mirror of
https://github.com/haydenmc/Krypton.git
synced 2026-01-22 13:04:56 +00:00
403 lines
11 KiB
C#
403 lines
11 KiB
C#
//--------------------------------------
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// Mini AA Gun, thrown together by sloik for Krypton
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//--------------------------------------
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//--------------------------------------------------------------------------
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// Sounds
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//--------------------------------------
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datablock AudioProfile(MiniAASwitchSound)
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{
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filename = "fx/powered/turret_aa_activate.wav";
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description = AudioClosest3d;
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preload = true;
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effect = ChaingunSwitchEffect;
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};
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datablock AudioProfile(MiniAAFireSound)
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{
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filename = "fx/powered/turret_aa_fire.wav";
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description = AudioDefault3d;
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preload = true;
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effect = ChaingunFireEffect;
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};
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datablock AudioProfile(MiniAASpinDownSound)
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{
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filename = "fx/weapons/chaingun_off.wav";
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description = AudioClosest3d;
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preload = true;
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effect = ChaingunSpinDownEffect;
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};
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datablock AudioProfile(MiniAASpinUpSound)
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{
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filename = "fx/weapons/chaingun_start.wav";
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description = AudioClosest3d;
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preload = true;
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effect = ChaingunSpinUpEffect;
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};
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datablock AudioProfile(MiniAADryFireSound)
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{
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filename = "fx/weapons/chaingun_dryfire.wav";
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description = AudioClose3d;
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preload = true;
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effect = ChaingunDryFire;
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};
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//--------------------------------------------------------------------------
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// Particle effects
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//--------------------------------------
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//--------------------------------------------------------------------------
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// Explosion
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//--------------------------------------
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datablock ParticleData(MiniAABulletExplosionParticle1)
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{
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dragCoefficient = 2;
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gravityCoefficient = 0.0;
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inheritedVelFactor = 0.2;
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constantAcceleration = -0.0;
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lifetimeMS = 600;
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lifetimeVarianceMS = 000;
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textureName = "special/crescent4";
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colors[0] = "0.57 0.41 1.0 1.0";
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colors[1] = "0.57 0.41 1.0 1.0";
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colors[2] = "0.57 0.41 0.0 0.0";
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sizes[0] = 0.25;
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sizes[1] = 0.5;
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sizes[2] = 1.0;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(MiniAABulletExplosionEmitter)
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{
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ejectionPeriodMS = 7;
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periodVarianceMS = 0;
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ejectionVelocity = 2;
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velocityVariance = 1.5;
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ejectionOffset = 0.0;
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thetaMin = 70;
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thetaMax = 80;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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orientParticles = true;
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lifetimeMS = 200;
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particles = "MiniAABulletExplosionParticle1";
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};
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datablock ParticleData(MiniAABulletExplosionParticle2)
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{
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dragCoefficient = 2;
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gravityCoefficient = 0.0;
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inheritedVelFactor = 0.2;
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constantAcceleration = -0.0;
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lifetimeMS = 600;
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lifetimeVarianceMS = 000;
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textureName = "special/blasterHit";
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colors[0] = "0.57 0.41 1.0 0.6";
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colors[1] = "0.57 0.41 1.0 0.6";
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colors[2] = "0.57 0.41 0.0 0.0";
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sizes[0] = 0.3;
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sizes[1] = 0.90;
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sizes[2] = 1.50;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(MiniAABulletExplosionEmitter2)
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{
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ejectionPeriodMS = 30;
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periodVarianceMS = 0;
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ejectionVelocity = 1;
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velocityVariance = 0.0;
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ejectionOffset = 0.0;
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thetaMin = 0;
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thetaMax = 80;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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orientParticles = false;
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lifetimeMS = 200;
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particles = "MiniAABulletExplosionParticle2";
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};
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datablock ExplosionData(MiniAABulletExplosion)
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{
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soundProfile = blasterExpSound;
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emitter[0] = MiniAABulletExplosionEmitter;
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emitter[1] = MiniAABulletExplosionEmitter2;
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};
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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------
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datablock TracerProjectileData(MiniAABullet)
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{
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doDynamicClientHits = true;
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projectileShapeName = "energy_bolt.dts";
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directDamage = 0.25;
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directDamageType = $DamageType::Bullet;
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explosion = "MiniAABulletExplosion";
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splash = ChaingunSplash;
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dryVelocity = 250.0;
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wetVelocity = 100.0;
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velInheritFactor = 1.0;
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fizzleTimeMS = 3000;
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lifetimeMS = 3000;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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deflectionOnWaterImpact = 0.0;
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fizzleUnderwaterMS = 3000;
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tracerLength = 20;
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tracerAlpha = false;
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tracerMinPixels = 3;
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tracerColor = "1 1 1 1";
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tracerTex[0] = "special/shrikeBolt";
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tracerTex[1] = "special/shrikeBoltCross";
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tracerWidth = 0.55;
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crossSize = 0.99;
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crossViewAng = 0.990;
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renderCross = true;
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emap = true;
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hasLight = true;
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lightRadius = 6; //v2 3.0;
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lightColor = "0.57 0.41 1.0";
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};
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//--------------------------------------------------------------------------
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// Particle effects
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//--------------------------------------
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datablock DebrisData( MiniAAShellDebris )
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{
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shapeName = "weapon_chaingun_ammocasing.dts";
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lifetime = 3.0;
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minSpinSpeed = 300.0;
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maxSpinSpeed = 400.0;
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elasticity = 0.5;
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friction = 0.01;
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numBounces = 3;
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fade = true;
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staticOnMaxBounce = true;
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snapOnMaxBounce = true;
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};
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//--------------------------------------------------------------------------
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// Weapon
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//--------------------------------------
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datablock ShapeBaseImageData(MiniAAImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_chaingun.dts";
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item = MiniAA;
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projectile = MiniAABullet;
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projectileType = TracerProjectile;
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emap = true;
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usesEnergy = true;
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fireEnergy = 0.1;
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minEnergy = 0.1;
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casing = MiniAAShellDebris;
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shellExitDir = "1.0 0.3 1.0";
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shellExitOffset = "0.15 -0.56 -0.1";
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shellExitVariance = 30.0;
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shellVelocity = 10.0;
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projectileSpread = 1.0 / 1000.0;
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//--------------------------------------
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stateName[0] = "Activate";
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stateSequence[0] = "Activate";
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stateSound[0] = MiniAASwitchSound;
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stateAllowImageChange[0] = false;
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//
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stateTimeoutValue[0] = 0.2;
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stateTransitionOnTimeout[0] = "Ready";
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// stateTransitionOnNoAmmo[0] = "NoAmmo";
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//--------------------------------------
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stateName[1] = "Ready";
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stateSpinThread[1] = Stop;
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//
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stateTransitionOnTriggerDown[1] = "Spinup";
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// stateTransitionOnNoAmmo[1] = "NoAmmo";
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//--------------------------------------
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stateName[2] = "NoAmmo";
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stateTransitionOnAmmo[2] = "Ready";
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stateSpinThread[2] = Stop;
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stateTransitionOnTriggerDown[2] = "DryFire";
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//--------------------------------------
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stateName[3] = "Spinup";
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stateScript[3] = "onSpinup";
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stateSpinThread[3] = SpinUp;
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stateSound[3] = MiniAASpinupSound;
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//
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stateTimeoutValue[3] = 0.30;
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stateWaitForTimeout[3] = false;
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stateTransitionOnTimeout[3] = "Fire";
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stateTransitionOnTriggerUp[3] = "Spindown";
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//--------------------------------------
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stateName[4] = "Fire";
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stateSequence[4] = "Fire";
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stateSequenceRandomFlash[4] = true;
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stateSpinThread[4] = FullSpeed;
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stateSound[4] = MiniAAFireSound;
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stateRecoil[4] = LightRecoil;
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stateAllowImageChange[4] = false;
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stateScript[4] = "onFire";
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stateFire[4] = true;
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stateEjectShell[4] = true;
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//
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stateTimeoutValue[4] = 0.22;
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stateTransitionOnTimeout[4] = "FireDelay";
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stateTransitionOnTriggerUp[4] = "Spindown";
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// stateTransitionOnNoAmmo[4] = "EmptySpindown";
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//----------------------------
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stateName[5] = "FireDelay";
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stateSequence[5] = "FireDelay";
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stateSpinThread[5] = FullSpeed;
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stateAllowImageChange[5] = false;
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stateTimeoutValue[5] = 0.01;
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stateTransitionOnTimeout[5] = "Fire";
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//----------------------------
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//--------------------------------------
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stateName[6] = "Spindown";
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stateScript[6] = "onSpindown";
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stateSound[6] = MiniAASpinDownSound;
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stateSpinThread[6] = SpinDown;
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//
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stateTimeoutValue[6] = 0.3;
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stateWaitForTimeout[6] = true;
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stateTransitionOnTimeout[6] = "Ready";
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stateTransitionOnTriggerDown[6] = "Spinup";
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//--------------------------------------
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stateName[7] = "EmptySpindown";
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stateSound[7] = MiniAASpinDownSound;
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stateSpinThread[7] = SpinDown;
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stateScript[7] = "onSpindown";
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//
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stateTimeoutValue[7] = 0.5;
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stateTransitionOnTimeout[7] = "NoAmmo";
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//--------------------------------------
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stateName[8] = "DryFire";
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stateSound[8] = MiniAADryFireSound;
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stateTimeoutValue[8] = 0.5;
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stateTransitionOnTimeout[8] = "NoAmmo";
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};
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datablock ItemData(MiniAA)
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{
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_chaingun.dts";
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image = MiniAAImage;
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "a miniature AA gun";
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computeCRC = true;
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emap = true;
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};
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datablock ShapeBaseImageData(MiniAASecondImage)
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{
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shapeFile = "weapon_repair.dts";
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offset = "0.07 0 -0.19";
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emap = true;
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stateName[0] = "Activate";
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stateSpinThread[0] = Stop;
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 0.2;
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stateName[1] = "ActivateReady";
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stateSpinThread[1] = Stop;
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stateTransitionOnAmmo[1] = "Ready";
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stateTransitionOnNoAmmo[1] = "Ready";
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stateName[2] = "Ready";
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stateSpinThread[2] = Stop;
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// stateTransitionOnNoAmmo[2] = "Deactivate";
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stateTransitionOnTriggerDown[2] = "Validate";
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stateName[3] = "Validate";
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// stateTransitionOnTimeout[3] = "Validate";
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stateTimeoutValue[3] = 0.30;
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stateEnergyDrain[3] = 0;
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stateSpinThread[3] = SpinUp;
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stateTransitionOnTimeout[3] = "Repair";
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stateTransitionOnTriggerUp[3] = "Deactivate";
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stateName[4] = "Repair";
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stateSound[4] = RepairPackFireSound;
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stateSpinThread[4] = FullSpeed;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "activate";
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stateFire[4] = true;
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stateEnergyDrain[4] = 0;
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stateTimeoutValue[4] = 0.23;
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stateTransitionOnTimeOut[4] = "Repair";
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// stateTransitionOnNoAmmo[4] = "Deactivate";
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stateTransitionOnTriggerUp[4] = "Deactivate";
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stateTransitionOnNotLoaded[4] = "Validate";
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stateName[5] = "Deactivate";
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stateSpinThread[5] = SpinDown;
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stateSequence[5] = "activate";
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stateDirection[5] = false;
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stateTimeoutValue[5] = 0.3;
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stateTransitionOnTimeout[5] = "ActivateReady";
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};
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function MiniAAImage::onMount(%this,%obj,%slot)
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{
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Parent::onMount(%this,%obj,%slot);
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%obj.mountImage(MiniAASecondImage, 4);
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displaywepstat(%obj.client,"Krypton Handheld Anti-Air Weapon",%mode1,%mode2,"Also known as \"AA Gun\"\nFires high powered energy slugs at a relatively high speed.");
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}
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//I think those labels are reversed below, but whateva meng.
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//Fire All At Once
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function MiniAAImage::onSpindown(%this,%obj,%slot)
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{
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%obj.setImageTrigger(4, false);
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}
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//Stop All At Once
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function MiniAAImage::onSpinup(%this,%obj,%slot)
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{
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%obj.setImageTrigger(4, true);
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}
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function MiniAAImage::onUnmount(%this, %obj, %slot)
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{
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%obj.unmountImage(4);
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Parent::onUnmount(%this,%obj,%slot);
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//%obj.unmountImage($butts);
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} |