Initial commit.

This commit is contained in:
Ragora 2013-02-01 15:45:22 -05:00
commit f5a6cfce9b
262 changed files with 128936 additions and 0 deletions

View file

@ -0,0 +1,722 @@
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// Drone AI by Dondelium_X
// CCM v3.4
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
$Drone::DetectDist = 500;
$Drone::TurnImpulse = 123;
$Drone::FrdImpulse = 525;
//$Drone::TurnImpulse = 675 / 3;
//$Drone::FrdImpulse = 525 * 3;
$Drone::newTargetChance = "1 100";
$Drone::paths = 4;
$Drone::path[1,1] = "0 1500 1000";
$Drone::path[1,2] = "1500 0 1000";
$Drone::path[1,3] = "0 -1500 1000";
$Drone::path[1,4] = "-1500 0 1000";
$Drone::path[2,1] = "0 -1500 1000";
$Drone::path[2,2] = "-1500 0 1000";
$Drone::path[2,3] = "0 1500 1000";
$Drone::path[2,4] = "1500 0 1000";
$Drone::path[3,1] = "0 2500 750";
$Drone::path[3,2] = "0 2500 1250";
$Drone::path[3,3] = "0 -2500 1250";
$Drone::path[3,4] = "0 -2500 750";
$Drone::path[4,1] = "2500 0 750";
$Drone::path[4,2] = "2500 0 1250";
$Drone::path[4,3] = "-2500 0 1250";
$Drone::path[4,4] = "-2500 0 750";
//-----Manuver Index-----
$flightManuvers::Behind[0] = Immelman;
$flightManuvers::Behind[1] = HalfFlip;
$flightManuvers::Behind[2] = BreakRight;
$flightManuvers::Behind[3] = BreakLeft;
$flightManuvers::Behind[4] = BarrelRoll;
$flightManuvers::Behind[5] = WingWaggle;
$flightManuvers::Behind[6] = Reversal;
//-----Manuvers-----
//Immelman
$flightManuver::Points[Immelman] = 5; //This signifies how many points are in the manuver
$flightManuver::Point[Immelman,0] = "0 1 0 0 0 1"; //each point represents the 3 numbers of the vector of the desired forward vector,
$flightManuver::Point[Immelman,1] = "0 0 1 0 -1 0"; //and then the 3 numbers of the vector for the desired Up vector
$flightManuver::Point[Immelman,2] = "0 -1 0 0 0 -1";
$flightManuver::Point[Immelman,3] = "0 -1 0 1 0 0";
$flightManuver::Point[Immelman,4] = "0 -1 0 0 0 1";
//halfFlip
$flightManuver::Points[HalfFlip] = 3;
$flightManuver::Point[HalfFlip,0] = "0 1 0 0 0 1";
$flightManuver::Point[HalfFlip,1] = "0 0 1 0 -1 0";
$flightManuver::Point[HalfFlip,2] = "0 -1 0 0 0 -1";
//breakRight
$flightManuver::Points[BreakRight] = 3;
$flightManuver::Point[BreakRight,0] = "0 1 0 0 0 1";
$flightManuver::Point[BreakRight,1] = "0 1 0 1 0 0";
$flightManuver::Point[BreakRight,2] = "1 0 0 0 -1 0";
//BreakLeft
$flightManuver::Points[BreakLeft] = 3;
$flightManuver::Point[BreakLeft,0] = "0 1 0 0 0 1";
$flightManuver::Point[BreakLeft,1] = "0 1 0 -1 0 0";
$flightManuver::Point[BreakLeft,2] = "-1 0 0 0 -1 0";
//BarrelRoll
$flightManuver::Points[BarrelRoll] = 5;
$flightManuver::Point[BarrelRoll,0] = "0 1 0 0 0 1";
$flightManuver::Point[BarrelRoll,1] = "0 1 0 1 0 0";
$flightManuver::Point[BarrelRoll,2] = "0 1 0 0 0 -1";
$flightManuver::Point[BarrelRoll,3] = "0 1 0 -1 0 0";
$flightManuver::Point[BarrelRoll,4] = "0 1 0 0 0 1";
//WingWaggle
$flightManuver::Points[WingWaggle] = 4;
$flightManuver::Point[WingWaggle,0] = "0 1 0 0 0 1";
$flightManuver::Point[WingWaggle,1] = "-1 1 0 0 0 1";
$flightManuver::Point[WingWaggle,2] = "1 1 0 0 0 1";
$flightManuver::Point[WingWaggle,3] = "0 1 0 0 0 1";
//Reversal
$flightManuver::Points[Reversal] = 7;
$flightManuver::Point[Reversal,0] = "0 1 0 0 0 1";
$flightManuver::Point[Reversal,1] = "0 0 1 0 -1 0";
$flightManuver::Point[Reversal,2] = "0 0 1 1 0 0";
$flightManuver::Point[Reversal,3] = "1 0 0 0 0 -1";
$flightManuver::Point[Reversal,4] = "0 0 -1 -1 0 0";
$flightManuver::Point[Reversal,5] = "0 0 -1 0 1 0";
$flightManuver::Point[Reversal,6] = "0 1 0 0 0 1";
//This is a function for mass spawning
function DroneBattle(%pos, %radius, %number, %teamlow, %teamhigh, %maxskill){
for(%i = 0; %i < %number; %i++){
%startpos = vectorAdd(%pos,(getRandom(0, %radius) - (%radius / 2))@" "@(getRandom(0, %radius) - (%radius / 2))@" 0");
%rotation = "0 0 1 "@getRandom(1,360);
if(%teamlow != %teamhigh)
%team = getRandom(%teamlow,%teamhigh);
else
%team = %teamlow;
StartDrone(%startpos,%rotation,%team,getRandom(1,%maxskill));
}
}
//This sets up the drone and the functions needed to start the drone.
function StartDrone(%pos, %rotation, %team, %skill){
if(%team $= "")
%team = 0;
if(%pos $= "")
%pos = "0 0 300";
if(%rotation $= "")
%rotation = "1 0 0 0";
if(%skill !$= "ace"){
if(%skill $= "" || %skill < 1)
%skill = 1;
else if(%skill > 10)
%skill = 10;
}
%Drone = new FlyingVehicle()
{
dataBlock = ScoutFlyer;
position = %pos;
rotation = %rotation;
team = %team;
};
MissionCleanUp.add(%Drone);
setTargetSensorGroup(%Drone.getTarget(), %team);
%drone.isdrone = 1;
%drone.dodgeGround = 0;
if(%skill $= "ace"){
%skill = 10;
%drone.isace = 1;
}
%drone.skill = 0.2 + (%skill / 12.5);
schedule(100, 0, "DroneForwardImpulse", %drone);
schedule(101, 0, "DronefindTarget", %drone);
schedule(102, 0, "DroneScanGround", %drone);
return %drone;
}
//This makes the drone move forward until it dies
function DroneForwardImpulse(%obj){
if(!isObject(%obj))
return;
if(!%obj.isace){
if(vectorLen(%obj.getVelocity()) < 165)
%obj.applyImpulse(%obj.getPosition(),vectorScale(%obj.getForwardVector(),$Drone::FrdImpulse));
}
else{
if(vectorLen(%obj.getVelocity()) < 225)
%obj.applyImpulse(%obj.getPosition(),vectorScale(%obj.getForwardVector(),$Drone::FrdImpulse * 3));
}
schedule(100, 0, "DroneForwardImpulse", %obj);
}
function DroneScanGround(%obj){
if(!isObject(%obj))
return;
%vec = %obj.getForwardVector();
%vector = vectorAdd(%obj.getPosition(),"0 0 -500");
%searchResult = containerRayCast(%obj.getWorldBoxCenter(), %vector, $TypeMasks::TerrainObjectType, %obj);
if(%searchResult){
%z = getWord(%vec,2);
%height = vectorDist(%obj.getPosition(),posFromRaycast(%searchresult));
if(%z < 0){
if(%height <= (200 + ((%z * -1) * 300))){
%obj.dodgeground = 1;
schedule(100, 0, "DroneDodgeGround", %obj);
return;
}
}
}
schedule(100, 0, "DroneScanGround", %obj);
}
function DroneDodgeGround(%obj){
if(!isObject(%obj))
return;
%vec = %obj.getForwardVector();
%z = getWord(%vec,2);
if(%z > 0){
%obj.dodgeground = 0;
schedule(100, 0, "DronefindTarget", %obj);
schedule(101, 0, "DroneScanGround", %obj);
return;
}
%pos = vectorAdd(%obj.getPosition(),%vec);
%obj.applyImpulse(%pos,vectorScale("0 0 1",$Drone::TurnImpulse * %obj.skill));
schedule(100, 0, "DroneDodgeGround", %obj);
}
//This function checks the area around it for any targets.
function DronefindTarget(%obj){
if(!isObject(%obj))
return;
%pos = %obj.getposition();
InitContainerRadiusSearch(%pos, $drone::detectdist + (800 + (600 * %obj.skill)), $TypeMasks::VehicleObjectType);
while ((%searchResult = containerSearchNext()) != 0){
%objtarget = firstWord(%searchResult);
if(isObject(%objtarget) && %objTarget !$= %obj){
%trgtype = %objtarget.getClassName();
if(%trgtype $= "FlyingVehicle" && %objtarget.team != %obj.team){
%testPos = %objtarget.getWorldBoxCenter();
%distance = vectorDist(%objtarget.getPosition(),%pos);
if (%distance > 0){
%target = %objtarget;
DroneDetermineManuver(%obj, %target);
return;
}
}
}
}
schedule(100, 0, "DronePatrol", %obj);
}
function DronePatrol(%obj){
if(!isObject(%obj))
return;
if($Drone::paths > 0){
if(%obj.path $= ""){
%obj.path = getRandom(1,$Drone::paths);
%obj.point = 0;
}
%obj.point++;
if($Drone::path[%obj.path,%obj.point] $= ""){
schedule(100, 0, "DronefindTarget", %obj);
%obj.path = "";
%obj.point = "";
}
else
schedule(100,0,"dronemovetopoint",%obj,$Drone::path[%obj.path,%obj.point]);
}
else
schedule(500, 0, "DronefindTarget", %obj);
}
function DroneMoveToPoint(%obj,%Tpos){
if(!isObject(%obj))
return;
if(%obj.dodgeground == 1)
return;
%pos = %obj.getPosition();
%objfrd = %obj.getForwardVector();
%objup = %obj.getUpVector();
%dist = vectorDist(%pos,%Tpos);
%aimvec = vectorNormalize(vectorSub(%Tpos,%pos));
%vec = vectorSub(%aimvec , %objfrd);
%vec = vectorCross(%vec, %objfrd);
%vec = vectorNormalize(vectorCross(%objfrd, %vec));
if(vectorDist(%objfrd,vectorNormalize(%aimvec)) < 0.1)
%obj.applyImpulse(vectorAdd(%obj.getPosition(),vectorScale(%objfrd,($Drone::TurnImpulse / 2))),%vec);
else if(vectorDist(%objup, %vec) > 0.1){
%vec = vectorSub(%vec, %objup);
%vec = vectorCross(%vec, %objup);
%vec = vectorNormalize(vectorCross(%objup, %vec));
%pos = vectorAdd(%obj.getPosition(),vectorScale(%objup,$Drone::TurnImpulse * 3 * %obj.skill));
%obj.applyImpulse(%pos,%vec);
}
else
%obj.applyImpulse(vectorAdd(%obj.getPosition(),%objfrd),vectorScale(%vec,$Drone::TurnImpulse * %obj.skill));
if(getRandom(0,getWord($Drone::newTargetChance,1)) <= (getWord($Drone::newTargetChance,0) * 10))
schedule(100, 0, "DronefindTarget", %obj, %target);
else if(%dist < 25)
schedule(100, 0, "DronePatrol", %obj);
else
schedule(100, 0, "DroneMoveToPoint", %obj, %tpos);
}
//This function figures out what the drone should do from where the target is.
function DroneDetermineManuver(%obj, %target){
if(!isObject(%obj))
return;
if(!isObject(%target)){
DronefindTarget(%obj);
return;
}
%pos = %obj.getPosition();
%Tpos = %Target.getPosition();
%objfrd = %obj.getForwardVector();
%trgfrd = %target.getForwardVector();
%vec = vectorSub(%Tpos,%pos);
%dirdist = vectorDist(%objfrd,vectorNormalize(%vec));
%vecdist = vectorDist(%objfrd,%trgfrd);
if(%dirdist > 1.41){
if(%vecdist < 1.41 && vectorDist(%pos,%Tpos) < 2000){
UnderFireManuver(%obj, $flightManuvers::Behind[getRandom(0,6)], "");
}
else
TurnToFire(%obj, %target);
}
else
TurnToFire(%obj, %target);
%obj.target = %target;
}
function TurnToFire(%obj, %target){
if(!isObject(%obj))
return;
if(!isObject(%target)){
DronefindTarget(%obj);
return;
}
if(%obj.dodgeground == 1)
return;
%pos = %obj.getPosition();
%Tpos = %target.getPosition();
%objfrd = %obj.getForwardVector();
%trgfrd = %target.getForwardVector();
%objup = %obj.getUpVector();
%Tvel = %target.getVelocity();
%dist = vectorDist(%pos,%Tpos);
%aimPos = vectorAdd(%Tpos, vectorScale(%Tvel,(%dist / 1750)));
%aimvec = vectorNormalize(vectorSub(%aimPos,%pos));
if(vectorDist(%objfrd,%aimvec) < 0.1 && %dist <= 1000){
if((vectorDist(%objfrd,%trgfrd) < 0.2 || vectorDist(%objfrd,%trgfrd) > 1.8) && %obj.missiling != 1){
%obj.setImageTrigger(4, true);
%obj.missiling = 1;
}
else if(%obj.missiling == 1){
%obj.setImageTrigger(4, false);
%obj.missiling = 0;
}
// if (%obj.firing != 1){
%obj.setImageTrigger(2, true);
%obj.setImageTrigger(3, true);
%obj.firing = 1;
// }
}
else{
if(%obj.firing == 1){
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(3, false);
%obj.firing = 0;
}
if(%obj.missiling == 1){
%obj.setImageTrigger(4, false);
%obj.missiling = 0;
}
}
%vec = vectorSub(%aimvec , %objfrd);
%vec = vectorCross(%vec, %objfrd);
%vec = vectorNormalize(vectorCross(%objfrd, %vec));
if(vectorDist(%objfrd,%trgfrd) > 1.8 && %dist <= 120){
%vec = vectorScale(%vec, -1);
if(vectorDist(%objfrd,vectorNormalize(%aimvec)) > 1.8)
%obj.applyImpulse(vectorAdd(%obj.getPosition(),vectorScale(%objfrd,($Drone::TurnImpulse / 2))),%vec);
else if(vectorDist(%objup, %vec) > 0.1){
%vec = vectorSub(%vec, %objup);
%vec = vectorCross(%vec, %objup);
%vec = vectorNormalize(vectorCross(%objup, %vec));
%pos = vectorAdd(%obj.getPosition(),vectorScale(%objup,$Drone::TurnImpulse * 3 * %obj.skill));
%obj.applyImpulse(%pos,%vec);
}
else
%obj.applyImpulse(vectorAdd(%obj.getPosition(),%objfrd),vectorScale(%vec,$Drone::TurnImpulse * %obj.skill));
}
else if(vectorDist(%objfrd,vectorNormalize(%aimvec)) < 0.1)
%obj.applyImpulse(vectorAdd(%obj.getPosition(),vectorScale(%objfrd,($Drone::TurnImpulse / 2))),%vec);
else if(vectorDist(%objup, %vec) > 0.1){
%vec = vectorSub(%vec, %objup);
%vec = vectorCross(%vec, %objup);
%vec = vectorNormalize(vectorCross(%objup, %vec));
%pos = vectorAdd(%obj.getPosition(),vectorScale(%objup,$Drone::TurnImpulse * 3 * %obj.skill));
%obj.applyImpulse(%pos,%vec);
}
else
%obj.applyImpulse(vectorAdd(%obj.getPosition(),%objfrd),vectorScale(%vec,$Drone::TurnImpulse * %obj.skill));
if(getRandom(0,getWord($Drone::newTargetChance,1)) <= getWord($Drone::newTargetChance,0))
schedule(100, 0, "DronefindTarget", %obj, %target);
else
schedule(100, 0, "TurnToFire", %obj, %target);
}
//This function preforms the manuver choosen in Determine Maunver function.
function UnderFireManuver(%obj, %manuver, %point, %count){
if(!isObject(%obj))
return;
if(%obj.dodgeground == 1)
return;
if(%count $= "")
%count = 0;
if(%point $= ""){
%point = 0;
SetPointVectors(%obj, %manuver);
}
if(%count >= 30){
schedule(100, 0, "DroneDetermineManuver", %obj, %obj.target);
return;
}
%frdvec = %obj.getForwardVector();
%upvec = %obj.getUpVector();
if(vectorDist(%frdvec, %obj.pointvecfront[%point]) < 0.15 && vectorDist(%upvec, %obj.pointvectop[%point]) < 0.15){
%point++;
if(%point < $flightManuver::Points[%manuver])
schedule(100, 0, "UnderFireManuver", %obj, %manuver, %point, 0);
else
schedule(100, 0, "DroneDetermineManuver", %obj, %obj.target);
return;
}
if(vectorDist(%frdvec, %obj.pointvecfront[%point]) > 0.1){
%vec = vectorSub(%obj.pointvecfront[%point], %frdvec);
%vec = vectorCross(%vec, %frdvec);
%vec = vectorCross(%frdvec, %vec);
%obj.applyImpulse(vectorAdd(%obj.getPosition(),vectorScale(%frdvec,$Drone::TurnImpulse * %obj.skill)),%vec);
}
if(vectorDist(%upvec, %obj.pointvectop[%point]) > 0.1){
%vec = vectorSub(%obj.pointvectop[%point], %upvec);
%vec = vectorCross(%vec, %upvec);
%vec = vectorCross(%upvec, %vec);
%pos = vectorAdd(%obj.getPosition(),vectorScale(%upvec,$Drone::TurnImpulse * 3 * %obj.skill));
%obj.applyImpulse(%pos,%vec);
}
%count++;
schedule(100, 0, "UnderFireManuver", %obj, %manuver, %point, %count);
}
//This function finds what vectors each point in the manuver is compaired to the drone.
function SetPointVectors(%obj, %manuver){
%up = %obj.getUpVector();
%forward = %obj.getForwardVector();
%right = vectorNormalize(vectorSub(%obj.getEdge("1 0 0"),%obj.getEdge("-1 0 0")));
for(%i = 0; %i < $flightManuver::Points[%manuver]; %i++){
%pointdir = $flightManuver::Point[%manuver, %i];
%topvec = "0 0 0";
%frontvec = "0 0 0";
if(getWord(%pointdir, 0) > 0)
%frontvec = vectorAdd(%frontvec, %right);
else if(getWord(%pointdir, 0) < 0)
%frontvec = vectorAdd(%frontvec, vectorScale(%right, -1));
if(getWord(%pointdir, 1) > 0)
%frontvec = vectorAdd(%frontvec, %forward);
else if(getWord(%pointdir, 1) < 0)
%frontvec = vectorAdd(%frontvec, vectorScale(%forward, -1));
if(getWord(%pointdir, 2) > 0)
%frontvec = vectorAdd(%frontvec, %up);
else if(getWord(%pointdir, 2) < 0)
%frontvec = vectorAdd(%frontvec, vectorScale(%up, -1));
if(getWord(%pointdir, 3) > 0)
%topvec = vectorAdd(%topvec, %right);
else if(getWord(%pointdir, 3) < 0)
%topvec = vectorAdd(%topvec, vectorScale(%right, -1));
if(getWord(%pointdir, 4) > 0)
%topvec = vectorAdd(%topvec, %forward);
else if(getWord(%pointdir, 4) < 0)
%topvec = vectorAdd(%topvec, vectorScale(%forward, -1));
if(getWord(%pointdir, 5) > 0)
%topvec = vectorAdd(%topvec, %up);
else if(getWord(%pointdir, 5) < 0)
%topvec = vectorAdd(%topvec, vectorScale(%up, -1));
%obj.pointvecfront[%i] = vectorNormalize(%frontvec);
%obj.pointvectop[%i] = vectorNormalize(%topvec);
}
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// Tank AI by Dondelium_X
// CCM v3.4
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
$DTank::ForwardForce = 7000;
$DTank::BackForce = 3000;
$DTank::TurnForce = 2500;
function StartDTank(%pos,%team,%skill){
if(%team $= "")
%team = 0;
if(%pos $= "")
%pos = "0 0 300";
if(%skill $= "" || %skill < 1)
%skill = 1;
else if(%skill > 10)
%skill = 10;
%Drone = new HoverVehicle()
{
dataBlock = HeavyTank;
position = %pos;
rotation = "0 0 1 0";
team = %team;
};
MissionCleanUp.add(%Drone);
setTargetSensorGroup(%Drone.getTarget(), %team);
%drone.skill = 0.6 + (%skill / 25);
schedule(100, 0, "DTankScanTargets",%drone);
}
function DTankScanTargets(%obj){
if(!isObject(%obj))
return;
%pos = %obj.getposition();
%closestClient = -1;
%closestDistance = 32767;
%scandist = 2000 * %obj.skill;
%airtrgs = "";
%groundtrgs = "";
%inftrgs = "";
InitContainerRadiusSearch(%pos, %scanDist, $TypeMasks::VehicleObjectType | $TypeMasks::PlayerObjectType);
while ((%searchResult = containerSearchNext()) != 0){
%objtarget = firstWord(%searchResult);
if(isObject(%objtarget) && %objTarget !$= %obj && %objtarget.team != %obj.team){
%trgtype = %objtarget.getClassName();
if(%trgtype $= "FlyingVehicle")
%airtrgs = %airtrgs SPC %objtarget;
else if(%trgtype $= "HoverVehicle")
%groundtrgs = %groundtrgs SPC %objtarget;
else if(%trgtype $= "Player")
%inftrgs = %inftrgs SPC %objtarget;
}
}
if(%groundtrgs){
%target = firstWord(%groundtrgs);
%groundtrgs = getWords(%groundtrgs,1,4);
DTankGroundCombat(%obj, %target,%groundtrgs);
}
else if(%inftrgs){
%target = firstWord(%inftrgs);
%inftrgs = getWords(%inftrgs,1,4);
DTankInfCombat(%obj, %target,%inftrgs);
}
else if(%airtrgs){
%target = firstWord(%airtrgs);
%airtrgs = getWords(%airtrgs,1,4);
DTankAACombat(%obj, %target,%airtrgs);
}
else{
schedule(3000, 0, "DTankScanTargets", %obj);
}
}
function DTankGroundCombat(%obj, %target, %Trglist){
if(!isObject(%obj))
return;
if(!isObject(%target)){
%obj.turretobject.setImageTrigger(4,false);
%obj.firing = "";
if(%TrgList){
%target = firstWord(%Trglist);
%trglist = getWords(%trglist,1,4);
}
else{
DTankScanTargets(%obj);
return;
}
}
%pos = %obj.getPosition();
%tpos = %target.getPosition();
%frdvec = vectorNormalize(getWords(%obj.getForwardVector(),0,1) SPC "0");
%chkvec = vectorSub(%tpos,%pos);
%chkvec = vectorNormalize(getWords(%chkvec,0,1) SPC "0");
%turnvec = vectorsub(%chkvec,%frdvec);
%vecdif = vectorlen(%turnvec);
if(vectorDist(%pos,%tpos) > 2000){
if(%obj.firing){
%obj.firing = "";
%obj.turret.setImageTrigger(4,false);
}
%target = "";
}
else if(vectorDist(%pos,%tpos) > 500){
if(%vecdif >= "0.1"){
%vec = vectorCross(%turnvec, %frdvec);
%vec = vectorNormalize(vectorCross(%obj.getForwardVector(), %vec));
%Imppos = vectorAdd(%pos,%obj.getForwardVector());
%obj.applyImpulse(%Imppos,vectorScale(%vec,$DTank::TurnForce * %obj.skill));
}
}
else{
if(!%obj.firing){
%obj.firing = 1;
%obj.turretobject.firetype = 3;
%obj.turretobject.setTargetObject(%Target);
%obj.turretobject.aquireTime = getSimTime();
%obj.turretobject.setImageTrigger(4,true);
}
if(%vecdif < "1.2" || %vecdif >= "1.6"){
%Tvec1 = vectorNormalize(vectorcross(%chkvec,"0 0 1"));
%Tvec2 = vectorScale(%Tvec1,-1);
if(vectordist(%frdvec,%Tvec1) < vectorDist(%frdvec,%Tvec2))
%tovec = vectorSub(%Tvec1,%frdvec);
else
%tovec = vectorSub(%Tvec2,%frdvec);
%vec = vectorCross(%Tvec2, %frdvec);
%vec = vectorNormalize(vectorCross(%obj.getForwardVector(), %vec));
%Imppos = vectorAdd(%pos,%obj.getForwardVector());
%obj.applyImpulse(%Imppos,vectorScale(%vec,$DTank::TurnForce * %obj.skill));
}
}
%obj.applyImpulse(%pos,vectorScale(%obj.getForwardVector(),$DTank::ForwardForce));
schedule(100, 0, "DTankGroundCombat",%obj,%target,%Trglist);
}
function DTankAACombat(%obj, %target, %Trglist){
if(!isObject(%obj))
return;
if(!isObject(%target)){
%obj.turretobject.setImageTrigger(2,false);
%obj.firing = "";
if(%TrgList){
%target = firstWord(%Trglist);
%trglist = getWords(%trglist,1,4);
}
else{
DTankScanTargets(%obj);
return;
}
}
%pos = %obj.getPosition();
%tpos = %target.getPosition();
if(vectorDist(%pos,%tpos) < 750){
if(!%obj.firing){
%obj.firing = 1;
%obj.turretobject.setTargetObject(%Target);
%obj.turretobject.aquireTime = getSimTime();
%obj.turretobject.setImageTrigger(2,true);
}
}
else if(vectorDist(%pos,%tpos) > 2000){
if(%obj.firing){
%obj.firing = "";
%obj.turretobject.setImageTrigger(2,false);
}
%target = "";
}
schedule(100, 0, "DTankAACombat",%obj,%target,%Trglist);
}
function DTankInfCombat(%obj, %target, %Trglist){
if(!isObject(%obj))
return;
if(!isObject(%target) || %target.getState() $= "dead"){
%obj.turretobject.setImageTrigger(3,false);
%obj.firing = "";
if(%TrgList){
%target = firstWord(%Trglist);
%trglist = getWords(%trglist,1,4);
}
else{
DTankScanTargets(%obj);
return;
}
}
%pos = %obj.getPosition();
%tpos = %target.getPosition();
%frdvec = vectorNormalize(getWords(%obj.getForwardVector(),0,1) SPC "0");
%chkvec = vectorSub(%tpos,%pos);
%chkvec = vectorNormalize(getWords(%chkvec,0,1) SPC "0");
%turnvec = vectorsub(%chkvec,%frdvec);
%vecdif = vectorlen(%turnvec);
if(vectorDist(%pos,%tpos) > 2000){
if(%obj.firing){
%obj.firing = "";
%obj.turret.setImageTrigger(3,false);
}
%target = "";
}
else if(vectorDist(%pos,%tpos) > 300){
if(%vecdif >= "0.1"){
%vec = vectorCross(%turnvec, %frdvec);
%vec = vectorNormalize(vectorCross(%obj.getForwardVector(), %vec));
%Imppos = vectorAdd(%pos,%obj.getForwardVector());
%obj.applyImpulse(%Imppos,vectorScale(%vec,$DTank::TurnForce * %obj.skill));
}
}
else{
if(!%obj.firing){
%obj.firing = 1;
%obj.turretobject.firetype = 1;
%obj.turretobject.setTargetObject(%Target);
%obj.turretobject.aquireTime = getSimTime();
%obj.turretobject.setImageTrigger(3,true);
}
if(vectorDist(%pos,%tpos) < 100){
if(%vecdif <= "1.6"){
%vec = vectorCross(%turnvec, %frdvec);
%vec = vectorNormalize(vectorCross(%obj.getForwardVector(), %vec));
%Imppos = vectorAdd(%pos,%obj.getForwardVector());
%obj.applyImpulse(%Imppos,vectorScale(%vec,$DTank::TurnForce * %obj.skill * "-1"));
}
}
else {
if(%vecdif < "1.2" || %vecdif >= "1.6"){
%Tvec1 = vectorNormalize(vectorcross(%chkvec,"0 0 1"));
%Tvec2 = vectorScale(%Tvec1,-1);
if(vectordist(%frdvec,%Tvec1) < vectorDist(%frdvec,%Tvec2))
%tovec = vectorSub(%Tvec1,%frdvec);
else
%tovec = vectorSub(%Tvec2,%frdvec);
%vec = vectorCross(%Tvec2, %frdvec);
%vec = vectorNormalize(vectorCross(%obj.getForwardVector(), %vec));
%Imppos = vectorAdd(%pos,%obj.getForwardVector());
%obj.applyImpulse(%Imppos,vectorScale(%vec,$DTank::TurnForce * %obj.skill));
}
}
}
%obj.applyImpulse(%pos,vectorScale(%obj.getForwardVector(),$DTank::ForwardForce));
schedule(100, 0, "DTankInfCombat",%obj,%target,%Trglist);
}

View file

@ -0,0 +1,283 @@
$S11manuverforce = 75;
$S11flyforce = 350;
$S11forwardspeed = 120;
$S11hoverheight = 3;
$S11hoverforce = 100;
$S11reconheight = "450 550";
$S11reconradius = 700;
$S11[move] = "TAKEOFF MOVE LAND IDLE";
$S11[guard] = "TAKEOFF RECON";
$S11[attack] = "TAKEOFF MOE FIRE MOVE LAND IDLE";
$S11[rearm] = "TAKEOFF MOVE LAND REARM TAKEOFF MOVE LAND IDLE";
function S11Think(%obj){
if(!isObject(%obj))
return;
if(%obj.tasks !$= ""){
%task = getWord(%obj.tasks,0);
%fun = "S11"@%task;
%obj.mode = %task;
if(%obj.specvar[%task] !$= "")
schedule(10, 0, %fun, %obj, %obj.specvar[%task]);
else
schedule(10, 0, %fun, %obj);
}
else{
%obj.mode = "IDLE";
S11IDLE(%obj);
}
}
function S11IDLE(%obj){
if(!isObject(%obj))
return;
if(%obj.mode !$= "IDLE")
return;
%pos = %obj.getPosition();
%mask = $TypeMasks::InteriorObjectType | $TypeMasks::StaticShapeObjectType | $TypeMasks::ForceFieldObjectType | $TypeMasks::TerrainObjectType;
%vector = vectorAdd(%pos,vectorScale("0 0 -1",$S11hoverheight));
%searchResult = containerRayCast(%pos, %vector, %mask, %obj);
if(%searchresult){
%obj.applyImpulse(%pos,vectorScale("0 0 1",$S11hoverforce));
}
schedule(100, 0, "S11IDLE", %obj);
}
function S11TAKEOFF(%obj){
if(!isObject(%obj))
return;
if(%obj.mode !$= "TAKEOFF")
return;
%pos = %obj.getPosition();
%mask = $TypeMasks::InteriorObjectType | $TypeMasks::StaticShapeObjectType | $TypeMasks::ForceFieldObjectType | $TypeMasks::TerrainObjectType;
%vector = vectorAdd(%pos,"0 0 -20");
%searchResult = containerRayCast(%pos, %vector, %mask, %obj);
if(%searchresult)
%obj.applyImpulse(%pos,"0 0 200");
else{
%obj.tasks = getWords(%obj.tasks,1,(getNumberOfWords(%obj.tasks) - 1));
S11Think(%obj);
return;
}
schedule(100, 0, "S11TAKEOFF", %obj);
}
function S11LAND(%obj){
if(!isObject(%obj))
return;
if(%obj.mode !$= "LAND")
return;
%pos = %obj.getPosition();
%mask = $TypeMasks::InteriorObjectType | $TypeMasks::StaticShapeObjectType | $TypeMasks::ForceFieldObjectType | $TypeMasks::TerrainObjectType;
%vector = vectorAdd(%pos,"0 0" SPC (-10 - $S11hoverheight));
%searchResult = containerRayCast(%pos, %vector, %mask, %obj);
if(%searchresult){
%dist = vectorDist(%pos,posfromraycast(%searchresult));
if(%dist <= $S11hoverheight){
%obj.tasks = getWords(%obj.tasks,1,(getNumberOfWords(%obj.tasks) - 1));
S11Think(%obj);
return;
}
%speed = vectorScale("0 0 -1",%dist);
%obj.setVelocity(%speed);
}
else{
%vel = %obj.getVelocity();
%reqvel = "0 0 -15";
%impvec = vectorScale(vectorSub(%reqvel,%vel),%obj.getDatablock().mass);
%obj.applyImpulse(%pos,%impvec);
}
schedule(100, 0, "S11LAND", %obj);
}
function S11MOVE(%obj, %movepos){
if(!isObject(%obj))
return;
if(%obj.mode !$= "MOVE")
return;
%pos = %obj.getPosition();
%mask = $TypeMasks::InteriorObjectType | $TypeMasks::StaticShapeObjectType | $TypeMasks::ForceFieldObjectType | $TypeMasks::TerrainObjectType;
%vector = vectorAdd(%pos,"0 0 -150");
%searchResult = containerRayCast(%pos, %vector, %mask, %obj);
%vec = "0 0 0";
%frd = %obj.getForwardVector();
if(vectorlen(%obj.getVelocity()) <= $S11forwardspeed)
%vec = vectorScale(%frd,$S11flyforce);
if(%searchresult)
%vec = vectorAdd(%vec,"0 0 150");
%tstpos = getWords(%movepos,0,1) SPC getWord(%pos,2);
%dist = vectorDist(%tstpos,%pos);
if(%dist > 10){
%aimvec = vectorSub(%tstpos,%pos);
%tvec = vectorNormalize(vectorCross(%aimvec, %frd));
%tvec = vectorNormalize(vectorCross(%frd, %tvec));
%obj.applyImpulse(vectorAdd(%pos,%frd),vectorScale(%tvec,$S11manuverforce));
}
else{
if(%obj.specvar["MOVE",2] !$= ""){
%obj.specvar["MOVE"] = %obj.specvar["MOVE",2];
%obj.specvar["MOVE",2] = "";
}
%obj.tasks = getWords(%obj.tasks,1,(getNumberOfWords(%obj.tasks) - 1));
S11Think(%obj);
return;
}
%obj.applyImpulse(%pos,%vec);
schedule(100, 0, "S11MOVE",%obj,%movepos);
}
function S11RECON(%obj,%reconPos){
if(!isObject(%obj))
return;
if(%obj.mode !$= "RECON")
return;
%pos = %obj.getPosition();
%mask = $TypeMasks::InteriorObjectType | $TypeMasks::StaticShapeObjectType | $TypeMasks::ForceFieldObjectType | $TypeMasks::TerrainObjectType;
%vector = vectorAdd(%pos,"0 0 -1000");
%searchResult = containerRayCast(%pos, %vector, %mask, %obj);
if(%searchresult){
%frd = %obj.getForwardVector();
%vec = "0 0 0";
if(vectorlen(%obj.getVelocity()) <= $S11forwardspeed)
%vec = vectorScale(%frd,$S11flyforce);
%dist = vectorDist(%pos,posfromraycast(%searchresult));
if(%dist < getWord($S11reconheight,0))
%vec = vectorAdd(%vec,"0 0 450");
if(%dist > getWord($S11reconheight,1))
%vec = vectorAdd(%vec,"0 0 -450");
%tstpos = getWords(%reconPos,0,1) SPC getWord(%pos,2);
%dist = vectorDist(%tstpos,%pos);
if(%dist > $S11reconradius){
%aimvec = vectorSub(%tstpos,%pos);
%tvec = vectorNormalize(vectorCross(%aimvec, %frd));
%tvec = vectorNormalize(vectorCross(%frd, %tvec));
%obj.applyImpulse(vectorAdd(%pos,%frd),vectorScale(%tvec,$S11manuverforce));
}
%obj.applyImpulse(%pos,%vec);
}
else{
%vel = %obj.getVelocity();
%reqvel = "0 0 -50";
%impvec = vectorScale(vectorSub(%reqvel,%vel),%obj.getDatablock().mass);
%obj.applyImpulse(%pos,%impvec);
}
schedule(100, 0, "S11RECON",%obj,%reconpos);
}
function S11MOE(%obj,%target){
if(!isObject(%obj))
return;
if(%obj.mode !$= "MOE")
return;
if(!isObject(%target)){
%obj.tasks = getWords(%obj.tasks,1,(getNumberOfWords(%obj.tasks) - 1));
S11Think(%obj);
return;
}
%pos = %obj.getPosition();
%frd = %obj.getForwardVector();
%mask = $TypeMasks::InteriorObjectType | $TypeMasks::StaticShapeObjectType | $TypeMasks::ForceFieldObjectType | $TypeMasks::TerrainObjectType;
%vector = vectorAdd(%pos,vectorScale(%frd,100));
%searchResult = containerRayCast(%pos, %vector, %mask, %obj);
if(!%searchResult){
%tstvec = vectorAdd(%vector,"0 0 -50");
%searchResult2 = containerRayCast(%vector, %tstvec, %mask, %obj);
if(%searchResult2)
%dir = "1";
else
%dir = "-1";
}
else
%dir = "2";
%impvec = vectorScale(%obj.getUpVector(),$S11manuverforce * %dir);
%Tpos = %target.getPosition();
%tstpos = getWords(%TPos,0,1) SPC getWord(%pos,2);
%aimvec = VectorNormalize(vectorSub(%tstpos,%pos));
%dist = vectorDist(%frd,%aimvec);
if(%dist > 0.1){
%aimvec = vectorSub(%tstpos,%pos);
%tvec = vectorNormalize(vectorCross(%aimvec, %frd));
%tvec = vectorNormalize(vectorCross(%frd, %tvec));
%impvec = vectorAdd(%impvec,vectorScale(%tvec,$S11manuverforce));
}
if(vectorDist(%pos, %Tpos) < 500){
%obj.tasks = getWords(%obj.tasks,1,(getNumberOfWords(%obj.tasks) - 1));
S11Think(%obj);
return;
}
%obj.applyImpulse(vectorAdd(%pos,%frd),%impvec);
if(vectorlen(%obj.getVelocity()) <= $S11forwardspeed)
%obj.applyImpulse(%pos,vectorScale(%obj.getForwardVector(),$S11flyforce));
schedule(100, 0, "S11MOE", %obj,%target);
}
function S11REARM(%obj){
if(!isObject(%obj))
return;
if(%obj.mode !$= "REARM")
return;
%obj.setVelocity("0 0 0");
if (%obj.turret.inv[AALauncherAmmo] < 1)
%obj.turret.setInventory(AALauncherAmmo, 1);
else if(%DamageLevel > 0)
%obj.setRepairRate(0.01);
else {
%obj.setRepairRate(0);
S11Think(%obj);
return;
}
schedule(100, 0, "S11REARM", %obj, %target);
}
function S11FIRE(%obj,%target){
if(!isObject(%obj))
return;
if(%obj.mode !$= "FIRE")
return;
if(!isObject(%target)){
%obj.tasks = getWords(%obj.tasks,1,(getNumberOfWords(%obj.tasks) - 1));
S11Think(%obj);
return;
}
%turret = %obj.turret;
if(%turret.inv[AALauncherAmmo] >= 1){
%turret.target = %target;
if(%obj.aiming != 1){
%obj.aiming = 1;
%turret.setTargetObject(%target);
%turret.aquireTime = getSimTime();
%turret.setImageTrigger(2,true);
}
else if(isObject(%turret.TLB)){
%turret.setImageTrigger(3,true);
}
}
else{
%obj.aiming = 0;
%turret.setImageTrigger(2,false);
%turret.setImageTrigger(3,false);
%obj.tasks = getWords(%obj.tasks,1,(getNumberOfWords(%obj.tasks) - 1));
S11Think(%obj);
return;
}
%frd = %obj.getForwardVector();
%impvec = vectorAdd(vectorScale(%frd,$S11flyforce),"0 0 150");
if(vectorlen(%obj.getVelocity()) <= $S11forwardspeed)
%obj.applyImpulse(%obj.getPosition(),%impvec);
schedule(100, 0, "S11FIRE", %obj, %target);
}

View file

@ -0,0 +1,107 @@
$S17moveforce = 500;
function S17Think(%obj){
if(!isObject(%obj))
return;
if(%obj.task !$= ""){
%task = %obj.task;
%fun = "S17"@%task;
%obj.mode = %task;
cancel(%obj.loop);cancel(%obj.loop);cancel(%obj.loop);
if(%obj.specvar[%task] !$= "")
%obj.loop = schedule(10, 0, %fun, %obj, %obj.specvar[%task]);
else
%obj.loop = schedule(10, 0, %fun, %obj);
}
}
function S17GUARD(%obj,%pos){
if(!isObject(%obj))
return;
%obj.mode = "MOVE";
S17MOVE(%obj,%pos);
}
function S17MOVE(%obj,%pos){
if(!isObject(%obj))
return;
if(%obj.mode !$= "MOVE")
return;
%objpos = %obj.getPosition();
%dist = vectorDist(%pos,%objpos);
if(%dist > 10){
%vec = vectorNormalize(vectorSub(%pos,%objpos));
%vec = vectorScale(%vec,$S17moveforce);
%obj.applyImpulse(%objpos,%vec);
}
else
return;
%obj.loop = schedule(100, 0, "S17MOVE",%obj,%pos);
}
function S17ATTACK(%obj,%target){
if(!isObject(%obj))
return;
if(!isObject(%target)){
%obj.val = "";
return;
}
if(%obj.mode !$= "ATTACK"){
%obj.val = "";
return;
}
%objpos = %obj.getPosition();
%trgpos = %target.getPosition();
%dist = vectorDist(%trgpos,%objpos);
if(%dist > 100){
%vec = vectorNormalize(vectorSub(%pos,%objpos));
%vec = vectorScale(%vec,$S17moveforce);
%obj.applyImpulse(%objpos,%vec);
}
else {
%vec = vectorSub(%trgpos,%objpos);
%random = getRandom(1,2);
if(%obj.val $= ""){
if(%random == 1)
%obj.val = "0 0 -1";
else
%obj.val = "0 0 1";
}
%vec = vectorNormalize(vectorCross(%vec,%val));
%vec = vectorScale(%vec,$S17moveforce);
%obj.applyImpulse(%objpos,%vec);
}
%obj.loop = schedule(100, 0, "S17ATTACK",%obj,%target);
}
function S17REARM(%obj,%target){
if(!isObject(%obj))
return;
if(!isObject(%target)){
%target.setRepairRate(0);
return;
}
if(%obj.mode !$= "REARM"){
%target.setRepairRate(0);
return;
}
%objpos = %obj.getPosition();
%trgpos = %target.getPosition();
%dist = vectorDist(%trgpos,%objpos);
%DamageLevel = %targetObject.getDamageLevel();
if(%dist > 6){
%vec = vectorNormalize(vectorCross(%vec,%val));
%vec = vectorScale(%vec,$S17moveforce);
%obj.applyImpulse(%objpos,%vec);
}
else if(%DamageLevel > 0)
%obj.setRepairRate(0.01);
else {
%obj.setRepairRate(0);
return;
}
%obj.loop = schedule(100, 0, "S17ATTACK",%obj,%target);
}

View file

@ -0,0 +1,71 @@
$sent::patrolwaittime = 10; // 10 secs
$sent::patrolsaturation = 2; // 2 sentinel patrolling one point at a time
// 1 = Normal Sentinel
// 2 = Sentinel Monitor
//==============================================================================
// CreateSentinel
//------------------------------------------------------------------------------
// %pos = position
// %team = team
// %quantity = how many sentinels to spawn
// %type = the type of sentinel to spawn [regular/monitor]
//------------------------------------------------------------------------------
// It creates a sentinel.
//==============================================================================
function CreateSentinel(%pos, %quantity, %type)
{
if(%quantity < 1)
return;
while(%quantity)
{
%data = (%type == 2 ? "SentinelMonitor" : "SentinelVehicle");
%sent = new FlyingVehicle() {
datablock = %data;
};
%sent.setTransform(%pos SPC "0 0 1 0");
%sent.team = 1;
MissionCleanup.add(%sent);
setTargetSensorGroup(%sent.getTarget(), 1);
$ignoreNextBotConnection = true;
%ai = aiConnect("_AISent");
ChangeName(%ai, "Sentinel"@%ai);
%ai.isSentinel = true;
%ai.sentVehicle = %sent;
%ai.sentinelType = %type;
%ai.setControlObject(%sent);
// SentinelAI_PatrolArea(%ai);
warn("Sentinel created: "@%ai@", VEHID"@%sent);
%quantity--;
}
}
function DropSentinel(%id)
{
if(!isObject(%id) || %id.isSentinel != true)
return;
if(isObject(%id.sentVehicle) && %id.sentVehicle.getDamageState() !$= "Destroyed")
%id.sentVehicle.setDamageState(Destroyed);
%id.drop();
}
function AIConnection::Sentinel_MoveTo(%client, %coords)
{
%client.clearStep();
%client.setPilotAim(%coords);
%client.setPilotDestination(%coords);
}
function AIConnection::Sentinel_Damaged

View file

@ -0,0 +1,654 @@
//==============================================================================
// Sentinel Data - Made by Blnukem
//==============================================================================
// Sentinel Sounds
//------------------------------------------------------------------------------
datablock EffectProfile(SentinelTurretSwitchEffect)
{
effectname = "powered/turret_light_activate";
minDistance = 2.5;
maxDistance = 5.0;
};
datablock EffectProfile(SentinelTurretFireEffect)
{
filename = "fx/vehicles/tank_chaingun.wav";
minDistance = 2.5;
maxDistance = 8.0;
};
datablock EffectProfile(SentinelDeactivateEffect)
{
effectname = "powered/turret_heavy_reload";
minDistance = 2.5;
maxDistance = 5.0;
};
datablock EffectProfile(SentinelActivateEffect)
{
effectname = "powered/turret_light_reload";
minDistance = 2.5;
maxDistance = 5.0;
};
datablock EffectProfile(SentinelIdleEffect)
{
effectname = "powered/turret_light_idle";
minDistance = 1;
maxDistance = 2;
};
datablock AudioProfile(SentinelTurretSwitchSound)
{
filename = "fx/powered/turret_light_activate.wav";
description = AudioClose3d;
preload = true;
effect = SentinelTurretSwitchEffect;
};
datablock AudioProfile(SentinelTurretFireSound)
{
filename = "fx/vehicles/tank_chaingun.wav";
description = AudioDefaultLooping3d;
preload = true;
effect = SentinelTurretFireEffect;
};
datablock AudioProfile(SentinelIdleSound)
{
filename = "fx/powered/turret_light_idle.wav";
description = AudioDefaultLooping3d;
preload = true;
effect = SentinelIdleEffect;
};
datablock AudioProfile(SentinelActivateSound)
{
filename = "fx/powered/turret_light_reload.wav";
description = AudioClose3d;
preload = true;
effect = SentinelActivateEffect;
};
datablock AudioProfile(SentinelDeactivateSound)
{
filename = "fx/powered/turret_heavy_reload.wav";
description = AudioClose3d;
preload = true;
effect = SentinelDeactivateEffect;
};
//==============================================================================
// Vehicle Data
//==============================================================================
// Standard Sentinel
//------------------------------------------------------------------------------
datablock FlyingVehicleData(SentinelVehicle) : SentinelDamageProfile
{
spawnOffset = "0.0 0.0 0.1";
catagory = "Sentinels";
shapeFile = "stackable2s.dts";
multipassenger = false;
computeCRC = true;
debrisShapeName = "debris_generic.dts";
debris = TurretDebris;
renderWhenDestroyed = false;
drag = 0.15;
density = 1.0;
numMountPoints = 0;
cameraMaxDist = 15;
cameraOffset = 2.5;
cameraLag = 0.9;
explosion = TurretExplosion;
explosionDamage = 0.5;
explosionRadius = 5.0;
maxDamage = 0.5;
destroyedLevel = 0.5;
isShielded = true;
energyPerDamagePoint = 160;
maxEnergy = 280;
rechargeRate = 0.8;
minDrag = 30;
rotationalDrag = 2000;
maxAutoSpeed = 15;
autoAngularForce = 400;
autoLinearForce = 300;
autoInputDamping = 0.95;
maxSteeringAngle = 5;
horizontalSurfaceForce = 6;
verticalSurfaceForce = 4;
maneuveringForce = 5000;
steeringForce = 3000;
steeringRollForce = 0;
rollForce = 10;
hoverHeight = 10;
createHoverHeight = 2;
maxForwardSpeed = 15;
jetForce = 4500;
minJetEnergy = 0;
jetEnergyDrain = 0; // Auto stabilize speed
vertThrustMultiple = 0;
mass = 100;
bodyFriction = 0;
bodyRestitution = 0.5;
minRollSpeed = 0;
softImpactSpeed = 14;
hardImpactSpeed = 25;
minImpactSpeed = 10;
speedDamageScale = 0.06;
collDamageThresholdVel = 23.0;
collDamageMultiplier = 0.02;
jetSound = "";
engineSound = SentinelIdleSound;
softImpactSound = SoftImpactSound;
hardImpactSound = HardImpactSound;
softSplashSoundVelocity = 10.0;
mediumSplashSoundVelocity = 15.0;
hardSplashSoundVelocity = 20.0;
exitSplashSoundVelocity = 10.0;
exitingWater = VehicleExitWaterMediumSound;
impactWaterEasy = VehicleImpactWaterSoftSound;
impactWaterMedium = VehicleImpactWaterMediumSound;
impactWaterHard = VehicleImpactWaterMediumSound;
waterWakeSound = VehicleWakeMediumSplashSound;
dustEmitter = LiftoffDustEmitter;
triggerDustHeight = 1.0;
dustHeight = 0.1;
canControl = false;
minMountDist = 4;
splashEmitter[0] = VehicleFoamDropletsEmitter;
splashEmitter[1] = VehicleFoamEmitter;
shieldImpact = VehicleShieldImpact;
cmdCategory = "Tactical";
cmdIcon = CMDFlyingScoutIcon;
cmdMiniIconName = "commander/MiniIcons/com_scout_grey";
targetNameTag = 'Standard';
targetTypeTag = 'Sentinel';
sensorData = combatSensor;
sensorRadius = combatSensor.detectRadius;
sensorColor = "9 9 255";
checkRadius = 5.5;
observeParameters = "1 5 5";
canObserve = true;
runningLight[0] = ShrikeLight1;
shieldEffectScale = "2.0 2.0 2.0";
};
//==============================================================================
// Sentinel Monitor Vehicle Data
//==============================================================================
datablock FlyingVehicleData(SentinelMonitor) : SentinelDamageProfile
{
spawnOffset = "0.0 0.0 0.0";
catagory = "Sentinels";
shapeFile = "beacon.dts";
multipassenger = false;
computeCRC = true;
debrisShapeName = "debris_generic.dts";
debris = TurretDebris;
renderWhenDestroyed = false;
drag = 4.15;
density = 1.0;
numMountPoints = 0;
cameraMaxDist = 15;
cameraOffset = 2.5;
cameraLag = 0.9;
explosion = TurretExplosion;
explosionDamage = 0.5;
explosionRadius = 5.0;
maxDamage = 50.00;
destroyedLevel = 50.00;
isShielded = true;
rechargeRate = 2.5;
energyPerDamagePoint = 1;
maxEnergy = 500;
rechargeRate = 50.0;
minDrag = 30;
rotationalDrag = 2000;
maxAutoSpeed = 15;
autoAngularForce = 400;
autoLinearForce = 300;
autoInputDamping = 0.95;
maxSteeringAngle = 5;
horizontalSurfaceForce = 6;
verticalSurfaceForce = 4;
maneuveringForce = 5000;
steeringForce = 1000;
steeringRollForce = 0;
rollForce = 100;
hoverHeight = 15;
createHoverHeight = 2;
maxForwardSpeed = 15;
jetForce = 1500;
minJetEnergy = 0;
jetEnergyDrain = 0; // Auto stabilize speed
vertThrustMultiple = 0;
mass = 100;
bodyFriction = 0;
bodyRestitution = 0.5;
minRollSpeed = 0;
softImpactSpeed = 14;
hardImpactSpeed = 25;
minImpactSpeed = 25;
speedDamageScale = 0.06;
collDamageThresholdVel = 23.0;
collDamageMultiplier = 0.02;
minTrailSpeed = 0.1;
trailEmitter = ContrailEmitter;
jetSound = "";
engineSound = SentinelIdleSound;
softImpactSound = SoftImpactSound;
hardImpactSound = HardImpactSound;
softSplashSoundVelocity = 10.0;
mediumSplashSoundVelocity = 15.0;
hardSplashSoundVelocity = 20.0;
exitSplashSoundVelocity = 10.0;
exitingWater = VehicleExitWaterMediumSound;
impactWaterEasy = VehicleImpactWaterSoftSound;
impactWaterMedium = VehicleImpactWaterMediumSound;
impactWaterHard = VehicleImpactWaterMediumSound;
waterWakeSound = VehicleWakeMediumSplashSound;
dustEmitter = LiftoffDustEmitter;
triggerDustHeight = 2.0;
dustHeight = 0.0;
canControl = false;
damageEmitter[0] = LightDamageSmoke;
damageEmitter[1] = LightDamageSmoke;
damageEmitter[2] = DamageBubbles;
damageEmitterOffset[0] = "0.0 0.0 0.0 ";
damageLevelTolerance[0] = 0.3;
damageLevelTolerance[1] = 0.7;
numDmgEmitterAreas = 1;
minMountDist = 4;
splashEmitter[0] = VehicleFoamDropletsEmitter;
splashEmitter[1] = VehicleFoamEmitter;
shieldImpact = VehicleShieldImpact;
cmdCategory = "Tactical";
cmdIcon = CMDCameraIcon;
cmdMiniIconName = "commander/MiniIcons/com_camera_grey";
targetNameTag = '';
targetTypeTag = 'Monitor';
sensorData = combatSensor;
sensorRadius = combatSensor.detectRadius;
sensorColor = "9 9 255";
checkRadius = 10.5;
observeParameters = "1 5 5";
canObserve = true;
runningLight[0] = ShrikeLight1;
shieldEffectScale = "2.0 2.0 2.0";
};
//==============================================================================
// Image Data
//==============================================================================
// Standard Sentinel Image Data:
//------------------------------------------------------------------------------
datablock ShapeBaseImageData(BodyImage) : SentinelVehicle
{
offset = "0.0 -0.2 0.3";
rotation = "0 0 1 0";
shapeFile = "turret_mortar_large.dts";
};
datablock ShapeBaseImageData(RightWing) : SentinelVehicle
{
offset = "0.2 0.0 0.4";
rotation = "0 0 -1 90";
shapeFile = "pack_deploy_sensor_pulse.dts";
};
datablock ShapeBaseImageData(LeftWing) : SentinelVehicle
{
offset = "-0.2 0.0 0.4";
rotation = "0 0 1 90";
shapeFile = "pack_deploy_sensor_pulse.dts";
};
datablock ShapeBaseImageData(Eye) : SentinelVehicle
{
offset = "0.0 1.1 0.22";
rotation = "1 0 0 90";
shapeFile = "beacon.dts";
};
//==============================================================================
// Sentinel Monitor Image Data:
//==============================================================================
datablock ShapeBaseImageData(Front) : SentinelMonitor
{
offset = "0.0 -0.02 0.0";
rotation = "1.0 0.0 0.0 90.0";
shapeFile = "camera.dts";
};
datablock ShapeBaseImageData(Rear) : SentinelMonitor
{
offset = "0.0 0.02 0.0";
rotation = "-1.0 0.0 0.0 90.0";
shapeFile = "camera.dts";
};
//==============================================================================
// Decals and Projectiles
//==============================================================================
// Default Sentinel bullet Decal image:
//------------------------------------------------------------------------------
datablock DecalData(SentinelDecal1)
{
sizeX = 0.15;
sizeY = 0.15;
textureName = "special/bullethole3";
};
//==============================================================================
// Standard Sentinel Bullet:
//==============================================================================
datablock TracerProjectileData(SentinelBullet)
{
doDynamicClientHits = true;
directDamage = 0.15;
directDamageType = $DamageType::Sentinel;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.5;
kickBackStrength = 50.0;
sound = ChaingunProjectile;
dryVelocity = 800.0;
wetVelocity = 100.0;
velInheritFactor = 1.0;
fizzleTimeMS = 3000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 10.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 10.0/255.0 @ " " @ 30.0/255.0 @ " " @ 240.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.15;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
decalData[0] = SentinelDecal1;
hasLight = true;
lightRadius = 8.0;
lightColor = "0.5 0.5 0.175";
};
//==============================================================================
// Turret Data
//==============================================================================
// Standard Sentinel Turret:
//------------------------------------------------------------------------------
datablock TurretData(SentinelTurret) : TurretDamageProfile
{
className = VehicleTurret;
catagory = "Turrets";
shapeFile = "turret_belly_base.dts";
preload = true;
mass = 1.0;
maxDamage = 1.0;
destroyedLevel = 1.0;
repairRate = 0;
maxDamage = SentinelVehicle.maxDamage;
destroyedLevel = SentinelVehicle.destroyedLevel;
rechargeRate = 0.15;
thetaMin = 90;
thetaMax = 180;
thetaNull = 90;
rechargeRate = 0.15;
isShielded = false;
energyPerDamagePoint = 110;
maxEnergy = 60;
renderWhenDestroyed = true;
barrel = SentinelTurretBarrel;
heatSignature = 0;
canControl = false;
cmdCategory = "DTactical";
cmdIcon = CMDTurretIcon;
cmdMiniIconName = "commander/MiniIcons/com_turret_grey";
targetNameTag = 'Sentinel';
targetTypeTag = 'Turret';
firstPersonOnly = true;
debrisShapeName = "debris_generic_small.dts";
debris = TurretDebrisSmall;
};
datablock TurretImageData(SentinelTurretBarrel)
{
shapeFile = "turret_muzzlepoint.dts";
mountPoint = 0;
projectile = SentinelBullet;
projectileType = TracerProjectile;
usesEnergy = true;
fireEnergy = 0.0;
minEnergy = 10.0;
emap = true;
activationMS = 700;
deactivateDelayMS = 1500;
thinkTimeMS = 120;
degPerSecTheta = 2000;
degPerSecPhi = 2000;
attackRadius = 100;
casing = ShellDebris;
shellExitDir = "0.0 -0.5 -0.5";
shellExitOffset = "0.0 0.0 0.0";
shellExitVariance = 20.0;
shellVelocity = 5.0;
projectileSpread = 2.0 / 1000.0;
stateName[0] = "Activate";
stateTransitionOnNotLoaded[0] = "Dead";
stateTransitionOnLoaded[0] = "ActivateReady";
stateName[1] = "ActivateReady";
stateSequence[1] = "Activate";
stateSound[1] = SentinelActivateSound;
stateTimeoutValue[1] = 1;
stateTransitionOnTimeout[1] = "Ready";
stateTransitionOnNotLoaded[1] = "Deactivate";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNotLoaded[2] = "Deactivate";
stateTransitionOnTriggerDown[2] = "Fire";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateName[3] = "Fire";
stateSequence[3] = "Fire";
stateSequenceRandomFlash[3] = true;
stateSound[3] = ChaingunFireSound;
stateAllowImageChange[3] = false;
stateEmitter[3] = "GunFireEffectEmitter";
stateEmitterNode[3] = "muzzlepoint1";
stateEmitterTime[3] = 0.1;
stateScript[3] = "onFire";
stateFire[3] = true;
stateEjectShell[3] = true;
stateTimeoutValue[3] = 0.1;
stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Reload";
stateTransitionOnNoAmmo[3] = "noAmmo";
stateName[4] = "Reload";
stateTimeoutValue[4] = 0.01;
stateAllowImageChange[4] = false;
stateWaitForTimeout[4] = true;
stateSequence[4] = "Reload";
stateTransitionOnTimeout[4] = "Ready";
stateTransitionOnNotLoaded[4] = "Deactivate";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateName[5] = "Deactivate";
stateSequence[5] = "Activate";
stateSound[5] = SentinelDeactivateSound;
stateEmitter[5] = "GunFireEffectEmitter";
stateEmitterNode[5] = "muzzlepoint1";
stateEmitterTime[5] = 0.2;
stateDirection[5] = false;
stateTimeoutValue[5] = 1;
stateTransitionOnLoaded[5] = "ActivateReady";
stateTransitionOnTimeout[5] = "Dead";
stateName[6] = "Dead";
stateTransitionOnLoaded[6] = "ActivateReady";
stateName[7] = "NoAmmo";
stateTransitionOnAmmo[7] = "Reload";
stateSequence[7] = "NoAmmo";
};
//==============================================================================
// Vehicle Functions
//==============================================================================
// Sentinel Functions:
//------------------------------------------------------------------------------
function SentinelVehicle::deleteAllMounted(%data, %obj) {
$HostGamePlayerCount = ClientGroup.GetCount();
%turret = %obj.getMountNodeObject(10);
if (!%turret)
return;
%turret.altTrigger = 0;
%turret.fireTrigger = 0;
if (%client = %turret.getControllingClient()) {
%client.player.setControlObject(%client.player);
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
%client.player.mountVehicle = false;
%client.player.bomber = false;
%client.player.isBomber = false;
}
%turret.schedule(0, delete);
}
function SentinelVehicle::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
if (%obj.clientControl)
serverCmdResetControlObject(%obj.clientControl);
%obj.mountImage(BodyImage, 1);
%obj.mountImage(RightWing, 2);
%obj.mountImage(LeftWing, 3);
%obj.mountImage(Eye, 4);
%turret = TurretData::create(SentinelTurret);
%turret.scale = "0.45 0.45 0.45";
MissionCleanup.add(%turret);
%turret.team = 1;
%turret.selectedWeapon = 1;
%turret.setSelfPowered();
%obj.mountObject(%turret, 10);
%turret.mountImage(SentinelTurretBarrel, 0);
%obj.turretObject = %turret;
%turret.setCapacitorRechargeRate( %turret.getDataBlock().capacitorRechargeRate );
%turret.vehicleMounted = %obj;
%turret.setAutoFire(true);
%turret.mountImage(AIAimingTurretBarrel, 1);
setTargetSensorGroup(%turret.getTarget(), %turret.team);
setTargetNeverVisMask(%turret.getTarget(), 0xffffffff);
}
//==============================================================================
// Monitor Functions:
//==============================================================================
function SentinelMonitor::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
if (%obj.clientControl)
serverCmdResetControlObject(%obj.clientControl);
%obj.mountImage(Front, 1);
%obj.mountImage(Rear, 2);
}