Torque3D/Templates/Modules/FPSGameplay/scripts/datablocks/weapons/ProxMine.cs
Areloch d680dc9934 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.
2017-02-24 02:40:56 -06:00

231 lines
8.5 KiB
C#

//-----------------------------------------------------------------------------
// 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";
};