Initial implementation of the new Base Game Template and some starting modules.

This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.

Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.

This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
This commit is contained in:
Areloch 2017-02-24 02:40:56 -06:00
parent 5c8a82180b
commit d680dc9934
2321 changed files with 296541 additions and 85 deletions

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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.
//-----------------------------------------------------------------------------
// Game specific audio descriptions. Always declare SFXDescription's (the type of sound)
// before SFXProfile's (the sound itself) when creating new ones
singleton SFXDescription(BulletFireDesc : AudioEffect )
{
isLooping = false;
is3D = true;
ReferenceDistance = 10.0;
MaxDistance = 60.0;
};
singleton SFXDescription(BulletImpactDesc : AudioEffect )
{
isLooping = false;
is3D = true;
ReferenceDistance = 10.0;
MaxDistance = 30.0;
volume = 0.4;
pitch = 1.4;
};

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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 = "data/FPSGameplay/sound/throw";
description = AudioClose3d;
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.
//-----------------------------------------------------------------------------
// 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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datablock CameraData(Observer)
{
mode = "Observer";
};

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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 ParticleData(DefaultParticle)
{
textureName = "data/FPSGameplay/art/particles/defaultParticle";
dragCoefficient = 0.498534;
gravityCoefficient = 0;
inheritedVelFactor = 0.499022;
constantAcceleration = 0.0;
lifetimeMS = 1313;
lifetimeVarianceMS = 500;
useInvAlpha = true;
spinRandomMin = -360;
spinRandomMax = 360;
spinSpeed = 1;
colors[0] = "0.992126 0.00787402 0.0314961 1";
colors[1] = "1 0.834646 0 0.645669";
colors[2] = "1 0.299213 0 0.330709";
colors[3] = "0.732283 1 0 0";
sizes[0] = 0;
sizes[1] = 0.497467;
sizes[2] = 0.73857;
sizes[3] = 0.997986;
times[0] = 0.0;
times[1] = 0.247059;
times[2] = 0.494118;
times[3] = 1;
animTexName = "data/FPSGameplay/art/particles/defaultParticle";
};
datablock ParticleEmitterData(DefaultEmitter)
{
ejectionPeriodMS = "50";
ejectionVelocity = "1";
velocityVariance = "0";
ejectionOffset = "0.2";
thetaMax = "40";
particles = "DefaultParticle";
blendStyle = "ADDITIVE";
softParticles = "0";
softnessDistance = "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.
//-----------------------------------------------------------------------------
// ENVIROMENTAL EFFECTS GO HERE (PRECIPITATION - LIGHTNING)
// ----------------------------------------------------------------------------
// Rain
// ----------------------------------------------------------------------------
datablock SFXProfile(HeavyRainSound)
{
filename = "data/FPSGameplay/sound/environment/amb";
description = AudioLoop2d;
};
datablock PrecipitationData(HeavyRain)
{
soundProfile = "HeavyRainSound";
dropTexture = "data/FPSGameplay/art/environment/precipitation/rain";
splashTexture = "data/FPSGameplay/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 = "data/FPSGameplay/sound/environment/thunder1";
description = Audio2d;
};
datablock SFXProfile(ThunderCrash2Sound)
{
filename = "data/FPSGameplay/sound/environment/thunder2";
description = Audio2d;
};
datablock SFXProfile(ThunderCrash3Sound)
{
filename = "data/FPSGameplay/sound/environment/thunder3";
description = Audio2d;
};
datablock SFXProfile(ThunderCrash4Sound)
{
filename = "data/FPSGameplay/sound/environment/thunder4";
description = Audio2d;
};
datablock LightningData(DefaultStorm)
{
thunderSounds[0] = ThunderCrash1Sound;
thunderSounds[1] = ThunderCrash2Sound;
thunderSounds[2] = ThunderCrash3Sound;
thunderSounds[3] = ThunderCrash4Sound;
strikeTextures[0] = "data/FPSGameplay/art/environment/lightning";
};
datablock ReflectorDesc( DefaultCubeDesc )
{
texSize = 256;
nearDist = 0.1;
farDist = 1000.0;
objectTypeMask = 0xFFFFFFFF;
detailAdjust = 1.0;
priority = 1.0;
maxRateMs = 15;
useOcclusionQuery = 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.
//-----------------------------------------------------------------------------
// 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 = "data/FPSGameplay/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 = "data/FPSGameplay/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 = "data/FPSGameplay/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.
//-----------------------------------------------------------------------------
//------------------------------------------------------------------------------
// LightAnimData
//------------------------------------------------------------------------------
datablock LightAnimData( NullLightAnim )
{
animEnabled = false;
};
datablock LightAnimData( PulseLightAnim )
{
brightnessA = 0;
brightnessZ = 1;
brightnessPeriod = 1;
brightnessKeys = "aza";
brightnessSmooth = true;
};
datablock LightAnimData( SubtlePulseLightAnim )
{
brightnessA = 0.5;
brightnessZ = 1;
brightnessPeriod = 1;
brightnessKeys = "aza";
brightnessSmooth = true;
};
datablock LightAnimData( FlickerLightAnim )
{
brightnessA = 1;
brightnessZ = 0;
brightnessPeriod = 5;
brightnessKeys = "aaazaaaaaazaaazaaazaaaaazaaaazzaaaazaaaaaazaaaazaaaza";
brightnessSmooth = false;
};
datablock LightAnimData( BlinkLightAnim )
{
brightnessA = 0;
brightnessZ = 1;
brightnessPeriod = 5;
brightnessKeys = "azaaaazazaaaaaazaaaazaaaazzaaaaaazaazaaazaaaaaaa";
brightnessSmooth = false;
};
datablock LightAnimData( FireLightAnim )
{
brightnessA = 0.75;
brightnessZ = 1;
brightnessPeriod = 0.7;
brightnessKeys = "annzzznnnzzzaznzzzz";
brightnessSmooth = 0;
offsetA[0] = "-0.05";
offsetA[1] = "-0.05";
offsetA[2] = "-0.05";
offsetZ[0] = "0.05";
offsetZ[1] = "0.05";
offsetZ[2] = "0.05";
offsetPeriod[0] = "1.25";
offsetPeriod[1] = "1.25";
offsetPeriod[2] = "1.25";
offsetKeys[0] = "ahahaazahakayajza";
offsetKeys[1] = "ahahaazahakayajza";
offsetKeys[2] = "ahahaazahakayajza";
rotKeys[0] = "";
rotKeys[1] = "";
rotKeys[2] = "";
colorKeys[0] = "";
colorKeys[1] = "";
colorKeys[2] = "";
};
datablock LightAnimData( SpinLightAnim )
{
rotA[2] = "0";
rotZ[2] = "360";
rotPeriod[2] = "1";
rotKeys[2] = "az";
rotSmooth[2] = true;
};
//------------------------------------------------------------------------------
// LightFlareData
//------------------------------------------------------------------------------
datablock LightFlareData( NullLightFlare )
{
flareEnabled = false;
};
datablock LightFlareData( SunFlareExample )
{
overallScale = 4.0;
flareEnabled = true;
renderReflectPass = false;
flareTexture = "data/FPSGameplay/art/lights/lensFlareSheet0";
elementRect[0] = "512 0 512 512";
elementDist[0] = 0.0;
elementScale[0] = 2.0;
elementTint[0] = "0.6 0.6 0.6";
elementRotate[0] = true;
elementUseLightColor[0] = true;
elementRect[1] = "1152 0 128 128";
elementDist[1] = 0.3;
elementScale[1] = 0.7;
elementTint[1] = "1.0 1.0 1.0";
elementRotate[1] = true;
elementUseLightColor[1] = true;
elementRect[2] = "1024 0 128 128";
elementDist[2] = 0.5;
elementScale[2] = 0.25;
elementTint[2] = "1.0 1.0 1.0";
elementRotate[2] = true;
elementUseLightColor[2] = true;
elementRect[3] = "1024 128 128 128";
elementDist[3] = 0.8;
elementScale[3] = 0.7;
elementTint[3] = "1.0 1.0 1.0";
elementRotate[3] = true;
elementUseLightColor[3] = true;
elementRect[4] = "1024 0 128 128";
elementDist[4] = 1.18;
elementScale[4] = 0.5;
elementTint[4] = "1.0 1.0 1.0";
elementRotate[4] = true;
elementUseLightColor[4] = true;
elementRect[5] = "1152 128 128 128";
elementDist[5] = 1.25;
elementScale[5] = 0.25;
elementTint[5] = "1.0 1.0 1.0";
elementRotate[5] = true;
elementUseLightColor[5] = true;
elementRect[6] = "1024 0 128 128";
elementDist[6] = 2.0;
elementScale[6] = 0.25;
elementTint[6] = "1.0 1.0 1.0";
elementRotate[6] = true;
elementUseLightColor[6] = true;
occlusionRadius = "0.25";
};
datablock LightFlareData( SunFlareExample2 )
{
overallScale = 2.0;
flareEnabled = true;
renderReflectPass = false;
flareTexture = "data/FPSGameplay/art/lights/lensFlareSheet0";
elementRect[0] = "1024 0 128 128";
elementDist[0] = 0.5;
elementScale[0] = 0.25;
elementTint[0] = "1.0 1.0 1.0";
elementRotate[0] = true;
elementUseLightColor[0] = true;
elementRect[1] = "1024 128 128 128";
elementDist[1] = 0.8;
elementScale[1] = 0.7;
elementTint[1] = "1.0 1.0 1.0";
elementRotate[1] = true;
elementUseLightColor[1] = true;
elementRect[2] = "1024 0 128 128";
elementDist[2] = 1.18;
elementScale[2] = 0.5;
elementTint[2] = "1.0 1.0 1.0";
elementRotate[2] = true;
elementUseLightColor[2] = true;
elementRect[3] = "1152 128 128 128";
elementDist[3] = 1.25;
elementScale[3] = 0.25;
elementTint[3] = "1.0 1.0 1.0";
elementRotate[3] = true;
elementUseLightColor[3] = true;
elementRect[4] = "1024 0 128 128";
elementDist[4] = 2.0;
elementScale[4] = 0.25;
elementTint[4] = "0.7 0.7 0.7";
elementRotate[4] = true;
elementUseLightColor[4] = true;
occlusionRadius = "0.25";
};
datablock LightFlareData(SunFlareExample3)
{
overallScale = 2.0;
flareEnabled = true;
renderReflectPass = false;
flareTexture = "data/FPSGameplay/art/lights/lensflareSheet3.png";
elementRect[0] = "0 256 256 256";
elementDist[0] = "-0.6";
elementScale[0] = "3.5";
elementTint[0] = "0.537255 0.537255 0.537255 1";
elementRotate[0] = true;
elementUseLightColor[0] = true;
elementRect[1] = "128 128 128 128";
elementDist[1] = "0.1";
elementScale[1] = "1.5";
elementTint[1] = "0.996078 0.976471 0.721569 1";
elementRotate[1] = true;
elementUseLightColor[1] = true;
elementRect[2] = "0 0 64 64";
elementDist[2] = "0.4";
elementScale[2] = "0.25";
elementTint[2] = "0 0 1 1";
elementRotate[2] = true;
elementUseLightColor[2] = true;
elementRect[3] = "0 0 64 64";
elementDist[3] = "0.45";
elementScale[3] = 0.25;
elementTint[3] = "0 1 0 1";
elementRotate[3] = true;
elementUseLightColor[3] = true;
elementRect[4] = "0 0 64 64";
elementDist[4] = "0.5";
elementScale[4] = 0.25;
elementTint[4] = "1 0 0 1";
elementRotate[4] = true;
elementUseLightColor[4] = true;
elementRect[9] = "256 0 256 256";
elementDist[3] = "0.45";
elementScale[3] = "0.25";
elementScale[9] = "2";
elementRect[4] = "0 0 64 64";
elementRect[5] = "128 0 128 128";
elementDist[4] = "0.5";
elementDist[5] = "1.2";
elementScale[1] = "1.5";
elementScale[4] = "0.25";
elementScale[5] = "0.5";
elementTint[1] = "0.996078 0.976471 0.721569 1";
elementTint[2] = "0 0 1 1";
elementTint[5] = "0.721569 0 1 1";
elementRotate[5] = "0";
elementUseLightColor[5] = "1";
elementRect[0] = "0 256 256 256";
elementRect[1] = "128 128 128 128";
elementRect[2] = "0 0 64 64";
elementRect[3] = "0 0 64 64";
elementDist[0] = "-0.6";
elementDist[1] = "0.1";
elementDist[2] = "0.4";
elementScale[0] = "3.5";
elementScale[2] = "0.25";
elementTint[0] = "0.537255 0.537255 0.537255 1";
elementTint[3] = "0 1 0 1";
elementTint[4] = "1 0 0 1";
elementRect[6] = "64 64 64 64";
elementDist[6] = "0.9";
elementScale[6] = "4";
elementTint[6] = "0.00392157 0.721569 0.00392157 1";
elementRotate[6] = "0";
elementUseLightColor[6] = "1";
elementRect[7] = "64 64 64 64";
elementRect[8] = "64 64 64 64";
elementDist[7] = "0.25";
elementDist[8] = "0.18";
elementDist[9] = "0";
elementScale[7] = "2";
elementScale[8] = "0.5";
elementTint[7] = "0.6 0.0117647 0.741176 1";
elementTint[8] = "0.027451 0.690196 0.0117647 1";
elementTint[9] = "0.647059 0.647059 0.647059 1";
elementRotate[9] = "0";
elementUseLightColor[7] = "1";
elementUseLightColor[8] = "1";
elementRect[10] = "256 256 256 256";
elementRect[11] = "0 64 64 64";
elementRect[12] = "0 64 64 64";
elementRect[13] = "64 0 64 64";
elementDist[10] = "0";
elementDist[11] = "-0.3";
elementDist[12] = "-0.32";
elementDist[13] = "1";
elementScale[10] = "10";
elementScale[11] = "2.5";
elementScale[12] = "0.3";
elementScale[13] = "0.4";
elementTint[10] = "0.321569 0.321569 0.321569 1";
elementTint[11] = "0.443137 0.0431373 0.00784314 1";
elementTint[12] = "0.00784314 0.996078 0.0313726 1";
elementTint[13] = "0.996078 0.94902 0.00784314 1";
elementUseLightColor[10] = "1";
elementUseLightColor[11] = "1";
elementUseLightColor[13] = "1";
elementRect[14] = "0 0 64 64";
elementDist[14] = "0.15";
elementScale[14] = "0.8";
elementTint[14] = "0.505882 0.0470588 0.00784314 1";
elementRotate[14] = "1";
elementUseLightColor[9] = "1";
elementUseLightColor[14] = "1";
elementRect[15] = "64 64 64 64";
elementRect[16] = "0 64 64 64";
elementRect[17] = "0 0 64 64";
elementRect[18] = "0 64 64 64";
elementRect[19] = "256 0 256 256";
elementDist[15] = "0.8";
elementDist[16] = "0.7";
elementDist[17] = "1.4";
elementDist[18] = "-0.5";
elementDist[19] = "-1.5";
elementScale[15] = "3";
elementScale[16] = "0.3";
elementScale[17] = "0.2";
elementScale[18] = "1";
elementScale[19] = "35";
elementTint[15] = "0.00784314 0.00784314 0.996078 1";
elementTint[16] = "0.992157 0.992157 0.992157 1";
elementTint[17] = "0.996078 0.603922 0.00784314 1";
elementTint[18] = "0.2 0.00392157 0.47451 1";
elementTint[19] = "0.607843 0.607843 0.607843 1";
elementUseLightColor[15] = "1";
elementUseLightColor[18] = "1";
elementUseLightColor[19] = "1";
occlusionRadius = "0.25";
};
datablock LightFlareData(SunFlarePacificIsland)
{
overallScale = 2.0;
flareEnabled = true;
renderReflectPass = false;
flareTexture = "data/FPSGameplay/art/lights/lensflareSheet3.png";
elementRect[0] = "0 256 256 256";
elementDist[0] = "-0.6";
elementScale[0] = "3.5";
elementTint[0] = "0.537255 0.537255 0.537255 1";
elementRotate[0] = true;
elementUseLightColor[0] = true;
elementRect[1] = "128 128 128 128";
elementDist[1] = "0.1";
elementScale[1] = "1.5";
elementTint[1] = "0.996078 0.976471 0.721569 1";
elementRotate[1] = true;
elementUseLightColor[1] = true;
elementRect[2] = "0 0 64 64";
elementDist[2] = "0.4";
elementScale[2] = "0.25";
elementTint[2] = "0 0 1 1";
elementRotate[2] = true;
elementUseLightColor[2] = true;
elementRect[3] = "0 0 64 64";
elementDist[3] = "0.45";
elementScale[3] = 0.25;
elementTint[3] = "0 1 0 1";
elementRotate[3] = true;
elementUseLightColor[3] = true;
elementRect[4] = "0 0 64 64";
elementDist[4] = "0.5";
elementScale[4] = 0.25;
elementTint[4] = "1 0 0 1";
elementRotate[4] = true;
elementUseLightColor[4] = true;
elementRect[9] = "256 0 256 256";
elementDist[3] = "0.45";
elementScale[3] = "0.25";
elementScale[9] = "2";
elementRect[4] = "0 0 64 64";
elementRect[5] = "128 0 128 128";
elementDist[4] = "0.5";
elementDist[5] = "1.2";
elementScale[1] = "1.5";
elementScale[4] = "0.25";
elementScale[5] = "0.5";
elementTint[1] = "0.996078 0.976471 0.721569 1";
elementTint[2] = "0 0 1 1";
elementTint[5] = "0.721569 0 1 1";
elementRotate[5] = "0";
elementUseLightColor[5] = "1";
elementRect[0] = "0 256 256 256";
elementRect[1] = "128 128 128 128";
elementRect[2] = "0 0 64 64";
elementRect[3] = "0 0 64 64";
elementDist[0] = "-0.6";
elementDist[1] = "0.1";
elementDist[2] = "0.4";
elementScale[0] = "3.5";
elementScale[2] = "0.25";
elementTint[0] = "0.537255 0.537255 0.537255 1";
elementTint[3] = "0 1 0 1";
elementTint[4] = "1 0 0 1";
elementRect[6] = "64 64 64 64";
elementDist[6] = "0.9";
elementScale[6] = "4";
elementTint[6] = "0.00392157 0.721569 0.00392157 1";
elementRotate[6] = "0";
elementUseLightColor[6] = "1";
elementRect[7] = "64 64 64 64";
elementRect[8] = "64 64 64 64";
elementDist[7] = "0.25";
elementDist[8] = "0.18";
elementDist[9] = "0";
elementScale[7] = "2";
elementScale[8] = "0.5";
elementTint[7] = "0.6 0.0117647 0.741176 1";
elementTint[8] = "0.027451 0.690196 0.0117647 1";
elementTint[9] = "0.647059 0.647059 0.647059 1";
elementRotate[9] = "0";
elementUseLightColor[7] = "1";
elementUseLightColor[8] = "1";
elementRect[10] = "256 256 256 256";
elementRect[11] = "0 64 64 64";
elementRect[12] = "0 64 64 64";
elementRect[13] = "64 0 64 64";
elementDist[10] = "0";
elementDist[11] = "-0.3";
elementDist[12] = "-0.32";
elementDist[13] = "1";
elementScale[10] = "10";
elementScale[11] = "2.5";
elementScale[12] = "0.3";
elementScale[13] = "0.4";
elementTint[10] = "0.321569 0.321569 0.321569 1";
elementTint[11] = "0.443137 0.0431373 0.00784314 1";
elementTint[12] = "0.00784314 0.996078 0.0313726 1";
elementTint[13] = "0.996078 0.94902 0.00784314 1";
elementUseLightColor[10] = "1";
elementUseLightColor[11] = "1";
elementUseLightColor[13] = "1";
elementRect[14] = "0 0 64 64";
elementDist[14] = "0.15";
elementScale[14] = "0.8";
elementTint[14] = "0.505882 0.0470588 0.00784314 1";
elementRotate[14] = "1";
elementUseLightColor[9] = "1";
elementUseLightColor[14] = "1";
elementRect[15] = "64 64 64 64";
elementRect[16] = "0 64 64 64";
elementRect[17] = "0 0 64 64";
elementRect[18] = "0 64 64 64";
elementRect[19] = "256 0 256 256";
elementDist[15] = "0.8";
elementDist[16] = "0.7";
elementDist[17] = "1.4";
elementDist[18] = "-0.5";
elementDist[19] = "-1.5";
elementScale[15] = "3";
elementScale[16] = "0.3";
elementScale[17] = "0.2";
elementScale[18] = "1";
elementScale[19] = "35";
elementTint[15] = "0.00784314 0.00784314 0.996078 1";
elementTint[16] = "0.992157 0.992157 0.992157 1";
elementTint[17] = "0.996078 0.603922 0.00784314 1";
elementTint[18] = "0.2 0.00392157 0.47451 1";
elementTint[19] = "0.607843 0.607843 0.607843 1";
elementUseLightColor[15] = "1";
elementUseLightColor[18] = "1";
elementUseLightColor[19] = "1";
};
datablock LightFlareData( LightFlareExample0 )
{
overallScale = 2.0;
flareEnabled = true;
renderReflectPass = true;
flareTexture = "data/FPSGameplay/art/lights/lensFlareSheet1";
elementRect[0] = "0 512 512 512";
elementDist[0] = 0.0;
elementScale[0] = 0.5;
elementTint[0] = "1.0 1.0 1.0";
elementRotate[0] = false;
elementUseLightColor[0] = false;
elementRect[1] = "512 0 512 512";
elementDist[1] = 0.0;
elementScale[1] = 2.0;
elementTint[1] = "0.5 0.5 0.5";
elementRotate[1] = false;
elementUseLightColor[1] = false;
occlusionRadius = "0.25";
};
datablock LightFlareData( LightFlareExample1 )
{
overallScale = 2.0;
flareEnabled = true;
renderReflectPass = true;
flareTexture = "data/FPSGameplay/art/lights/lensFlareSheet1";
elementRect[0] = "512 512 512 512";
elementDist[0] = 0.0;
elementScale[0] = 0.5;
elementTint[0] = "1.0 1.0 1.0";
elementRotate[0] = false;
elementUseLightColor[0] = false;
elementRect[1] = "512 0 512 512";
elementDist[1] = 0.0;
elementScale[1] = 2.0;
elementTint[1] = "0.5 0.5 0.5";
elementRotate[1] = false;
elementUseLightColor[1] = false;
occlusionRadius = "0.25";
};
datablock LightFlareData( LightFlareExample2 )
{
overallScale = 2.0;
flareEnabled = true;
renderReflectPass = true;
flareTexture = "data/FPSGameplay/art/lights/lensFlareSheet0";
elementRect[0] = "512 512 512 512";
elementDist[0] = 0.0;
elementScale[0] = 0.5;
elementTint[0] = "1.0 1.0 1.0";
elementRotate[0] = true;
elementUseLightColor[0] = true;
elementRect[1] = "512 0 512 512";
elementDist[1] = 0.0;
elementScale[1] = 2.0;
elementTint[1] = "0.7 0.7 0.7";
elementRotate[1] = true;
elementUseLightColor[1] = true;
elementRect[2] = "1152 0 128 128";
elementDist[2] = 0.3;
elementScale[2] = 0.5;
elementTint[2] = "1.0 1.0 1.0";
elementRotate[2] = true;
elementUseLightColor[2] = true;
elementRect[3] = "1024 0 128 128";
elementDist[3] = 0.5;
elementScale[3] = 0.25;
elementTint[3] = "1.0 1.0 1.0";
elementRotate[3] = true;
elementUseLightColor[3] = true;
elementRect[4] = "1024 128 128 128";
elementDist[4] = 0.8;
elementScale[4] = 0.6;
elementTint[4] = "1.0 1.0 1.0";
elementRotate[4] = true;
elementUseLightColor[4] = true;
elementRect[5] = "1024 0 128 128";
elementDist[5] = 1.18;
elementScale[5] = 0.5;
elementTint[5] = "0.7 0.7 0.7";
elementRotate[5] = true;
elementUseLightColor[5] = true;
elementRect[6] = "1152 128 128 128";
elementDist[6] = 1.25;
elementScale[6] = 0.35;
elementTint[6] = "0.8 0.8 0.8";
elementRotate[6] = true;
elementUseLightColor[6] = true;
elementRect[7] = "1024 0 128 128";
elementDist[7] = 2.0;
elementScale[7] = 0.25;
elementTint[7] = "1.0 1.0 1.0";
elementRotate[7] = true;
elementUseLightColor[7] = true;
};

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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.
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------

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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 = "data/FPSGameplay/art/shapes/trees/defaulttree/defaulttree.DAE";
internalName = "ExampleForestMesh";
windScale = "1";
trunkBendScale = "0.02";
branchAmp = "0.05";
detailAmp = "0.1";
detailFreq = "0.2";
mass = "5";
rigidity = "20";
dampingCoefficient = "0.2";
tightnessCoefficient = "4";
};

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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 Particle datablocks created in the
// Particle 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.
//-----------------------------------------------------------------------------
// This is the default save location for any Particle Emitter datablocks created in the
// Particle 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 MissionMarkerData(WayPointMarker)
{
category = "Misc";
shapeFile = "data/FPSGameplay/art/shapes/octahedron.dts";
};
datablock MissionMarkerData(SpawnSphereMarker)
{
category = "Misc";
shapeFile = "data/FPSGameplay/art/shapes/octahedron.dts";
};
datablock MissionMarkerData(CameraBookmarkMarker)
{
category = "Misc";
shapeFile = "data/FPSGameplay/art/shapes/camera.dts";
};

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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 = "data/FPSGameplay/art/particles/smoke";
dragCoefficient = 0.3;
gravityCoefficient = -0.2; // rises slowly
inheritedVelFactor = 0.00;
lifetimeMS = 3000;
lifetimeVarianceMS = 250;
useInvAlpha = true;
spinRandomMin = -30.0;
spinRandomMax = 30.0;
sizes[0] = 1.5;
sizes[1] = 2.75;
sizes[2] = 6.5;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(SmokeEmitter)
{
ejectionPeriodMS = 400;
periodVarianceMS = 5;
ejectionVelocity = 0.0;
velocityVariance = 0.0;
thetaMin = 0.0;
thetaMax = 90.0;
particles = Smoke;
};
datablock ParticleEmitterNodeData(SmokeEmitterNode)
{
timeMultiple = 1;
};
// Ember
datablock ParticleData(EmberParticle)
{
textureName = "data/FPSGameplay/art/particles/ember";
dragCoefficient = 0.0;
windCoefficient = 0.0;
gravityCoefficient = -0.05; // rises slowly
inheritedVelFactor = 0.00;
lifetimeMS = 5000;
lifetimeVarianceMS = 0;
useInvAlpha = false;
spinRandomMin = -90.0;
spinRandomMax = 90.0;
spinSpeed = 1;
colors[0] = "1.000000 0.800000 0.000000 0.800000";
colors[1] = "1.000000 0.700000 0.000000 0.800000";
colors[2] = "1.000000 0.000000 0.000000 0.200000";
sizes[0] = 0.05;
sizes[1] = 0.1;
sizes[2] = 0.05;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(EmberEmitter)
{
ejectionPeriodMS = 100;
periodVarianceMS = 0;
ejectionVelocity = 0.75;
velocityVariance = 0.00;
ejectionOffset = 2.0;
thetaMin = 1.0;
thetaMax = 100.0;
particles = "EmberParticle";
};
datablock ParticleEmitterNodeData(EmberNode)
{
timeMultiple = 1;
};
// Fire
datablock ParticleData(FireParticle)
{
textureName = "data/FPSGameplay/art/particles/smoke";
dragCoefficient = 0.0;
windCoefficient = 0.0;
gravityCoefficient = -0.05; // rises slowly
inheritedVelFactor = 0.00;
lifetimeMS = 5000;
lifetimeVarianceMS = 1000;
useInvAlpha = false;
spinRandomMin = -90.0;
spinRandomMax = 90.0;
spinSpeed = 1.0;
colors[0] = "0.2 0.2 0.0 0.2";
colors[1] = "0.6 0.2 0.0 0.2";
colors[2] = "0.4 0.0 0.0 0.1";
colors[3] = "0.1 0.04 0.0 0.3";
sizes[0] = 0.5;
sizes[1] = 4.0;
sizes[2] = 5.0;
sizes[3] = 6.0;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 0.2;
times[3] = 0.3;
};
datablock ParticleEmitterData(FireEmitter)
{
ejectionPeriodMS = 50;
periodVarianceMS = 0;
ejectionVelocity = 0.55;
velocityVariance = 0.00;
ejectionOffset = 1.0;
thetaMin = 1.0;
thetaMax = 100.0;
particles = "FireParticle";
};
datablock ParticleEmitterNodeData(FireNode)
{
timeMultiple = 1;
};
// Torch Fire
datablock ParticleData(TorchFire1)
{
textureName = "data/FPSGameplay/art/particles/smoke";
dragCoefficient = 0.0;
gravityCoefficient = -0.3; // rises slowly
inheritedVelFactor = 0.00;
lifetimeMS = 500;
lifetimeVarianceMS = 250;
useInvAlpha = false;
spinRandomMin = -30.0;
spinRandomMax = 30.0;
spinSpeed = 1;
colors[0] = "0.6 0.6 0.0 0.1";
colors[1] = "0.8 0.6 0.0 0.1";
colors[2] = "0.0 0.0 0.0 0.1";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 2.4;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleData(TorchFire2)
{
textureName = "data/FPSGameplay/art/particles/smoke";
dragCoefficient = 0.0;
gravityCoefficient = -0.5; // rises slowly
inheritedVelFactor = 0.00;
lifetimeMS = 800;
lifetimeVarianceMS = 150;
useInvAlpha = false;
spinRandomMin = -30.0;
spinRandomMax = 30.0;
spinSpeed = 1;
colors[0] = "0.8 0.6 0.0 0.1";
colors[1] = "0.6 0.6 0.0 0.1";
colors[2] = "0.0 0.0 0.0 0.1";
sizes[0] = 0.3;
sizes[1] = 0.3;
sizes[2] = 0.3;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(TorchFireEmitter)
{
ejectionPeriodMS = 15;
periodVarianceMS = 5;
ejectionVelocity = 0.25;
velocityVariance = 0.10;
thetaMin = 0.0;
thetaMax = 45.0;
particles = "TorchFire1" TAB "TorchFire2";
};
datablock ParticleEmitterNodeData(TorchFireEmitterNode)
{
timeMultiple = 1;
};

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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 PhysicsShapeData( PhysicsCube )
{
category = "Physics";
shapeName = "art/shapes/cube/cube.dae";
emap = true;
//physics properties
mass = "0.5";
friction = "0.4";
staticFriction = "0.5";
restitution = "0.3";
linearDamping = "0.1";
angularDamping = "0.2";
linearSleepThreshold = "1.0";
angularSleepThreshold = "1.0";
buoyancyDensity = "0.9";
waterDampingScale = "10";
//damage - dynamic fields
radiusDamage = 0;
damageRadius = 0;
areaImpulse = 0;
invulnerable = true;
};
datablock PhysicsShapeData( PhysicsBoulder )
{
category = "Physics";
shapeName = "art/shapes/rocks/boulder.dts";
emap = true;
//physics properties
mass = "20";
friction = "0.2";
staticFriction = "0.3";
restitution = "0.8";
linearDamping = "0.1";
angularDamping = "0.2";
linearSleepThreshold = "1.0";
angularSleepThreshold = "1.0";
buoyancyDensity = "0.9";
waterDampingScale = "10";
//damage - dynamic fields
radiusDamage = 0;
damageRadius = 0;
areaImpulse = 0;
invulnerable = false;
};

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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 = "data/FPSGameplay/sound/orc_death";
description = AudioClose3d;
preload = true;
};
datablock SFXProfile(PainCrySound)
{
fileName = "data/FPSGameplay/sound/orc_pain";
description = AudioClose3d;
preload = true;
};
//----------------------------------------------------------------------------
datablock SFXProfile(FootLightSoftSound)
{
filename = "data/FPSGameplay/sound/lgtStep_mono_01";
description = AudioClosest3d;
preload = true;
};
datablock SFXProfile(FootLightHardSound)
{
filename = "data/FPSGameplay/sound/hvystep_ mono_01";
description = AudioClose3d;
preload = true;
};
datablock SFXProfile(FootLightMetalSound)
{
filename = "data/FPSGameplay/sound/metalstep_mono_01";
description = AudioClose3d;
preload = true;
};
datablock SFXProfile(FootLightSnowSound)
{
filename = "data/FPSGameplay/sound/snowstep_mono_01";
description = AudioClosest3d;
preload = true;
};
datablock SFXProfile(FootLightShallowSplashSound)
{
filename = "data/FPSGameplay/sound/waterstep_mono_01";
description = AudioClose3d;
preload = true;
};
datablock SFXProfile(FootLightWadingSound)
{
filename = "data/FPSGameplay/sound/waterstep_mono_01";
description = AudioClose3d;
preload = true;
};
datablock SFXProfile(FootLightUnderwaterSound)
{
filename = "data/FPSGameplay/sound/waterstep_mono_01";
description = AudioClosest3d;
preload = true;
};
//----------------------------------------------------------------------------
// Splash
//----------------------------------------------------------------------------
datablock ParticleData(PlayerSplashMist)
{
dragCoefficient = 2.0;
gravityCoefficient = -0.05;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 400;
lifetimeVarianceMS = 100;
useInvAlpha = false;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
textureName = "data/FPSGameplay/art/shapes/actors/common/splash";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.8;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(PlayerSplashMistEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 3.0;
velocityVariance = 2.0;
ejectionOffset = 0.0;
thetaMin = 85;
thetaMax = 85;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
lifetimeMS = 250;
particles = "PlayerSplashMist";
};
datablock ParticleData(PlayerBubbleParticle)
{
dragCoefficient = 0.0;
gravityCoefficient = -0.50;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 400;
lifetimeVarianceMS = 100;
useInvAlpha = false;
textureName = "data/FPSGameplay/art/shapes/actors/common/splash";
colors[0] = "0.7 0.8 1.0 0.4";
colors[1] = "0.7 0.8 1.0 0.4";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.1;
sizes[1] = 0.3;
sizes[2] = 0.3;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(PlayerBubbleEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 2.0;
ejectionOffset = 0.5;
velocityVariance = 0.5;
thetaMin = 0;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "PlayerBubbleParticle";
};
datablock ParticleData(PlayerFoamParticle)
{
dragCoefficient = 2.0;
gravityCoefficient = -0.05;
inheritedVelFactor = 0.1;
constantAcceleration = 0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 100;
useInvAlpha = false;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
textureName = "data/FPSGameplay/art/particles/millsplash01";
colors[0] = "0.7 0.8 1.0 0.20";
colors[1] = "0.7 0.8 1.0 0.20";
colors[2] = "0.7 0.8 1.0 0.00";
sizes[0] = 0.2;
sizes[1] = 0.4;
sizes[2] = 1.6;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(PlayerFoamEmitter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 0;
ejectionVelocity = 3.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 85;
thetaMax = 85;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "PlayerFoamParticle";
};
datablock ParticleData( PlayerFoamDropletsParticle )
{
dragCoefficient = 1;
gravityCoefficient = 0.2;
inheritedVelFactor = 0.2;
constantAcceleration = -0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
textureName = "data/FPSGameplay/art/shapes/actors/common/splash";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.8;
sizes[1] = 0.3;
sizes[2] = 0.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( PlayerFoamDropletsEmitter )
{
ejectionPeriodMS = 7;
periodVarianceMS = 0;
ejectionVelocity = 2;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 60;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
orientParticles = true;
particles = "PlayerFoamDropletsParticle";
};
datablock ParticleData( PlayerWakeParticle )
{
textureName = "data/FPSGameplay/art/particles/wake";
dragCoefficient = "0.0";
gravityCoefficient = "0.0";
inheritedVelFactor = "0.0";
lifetimeMS = "2500";
lifetimeVarianceMS = "200";
windCoefficient = "0.0";
useInvAlpha = "1";
spinRandomMin = "30.0";
spinRandomMax = "30.0";
animateTexture = true;
framesPerSec = 1;
animTexTiling = "2 1";
animTexFrames = "0 1";
colors[0] = "1 1 1 0.1";
colors[1] = "1 1 1 0.7";
colors[2] = "1 1 1 0.3";
colors[3] = "0.5 0.5 0.5 0";
sizes[0] = "1.0";
sizes[1] = "2.0";
sizes[2] = "3.0";
sizes[3] = "3.5";
times[0] = "0.0";
times[1] = "0.25";
times[2] = "0.5";
times[3] = "1.0";
};
datablock ParticleEmitterData( PlayerWakeEmitter )
{
ejectionPeriodMS = "200";
periodVarianceMS = "10";
ejectionVelocity = "0";
velocityVariance = "0";
ejectionOffset = "0";
thetaMin = "89";
thetaMax = "90";
phiReferenceVel = "0";
phiVariance = "1";
alignParticles = "1";
alignDirection = "0 0 1";
particles = "PlayerWakeParticle";
};
datablock ParticleData( PlayerSplashParticle )
{
dragCoefficient = 1;
gravityCoefficient = 0.2;
inheritedVelFactor = 0.2;
constantAcceleration = -0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.5;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( PlayerSplashEmitter )
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 3;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 60;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
orientParticles = true;
lifetimeMS = 100;
particles = "PlayerSplashParticle";
};
datablock SplashData(PlayerSplash)
{
numSegments = 15;
ejectionFreq = 15;
ejectionAngle = 40;
ringLifetime = 0.5;
lifetimeMS = 300;
velocity = 4.0;
startRadius = 0.0;
acceleration = -3.0;
texWrap = 5.0;
texture = "data/FPSGameplay/art/particles/millsplash01";
emitter[0] = PlayerSplashEmitter;
emitter[1] = PlayerSplashMistEmitter;
colors[0] = "0.7 0.8 1.0 0.0";
colors[1] = "0.7 0.8 1.0 0.3";
colors[2] = "0.7 0.8 1.0 0.7";
colors[3] = "0.7 0.8 1.0 0.0";
times[0] = 0.0;
times[1] = 0.4;
times[2] = 0.8;
times[3] = 1.0;
};
//----------------------------------------------------------------------------
// Foot puffs
//----------------------------------------------------------------------------
datablock ParticleData(LightPuff)
{
dragCoefficient = 2.0;
gravityCoefficient = -0.01;
inheritedVelFactor = 0.6;
constantAcceleration = 0.0;
lifetimeMS = 800;
lifetimeVarianceMS = 100;
useInvAlpha = true;
spinRandomMin = -35.0;
spinRandomMax = 35.0;
colors[0] = "1.0 1.0 1.0 1.0";
colors[1] = "1.0 1.0 1.0 0.0";
sizes[0] = 0.1;
sizes[1] = 0.8;
times[0] = 0.3;
times[1] = 1.0;
times[2] = 1.0;
textureName = "data/FPSGameplay/art/particles/dustParticle.png";
};
datablock ParticleEmitterData(LightPuffEmitter)
{
ejectionPeriodMS = 35;
periodVarianceMS = 10;
ejectionVelocity = 0.2;
velocityVariance = 0.1;
ejectionOffset = 0.0;
thetaMin = 20;
thetaMax = 60;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
useEmitterColors = true;
particles = "LightPuff";
};
//----------------------------------------------------------------------------
// Liftoff dust
//----------------------------------------------------------------------------
datablock ParticleData(LiftoffDust)
{
dragCoefficient = 1.0;
gravityCoefficient = -0.01;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 100;
useInvAlpha = true;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
colors[0] = "1.0 1.0 1.0 1.0";
sizes[0] = 1.0;
times[0] = 1.0;
textureName = "data/FPSGameplay/art/particles/dustParticle";
};
datablock ParticleEmitterData(LiftoffDustEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 2.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 90;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
useEmitterColors = true;
particles = "LiftoffDust";
};
//----------------------------------------------------------------------------
datablock DecalData(PlayerFootprint)
{
size = 0.4;
material = CommonPlayerFootprint;
};
datablock DebrisData( PlayerDebris )
{
explodeOnMaxBounce = false;
elasticity = 0.15;
friction = 0.5;
lifetime = 4.0;
lifetimeVariance = 0.0;
minSpinSpeed = 40;
maxSpinSpeed = 600;
numBounces = 5;
bounceVariance = 0;
staticOnMaxBounce = true;
gravModifier = 1.0;
useRadiusMass = true;
baseRadius = 1;
velocity = 20.0;
velocityVariance = 12.0;
};
// ----------------------------------------------------------------------------
// This is our default player datablock that all others will derive from.
// ----------------------------------------------------------------------------
datablock PlayerData(DefaultPlayerData)
{
renderFirstPerson = false;
firstPersonShadows = true;
computeCRC = false;
// Third person shape
shapeFile = "data/FPSGameplay/art/shapes/actors/Soldier/soldier_rigged.DAE";
cameraMaxDist = 3;
allowImageStateAnimation = true;
// First person arms
imageAnimPrefixFP = "soldier";
shapeNameFP[0] = "data/FPSGameplay/art/shapes/actors/Soldier/FP/FP_SoldierArms.DAE";
cmdCategory = "Clients";
cameraDefaultFov = 55.0;
cameraMinFov = 5.0;
cameraMaxFov = 65.0;
debrisShapeName = "data/FPSGameplay/art/shapes/actors/common/debris_player.dts";
debris = playerDebris;
throwForce = 30;
minLookAngle = "-1.4";
maxLookAngle = "0.9";
maxFreelookAngle = 3.0;
mass = 120;
drag = 1.3;
maxdrag = 0.4;
density = 1.1;
maxDamage = 100;
maxEnergy = 60;
repairRate = 0.33;
rechargeRate = 0.256;
runForce = 4320;
runEnergyDrain = 0;
minRunEnergy = 0;
maxForwardSpeed = 8;
maxBackwardSpeed = 6;
maxSideSpeed = 6;
sprintForce = 4320;
sprintEnergyDrain = 0;
minSprintEnergy = 0;
maxSprintForwardSpeed = 14;
maxSprintBackwardSpeed = 8;
maxSprintSideSpeed = 6;
sprintStrafeScale = 0.25;
sprintYawScale = 0.05;
sprintPitchScale = 0.05;
sprintCanJump = true;
crouchForce = 405;
maxCrouchForwardSpeed = 4.0;
maxCrouchBackwardSpeed = 2.0;
maxCrouchSideSpeed = 2.0;
swimForce = 4320;
maxUnderwaterForwardSpeed = 8.4;
maxUnderwaterBackwardSpeed = 7.8;
maxUnderwaterSideSpeed = 4.0;
jumpForce = "747";
jumpEnergyDrain = 0;
minJumpEnergy = 0;
jumpDelay = "15";
airControl = 0.3;
fallingSpeedThreshold = -6.0;
landSequenceTime = 0.33;
transitionToLand = false;
recoverDelay = 0;
recoverRunForceScale = 0;
minImpactSpeed = 10;
minLateralImpactSpeed = 20;
speedDamageScale = 0.4;
boundingBox = "0.65 0.75 1.85";
crouchBoundingBox = "0.65 0.75 1.3";
swimBoundingBox = "1 2 2";
pickupRadius = 1;
// Damage location details
boxHeadPercentage = 0.83;
boxTorsoPercentage = 0.49;
boxHeadLeftPercentage = 0.30;
boxHeadRightPercentage = 0.60;
boxHeadBackPercentage = 0.30;
boxHeadFrontPercentage = 0.60;
// Foot Prints
decalOffset = 0.25;
footPuffEmitter = "LightPuffEmitter";
footPuffNumParts = 10;
footPuffRadius = "0.25";
dustEmitter = "LightPuffEmitter";
splash = PlayerSplash;
splashVelocity = 4.0;
splashAngle = 67.0;
splashFreqMod = 300.0;
splashVelEpsilon = 0.60;
bubbleEmitTime = 0.4;
splashEmitter[0] = PlayerWakeEmitter;
splashEmitter[1] = PlayerFoamEmitter;
splashEmitter[2] = PlayerBubbleEmitter;
mediumSplashSoundVelocity = 10.0;
hardSplashSoundVelocity = 20.0;
exitSplashSoundVelocity = 5.0;
// Controls over slope of runnable/jumpable surfaces
runSurfaceAngle = 38;
jumpSurfaceAngle = 80;
maxStepHeight = 0.35; //two meters
minJumpSpeed = 20;
maxJumpSpeed = 30;
horizMaxSpeed = 68;
horizResistSpeed = 33;
horizResistFactor = 0.35;
upMaxSpeed = 80;
upResistSpeed = 25;
upResistFactor = 0.3;
footstepSplashHeight = 0.35;
//NOTE: some sounds commented out until wav's are available
// Footstep Sounds
FootSoftSound = FootLightSoftSound;
FootHardSound = FootLightHardSound;
FootMetalSound = FootLightMetalSound;
FootSnowSound = FootLightSnowSound;
FootShallowSound = FootLightShallowSplashSound;
FootWadingSound = FootLightWadingSound;
FootUnderwaterSound = FootLightUnderwaterSound;
//FootBubblesSound = FootLightBubblesSound;
//movingBubblesSound = ArmorMoveBubblesSound;
//waterBreathSound = WaterBreathMaleSound;
//impactSoftSound = ImpactLightSoftSound;
//impactHardSound = ImpactLightHardSound;
//impactMetalSound = ImpactLightMetalSound;
//impactSnowSound = ImpactLightSnowSound;
//impactWaterEasy = ImpactLightWaterEasySound;
//impactWaterMedium = ImpactLightWaterMediumSound;
//impactWaterHard = ImpactLightWaterHardSound;
groundImpactMinSpeed = "45";
groundImpactShakeFreq = "4.0 4.0 4.0";
groundImpactShakeAmp = "1.0 1.0 1.0";
groundImpactShakeDuration = 0.8;
groundImpactShakeFalloff = 10.0;
//exitingWater = ExitingWaterLightSound;
observeParameters = "0.5 4.5 4.5";
cameraMinDist = "0";
DecalData = "PlayerFootprint";
// Allowable Inventory Items
mainWeapon = Ryder;
maxInv[Lurker] = 1;
maxInv[LurkerClip] = 20;
maxInv[LurkerGrenadeLauncher] = 1;
maxInv[LurkerGrenadeAmmo] = 20;
maxInv[Ryder] = 1;
maxInv[RyderClip] = 10;
maxInv[ProxMine] = 5;
maxInv[DeployableTurret] = 5;
// available skins (see materials.cs in model folder)
availableSkins = "base DarkBlue DarkGreen LightGreen Orange Red Teal Violet Yellow";
};

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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 RibbonNodeData(DefaultRibbonNodeData)
{
timeMultiple = 1.0;
};
//ribbon data////////////////////////////////////////
datablock RibbonData(BasicRibbon)
{
size[0] = 0.5;
color[0] = "1.0 0.0 0.0 1.0";
position[0] = 0.0;
size[1] = 0.0;
color[1] = "1.0 0.0 0.0 0.0";
position[1] = 1.0;
RibbonLength = 40;
fadeAwayStep = 0.1;
UseFadeOut = true;
RibbonMaterial = BasicRibbonMat;
category = "FX";
};

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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 = "data/FPSGameplay/art/shapes/rocks/boulder.dts";
emap = true;
// Rigid Body
mass = 200;
massCenter = "0 0 0"; // Center of mass for rigid body
massBox = "0 0 0"; // Size of box used for moment of inertia,
// if zero it defaults to object bounding box
drag = 0.2; // Drag coefficient
bodyFriction = 0.2;
bodyRestitution = 0.1;
minImpactSpeed = 5; // Impacts over this invoke the script callback
softImpactSpeed = 5; // Play SoftImpact Sound
hardImpactSpeed = 15; // Play HardImpact Sound
integration = 4; // Physics integration: TickSec/Rate
collisionTol = 0.1; // Collision distance tolerance
contactTol = 0.1; // Contact velocity tolerance
minRollSpeed = 10;
maxDrag = 0.5;
minDrag = 0.01;
triggerDustHeight = 1;
dustHeight = 10;
dragForce = 0.05;
vertFactor = 0.05;
normalForce = 0.05;
restorativeForce = 0.05;
rollForce = 0.05;
pitchForce = 0.05;
};

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

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// DefaultTrigger is used by the mission editor. This is also an example
// of trigger methods and callbacks.
// A 3D sound played by the server at the location of the
// teleporter after an object has teleported.
datablock SFXProfile(TeleportEntrance)
{
fileName = "data/FPSGameplay/sound/orc_pain";
description = AudioDefault3D;
preload = true;
};
// The 2D sound played by the client after a teleport.
datablock SFXProfile(TeleportSound)
{
fileName = "data/FPSGameplay/sound/orc_death";
description = Audio2D;
preload = true;
};
datablock ParticleData(TeleporterFlash : DefaultParticle)
{
dragCoefficient = "5";
inheritedVelFactor = "0";
constantAcceleration = "0";
lifetimeMS = "500";
spinRandomMin = "-90";
spinRandomMax = "90";
textureName = "data/FPSGameplay/art/particles/flare.png";
animTexName = "data/FPSGameplay/art/particles/flare.png";
colors[0] = "0.678431 0.686275 0.913726 0.207";
colors[1] = "0 0.543307 1 0.759";
colors[2] = "0.0472441 0.181102 0.92126 0.838";
colors[3] = "0.141732 0.0393701 0.944882 0";
sizes[0] = "0";
sizes[1] = "0";
sizes[2] = "4";
sizes[3] = "0.1";
times[1] = "0.166667";
times[2] = "0.666667";
lifetimeVarianceMS = "0";
gravityCoefficient = "-9";
};
datablock ParticleEmitterData(TeleportFlash_Emitter : DefaultEmitter)
{
ejectionVelocity = "0.1";
particles = "TeleporterFlash";
thetaMax = "180";
softnessDistance = "1";
ejectionOffset = "0.417";
};
// Particles to use for the emitter at the teleporter
datablock ParticleData(TeleporterParticles)
{
lifetimeMS = "750";
lifetimeVarianceMS = "100";
textureName = "data/FPSGameplay/art/particles/Streak.png";
useInvAlpha = "0";
gravityCoefficient = "-1";
spinSpeed = "0";
spinRandomMin = "0";
spinRandomMax = "0";
colors[0] = "0.0980392 0.788235 0.92549 1";
colors[1] = "0.0627451 0.478431 0.952941 1";
colors[2] = "0.0509804 0.690196 0.964706 1";
sizes[0] = "1";
sizes[1] = "1";
sizes[2] = "1";
times[0] = 0.0;
times[1] = "0.415686";
times[2] = "0.74902";
animTexName = "data/FPSGameplay/art/particles/Streak.png";
inheritedVelFactor = "0.0998043";
constantAcceleration = "-2";
colors[3] = "0.694118 0.843137 0.945098 0";
sizes[3] = "1";
};
// Particle Emitter to be played when a teleport occours.
datablock ParticleEmitterData(TeleportEmitter)
{
ejectionPeriodMS = "25";
periodVarianceMS = "2";
ejectionVelocity = "0.25";
velocityVariance = "0.1";
ejectionOffset = "0.25";
thetaMin = "90";
thetaMax = "90";
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
lifetimeMS = "1000";
particles = "TeleporterParticles";
blendStyle = "ADDITIVE";
};
// Ignore the name "explosion" for this. An Explosion in T3D
// is really an effect that plays a SFXProfile, particle emitters,
// point light, debris, and camera shake. Things normally associated with
// an explosion, such as damage and pushback, are calculated outside of the
// explosion object itself. Because of this, we use an ExplosionDatablock to
// attach visual effects to our teleporter.
datablock ExplosionData(EntranceEffect)
{
soundProfile = TeleportEntrance;
particleEmitter = "TeleportEmitter";
lifeTimeMS = "288";
lightStartRadius = "0";
lightEndRadius = "2.82353";
lightStartColor = "0.992126 0.992126 0.992126 1";
lightEndColor = "0 0.102362 0.992126 1";
lightStartBrightness = "0.784314";
lightEndBrightness = "4";
lightNormalOffset = "0";
emitter[0] = "RocketSplashEmitter";
times[0] = "0.247059";
particleRadius = "0.1";
particleDensity = "10";
playSpeed = "1";
};
datablock TriggerData(TeleporterTrigger : DefaultTrigger)
{
// Amount of time, in milliseconds, to wait before allowing another
// object to use this teleportat.
teleporterCooldown = 0;
// Amount to scale the object's exit velocity. Larger values will
// propel the object with greater force.
exitVelocityScale = 0;
// If true, the object will be oriented to the front
// of the exit teleporter. Otherwise the player will retain their original
// orientation.
reorientPlayer = true;
// If true, the teleporter will only trigger if the object
// enters the front of the teleporter.
oneSided = false;
// Effects to play at the entrance of the teleporter.
entranceEffect = EntranceEffect;
exiteffect = EntranceEffect;
// 2D Sound to play for the client being teleported.
teleportSound = TeleportSound;
};

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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.
//-----------------------------------------------------------------------------
datablock SFXProfile(cheetahEngine)
{
preload = "1";
description = "AudioCloseLoop3D";
fileName = "data/FPSGameplay/sound/cheetah/cheetah_engine.ogg";
};
datablock SFXProfile(cheetahSqueal)
{
preload = "1";
description = "AudioDefault3D";
fileName = "data/FPSGameplay/sound/cheetah/cheetah_squeal.ogg";
};
datablock SFXProfile(hardImpact)
{
preload = "1";
description = "AudioDefault3D";
fileName = "data/FPSGameplay/sound/cheetah/hardImpact.ogg";
};
datablock SFXProfile(softImpact)
{
preload = "1";
description = "AudioDefault3D";
fileName = "data/FPSGameplay/sound/cheetah/softImpact.ogg";
};
datablock SFXProfile(DirtKickup)
{
preload = "1";
description = "AudioDefault3D";
fileName = "data/FPSGameplay/sound/cheetah/softImpact.ogg";
};
datablock SFXProfile(CheetahTurretFireSound)
{
//filename = "data/FPSGameplay/sound/cheetah/turret_firing.wav";
filename = "data/FPSGameplay/sound/turret/wpn_turret_fire.wav";
description = BulletFireDesc;
preload = true;
};
datablock ParticleData(CheetahTireParticle)
{
textureName = "data/FPSGameplay/art/particles/dustParticle";
dragCoefficient = "1.99902";
gravityCoefficient = "-0.100122";
inheritedVelFactor = "0.0998043";
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 400;
colors[0] = "0.456693 0.354331 0.259843 1";
colors[1] = "0.456693 0.456693 0.354331 0";
sizes[0] = "0.997986";
sizes[1] = "3.99805";
sizes[2] = "1.0";
sizes[3] = "1.0";
times[0] = "0.0";
times[1] = "1";
times[2] = "1";
times[3] = "1";
};
datablock ParticleEmitterData(CheetahTireEmitter)
{
ejectionPeriodMS = 20;
periodVarianceMS = 10;
ejectionVelocity = "14.57";
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 60;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "CheetahTireParticle";
blendStyle = "ADDITIVE";
};
datablock ProjectileData(TurretProjectile)
{
projectileShapeName = "data/FPSGameplay/art/shapes/weapons/shared/rocket.dts";
directDamage = 10;
radiusDamage = 15;
damageRadius = 3;
areaImpulse = 1200;
explosion = RocketLauncherExplosion;
waterExplosion = RocketLauncherWaterExplosion;
decal = ScorchRXDecal;
splash = RocketSplash;
muzzleVelocity = 250;
velInheritFactor = 0.7;
armingDelay = 0;
lifetime = 5000;
fadeDelay = 4500;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = false;
gravityMod = 0.80;
damageType = "RocketDamage";
};
datablock ParticleEmitterData(TurretFireSmokeEmitter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 5;
ejectionVelocity = 6.5;
velocityVariance = 1.0;
thetaMin = "0";
thetaMax = "0";
lifetimeMS = 350;
particles = "GunFireSmoke";
blendStyle = "NORMAL";
softParticles = "0";
alignParticles = "0";
orientParticles = "0";
};
datablock ShapeBaseImageData(TurretImage)
{
// Basic Item properties
shapeFile = "data/FPSGameplay/art/shapes/Cheetah/Cheetah_Turret.DAE";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 1;
firstPerson = false;
// When firing from a point offset from the eye, muzzle correction
// will adjust the muzzle vector to point to the eye LOS point.
// Since this weapon doesn't actually fire from the muzzle point,
// we need to turn this off.
correctMuzzleVector = false;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
className = "WeaponImage";
class = "WeaponImage";
// Projectile and Ammo
ammo = BulletAmmo;
projectile = TurretProjectile;
projectileType = Projectile;
projectileSpread = "0.01";
// Weapon lights up while firing
lightColor = "0.992126 0.968504 0.708661 1";
lightRadius = "4";
lightDuration = "100";
lightType = "WeaponFireLight";
lightBrightness = 2;
// Shake camera while firing.
shakeCamera = false;
// Images have a state system which controls how the animations
// are run, which sounds are played, script callbacks, etc. This
// state system is downloaded to the client so that clients can
// predict state changes and animate accordingly. The following
// system supports basic ready->fire->reload transitions as
// well as a no-ammo->dryfire idle state.
useRemainderDT = true;
// Initial start up state
stateName[0] = "Preactivate";
stateTransitionOnLoaded[0] = "Activate";
stateTransitionOnNoAmmo[0] = "NoAmmo";
// Activating the gun. Called when the weapon is first
// mounted and there is ammo.
stateName[1] = "Activate";
stateTransitionOnTimeout[1] = "Ready";
stateTimeoutValue[1] = 0.5;
stateSequence[1] = "Activate";
// Ready to fire, just waiting for the trigger
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
// Fire the weapon. Calls the fire script which does
// the actual work.
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.1;
stateFire[3] = true;
stateRecoil[3] = "";
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateSequenceRandomFlash[3] = true; // use muzzle flash sequence
stateScript[3] = "onFire";
stateSound[3] = CheetahTurretFireSound;
stateEmitter[3] = TurretFireSmokeEmitter;
stateEmitterTime[3] = 0.025;
// Play the reload animation, and transition into
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateWaitForTimeout[4] = "0";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 1.2;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
//stateEjectShell[4] = true;
// No ammo in the weapon, just idle until something
// shows up. Play the dry fire sound if the trigger is
// pulled.
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
// No ammo dry fire
stateName[6] = "DryFire";
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateScript[6] = "onDryFire";
};
//-----------------------------------------------------------------------------
// Information extacted from the shape.
//
// Wheel Sequences
// spring# Wheel spring motion: time 0 = wheel fully extended,
// the hub must be displaced, but not directly animated
// as it will be rotated in code.
// Other Sequences
// steering Wheel steering: time 0 = full right, 0.5 = center
// breakLight Break light, time 0 = off, 1 = breaking
//
// Wheel Nodes
// hub# Wheel hub, the hub must be in it's upper position
// from which the springs are mounted.
//
// The steering and animation sequences are optional.
// The center of the shape acts as the center of mass for the car.
//-----------------------------------------------------------------------------
datablock WheeledVehicleTire(CheetahCarTire)
{
// Tires act as springs and generate lateral and longitudinal
// forces to move the vehicle. These distortion/spring forces
// are what convert wheel angular velocity into forces that
// act on the rigid body.
shapeFile = "data/FPSGameplay/art/shapes/Cheetah/wheel.DAE";
staticFriction = 4.2;
kineticFriction = "1";
// Spring that generates lateral tire forces
lateralForce = 18000;
lateralDamping = 6000;
lateralRelaxation = 1;
// Spring that generates longitudinal tire forces
longitudinalForce = 18000;
longitudinalDamping = 4000;
longitudinalRelaxation = 1;
radius = "0.609998";
};
datablock WheeledVehicleTire(CheetahCarTireRear)
{
// Tires act as springs and generate lateral and longitudinal
// forces to move the vehicle. These distortion/spring forces
// are what convert wheel angular velocity into forces that
// act on the rigid body.
shapeFile = "data/FPSGameplay/art/shapes/Cheetah/wheelBack.DAE";
staticFriction = "7.2";
kineticFriction = "1";
// Spring that generates lateral tire forces
lateralForce = "19000";
lateralDamping = 6000;
lateralRelaxation = 1;
// Spring that generates longitudinal tire forces
longitudinalForce = 18000;
longitudinalDamping = 4000;
longitudinalRelaxation = 1;
radius = "0.840293";
};
datablock WheeledVehicleSpring(CheetahCarSpring)
{
// Wheel suspension properties
length = 0.5; // Suspension travel
force = 2800; // Spring force
damping = 3600; // Spring damping
antiSwayForce = 3; // Lateral anti-sway force
};
datablock WheeledVehicleData(CheetahCar)
{
category = "Vehicles";
shapeFile = "data/FPSGameplay/art/shapes/Cheetah/Cheetah_Body.DAE";
emap = 1;
mountPose[0] = sitting;
numMountPoints = 6;
useEyePoint = true; // Use the vehicle's camera node rather than the player's
maxSteeringAngle = 0.585; // Maximum steering angle, should match animation
// 3rd person camera settings
cameraRoll = false; // Roll the camera with the vehicle
cameraMaxDist = 7.8; // Far distance from vehicle
cameraOffset = 1.0; // Vertical offset from camera mount point
cameraLag = "0.3"; // Velocity lag of camera
cameraDecay = 1.25; // Decay per sec. rate of velocity lag
// Rigid Body
mass = "400";
massCenter = "0 0.5 0"; // Center of mass for rigid body
massBox = "0 0 0"; // Size of box used for moment of inertia,
// if zero it defaults to object bounding box
drag = 0.6; // Drag coefficient
bodyFriction = 0.6;
bodyRestitution = 0.4;
minImpactSpeed = 5; // Impacts over this invoke the script callback
softImpactSpeed = 5; // Play SoftImpact Sound
hardImpactSpeed = 15; // Play HardImpact Sound
integration = 8; // Physics integration: TickSec/Rate
collisionTol = "0.1"; // Collision distance tolerance
contactTol = "0.4"; // Contact velocity tolerance
// Engine
engineTorque = 4300; // Engine power
engineBrake = "5000"; // Braking when throttle is 0
brakeTorque = "10000"; // When brakes are applied
maxWheelSpeed = 50; // Engine scale by current speed / max speed
// Energy
maxEnergy = 100;
jetForce = 3000;
minJetEnergy = 30;
jetEnergyDrain = 2;
// Sounds
engineSound = cheetahEngine;
//squealSound = cheetahSqueal;
softImpactSound = softImpact;
hardImpactSound = hardImpact;
// Dynamic fields accessed via script
nameTag = 'Cheetah';
maxDismountSpeed = 10;
maxMountSpeed = 5;
mountPose0 = "sitting";
tireEmitter = "CheetahTireEmitter";
dustEmitter = "CheetahTireEmitter";
dustHeight = "1";
// Mount slots
turretSlot = 1;
rightBrakeSlot = 2;
leftBrakeSlot = 3;
};

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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 = "data/FPSGameplay/sound/weapons/Weapon_switch";
description = AudioClose3d;
preload = true;
};
datablock SFXProfile(WeaponPickupSound)
{
filename = "data/FPSGameplay/sound/weapons/Weapon_pickup";
description = AudioClose3d;
preload = true;
};
datablock SFXProfile(AmmoPickupSound)
{
filename = "data/FPSGameplay/sound/weapons/Ammo_pickup";
description = AudioClose3d;
preload = true;
};

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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 = "data/FPSGameplay/sound/weapons/wpn_lurker_fire";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(LurkerReloadSound)
{
filename = "data/FPSGameplay/sound/weapons/wpn_lurker_reload";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(LurkerIdleSound)
{
filename = "data/FPSGameplay/sound/weapons/wpn_lurker_idle";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(LurkerSwitchinSound)
{
filename = "data/FPSGameplay/sound/weapons/wpn_lurker_switchin";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(LurkerGrenadeFireSound)
{
filename = "data/FPSGameplay/sound/weapons/wpn_lurker_grenadelaunch";
description = AudioClose3D;
preload = true;
};
datablock SFXPlayList(LurkerFireSoundList)
{
// Use a looped description so the list playback will loop.
description = AudioClose3D;
track[ 0 ] = LurkerFireSound;
};
/*datablock SFXProfile(BulletImpactSound)
{
filename = "data/FPSGameplay/sound/weapons/SCARFIRE";
description = AudioClose3D;
preload = true;
};*/
// ----------------------------------------------------------------------------
// Particles
// ----------------------------------------------------------------------------
datablock ParticleData(GunFireSmoke)
{
textureName = "data/FPSGameplay/art/particles/smoke";
dragCoefficient = 0;
gravityCoefficient = "-1";
windCoefficient = 0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 200;
spinRandomMin = -180.0;
spinRandomMax = 180.0;
useInvAlpha = true;
colors[0] = "0.795276 0.795276 0.795276 0.692913";
colors[1] = "0.866142 0.866142 0.866142 0.346457";
colors[2] = "0.897638 0.834646 0.795276 0";
sizes[0] = "0.399805";
sizes[1] = "1.19941";
sizes[2] = "1.69993";
times[0] = 0.0;
times[1] = "0.498039";
times[2] = 1.0;
animTexName = "data/FPSGameplay/art/particles/smoke";
};
datablock ParticleEmitterData(GunFireSmokeEmitter)
{
ejectionPeriodMS = 20;
periodVarianceMS = 10;
ejectionVelocity = "0";
velocityVariance = "0";
thetaMin = "0";
thetaMax = "0";
lifetimeMS = 250;
particles = "GunFireSmoke";
blendStyle = "NORMAL";
softParticles = "0";
originalName = "GunFireSmokeEmitter";
alignParticles = "0";
orientParticles = "0";
};
datablock ParticleData(BulletDirtDust)
{
textureName = "data/FPSGameplay/art/particles/impact";
dragCoefficient = "1";
gravityCoefficient = "-0.100122";
windCoefficient = 0;
inheritedVelFactor = 0.0;
constantAcceleration = "-0.83";
lifetimeMS = 800;
lifetimeVarianceMS = 300;
spinRandomMin = -180.0;
spinRandomMax = 180.0;
useInvAlpha = true;
colors[0] = "0.496063 0.393701 0.299213 0.692913";
colors[1] = "0.692913 0.614173 0.535433 0.346457";
colors[2] = "0.897638 0.84252 0.795276 0";
sizes[0] = "0.997986";
sizes[1] = "2";
sizes[2] = "2.5";
times[0] = 0.0;
times[1] = "0.498039";
times[2] = 1.0;
animTexName = "data/FPSGameplay/art/particles/impact";
};
datablock ParticleEmitterData(BulletDirtDustEmitter)
{
ejectionPeriodMS = 20;
periodVarianceMS = 10;
ejectionVelocity = "1";
velocityVariance = 1.0;
thetaMin = 0.0;
thetaMax = 180.0;
lifetimeMS = 250;
particles = "BulletDirtDust";
blendStyle = "NORMAL";
};
//-----------------------------------------------------------------------------
// Explosion
//-----------------------------------------------------------------------------
datablock ExplosionData(BulletDirtExplosion)
{
soundProfile = BulletImpactSound;
lifeTimeMS = 65;
// Volume particles
particleEmitter = BulletDirtDustEmitter;
particleDensity = 4;
particleRadius = 0.3;
// Point emission
emitter[0] = BulletDirtSprayEmitter;
emitter[1] = BulletDirtSprayEmitter;
emitter[2] = BulletDirtRocksEmitter;
};
//--------------------------------------------------------------------------
// Shell ejected during reload.
//-----------------------------------------------------------------------------
datablock DebrisData(BulletShell)
{
shapeFile = "data/FPSGameplay/art/shapes/weapons/shared/RifleShell.DAE";
lifetime = 6.0;
minSpinSpeed = 300.0;
maxSpinSpeed = 400.0;
elasticity = 0.65;
friction = 0.05;
numBounces = 5;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
ignoreWater = true;
fade = true;
};
//-----------------------------------------------------------------------------
// Projectile Object
//-----------------------------------------------------------------------------
datablock LightDescription( BulletProjectileLightDesc )
{
color = "0.0 0.5 0.7";
range = 3.0;
};
datablock ProjectileData( BulletProjectile )
{
projectileShapeName = "";
directDamage = 5;
radiusDamage = 0;
damageRadius = 0.5;
areaImpulse = 0.5;
impactForce = 1;
explosion = BulletDirtExplosion;
decal = BulletHoleDecal;
muzzleVelocity = 120;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 992;
fadeDelay = 1472;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = false;
gravityMod = 1;
};
function BulletProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
// Apply impact force from the projectile.
// Apply damage to the object all shape base objects
if ( %col.getType() & $TypeMasks::GameBaseObjectType )
%col.damage(%obj,%pos,%this.directDamage,"BulletProjectile");
}
//-----------------------------------------------------------------------------
// Ammo Item
//-----------------------------------------------------------------------------
datablock ItemData(LurkerClip)
{
// Mission editor category
category = "AmmoClip";
// Add the Ammo namespace as a parent. The ammo namespace provides
// common ammo related functions and hooks into the inventory system.
className = "AmmoClip";
// Basic Item properties
shapeFile = "data/FPSGameplay/art/shapes/weapons/Lurker/TP_Lurker.DAE";
mass = 1;
elasticity = 0.2;
friction = 0.6;
// Dynamic properties defined by the scripts
pickUpName = "Lurker clip";
count = 1;
maxInventory = 10;
};
datablock ItemData(LurkerAmmo)
{
// Mission editor category
category = "Ammo";
// Add the Ammo namespace as a parent. The ammo namespace provides
// common ammo related functions and hooks into the inventory system.
className = "Ammo";
// Basic Item properties
shapeFile = "data/FPSGameplay/art/shapes/weapons/Lurker/TP_Lurker.DAE";
mass = 1;
elasticity = 0.2;
friction = 0.6;
// Dynamic properties defined by the scripts
pickUpName = "Lurker ammo";
maxInventory = 30;
clip = LurkerClip;
};
//--------------------------------------------------------------------------
// Weapon Item. This is the item that exists in the world, i.e. when it's
// been dropped, thrown or is acting as re-spawnable item. When the weapon
// is mounted onto a shape, the LurkerWeaponImage is used.
//-----------------------------------------------------------------------------
datablock ItemData(Lurker)
{
// Mission editor category
category = "Weapon";
// Hook into Item Weapon class hierarchy. The weapon namespace
// provides common weapon handling functions in addition to hooks
// into the inventory system.
className = "Weapon";
// Basic Item properties
shapeFile = "data/FPSGameplay/art/shapes/weapons/Lurker/TP_Lurker.DAE";
mass = 1;
elasticity = 0.2;
friction = 0.6;
emap = true;
// Dynamic properties defined by the scripts
PreviewImage = 'lurker.png';
pickUpName = "Lurker rifle";
description = "Lurker";
image = LurkerWeaponImage;
reticle = "crossHair";
};
datablock ShapeBaseImageData(LurkerWeaponImage)
{
// Basic Item properties
shapeFile = "data/FPSGameplay/art/shapes/weapons/Lurker/TP_Lurker.DAE";
shapeFileFP = "data/FPSGameplay/art/shapes/weapons/Lurker/FP_Lurker.DAE";
emap = true;
imageAnimPrefix = "Rifle";
imageAnimPrefixFP = "Rifle";
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
firstPerson = true;
useEyeNode = true;
animateOnServer = true;
// When firing from a point offset from the eye, muzzle correction
// will adjust the muzzle vector to point to the eye LOS point.
// Since this weapon doesn't actually fire from the muzzle point,
// we need to turn this off.
correctMuzzleVector = true;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
class = "WeaponImage";
className = "WeaponImage";
// Projectiles and Ammo.
item = Lurker;
ammo = LurkerAmmo;
clip = LurkerClip;
projectile = BulletProjectile;
projectileType = Projectile;
projectileSpread = "0.005";
altProjectile = GrenadeLauncherProjectile;
altProjectileSpread = "0.02";
casing = BulletShell;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
// Weapon lights up while firing
lightType = "WeaponFireLight";
lightColor = "0.992126 0.968504 0.708661 1";
lightRadius = "4";
lightDuration = "100";
lightBrightness = 2;
// Shake camera while firing.
shakeCamera = false;
camShakeFreq = "0 0 0";
camShakeAmp = "0 0 0";
// Images have a state system which controls how the animations
// are run, which sounds are played, script callbacks, etc. This
// state system is downloaded to the client so that clients can
// predict state changes and animate accordingly. The following
// system supports basic ready->fire->reload transitions as
// well as a no-ammo->dryfire idle state.
useRemainderDT = true;
// Initial start up state
stateName[0] = "Preactivate";
stateTransitionOnLoaded[0] = "Activate";
stateTransitionOnNoAmmo[0] = "NoAmmo";
// Activating the gun. Called when the weapon is first
// mounted and there is ammo.
stateName[1] = "Activate";
stateTransitionGeneric0In[1] = "SprintEnter";
stateTransitionOnTimeout[1] = "Ready";
stateTimeoutValue[1] = 0.5;
stateSequence[1] = "switch_in";
stateSound[1] = LurkerSwitchinSound;
// Ready to fire, just waiting for the trigger
stateName[2] = "Ready";
stateTransitionGeneric0In[2] = "SprintEnter";
stateTransitionOnMotion[2] = "ReadyMotion";
stateTransitionOnTimeout[2] = "ReadyFidget";
stateTimeoutValue[2] = 10;
stateWaitForTimeout[2] = false;
stateScaleAnimation[2] = false;
stateScaleAnimationFP[2] = false;
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateSequence[2] = "idle";
// Same as Ready state but plays a fidget sequence
stateName[3] = "ReadyFidget";
stateTransitionGeneric0In[3] = "SprintEnter";
stateTransitionOnMotion[3] = "ReadyMotion";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 6;
stateWaitForTimeout[3] = false;
stateTransitionOnNoAmmo[3] = "NoAmmo";
stateTransitionOnTriggerDown[3] = "Fire";
stateSequence[3] = "idle_fidget1";
stateSound[3] = LurkerIdleSound;
// Ready to fire with player moving
stateName[4] = "ReadyMotion";
stateTransitionGeneric0In[4] = "SprintEnter";
stateTransitionOnNoMotion[4] = "Ready";
stateWaitForTimeout[4] = false;
stateScaleAnimation[4] = false;
stateScaleAnimationFP[4] = false;
stateSequenceTransitionIn[4] = true;
stateSequenceTransitionOut[4] = true;
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTriggerDown[4] = "Fire";
stateSequence[4] = "run";
// Fire the weapon. Calls the fire script which does
// the actual work.
stateName[5] = "Fire";
stateTransitionGeneric0In[5] = "SprintEnter";
stateTransitionOnTimeout[5] = "NewRound";
stateTimeoutValue[5] = 0.15;
stateFire[5] = true;
stateRecoil[5] = "";
stateAllowImageChange[5] = false;
stateSequence[5] = "fire";
stateScaleAnimation[5] = false;
stateSequenceNeverTransition[5] = true;
stateSequenceRandomFlash[5] = true; // use muzzle flash sequence
stateScript[5] = "onFire";
stateSound[5] = LurkerFireSoundList;
stateEmitter[5] = GunFireSmokeEmitter;
stateEmitterTime[5] = 0.025;
// Put another round into the chamber if one is available
stateName[6] = "NewRound";
stateTransitionGeneric0In[6] = "SprintEnter";
stateTransitionOnNoAmmo[6] = "NoAmmo";
stateTransitionOnTimeout[6] = "Ready";
stateWaitForTimeout[6] = "0";
stateTimeoutValue[6] = 0.05;
stateAllowImageChange[6] = false;
stateEjectShell[6] = true;
// No ammo in the weapon, just idle until something
// shows up. Play the dry fire sound if the trigger is
// pulled.
stateName[7] = "NoAmmo";
stateTransitionGeneric0In[7] = "SprintEnter";
stateTransitionOnMotion[7] = "NoAmmoMotion";
stateTransitionOnAmmo[7] = "ReloadClip";
stateTimeoutValue[7] = 0.1; // Slight pause to allow script to run when trigger is still held down from Fire state
stateScript[7] = "onClipEmpty";
stateSequence[7] = "idle";
stateScaleAnimation[7] = false;
stateScaleAnimationFP[7] = false;
stateTransitionOnTriggerDown[7] = "DryFire";
stateName[8] = "NoAmmoMotion";
stateTransitionGeneric0In[8] = "SprintEnter";
stateTransitionOnNoMotion[8] = "NoAmmo";
stateWaitForTimeout[8] = false;
stateScaleAnimation[8] = false;
stateScaleAnimationFP[8] = false;
stateSequenceTransitionIn[8] = true;
stateSequenceTransitionOut[8] = true;
stateTransitionOnTriggerDown[8] = "DryFire";
stateTransitionOnAmmo[8] = "ReloadClip";
stateSequence[8] = "run";
// No ammo dry fire
stateName[9] = "DryFire";
stateTransitionGeneric0In[9] = "SprintEnter";
stateTransitionOnAmmo[9] = "ReloadClip";
stateWaitForTimeout[9] = "0";
stateTimeoutValue[9] = 0.7;
stateTransitionOnTimeout[9] = "NoAmmo";
stateScript[9] = "onDryFire";
stateSound[9] = MachineGunDryFire;
// Play the reload clip animation
stateName[10] = "ReloadClip";
stateTransitionGeneric0In[10] = "SprintEnter";
stateTransitionOnTimeout[10] = "Ready";
stateWaitForTimeout[10] = true;
stateTimeoutValue[10] = 3.0;
stateReload[10] = true;
stateSequence[10] = "reload";
stateShapeSequence[10] = "Reload";
stateScaleShapeSequence[10] = true;
stateSound[10] = LurkerReloadSound;
// Start Sprinting
stateName[11] = "SprintEnter";
stateTransitionGeneric0Out[11] = "SprintExit";
stateTransitionOnTimeout[11] = "Sprinting";
stateWaitForTimeout[11] = false;
stateTimeoutValue[11] = 0.5;
stateWaitForTimeout[11] = false;
stateScaleAnimation[11] = false;
stateScaleAnimationFP[11] = false;
stateSequenceTransitionIn[11] = true;
stateSequenceTransitionOut[11] = true;
stateAllowImageChange[11] = false;
stateSequence[11] = "sprint";
// Sprinting
stateName[12] = "Sprinting";
stateTransitionGeneric0Out[12] = "SprintExit";
stateWaitForTimeout[12] = false;
stateScaleAnimation[12] = false;
stateScaleAnimationFP[12] = false;
stateSequenceTransitionIn[12] = true;
stateSequenceTransitionOut[12] = true;
stateAllowImageChange[12] = false;
stateSequence[12] = "sprint";
// Stop Sprinting
stateName[13] = "SprintExit";
stateTransitionGeneric0In[13] = "SprintEnter";
stateTransitionOnTimeout[13] = "Ready";
stateWaitForTimeout[13] = false;
stateTimeoutValue[13] = 0.5;
stateSequenceTransitionIn[13] = true;
stateSequenceTransitionOut[13] = true;
stateAllowImageChange[13] = false;
stateSequence[13] = "sprint";
};
//--------------------------------------------------------------------------
// Lurker Grenade Launcher
//--------------------------------------------------------------------------
datablock ItemData(LurkerGrenadeAmmo)
{
// Mission editor category
category = "Ammo";
// Add the Ammo namespace as a parent. The ammo namespace provides
// common ammo related functions and hooks into the inventory system.
className = "Ammo";
// Basic Item properties
shapeFile = "data/FPSGameplay/art/shapes/weapons/Lurker/TP_Lurker.DAE";
mass = 1;
elasticity = 0.2;
friction = 0.6;
// Dynamic properties defined by the scripts
pickUpName = "Lurker grenade ammo";
maxInventory = 20;
};
datablock ItemData(LurkerGrenadeLauncher)
{
// Mission editor category
category = "Weapon";
// Hook into Item Weapon class hierarchy. The weapon namespace
// provides common weapon handling functions in addition to hooks
// into the inventory system.
className = "Weapon";
// Basic Item properties
shapeFile = "data/FPSGameplay/art/shapes/weapons/Lurker/TP_Lurker.DAE";
mass = 1;
elasticity = 0.2;
friction = 0.6;
emap = true;
// Dynamic properties defined by the scripts
PreviewImage = 'lurker.png';
pickUpName = "a Lurker grenade launcher";
description = "Lurker Grenade Launcher";
image = LurkerGrenadeLauncherImage;
reticle = "crossHair";
};
datablock ShapeBaseImageData(LurkerGrenadeLauncherImage)
{
// Basic Item properties
shapeFile = "data/FPSGameplay/art/shapes/weapons/Lurker/TP_Lurker.DAE";
shapeFileFP = "data/FPSGameplay/art/shapes/weapons/Lurker/FP_Lurker.DAE";
emap = true;
imageAnimPrefix = "Rifle";
imageAnimPrefixFP = "Rifle";
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
firstPerson = true;
useEyeNode = true;
animateOnServer = true;
// When firing from a point offset from the eye, muzzle correction
// will adjust the muzzle vector to point to the eye LOS point.
// Since this weapon doesn't actually fire from the muzzle point,
// we need to turn this off.
correctMuzzleVector = true;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
class = "WeaponImage";
className = "WeaponImage";
// Projectiles and Ammo.
item = LurkerGrenadeLauncher;
ammo = LurkerGrenadeAmmo;
projectile = GrenadeLauncherProjectile;
projectileType = Projectile;
projectileSpread = "0.02";
// Weapon lights up while firing
lightType = "WeaponFireLight";
lightColor = "0.992126 0.968504 0.708661 1";
lightRadius = "4";
lightDuration = "100";
lightBrightness = 2;
// Shake camera while firing.
shakeCamera = false;
camShakeFreq = "0 0 0";
camShakeAmp = "0 0 0";
// Images have a state system which controls how the animations
// are run, which sounds are played, script callbacks, etc. This
// state system is downloaded to the client so that clients can
// predict state changes and animate accordingly. The following
// system supports basic ready->fire->reload transitions as
// well as a no-ammo->dryfire idle state.
useRemainderDT = true;
// Initial start up state
stateName[0] = "Preactivate";
stateTransitionOnLoaded[0] = "Activate";
stateTransitionOnNoAmmo[0] = "NoAmmo";
// Activating the gun. Called when the weapon is first
// mounted and there is ammo.
stateName[1] = "Activate";
stateTransitionGeneric0In[1] = "SprintEnter";
stateTransitionOnTimeout[1] = "Ready";
stateTimeoutValue[1] = 0.5;
stateSequence[1] = "switch_in";
stateSound[1] = LurkerSwitchinSound;
// Ready to fire, just waiting for the trigger
stateName[2] = "Ready";
stateTransitionGeneric0In[2] = "SprintEnter";
stateTransitionOnMotion[2] = "ReadyMotion";
stateTransitionOnTimeout[2] = "ReadyFidget";
stateTimeoutValue[2] = 10;
stateWaitForTimeout[2] = false;
stateScaleAnimation[2] = false;
stateScaleAnimationFP[2] = false;
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateSequence[2] = "idle";
// Same as Ready state but plays a fidget sequence
stateName[3] = "ReadyFidget";
stateTransitionGeneric0In[3] = "SprintEnter";
stateTransitionOnMotion[3] = "ReadyMotion";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 6;
stateWaitForTimeout[3] = false;
stateTransitionOnNoAmmo[3] = "NoAmmo";
stateTransitionOnTriggerDown[3] = "Fire";
stateSequence[3] = "idle_fidget1";
stateSound[3] = LurkerIdleSound;
// Ready to fire with player moving
stateName[4] = "ReadyMotion";
stateTransitionGeneric0In[4] = "SprintEnter";
stateTransitionOnNoMotion[4] = "Ready";
stateWaitForTimeout[4] = false;
stateScaleAnimation[4] = false;
stateScaleAnimationFP[4] = false;
stateSequenceTransitionIn[4] = true;
stateSequenceTransitionOut[4] = true;
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTriggerDown[4] = "Fire";
stateSequence[4] = "run";
// Fire the weapon. Calls the fire script which does
// the actual work.
stateName[5] = "Fire";
stateTransitionGeneric0In[5] = "SprintEnter";
stateTransitionOnTimeout[5] = "NewRound";
stateTimeoutValue[5] = 1.2;
stateFire[5] = true;
stateRecoil[5] = "";
stateAllowImageChange[5] = false;
stateSequence[5] = "fire_alt";
stateScaleAnimation[5] = true;
stateSequenceNeverTransition[5] = true;
stateSequenceRandomFlash[5] = true; // use muzzle flash sequence
stateScript[5] = "onFire";
stateSound[5] = LurkerGrenadeFireSound;
stateEmitter[5] = GunFireSmokeEmitter;
stateEmitterTime[5] = 0.025;
stateEjectShell[5] = true;
// Put another round into the chamber
stateName[6] = "NewRound";
stateTransitionGeneric0In[6] = "SprintEnter";
stateTransitionOnNoAmmo[6] = "NoAmmo";
stateTransitionOnTimeout[6] = "Ready";
stateWaitForTimeout[6] = "0";
stateTimeoutValue[6] = 0.05;
stateAllowImageChange[6] = false;
// No ammo in the weapon, just idle until something
// shows up. Play the dry fire sound if the trigger is
// pulled.
stateName[7] = "NoAmmo";
stateTransitionGeneric0In[7] = "SprintEnter";
stateTransitionOnMotion[7] = "NoAmmoReadyMotion";
stateTransitionOnAmmo[7] = "ReloadClip";
stateTimeoutValue[7] = 0.1; // Slight pause to allow script to run when trigger is still held down from Fire state
stateScript[7] = "onClipEmpty";
stateSequence[7] = "idle";
stateScaleAnimation[7] = false;
stateScaleAnimationFP[7] = false;
stateTransitionOnTriggerDown[7] = "DryFire";
stateName[8] = "NoAmmoReadyMotion";
stateTransitionGeneric0In[8] = "SprintEnter";
stateTransitionOnNoMotion[8] = "NoAmmo";
stateWaitForTimeout[8] = false;
stateScaleAnimation[8] = false;
stateScaleAnimationFP[8] = false;
stateSequenceTransitionIn[8] = true;
stateSequenceTransitionOut[8] = true;
stateTransitionOnAmmo[8] = "ReloadClip";
stateTransitionOnTriggerDown[8] = "DryFire";
stateSequence[8] = "run";
// No ammo dry fire
stateName[9] = "DryFire";
stateTransitionGeneric0In[9] = "SprintEnter";
stateTimeoutValue[9] = 1.0;
stateTransitionOnTimeout[9] = "NoAmmo";
stateScript[9] = "onDryFire";
// Play the reload clip animation
stateName[10] = "ReloadClip";
stateTransitionGeneric0In[10] = "SprintEnter";
stateTransitionOnTimeout[10] = "Ready";
stateWaitForTimeout[10] = true;
stateTimeoutValue[10] = 3.0;
stateReload[10] = true;
stateSequence[10] = "reload";
stateShapeSequence[10] = "Reload";
stateScaleShapeSequence[10] = true;
// Start Sprinting
stateName[11] = "SprintEnter";
stateTransitionGeneric0Out[11] = "SprintExit";
stateTransitionOnTimeout[11] = "Sprinting";
stateWaitForTimeout[11] = false;
stateTimeoutValue[11] = 0.5;
stateWaitForTimeout[11] = false;
stateScaleAnimation[11] = false;
stateScaleAnimationFP[11] = false;
stateSequenceTransitionIn[11] = true;
stateSequenceTransitionOut[11] = true;
stateAllowImageChange[11] = false;
stateSequence[11] = "sprint";
// Sprinting
stateName[12] = "Sprinting";
stateTransitionGeneric0Out[12] = "SprintExit";
stateWaitForTimeout[12] = false;
stateScaleAnimation[12] = false;
stateScaleAnimationFP[12] = false;
stateSequenceTransitionIn[12] = true;
stateSequenceTransitionOut[12] = true;
stateAllowImageChange[12] = false;
stateSequence[12] = "sprint";
// Stop Sprinting
stateName[13] = "SprintExit";
stateTransitionGeneric0In[13] = "SprintEnter";
stateTransitionOnTimeout[13] = "Ready";
stateWaitForTimeout[13] = false;
stateTimeoutValue[13] = 0.5;
stateSequenceTransitionIn[13] = true;
stateSequenceTransitionOut[13] = true;
stateAllowImageChange[13] = false;
stateSequence[13] = "sprint";
};

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@ -0,0 +1,402 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//--------------------------------------------------------------------------
// Sounds
//--------------------------------------------------------------------------
// Added for Lesson 5 - Adding Weapons - 23 Sep 11
datablock SFXProfile(WeaponTemplateFireSound)
{
filename = "data/FPSGameplay/sound/weapons/wpn_fire";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(WeaponTemplateReloadSound)
{
filename = "data/FPSGameplay/sound/weapons/wpn_reload";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(WeaponTemplateSwitchinSound)
{
filename = "data/FPSGameplay/sound/weapons/wpn_switchin";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(WeaponTemplateIdleSound)
{
filename = "data/FPSGameplay/sound/weapons/wpn_idle";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(WeaponTemplateGrenadeSound)
{
filename = "data/FPSGameplay/sound/weapons/wpn_grenadelaunch";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(WeaponTemplateMineSwitchinSound)
{
filename = "data/FPSGameplay/sound/weapons/wpn_mine_switchin";
description = AudioClose3D;
preload = true;
};
//-----------------------------------------------------------------------------
// Added 28 Sep 11
datablock LightDescription( BulletProjectileLightDesc )
{
color = "0.0 0.5 0.7";
range = 3.0;
};
datablock ProjectileData( BulletProjectile )
{
projectileShapeName = "";
directDamage = 5;
radiusDamage = 0;
damageRadius = 0.5;
areaImpulse = 0.5;
impactForce = 1;
explosion = BulletDirtExplosion;
decal = BulletHoleDecal;
muzzleVelocity = 120;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 992;
fadeDelay = 1472;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = false;
gravityMod = 1;
};
function BulletProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
// Apply impact force from the projectile.
// Apply damage to the object all shape base objects
if ( %col.getType() & $TypeMasks::GameBaseObjectType )
%col.damage(%obj,%pos,%this.directDamage,"BulletProjectile");
}
//-----------------------------------------------------------------------------
datablock ProjectileData( WeaponTemplateProjectile )
{
projectileShapeName = "";
directDamage = 5;
radiusDamage = 0;
damageRadius = 0.5;
areaImpulse = 0.5;
impactForce = 1;
muzzleVelocity = 120;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 992;
fadeDelay = 1472;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = false;
gravityMod = 1;
};
function WeaponTemplateProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
// Apply impact force from the projectile.
// Apply damage to the object all shape base objects
if ( %col.getType() & $TypeMasks::GameBaseObjectType )
%col.damage(%obj,%pos,%this.directDamage,"WeaponTemplateProjectile");
}
//-----------------------------------------------------------------------------
// Ammo Item
//-----------------------------------------------------------------------------
datablock ItemData(WeaponTemplateAmmo)
{
// Mission editor category
category = "Ammo";
// Add the Ammo namespace as a parent. The ammo namespace provides
// common ammo related functions and hooks into the inventory system.
className = "Ammo";
// Basic Item properties
shapeFile = "";
mass = 1;
elasticity = 0.2;
friction = 0.6;
// Dynamic properties defined by the scripts
pickUpName = "";
maxInventory = 1000;
};
//--------------------------------------------------------------------------
// Weapon Item. This is the item that exists in the world, i.e. when it's
// been dropped, thrown or is acting as re-spawnable item. When the weapon
// is mounted onto a shape, the NewWeaponTemplate is used.
//-----------------------------------------------------------------------------
datablock ItemData(WeaponTemplateItem)
{
// Mission editor category
category = "Weapon";
// Hook into Item Weapon class hierarchy. The weapon namespace
// provides common weapon handling functions in addition to hooks
// into the inventory system.
className = "Weapon";
// Basic Item properties
shapeFile = "";
mass = 1;
elasticity = 0.2;
friction = 0.6;
emap = true;
// Dynamic properties defined by the scripts
pickUpName = "A basic weapon";
description = "Weapon";
image = WeaponTemplateImage;
reticle = "crossHair";
};
datablock ShapeBaseImageData(WeaponTemplateImage)
{
// FP refers to first person specific features
// Defines what art file to use.
shapeFile = "data/FPSGameplay/art/shapes/weapons/Lurker/TP_Lurker.DAE";
shapeFileFP = "data/FPSGameplay/art/shapes/weapons/Lurker/FP_Lurker.DAE";
// Whether or not to enable environment mapping
//emap = true;
//imageAnimPrefixFP = "";
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
//firstPerson = true;
//eyeOffset = "0.001 -0.05 -0.065";
// When firing from a point offset from the eye, muzzle correction
// will adjust the muzzle vector to point to the eye LOS point.
// Since this weapon doesn't actually fire from the muzzle point,
// we need to turn this off.
//correctMuzzleVector = true;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
class = "WeaponImage";
className = "WeaponImage";
// Projectiles and Ammo.
item = WeaponTemplateItem;
ammo = WeaponTemplateAmmo;
//projectile = BulletProjectile;
//projectileType = Projectile;
//projectileSpread = "0.005";
// Properties associated with the shell casing that gets ejected during firing
//casing = BulletShell;
//shellExitDir = "1.0 0.3 1.0";
//shellExitOffset = "0.15 -0.56 -0.1";
//shellExitVariance = 15.0;
//shellVelocity = 3.0;
// Properties associated with a light that occurs when the weapon fires
//lightType = "";
//lightColor = "0.992126 0.968504 0.708661 1";
//lightRadius = "4";
//lightDuration = "100";
//lightBrightness = 2;
// Properties associated with shaking the camera during firing
//shakeCamera = false;
//camShakeFreq = "0 0 0";
//camShakeAmp = "0 0 0";
// Images have a state system which controls how the animations
// are run, which sounds are played, script callbacks, etc. This
// state system is downloaded to the client so that clients can
// predict state changes and animate accordingly. The following
// system supports basic ready->fire->reload transitions as
// well as a no-ammo->dryfire idle state.
// If true, allow multiple timeout transitions to occur within a single tick
// useful if states have a very small timeout
//useRemainderDT = true;
// Initial start up state
stateName[0] = "Preactivate";
stateTransitionOnLoaded[0] = "Activate";
stateTransitionOnNoAmmo[0] = "NoAmmo";
// Activating the gun. Called when the weapon is first
// mounted and there is ammo.
stateName[1] = "Activate";
stateTransitionGeneric0In[1] = "SprintEnter";
stateTransitionOnTimeout[1] = "Ready";
stateTimeoutValue[1] = 0.5;
stateSequence[1] = "switch_in";
// Ready to fire, just waiting for the trigger
stateName[2] = "Ready";
stateTransitionGeneric0In[2] = "SprintEnter";
stateTransitionOnMotion[2] = "ReadyMotion";
stateTransitionOnTimeout[2] = "ReadyFidget";
stateTimeoutValue[2] = 10;
stateWaitForTimeout[2] = false;
stateScaleAnimation[2] = false;
stateScaleAnimationFP[2] = false;
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateSequence[2] = "idle";
// Same as Ready state but plays a fidget sequence
stateName[3] = "ReadyFidget";
stateTransitionGeneric0In[3] = "SprintEnter";
stateTransitionOnMotion[3] = "ReadyMotion";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 6;
stateWaitForTimeout[3] = false;
stateTransitionOnNoAmmo[3] = "NoAmmo";
stateTransitionOnTriggerDown[3] = "Fire";
stateSequence[3] = "idle_fidget1";
// Ready to fire with player moving
stateName[4] = "ReadyMotion";
stateTransitionGeneric0In[4] = "SprintEnter";
stateTransitionOnNoMotion[4] = "Ready";
stateWaitForTimeout[4] = false;
stateScaleAnimation[4] = false;
stateScaleAnimationFP[4] = false;
stateSequenceTransitionIn[4] = true;
stateSequenceTransitionOut[4] = true;
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTriggerDown[4] = "Fire";
stateSequence[4] = "run";
// Fire the weapon. Calls the fire script which does
// the actual work.
stateName[5] = "Fire";
stateTransitionGeneric0In[5] = "SprintEnter";
stateTransitionOnTimeout[5] = "Reload";
stateTimeoutValue[5] = 0.15;
stateFire[5] = true;
stateRecoil[5] = "";
stateAllowImageChange[5] = false;
stateSequence[5] = "fire";
stateScaleAnimation[5] = false;
stateSequenceNeverTransition[5] = true;
stateSequenceRandomFlash[5] = true; // use muzzle flash sequence
stateScript[5] = "onFire";
stateSound[5] = WeaponTemplateFireSound;
stateEmitter[5] = GunFireSmokeEmitter;
stateEmitterTime[5] = 0.025;
// Play the reload animation, and transition into
stateName[6] = "Reload";
stateTransitionGeneric0In[6] = "SprintEnter";
stateTransitionOnNoAmmo[6] = "NoAmmo";
stateTransitionOnTimeout[6] = "Ready";
stateWaitForTimeout[6] = "0";
stateTimeoutValue[6] = 0.05;
stateAllowImageChange[6] = false;
//stateSequence[6] = "reload";
stateEjectShell[6] = true;
// No ammo in the weapon, just idle until something
// shows up. Play the dry fire sound if the trigger is
// pulled.
stateName[7] = "NoAmmo";
stateTransitionGeneric0In[7] = "SprintEnter";
stateTransitionOnAmmo[7] = "ReloadClip";
stateScript[7] = "onClipEmpty";
// No ammo dry fire
stateName[8] = "DryFire";
stateTransitionGeneric0In[8] = "SprintEnter";
stateTimeoutValue[8] = 1.0;
stateTransitionOnTimeout[8] = "NoAmmo";
stateScript[8] = "onDryFire";
// Play the reload clip animation
stateName[9] = "ReloadClip";
stateTransitionGeneric0In[9] = "SprintEnter";
stateTransitionOnTimeout[9] = "Ready";
stateWaitForTimeout[9] = true;
stateTimeoutValue[9] = 3.0;
stateReload[9] = true;
stateSequence[9] = "reload";
stateShapeSequence[9] = "Reload";
stateScaleShapeSequence[9] = true;
// Start Sprinting
stateName[10] = "SprintEnter";
stateTransitionGeneric0Out[10] = "SprintExit";
stateTransitionOnTimeout[10] = "Sprinting";
stateWaitForTimeout[10] = false;
stateTimeoutValue[10] = 0.5;
stateWaitForTimeout[10] = false;
stateScaleAnimation[10] = false;
stateScaleAnimationFP[10] = false;
stateSequenceTransitionIn[10] = true;
stateSequenceTransitionOut[10] = true;
stateAllowImageChange[10] = false;
stateSequence[10] = "sprint";
// Sprinting
stateName[11] = "Sprinting";
stateTransitionGeneric0Out[11] = "SprintExit";
stateWaitForTimeout[11] = false;
stateScaleAnimation[11] = false;
stateScaleAnimationFP[11] = false;
stateSequenceTransitionIn[11] = true;
stateSequenceTransitionOut[11] = true;
stateAllowImageChange[11] = false;
stateSequence[11] = "sprint";
// Stop Sprinting
stateName[12] = "SprintExit";
stateTransitionGeneric0In[12] = "SprintEnter";
stateTransitionOnTimeout[12] = "Ready";
stateWaitForTimeout[12] = false;
stateTimeoutValue[12] = 0.5;
stateSequenceTransitionIn[12] = true;
stateSequenceTransitionOut[12] = true;
stateAllowImageChange[12] = false;
stateSequence[12] = "sprint";
};

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
datablock SFXProfile( MineArmedSound )
{
filename = "data/FPSGameplay/sound/weapons/mine_armed";
description = AudioClose3d;
preload = true;
};
datablock SFXProfile( MineSwitchinSound )
{
filename = "data/FPSGameplay/sound/weapons/wpn_proximitymine_switchin";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile( MineTriggeredSound )
{
filename = "data/FPSGameplay/sound/weapons/mine_trigger";
description = AudioClose3d;
preload = true;
};
datablock ProximityMineData( ProxMine )
{
// ShapeBaseData fields
category = "Weapon";
shapeFile = "data/FPSGameplay/art/shapes/weapons/ProxMine/TP_ProxMine.DAE";
explosion = GrenadeLauncherExplosion;
// ItemData fields
sticky = true;
mass = 2;
elasticity = 0.2;
friction = 0.6;
simpleServerCollision = false;
// ProximityMineData fields
armingDelay = 3.5;
armingSound = MineArmedSound;
autoTriggerDelay = 0;
triggerOnOwner = true;
triggerRadius = 3.0;
triggerDelay = 0.45;
triggerSound = MineTriggeredSound;
explosionOffset = 0.1;
// dynamic fields
pickUpName = "a proximity mine";
description = "Proximity Mine";
maxInventory = 20;
image = ProxMineImage;
previewImage = 'mine.png';
reticle = 'blank';
zoomReticle = 'blank';
damageType = "MineDamage"; // type of damage applied to objects in radius
radiusDamage = 300; // amount of damage to apply to objects in radius
damageRadius = 8; // search radius to damage objects when exploding
areaImpulse = 2000; // magnitude of impulse to apply to objects in radius
};
datablock ShapeBaseImageData( ProxMineImage )
{
// Basic Item properties
shapeFile = "data/FPSGameplay/art/shapes/weapons/ProxMine/TP_ProxMine.DAE";
shapeFileFP = "data/FPSGameplay/art/shapes/weapons/ProxMine/FP_ProxMine.DAE";
imageAnimPrefix = "ProxMine";
imageAnimPrefixFP = "ProxMine";
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
firstPerson = true;
useEyeNode = true;
// When firing from a point offset from the eye, muzzle correction
// will adjust the muzzle vector to point to the eye LOS point.
// Since this weapon doesn't actually fire from the muzzle point,
// we need to turn this off.
correctMuzzleVector = false;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
class = "WeaponImage";
className = "WeaponImage";
// Projectiles and Ammo.
item = ProxMine;
// Shake camera while firing.
shakeCamera = false;
camShakeFreq = "0 0 0";
camShakeAmp = "0 0 0";
// Images have a state system which controls how the animations
// are run, which sounds are played, script callbacks, etc. This
// state system is downloaded to the client so that clients can
// predict state changes and animate accordingly. The following
// system supports basic ready->fire->reload transitions as
// well as a no-ammo->dryfire idle state.
// Initial start up state
stateName[0] = "Preactivate";
stateTransitionOnLoaded[0] = "Activate";
stateTransitionOnNoAmmo[0] = "Activate";
// Activating the gun. Called when the weapon is first
// mounted and there is ammo.
stateName[1] = "Activate";
stateTransitionGeneric0In[1] = "SprintEnter";
stateTransitionOnTimeout[1] = "Ready";
stateTimeoutValue[1] = 3.0;
stateSequence[1] = "switch_in";
stateShapeSequence[1] = "Reload";
stateSound[1] = MineSwitchinSound;
// Ready to fire, just waiting for the trigger
stateName[2] = "Ready";
stateTransitionGeneric0In[2] = "SprintEnter";
stateTransitionOnMotion[2] = "ReadyMotion";
stateTransitionOnTriggerDown[2] = "Fire";
stateScaleAnimation[2] = false;
stateScaleAnimationFP[2] = false;
stateSequence[2] = "idle";
// Ready to fire with player moving
stateName[3] = "ReadyMotion";
stateTransitionGeneric0In[3] = "SprintEnter";
stateTransitionOnNoMotion[3] = "Ready";
stateScaleAnimation[3] = false;
stateScaleAnimationFP[3] = false;
stateSequenceTransitionIn[3] = true;
stateSequenceTransitionOut[3] = true;
stateTransitionOnTriggerDown[3] = "Fire";
stateSequence[3] = "run";
// Wind up to throw the ProxMine
stateName[4] = "Fire";
stateTransitionGeneric0In[4] = "SprintEnter";
stateTransitionOnTimeout[4] = "Fire2";
stateTimeoutValue[4] = 0.8;
stateFire[4] = true;
stateRecoil[4] = "";
stateAllowImageChange[4] = false;
stateSequence[4] = "Fire";
stateSequenceNeverTransition[4] = true;
stateShapeSequence[4] = "Fire";
// Throw the actual mine
stateName[5] = "Fire2";
stateTransitionGeneric0In[5] = "SprintEnter";
stateTransitionOnTriggerUp[5] = "Reload";
stateTimeoutValue[5] = 0.7;
stateAllowImageChange[5] = false;
stateSequenceNeverTransition[5] = true;
stateSequence[5] = "fire_release";
stateShapeSequence[5] = "Fire_Release";
stateScript[5] = "onFire";
// Play the reload animation, and transition into
stateName[6] = "Reload";
stateTransitionGeneric0In[6] = "SprintEnter";
stateTransitionOnTimeout[6] = "Ready";
stateWaitForTimeout[6] = true;
stateTimeoutValue[6] = 3.0;
stateSequence[6] = "switch_in";
stateShapeSequence[6] = "Reload";
stateSound[6] = MineSwitchinSound;
// Start Sprinting
stateName[7] = "SprintEnter";
stateTransitionGeneric0Out[7] = "SprintExit";
stateTransitionOnTimeout[7] = "Sprinting";
stateWaitForTimeout[7] = false;
stateTimeoutValue[7] = 0.25;
stateWaitForTimeout[7] = false;
stateScaleAnimation[7] = true;
stateScaleAnimationFP[7] = true;
stateSequenceTransitionIn[7] = true;
stateSequenceTransitionOut[7] = true;
stateAllowImageChange[7] = false;
stateSequence[7] = "run2sprint";
// Sprinting
stateName[8] = "Sprinting";
stateTransitionGeneric0Out[8] = "SprintExit";
stateWaitForTimeout[8] = false;
stateScaleAnimation[8] = false;
stateScaleAnimationFP[8] = false;
stateSequenceTransitionIn[8] = true;
stateSequenceTransitionOut[8] = true;
stateAllowImageChange[8] = false;
stateSequence[8] = "sprint";
// Stop Sprinting
stateName[9] = "SprintExit";
stateTransitionGeneric0In[9] = "SprintEnter";
stateTransitionOnTimeout[9] = "Ready";
stateWaitForTimeout[9] = false;
stateTimeoutValue[9] = 0.5;
stateSequenceTransitionIn[9] = true;
stateSequenceTransitionOut[9] = true;
stateAllowImageChange[9] = false;
stateSequence[9] = "sprint2run";
};

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

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@ -0,0 +1,559 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
datablock SFXProfile(TargetAquiredSound)
{
filename = "";
description = AudioClose3D;
preload = false;
};
datablock SFXProfile(TargetLostSound)
{
filename = "";
description = AudioClose3D;
preload = false;
};
datablock SFXProfile(TurretDestroyed)
{
filename = "";
description = AudioClose3D;
preload = false;
};
datablock SFXProfile(TurretThrown)
{
filename = "";
description = AudioClose3D;
preload = false;
};
datablock SFXProfile(TurretFireSound)
{
filename = "data/FPSGameplay/sound/turret/wpn_turret_fire";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(TurretActivatedSound)
{
filename = "data/FPSGameplay/sound/turret/wpn_turret_deploy";
description = AudioClose3D;
preload = true;
};
datablock SFXProfile(TurretScanningSound)
{
filename = "data/FPSGameplay/sound/turret/wpn_turret_scan";
description = AudioCloseLoop3D;
preload = true;
};
datablock SFXProfile(TurretSwitchinSound)
{
filename = "data/FPSGameplay/sound/turret/wpn_turret_switchin";
description = AudioClose3D;
preload = true;
};
//-----------------------------------------------------------------------------
// Turret Bullet Projectile
//-----------------------------------------------------------------------------
datablock ProjectileData( TurretBulletProjectile )
{
projectileShapeName = "";
directDamage = 5;
radiusDamage = 0;
damageRadius = 0.5;
areaImpulse = 0.5;
impactForce = 1;
damageType = "TurretDamage"; // Type of damage applied by this weapon
explosion = BulletDirtExplosion;
decal = BulletHoleDecal;
muzzleVelocity = 120;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 992;
fadeDelay = 1472;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = false;
gravityMod = 1;
};
function TurretBulletProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
// Apply impact force from the projectile.
// Apply damage to the object all shape base objects
if ( %col.getType() & $TypeMasks::GameBaseObjectType )
%col.damage(%obj,%pos,%this.directDamage,%this.damageType);
}
//-----------------------------------------------------------------------------
// Turret Bullet Ammo
//-----------------------------------------------------------------------------
datablock ItemData(AITurretAmmo)
{
// Mission editor category
category = "Ammo";
// Add the Ammo namespace as a parent. The ammo namespace provides
// common ammo related functions and hooks into the inventory system.
className = "Ammo";
// Basic Item properties
shapeFile = "data/FPSGameplay/art/shapes/weapons/Turret/Turret_Legs.DAE";
mass = 1;
elasticity = 0.2;
friction = 0.6;
// Dynamic properties defined by the scripts
pickUpName = "turret ammo";
};
//-----------------------------------------------------------------------------
// AI Turret Weapon
//-----------------------------------------------------------------------------
datablock ItemData(AITurretHead)
{
// Mission editor category
category = "Weapon";
// Hook into Item Weapon class hierarchy. The weapon namespace
// provides common weapon handling functions in addition to hooks
// into the inventory system.
className = "Weapon";
// Basic Item properties
shapeFile = "data/FPSGameplay/art/shapes/weapons/Turret/Turret_Head.DAE";
mass = 1;
elasticity = 0.2;
friction = 0.6;
emap = true;
// Dynamic properties defined by the scripts
pickUpName = "an AI turret head";
description = "AI Turret Head";
image = AITurretHeadImage;
reticle = "crossHair";
};
datablock ShapeBaseImageData(AITurretHeadImage)
{
// Basic Item properties
shapeFile = "data/FPSGameplay/art/shapes/weapons/Turret/Turret_Head.DAE";
emap = true;
// Specify mount point
mountPoint = 0;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
class = "WeaponImage";
className = "WeaponImage";
// Projectiles and Ammo.
item = AITurretHead;
ammo = AITurretAmmo;
projectile = TurretBulletProjectile;
projectileType = Projectile;
projectileSpread = "0.02";
casing = BulletShell;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
// Weapon lights up while firing
lightType = "WeaponFireLight";
lightColor = "0.992126 0.968504 0.708661 1";
lightRadius = "4";
lightDuration = "100";
lightBrightness = 2;
// Shake camera while firing.
shakeCamera = false;
camShakeFreq = "0 0 0";
camShakeAmp = "0 0 0";
// Images have a state system which controls how the animations
// are run, which sounds are played, script callbacks, etc. This
// state system is downloaded to the client so that clients can
// predict state changes and animate accordingly. The following
// system supports basic ready->fire->reload transitions as
// well as a no-ammo->dryfire idle state.
useRemainderDT = true;
// Initial start up state
stateName[0] = "Preactivate";
stateIgnoreLoadedForReady[0] = false;
stateTransitionOnLoaded[0] = "Activate";
stateTransitionOnNotLoaded[0] = "WaitingDeployment"; // If the turret weapon is not loaded then it has not yet been deployed
stateTransitionOnNoAmmo[0] = "NoAmmo";
// Activating the gun. Called when the weapon is first
// mounted and there is ammo.
stateName[1] = "Activate";
stateTransitionGeneric0In[1] = "Destroyed";
stateTransitionOnTimeout[1] = "Ready";
stateTimeoutValue[1] = 0.5;
stateSequence[1] = "Activate";
// Ready to fire, just waiting for the trigger
stateName[2] = "Ready";
stateTransitionGeneric0In[2] = "Destroyed";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateSequence[2] = "scan";
// Fire the weapon. Calls the fire script which does
// the actual work.
stateName[3] = "Fire";
stateTransitionGeneric0In[3] = "Destroyed";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.2;
stateFire[3] = true;
stateRecoil[3] = "LightRecoil";
stateAllowImageChange[3] = false;
stateSequence[3] = "fire";
stateSequenceRandomFlash[3] = true; // use muzzle flash sequence
stateScript[3] = "onFire";
stateSound[3] = TurretFireSound;
stateEmitter[3] = GunFireSmokeEmitter;
stateEmitterTime[3] = 0.025;
stateEjectShell[3] = true;
// Play the reload animation, and transition into
stateName[4] = "Reload";
stateTransitionGeneric0In[4] = "Destroyed";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateWaitForTimeout[4] = "0";
stateTimeoutValue[4] = 0.0;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
// No ammo in the weapon, just idle until something
// shows up. Play the dry fire sound if the trigger is
// pulled.
stateName[5] = "NoAmmo";
stateTransitionGeneric0In[5] = "Destroyed";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
// No ammo dry fire
stateName[6] = "DryFire";
stateTransitionGeneric0In[6] = "Destroyed";
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateScript[6] = "onDryFire";
// Waiting for the turret to be deployed
stateName[7] = "WaitingDeployment";
stateTransitionGeneric0In[7] = "Destroyed";
stateTransitionOnLoaded[7] = "Deployed";
stateSequence[7] = "wait_deploy";
// Turret has been deployed
stateName[8] = "Deployed";
stateTransitionGeneric0In[8] = "Destroyed";
stateTransitionOnTimeout[8] = "Ready";
stateWaitForTimeout[8] = true;
stateTimeoutValue[8] = 2.5; // Same length as turret base's Deploy state
stateSequence[8] = "deploy";
// Turret has been destroyed
stateName[9] = "Destroyed";
stateSequence[9] = "destroyed";
};
//-----------------------------------------------------------------------------
// AI Turret
//-----------------------------------------------------------------------------
datablock AITurretShapeData(AITurret)
{
category = "Turrets";
shapeFile = "data/FPSGameplay/art/shapes/weapons/Turret/Turret_Legs.DAE";
maxDamage = 70;
destroyedLevel = 70;
explosion = GrenadeExplosion;
simpleServerCollision = false;
zRotOnly = false;
// Rotation settings
minPitch = 15;
maxPitch = 80;
maxHeading = 90;
headingRate = 50;
pitchRate = 50;
// Scan settings
maxScanPitch = 10;
maxScanHeading = 30;
maxScanDistance = 20;
trackLostTargetTime = 2;
maxWeaponRange = 30;
weaponLeadVelocity = 0;
// Weapon mounting
numWeaponMountPoints = 1;
weapon[0] = AITurretHead;
weaponAmmo[0] = AITurretAmmo;
weaponAmmoAmount[0] = 10000;
maxInv[AITurretHead] = 1;
maxInv[AITurretAmmo] = 10000;
// Initial start up state
stateName[0] = "Preactivate";
stateTransitionOnAtRest[0] = "Scanning";
stateTransitionOnNotAtRest[0] = "Thrown";
// Scan for targets
stateName[1] = "Scanning";
stateScan[1] = true;
stateTransitionOnTarget[1] = "Target";
stateSequence[1] = "scan";
stateScript[1] = "OnScanning";
// Have a target
stateName[2] = "Target";
stateTransitionOnNoTarget[2] = "NoTarget";
stateTransitionOnTimeout[2] = "Firing";
stateTimeoutValue[2] = 2.0;
stateScript[2] = "OnTarget";
// Fire at target
stateName[3] = "Firing";
stateFire[3] = true;
stateTransitionOnNoTarget[3] = "NoTarget";
stateScript[3] = "OnFiring";
// Lost target
stateName[4] = "NoTarget";
stateTransitionOnTimeout[4] = "Scanning";
stateTimeoutValue[4] = 2.0;
stateScript[4] = "OnNoTarget";
// Player thrown turret
stateName[5] = "Thrown";
stateTransitionOnAtRest[5] = "Deploy";
stateSequence[5] = "throw";
stateScript[5] = "OnThrown";
// Player thrown turret is deploying
stateName[6] = "Deploy";
stateTransitionOnTimeout[6] = "Scanning";
stateTimeoutValue[6] = 2.5;
stateSequence[6] = "deploy";
stateScaleAnimation[6] = true;
stateScript[6] = "OnDeploy";
// Special state that is set when the turret is destroyed.
// This state is set in the onDestroyed() callback.
stateName[7] = "Destroyed";
stateSequence[7] = "destroyed";
};
//-----------------------------------------------------------------------------
// Deployable AI Turret
//-----------------------------------------------------------------------------
datablock AITurretShapeData(DeployableTurret : AITurret)
{
// Mission editor category
category = "Weapon";
className = "DeployableTurretWeapon";
startLoaded = false;
// Basic Item properties
mass = 1.5;
elasticity = 0.1;
friction = 0.6;
simpleServerCollision = false;
// Dynamic properties defined by the scripts
PreviewImage = 'turret.png';
pickUpName = "a deployable turret";
description = "Deployable Turret";
image = DeployableTurretImage;
reticle = "blank";
zoomReticle = 'blank';
};
datablock ShapeBaseImageData(DeployableTurretImage)
{
// Basic Item properties
shapeFile = "data/FPSGameplay/art/shapes/weapons/Turret/TP_Turret.DAE";
shapeFileFP = "data/FPSGameplay/art/shapes/weapons/Turret/FP_Turret.DAE";
emap = true;
imageAnimPrefix = "Turret";
imageAnimPrefixFP = "Turret";
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
firstPerson = true;
useEyeNode = true;
// Don't allow a player to sprint with a turret
sprintDisallowed = true;
class = "DeployableTurretWeaponImage";
className = "DeployableTurretWeaponImage";
// Projectiles and Ammo.
item = DeployableTurret;
// Shake camera while firing.
shakeCamera = false;
camShakeFreq = "0 0 0";
camShakeAmp = "0 0 0";
// Images have a state system which controls how the animations
// are run, which sounds are played, script callbacks, etc. This
// state system is downloaded to the client so that clients can
// predict state changes and animate accordingly. The following
// system supports basic ready->fire->reload transitions as
// well as a no-ammo->dryfire idle state.
// Initial start up state
stateName[0] = "Preactivate";
stateTransitionOnLoaded[0] = "Activate";
stateTransitionOnNoAmmo[0] = "Activate";
// Activating the gun. Called when the weapon is first
// mounted and there is ammo.
stateName[1] = "Activate";
stateTransitionGeneric0In[1] = "SprintEnter";
stateTransitionOnTimeout[1] = "Ready";
stateTimeoutValue[1] = 0.66;
stateSequence[1] = "switch_in";
stateSound[1] = TurretSwitchinSound;
// Ready to fire, just waiting for the trigger
stateName[2] = "Ready";
stateTransitionGeneric0In[2] = "SprintEnter";
stateTransitionOnMotion[2] = "ReadyMotion";
stateTransitionOnTriggerDown[2] = "Fire";
stateScaleAnimation[2] = false;
stateScaleAnimationFP[2] = false;
stateSequence[2] = "idle";
// Ready to fire with player moving
stateName[3] = "ReadyMotion";
stateTransitionGeneric0In[3] = "SprintEnter";
stateTransitionOnNoMotion[3] = "Ready";
stateScaleAnimation[3] = false;
stateScaleAnimationFP[3] = false;
stateSequenceTransitionIn[3] = true;
stateSequenceTransitionOut[3] = true;
stateTransitionOnTriggerDown[3] = "Fire";
stateSequence[3] = "run";
// Wind up to throw the Turret
stateName[4] = "Fire";
stateTransitionGeneric0In[4] = "SprintEnter";
stateTransitionOnTimeout[4] = "Fire2";
stateTimeoutValue[4] = 0.66;
stateFire[4] = true;
stateRecoil[4] = "";
stateAllowImageChange[4] = false;
stateSequence[4] = "Fire";
stateSequenceNeverTransition[4] = true;
stateShapeSequence[4] = "Recoil";
// Throw the actual Turret
stateName[5] = "Fire2";
stateTransitionGeneric0In[5] = "SprintEnter";
stateTransitionOnTriggerUp[5] = "Reload";
stateTimeoutValue[5] = 0.1;
stateAllowImageChange[5] = false;
stateScript[5] = "onFire";
stateShapeSequence[5] = "Fire_Release";
// Play the reload animation, and transition into
stateName[6] = "Reload";
stateTransitionGeneric0In[6] = "SprintEnter";
stateTransitionOnTimeout[6] = "Ready";
stateWaitForTimeout[6] = true;
stateTimeoutValue[6] = 0.66;
stateSequence[6] = "switch_in";
// Start Sprinting
stateName[7] = "SprintEnter";
stateTransitionGeneric0Out[7] = "SprintExit";
stateTransitionOnTimeout[7] = "Sprinting";
stateWaitForTimeout[7] = false;
stateTimeoutValue[7] = 0.25;
stateWaitForTimeout[7] = false;
stateScaleAnimation[7] = true;
stateScaleAnimationFP[7] = true;
stateSequenceTransitionIn[7] = true;
stateSequenceTransitionOut[7] = true;
stateAllowImageChange[7] = false;
stateSequence[7] = "sprint";
// Sprinting
stateName[8] = "Sprinting";
stateTransitionGeneric0Out[8] = "SprintExit";
stateWaitForTimeout[8] = false;
stateScaleAnimation[8] = false;
stateScaleAnimationFP[8] = false;
stateSequenceTransitionIn[8] = true;
stateSequenceTransitionOut[8] = true;
stateAllowImageChange[8] = false;
stateSequence[8] = "sprint";
// Stop Sprinting
stateName[9] = "SprintExit";
stateTransitionGeneric0In[9] = "SprintEnter";
stateTransitionOnTimeout[9] = "Ready";
stateWaitForTimeout[9] = false;
stateTimeoutValue[9] = 0.5;
stateSequenceTransitionIn[9] = true;
stateSequenceTransitionOut[9] = true;
stateAllowImageChange[9] = false;
stateSequence[9] = "sprint";
};

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

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@ -0,0 +1,504 @@
// ----------------------------------------------------------------------------
// Placeholder explosion with required sounds, debris, and particle datablocks.
// These datablocks existed in now removed scripts, but were used within some
// that remain: see cheetahCar.cs
//
// These should be made more generic or new fx created for the cheetah turret's
// projectile explosion effects.
//
// I've removed all effects that are not required for the current weapons. On
// reflection I really went overboard when originally designing these effects!
// ----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
// Sound
// ----------------------------------------------------------------------------
datablock SFXProfile(RocketLauncherExplosionSound)
{
filename = "data/FPSGameplay/sound/weapons/Crossbow_explosion";
description = AudioDefault3d;
preload = true;
};
//----------------------------------------------------------------------------
// Debris
//----------------------------------------------------------------------------
datablock ParticleData(RocketDebrisTrailParticle)
{
textureName = "data/FPSGameplay/art/particles/impact";
dragCoeffiecient = 0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1200;//1000;
lifetimeVarianceMS = 299;//500;
useInvAlpha = true;//false;
spinSpeed = 1;
spinRandomMin = -300.0;
spinRandomMax = 0;
colors[0] = "1 0.897638 0.795276 0.4";
colors[1] = "0.795276 0.795276 0.795276 0.6";
colors[2] = "0 0 0 0";
sizes[0] = 0.5;//1.0;
sizes[1] = 2;
sizes[2] = 1;//1.0;
times[0] = 0.0;
times[1] = 0.498039;
times[2] = 1.0;
animTexName = "data/FPSGameplay/art/particles/impact";
times[3] = "1";
};
datablock ParticleEmitterData(RocketDebrisTrailEmitter)
{
ejectionPeriodMS = 6;//8;
periodVarianceMS = 2;//4;
ejectionVelocity = 1.0;
velocityVariance = 0.5;
thetaMin = 0.0;
thetaMax = 180.0;
phiReferenceVel = 0;
phiVariance = 360;
ejectionoffset = 0.0;//0.3;
particles = "RocketDebrisTrailParticle";
};
datablock DebrisData(RocketDebris)
{
shapeFile = "data/FPSGameplay/art/shapes/weapons/shared/rocket.dts";
emitters[0] = RocketDebrisTrailEmitter;
elasticity = 0.5;
friction = 0.5;
numBounces = 1;//2;
bounceVariance = 1;
explodeOnMaxBounce = true;
staticOnMaxBounce = false;
snapOnMaxBounce = false;
minSpinSpeed = 400;
maxSpinSpeed = 800;
render2D = false;
lifetime = 0.25;//0.5;//1;//2;
lifetimeVariance = 0.0;//0.25;//0.5;
velocity = 35;//30;//15;
velocityVariance = 10;//5;
fade = true;
useRadiusMass = true;
baseRadius = 0.3;
gravModifier = 1.0;
terminalVelocity = 45;
ignoreWater = false;
};
// ----------------------------------------------------------------------------
// Splash effects
// ----------------------------------------------------------------------------
datablock ParticleData(RocketSplashMist)
{
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 = "data/FPSGameplay/art/particles/smoke";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.2;//0.5;
sizes[1] = 0.4;//0.5;
sizes[2] = 0.8;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(RocketSplashMistEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 3.0;
velocityVariance = 2.0;
ejectionOffset = 0.15;
thetaMin = 85;
thetaMax = 85;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
lifetimeMS = 250;
particles = "RocketSplashMist";
};
datablock ParticleData(RocketSplashParticle)
{
dragCoefficient = 1;
windCoefficient = 0.9;
gravityCoefficient = 0.3;
inheritedVelFactor = 0.2;
constantAcceleration = -1.4;
lifetimeMS = 600;
lifetimeVarianceMS = 200;
textureName = "data/FPSGameplay/art/particles/droplet";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.25;
sizes[2] = 0.25;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(RocketSplashEmitter)
{
ejectionPeriodMS = 4;
periodVarianceMS = 0;
ejectionVelocity = 7.3;
velocityVariance = 2.0;
ejectionOffset = 0.0;
thetaMin = 30;
thetaMax = 80;
phiReferenceVel = 00;
phiVariance = 360;
overrideAdvance = false;
orientParticles = true;
orientOnVelocity = true;
lifetimeMS = 100;
particles = "RocketSplashParticle";
};
datablock ParticleData(RocketSplashRingParticle)
{
textureName = "data/FPSGameplay/art/particles/wake";
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(RocketSplashRingEmitter)
{
lifetimeMS = "100";
ejectionPeriodMS = 200;
periodVarianceMS = 10;
ejectionVelocity = 0;
velocityVariance = 0;
ejectionOffset = 0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 1;
alignParticles = 1;
alignDirection = "0 0 1";
particles = "RocketSplashRingParticle";
};
datablock SplashData(RocketSplash)
{
// numSegments = 15;
// ejectionFreq = 15;
// ejectionAngle = 40;
// ringLifetime = 0.5;
// lifetimeMS = 300;
// velocity = 4.0;
// startRadius = 0.0;
// acceleration = -3.0;
// texWrap = 5.0;
// texture = "data/FPSGameplay/art/images/particles/splash";
emitter[0] = RocketSplashEmitter;
emitter[1] = RocketSplashMistEmitter;
emitter[2] = RocketSplashRingEmitter;
// colors[0] = "0.7 0.8 1.0 0.0";
// colors[1] = "0.7 0.8 1.0 0.3";
// colors[2] = "0.7 0.8 1.0 0.7";
// colors[3] = "0.7 0.8 1.0 0.0";
//
// times[0] = 0.0;
// times[1] = 0.4;
// times[2] = 0.8;
// times[3] = 1.0;
};
// ----------------------------------------------------------------------------
// Explosion Particle effects
// ----------------------------------------------------------------------------
datablock ParticleData(RocketExpFire)
{
gravityCoefficient = "-0.50061";
lifetimeMS = "400";
lifetimeVarianceMS = "299";
spinSpeed = "1";
spinRandomMin = "-200";
spinRandomMax = "0";
textureName = "data/FPSGameplay/art/particles/smoke";
animTexName = "data/FPSGameplay/art/particles/smoke";
colors[0] = "1 0.897638 0.795276 1";
colors[1] = "0.795276 0.393701 0 0.6";
colors[2] = "0 0 0 0";
sizes[0] = "1.99902";
sizes[1] = "7.99915";
sizes[2] = "3.99805";
times[1] = "0.392157";
times[2] = "1";
times[3] = "1";
};
datablock ParticleEmitterData(RocketExpFireEmitter)
{
ejectionPeriodMS = "10";
periodVarianceMS = "5";
ejectionVelocity = "3";
velocityVariance = "2";
particles = "RocketExpFire";
blendStyle = "NORMAL";
};
datablock ParticleData(RocketExpFireball)
{
textureName = "data/FPSGameplay/art/particles/fireball.png";
lifetimeMS = "300";
lifetimeVarianceMS = "299";
spinSpeed = "1";
spinRandomMin = "-400";
spinRandomMax = "0";
animTexName = "data/FPSGameplay/art/particles/fireball.png";
colors[0] = "1 0.897638 0.795276 0.2";
colors[1] = "1 0.496063 0 0.6";
colors[2] = "0.0944882 0.0944882 0.0944882 0";
sizes[0] = "0.997986";
sizes[1] = "1.99902";
sizes[2] = "2.99701";
times[1] = "0.498039";
times[2] = "1";
times[3] = "1";
gravityCoefficient = "-1";
};
datablock ParticleEmitterData(RocketExpFireballEmitter)
{
particles = "RocketExpFireball";
blendStyle = "ADDITIVE";
ejectionPeriodMS = "10";
periodVarianceMS = "5";
ejectionVelocity = "4";
velocityVariance = "2";
ejectionOffset = "2";
thetaMax = "120";
};
datablock ParticleData(RocketExpSmoke)
{
lifetimeMS = 1200;//"1250";
lifetimeVarianceMS = 299;//200;//"250";
textureName = "data/FPSGameplay/art/particles/smoke";
animTexName = "data/FPSGameplay/art/particles/smoke";
useInvAlpha = "1";
gravityCoefficient = "-0.100122";
spinSpeed = "1";
spinRandomMin = "-100";
spinRandomMax = "0";
colors[0] = "0.897638 0.795276 0.692913 0.4";//"0.192157 0.192157 0.192157 0.0944882";
colors[1] = "0.897638 0.897638 0.897638 0.8";//"0.454902 0.454902 0.454902 0.897638";
colors[2] = "0.4 0.4 0.4 0";//"1 1 1 0";
sizes[0] = "1.99597";
sizes[1] = "3.99805";
sizes[2] = "7.99915";
times[1] = "0.494118";
times[2] = "1";
times[3] = "1";
};
datablock ParticleEmitterData(RocketExpSmokeEmitter)
{
ejectionPeriodMS = "15";
periodVarianceMS = "5";
//ejectionOffset = "1";
thetaMax = "180";
particles = "RocketExpSmoke";
blendStyle = "NORMAL";
};
datablock ParticleData(RocketExpSparks)
{
textureName = "data/FPSGameplay/art/particles/droplet.png";
lifetimeMS = "100";
lifetimeVarianceMS = "50";
animTexName = "data/FPSGameplay/art/particles/droplet.png";
inheritedVelFactor = "0.391389";
sizes[0] = "1.99902";
sizes[1] = "2.49954";
sizes[2] = "0.997986";
colors[0] = "1.0 0.9 0.8 0.2";
colors[1] = "1.0 0.9 0.8 0.8";
colors[2] = "0.8 0.4 0.0 0.0";
times[0] = "0";
times[1] = "0.34902";
times[2] = "1";
times[3] = "1";
};
datablock ParticleEmitterData(RocketExpSparksEmitter)
{
particles = "RocketExpSparks";
blendStyle = "NORMAL";
ejectionPeriodMS = "10";
periodVarianceMS = "5";
ejectionVelocity = "60";
velocityVariance = "10";
thetaMax = "120";
phiReferenceVel = 0;
phiVariance = "360";
ejectionOffset = "0";
orientParticles = true;
orientOnVelocity = true;
};
datablock ParticleData(RocketExpSubFireParticles)
{
textureName = "data/FPSGameplay/art/particles/fireball.png";
gravityCoefficient = "-0.202686";
lifetimeMS = "400";
lifetimeVarianceMS = "299";
spinSpeed = "1";
spinRandomMin = "-200";
spinRandomMax = "0";
animTexName = "data/FPSGameplay/art/particles/fireball.png";
colors[0] = "1 0.897638 0.795276 0.2";
colors[1] = "1 0.496063 0 1";
colors[2] = "0.0944882 0.0944882 0.0944882 0";
sizes[0] = "0.997986";
sizes[1] = "1.99902";
sizes[2] = "2.99701";
times[1] = "0.498039";
times[2] = "1";
times[3] = "1";
};
datablock ParticleEmitterData(RocketExpSubFireEmitter)
{
particles = "RocketExpSubFireParticles";
blendStyle = "ADDITIVE";
ejectionPeriodMS = "10";
periodVarianceMS = "5";
ejectionVelocity = "4";
velocityVariance = "2";
thetaMax = "120";
};
datablock ParticleData(RocketExpSubSmoke)
{
textureName = "data/FPSGameplay/art/particles/smoke";
gravityCoefficient = "-0.40293";
lifetimeMS = "800";
lifetimeVarianceMS = "299";
spinSpeed = "1";
spinRandomMin = "-200";
spinRandomMax = "0";
animTexName = "data/FPSGameplay/art/particles/smoke";
colors[0] = "0.4 0.35 0.3 0.393701";
colors[1] = "0.45 0.45 0.45 0.795276";
colors[2] = "0.4 0.4 0.4 0";
sizes[0] = "1.99902";
sizes[1] = "3.99805";
sizes[2] = "7.99915";
times[1] = "0.4";
times[2] = "1";
times[3] = "1";
};
datablock ParticleEmitterData(RocketExpSubSmokeEmitter)
{
particles = "RocketExpSubSmoke";
ejectionPeriodMS = "30";
periodVarianceMS = "10";
ejectionVelocity = "2";
velocityVariance = "1";
ejectionOffset = 1;//"2";
blendStyle = "NORMAL";
};
// ----------------------------------------------------------------------------
// Dry/Air Explosion Objects
// ----------------------------------------------------------------------------
datablock ExplosionData(RocketSubExplosion)
{
lifeTimeMS = 100;
offset = 0.4;
emitter[0] = RocketExpSubFireEmitter;
emitter[1] = RocketExpSubSmokeEmitter;
};
datablock ExplosionData(RocketLauncherExplosion)
{
soundProfile = RocketLauncherExplosionSound;
lifeTimeMS = 200; // I want a quick bang and dissipation, not a slow burn-out
// Volume particles
particleEmitter = RocketExpSmokeEmitter;
particleDensity = 10;//20;
particleRadius = 1;//2;
// Point emission
emitter[0] = RocketExpFireEmitter;
emitter[1] = RocketExpSparksEmitter;
emitter[2] = RocketExpSparksEmitter;
emitter[3] = RocketExpFireballEmitter;
// Sub explosion objects
subExplosion[0] = RocketSubExplosion;
// Camera Shaking
shakeCamera = true;
camShakeFreq = "10.0 11.0 9.0";
camShakeAmp = "15.0 15.0 15.0";
camShakeDuration = 1.5;
camShakeRadius = 20;
// Exploding debris
debris = RocketDebris;
debrisThetaMin = 0;//10;
debrisThetaMax = 90;//80;
debrisNum = 5;
debrisNumVariance = 2;
debrisVelocity = 1;//2;
debrisVelocityVariance = 0.2;//0.5;
lightStartRadius = 6.0;
lightEndRadius = 0.0;
lightStartColor = "1.0 0.7 0.2";
lightEndColor = "0.9 0.7 0.0";
lightStartBrightness = 2.5;
lightEndBrightness = 0.0;
lightNormalOffset = 3.0;
};