Torque3D/Templates/Modules/FPSGameplay/scripts/datablocks/vehicles/cheetahCar.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

391 lines
13 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(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;
};