0.0998043";
|
||||
constantAcceleration = "-2";
|
||||
colors[3] = "0.694118 0.843137 0.945098 0";
|
||||
sizes[3] = "1";
|
||||
};
|
||||
|
||||
// Particle Emitter to be played when a teleport occours.
|
||||
datablock ParticleEmitterData(TeleportEmitter)
|
||||
{
|
||||
ejectionPeriodMS = "25";
|
||||
periodVarianceMS = "2";
|
||||
ejectionVelocity = "0.25";
|
||||
velocityVariance = "0.1";
|
||||
ejectionOffset = "0.25";
|
||||
thetaMin = "90";
|
||||
thetaMax = "90";
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvance = false;
|
||||
lifetimeMS = "1000";
|
||||
particles = "TeleporterParticles";
|
||||
blendStyle = "ADDITIVE";
|
||||
};
|
||||
|
||||
// Ignore the name "explosion" for this. An Explosion in T3D
|
||||
// is really an effect that plays a SFXProfile, particle emitters,
|
||||
// point light, debris, and camera shake. Things normally associated with
|
||||
// an explosion, such as damage and pushback, are calculated outside of the
|
||||
// explosion object itself. Because of this, we use an ExplosionDatablock to
|
||||
// attach visual effects to our teleporter.
|
||||
datablock ExplosionData(EntranceEffect)
|
||||
{
|
||||
soundProfile = TeleportEntrance;
|
||||
|
||||
particleEmitter = "TeleportEmitter";
|
||||
|
||||
lifeTimeMS = "288";
|
||||
|
||||
lightStartRadius = "0";
|
||||
lightEndRadius = "2.82353";
|
||||
lightStartColor = "0.992126 0.992126 0.992126 1";
|
||||
lightEndColor = "0 0.102362 0.992126 1";
|
||||
lightStartBrightness = "0.784314";
|
||||
lightEndBrightness = "4";
|
||||
lightNormalOffset = "0";
|
||||
emitter[0] = "RocketSplashEmitter";
|
||||
times[0] = "0.247059";
|
||||
particleRadius = "0.1";
|
||||
particleDensity = "10";
|
||||
playSpeed = "1";
|
||||
};
|
||||
|
||||
datablock TriggerData(TeleporterTrigger : DefaultTrigger)
|
||||
{
|
||||
// Amount of time, in milliseconds, to wait before allowing another
|
||||
// object to use this teleportat.
|
||||
teleporterCooldown = 0;
|
||||
|
||||
// Amount to scale the object's exit velocity. Larger values will
|
||||
// propel the object with greater force.
|
||||
exitVelocityScale = 0;
|
||||
|
||||
// If true, the object will be oriented to the front
|
||||
// of the exit teleporter. Otherwise the player will retain their original
|
||||
// orientation.
|
||||
reorientPlayer = true;
|
||||
|
||||
// If true, the teleporter will only trigger if the object
|
||||
// enters the front of the teleporter.
|
||||
oneSided = false;
|
||||
|
||||
// Effects to play at the entrance of the teleporter.
|
||||
entranceEffect = EntranceEffect;
|
||||
exiteffect = EntranceEffect;
|
||||
|
||||
// 2D Sound to play for the client being teleported.
|
||||
teleportSound = TeleportSound;
|
||||
|
||||
};
|
||||
|
|
@ -1,38 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// DefaultTrigger is used by the mission editor. This is also an example
|
||||
// of trigger methods and callbacks.
|
||||
|
||||
datablock TriggerData(DefaultTrigger)
|
||||
{
|
||||
// The period is value is used to control how often the console
|
||||
// onTriggerTick callback is called while there are any objects
|
||||
// in the trigger. The default value is 100 MS.
|
||||
tickPeriodMS = 100;
|
||||
};
|
||||
|
||||
datablock TriggerData(ClientTrigger : DefaultTrigger)
|
||||
{
|
||||
clientSide = true;
|
||||
};
|
||||
|
|
@ -1,391 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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(cheetahEngine)
|
||||
{
|
||||
preload = "1";
|
||||
description = "AudioCloseLoop3D";
|
||||
fileName = "data/FPSGameplay/sound/cheetah/cheetah_engine.ogg";
|
||||
};
|
||||
|
||||
datablock SFXProfile(cheetahSqueal)
|
||||
{
|
||||
preload = "1";
|
||||
description = "AudioDefault3D";
|
||||
fileName = "data/FPSGameplay/sound/cheetah/cheetah_squeal.ogg";
|
||||
};
|
||||
|
||||
datablock SFXProfile(hardImpact)
|
||||
{
|
||||
preload = "1";
|
||||
description = "AudioDefault3D";
|
||||
fileName = "data/FPSGameplay/sound/cheetah/hardImpact.ogg";
|
||||
};
|
||||
|
||||
datablock SFXProfile(softImpact)
|
||||
{
|
||||
preload = "1";
|
||||
description = "AudioDefault3D";
|
||||
fileName = "data/FPSGameplay/sound/cheetah/softImpact.ogg";
|
||||
};
|
||||
|
||||
datablock SFXProfile(DirtKickup)
|
||||
{
|
||||
preload = "1";
|
||||
description = "AudioDefault3D";
|
||||
fileName = "data/FPSGameplay/sound/cheetah/softImpact.ogg";
|
||||
};
|
||||
|
||||
datablock SFXProfile(CheetahTurretFireSound)
|
||||
{
|
||||
//filename = "data/FPSGameplay/sound/cheetah/turret_firing.wav";
|
||||
filename = "data/FPSGameplay/sound/turret/wpn_turret_fire.wav";
|
||||
description = BulletFireDesc;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock ParticleData(CheetahTireParticle)
|
||||
{
|
||||
textureName = "data/FPSGameplay/art/particles/dustParticle";
|
||||
dragCoefficient = "1.99902";
|
||||
gravityCoefficient = "-0.100122";
|
||||
inheritedVelFactor = "0.0998043";
|
||||
constantAcceleration = 0.0;
|
||||
lifetimeMS = 1000;
|
||||
lifetimeVarianceMS = 400;
|
||||
colors[0] = "0.456693 0.354331 0.259843 1";
|
||||
colors[1] = "0.456693 0.456693 0.354331 0";
|
||||
sizes[0] = "0.997986";
|
||||
sizes[1] = "3.99805";
|
||||
sizes[2] = "1.0";
|
||||
sizes[3] = "1.0";
|
||||
times[0] = "0.0";
|
||||
times[1] = "1";
|
||||
times[2] = "1";
|
||||
times[3] = "1";
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(CheetahTireEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 20;
|
||||
periodVarianceMS = 10;
|
||||
ejectionVelocity = "14.57";
|
||||
velocityVariance = 1.0;
|
||||
ejectionOffset = 0.0;
|
||||
thetaMin = 0;
|
||||
thetaMax = 60;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvance = false;
|
||||
particles = "CheetahTireParticle";
|
||||
blendStyle = "ADDITIVE";
|
||||
};
|
||||
|
||||
datablock ProjectileData(TurretProjectile)
|
||||
{
|
||||
projectileShapeName = "data/FPSGameplay/art/shapes/weapons/shared/rocket.dts";
|
||||
directDamage = 10;
|
||||
radiusDamage = 15;
|
||||
damageRadius = 3;
|
||||
areaImpulse = 1200;
|
||||
|
||||
explosion = RocketLauncherExplosion;
|
||||
waterExplosion = RocketLauncherWaterExplosion;
|
||||
|
||||
decal = ScorchRXDecal;
|
||||
splash = RocketSplash;
|
||||
|
||||
muzzleVelocity = 250;
|
||||
velInheritFactor = 0.7;
|
||||
|
||||
armingDelay = 0;
|
||||
lifetime = 5000;
|
||||
fadeDelay = 4500;
|
||||
|
||||
bounceElasticity = 0;
|
||||
bounceFriction = 0;
|
||||
isBallistic = false;
|
||||
gravityMod = 0.80;
|
||||
|
||||
damageType = "RocketDamage";
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(TurretFireSmokeEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 10;
|
||||
periodVarianceMS = 5;
|
||||
ejectionVelocity = 6.5;
|
||||
velocityVariance = 1.0;
|
||||
thetaMin = "0";
|
||||
thetaMax = "0";
|
||||
lifetimeMS = 350;
|
||||
particles = "GunFireSmoke";
|
||||
blendStyle = "NORMAL";
|
||||
softParticles = "0";
|
||||
alignParticles = "0";
|
||||
orientParticles = "0";
|
||||
};
|
||||
|
||||
datablock ShapeBaseImageData(TurretImage)
|
||||
{
|
||||
// Basic Item properties
|
||||
shapeFile = "data/FPSGameplay/art/shapes/Cheetah/Cheetah_Turret.DAE";
|
||||
emap = true;
|
||||
|
||||
// Specify mount point & offset for 3rd person, and eye offset
|
||||
// for first person rendering.
|
||||
mountPoint = 1;
|
||||
firstPerson = false;
|
||||
|
||||
// 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.
|
||||
className = "WeaponImage";
|
||||
class = "WeaponImage";
|
||||
|
||||
// Projectile and Ammo
|
||||
ammo = BulletAmmo;
|
||||
|
||||
projectile = TurretProjectile;
|
||||
projectileType = Projectile;
|
||||
projectileSpread = "0.01";
|
||||
|
||||
// Weapon lights up while firing
|
||||
lightColor = "0.992126 0.968504 0.708661 1";
|
||||
lightRadius = "4";
|
||||
lightDuration = "100";
|
||||
lightType = "WeaponFireLight";
|
||||
lightBrightness = 2;
|
||||
|
||||
// Shake camera while firing.
|
||||
shakeCamera = false;
|
||||
|
||||
// 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";
|
||||
stateTransitionOnTimeout[1] = "Ready";
|
||||
stateTimeoutValue[1] = 0.5;
|
||||
stateSequence[1] = "Activate";
|
||||
|
||||
// Ready to fire, just waiting for the trigger
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "Fire";
|
||||
|
||||
// Fire the weapon. Calls the fire script which does
|
||||
// the actual work.
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Reload";
|
||||
stateTimeoutValue[3] = 0.1;
|
||||
stateFire[3] = true;
|
||||
stateRecoil[3] = "";
|
||||
stateAllowImageChange[3] = false;
|
||||
stateSequence[3] = "Fire";
|
||||
stateSequenceRandomFlash[3] = true; // use muzzle flash sequence
|
||||
stateScript[3] = "onFire";
|
||||
stateSound[3] = CheetahTurretFireSound;
|
||||
stateEmitter[3] = TurretFireSmokeEmitter;
|
||||
stateEmitterTime[3] = 0.025;
|
||||
|
||||
// Play the reload animation, and transition into
|
||||
stateName[4] = "Reload";
|
||||
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||||
stateWaitForTimeout[4] = "0";
|
||||
stateTransitionOnTimeout[4] = "Ready";
|
||||
stateTimeoutValue[4] = 1.2;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateSequence[4] = "Reload";
|
||||
//stateEjectShell[4] = true;
|
||||
|
||||
// No ammo in the weapon, just idle until something
|
||||
// shows up. Play the dry fire sound if the trigger is
|
||||
// pulled.
|
||||
stateName[5] = "NoAmmo";
|
||||
stateTransitionOnAmmo[5] = "Reload";
|
||||
stateSequence[5] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[5] = "DryFire";
|
||||
|
||||
// No ammo dry fire
|
||||
stateName[6] = "DryFire";
|
||||
stateTimeoutValue[6] = 1.0;
|
||||
stateTransitionOnTimeout[6] = "NoAmmo";
|
||||
stateScript[6] = "onDryFire";
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Information extacted from the shape.
|
||||
//
|
||||
// Wheel Sequences
|
||||
// spring# Wheel spring motion: time 0 = wheel fully extended,
|
||||
// the hub must be displaced, but not directly animated
|
||||
// as it will be rotated in code.
|
||||
// Other Sequences
|
||||
// steering Wheel steering: time 0 = full right, 0.5 = center
|
||||
// breakLight Break light, time 0 = off, 1 = breaking
|
||||
//
|
||||
// Wheel Nodes
|
||||
// hub# Wheel hub, the hub must be in it's upper position
|
||||
// from which the springs are mounted.
|
||||
//
|
||||
// The steering and animation sequences are optional.
|
||||
// The center of the shape acts as the center of mass for the car.
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
datablock WheeledVehicleTire(CheetahCarTire)
|
||||
{
|
||||
// Tires act as springs and generate lateral and longitudinal
|
||||
// forces to move the vehicle. These distortion/spring forces
|
||||
// are what convert wheel angular velocity into forces that
|
||||
// act on the rigid body.
|
||||
shapeFile = "data/FPSGameplay/art/shapes/Cheetah/wheel.DAE";
|
||||
staticFriction = 4.2;
|
||||
kineticFriction = "1";
|
||||
|
||||
// Spring that generates lateral tire forces
|
||||
lateralForce = 18000;
|
||||
lateralDamping = 6000;
|
||||
lateralRelaxation = 1;
|
||||
|
||||
// Spring that generates longitudinal tire forces
|
||||
longitudinalForce = 18000;
|
||||
longitudinalDamping = 4000;
|
||||
longitudinalRelaxation = 1;
|
||||
radius = "0.609998";
|
||||
};
|
||||
|
||||
datablock WheeledVehicleTire(CheetahCarTireRear)
|
||||
{
|
||||
// Tires act as springs and generate lateral and longitudinal
|
||||
// forces to move the vehicle. These distortion/spring forces
|
||||
// are what convert wheel angular velocity into forces that
|
||||
// act on the rigid body.
|
||||
shapeFile = "data/FPSGameplay/art/shapes/Cheetah/wheelBack.DAE";
|
||||
staticFriction = "7.2";
|
||||
kineticFriction = "1";
|
||||
|
||||
// Spring that generates lateral tire forces
|
||||
lateralForce = "19000";
|
||||
lateralDamping = 6000;
|
||||
lateralRelaxation = 1;
|
||||
|
||||
// Spring that generates longitudinal tire forces
|
||||
longitudinalForce = 18000;
|
||||
longitudinalDamping = 4000;
|
||||
longitudinalRelaxation = 1;
|
||||
radius = "0.840293";
|
||||
};
|
||||
|
||||
datablock WheeledVehicleSpring(CheetahCarSpring)
|
||||
{
|
||||
// Wheel suspension properties
|
||||
length = 0.5; // Suspension travel
|
||||
force = 2800; // Spring force
|
||||
damping = 3600; // Spring damping
|
||||
antiSwayForce = 3; // Lateral anti-sway force
|
||||
};
|
||||
|
||||
datablock WheeledVehicleData(CheetahCar)
|
||||
{
|
||||
category = "Vehicles";
|
||||
shapeFile = "data/FPSGameplay/art/shapes/Cheetah/Cheetah_Body.DAE";
|
||||
emap = 1;
|
||||
|
||||
mountPose[0] = sitting;
|
||||
numMountPoints = 6;
|
||||
|
||||
useEyePoint = true; // Use the vehicle's camera node rather than the player's
|
||||
|
||||
maxSteeringAngle = 0.585; // Maximum steering angle, should match animation
|
||||
|
||||
// 3rd person camera settings
|
||||
cameraRoll = false; // Roll the camera with the vehicle
|
||||
cameraMaxDist = 7.8; // Far distance from vehicle
|
||||
cameraOffset = 1.0; // Vertical offset from camera mount point
|
||||
cameraLag = "0.3"; // Velocity lag of camera
|
||||
cameraDecay = 1.25; // Decay per sec. rate of velocity lag
|
||||
|
||||
// Rigid Body
|
||||
mass = "400";
|
||||
massCenter = "0 0.5 0"; // Center of mass for rigid body
|
||||
massBox = "0 0 0"; // Size of box used for moment of inertia,
|
||||
// if zero it defaults to object bounding box
|
||||
drag = 0.6; // Drag coefficient
|
||||
bodyFriction = 0.6;
|
||||
bodyRestitution = 0.4;
|
||||
minImpactSpeed = 5; // Impacts over this invoke the script callback
|
||||
softImpactSpeed = 5; // Play SoftImpact Sound
|
||||
hardImpactSpeed = 15; // Play HardImpact Sound
|
||||
integration = 8; // Physics integration: TickSec/Rate
|
||||
collisionTol = "0.1"; // Collision distance tolerance
|
||||
contactTol = "0.4"; // Contact velocity tolerance
|
||||
|
||||
// Engine
|
||||
engineTorque = 4300; // Engine power
|
||||
engineBrake = "5000"; // Braking when throttle is 0
|
||||
brakeTorque = "10000"; // When brakes are applied
|
||||
maxWheelSpeed = 50; // Engine scale by current speed / max speed
|
||||
|
||||
// Energy
|
||||
maxEnergy = 100;
|
||||
jetForce = 3000;
|
||||
minJetEnergy = 30;
|
||||
jetEnergyDrain = 2;
|
||||
|
||||
// Sounds
|
||||
engineSound = cheetahEngine;
|
||||
//squealSound = cheetahSqueal;
|
||||
softImpactSound = softImpact;
|
||||
hardImpactSound = hardImpact;
|
||||
|
||||
// Dynamic fields accessed via script
|
||||
nameTag = 'Cheetah';
|
||||
maxDismountSpeed = 10;
|
||||
maxMountSpeed = 5;
|
||||
mountPose0 = "sitting";
|
||||
tireEmitter = "CheetahTireEmitter";
|
||||
dustEmitter = "CheetahTireEmitter";
|
||||
dustHeight = "1";
|
||||
|
||||
// Mount slots
|
||||
turretSlot = 1;
|
||||
rightBrakeSlot = 2;
|
||||
leftBrakeSlot = 3;
|
||||
};
|
||||
|
|
@ -1,48 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// This file contains 'generic' datablocks usable by all weapon class items.
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// Audio profiles
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
datablock SFXProfile(WeaponUseSound)
|
||||
{
|
||||
filename = "data/FPSGameplay/sound/weapons/Weapon_switch";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock SFXProfile(WeaponPickupSound)
|
||||
{
|
||||
filename = "data/FPSGameplay/sound/weapons/Weapon_pickup";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock SFXProfile(AmmoPickupSound)
|
||||
{
|
||||
filename = "data/FPSGameplay/sound/weapons/Ammo_pickup";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
|
@ -1,819 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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";
|
||||
};
|
||||
|
|
@ -1,402 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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";
|
||||
};
|
||||
|
|
@ -1,230 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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";
|
||||
};
|
||||
|
|
@ -1,365 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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";
|
||||
};
|
||||
|
|
@ -1,559 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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";
|
||||
};
|
||||
|
|
@ -1,917 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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";
|
||||
};
|
||||
|
|
@ -1,504 +0,0 @@
|
|||
// ----------------------------------------------------------------------------
|
||||
// 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;
|
||||
};
|
||||
|
|
@ -1,162 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Chat edit window
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
new GuiControl(MessageHud)
|
||||
{
|
||||
profile = "GuiDefaultProfile";
|
||||
horizSizing = "width";
|
||||
vertSizing = "height";
|
||||
position = "0 0";
|
||||
extent = "640 480";
|
||||
minExtent = "8 8";
|
||||
visible = "0";
|
||||
noCursor = true;
|
||||
|
||||
new GuiBitmapBorderCtrl(MessageHud_Frame) {
|
||||
profile = "ChatHudBorderProfile";
|
||||
horizSizing = "right";
|
||||
vertSizing = "bottom";
|
||||
position = "120 375";
|
||||
extent = "400 40";
|
||||
minExtent = "8 8";
|
||||
visible = "1";
|
||||
|
||||
new GuiBitmapCtrl() {
|
||||
profile = "GuiDefaultProfile";
|
||||
horizSizing = "width";
|
||||
vertSizing = "height";
|
||||
position = "8 8";
|
||||
extent = "384 24";
|
||||
minExtent = "8 8";
|
||||
visible = "1";
|
||||
helpTag = "0";
|
||||
bitmap = "data/UI/art/gui/hudfill.png";
|
||||
wrap = "0";
|
||||
};
|
||||
|
||||
new GuiTextCtrl(MessageHud_Text)
|
||||
{
|
||||
profile = "ChatHudTextProfile";
|
||||
horizSizing = "right";
|
||||
vertSizing = "bottom";
|
||||
position = "14 12";
|
||||
extent = "10 22";
|
||||
minExtent = "8 8";
|
||||
visible = "1";
|
||||
};
|
||||
|
||||
new GuiTextEditCtrl(MessageHud_Edit)
|
||||
{
|
||||
profile = "ChatHudEditProfile";
|
||||
horizSizing = "right";
|
||||
vertSizing = "bottom";
|
||||
position = "0 13";
|
||||
extent = "10 22";
|
||||
minExtent = "8 8";
|
||||
visible = "1";
|
||||
altCommand = "$ThisControl.eval();";
|
||||
escapeCommand = "MessageHud_Edit.onEscape();";
|
||||
historySize = "5";
|
||||
maxLength = "120";
|
||||
};
|
||||
};
|
||||
};
|
||||
//--- OBJECT WRITE BEGIN ---
|
||||
new GuiControl(MainChatHud) {
|
||||
profile = "GuiModelessDialogProfile";
|
||||
horizSizing = "width";
|
||||
vertSizing = "height";
|
||||
position = "0 0";
|
||||
extent = "640 480";
|
||||
minExtent = "8 8";
|
||||
visible = "1";
|
||||
helpTag = "0";
|
||||
noCursor = "1";
|
||||
|
||||
new GuiControl() {
|
||||
profile = "GuiModelessDialogProfile";
|
||||
horizSizing = "relative";
|
||||
vertSizing = "bottom";
|
||||
position = "0 0";
|
||||
extent = "400 300";
|
||||
minExtent = "8 8";
|
||||
visible = "1";
|
||||
helpTag = "0";
|
||||
|
||||
new GuiBitmapBorderCtrl(OuterChatHud) {
|
||||
profile = "ChatHudBorderProfile";
|
||||
horizSizing = "width";
|
||||
vertSizing = "bottom";
|
||||
position = "0 0";
|
||||
extent = "272 88";
|
||||
minExtent = "8 8";
|
||||
visible = "1";
|
||||
helpTag = "0";
|
||||
useVariable = "0";
|
||||
tile = "0";
|
||||
|
||||
new GuiBitmapCtrl() {
|
||||
profile = "GuiDefaultProfile";
|
||||
horizSizing = "width";
|
||||
vertSizing = "height";
|
||||
position = "8 8";
|
||||
extent = "256 72";
|
||||
minExtent = "8 8";
|
||||
visible = "1";
|
||||
helpTag = "0";
|
||||
bitmap = "data/UI/art/gui/hudfill.png";
|
||||
wrap = "0";
|
||||
};
|
||||
|
||||
new GuiButtonCtrl(chatPageDown) {
|
||||
profile = "GuiButtonProfile";
|
||||
horizSizing = "left";
|
||||
vertSizing = "top";
|
||||
position = "220 58";
|
||||
extent = "36 14";
|
||||
minExtent = "8 8";
|
||||
visible = "0";
|
||||
helpTag = "0";
|
||||
text = "Dwn";
|
||||
groupNum = "-1";
|
||||
buttonType = "PushButton";
|
||||
};
|
||||
new GuiScrollCtrl(ChatScrollHud) {
|
||||
profile = "ChatHudScrollProfile";
|
||||
horizSizing = "width";
|
||||
vertSizing = "height";
|
||||
position = "8 8";
|
||||
extent = "256 72";
|
||||
minExtent = "8 8";
|
||||
visible = "1";
|
||||
helpTag = "0";
|
||||
willFirstRespond = "1";
|
||||
hScrollBar = "alwaysOff";
|
||||
vScrollBar = "alwaysOff";
|
||||
lockHorizScroll = "true";
|
||||
lockVertScroll = "false";
|
||||
constantThumbHeight = "0";
|
||||
childMargin = "0 0";
|
||||
|
||||
new GuiMessageVectorCtrl(ChatHud) {
|
||||
profile = "ChatHudMessageProfile";
|
||||
horizSizing = "width";
|
||||
vertSizing = "height";
|
||||
position = "1 1";
|
||||
extent = "252 16";
|
||||
minExtent = "8 8";
|
||||
visible = "1";
|
||||
helpTag = "0";
|
||||
lineSpacing = "0";
|
||||
lineContinuedIndex = "10";
|
||||
allowedMatches[0] = "http";
|
||||
allowedMatches[1] = "tgeserver";
|
||||
matchColor = "0 0 255 255";
|
||||
maxColorIndex = "5";
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
//--- OBJECT WRITE END ---
|
||||
|
|
@ -1,27 +0,0 @@
|
|||
//--- OBJECT WRITE BEGIN ---
|
||||
%guiContent = new GameTSCtrl(HudlessPlayGui) {
|
||||
canSaveDynamicFields = "1";
|
||||
isContainer = "1";
|
||||
Profile = "GuiContentProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "0 0";
|
||||
Extent = "1024 768";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
Margin = "0 0 0 0";
|
||||
Padding = "0 0 0 0";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
cameraZRot = "0";
|
||||
forceFOV = "0";
|
||||
Enabled = "1";
|
||||
helpTag = "0";
|
||||
noCursor = "1";
|
||||
};
|
||||
//--- OBJECT WRITE END ---
|
||||
|
|
@ -1,381 +0,0 @@
|
|||
//--- OBJECT WRITE BEGIN ---
|
||||
%guiContent = new GameTSCtrl(PlayGui) {
|
||||
cameraZRot = "0";
|
||||
forceFOV = "0";
|
||||
reflectPriority = "1";
|
||||
Margin = "0 0 0 0";
|
||||
Padding = "0 0 0 0";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
isContainer = "1";
|
||||
Profile = "GuiContentProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "0 0";
|
||||
Extent = "1024 768";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
canSaveDynamicFields = "1";
|
||||
Enabled = "1";
|
||||
helpTag = "0";
|
||||
noCursor = "1";
|
||||
|
||||
new GuiBitmapCtrl(CenterPrintDlg) {
|
||||
bitmap = "data/UI/art/gui/hudfill.png";
|
||||
wrap = "0";
|
||||
isContainer = "0";
|
||||
Profile = "CenterPrintProfile";
|
||||
HorizSizing = "center";
|
||||
VertSizing = "center";
|
||||
position = "237 375";
|
||||
Extent = "550 20";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "0";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
canSaveDynamicFields = "0";
|
||||
|
||||
new GuiMLTextCtrl(CenterPrintText) {
|
||||
lineSpacing = "2";
|
||||
allowColorChars = "0";
|
||||
maxChars = "-1";
|
||||
useURLMouseCursor = "0";
|
||||
isContainer = "0";
|
||||
Profile = "CenterPrintTextProfile";
|
||||
HorizSizing = "center";
|
||||
VertSizing = "center";
|
||||
position = "0 0";
|
||||
Extent = "546 12";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
canSaveDynamicFields = "0";
|
||||
};
|
||||
};
|
||||
new GuiBitmapCtrl(BottomPrintDlg) {
|
||||
bitmap = "data/UI/art/gui/hudfill.png";
|
||||
wrap = "0";
|
||||
isContainer = "0";
|
||||
Profile = "CenterPrintProfile";
|
||||
HorizSizing = "center";
|
||||
VertSizing = "top";
|
||||
position = "237 719";
|
||||
Extent = "550 20";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "0";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
canSaveDynamicFields = "0";
|
||||
|
||||
new GuiMLTextCtrl(BottomPrintText) {
|
||||
lineSpacing = "2";
|
||||
allowColorChars = "0";
|
||||
maxChars = "-1";
|
||||
useURLMouseCursor = "0";
|
||||
isContainer = "0";
|
||||
Profile = "CenterPrintTextProfile";
|
||||
HorizSizing = "center";
|
||||
VertSizing = "center";
|
||||
position = "0 0";
|
||||
Extent = "546 12";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
canSaveDynamicFields = "0";
|
||||
};
|
||||
};
|
||||
new GuiBitmapCtrl(LagIcon) {
|
||||
bitmap = "data/UI/art/gui/lagIcon.png";
|
||||
wrap = "0";
|
||||
isContainer = "0";
|
||||
Profile = "GuiDefaultProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
position = "572 3";
|
||||
Extent = "32 32";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "0";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
canSaveDynamicFields = "0";
|
||||
};
|
||||
new GuiShapeNameHud() {
|
||||
fillColor = "0 0 0 0.25";
|
||||
frameColor = "0 1 0 1";
|
||||
textColor = "0 1 0 1";
|
||||
showFill = "0";
|
||||
showFrame = "0";
|
||||
verticalOffset = "0.2";
|
||||
distanceFade = "0.1";
|
||||
isContainer = "0";
|
||||
Profile = "GuiModelessDialogProfile";
|
||||
HorizSizing = "width";
|
||||
VertSizing = "height";
|
||||
position = "0 0";
|
||||
Extent = "1024 768";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
canSaveDynamicFields = "0";
|
||||
};
|
||||
new GuiCrossHairHud(Reticle) {
|
||||
damageFillColor = "0 1 0 1";
|
||||
damageFrameColor = "1 0.6 0 1";
|
||||
damageRect = "50 4";
|
||||
damageOffset = "0 10";
|
||||
bitmap = "data/FPSGameplay/art/gui/weaponHud/blank.png";
|
||||
wrap = "0";
|
||||
isContainer = "0";
|
||||
Profile = "GuiModelessDialogProfile";
|
||||
HorizSizing = "center";
|
||||
VertSizing = "center";
|
||||
position = "496 368";
|
||||
Extent = "32 32";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
canSaveDynamicFields = "0";
|
||||
};
|
||||
new GuiCrossHairHud(ZoomReticle) {
|
||||
damageFillColor = "0 1 0 1";
|
||||
damageFrameColor = "1 0.6 0 1";
|
||||
damageRect = "50 4";
|
||||
damageOffset = "0 10";
|
||||
bitmap = "data/FPSGameplay/art/gui/weaponHud/bino.png";
|
||||
wrap = "0";
|
||||
isContainer = "0";
|
||||
Profile = "GuiModelessDialogProfile";
|
||||
HorizSizing = "width";
|
||||
VertSizing = "height";
|
||||
position = "0 0";
|
||||
Extent = "1024 768";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "0";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
canSaveDynamicFields = "0";
|
||||
};
|
||||
new GuiBitmapBorderCtrl(WeaponHUD) {
|
||||
isContainer = "0";
|
||||
Profile = "ChatHudBorderProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "top";
|
||||
position = "78 693";
|
||||
Extent = "124 72";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
canSaveDynamicFields = "0";
|
||||
|
||||
new GuiBitmapCtrl() {
|
||||
bitmap = "data/UI/art/hudfill.png";
|
||||
wrap = "0";
|
||||
isContainer = "0";
|
||||
Profile = "GuiDefaultProfile";
|
||||
HorizSizing = "width";
|
||||
VertSizing = "height";
|
||||
position = "8 8";
|
||||
Extent = "108 56";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
canSaveDynamicFields = "0";
|
||||
};
|
||||
new GuiBitmapCtrl(PreviewImage) {
|
||||
bitmap = "data/FPSGameplay/art/gui/weaponHud/blank.png";
|
||||
wrap = "0";
|
||||
isContainer = "0";
|
||||
Profile = "GuiDefaultProfile";
|
||||
HorizSizing = "width";
|
||||
VertSizing = "height";
|
||||
position = "8 8";
|
||||
Extent = "108 56";
|
||||
MinExtent = "8 2";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
canSaveDynamicFields = "0";
|
||||
};
|
||||
new GuiTextCtrl(AmmoAmount) {
|
||||
maxLength = "255";
|
||||
Margin = "0 0 0 0";
|
||||
Padding = "0 0 0 0";
|
||||
AnchorTop = "0";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "0";
|
||||
AnchorRight = "0";
|
||||
isContainer = "0";
|
||||
Profile = "HudTextItalicProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "top";
|
||||
position = "40 8";
|
||||
Extent = "120 16";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
canSaveDynamicFields = "0";
|
||||
};
|
||||
};
|
||||
new GuiHealthTextHud() {
|
||||
fillColor = "0 0 0 0.65";
|
||||
frameColor = "0 0 0 1";
|
||||
textColor = "1 1 1 1";
|
||||
warningColor = "1 0 0 1";
|
||||
showFill = "1";
|
||||
showFrame = "1";
|
||||
showTrueValue = "0";
|
||||
showEnergy = "0";
|
||||
warnThreshold = "25";
|
||||
pulseThreshold = "15";
|
||||
pulseRate = "750";
|
||||
position = "5 693";
|
||||
extent = "72 72";
|
||||
minExtent = "8 2";
|
||||
horizSizing = "right";
|
||||
vertSizing = "top";
|
||||
profile = "GuiBigTextProfile";
|
||||
visible = "1";
|
||||
active = "1";
|
||||
tooltipProfile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
isContainer = "0";
|
||||
canSave = "1";
|
||||
canSaveDynamicFields = "0";
|
||||
};
|
||||
new GuiControl(DamageHUD) {
|
||||
position = "384 256";
|
||||
extent = "256 256";
|
||||
minExtent = "8 2";
|
||||
horizSizing = "center";
|
||||
vertSizing = "center";
|
||||
profile = "GuiDefaultProfile";
|
||||
visible = "1";
|
||||
active = "1";
|
||||
tooltipProfile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
isContainer = "1";
|
||||
canSave = "1";
|
||||
canSaveDynamicFields = "0";
|
||||
|
||||
new GuiBitmapCtrl() {
|
||||
bitmap = "data/FPSGameplay/art/gui/damageFront.png";
|
||||
wrap = "0";
|
||||
position = "0 0";
|
||||
extent = "256 32";
|
||||
minExtent = "8 2";
|
||||
horizSizing = "right";
|
||||
vertSizing = "bottom";
|
||||
profile = "GuiDefaultProfile";
|
||||
visible = "0";
|
||||
active = "1";
|
||||
tooltipProfile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
isContainer = "0";
|
||||
internalName = "Damage_Front";
|
||||
hidden = "1";
|
||||
canSave = "1";
|
||||
canSaveDynamicFields = "0";
|
||||
};
|
||||
new GuiBitmapCtrl() {
|
||||
bitmap = "data/FPSGameplay/art/gui/damageTop.png";
|
||||
wrap = "0";
|
||||
position = "0 0";
|
||||
extent = "256 32";
|
||||
minExtent = "8 2";
|
||||
horizSizing = "right";
|
||||
vertSizing = "bottom";
|
||||
profile = "GuiDefaultProfile";
|
||||
visible = "0";
|
||||
active = "1";
|
||||
tooltipProfile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
isContainer = "0";
|
||||
internalName = "Damage_Top";
|
||||
hidden = "1";
|
||||
canSave = "1";
|
||||
canSaveDynamicFields = "0";
|
||||
};
|
||||
new GuiBitmapCtrl() {
|
||||
bitmap = "data/FPSGameplay/art/gui/damageBottom.png";
|
||||
wrap = "0";
|
||||
position = "0 224";
|
||||
extent = "256 32";
|
||||
minExtent = "8 2";
|
||||
horizSizing = "right";
|
||||
vertSizing = "bottom";
|
||||
profile = "GuiDefaultProfile";
|
||||
visible = "0";
|
||||
active = "1";
|
||||
tooltipProfile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
isContainer = "0";
|
||||
internalName = "Damage_Bottom";
|
||||
hidden = "1";
|
||||
canSave = "1";
|
||||
canSaveDynamicFields = "0";
|
||||
};
|
||||
new GuiBitmapCtrl() {
|
||||
bitmap = "data/FPSGameplay/art/gui/damageLeft.png";
|
||||
wrap = "0";
|
||||
position = "0 0";
|
||||
extent = "32 256";
|
||||
minExtent = "8 2";
|
||||
horizSizing = "right";
|
||||
vertSizing = "bottom";
|
||||
profile = "GuiDefaultProfile";
|
||||
visible = "0";
|
||||
active = "1";
|
||||
tooltipProfile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
isContainer = "0";
|
||||
internalName = "Damage_Left";
|
||||
hidden = "1";
|
||||
canSave = "1";
|
||||
canSaveDynamicFields = "0";
|
||||
};
|
||||
new GuiBitmapCtrl() {
|
||||
bitmap = "data/FPSGameplay/art/gui/damageRight.png";
|
||||
wrap = "0";
|
||||
position = "224 0";
|
||||
extent = "32 256";
|
||||
minExtent = "8 2";
|
||||
horizSizing = "right";
|
||||
vertSizing = "bottom";
|
||||
profile = "GuiDefaultProfile";
|
||||
visible = "0";
|
||||
active = "1";
|
||||
tooltipProfile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
isContainer = "0";
|
||||
internalName = "Damage_Right";
|
||||
hidden = "1";
|
||||
canSave = "1";
|
||||
canSaveDynamicFields = "0";
|
||||
};
|
||||
};
|
||||
};
|
||||
//--- OBJECT WRITE END ---
|
||||
|
|
@ -1,178 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Torque Game Engine
|
||||
//
|
||||
// Copyright (c) 2001 GarageGames.Com
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//--- OBJECT WRITE BEGIN ---
|
||||
%guiContent = new GuiControl(PlayerListGui) {
|
||||
canSaveDynamicFields = "0";
|
||||
Enabled = "1";
|
||||
isContainer = "1";
|
||||
Profile = "GuiModelessDialogProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
Position = "0 0";
|
||||
Extent = "1024 768";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
noCursor = true;
|
||||
|
||||
new GuiBitmapBorderCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "ChatHudBorderProfile";
|
||||
HorizSizing = "center";
|
||||
VertSizing = "center";
|
||||
Position = "362 263";
|
||||
Extent = "299 242";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
|
||||
new GuiBitmapCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "ChatHudScrollProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
Position = "8 8";
|
||||
Extent = "283 226";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
bitmap = "data/FPSGameplay/art/gui/hudfill.png";
|
||||
wrap = "0";
|
||||
|
||||
new GuiScrollCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
Enabled = "1";
|
||||
isContainer = "1";
|
||||
Profile = "ChatHudScrollProfile";
|
||||
HorizSizing = "width";
|
||||
VertSizing = "height";
|
||||
Position = "0 24";
|
||||
Extent = "228 202";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
Margin = "0 0 0 0";
|
||||
Padding = "0 0 0 0";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
willFirstRespond = "1";
|
||||
hScrollBar = "alwaysOff";
|
||||
vScrollBar = "dynamic";
|
||||
lockHorizScroll = "true";
|
||||
lockVertScroll = "false";
|
||||
constantThumbHeight = "0";
|
||||
childMargin = "0 0";
|
||||
mouseWheelScrollSpeed = "-1";
|
||||
|
||||
new GuiTextListCtrl(PlayerListGuiList) {
|
||||
canSaveDynamicFields = "0";
|
||||
Enabled = "1";
|
||||
isContainer = "1";
|
||||
Profile = "HudTextNormalProfile";
|
||||
HorizSizing = "width";
|
||||
VertSizing = "height";
|
||||
Position = "1 1";
|
||||
Extent = "226 9";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
enumerate = "0";
|
||||
resizeCell = "1";
|
||||
columns = "0 98 153 200";
|
||||
fitParentWidth = "1";
|
||||
clipColumnText = "0";
|
||||
};
|
||||
};
|
||||
new GuiTextCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "HudTextBoldProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
Position = "104 2";
|
||||
Extent = "33 18";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
Margin = "0 0 0 0";
|
||||
Padding = "0 0 0 0";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
text = "Score";
|
||||
maxLength = "255";
|
||||
};
|
||||
new GuiTextCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "HudTextBoldProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
Position = "158 2";
|
||||
Extent = "30 18";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
Margin = "0 0 0 0";
|
||||
Padding = "0 0 0 0";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
text = "Kills";
|
||||
maxLength = "255";
|
||||
};
|
||||
new GuiTextCtrl() {
|
||||
canSaveDynamicFields = "0";
|
||||
Enabled = "1";
|
||||
isContainer = "0";
|
||||
Profile = "HudTextBoldProfile";
|
||||
HorizSizing = "right";
|
||||
VertSizing = "bottom";
|
||||
Position = "206 2";
|
||||
Extent = "37 18";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
Margin = "0 0 0 0";
|
||||
Padding = "0 0 0 0";
|
||||
AnchorTop = "1";
|
||||
AnchorBottom = "0";
|
||||
AnchorLeft = "1";
|
||||
AnchorRight = "0";
|
||||
text = "Deaths";
|
||||
maxLength = "255";
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
//--- OBJECT WRITE END ---
|
||||
|
|
@ -39,7 +39,7 @@ function Observer::onTrigger(%this,%obj,%trigger,%state)
|
|||
|
||||
case "Corpse":
|
||||
// Viewing dead corpse, so we probably want to respawn.
|
||||
$Game.preparePlayer(%client);
|
||||
callGamemodeFunction("preparePlayer", %client);
|
||||
|
||||
// Set the camera back into observer mode, since in
|
||||
// debug mode we like to switch to it.
|
||||
|
|
|
|||
|
|
@ -30,10 +30,88 @@
|
|||
// - gameType = "Deathmatch";
|
||||
// If this information is missing then the GameCore will default to Deathmatch.
|
||||
// ----------------------------------------------------------------------------
|
||||
function DeathMatchGame::initGameVars()
|
||||
function DeathMatchGame::onCreateGame()
|
||||
{
|
||||
//echo (%game @"\c4 -> "@ %game.class @" -> DeathMatchGame::initGameVars");
|
||||
// Note: The Game object will be cleaned up by MissionCleanup. Therefore its lifetime is
|
||||
// limited to that of the mission.
|
||||
new ScriptObject(DeathMatchGame){};
|
||||
|
||||
return DeathMatchGame;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// The server has started up so do some game start up
|
||||
//-----------------------------------------------------------------------------
|
||||
function DeathMatchGame::onMissionStart(%this)
|
||||
{
|
||||
//set up the game and game variables
|
||||
%this.initGameVars();
|
||||
|
||||
%this.Duration = 30 * 60;
|
||||
%this.EndGameScore = 20;
|
||||
%this.EndGamePause = 10;
|
||||
%this.AllowCycling = false; // Is mission cycling allowed?
|
||||
|
||||
//echo (%game @"\c4 -> "@ %game.class @" -> GameCore::onStartGame");
|
||||
if (%this.Running)
|
||||
{
|
||||
error("startGame: End the game first!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Inform the client we're starting up
|
||||
for (%clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++)
|
||||
{
|
||||
%cl = ClientGroup.getObject(%clientIndex);
|
||||
commandToClient(%cl, 'GameStart');
|
||||
|
||||
// Other client specific setup..
|
||||
%cl.score = 0;
|
||||
%cl.kills = 0;
|
||||
%cl.deaths = 0;
|
||||
}
|
||||
|
||||
// Start the game timer
|
||||
if (%this.Duration)
|
||||
%this.Schedule = schedule(%this.Duration * 1000, "onGameDurationEnd");
|
||||
|
||||
%this.Running = true;
|
||||
}
|
||||
|
||||
function DeathMatchGame::onMissionEnded(%this)
|
||||
{
|
||||
if (!%this.Running)
|
||||
{
|
||||
error("endGame: No game running!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Stop any game timers
|
||||
cancel(%this.Schedule);
|
||||
|
||||
for (%clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++)
|
||||
{
|
||||
%cl = ClientGroup.getObject(%clientIndex);
|
||||
commandToClient(%cl, 'GameEnd', %this.EndGamePause);
|
||||
}
|
||||
|
||||
%this.Running = false;
|
||||
%this.Cycling = false;
|
||||
}
|
||||
|
||||
function DeathMatchGame::onMissionReset(%this)
|
||||
{
|
||||
// Called by resetMission(), after all the temporary mission objects
|
||||
// have been deleted.
|
||||
%this.initGameVars();
|
||||
|
||||
%this.Duration = %this.duration;
|
||||
%this.EndGameScore = %this.endgameScore;
|
||||
%this.EndGamePause = %this.endgamePause;
|
||||
}
|
||||
|
||||
function DeathMatchGame::initGameVars(%this)
|
||||
{
|
||||
//-----------------------------------------------------------------------------
|
||||
// What kind of "player" is spawned is either controlled directly by the
|
||||
// SpawnSphere or it defaults back to the values set here. This also controls
|
||||
|
|
@ -42,11 +120,11 @@ function DeathMatchGame::initGameVars()
|
|||
// These override the values set in core/scripts/server/spawn.cs
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Leave $Game::defaultPlayerClass and $Game::defaultPlayerDataBlock as empty strings ("")
|
||||
// to spawn a the $Game::defaultCameraClass as the control object.
|
||||
$Game::defaultPlayerClass = "Player";
|
||||
$Game::defaultPlayerDataBlock = "DefaultPlayerData";
|
||||
$Game::defaultPlayerSpawnGroups = "PlayerSpawnPoints PlayerDropPoints";
|
||||
// Leave %this.defaultPlayerClass and %this.defaultPlayerDataBlock as empty strings ("")
|
||||
// to spawn a the %this.defaultCameraClass as the control object.
|
||||
%this.defaultPlayerClass = "Player";
|
||||
%this.defaultPlayerDataBlock = "DefaultPlayerData";
|
||||
%this.defaultPlayerSpawnGroups = "PlayerSpawnPoints PlayerDropPoints";
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// What kind of "camera" is spawned is either controlled directly by the
|
||||
|
|
@ -55,28 +133,28 @@ function DeathMatchGame::initGameVars()
|
|||
// the list of SpawnGroups till it finds a valid spawn object.
|
||||
// These override the values set in core/scripts/server/spawn.cs
|
||||
//-----------------------------------------------------------------------------
|
||||
$Game::defaultCameraClass = "Camera";
|
||||
$Game::defaultCameraDataBlock = "Observer";
|
||||
$Game::defaultCameraSpawnGroups = "CameraSpawnPoints PlayerSpawnPoints PlayerDropPoints";
|
||||
%this.defaultCameraClass = "Camera";
|
||||
%this.defaultCameraDataBlock = "Observer";
|
||||
%this.defaultCameraSpawnGroups = "CameraSpawnPoints PlayerSpawnPoints PlayerDropPoints";
|
||||
|
||||
// Set the gameplay parameters
|
||||
$Game::Duration = 30 * 60;
|
||||
$Game::EndGameScore = 20;
|
||||
$Game::EndGamePause = 10;
|
||||
$Game::AllowCycling = false; // Is mission cycling allowed?
|
||||
%this.Duration = 30 * 60;
|
||||
%this.EndGameScore = 20;
|
||||
%this.EndGamePause = 10;
|
||||
%this.AllowCycling = false; // Is mission cycling allowed?
|
||||
}
|
||||
|
||||
function DeathMatchGame::onGameDurationEnd()
|
||||
function DeathMatchGame::onGameDurationEnd(%this)
|
||||
{
|
||||
// This "redirect" is here so that we can abort the game cycle if
|
||||
// the $Game::Duration variable has been cleared, without having
|
||||
// the %this.Duration variable has been cleared, without having
|
||||
// to have a function to cancel the schedule.
|
||||
|
||||
if ($Game::Duration && !(EditorIsActive() && GuiEditorIsActive()))
|
||||
DeathMatchGame::onGameDurationEnd();
|
||||
if (%this.Duration && !(EditorIsActive() && GuiEditorIsActive()))
|
||||
%this.onGameDurationEnd();
|
||||
}
|
||||
|
||||
function DeathMatchGame::onClientEnterGame(%client)
|
||||
function DeathMatchGame::onClientEnterGame(%this, %client)
|
||||
{
|
||||
// This function currently relies on some helper functions defined in
|
||||
// core/scripts/spawn.cs. For custom spawn behaviors one can either
|
||||
|
|
@ -86,7 +164,7 @@ function DeathMatchGame::onClientEnterGame(%client)
|
|||
//echo (%game @"\c4 -> "@ %game.class @" -> GameCore::onClientEntergame");
|
||||
|
||||
// Sync the client's clocks to the server's
|
||||
commandToClient(%client, 'SyncClock', $Sim::Time - $Game::StartTime);
|
||||
commandToClient(%client, 'SyncClock', $Sim::Time - %this.StartTime);
|
||||
|
||||
//Set the player name based on the client's connection data
|
||||
%client.setPlayerName(%client.connectData);
|
||||
|
|
@ -96,7 +174,7 @@ function DeathMatchGame::onClientEnterGame(%client)
|
|||
// core/scripts/server/spawn.cs. For custom spawn behaviors one can either
|
||||
// override the properties on the SpawnSphere's or directly override the
|
||||
// functions themselves.
|
||||
%cameraSpawnPoint = pickCameraSpawnPoint($Game::DefaultCameraSpawnGroups);
|
||||
%cameraSpawnPoint = pickCameraSpawnPoint(%this.DefaultCameraSpawnGroups);
|
||||
// Spawn a camera for this client using the found %spawnPoint
|
||||
%client.spawnCamera(%cameraSpawnPoint);
|
||||
|
||||
|
|
@ -110,7 +188,7 @@ function DeathMatchGame::onClientEnterGame(%client)
|
|||
%client.RefreshWeaponHud(0, "", "");
|
||||
|
||||
// Prepare the player object.
|
||||
DeathMatchGame::preparePlayer(%client);
|
||||
%this.preparePlayer(%client);
|
||||
|
||||
// Inform the client of all the other clients
|
||||
%count = ClientGroup.getCount();
|
||||
|
|
@ -162,7 +240,7 @@ function DeathMatchGame::onClientEnterGame(%client)
|
|||
%client.isSuperAdmin);
|
||||
}
|
||||
|
||||
function DeathMatchGame::onClientLeaveGame(%client)
|
||||
function DeathMatchGame::onClientLeaveGame(%this, %client)
|
||||
{
|
||||
// Cleanup the camera
|
||||
if (isObject(%client.camera))
|
||||
|
|
@ -170,80 +248,10 @@ function DeathMatchGame::onClientLeaveGame(%client)
|
|||
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// The server has started up so do some game start up
|
||||
//-----------------------------------------------------------------------------
|
||||
function DeathMatchGame::onMissionStart()
|
||||
function DeathMatchGame::onInitialControlSet(%this)
|
||||
{
|
||||
//set up the game and game variables
|
||||
DeathMatchGame::initGameVars();
|
||||
|
||||
$Game::Duration = 30 * 60;
|
||||
$Game::EndGameScore = 20;
|
||||
$Game::EndGamePause = 10;
|
||||
$Game::AllowCycling = false; // Is mission cycling allowed?
|
||||
|
||||
//echo (%game @"\c4 -> "@ %game.class @" -> GameCore::onStartGame");
|
||||
if ($Game::Running)
|
||||
{
|
||||
error("startGame: End the game first!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Inform the client we're starting up
|
||||
for (%clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++)
|
||||
{
|
||||
%cl = ClientGroup.getObject(%clientIndex);
|
||||
commandToClient(%cl, 'GameStart');
|
||||
|
||||
// Other client specific setup..
|
||||
%cl.score = 0;
|
||||
%cl.kills = 0;
|
||||
%cl.deaths = 0;
|
||||
}
|
||||
|
||||
// Start the game timer
|
||||
if ($Game::Duration)
|
||||
$Game::Schedule = schedule($Game::Duration * 1000, "onGameDurationEnd");
|
||||
|
||||
$Game::Running = true;
|
||||
|
||||
$Game = DeathMatchGame;
|
||||
}
|
||||
|
||||
function DeathMatchGame::onMissionEnded()
|
||||
{
|
||||
if (!$Game::Running)
|
||||
{
|
||||
error("endGame: No game running!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Stop any game timers
|
||||
cancel($Game::Schedule);
|
||||
|
||||
for (%clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++)
|
||||
{
|
||||
%cl = ClientGroup.getObject(%clientIndex);
|
||||
commandToClient(%cl, 'GameEnd', $Game::EndGamePause);
|
||||
}
|
||||
|
||||
$Game::Running = false;
|
||||
$Game::Cycling = false;
|
||||
$Game = "";
|
||||
}
|
||||
|
||||
function DeathMatchGame::onMissionReset()
|
||||
{
|
||||
// Called by resetMission(), after all the temporary mission objects
|
||||
// have been deleted.
|
||||
DeathMatchGame::initGameVars();
|
||||
|
||||
$Game::Duration = %this.duration;
|
||||
$Game::EndGameScore = %this.endgameScore;
|
||||
$Game::EndGamePause = %this.endgamePause;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Functions that implement game-play
|
||||
// These are here for backwards compatibilty only, games and/or mods should
|
||||
|
|
@ -252,7 +260,7 @@ function DeathMatchGame::onMissionReset()
|
|||
|
||||
// Added this stage to creating a player so game types can override it easily.
|
||||
// This is a good place to initiate team selection.
|
||||
function DeathMatchGame::preparePlayer(%client)
|
||||
function DeathMatchGame::preparePlayer(%this, %client)
|
||||
{
|
||||
//echo (%game @"\c4 -> "@ %game.class @" -> GameCore::preparePlayer");
|
||||
|
||||
|
|
@ -261,16 +269,16 @@ function DeathMatchGame::preparePlayer(%client)
|
|||
// core/scripts/spawn.cs. For custom spawn behaviors one can either
|
||||
// override the properties on the SpawnSphere's or directly override the
|
||||
// functions themselves.
|
||||
%playerSpawnPoint = pickPlayerSpawnPoint($Game::DefaultPlayerSpawnGroups);
|
||||
%playerSpawnPoint = pickPlayerSpawnPoint(%this.DefaultPlayerSpawnGroups);
|
||||
// Spawn a camera for this client using the found %spawnPoint
|
||||
//%client.spawnPlayer(%playerSpawnPoint);
|
||||
DeathMatchGame::spawnPlayer(%client, %playerSpawnPoint);
|
||||
%this.spawnPlayer(%client, %playerSpawnPoint);
|
||||
|
||||
// Starting equipment
|
||||
DeathMatchGame::loadOut(%client.player);
|
||||
%this.loadOut(%client.player);
|
||||
}
|
||||
|
||||
function DeathMatchGame::loadOut(%player)
|
||||
function DeathMatchGame::loadOut(%this, %player)
|
||||
{
|
||||
//echo (%game @"\c4 -> "@ %game.class @" -> GameCore::loadOut");
|
||||
|
||||
|
|
@ -306,30 +314,7 @@ function DeathMatchGame::loadOut(%player)
|
|||
}
|
||||
}
|
||||
|
||||
// Customized kill message for falling deaths
|
||||
function sendMsgClientKilled_Impact( %msgType, %client, %sourceClient, %damLoc )
|
||||
{
|
||||
messageAll( %msgType, '%1 fell to his death!', %client.playerName );
|
||||
}
|
||||
|
||||
// Customized kill message for suicides
|
||||
function sendMsgClientKilled_Suicide( %msgType, %client, %sourceClient, %damLoc )
|
||||
{
|
||||
messageAll( %msgType, '%1 takes his own life!', %client.playerName );
|
||||
}
|
||||
|
||||
// Default death message
|
||||
function sendMsgClientKilled_Default( %msgType, %client, %sourceClient, %damLoc )
|
||||
{
|
||||
if ( %sourceClient == %client )
|
||||
sendMsgClientKilled_Suicide(%client, %sourceClient, %damLoc);
|
||||
else if ( %sourceClient.team !$= "" && %sourceClient.team $= %client.team )
|
||||
messageAll( %msgType, '%1 killed by %2 - friendly fire!', %client.playerName, %sourceClient.playerName );
|
||||
else
|
||||
messageAll( %msgType, '%1 gets nailed by %2!', %client.playerName, %sourceClient.playerName );
|
||||
}
|
||||
|
||||
function DeathMatchGame::onDeath(%client, %sourceObject, %sourceClient, %damageType, %damLoc)
|
||||
function DeathMatchGame::onDeath(%this, %client, %sourceObject, %sourceClient, %damageType, %damLoc)
|
||||
{
|
||||
//echo (%game @"\c4 -> "@ %game.class @" -> GameCore::onDeath");
|
||||
|
||||
|
|
@ -356,74 +341,26 @@ function DeathMatchGame::onDeath(%client, %sourceObject, %sourceClient, %damageT
|
|||
// Dole out points and check for win
|
||||
if (( %damageType $= "Suicide" || %sourceClient == %client ) && isObject(%sourceClient))
|
||||
{
|
||||
DeathMatchGame::incDeaths( %client, 1, true );
|
||||
DeathMatchGame::incScore( %client, -1, false );
|
||||
%this.incDeaths( %client, 1, true );
|
||||
%this.incScore( %client, -1, false );
|
||||
}
|
||||
else
|
||||
{
|
||||
DeathMatchGame::incDeaths( %client, 1, false );
|
||||
DeathMatchGame::incScore( %sourceClient, 1, true );
|
||||
DeathMatchGame::incKills( %sourceClient, 1, false );
|
||||
%this.incDeaths( %client, 1, false );
|
||||
%this.incScore( %sourceClient, 1, true );
|
||||
%this.incKills( %sourceClient, 1, false );
|
||||
|
||||
// If the game may be ended by a client getting a particular score, check that now.
|
||||
if ( $Game::EndGameScore > 0 && %sourceClient.kills >= $Game::EndGameScore )
|
||||
DeathMatchGame::cycleGame();
|
||||
if ( %this.EndGameScore > 0 && %sourceClient.kills >= %this.EndGameScore )
|
||||
%this.cycleGame();
|
||||
}
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// Scoring
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
function DeathMatchGame::incKills(%client, %kill, %dontMessageAll)
|
||||
{
|
||||
%client.kills += %kill;
|
||||
|
||||
if( !%dontMessageAll )
|
||||
messageAll('MsgClientScoreChanged', "", %client.score, %client.kills, %client.deaths, %client);
|
||||
}
|
||||
|
||||
function DeathMatchGame::incDeaths(%client, %death, %dontMessageAll)
|
||||
{
|
||||
%client.deaths += %death;
|
||||
|
||||
if( !%dontMessageAll )
|
||||
messageAll('MsgClientScoreChanged', "", %client.score, %client.kills, %client.deaths, %client);
|
||||
}
|
||||
|
||||
function DeathMatchGame::incScore(%client, %score, %dontMessageAll)
|
||||
{
|
||||
%client.score += %score;
|
||||
|
||||
if( !%dontMessageAll )
|
||||
messageAll('MsgClientScoreChanged', "", %client.score, %client.kills, %client.deaths, %client);
|
||||
}
|
||||
|
||||
function DeathMatchGame::getScore(%client) { return %client.score; }
|
||||
function DeathMatchGame::getKills(%client) { return %client.kills; }
|
||||
function DeathMatchGame::getDeaths(%client) { return %client.deaths; }
|
||||
|
||||
function DeathMatchGame::getTeamScore(%client)
|
||||
{
|
||||
%score = %client.score;
|
||||
if ( %client.team !$= "" )
|
||||
{
|
||||
// Compute team score
|
||||
for (%i = 0; %i < ClientGroup.getCount(); %i++)
|
||||
{
|
||||
%other = ClientGroup.getObject(%i);
|
||||
if ((%other != %client) && (%other.team $= %client.team))
|
||||
%score += %other.score;
|
||||
}
|
||||
}
|
||||
return %score;
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// Spawning
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
function DeathMatchGame::spawnPlayer(%client, %spawnPoint, %noControl)
|
||||
function DeathMatchGame::spawnPlayer(%this, %client, %spawnPoint, %noControl)
|
||||
{
|
||||
//echo (%game @"\c4 -> "@ %game.class @" -> GameCore::spawnPlayer");
|
||||
|
||||
|
|
@ -438,8 +375,8 @@ function DeathMatchGame::spawnPlayer(%client, %spawnPoint, %noControl)
|
|||
if (getWordCount(%spawnPoint) == 1 && isObject(%spawnPoint))
|
||||
{
|
||||
// Defaults
|
||||
%spawnClass = $Game::DefaultPlayerClass;
|
||||
%spawnDataBlock = $Game::DefaultPlayerDataBlock;
|
||||
%spawnClass = %this.DefaultPlayerClass;
|
||||
%spawnDataBlock = %this.DefaultPlayerDataBlock;
|
||||
|
||||
// Overrides by the %spawnPoint
|
||||
if (isDefined("%spawnPoint.spawnClass"))
|
||||
|
|
@ -466,7 +403,7 @@ function DeathMatchGame::spawnPlayer(%client, %spawnPoint, %noControl)
|
|||
if (isObject(%player))
|
||||
{
|
||||
// Pick a location within the spawn sphere.
|
||||
%spawnLocation = DeathMatchGame::pickPointInSpawnSphere(%player, %spawnPoint);
|
||||
%spawnLocation = %this.pickPointInSpawnSphere(%player, %spawnPoint);
|
||||
%player.setTransform(%spawnLocation);
|
||||
}
|
||||
else
|
||||
|
|
@ -494,7 +431,7 @@ function DeathMatchGame::spawnPlayer(%client, %spawnPoint, %noControl)
|
|||
{
|
||||
|
||||
// Create a default player
|
||||
%player = spawnObject($Game::DefaultPlayerClass, $Game::DefaultPlayerDataBlock);
|
||||
%player = spawnObject(%this.DefaultPlayerClass, %this.DefaultPlayerDataBlock);
|
||||
|
||||
if (!%player.isMemberOfClass("Player"))
|
||||
warn("Trying to spawn a class that does not derive from Player.");
|
||||
|
|
@ -589,7 +526,7 @@ function DeathMatchGame::spawnPlayer(%client, %spawnPoint, %noControl)
|
|||
%client.setControlObject(%control);
|
||||
}
|
||||
|
||||
function DeathMatchGame::pickPointInSpawnSphere(%objectToSpawn, %spawnSphere)
|
||||
function DeathMatchGame::pickPointInSpawnSphere(%this, %objectToSpawn, %spawnSphere)
|
||||
{
|
||||
%SpawnLocationFound = false;
|
||||
%attemptsToSpawn = 0;
|
||||
|
|
@ -648,18 +585,18 @@ function DeathMatchGame::pickPointInSpawnSphere(%objectToSpawn, %spawnSphere)
|
|||
// Observer
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
function DeathMatchGame::spawnObserver(%client)
|
||||
function DeathMatchGame::spawnObserver(%this, %client)
|
||||
{
|
||||
//echo (%game @"\c4 -> "@ %game.class @" -> GameCore::spawnObserver");
|
||||
|
||||
// Position the camera on one of our observer spawn points
|
||||
%client.camera.setTransform(DeathMatchGame::pickObserverSpawnPoint());
|
||||
%client.camera.setTransform(%this.pickObserverSpawnPoint());
|
||||
|
||||
// Set control to the camera
|
||||
%client.setControlObject(%client.camera);
|
||||
}
|
||||
|
||||
function DeathMatchGame::pickObserverSpawnPoint()
|
||||
function DeathMatchGame::pickObserverSpawnPoint(%this)
|
||||
{
|
||||
//echo (%game @"\c4 -> "@ %game.class @" -> GameCore::pickObserverSpawnPoint");
|
||||
|
||||
|
|
@ -687,29 +624,76 @@ function DeathMatchGame::pickObserverSpawnPoint()
|
|||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// Server
|
||||
// Scoring
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
// Called by GameCore::cycleGame() when we need to destroy the server
|
||||
// because we're done playing. We don't want to call destroyServer()
|
||||
// directly so we can first check that we're about to destroy the
|
||||
// correct server session.
|
||||
function DeathMatchGame::DestroyServer(%serverSession)
|
||||
function DeathMatchGame::incKills(%this, %client, %kill, %dontMessageAll)
|
||||
{
|
||||
if (%serverSession == $Server::Session)
|
||||
%client.kills += %kill;
|
||||
|
||||
if( !%dontMessageAll )
|
||||
messageAll('MsgClientScoreChanged', "", %client.score, %client.kills, %client.deaths, %client);
|
||||
}
|
||||
|
||||
function DeathMatchGame::incDeaths(%this, %client, %death, %dontMessageAll)
|
||||
{
|
||||
%client.deaths += %death;
|
||||
|
||||
if( !%dontMessageAll )
|
||||
messageAll('MsgClientScoreChanged', "", %client.score, %client.kills, %client.deaths, %client);
|
||||
}
|
||||
|
||||
function DeathMatchGame::incScore(%this, %client, %score, %dontMessageAll)
|
||||
{
|
||||
%client.score += %score;
|
||||
|
||||
if( !%dontMessageAll )
|
||||
messageAll('MsgClientScoreChanged', "", %client.score, %client.kills, %client.deaths, %client);
|
||||
}
|
||||
|
||||
function DeathMatchGame::getScore(%this, %client) { return %client.score; }
|
||||
function DeathMatchGame::getKills(%this, %client) { return %client.kills; }
|
||||
function DeathMatchGame::getDeaths(%this, %client) { return %client.deaths; }
|
||||
|
||||
function DeathMatchGame::getTeamScore(%this, %client)
|
||||
{
|
||||
%score = %client.score;
|
||||
if ( %client.team !$= "" )
|
||||
{
|
||||
if (isObject(LocalClientConnection))
|
||||
// Compute team score
|
||||
for (%i = 0; %i < ClientGroup.getCount(); %i++)
|
||||
{
|
||||
// We're a local connection so issue a disconnect. The server will
|
||||
// be automatically destroyed for us.
|
||||
disconnect();
|
||||
}
|
||||
else
|
||||
{
|
||||
// We're a stand alone server
|
||||
destroyServer();
|
||||
%other = ClientGroup.getObject(%i);
|
||||
if ((%other != %client) && (%other.team $= %client.team))
|
||||
%score += %other.score;
|
||||
}
|
||||
}
|
||||
return %score;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
// Messages
|
||||
// -----------------------------------------------------------------------------
|
||||
// Customized kill message for falling deaths
|
||||
function sendMsgClientKilled_Impact( %msgType, %client, %sourceClient, %damLoc )
|
||||
{
|
||||
messageAll( %msgType, '%1 fell to his death!', %client.playerName );
|
||||
}
|
||||
|
||||
// Customized kill message for suicides
|
||||
function sendMsgClientKilled_Suicide( %msgType, %client, %sourceClient, %damLoc )
|
||||
{
|
||||
messageAll( %msgType, '%1 takes his own life!', %client.playerName );
|
||||
}
|
||||
|
||||
// Default death message
|
||||
function sendMsgClientKilled_Default( %msgType, %client, %sourceClient, %damLoc )
|
||||
{
|
||||
if ( %sourceClient == %client )
|
||||
sendMsgClientKilled_Suicide(%client, %sourceClient, %damLoc);
|
||||
else if ( %sourceClient.team !$= "" && %sourceClient.team $= %client.team )
|
||||
messageAll( %msgType, '%1 killed by %2 - friendly fire!', %client.playerName, %sourceClient.playerName );
|
||||
else
|
||||
messageAll( %msgType, '%1 gets nailed by %2!', %client.playerName, %sourceClient.playerName );
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -92,7 +92,7 @@ function ItemData::onThrow(%this, %user, %amount)
|
|||
rotation = "0 0 1 "@ (getRandom() * 360);
|
||||
count = %amount;
|
||||
};
|
||||
MissionGroup.add(%obj);
|
||||
getRootScene().addDynamicObject(%obj);
|
||||
%obj.schedulePop();
|
||||
return %obj;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -217,7 +217,7 @@ function PlayerData::damage(%this, %obj, %sourceObject, %position, %damage, %dam
|
|||
|
||||
if (%obj.getState() $= "Dead")
|
||||
{
|
||||
$Game.onDeath(%client, %sourceObject, %sourceClient, %damageType, %location);
|
||||
callGamemodeFunction("onDeath", %client, %sourceObject, %sourceClient, %damageType, %location);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue