//client.player.setInventory(doorDeployable,1,true); //--------------------------------------------------------- // Deployable mspine, Code by Parousia //--------------------------------------------------------- datablock StaticShapeData(DeployedDoor) : StaticShapeDamageProfile { className = "door"; shapeFile = "Pmiscf.dts"; // b or dmiscf.dts, alternate maxDamage = 5; destroyedLevel = 5; disabledLevel = 4; isShielded = true; energyPerDamagePoint = 60; maxEnergy = 100; rechargeRate = 0.25; explosion = HandGrenadeExplosion; expDmgRadius = 3.0; expDamage = 0.1; expImpulse = 200.0; dynamicType = $TypeMasks::StaticShapeObjectType; deployedObject = true; cmdCategory = "DSupport"; cmdIcon = CMDSensorIcon; cmdMiniIconName = "commander/MiniIcons/com_deploymotionsensor"; targetNameTag = 'Door'; deployAmbientThread = true; debrisShapeName = "debris_generic_small.dts"; debris = DeployableDebris; heatSignature = 0; needsPower = true; }; datablock ShapeBaseImageData(DoorDeployableImage) { mass = 1; emap = true; shapeFile = "stackable1s.dts"; item = DoorDeployable; mountPoint = 1; offset = "0 0 0"; deployed = DeployedDoor; heatSignature = 0; stateName[0] = "Idle"; stateTransitionOnTriggerDown[0] = "Activate"; stateName[1] = "Activate"; stateScript[1] = "onActivate"; stateTransitionOnTriggerUp[1] = "Idle"; isLarge = false; maxDepSlope = 360; deploySound = ItemPickupSound; minDeployDis = 0; maxDeployDis = 50.0; }; datablock ItemData(DoorDeployable) { className = Pack; catagory = "Deployables"; shapeFile = "stackable1s.dts"; mass = 1; elasticity = 0.2; friction = 0.6; pickupRadius = 1; rotate = true; image = "DoorDeployableImage"; pickUpName = "a door pack"; heatSignature = 0; emap = true; }; function DoorDeployableImage::testObjectTooClose(%item) { return ""; } function DoorDeployableImage::testNoTerrainFound(%item) { // don't check this for non-Landspike turret deployables } function DoorDeployable::onPickup(%this, %obj, %shape, %amount) { // created to prevent console errors } function doorDeployableImage::onMount(%data, %obj, %node) { %obj.hasDoor = true; // set for blastcheck %obj.packSet = 0; %obj.expertSet = 3; displayPowerFreq(%obj); } function doorDeployableImage::onUnmount(%data, %obj, %node) { %obj.hasDoor = ""; %obj.packSet = 0; %obj.expertSet = 0; } function doorDeployableImage::onDeploy(%item, %plyr, %slot) { %className = "StaticShape"; %grounded = 0; if (%item.surface.getClassName() $= TerrainBlock) %grounded = 1; %playerVector = vectorNormalize(-1 * getWord(%plyr.getEyeVector(),1) SPC getWord(%plyr.getEyeVector(),0) SPC "0"); if (%item.surfaceinher == 0) { if (vAbs(floorVec(%item.surfaceNrm,100)) $= "0 0 1"){ %item.surfaceNrm2 = %playerVector; } else{ %item.surfaceNrm2 = vectorNormalize(vectorCross(%item.surfaceNrm,"0 0 1")); } } %rot1 = fullRot(%item.surfaceNrm,%item.surfaceNrm2); %scale1 = "0.5 6 160"; %scale2 = "0.5 8 160"; %dataBlock = %item.deployed; %space = rayDist(%item.surfacePt SPC %item.surfaceNrm,%scale1,$AllObjMask); if (%space != getWord(%scale1,1)) %type = true; %scale1 = getWord(%scale1,0) SPC getWord(%scale1,0) SPC %space; %mCenter = "0 0 -0.5"; %pad = pad(%item.surfacePt SPC %item.surfaceNrm SPC %item.surfaceNrm2,%scale2,%mCenter); %scale2 = getWords(%pad,0,2); %item.surfacePt2 = getWords(%pad,3,5); //%vec1 = realVec(getWord(%item.surface,0),%item.surfaceNrm); //%vec1 = realVec(%pad,%item.surfaceNrm); %vec1 =validateVal(MatrixMulVector("0 0 0",%item.surfaceNrm)); if (!%scaleIsSet){ %scale1 = vectorMultiply(%scale1,1/4 SPC 1/3 SPC 2); %scale2 = vectorMultiply(%scale2,1/4 SPC 1/3 SPC 2); %x = (getWord(%scale2,1)/0.166666)*0.125; %scale3 = %x SPC 0.166666 SPC getWord(%scale1,2); } %dir1 = VectorNormalize(vectorSub(%item.surfacePt,%item.surfacePt2)); %adjust1 = vectorNormalize(vectorProject(%dir1,vectorCross(%item.surfaceNrm,%item.surfaceNrm2))); %offset1 = -0.5; %adjust1 = vectorScale(%adjust1,-0.5 * %offset1); %deplObj = new (%className)() { dataBlock = %dataBlock; scale = %scale3; }; %deplObj.closedscale = %scale3; %deplObj.openedscale = getwords(%scale3,0,1) SPC 0.1; //////////////////////////Apply settings////////////////////////////// // exact: //%deplObj.setTransform(%item.surfacePt SPC %rot1); %deplObj.setTransform(vectorAdd(VectorAdd(%item.surfacePt2, VectorScale(%vec1,getword(%scale3,2)/-4)),%adjust1) SPC %rot1); // misc info addDSurface(%item.surface,%deplObj); // [[Settings]]: %deplObj.grounded = %grounded; %deplObj.needsFit = 1; %deplObj.isdoor = 1; // [[Normal Stuff]]: // set team, owner, and handle %deplObj.team = %plyr.client.team; %deplObj.setOwner(%plyr); // set power frequency %deplObj.powerFreq = %plyr.powerFreq; // set the sensor group if it needs one if (%deplObj.getTarget() != -1) setTargetSensorGroup(%deplObj.getTarget(), %plyr.client.team); // place the deployable in the MissionCleanup/Deployables group (AI reasons) addToDeployGroup(%deplObj); //let the AI know as well... AIDeployObject(%plyr.client, %deplObj); // play the deploy sound serverPlay3D(%item.deploySound, %deplObj.getTransform()); // increment the team count for this deployed object $TeamDeployedCount[%plyr.team, %item.item]++; %deplObj.deploy(); %deplobj.timeout = getWord($expertSetting["Door", %plyr.expertSet], 0); %deplobj.hasslided = 0; %deplobj.state = "Closed"; if (%plyr.packset==0) %deplobj.toggletype=0; if (%plyr.packset==1) %deplobj.toggletype=1; if (%plyr.packset==2) { %deplobj.powercontrol=1; %deplobj.toggletype=1; } if (%plyr.packset==3) { %deplobj.powercontrol=2; %deplobj.toggletype=1; } if (%plyr.packset==4) { %deplobj.collisionType = 1; %deplobj.toggletype=0; // This is left mostly as a reference. } if (%plyr.packset==5) { %deplobj.collisionType = 2; %deplobj.accessLevel = 1; %deplobj.toggletype=0; // This is left mostly as a reference. messageClient(%plyr.client, "", "\c2Use \c3/setAccess [level] \c2- to set the access level needed for this door, use \c3/setPAccess [name] [level] \c2- to set someone's access level over your pieces."); } if (%plyr.packset==6) { %deplobj.collisionType = 3; %deplobj.toggletype=0; // This is left mostly as a reference. } if (%plyr.packset==7) { %deplobj.collisionType = 4; %deplobj.toggletype=0; // This is left mostly as a reference. } %deplobj.canmove = true; // Power object checkPowerObject(%deplObj); // Keep this down here. It updates the state of the powered doors. return %deplObj; } function Deployeddoor::onDestroyed(%this, %obj, %prevState) { if (%obj.isRemoved) return; %obj.isRemoved = true; Parent::onDestroyed(%this, %obj, %prevState); $TeamDeployedCount[%obj.team, DoorDeployable]--; remDSurface(%obj); %obj.schedule(500,"delete"); cascade(%obj); fireBallExplode(%obj,1); } function Deployeddoor::disassemble(%data,%plyr,%hTgt) { disassemble(%data,%plyr,%hTgt); } function doorDeployableImage::onMount(%data,%obj,%node) { %obj.hasdoor = true; // set for mspinecheck %obj.packSet = 0; %obj.expertSet = 0; displayPowerFreq(%obj); } function doorDeployableImage::onUnmount(%data,%obj,%node) { %obj.hasdoor = ""; %obj.packSet = 0; %obj.expertSet = 0; } function Deployeddoor::onGainPowerEnabled(%data,%obj) { if(%obj.canmove == true && %obj.powercontrol >= 1) { if(%obj.powerControl == 1 && %obj.state !$= "opened") // open when powered schedule(10, 0, "open", %obj); else if(%obj.powerControl == 2 && %obj.state !$= "closed") // closed when powered schedule(10, 0, "close", %obj, 1); } Parent::onGainPowerEnabled(%data,%obj); } function Deployeddoor::onLosePowerDisabled(%data,%obj) { if(%obj.canmove == true && %obj.powercontrol >= 1) { if(%obj.powerControl == 1 && %obj.state !$= "closed") // open when unpowered schedule(10, 0, "close", %obj, 1); else if(%obj.powerControl == 2 && %obj.state !$= "opened") // closed when unpowered schedule(10, 0, "open", %obj); } Parent::onLosePowerDisabled(%data,%obj); } function DeployedDoor::onCollision(%data, %obj, %col) { if(%obj.canMove == true && %obj.collisionType > 0 && %col.getDataBlock().getClassName() $= "PlayerData") { switch$(%obj.collisionType) { case 1: Open(%obj); case 2: if(%col.client.givenAccess[%obj.getOwner()] >= %obj.accessLevel || %obj.getOwner() == %col.client) Open(%obj); else messageClient(%col.client, "", "\c3Access denied. \c2You need \c3level-"@%obj.accessLevel@"\c2 from \c3"@%obj.getOwner().nameBase@"\c2 to access this door."); case 3: if(%obj.getOwner() == %col.client) Open(%obj); else messageClient(%col.client, "", "\c3Access denied. \c2This door is only for \c3"@%obj.getOwner().nameBase@"\c2."); case 4: if(%col.client.isAdmin || %obj.getOwner() == %col.client) Open(%obj); else messageClient(%col.client, "", "\c3Access denied. \c2This door is for \c3admins \c2or \c3"@%obj.getOwner().nameBase@"\c2 only."); } } // Don't call parent! It causes console spam! // -- Eolk } //////////////////// //////////////////// function open(%obj) { if (!isObject(%obj)) return; if (%obj.canmove == true) { %obj.moving = "open"; %obj.prevscale = %obj.scale; %obj.closedscale= %obj.scale; %obj.canmove = false; } if (getWord(%obj.scale, 2) < 0.3) { %obj.issliding = 0; %obj.scale = getWord(%obj.scale,0) SPC getWord(%obj.scale,1) SPC 0.1; %obj.settransform(%obj.gettransform()); %obj.state = "opened"; %obj.openedscale= %obj.scale; if (%obj.toggletype == 0) schedule(%obj.timeout * 1000, 0, "close", %obj, 1); else %obj.canmove = true; return; } %obj.scale = getWord(%obj.scale, 0) SPC getWord(%obj.scale, 1) SPC getWord(%obj.prevscale ,2) - 0.4; %obj.settransform(%obj.gettransform()); %obj.prevscale = %obj.scale; schedule(40, 0, "open", %obj); } ///////////////////// ///////////////////// function close(%obj,%timeout) { if (!isObject(%obj)) return; if (%obj.canmove == true) { %obj.moving = "close"; %obj.prevscale =%obj.scale; %obj.openedscale=%obj.scale; %obj.canmove = false; } if (getWord(%obj.scale, 2) > getWord(%obj.closedscale, 2) - 0.2) { %obj.issliding = 0; %obj.scale = getWord(%obj.scale,0) SPC getWord(%obj.scale,1) SPC getWord(%obj.closedscale,2); %obj.settransform(%obj.gettransform()); %obj.state = "closed"; %obj.closedscale= %obj.scale; %obj.canmove = true; return; } %obj.scale = getWord(%obj.scale, 0) SPC getWord(%obj.scale, 1) SPC getWord(%obj.prevscale, 2) + 0.4; %obj.settransform(%obj.gettransform()); %obj.prevscale = %obj.scale; schedule(40, 0, "close", %obj); }