Full PhysX Template for ticket #1

This commit is contained in:
DavidWyand-GG 2012-09-19 12:29:35 -04:00
parent f439dc8dcd
commit c9c833c56c
2133 changed files with 281596 additions and 0 deletions

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for /R %%a IN (*.dae) do IF EXIST "%%~pna.cached.dts" del "%%~pna.cached.dts"

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#!/bin/sh
cd "`dirname "$0"`"
for i in $(find . -type f \( -iname "*.dae" \))
do
len=$((${#i} - 4))
file=${i:0:$len}.cached.dts
if [ -e $file ]
then
echo "Removing ${file}"
rm $file
fi
done

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for /R %%a IN (*.cs) do IF EXIST "%%a.dso" del "%%a.dso"
for /R %%a IN (*.cs) do IF EXIST "%%a.edso" del "%%a.edso"
for /R %%a IN (*.gui) do IF EXIST "%%a.dso" del "%%a.dso"
for /R %%a IN (*.gui) do IF EXIST "%%a.edso" del "%%a.edso"
for /R %%a IN (*.ts) do IF EXIST "%%a.dso" del "%%a.dso"
for /R %%a IN (*.ts) do IF EXIST "%%a.edso" del "%%a.edso"

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#!/bin/sh
cd "`dirname "$0"`"
for i in $(find . -type f \( -iname "*.cs" \))
do
file=${i}.dso
if [ -e $file ]
then
echo "Removing ${file}"
rm $file
fi
file=${i}.edso
if [ -e $file ]
then
echo "Removing ${file}"
rm $file
fi
done

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del /s prefs.cs
del /s config.cs
del /s banlist.cs
del /s config.cs.dso
del /s prefs.cs.dso
del /s banlist.cs.dso

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#!/bin/sh
find "`dirname "$0"`" -type f \( -name "prefs.cs" -or -name "config.cs" -or -name "banlist.cs" -or -name "prefs.cs.dso" -or -name "config.cs.dso" -or -name "banlist.cs.dso" \) -exec rm {} \;

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//Microsoft Developer Studio generated resource script.
//
#define IDI_ICON1 103
#define IDI_ICON2 107
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 108
#define _APS_NEXT_COMMAND_VALUE 40001
#define _APS_NEXT_CONTROL_VALUE 1000
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#include "windows.h"
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
// English (U.S.) resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
#ifdef _WIN32
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
#pragma code_page(1252)
#endif //_WIN32
/////////////////////////////////////////////////////////////////////////////
//
// Icon
//
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
IDI_ICON1 ICON DISCARDABLE "torque.ico"
IDI_ICON2 ICON DISCARDABLE "torque.ico"
#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
//
1 TEXTINCLUDE DISCARDABLE
BEGIN
"resource.h\0"
END
2 TEXTINCLUDE DISCARDABLE
BEGIN
"#include ""windows.h""\r\n"
"\0"
END
3 TEXTINCLUDE DISCARDABLE
BEGIN
"\r\n"
"\0"
END
#endif // APSTUDIO_INVOKED
#endif // English (U.S.) resources
/////////////////////////////////////////////////////////////////////////////
#ifndef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 3 resource.
//
/////////////////////////////////////////////////////////////////////////////
#endif // not APSTUDIO_INVOKED

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<ExecutablePath>$(DXSDK_DIR)\Utilities\bin\x86;$(ExecutablePath)</ExecutablePath>
<IncludePath>$(DXSDK_DIR)\Include;$(IncludePath)</IncludePath>
<ReferencePath>$(ReferencePath)</ReferencePath>
<LibraryPath>$(DXSDK_DIR)\Lib\x86;$(LibraryPath)</LibraryPath>
<SourcePath>$(SourcePath)</SourcePath>
<ExcludePath>$(ExcludePath)</ExcludePath>
</PropertyGroup>
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<ExecutablePath>$(DXSDK_DIR)\Utilities\bin\x64;$(ExecutablePath)</ExecutablePath>
<IncludePath>$(DXSDK_DIR)\Include;$(IncludePath)</IncludePath>
<ReferencePath>$(ReferencePath)</ReferencePath>
<LibraryPath>$(DXSDK_DIR)\Lib\x64;$(LibraryPath)</LibraryPath>
<SourcePath>$(SourcePath)</SourcePath>
<ExcludePath>$(ExcludePath)</ExcludePath>
</PropertyGroup>
</Project>

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//Microsoft Developer Studio generated resource script.
//
#define IDI_ICON1 103
#define IDI_ICON2 107
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 108
#define _APS_NEXT_COMMAND_VALUE 40001
#define _APS_NEXT_CONTROL_VALUE 1000
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#include "windows.h"
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
// English (U.S.) resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
#ifdef _WIN32
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
#pragma code_page(1252)
#endif //_WIN32
/////////////////////////////////////////////////////////////////////////////
//
// Icon
//
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
IDI_ICON1 ICON DISCARDABLE "torque.ico"
IDI_ICON2 ICON DISCARDABLE "torque.ico"
#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
//
1 TEXTINCLUDE DISCARDABLE
BEGIN
"resource.h\0"
END
2 TEXTINCLUDE DISCARDABLE
BEGIN
"#include ""windows.h""\r\n"
"\0"
END
3 TEXTINCLUDE DISCARDABLE
BEGIN
"\r\n"
"\0"
END
#endif // APSTUDIO_INVOKED
#endif // English (U.S.) resources
/////////////////////////////////////////////////////////////////////////////
#ifndef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 3 resource.
//
/////////////////////////////////////////////////////////////////////////////
#endif // not APSTUDIO_INVOKED

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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIconFile</key>
<string>torqueDemo</string>
<key>CFBundleIdentifier</key>
<string>com.garagegames.${EXECUTABLE_NAME}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleSignature</key>
<string>GG3d</string>
<key>CFBundleVersion</key>
<string>1.0</string>
<key>NSMainNibFile</key>
<string>mainMenu</string>
<key>NSPrincipalClass</key>
<string>macApplication</string>
</dict>
</plist>

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@echo off
SETLOCAL
REM Handle our optional parameters
SET COMPILER=%1
SET CONFIG=%2
IF NOT DEFINED COMPILER SET COMPILER=VS2008
IF NOT DEFINED CONFIG SET CONFIG=Release
REM Setting up some variables
REM Detecting the correct Program Files
IF DEFINED PROGRAMFILES(X86) SET PROGRAMROOT=%ProgramFiles(x86)%
IF NOT DEFINED PROGRAMROOT SET PROGRAMROOT=%ProgramFiles%
REM First the defaults (set up for VS2008 by default)
SET ENVVAR="%PROGRAMROOT%\Microsoft Visual Studio 9.0\VC\vcvarsall.bat"
SET BUILDCMD=devenv.com
SET OPTIONS=/useenv /build "%CONFIG%|Win32"
SET BUILDDIR="VisualStudio 2008"
REM Handle the non-defaults
IF %COMPILER% == VS2010 SET ENVVAR="%PROGRAMROOT%\Microsoft Visual Studio 10.0\VC\vcvarsall.bat"
IF EXIST "%PROGRAMROOT%\Xoreax\IncrediBuild\BuildConsole.exe" SET BUILDCMD="%PROGRAMROOT%\Xoreax\IncrediBuild\BuildConsole.exe"
IF EXIST "%PROGRAMROOT%\Xoreax\IncrediBuild\BuildConsole.exe" SET OPTIONS=/build "%CONFIG%|Win32"
IF %COMPILER% == VS2010 SET BUILDDIR="VisualStudio 2010"
echo Building all solutions under %COMPILER% with the %CONFIG% configuration
echo Initializing %COMPILER% environment variables...
call %ENVVAR%
echo Initializing the DirectX SDK environment variables...
IF "%DXSDK_DIR%" == "" goto error_no_DXSDK_DIR
call "%DXSDK_DIR%Utilities\Bin\dx_setenv.cmd" x86
echo Moving to our build directory
cd %BUILDDIR%
echo - Building
for %%a in (*.sln) do %BUILDCMD% "%%a" %OPTIONS% & IF ERRORLEVEL 1 goto error_compile
REM It is just polite for a batch file to leave you in the same dir you started in
cd ..
REM We were successful in everything so go to the end
goto :end
:error_no_DXSDK_DIR
@echo ERROR: DXSDK_DIR variable is not set. Make sure the DirectX SDK is installed properly.
@goto end_error
:error_compile
@echo ERROR: There was an error compiling a solution in %CD%
@goto end_error
:end_error
ENDLOCAL
EXIT /B 1
:end
ENDLOCAL

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<?php
// Set this true to enable hifi networking instead of standard.
// In general ... hifi is designed to better deal with fast
// moving players in close proximity to each other, such as
// a racing game.
$TORQUE_HIFI_NET = false;
// Configure Torque 3D
Torque3D::beginConfig( "win32", "Full PhysX" );
// Include Web Deployment module
includeModule( 'webDeploy' );
// Include PhysX physics over Torque's.
includeModule( 'physx' );
// Enable for optional minidump debugging support
// addProjectDefine( 'TORQUE_MINIDUMP' );
Torque3D::endConfig();
?>

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<?php
// Configure Torque 3D
Torque3D::beginConfig( "mac", "Full PhysX" );
// Include Web Deployment module
includeModule( 'webDeploy' );
Torque3D::endConfig();
?>

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<?php
// This file is used to add your project specific code to the Torque 3D Game Engine
// by default we add the project's source folders recursively
addSrcDir('../source', true);
// Here is an example of how to include your project specific code
// In this case all the code in the "custom" folder in your project's source directory would be added
// addSrcDir('../source/custom');
?>

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<?php
class WebDeploymentWindows
{
public static $plugin = "WebFullPhysXTemplate";
//------ NP plugin settings
// The plugin MUST begin with NP for Firefox to recognize it
// setup in project.conf
public static $npPluginName = "";
public static $company = "My Game Company";
public static $companyKey = "mygamecompany";
public static $productName = "My Web Game";
public static $version = "1.0";
public static $description = "My Web Game Plugin";
// Before you should specify a unique MIME type for your game
public static $mimeType = "x-fullphysxtemplateplugin";
//------ ActiveX plugin settings
// setup in project.conf
public static $axPluginName = "";
// Before shipping the UUID should be changed to unique numbers for your game
// This UUID is used by CLSID in object tag in your site's html
public static $axWebGameLibUUID = "D62D1B36-253D-4218-B033-5ACE0B42B8BF";
// Other UUID used by registry
public static $axAppUUID = "AB7615A3-A918-488B-B128-96DD62D0AE36";
public static $axWebGameUUID = "5240D24D-FBCE-4AF2-99FC-4C7AD4318E91";
public static $axWebGameCtrlUUID = "FC143328-E29C-4BC4-8C83-618FEB562532";
};
?>

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<?php
class WebDeploymentOSX
{
// setup in project.conf
public static $safariPluginName = "";
public static $identifier = "com.mygamecompany.fullphysxtemplateplugin";
public static $description = "Full PhysX Template Plugin";
public static $version = "1.0";
// Before you should specify a unique MIME type for your game
public static $mimeType = "x-fullphysxtemplateplugin";
};
?>

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REM Delete procedural shaders
del /q /a:-R game\shaders\procedural\*.*
REM Delete dumped shader disassembly files
del /q /s /a:-R *_dis.txt

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#!/bin/sh
cd "`dirname "$0"`"
rm -rf game/shaders/procedural/*.*

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<TorsionProject>
<Name>Full PhysX</Name>
<WorkingDir/>
<EntryScript>main.cs</EntryScript>
<DebugHook>dbgSetParameters( #port#, "#password#", true );</DebugHook>
<Mods>
<Folder>core</Folder>
<Folder>scripts</Folder>
<Folder>art</Folder>
<Folder>levels</Folder>
<Folder>shaders</Folder>
<Folder>tools</Folder>
</Mods>
<ScannerExts>cs; gui</ScannerExts>
<Configs>
<Config>
<Name>Release</Name>
<Executable>Full PhysX.exe</Executable>
<Arguments/>
<HasExports>true</HasExports>
<Precompile>true</Precompile>
<InjectDebugger>true</InjectDebugger>
<UseSetModPaths>false</UseSetModPaths>
</Config>
<Config>
<Name>Debug</Name>
<Executable>Full PhysX_DEBUG.exe</Executable>
<Arguments/>
<HasExports>true</HasExports>
<Precompile>true</Precompile>
<InjectDebugger>true</InjectDebugger>
<UseSetModPaths>false</UseSetModPaths>
</Config>
</Configs>
<SearchURL/>
<SearchProduct>Full PhysX</SearchProduct>
<SearchVersion>HEAD</SearchVersion>
<ExecModifiedScripts>true</ExecModifiedScripts>
</TorsionProject>

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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.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Demo Pathed AIPlayer.
//-----------------------------------------------------------------------------
datablock PlayerData(DemoPlayer : DefaultPlayerData)
{
shootingDelay = 2000;
};

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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.
//-----------------------------------------------------------------------------
// Always declare audio Descriptions (the type of sound) before Profiles (the
// sound itself) when creating new ones.
// ----------------------------------------------------------------------------
// Now for the profiles - these are the usable sounds
// ----------------------------------------------------------------------------
datablock SFXProfile(ThrowSnd)
{
filename = "art/sound/throw";
description = AudioClose3d;
preload = false;
};
datablock SFXProfile(OOBWarningSnd)
{
filename = "art/sound/orc_pain";
description = "AudioLoop2D";
preload = false;
};

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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.
//-----------------------------------------------------------------------------
// Load up all datablocks. This function is called when
// a server is constructed.
// Do the sounds first -- later scripts/datablocks may need them
exec("./audioProfiles.cs");
// Do the various effects next -- later scripts/datablocks may need them
exec("./particles.cs");
exec("./environment.cs");
exec("./triggers.cs");
// Add a rigid example
exec("./rigidShape.cs");
exec("./health.cs");
// Load our supporting weapon datablocks
exec("./weapon.cs");
// Load the weapon datablocks
exec("./weapons/grenadeLauncher.cs");
exec("./weapons/grenade.cs");
exec("./weapons/rocketLauncher.cs");
exec("./weapons/Lurker.cs");
exec("./weapons/Ryder.cs");
exec("./weapons/ProxMine.cs");
exec("./weapons/Turret.cs");
exec("./teleporter.cs");
// Load the default player datablocks
exec("./player.cs");
// Load our other player datablocks
exec("./aiPlayer.cs");

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// ENVIROMENTAL EFFECTS GO HERE (PRECIPITATION - LIGHTNING)
// ----------------------------------------------------------------------------
// Rain
// ----------------------------------------------------------------------------
datablock SFXProfile(HeavyRainSound)
{
filename = "art/sound/environment/amb";
description = AudioLoop2d;
};
datablock PrecipitationData(HeavyRain)
{
soundProfile = "HeavyRainSound";
dropTexture = "art/environment/precipitation/rain";
splashTexture = "art/environment/precipitation/water_splash";
dropSize = 0.35;
splashSize = 0.1;
useTrueBillboards = false;
splashMS = 500;
};
// ----------------------------------------------------------------------------
// Lightning
// ----------------------------------------------------------------------------
// When setting up thunder sounds for lightning it should be known that:
// - strikeSound is a 3d sound
// - thunderSounds[n] are 2d sounds
datablock SFXProfile(ThunderCrash1Sound)
{
filename = "art/sound/environment/thunder1";
description = Audio2d;
};
datablock SFXProfile(ThunderCrash2Sound)
{
filename = "art/sound/environment/thunder2";
description = Audio2d;
};
datablock SFXProfile(ThunderCrash3Sound)
{
filename = "art/sound/environment/thunder3";
description = Audio2d;
};
datablock SFXProfile(ThunderCrash4Sound)
{
filename = "art/sound/environment/thunder4";
description = Audio2d;
};
datablock LightningData(DefaultStorm)
{
thunderSounds[0] = ThunderCrash1Sound;
thunderSounds[1] = ThunderCrash2Sound;
thunderSounds[2] = ThunderCrash3Sound;
thunderSounds[3] = ThunderCrash4Sound;
};

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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.
//-----------------------------------------------------------------------------
// Inventory items. These objects rely on the item & inventory support
// system defined in item.cs and inventory.cs
//-----------------------------------------------------------------------------
// Health kits can be added to your inventory and used to heal up.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Audio profiles
//-----------------------------------------------------------------------------
datablock SFXProfile(HealthUseSound)
{
filename = "art/sound/health_mono_01";
description = AudioClose3d;
preload = true;
};
//-----------------------------------------------------------------------------
// Health Kits cannot be picked up and are not meant to be added to
// inventory. Health is applied automatically when an objects collides
// with a patch.
//-----------------------------------------------------------------------------
datablock ItemData(HealthKitSmall)
{
// Mission editor category, this datablock will show up in the
// specified category under the "shapes" root category.
category = "Health";
className = "HealthPatch";
// Basic Item properties
shapeFile = "art/shapes/items/kit/healthkit.dts";
mass = 2;
friction = 1;
elasticity = 0.3;
emap = true;
// Dynamic properties defined by the scripts
pickupName = "a small health kit";
repairAmount = 50;
};
// This is the "health patch" dropped by a dying player.
datablock ItemData(HealthKitPatch)
{
// Mission editor category, this datablock will show up in the
// specified category under the "shapes" root category.
category = "Health";
className = "HealthPatch";
// Basic Item properties
shapeFile = "art/shapes/items/patch/healthpatch.dts";
mass = 2;
friction = 1;
elasticity = 0.3;
emap = true;
// Dynamic properties defined by the scripts
pickupName = "a health patch";
repairAmount = 50;
};

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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.
//-----------------------------------------------------------------------------
// This is the default save location for any Datablocks created in the
// Datablock Editor (this script is executed from onServerCreated())

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
datablock ParticleEmitterNodeData(DefaultEmitterNodeData)
{
timeMultiple = 1;
};
// Smoke
datablock ParticleData(Smoke)
{
textureName = "art/shapes/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 = "art/shapes/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 = "art/shapes/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 = "art/shapes/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 = "art/shapes/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;
};

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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.
//-----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// Player Audio Profiles
//----------------------------------------------------------------------------
datablock SFXProfile(DeathCrySound)
{
fileName = "art/sound/orc_death";
description = AudioClose3d;
preload = true;
};
datablock SFXProfile(PainCrySound)
{
fileName = "art/sound/orc_pain";
description = AudioClose3d;
preload = true;
};
//----------------------------------------------------------------------------
datablock SFXProfile(FootLightSoftSound)
{
filename = "art/sound/lgtStep_mono_01";
description = AudioClosest3d;
preload = true;
};
datablock SFXProfile(FootLightHardSound)
{
filename = "art/sound/hvystep_ mono_01";
description = AudioClose3d;
preload = true;
};
datablock SFXProfile(FootLightMetalSound)
{
filename = "art/sound/metalstep_mono_01";
description = AudioClose3d;
preload = true;
};
datablock SFXProfile(FootLightSnowSound)
{
filename = "art/sound/snowstep_mono_01";
description = AudioClosest3d;
preload = true;
};
datablock SFXProfile(FootLightShallowSplashSound)
{
filename = "art/sound/waterstep_mono_01";
description = AudioClose3d;
preload = true;
};
datablock SFXProfile(FootLightWadingSound)
{
filename = "art/sound/waterstep_mono_01";
description = AudioClose3d;
preload = true;
};
datablock SFXProfile(FootLightUnderwaterSound)
{
filename = "art/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 = "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 = "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 = "art/shapes/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 = "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 = "art/shapes/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 = "art/shapes/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;
};
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 = "art/shapes/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;
computeCRC = false;
// Third person shape
shapeFile = "art/shapes/actors/Soldier/soldier_rigged.dae";
cameraMaxDist = 3;
allowImageStateAnimation = true;
// First person arms
imageAnimPrefixFP = "soldier";
shapeNameFP[0] = "art/shapes/actors/Soldier/FP/FP_SoldierArms.DAE";
canObserve = 1;
cmdCategory = "Clients";
cameraDefaultFov = 55.0;
cameraMinFov = 5.0;
cameraMaxFov = 65.0;
debrisShapeName = "art/shapes/actors/common/debris_player.dts";
debris = playerDebris;
throwForce = 30;
aiAvoidThis = 1;
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;
energyPerDamagePoint = 75;
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;
maxUnderwaterForwardSpeed = 8.4;
maxUnderwaterBackwardSpeed = 7.8;
maxUnderwaterSideSpeed = 7.8;
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";
class = "armor";
cameraMinDist = "0";
DecalData = "PlayerFootprint";
// Allowable Inventory Items
mainWeapon = Lurker;
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";
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
datablock RigidShapeData( BouncingBoulder )
{
category = "RigidShape";
shapeFile = "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;
};

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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.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// 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 = "art/sound/orc_pain";
description = AudioDefault3D;
preload = true;
};
// The 2D sound played by the client after a teleport.
datablock SFXProfile(TeleportSound)
{
fileName = "art/sound/orc_death";
description = Audio2D;
preload = true;
};
// Particles to use for the emitter at the teleporter
datablock ParticleData(TeleporterParticles)
{
lifetimeMS = "750";
lifetimeVarianceMS = "100";
textureName = "art/shapes/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 = "art/shapes/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;
};

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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.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// 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;
};

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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.
//-----------------------------------------------------------------------------
// This file contains 'generic' datablocks usable by all weapon class items.
// ----------------------------------------------------------------------------
// Audio profiles
// ----------------------------------------------------------------------------
datablock SFXProfile(WeaponUseSound)
{
filename = "art/sound/weapons/weapon_switch";
description = AudioClose3d;
preload = true;
};
datablock SFXProfile(WeaponPickupSound)
{
filename = "art/sound/weapons/Weapon_pickup";
description = AudioClose3d;
preload = true;
};
datablock SFXProfile(AmmoPickupSound)
{
filename = "art/sound/weapons/Ammo_pickup";
description = AudioClose3d;
preload = true;
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//--------------------------------------------------------------------------
// Sounds
//--------------------------------------------------------------------------
datablock SFXProfile(LurkerFireSound)
{
filename = "art/sound/weapons/wpn_lurker_fire";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(LurkerReloadSound)
{
filename = "art/sound/weapons/wpn_lurker_reload";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(LurkerIdleSound)
{
filename = "art/sound/weapons/wpn_lurker_idle";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(LurkerSwitchinSound)
{
filename = "art/sound/weapons/wpn_lurker_switchin";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(LurkerGrenadeFireSound)
{
filename = "art/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 = "art/sound/CT_fx/weapons/SCARFIRE";
description = AudioClose3D;
preload = true;
};*/
// ----------------------------------------------------------------------------
// Particles
// ----------------------------------------------------------------------------
datablock ParticleData(GunFireSmoke)
{
textureName = "art/shapes/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 = "art/shapes/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 = "art/shapes/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 = "art/shapes/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 = "art/shapes/weapons/RifleShell/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 = "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 = "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 = "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 = "art/shapes/weapons/Lurker/TP_Lurker.DAE";
shapeFileFP = "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 = "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 = "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 = "art/shapes/weapons/Lurker/TP_Lurker.DAE";
shapeFileFP = "art/shapes/weapons/Lurker/FP_Lurker.DAE";
emap = true;
imageAnimPrefix = "Rifle";
imageAnimPrefixFP = "Rifle";
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
firstPerson = true;
useEyeNode = true;
animateOnServer = true;
// When firing from a point offset from the eye, muzzle correction
// will adjust the muzzle vector to point to the eye LOS point.
// Since this weapon doesn't actually fire from the muzzle point,
// we need to turn this off.
correctMuzzleVector = true;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
class = "WeaponImage";
className = "WeaponImage";
// Projectiles and Ammo.
item = LurkerGrenadeLauncher;
ammo = LurkerGrenadeAmmo;
projectile = GrenadeLauncherProjectile;
projectileType = Projectile;
projectileSpread = "0.02";
// Weapon lights up while firing
lightType = "WeaponFireLight";
lightColor = "0.992126 0.968504 0.708661 1";
lightRadius = "4";
lightDuration = "100";
lightBrightness = 2;
// Shake camera while firing.
shakeCamera = false;
camShakeFreq = "0 0 0";
camShakeAmp = "0 0 0";
// Images have a state system which controls how the animations
// are run, which sounds are played, script callbacks, etc. This
// state system is downloaded to the client so that clients can
// predict state changes and animate accordingly. The following
// system supports basic ready->fire->reload transitions as
// well as a no-ammo->dryfire idle state.
useRemainderDT = true;
// Initial start up state
stateName[0] = "Preactivate";
stateTransitionOnLoaded[0] = "Activate";
stateTransitionOnNoAmmo[0] = "NoAmmo";
// Activating the gun. Called when the weapon is first
// mounted and there is ammo.
stateName[1] = "Activate";
stateTransitionGeneric0In[1] = "SprintEnter";
stateTransitionOnTimeout[1] = "Ready";
stateTimeoutValue[1] = 0.5;
stateSequence[1] = "switch_in";
stateSound[1] = LurkerSwitchinSound;
// Ready to fire, just waiting for the trigger
stateName[2] = "Ready";
stateTransitionGeneric0In[2] = "SprintEnter";
stateTransitionOnMotion[2] = "ReadyMotion";
stateTransitionOnTimeout[2] = "ReadyFidget";
stateTimeoutValue[2] = 10;
stateWaitForTimeout[2] = false;
stateScaleAnimation[2] = false;
stateScaleAnimationFP[2] = false;
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateSequence[2] = "idle";
// Same as Ready state but plays a fidget sequence
stateName[3] = "ReadyFidget";
stateTransitionGeneric0In[3] = "SprintEnter";
stateTransitionOnMotion[3] = "ReadyMotion";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 6;
stateWaitForTimeout[3] = false;
stateTransitionOnNoAmmo[3] = "NoAmmo";
stateTransitionOnTriggerDown[3] = "Fire";
stateSequence[3] = "idle_fidget1";
stateSound[3] = LurkerIdleSound;
// Ready to fire with player moving
stateName[4] = "ReadyMotion";
stateTransitionGeneric0In[4] = "SprintEnter";
stateTransitionOnNoMotion[4] = "Ready";
stateWaitForTimeout[4] = false;
stateScaleAnimation[4] = false;
stateScaleAnimationFP[4] = false;
stateSequenceTransitionIn[4] = true;
stateSequenceTransitionOut[4] = true;
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTriggerDown[4] = "Fire";
stateSequence[4] = "run";
// Fire the weapon. Calls the fire script which does
// the actual work.
stateName[5] = "Fire";
stateTransitionGeneric0In[5] = "SprintEnter";
stateTransitionOnTimeout[5] = "NewRound";
stateTimeoutValue[5] = 1.2;
stateFire[5] = true;
stateRecoil[5] = "";
stateAllowImageChange[5] = false;
stateSequence[5] = "fire_alt";
stateScaleAnimation[5] = true;
stateSequenceNeverTransition[5] = true;
stateSequenceRandomFlash[5] = true; // use muzzle flash sequence
stateScript[5] = "onFire";
stateSound[5] = LurkerGrenadeFireSound;
stateEmitter[5] = GunFireSmokeEmitter;
stateEmitterTime[5] = 0.025;
stateEjectShell[5] = true;
// Put another round into the chamber
stateName[6] = "NewRound";
stateTransitionGeneric0In[6] = "SprintEnter";
stateTransitionOnNoAmmo[6] = "NoAmmo";
stateTransitionOnTimeout[6] = "Ready";
stateWaitForTimeout[6] = "0";
stateTimeoutValue[6] = 0.05;
stateAllowImageChange[6] = false;
// No ammo in the weapon, just idle until something
// shows up. Play the dry fire sound if the trigger is
// pulled.
stateName[7] = "NoAmmo";
stateTransitionGeneric0In[7] = "SprintEnter";
stateTransitionOnMotion[7] = "NoAmmoReadyMotion";
stateTransitionOnAmmo[7] = "ReloadClip";
stateTimeoutValue[7] = 0.1; // Slight pause to allow script to run when trigger is still held down from Fire state
stateScript[7] = "onClipEmpty";
stateSequence[7] = "idle";
stateScaleAnimation[7] = false;
stateScaleAnimationFP[7] = false;
stateTransitionOnTriggerDown[7] = "DryFire";
stateName[8] = "NoAmmoReadyMotion";
stateTransitionGeneric0In[8] = "SprintEnter";
stateTransitionOnNoMotion[8] = "NoAmmo";
stateWaitForTimeout[8] = false;
stateScaleAnimation[8] = false;
stateScaleAnimationFP[8] = false;
stateSequenceTransitionIn[8] = true;
stateSequenceTransitionOut[8] = true;
stateTransitionOnAmmo[8] = "ReloadClip";
stateTransitionOnTriggerDown[8] = "DryFire";
stateSequence[8] = "run";
// No ammo dry fire
stateName[9] = "DryFire";
stateTransitionGeneric0In[9] = "SprintEnter";
stateTimeoutValue[9] = 1.0;
stateTransitionOnTimeout[9] = "NoAmmo";
stateScript[9] = "onDryFire";
// Play the reload clip animation
stateName[10] = "ReloadClip";
stateTransitionGeneric0In[10] = "SprintEnter";
stateTransitionOnTimeout[10] = "Ready";
stateWaitForTimeout[10] = true;
stateTimeoutValue[10] = 3.0;
stateReload[10] = true;
stateSequence[10] = "reload";
stateShapeSequence[10] = "Reload";
stateScaleShapeSequence[10] = true;
// Start Sprinting
stateName[11] = "SprintEnter";
stateTransitionGeneric0Out[11] = "SprintExit";
stateTransitionOnTimeout[11] = "Sprinting";
stateWaitForTimeout[11] = false;
stateTimeoutValue[11] = 0.5;
stateWaitForTimeout[11] = false;
stateScaleAnimation[11] = false;
stateScaleAnimationFP[11] = false;
stateSequenceTransitionIn[11] = true;
stateSequenceTransitionOut[11] = true;
stateAllowImageChange[11] = false;
stateSequence[11] = "sprint";
// Sprinting
stateName[12] = "Sprinting";
stateTransitionGeneric0Out[12] = "SprintExit";
stateWaitForTimeout[12] = false;
stateScaleAnimation[12] = false;
stateScaleAnimationFP[12] = false;
stateSequenceTransitionIn[12] = true;
stateSequenceTransitionOut[12] = true;
stateAllowImageChange[12] = false;
stateSequence[12] = "sprint";
// Stop Sprinting
stateName[13] = "SprintExit";
stateTransitionGeneric0In[13] = "SprintEnter";
stateTransitionOnTimeout[13] = "Ready";
stateWaitForTimeout[13] = false;
stateTimeoutValue[13] = 0.5;
stateSequenceTransitionIn[13] = true;
stateSequenceTransitionOut[13] = true;
stateAllowImageChange[13] = false;
stateSequence[13] = "sprint";
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//--------------------------------------------------------------------------
// Sounds
//--------------------------------------------------------------------------
// Added for Lesson 5 - Adding Weapons - 23 Sep 11
datablock SFXProfile(WeaponTemplateFireSound)
{
filename = "art/sound/weapons/wpn_fire";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(WeaponTemplateReloadSound)
{
filename = "art/sound/weapons/wpn_reload";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(WeaponTemplateSwitchinSound)
{
filename = "art/sound/weapons/wpn_switchin";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(WeaponTemplateIdleSound)
{
filename = "art/sound/weapons/wpn_idle";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(WeaponTemplateGrenadeSound)
{
filename = "art/sound/weapons/wpn_grenadelaunch";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(WeaponTemplateMineSwitchinSound)
{
filename = "art/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 = "art/shapes/weapons/Lurker/TP_Lurker.DAE";
shapeFileFP = "art/shapes/weapons/Lurker/FP_Lurker.DAE";
// Whether or not to enable environment mapping
//emap = true;
//imageAnimPrefixFP = "";
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
//firstPerson = true;
//eyeOffset = "0.001 -0.05 -0.065";
// When firing from a point offset from the eye, muzzle correction
// will adjust the muzzle vector to point to the eye LOS point.
// Since this weapon doesn't actually fire from the muzzle point,
// we need to turn this off.
//correctMuzzleVector = true;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
class = "WeaponImage";
className = "WeaponImage";
// Projectiles and Ammo.
item = WeaponTemplateItem;
ammo = WeaponTemplateAmmo;
//projectile = BulletProjectile;
//projectileType = Projectile;
//projectileSpread = "0.005";
// Properties associated with the shell casing that gets ejected during firing
//casing = BulletShell;
//shellExitDir = "1.0 0.3 1.0";
//shellExitOffset = "0.15 -0.56 -0.1";
//shellExitVariance = 15.0;
//shellVelocity = 3.0;
// Properties associated with a light that occurs when the weapon fires
//lightType = "";
//lightColor = "0.992126 0.968504 0.708661 1";
//lightRadius = "4";
//lightDuration = "100";
//lightBrightness = 2;
// Properties associated with shaking the camera during firing
//shakeCamera = false;
//camShakeFreq = "0 0 0";
//camShakeAmp = "0 0 0";
// Images have a state system which controls how the animations
// are run, which sounds are played, script callbacks, etc. This
// state system is downloaded to the client so that clients can
// predict state changes and animate accordingly. The following
// system supports basic ready->fire->reload transitions as
// well as a no-ammo->dryfire idle state.
// If true, allow multiple timeout transitions to occur within a single tick
// useful if states have a very small timeout
//useRemainderDT = true;
// Initial start up state
stateName[0] = "Preactivate";
stateTransitionOnLoaded[0] = "Activate";
stateTransitionOnNoAmmo[0] = "NoAmmo";
// Activating the gun. Called when the weapon is first
// mounted and there is ammo.
stateName[1] = "Activate";
stateTransitionGeneric0In[1] = "SprintEnter";
stateTransitionOnTimeout[1] = "Ready";
stateTimeoutValue[1] = 0.5;
stateSequence[1] = "switch_in";
// Ready to fire, just waiting for the trigger
stateName[2] = "Ready";
stateTransitionGeneric0In[2] = "SprintEnter";
stateTransitionOnMotion[2] = "ReadyMotion";
stateTransitionOnTimeout[2] = "ReadyFidget";
stateTimeoutValue[2] = 10;
stateWaitForTimeout[2] = false;
stateScaleAnimation[2] = false;
stateScaleAnimationFP[2] = false;
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateSequence[2] = "idle";
// Same as Ready state but plays a fidget sequence
stateName[3] = "ReadyFidget";
stateTransitionGeneric0In[3] = "SprintEnter";
stateTransitionOnMotion[3] = "ReadyMotion";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 6;
stateWaitForTimeout[3] = false;
stateTransitionOnNoAmmo[3] = "NoAmmo";
stateTransitionOnTriggerDown[3] = "Fire";
stateSequence[3] = "idle_fidget1";
// Ready to fire with player moving
stateName[4] = "ReadyMotion";
stateTransitionGeneric0In[4] = "SprintEnter";
stateTransitionOnNoMotion[4] = "Ready";
stateWaitForTimeout[4] = false;
stateScaleAnimation[4] = false;
stateScaleAnimationFP[4] = false;
stateSequenceTransitionIn[4] = true;
stateSequenceTransitionOut[4] = true;
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTriggerDown[4] = "Fire";
stateSequence[4] = "run";
// Fire the weapon. Calls the fire script which does
// the actual work.
stateName[5] = "Fire";
stateTransitionGeneric0In[5] = "SprintEnter";
stateTransitionOnTimeout[5] = "Reload";
stateTimeoutValue[5] = 0.15;
stateFire[5] = true;
stateRecoil[5] = "";
stateAllowImageChange[5] = false;
stateSequence[5] = "fire";
stateScaleAnimation[5] = false;
stateSequenceNeverTransition[5] = true;
stateSequenceRandomFlash[5] = true; // use muzzle flash sequence
stateScript[5] = "onFire";
stateSound[5] = WeaponTemplateFireSound;
stateEmitter[5] = GunFireSmokeEmitter;
stateEmitterTime[5] = 0.025;
// Play the reload animation, and transition into
stateName[6] = "Reload";
stateTransitionGeneric0In[6] = "SprintEnter";
stateTransitionOnNoAmmo[6] = "NoAmmo";
stateTransitionOnTimeout[6] = "Ready";
stateWaitForTimeout[6] = "0";
stateTimeoutValue[6] = 0.05;
stateAllowImageChange[6] = false;
//stateSequence[6] = "reload";
stateEjectShell[6] = true;
// No ammo in the weapon, just idle until something
// shows up. Play the dry fire sound if the trigger is
// pulled.
stateName[7] = "NoAmmo";
stateTransitionGeneric0In[7] = "SprintEnter";
stateTransitionOnAmmo[7] = "ReloadClip";
stateScript[7] = "onClipEmpty";
// No ammo dry fire
stateName[8] = "DryFire";
stateTransitionGeneric0In[8] = "SprintEnter";
stateTimeoutValue[8] = 1.0;
stateTransitionOnTimeout[8] = "NoAmmo";
stateScript[8] = "onDryFire";
// Play the reload clip animation
stateName[9] = "ReloadClip";
stateTransitionGeneric0In[9] = "SprintEnter";
stateTransitionOnTimeout[9] = "Ready";
stateWaitForTimeout[9] = true;
stateTimeoutValue[9] = 3.0;
stateReload[9] = true;
stateSequence[9] = "reload";
stateShapeSequence[9] = "Reload";
stateScaleShapeSequence[9] = true;
// Start Sprinting
stateName[10] = "SprintEnter";
stateTransitionGeneric0Out[10] = "SprintExit";
stateTransitionOnTimeout[10] = "Sprinting";
stateWaitForTimeout[10] = false;
stateTimeoutValue[10] = 0.5;
stateWaitForTimeout[10] = false;
stateScaleAnimation[10] = false;
stateScaleAnimationFP[10] = false;
stateSequenceTransitionIn[10] = true;
stateSequenceTransitionOut[10] = true;
stateAllowImageChange[10] = false;
stateSequence[10] = "sprint";
// Sprinting
stateName[11] = "Sprinting";
stateTransitionGeneric0Out[11] = "SprintExit";
stateWaitForTimeout[11] = false;
stateScaleAnimation[11] = false;
stateScaleAnimationFP[11] = false;
stateSequenceTransitionIn[11] = true;
stateSequenceTransitionOut[11] = true;
stateAllowImageChange[11] = false;
stateSequence[11] = "sprint";
// Stop Sprinting
stateName[12] = "SprintExit";
stateTransitionGeneric0In[12] = "SprintEnter";
stateTransitionOnTimeout[12] = "Ready";
stateWaitForTimeout[12] = false;
stateTimeoutValue[12] = 0.5;
stateSequenceTransitionIn[12] = true;
stateSequenceTransitionOut[12] = true;
stateAllowImageChange[12] = false;
stateSequence[12] = "sprint";
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
datablock SFXProfile( MineArmedSound )
{
filename = "art/sound/weapons/mine_armed";
description = AudioClose3d;
preload = true;
};
datablock SFXProfile( MineSwitchinSound )
{
filename = "art/sound/weapons/wpn_proximitymine_switchin";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile( MineTriggeredSound )
{
filename = "art/sound/weapons/mine_trigger";
description = AudioClose3d;
preload = true;
};
datablock ProximityMineData( ProxMine )
{
// ShapeBaseData fields
category = "Weapon";
shapeFile = "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 = "art/shapes/weapons/ProxMine/TP_ProxMine.DAE";
shapeFileFP = "art/shapes/weapons/ProxMine/FP_ProxMine.DAE";
imageAnimPrefix = "ProxMine";
imageAnimPrefixFP = "ProxMine";
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
firstPerson = true;
useEyeNode = true;
// When firing from a point offset from the eye, muzzle correction
// will adjust the muzzle vector to point to the eye LOS point.
// Since this weapon doesn't actually fire from the muzzle point,
// we need to turn this off.
correctMuzzleVector = false;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
class = "WeaponImage";
className = "WeaponImage";
// Projectiles and Ammo.
item = ProxMine;
// Shake camera while firing.
shakeCamera = false;
camShakeFreq = "0 0 0";
camShakeAmp = "0 0 0";
// Images have a state system which controls how the animations
// are run, which sounds are played, script callbacks, etc. This
// state system is downloaded to the client so that clients can
// predict state changes and animate accordingly. The following
// system supports basic ready->fire->reload transitions as
// well as a no-ammo->dryfire idle state.
// Initial start up state
stateName[0] = "Preactivate";
stateTransitionOnLoaded[0] = "Activate";
stateTransitionOnNoAmmo[0] = "Activate";
// Activating the gun. Called when the weapon is first
// mounted and there is ammo.
stateName[1] = "Activate";
stateTransitionGeneric0In[1] = "SprintEnter";
stateTransitionOnTimeout[1] = "Ready";
stateTimeoutValue[1] = 3.0;
stateSequence[1] = "switch_in";
stateShapeSequence[1] = "Reload";
stateSound[1] = MineSwitchinSound;
// Ready to fire, just waiting for the trigger
stateName[2] = "Ready";
stateTransitionGeneric0In[2] = "SprintEnter";
stateTransitionOnMotion[2] = "ReadyMotion";
stateTransitionOnTriggerDown[2] = "Fire";
stateScaleAnimation[2] = false;
stateScaleAnimationFP[2] = false;
stateSequence[2] = "idle";
// Ready to fire with player moving
stateName[3] = "ReadyMotion";
stateTransitionGeneric0In[3] = "SprintEnter";
stateTransitionOnNoMotion[3] = "Ready";
stateScaleAnimation[3] = false;
stateScaleAnimationFP[3] = false;
stateSequenceTransitionIn[3] = true;
stateSequenceTransitionOut[3] = true;
stateTransitionOnTriggerDown[3] = "Fire";
stateSequence[3] = "run";
// Wind up to throw the ProxMine
stateName[4] = "Fire";
stateTransitionGeneric0In[4] = "SprintEnter";
stateTransitionOnTimeout[4] = "Fire2";
stateTimeoutValue[4] = 0.8;
stateFire[4] = true;
stateRecoil[4] = "";
stateAllowImageChange[4] = false;
stateSequence[4] = "Fire";
stateSequenceNeverTransition[4] = true;
stateShapeSequence[4] = "Fire";
// Throw the actual mine
stateName[5] = "Fire2";
stateTransitionGeneric0In[5] = "SprintEnter";
stateTransitionOnTriggerUp[5] = "Reload";
stateTimeoutValue[5] = 0.7;
stateAllowImageChange[5] = false;
stateSequenceNeverTransition[5] = true;
stateSequence[5] = "fire_release";
stateShapeSequence[5] = "Fire_Release";
stateScript[5] = "onFire";
// Play the reload animation, and transition into
stateName[6] = "Reload";
stateTransitionGeneric0In[6] = "SprintEnter";
stateTransitionOnTimeout[6] = "Ready";
stateWaitForTimeout[6] = true;
stateTimeoutValue[6] = 3.0;
stateSequence[6] = "switch_in";
stateShapeSequence[6] = "Reload";
stateSound[6] = MineSwitchinSound;
// Start Sprinting
stateName[7] = "SprintEnter";
stateTransitionGeneric0Out[7] = "SprintExit";
stateTransitionOnTimeout[7] = "Sprinting";
stateWaitForTimeout[7] = false;
stateTimeoutValue[7] = 0.25;
stateWaitForTimeout[7] = false;
stateScaleAnimation[7] = true;
stateScaleAnimationFP[7] = true;
stateSequenceTransitionIn[7] = true;
stateSequenceTransitionOut[7] = true;
stateAllowImageChange[7] = false;
stateSequence[7] = "run2sprint";
// Sprinting
stateName[8] = "Sprinting";
stateTransitionGeneric0Out[8] = "SprintExit";
stateWaitForTimeout[8] = false;
stateScaleAnimation[8] = false;
stateScaleAnimationFP[8] = false;
stateSequenceTransitionIn[8] = true;
stateSequenceTransitionOut[8] = true;
stateAllowImageChange[8] = false;
stateSequence[8] = "sprint";
// Stop Sprinting
stateName[9] = "SprintExit";
stateTransitionGeneric0In[9] = "SprintEnter";
stateTransitionOnTimeout[9] = "Ready";
stateWaitForTimeout[9] = false;
stateTimeoutValue[9] = 0.5;
stateSequenceTransitionIn[9] = true;
stateSequenceTransitionOut[9] = true;
stateAllowImageChange[9] = false;
stateSequence[9] = "sprint2run";
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//--------------------------------------------------------------------------
// Sounds
//--------------------------------------------------------------------------
datablock SFXProfile(RyderFireSound)
{
filename = "art/sound/weapons/wpn_Ryder_fire";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(RyderReloadSound)
{
filename = "art/sound/weapons/wpn_Ryder_reload";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(RyderSwitchinSound)
{
filename = "art/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 = "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 = "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 = "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 = "art/shapes/weapons/Ryder/TP_Ryder.DAE";
shapeFileFP = "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 = 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] = 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";
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
datablock SFXProfile(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 = "art/sound/turret/wpn_turret_fire";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(TurretActivatedSound)
{
filename = "art/sound/turret/wpn_turret_deploy";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(TurretScanningSound)
{
filename = "art/sound/turret/wpn_turret_scan";
description = AudioCloseLoop3D;
preload = true;
};
datablock SFXProfile(TurretSwitchinSound)
{
filename = "art/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 = "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 = "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 = "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 = "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 = "art/shapes/weapons/Turret/TP_Turret.DAE";
shapeFileFP = "art/shapes/weapons/Turret/FP_Turret.DAE";
emap = true;
imageAnimPrefix = "Turret";
imageAnimPrefixFP = "Turret";
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
firstPerson = true;
useEyeNode = true;
// Don't allow a player to sprint with a turret
sprintDisallowed = true;
class = "DeployableTurretWeaponImage";
className = "DeployableTurretWeaponImage";
// Projectiles and Ammo.
item = DeployableTurret;
// Shake camera while firing.
shakeCamera = false;
camShakeFreq = "0 0 0";
camShakeAmp = "0 0 0";
// Images have a state system which controls how the animations
// are run, which sounds are played, script callbacks, etc. This
// state system is downloaded to the client so that clients can
// predict state changes and animate accordingly. The following
// system supports basic ready->fire->reload transitions as
// well as a no-ammo->dryfire idle state.
// Initial start up state
stateName[0] = "Preactivate";
stateTransitionOnLoaded[0] = "Activate";
stateTransitionOnNoAmmo[0] = "Activate";
// Activating the gun. Called when the weapon is first
// mounted and there is ammo.
stateName[1] = "Activate";
stateTransitionGeneric0In[1] = "SprintEnter";
stateTransitionOnTimeout[1] = "Ready";
stateTimeoutValue[1] = 0.66;
stateSequence[1] = "switch_in";
stateSound[1] = TurretSwitchinSound;
// Ready to fire, just waiting for the trigger
stateName[2] = "Ready";
stateTransitionGeneric0In[2] = "SprintEnter";
stateTransitionOnMotion[2] = "ReadyMotion";
stateTransitionOnTriggerDown[2] = "Fire";
stateScaleAnimation[2] = false;
stateScaleAnimationFP[2] = false;
stateSequence[2] = "idle";
// Ready to fire with player moving
stateName[3] = "ReadyMotion";
stateTransitionGeneric0In[3] = "SprintEnter";
stateTransitionOnNoMotion[3] = "Ready";
stateScaleAnimation[3] = false;
stateScaleAnimationFP[3] = false;
stateSequenceTransitionIn[3] = true;
stateSequenceTransitionOut[3] = true;
stateTransitionOnTriggerDown[3] = "Fire";
stateSequence[3] = "run";
// Wind up to throw the Turret
stateName[4] = "Fire";
stateTransitionGeneric0In[4] = "SprintEnter";
stateTransitionOnTimeout[4] = "Fire2";
stateTimeoutValue[4] = 0.66;
stateFire[4] = true;
stateRecoil[4] = "";
stateAllowImageChange[4] = false;
stateSequence[4] = "Fire";
stateSequenceNeverTransition[4] = true;
stateShapeSequence[4] = "Recoil";
// Throw the actual Turret
stateName[5] = "Fire2";
stateTransitionGeneric0In[5] = "SprintEnter";
stateTransitionOnTriggerUp[5] = "Reload";
stateTimeoutValue[5] = 0.1;
stateAllowImageChange[5] = false;
stateScript[5] = "onFire";
stateShapeSequence[5] = "Fire_Release";
// Play the reload animation, and transition into
stateName[6] = "Reload";
stateTransitionGeneric0In[6] = "SprintEnter";
stateTransitionOnTimeout[6] = "Ready";
stateWaitForTimeout[6] = true;
stateTimeoutValue[6] = 0.66;
stateSequence[6] = "switch_in";
// Start Sprinting
stateName[7] = "SprintEnter";
stateTransitionGeneric0Out[7] = "SprintExit";
stateTransitionOnTimeout[7] = "Sprinting";
stateWaitForTimeout[7] = false;
stateTimeoutValue[7] = 0.25;
stateWaitForTimeout[7] = false;
stateScaleAnimation[7] = true;
stateScaleAnimationFP[7] = true;
stateSequenceTransitionIn[7] = true;
stateSequenceTransitionOut[7] = true;
stateAllowImageChange[7] = false;
stateSequence[7] = "sprint";
// Sprinting
stateName[8] = "Sprinting";
stateTransitionGeneric0Out[8] = "SprintExit";
stateWaitForTimeout[8] = false;
stateScaleAnimation[8] = false;
stateScaleAnimationFP[8] = false;
stateSequenceTransitionIn[8] = true;
stateSequenceTransitionOut[8] = true;
stateAllowImageChange[8] = false;
stateSequence[8] = "sprint";
// Stop Sprinting
stateName[9] = "SprintExit";
stateTransitionGeneric0In[9] = "SprintEnter";
stateTransitionOnTimeout[9] = "Ready";
stateWaitForTimeout[9] = false;
stateTimeoutValue[9] = 0.5;
stateSequenceTransitionIn[9] = true;
stateSequenceTransitionOut[9] = true;
stateAllowImageChange[9] = false;
stateSequence[9] = "sprint";
};

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//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
$GrenadeUpVectorOffset = "0 0 1";
//----------------------------------------------------------------------------
// Sounds
//----------------------------------------------------------------------------
datablock SFXProfile(GrenadeExplosionSound)
{
filename = "art/sound/CT_fx/weapons/GRENADELAND.wav";
description = AudioDefault3d;
preload = true;
};
//----------------------------------------------------------------------------
// Debris
//----------------------------------------------------------------------------
datablock ParticleData(GrenadeDebrisFireParticle)
{
textureName = "art/shapes/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 = "art/shapes/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 = "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;
};
// ----------------------------------------------------------------------------
// Explosion Particle effects
// ----------------------------------------------------------------------------
datablock ParticleData(GrenadeExpFire)
{
textureName = "art/shapes/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 = "art/shapes/particles/fireball.png";
times[3] = "1";
dragCoefficient = "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 = "art/shapes/particles/smoke.png";
dragCoefficient = 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 = "art/shapes/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 = "art/shapes/particles/Sparkparticle";
dragCoefficient = 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 = "art/shapes/particles/droplet";
dragCoefficient = 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 = "art/shapes/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 = "art/shapes/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;
};

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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.
//-----------------------------------------------------------------------------
// GrenadeLauncher weapon.
// This script file contains all of the necessary datablocks needed for the
// GrenadeLauncher. These datablocks include sound profiles, light descriptions,
// particle effects, explosions, projectiles, items (weapon and ammo), shell
// casings (if any), and finally the weapon image which contains the state
// machine that determines how the weapon operates.
// The various "fire" methods/modes are handled in weapons.cs through a "weapon"
// namespace function. This reduces duplicated code, although a unique fire
// method could still be implemented for this weapon.
// ----------------------------------------------------------------------------
// Sound profiles
// ----------------------------------------------------------------------------
datablock SFXProfile(GrenadeLauncherReloadSound)
{
filename = "art/sound/weapons/Crossbow_reload";
description = AudioClose3d;
preload = true;
};
datablock SFXProfile(GrenadeLauncherFireSound)
{
filename = "art/sound/weapons/relbow_mono_01";
description = AudioClose3d;
preload = true;
};
datablock SFXProfile(GrenadeLauncherFireEmptySound)
{
filename = "art/sound/weapons/Crossbow_firing_empty";
description = AudioClose3d;
preload = true;
};
datablock SFXProfile(GrenadeLauncherExplosionSound)
{
filename = "art/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;
};
datablock LightDescription(GrenadeLauncherWaterLightDesc)
{
radius = 2.0;
color = "1 1 1";
brightness = 2.0;
animationType = PulseLightAnim;
animationPeriod = 0.25;
//flareType = SimpleLightFlare0;
};
//----------------------------------------------------------------------------
// Debris
//----------------------------------------------------------------------------
datablock ParticleData(GrenadeDebrisFireParticle)
{
textureName = "art/shapes/particles/impact";
dragCoeffiecient = 0.0;
gravityCoefficient = -1;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 300;
lifetimeVarianceMS = 100;
useInvAlpha = false;
spinSpeed = 1;
spinRandomMin = -280.0;
spinRandomMax = 280.0;
colors[0] = "1.0 0.6 0.2 0.1";
colors[1] = "1.0 0.5 0 0.5";
colors[2] = "0.1 0.1 0.1 0.0";
sizes[0] = 1.0;
sizes[1] = 2.0;
sizes[2] = 1.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(GrenadeDebrisFireEmitter)
{
ejectionPeriodMS = 8;
periodVarianceMS = 4;
ejectionVelocity = 5.0;
velocityVariance = 3.0;
thetaMin = 0.0;
thetaMax = 180.0;
phiReferenceVel = 0;
phiVariance = 360;
ejectionoffset = 0.3;
particles = "GrenadeDebrisFireParticle";
};
datablock DebrisData(GrenadeDebris)
{
shapeFile = "art/shapes/weapons/GrenadeLauncher/debris.dts";
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)
{
dragCoefficient = 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 = "art/shapes/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)
{
dragCoefficient = 1;
windCoefficient = 0.9;
gravityCoefficient = 0.3;
inheritedVelFactor = 0.2;
constantAcceleration = -1.4;
lifetimeMS = 600;
lifetimeVarianceMS = 200;
textureName = "art/shapes/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 = "art/shapes/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;
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)
{
// numSegments = 15;
// ejectionFreq = 15;
// ejectionAngle = 40;
// ringLifetime = 0.5;
// lifetimeMS = 300;
// velocity = 4.0;
// startRadius = 0.0;
// acceleration = -3.0;
// texWrap = 5.0;
// texture = "art/shapes/particles/splash";
emitter[0] = GrenadeSplashEmitter;
emitter[1] = GrenadeSplashMistEmitter;
emitter[2] = GrenadeSplashRingEmitter;
// 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 = "art/shapes/particles/fireball";
dragCoeffiecient = 0;
windCoeffiecient = 0.5;
gravityCoefficient = -0.300366;
inheritedVelFactor = 0.299413;
constantAcceleration = 0.2;
lifetimeMS = 2000;//3000;
lifetimeVarianceMS = 299;//200;
useInvAlpha = false;
spinRandomMin = -80.0;
spinRandomMax = 0;
spinSpeed = 1;
colors[0] = "0.795276 0.393701 0 0.795276";
colors[1] = "0.19685 0.0944882 0 0.393701";
colors[2] = "0 0 0 0";
sizes[0] = 0.75;//2;
sizes[1] = 1.5;
sizes[2] = 3;//0.5;
times[0] = 0.0;
times[1] = 0.498039;
times[2] = 1.0;
animTexName = "art/shapes/particles/Fireball";
times[3] = "1";
};
datablock ParticleEmitterData(GrenadeExpFireEmitter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 5;//0;
ejectionVelocity = 4;//1.0;
velocityVariance = 1;//0.5;
thetaMin = 0.0;
thetaMax = 180.0;
lifetimeMS = 250;
particles = "GrenadeExpFire";
};
datablock ParticleData(GrenadeExpDust)
{
textureName = "art/shapes/particles/smoke";
dragCoefficient = 1.0;
gravityCoefficient = -0.01;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 2500;
lifetimeVarianceMS = 500;
useInvAlpha = true;
spinSpeed = 1;
spinRandomMin = -90.0;
spinRandomMax = 90.0;
colors[0] = "0.6 0.6 0.6 0.3";
colors[1] = "0.6 0.6 0.6 0.3";
colors[2] = "0.6 0.6 0.6 0.0";
sizes[0] = 1.6;
sizes[1] = 2.0;
sizes[2] = 2.4;
times[0] = 0.0;
times[1] = 0.7;
times[2] = 1.0;
};
datablock ParticleEmitterData(GrenadeExpDustEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 15;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 85;
thetaMax = 85;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
lifetimeMS = 200;
particles = "GrenadeExpDust";
};
datablock ParticleData(GrenadeExpSpark)
{
textureName = "art/shapes/particles/ricochet";
dragCoefficient = 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 = "art/shapes/particles/droplet";
dragCoefficient = 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 = "art/shapes/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 = "art/shapes/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";
};
// ----------------------------------------------------------------------------
// Water Explosion
// ----------------------------------------------------------------------------
datablock ParticleData(GLWaterExpDust)
{
textureName = "art/shapes/particles/steam";
dragCoefficient = 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;
};
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 = "art/shapes/particles/spark_wet";
dragCoefficient = 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 = "art/shapes/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 = "art/shapes/particles/millsplash01";
dragCoefficient = 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 = "art/shapes/particles/bubble";
dragCoefficient = 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 = "art/shapes/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 = "art/shapes/weapons/GrenadeLauncher/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";
};
// ----------------------------------------------------------------------------
// Underwater Projectile
// ----------------------------------------------------------------------------
datablock ProjectileData(GrenadeWetProjectile)
{
projectileShapeName = "art/shapes/weapons/GrenadeLauncher/rocket.dts";
directDamage = 20;
radiusDamage = 10;
damageRadius = 10;
areaImpulse = 2000;
explosion = GrenadeLauncherWaterExplosion;
particleEmitter = GrenadeProjSmokeTrailEmitter;
particleWaterEmitter = GrenadeTrailWaterEmitter;
muzzleVelocity = 10;
velInheritFactor = 0.3;
armingDelay = 2000;
lifetime = 10000;
fadeDelay = 4500;
bounceElasticity = 0.2;
bounceFriction = 0.4;
isBallistic = true;
gravityMod = 0.80;
lightDesc = GrenadeLauncherWaterLightDesc;
damageType = "GrenadeDamage";
};
// ----------------------------------------------------------------------------
// Ammo Item
// ----------------------------------------------------------------------------
datablock ItemData(GrenadeLauncherAmmo)
{
// 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 = "art/shapes/weapons/GrenadeLauncher/debris.dts";
mass = 2;
elasticity = 0.2;
friction = 0.6;
// Dynamic properties defined by the scripts
pickUpName = "Grenades";
maxInventory = 20;
};

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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.
//-----------------------------------------------------------------------------
// 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";
screenStartRadius = "200";
screenEndRadius = "100";
};
datablock DecalData(bulletHoleDecal)
{
Material = "DECAL_bulletHole";
size = "0.25";
lifeSpan = "5000";
randomize = "1";
texRows = "2";
texCols = "2";
screenStartRadius = "20";
screenEndRadius = "5";
clippingAngle = "180";
};

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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.
//-----------------------------------------------------------------------------
singleton Material(DECAL_scorch)
{
baseTex[0] = "./scorch_decal.png";
translucent = true;
translucentBlendOp = None;
translucentZWrite = true;
alphaTest = true;
alphaRef = 84;
};
singleton Material(DECAL_RocketEXP)
{
baseTex[0] = "art/decals/rBlast";
vertColor[0] = true;
translucent = true;
translucentBlendOp = LerpAlpha;
translucentZWrite = true;
};
singleton Material(DECAL_bulletHole)
{
baseTex[0] = "art/decals/Bullet Holes/BulletHole_Walls.dds";
vertColor[0] = true;
translucent = true;
translucentBlendOp = LerpAlpha;
translucentZWrite = true;
};
singleton Material(DECAL_defaultblobshadow)
{
baseTex[0] = "art/decals/defaultblobshadow";
translucent = true;
translucentBlendOp = LerpAlpha;
translucentZWrite = true;
alphaTest = false;
//alphaRef = 64;
//emissive[0] = "1";
};

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rain

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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.
//-----------------------------------------------------------------------------
// This is the default save location for any ForestBrush(s) created in
// the Forest Editor.
// This script is executed from ForestEditorPlugin::onWorldEditorStartup().
//--- OBJECT WRITE BEGIN ---
new SimGroup(ForestBrushGroup) {
canSaveDynamicFields = "1";
new ForestBrush() {
internalName = "ExampleForestBrush";
canSaveDynamicFields = "1";
new ForestBrushElement() {
internalName = "ExampleElement";
canSaveDynamicFields = "1";
ForestItemData = "ExampleForestMesh";
probability = "1";
rotationRange = "360";
scaleMin = "1";
scaleMax = "2";
scaleExponent = "0.2";
sinkMin = "0";
sinkMax = "0.1";
sinkRadius = "0.25";
slopeMin = "0";
slopeMax = "30";
elevationMin = "-10000";
elevationMax = "10000";
clumpCountMin = "1";
clumpCountMax = "1";
clumpCountExponent = "1";
clumpRadius = "10";
};
};
};
//--- OBJECT WRITE END ---

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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.
//-----------------------------------------------------------------------------
// 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 = "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";
};

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//--- OBJECT WRITE BEGIN ---
new GameTSCtrl(CameraGui) {
profile = "GuiContentProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "0 0";
extent = "640 480";
minExtent = "8 8";
visible = "1";
cameraZRot = "0";
forceFOV = "0";
helpTag = "0";
noCursor = "1";
new GuiBitmapCtrl(CenterPrintDlg) {
profile = "CenterPrintProfile";
horizSizing = "center";
vertSizing = "center";
position = "45 230";
extent = "550 20";
minExtent = "8 8";
visible = "0";
bitmap = "./hudfill";
wrap = "0";
helpTag = "0";
new GuiMLTextCtrl(CenterPrintText) {
profile = "CenterPrintTextProfile";
horizSizing = "center";
vertSizing = "center";
position = "0 0";
extent = "546 12";
minExtent = "8 8";
visible = "1";
lineSpacing = "2";
allowColorChars = "0";
maxChars = "-1";
helpTag = "0";
};
};
new GuiBitmapCtrl(BottomPrintDlg) {
profile = "CenterPrintProfile";
horizSizing = "center";
vertSizing = "top";
position = "45 375";
extent = "550 20";
minExtent = "8 8";
visible = "0";
bitmap = "./hudfill";
wrap = "0";
helpTag = "0";
new GuiMLTextCtrl(BottomPrintText) {
profile = "CenterPrintTextProfile";
horizSizing = "center";
vertSizing = "center";
position = "0 0";
extent = "546 12";
minExtent = "8 8";
visible = "1";
lineSpacing = "2";
allowColorChars = "0";
maxChars = "-1";
helpTag = "0";
};
};
new GuiBitmapCtrl(LagIcon) {
profile = "GuiDefaultProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "572 3";
extent = "32 32";
minExtent = "8 8";
visible = "0";
bitmap = "./lagIcon";
wrap = "0";
helpTag = "0";
};
new GuiBitmapCtrl() {
profile = "GuiDefaultProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "9 8";
extent = "181 169";
minExtent = "8 2";
visible = "1";
bitmap = "./tse_float";
wrap = "0";
helpTag = "0";
};
new GuiMLTextCtrl() {
profile = "GuiTitleProfile";
horizSizing = "left";
vertSizing = "bottom";
position = "428 5";
extent = "378 14";
minExtent = "8 2";
visible = "1";
lineSpacing = "2";
allowColorChars = "0";
maxChars = "-1";
text = "<color:ffffff><shadowcolor:000000><shadow:1:1><font:arial bold:14>Version: MS4.2 demo";
helpTag = "0";
allowSelection = "1";
};
};
//--- OBJECT WRITE END ---

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//--- OBJECT WRITE BEGIN ---
%guiContent = new GuiFadeinBitmapCtrl(StartupGui) {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "1";
Profile = "GuiInputCtrlProfile";
HorizSizing = "right";
VertSizing = "bottom";
position = "0 0";
Extent = "800 600";
MinExtent = "8 8";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
bitmap = "";
wrap = "0";
fadeinTime = "1000";
waitTime = "4000";
fadeoutTime = "1000";
done = "1";
new GuiBitmapButtonCtrl() {
canSaveDynamicFields = "1";
internalName = "StartupLogo";
Enabled = "1";
isContainer = "0";
Profile = "GuiDefaultProfile";
HorizSizing = "center";
VertSizing = "center";
position = "399 302";
Extent = "253 253";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
bitmap = "";
wrap = "0";
command = "StartupGui.click();";
};
new GuiBitmapButtonCtrl() {
canSaveDynamicFields = "1";
internalName = "StartupLogoSecondary";
Enabled = "1";
isContainer = "0";
Profile = "GuiDefaultProfile";
HorizSizing = "left";
VertSizing = "top";
position = "275 440";
Extent = "530 171";
MinExtent = "8 2";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
bitmap = "";
wrap = "0";
command = "StartupGui.click();";
};
};
//--- OBJECT WRITE END ---
//--- OBJECT WRITE BEGIN ---
new GuiFadeinBitmapCtrl(BlankGui) {
profile = "GuiInputCtrlProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "0 0";
extent = "800 600";
minExtent = "8 8";
visible = "1";
helpTag = "0";
bitmap = "";
wrap = "0";
fadeinTime = "100";
waitTime = "2000";
fadeoutTime = "100";
};
//--- OBJECT WRITE END ---

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//-----------------------------------------------------------------------------
// 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 = "core/art/gui/images/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 = "core/art/gui/images/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 ---

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//--- OBJECT WRITE BEGIN ---
%guiContent = new GuiControl(ControlsHelpDlg) {
position = "0 0";
Extent = "1024 768";
MinExtent = "8 8";
horizSizing = "right";
vertSizing = "bottom";
profile = "GuiModelessDialogProfile";
Visible = "1";
active = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "1";
canSave = "1";
canSaveDynamicFields = "1";
noCursor = "1";
new GuiBitmapBorderCtrl() {
position = "820 -3";
extent = "204 680";
minExtent = "8 8";
HorizSizing = "left";
VertSizing = "bottom";
profile = "ChatHudBorderProfile";
Visible = "1";
active = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "0";
canSave = "1";
canSaveDynamicFields = "0";
new GuiBitmapCtrl() {
bitmap = "art/gui/hudfill.png";
wrap = "0";
position = "8 8";
extent = "188 665";
MinExtent = "8 8";
horizSizing = "width";
vertSizing = "height";
profile = "GuiDefaultProfile";
Visible = "1";
active = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "0";
canSave = "1";
canSaveDynamicFields = "0";
};
new GuiMLTextCtrl(ControlsText) {
lineSpacing = "2";
allowColorChars = "0";
maxChars = "-1";
text = "This is a test";
useURLMouseCursor = "0";
position = "12 10";
extent = "180 652";
MinExtent = "8 8";
horizSizing = "width";
vertSizing = "relative";
profile = "HudTextNormalProfile";
Visible = "1";
active = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
isContainer = "0";
canSave = "1";
canSaveDynamicFields = "0";
};
};
};
//--- OBJECT WRITE END ---
function ControlsHelpDlg::onWake(%this)
{
%text = "<font:Arial Bold:20>Default Control Setup\n\n"@
"<just:center><font:Arial Bold:16>MOVEMENT\n"@
"<just:left><font:Arial Bold:14>WASD<font:Arial Italic:14><just:right>Forward/Back/Left/Right\n"@
"<just:left><font:Arial Bold:14>Space<font:Arial Italic:14><just:right>Jump\n"@
"<just:left><font:Arial Bold:14>X<font:Arial Italic:14><just:right>Crouch\n\n"@
"<just:center><font:Arial Bold:16>VEHICLE CONTROLS\n"@
"<just:left><font:Arial Bold:14>W/D<font:Arial Italic:14><just:right>Drive Forward/Back\n"@
"<just:left><font:Arial Bold:14>Mouse Move<font:Arial Italic:14><just:right>Steer left/right\n"@
"<just:left><font:Arial Bold:14>Space<font:Arial Italic:14><just:right>Brake\n"@
"<just:left><font:Arial Bold:14>Mounting<font:Arial Italic:14><just:right>Just walk into vehicle\n"@
"<just:left><font:Arial Bold:14>Ctrl-F<font:Arial Italic:14><just:right>Exit car\n"@
"<just:left><font:Arial Bold:14>Ctrl-X<font:Arial Italic:14><just:right>Flip Car\n\n"@
"<just:center><font:Arial Bold:16>WEAPONS\n"@
"<just:left><font:Arial Bold:14>Mouse L-Button<font:Arial Italic:14><just:right>Fire\n"@
"<just:left><font:Arial Bold:14>Mouse R-Button<font:Arial Italic:14><just:right>Alt-fire\n"@
"<just:left><font:Arial Bold:14>0<font:Arial Italic:14><just:right>Unmount weapon\n"@
"<just:left><font:Arial Bold:14>Alt-W<font:Arial Italic:14><just:right>Throw weapon\n"@
"<just:left><font:Arial Bold:14>Alt-A<font:Arial Italic:14><just:right>Throw ammo\n\n"@
"<just:center><font:Arial Bold:16>VIEW CONTROL\n"@
"<just:left><font:Arial Bold:14>Z<font:Arial Italic:14><just:right>Toggle Zoom mode\n"@
"<just:left><font:Arial Bold:14>F<font:Arial Italic:14><just:right>Cycle zoom FOV\n"@
"<just:left><font:Arial Bold:14>Tab<font:Arial Italic:14><just:right>First/Third person camera\n"@
"<just:left><font:Arial Bold:14>V<font:Arial Italic:14><just:right>Vanity view\n"@
"<just:left><font:Arial Bold:14>Alt-C<font:Arial Italic:14><just:right>Toggle between camera/player\n\n"@
"<just:center><font:Arial Bold:16>EDITORS\n"@
"<just:left><font:Arial Bold:14>F10<font:Arial Italic:14><just:right>Open GUI Editor\n"@
"<just:left><font:Arial Bold:14>F11<font:Arial Italic:14><just:right>Open Level Editor\n\n"@
"<just:center><font:Arial Bold:16>MISC FUNCTIONS\n"@
"<just:left><font:Arial Bold:14>Alt-C<font:Arial Italic:14><just:right>Toggle between camera/player\n"@
"<just:left><font:Arial Bold:14>F7<font:Arial Italic:14><just:right>Drop Player At Camera\n"@
"<just:left><font:Arial Bold:14>F8<font:Arial Italic:14><just:right>Drop Camera At Player\n"@
"<just:left><font:Arial Bold:14>U<font:Arial Italic:14><just:right>Send public chat message\n"@
"<just:left><font:Arial Bold:14>Ctrl-K<font:Arial Italic:14><just:right>Die\n"@
"<just:left><font:Arial Bold:14>Ctrl-O<font:Arial Italic:14><just:right>Open Options dialog\n"@
"<just:left><font:Arial Bold:14>Ctrl-H<font:Arial Italic:14><just:right>Toggle Hide HUDs\n"@
"<just:left><font:Arial Bold:14>Alt-P<font:Arial Italic:14><just:right>Hudless Screenshot\n"@
"<just:left><font:Arial Bold:16>H<font:Arial Italic:16><just:right>Hide this help HUD";
ControlsText.setText(%text);
}
function ControlsHelpDlg::toggle(%this)
{
if (%this.isAwake())
Canvas.popDialog(%this);
else
Canvas.pushDialog(%this);
}

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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.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Game specific profiles are located here
//-----------------------------------------------------------------------------

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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.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Override base controls
//GuiMenuButtonProfile.soundButtonOver = "AudioButtonOver";
//GuiMenuButtonProfile.soundButtonDown = "AudioButtonDown";
//-----------------------------------------------------------------------------
// Chat Hud profiles
singleton GuiControlProfile (ChatHudEditProfile)
{
opaque = false;
fillColor = "255 255 255";
fillColorHL = "128 128 128";
border = false;
borderThickness = 0;
borderColor = "40 231 240";
fontColor = "40 231 240";
fontColorHL = "40 231 240";
fontColorNA = "128 128 128";
textOffset = "0 2";
autoSizeWidth = false;
autoSizeHeight = true;
tab = true;
canKeyFocus = true;
};
singleton GuiControlProfile (ChatHudTextProfile)
{
opaque = false;
fillColor = "255 255 255";
fillColorHL = "128 128 128";
border = false;
borderThickness = 0;
borderColor = "40 231 240";
fontColor = "40 231 240";
fontColorHL = "40 231 240";
fontColorNA = "128 128 128";
textOffset = "0 0";
autoSizeWidth = true;
autoSizeHeight = true;
tab = true;
canKeyFocus = true;
};
singleton GuiControlProfile ("ChatHudMessageProfile")
{
fontType = "Arial";
fontSize = 16;
fontColor = "44 172 181"; // default color (death msgs, scoring, inventory)
fontColors[1] = "4 235 105"; // client join/drop, tournament mode
fontColors[2] = "219 200 128"; // gameplay, admin/voting, pack/deployable
fontColors[3] = "77 253 95"; // team chat, spam protection message, client tasks
fontColors[4] = "40 231 240"; // global chat
fontColors[5] = "200 200 50 200"; // used in single player game
// WARNING! Colors 6-9 are reserved for name coloring
autoSizeWidth = true;
autoSizeHeight = true;
};
singleton GuiControlProfile ("ChatHudScrollProfile")
{
opaque = false;
borderThickness = 0;
borderColor = "0 255 0";
bitmap = "core/art/gui/images/scrollBar";
hasBitmapArray = true;
};
//-----------------------------------------------------------------------------
// Core Hud profiles
singleton GuiControlProfile ("HudScrollProfile")
{
opaque = false;
border = true;
borderColor = "0 255 0";
bitmap = "core/art/gui/images/scrollBar";
hasBitmapArray = true;
};
singleton GuiControlProfile ("HudTextProfile")
{
opaque = false;
fillColor = "128 128 128";
fontColor = "0 255 0";
border = true;
borderColor = "0 255 0";
};
singleton GuiControlProfile ("ChatHudBorderProfile")
{
bitmap = "core/art/gui/images/chatHudBorderArray";
hasBitmapArray = true;
opaque = false;
};
//-----------------------------------------------------------------------------
// Center and bottom print
singleton GuiControlProfile ("CenterPrintProfile")
{
opaque = false;
fillColor = "128 128 128";
fontColor = "0 255 0";
border = true;
borderColor = "0 255 0";
};
singleton GuiControlProfile ("CenterPrintTextProfile")
{
opaque = false;
fontType = "Arial";
fontSize = 12;
fontColor = "0 255 0";
};
// -----------------------------------------------------------------------------
// HUD text
// -----------------------------------------------------------------------------
singleton GuiControlProfile (HudTextNormalProfile)
{
opaque = false;
fontType = "Arial";
fontSize = 14;
fontColor = "255 255 255";
};
singleton GuiControlProfile (HudTextItalicProfile : HudTextNormalProfile)
{
fontType = "ArialItalic";
};
singleton GuiControlProfile (HudTextBoldProfile : HudTextNormalProfile)
{
fontType = "ArialBold";
};
// -----------------------------------------------------------------------------
// Numerical health text
// -----------------------------------------------------------------------------
singleton GuiControlProfile (NumericHealthProfile)
{
opaque = true;
justify = "center";
fontType = "ArialBold";
fontSize = 32;
fontColor = "255 255 255";
};

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//--- OBJECT WRITE BEGIN ---
%guiContent = new GuiChunkedBitmapCtrl(EndGameGui) {
profile = "GuiContentProfile";
horizSizing = "width";
vertSizing = "height";
position = "0 0";
extent = "640 480";
minExtent = "8 8";
visible = "1";
helpTag = "0";
bitmap = "./background";
useVariable = "0";
tile = "0";
new GuiControl() {
profile = "GuiWindowProfile";
horizSizing = "center";
vertSizing = "center";
position = "92 86";
extent = "455 308";
minExtent = "8 8";
visible = "1";
helpTag = "0";
new GuiTextCtrl() {
profile = "GuiMediumTextProfile";
horizSizing = "right";
vertSizing = "bottom";
position = "101 15";
extent = "251 28";
minExtent = "8 8";
visible = "1";
helpTag = "0";
text = "Game Over - Final Scores:";
maxLength = "255";
};
new GuiScrollCtrl() {
profile = "GuiScrollProfile";
horizSizing = "width";
vertSizing = "height";
position = "5 51";
extent = "444 251";
minExtent = "8 8";
visible = "1";
helpTag = "0";
willFirstRespond = "1";
hScrollBar = "alwaysOff";
vScrollBar = "dynamic";
lockHorizScroll = "true";
lockVertScroll = "false";
constantThumbHeight = "0";
childMargin = "0 0";
defaultLineHeight = "15";
new GuiTextListCtrl(EndGameGuiList) {
profile = "GuiTextProfile";
horizSizing = "width";
vertSizing = "height";
position = "2 2";
extent = "440 16";
minExtent = "8 8";
visible = "1";
helpTag = "0";
enumerate = "0";
resizeCell = "1";
columns = "0 256";
fitParentWidth = "1";
clipColumnText = "0";
};
};
};
};
//--- OBJECT WRITE END ---

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//--- 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 ---
function HudlessPlayGui::onWake(%this)
{
// just update the action map here
moveMap.push();
}
function HudlessPlayGui::onSleep(%this)
{
// pop the keymaps
moveMap.pop();
}
function HudlessPlayGui::toggle(%this)
{
if (%this.isAwake())
Canvas.setContent(PlayGui);
else
Canvas.setContent(HudlessPlayGui);
}

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//--- OBJECT WRITE BEGIN ---
%guiContent = new GuiControl(JoinServerDlg) {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "1";
Profile = "GuiOverlayProfile";
HorizSizing = "width";
VertSizing = "height";
position = "0 0";
Extent = "1024 768";
MinExtent = "8 8";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
new GuiWindowCtrl() {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "1";
Profile = "GuiWindowProfile";
HorizSizing = "center";
VertSizing = "center";
Position = "252 224";
Extent = "520 320";
MinExtent = "8 8";
canSave = "1";
isDecoy = "0";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
Margin = "0 0 0 0";
Padding = "0 0 0 0";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
resizeWidth = "0";
resizeHeight = "0";
canMove = "1";
canClose = "1";
canMinimize = "0";
canMaximize = "0";
minSize = "50 50";
EdgeSnap = "1";
text = "Join Server";
closeCommand = "Canvas.popDialog(JoinServerDlg);";
new GuiButtonCtrl(JS_queryMaster) {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiButtonProfile";
HorizSizing = "right";
VertSizing = "top";
Position = "216 289";
Extent = "90 23";
MinExtent = "8 8";
canSave = "1";
isDecoy = "0";
Visible = "1";
Command = "JoinServerDlg.query();";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
text = "Query Master";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
};
new GuiButtonCtrl(JS_queryLan) {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiButtonProfile";
HorizSizing = "right";
VertSizing = "top";
Position = "114 289";
Extent = "90 23";
MinExtent = "8 8";
canSave = "1";
isDecoy = "0";
Visible = "1";
Command = "JoinServerDlg.queryLan();";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
text = "Query LAN";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
};
new GuiButtonCtrl(JS_refreshServer) {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiButtonProfile";
HorizSizing = "right";
VertSizing = "top";
Position = "318 289";
Extent = "90 23";
MinExtent = "8 8";
canSave = "1";
isDecoy = "0";
Visible = "1";
Command = "JoinServerDlg.refresh();";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
text = "Refresh Server";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
};
new GuiButtonCtrl(JS_joinServer) {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiButtonProfile";
HorizSizing = "right";
VertSizing = "top";
Position = "420 289";
Extent = "90 23";
MinExtent = "8 8";
canSave = "1";
isDecoy = "0";
Visible = "1";
Command = "JoinServerDlg.join();";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
text = "Join Server!";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
};
new GuiScrollCtrl() {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "1";
Profile = "GuiScrollProfile";
HorizSizing = "right";
VertSizing = "bottom";
Position = "10 80";
Extent = "500 197";
MinExtent = "8 8";
canSave = "1";
isDecoy = "0";
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 = "dynamic";
vScrollBar = "alwaysOn";
lockHorizScroll = "false";
lockVertScroll = "false";
constantThumbHeight = "0";
childMargin = "0 0";
mouseWheelScrollSpeed = "-1";
new GuiTextListCtrl(JS_serverList) {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "1";
Profile = "GuiTextArrayProfile";
HorizSizing = "right";
VertSizing = "bottom";
Position = "1 1";
Extent = "485 8";
MinExtent = "8 8";
canSave = "1";
isDecoy = "0";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
enumerate = "0";
resizeCell = "1";
columns = "0 200 270 335 400";
fitParentWidth = "1";
clipColumnText = "0";
altCommand = "JoinServerDlg.join();";
};
};
new GuiTextEditCtrl() {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiTextEditProfile";
HorizSizing = "right";
VertSizing = "bottom";
Position = "84 31";
Extent = "144 18";
MinExtent = "8 8";
canSave = "1";
isDecoy = "0";
Visible = "1";
Variable = "pref::Player::Name";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
Margin = "0 0 0 0";
Padding = "0 0 0 0";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
maxLength = "255";
historySize = "0";
password = "0";
tabComplete = "0";
sinkAllKeyEvents = "0";
passwordMask = "*";
};
new GuiTextCtrl() {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiAutoSizeTextProfile";
HorizSizing = "right";
VertSizing = "bottom";
Position = "12 31";
Extent = "63 18";
MinExtent = "8 8";
canSave = "1";
isDecoy = "0";
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 = "Player Name:";
maxLength = "255";
};
new GuiTextCtrl() {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiAutoSizeTextProfile";
HorizSizing = "right";
VertSizing = "bottom";
Position = "269 59";
Extent = "36 18";
MinExtent = "8 8";
canSave = "1";
isDecoy = "0";
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 = "Players";
maxLength = "255";
};
new GuiTextCtrl() {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiAutoSizeTextProfile";
HorizSizing = "right";
VertSizing = "bottom";
Position = "335 59";
Extent = "38 18";
MinExtent = "8 8";
canSave = "1";
isDecoy = "0";
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 = "Version";
maxLength = "255";
};
new GuiTextCtrl() {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiAutoSizeTextProfile";
HorizSizing = "right";
VertSizing = "bottom";
Position = "412 59";
Extent = "28 18";
MinExtent = "8 8";
canSave = "1";
isDecoy = "0";
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 = "Game";
maxLength = "255";
};
new GuiTextCtrl() {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiAutoSizeTextProfile";
HorizSizing = "right";
VertSizing = "bottom";
Position = "212 59";
Extent = "20 18";
MinExtent = "8 8";
canSave = "1";
isDecoy = "0";
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 = "Ping";
maxLength = "255";
};
new GuiTextCtrl() {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiAutoSizeTextProfile";
HorizSizing = "right";
VertSizing = "bottom";
Position = "12 59";
Extent = "63 18";
MinExtent = "8 8";
canSave = "1";
isDecoy = "0";
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 = "Server Name";
maxLength = "255";
};
new GuiButtonCtrl() {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiButtonProfile";
HorizSizing = "right";
VertSizing = "top";
Position = "12 289";
Extent = "90 23";
MinExtent = "8 8";
canSave = "1";
isDecoy = "0";
Visible = "1";
Command = "JoinServerDlg.exit();";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
text = "< Back";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
};
new GuiWindowCtrl(JS_queryStatus) {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "1";
Profile = "GuiWindowProfile";
HorizSizing = "center";
VertSizing = "center";
Position = "105 135";
Extent = "310 50";
MinExtent = "8 8";
canSave = "1";
isDecoy = "0";
Visible = "0";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
resizeWidth = "0";
resizeHeight = "0";
canMove = "0";
canClose = "0";
canMinimize = "0";
canMaximize = "0";
canCollapse = "0";
text="Status";
new GuiButtonCtrl(JS_cancelQuery) {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiButtonProfile";
HorizSizing = "right";
VertSizing = "bottom";
Position = "9 25";
Extent = "64 20";
MinExtent = "8 8";
canSave = "1";
isDecoy = "0";
Visible = "1";
Command = "JoinServerDlg.cancel();";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
text = "Cancel!";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
};
new GuiProgressCtrl(JS_statusBar) {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiProgressProfile";
HorizSizing = "right";
VertSizing = "bottom";
Position = "84 25";
Extent = "207 20";
MinExtent = "8 8";
canSave = "1";
isDecoy = "0";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
Margin = "0 0 0 0";
Padding = "0 0 0 0";
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
maxLength = "1024";
};
new GuiTextCtrl(JS_statusText) {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiProgressTextProfile";
HorizSizing = "right";
VertSizing = "bottom";
Position = "85 25";
Extent = "205 20";
MinExtent = "8 8";
canSave = "1";
isDecoy = "0";
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 = "Querying master server";
maxLength = "255";
};
};
new GuiTextCtrl(JS_status) {
canSaveDynamicFields = "0";
Profile = "GuiAutoSizeTextProfile";
HorizSizing = "right";
VertSizing = "bottom";
Position = "245 31";
Extent = "177 19";
MinExtent = "8 8";
text = "";
visible = "1";
maxLength = "255";
};
};
};
//--- OBJECT WRITE END ---
function JoinServerDlg::onWake()
{
// Double check the status. Tried setting this the control
// inactive to start with, but that didn't seem to work.
JS_joinServer.setActive(JS_serverList.rowCount() > 0);
}
//----------------------------------------
function JoinServerDlg::query(%this)
{
queryMasterServer(
0, // Query flags
$Client::GameTypeQuery, // gameTypes
$Client::MissionTypeQuery, // missionType
0, // minPlayers
100, // maxPlayers
0, // maxBots
2, // regionMask
0, // maxPing
100, // minCPU
0 // filterFlags
);
}
//----------------------------------------
function JoinServerDlg::queryLan(%this)
{
queryLANServers(
$pref::Net::Port, // lanPort for local queries
0, // Query flags
$Client::GameTypeQuery, // gameTypes
$Client::MissionTypeQuery, // missionType
0, // minPlayers
100, // maxPlayers
0, // maxBots
2, // regionMask
0, // maxPing
100, // minCPU
0 // filterFlags
);
}
//----------------------------------------
function JoinServerDlg::cancel(%this)
{
cancelServerQuery();
JS_queryStatus.setVisible(false);
}
//----------------------------------------
function JoinServerDlg::join(%this)
{
cancelServerQuery();
%index = JS_serverList.getSelectedId();
// The server info index is stored in the row along with the
// rest of displayed info.
if( setServerInfo( %index ) )
{
Canvas.setContent("LoadingGui");
LoadingProgress.setValue(1);
LoadingProgressTxt.setValue("WAITING FOR SERVER");
Canvas.repaint();
%conn = new GameConnection(ServerConnection);
%conn.setConnectArgs($pref::Player::Name);
%conn.setJoinPassword($Client::Password);
%conn.connect($ServerInfo::Address);
}
}
//----------------------------------------
function JoinServerDlg::refresh(%this)
{
cancelServerQuery();
%index= JS_serverList.getSelectedId();
// The server info index is stored in the row along with the
// rest of displayed info.
if( setServerInfo( %index ) )
querySingleServer( $ServerInfo::Address, 0 );
}
//----------------------------------------
function JoinServerDlg::refreshSelectedServer( %this )
{
querySingleServer( $JoinGameAddress, 0 );
}
//----------------------------------------
function JoinServerDlg::exit(%this)
{
cancelServerQuery();
Canvas.popDialog(JoinServerDlg);
}
//----------------------------------------
function JoinServerDlg::update(%this)
{
// Copy the servers into the server list.
JS_queryStatus.setVisible(false);
JS_serverList.clear();
%sc = getServerCount();
for( %i = 0; %i < %sc; %i ++ ) {
setServerInfo(%i);
JS_serverList.addRow( %i,
$ServerInfo::Name TAB
$ServerInfo::Ping TAB
$ServerInfo::PlayerCount @ "/" @ $ServerInfo::MaxPlayers TAB
$ServerInfo::Version TAB
$ServerInfo::MissionName
);
}
JS_serverList.sort(0);
JS_serverList.setSelectedRow(0);
JS_serverList.scrollVisible(0);
JS_joinServer.setActive(JS_serverList.rowCount() > 0);
}
//----------------------------------------
function onServerQueryStatus(%status, %msg, %value)
{
echo("ServerQuery: " SPC %status SPC %msg SPC %value);
// Update query status
// States: start, update, ping, query, done
// value = % (0-1) done for ping and query states
if (!JS_queryStatus.isVisible())
JS_queryStatus.setVisible(true);
switch$ (%status) {
case "start":
JS_joinServer.setActive(false);
JS_queryMaster.setActive(false);
JS_statusText.setText(%msg);
JS_statusBar.setValue(0);
JS_serverList.clear();
case "ping":
JS_statusText.setText("Ping Servers");
JS_statusBar.setValue(%value);
case "query":
JS_statusText.setText("Query Servers");
JS_statusBar.setValue(%value);
case "done":
JS_queryMaster.setActive(true);
JS_queryStatus.setVisible(false);
JS_status.setText(%msg);
JoinServerDlg.update();
}
}

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//--- OBJECT WRITE BEGIN ---
%guiContent = new GuiChunkedBitmapCtrl(MainMenuGui) {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "1";
Profile = "GuiContentProfile";
HorizSizing = "width";
VertSizing = "height";
Position = "0 0";
Extent = "1024 768";
MinExtent = "8 8";
canSave = "1";
isDecoy = "0";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
bitmap = "art/gui/background";
useVariable = "0";
tile = "0";
new GuiBitmapCtrl(MainMenuAppLogo) {
canSaveDynamicFields = "1";
Enabled = "1";
isContainer = "0";
Profile = "GuiDefaultProfile";
HorizSizing = "left";
VertSizing = "bottom";
Position = "540 30";
Extent = "443 139";
MinExtent = "8 2";
canSave = "1";
isDecoy = "0";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
bitmap = "art/gui/Torque-3D-logo.png";
wrap = "0";
};
new GuiControl() {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "1";
Profile = "GuiDefaultProfile";
HorizSizing = "center";
VertSizing = "center";
Position = "359 171";
Extent = "306 425";
MinExtent = "8 2";
canSave = "1";
isDecoy = "0";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
new GuiButtonCtrl() {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiMenuButtonProfile";
HorizSizing = "relative";
VertSizing = "bottom";
Position = "9 114";
Extent = "289 75";
MinExtent = "8 8";
canSave = "1";
isDecoy = "0";
Visible = "1";
Command = "Canvas.pushDialog(ChooseLevelDlg);";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
text = "Play";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "1";
};
new GuiButtonCtrl() {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiMenuButtonProfile";
HorizSizing = "relative";
VertSizing = "bottom";
Position = "9 190";
Extent = "289 75";
MinExtent = "8 8";
canSave = "1";
isDecoy = "0";
Visible = "1";
Command = "Canvas.pushDialog(JoinServerDlg);";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
text = "Join";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
};
new GuiButtonCtrl() {
canSaveDynamicFields = "0";
Enabled = "1";
isContainer = "0";
Profile = "GuiMenuButtonProfile";
HorizSizing = "relative";
VertSizing = "bottom";
Position = "9 267";
Extent = "289 75";
MinExtent = "8 8";
canSave = "1";
isDecoy = "0";
Visible = "1";
Command = "Canvas.pushDialog(optionsDlg);";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
text = "Options";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
};
new GuiButtonCtrl() {
canSaveDynamicFields = "0";
Enabled = "1";
internalName = "ExitButton";
isContainer = "0";
Profile = "GuiMenuButtonProfile";
HorizSizing = "relative";
VertSizing = "bottom";
Position = "9 344";
Extent = "289 75";
MinExtent = "8 8";
canSave = "1";
isDecoy = "0";
Visible = "1";
Command = "quit();";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
text = "Exit";
groupNum = "-1";
buttonType = "PushButton";
useMouseEvents = "0";
};
};
};
//--- OBJECT WRITE END ---
function MainMenuGui::onWake(%this)
{
if (isFunction("getWebDeployment") &&
getWebDeployment() &&
isObject(%this-->ExitButton))
%this-->ExitButton.setVisible(false);
}

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//--- 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 = "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 = "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 = "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 = "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 = "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 = "core/art/gui/images/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 = "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 GuiBitmapBorderCtrl(HealthHUD) {
isContainer = "0";
Profile = "ChatHudBorderProfile";
HorizSizing = "right";
VertSizing = "top";
position = "6 693";
Extent = "72 72";
MinExtent = "8 8";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
canSaveDynamicFields = "0";
new GuiBitmapCtrl() {
bitmap = "core/art/gui/images/hudfill.png";
wrap = "0";
isContainer = "0";
Profile = "GuiDefaultProfile";
HorizSizing = "width";
VertSizing = "height";
position = "8 8";
Extent = "56 56";
MinExtent = "8 8";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
canSaveDynamicFields = "0";
};
new GuiTextCtrl(numericalHealthHUD) {
maxLength = "255";
Margin = "0 0 0 0";
Padding = "0 0 0 0";
AnchorTop = "0";
AnchorBottom = "0";
AnchorLeft = "0";
AnchorRight = "0";
isContainer = "0";
Profile = "NumericHealthProfile";
HorizSizing = "center";
VertSizing = "center";
position = "0 22";
Extent = "72 32";
MinExtent = "8 8";
canSave = "1";
Visible = "1";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
canSaveDynamicFields = "0";
};
};
new GuiBitmapCtrl(OOBSign) {
bitmap = "art/gui/playHud/missionAreaWarning.png";
wrap = "0";
isContainer = "0";
Profile = "GuiDefaultProfile";
HorizSizing = "right";
VertSizing = "top";
position = "512 693";
Extent = "64 64";
MinExtent = "8 8";
canSave = "1";
Visible = "0";
tooltipprofile = "GuiToolTipProfile";
hovertime = "1000";
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 = "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 = "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 = "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 = "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 = "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 ---

View file

@ -0,0 +1,178 @@
//-----------------------------------------------------------------------------
// 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 = "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 ---

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