//--------------------------------------------------------- // Deployable Force Field //--------------------------------------------------------- //modified by Captn Power // Translucencies %noPassTrans = 1.0; %teamPassTrans = 0.6; %allPassTrans = 0.2; %dimDiv = 4; // RGB %colourOn = 0.3; %colourOff = 0.0; datablock ForceFieldBareData(DeployedForceField) { className = "forcefield"; fadeMS = 200; baseTranslucency = %allPassTrans; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = false; otherPermiable = false; color = "1.0 1.0 1.0"; powerOffColor = "0.0 0.0 0.0"; targetNameTag = 'Force Field'; targetTypeTag = 'ForceField'; texture[0] = "skins/forcef1"; texture[1] = "skins/forcef2"; texture[2] = "skins/forcef3"; texture[3] = "skins/forcef4"; texture[4] = "skins/forcef5"; framesPerSec = 1; // 10 numFrames = 5; scrollSpeed = 15; umapping = 0.01; // 1.0 vmapping = 0.01; // 0.15 deployedFrom = ForceFieldDeployable; needsPower = true; }; // No pass datablock ForceFieldBareData(DeployedForceField0) : DeployedForceField { baseTranslucency = %noPassTrans; powerOffTranslucency = %noPassTrans / %dimDiv; teamPermiable = false; otherPermiable = false; color = %colourOn SPC %colourOn SPC %colourOn; powerOffColor = "0.0 0.0 0.0"; }; datablock ForceFieldBareData(DeployedForceField1) : DeployedForceField { baseTranslucency = %noPassTrans; powerOffTranslucency = %noPassTrans / %dimDiv; teamPermiable = false; otherPermiable = false; color = %colourOn SPC %colourOff SPC %colourOff; powerOffColor = "0.0 0.0 0.0"; }; datablock ForceFieldBareData(DeployedForceField2) : DeployedForceField { baseTranslucency = %noPassTrans; powerOffTranslucency = %noPassTrans / %dimDiv; teamPermiable = false; otherPermiable = false; color = %colourOff SPC %colourOn SPC %colourOff; powerOffColor = "0.0 0.0 0.0"; }; datablock ForceFieldBareData(DeployedForceField3) : DeployedForceField { baseTranslucency = %noPassTrans; powerOffTranslucency = %noPassTrans / %dimDiv; teamPermiable = false; otherPermiable = false; color = %colourOff SPC %colourOff SPC %colourOn; powerOffColor = "0.0 0.0 0.0"; }; datablock ForceFieldBareData(DeployedForceField4) : DeployedForceField { baseTranslucency = %noPassTrans; powerOffTranslucency = %noPassTrans / %dimDiv; teamPermiable = false; otherPermiable = false; color = %colourOff SPC %colourOn SPC %colourOn; powerOffColor = "0.0 0.0 0.0"; }; datablock ForceFieldBareData(DeployedForceField5) : DeployedForceField { baseTranslucency = %noPassTrans; powerOffTranslucency = %noPassTrans / %dimDiv; teamPermiable = false; otherPermiable = false; color = %colourOn SPC %colourOff SPC %colourOn; powerOffColor = "0.0 0.0 0.0"; }; datablock ForceFieldBareData(DeployedForceField6) : DeployedForceField { baseTranslucency = %noPassTrans; powerOffTranslucency = %noPassTrans / %dimDiv; teamPermiable = false; otherPermiable = false; color = %colourOn SPC %colourOn SPC %colourOff; powerOffColor = "0.0 0.0 0.0"; }; // Team pass datablock ForceFieldBareData(DeployedForceField7) : DeployedForceField { baseTranslucency = %teamPassTrans; powerOffTranslucency = %teamPassTrans / %dimDiv; teamPermiable = true; otherPermiable = false; color = %colourOn SPC %colourOn SPC %colourOn; powerOffColor = "0.0 0.0 0.0"; }; datablock ForceFieldBareData(DeployedForceField8) : DeployedForceField { baseTranslucency = %teamPassTrans; powerOffTranslucency = %teamPassTrans / %dimDiv; teamPermiable = true; otherPermiable = false; color = %colourOn SPC %colourOff SPC %colourOff; powerOffColor = "0.0 0.0 0.0"; }; datablock ForceFieldBareData(DeployedForceField9) : DeployedForceField { baseTranslucency = %teamPassTrans; powerOffTranslucency = %teamPassTrans / %dimDiv; teamPermiable = true; otherPermiable = false; color = %colourOff SPC %colourOn SPC %colourOff; powerOffColor = "0.0 0.0 0.0"; }; datablock ForceFieldBareData(DeployedForceField10) : DeployedForceField { baseTranslucency = %teamPassTrans; powerOffTranslucency = %teamPassTrans / %dimDiv; teamPermiable = true; otherPermiable = false; color = %colourOff SPC %colourOff SPC %colourOn; powerOffColor = "0.0 0.0 0.0"; }; datablock ForceFieldBareData(DeployedForceField11) : DeployedForceField { baseTranslucency = %teamPassTrans; powerOffTranslucency = %teamPassTrans / %dimDiv; teamPermiable = true; otherPermiable = false; color = %colourOff SPC %colourOn SPC %colourOn; powerOffColor = "0.0 0.0 0.0"; }; datablock ForceFieldBareData(DeployedForceField12) : DeployedForceField { baseTranslucency = %teamPassTrans; powerOffTranslucency = %teamPassTrans / %dimDiv; teamPermiable = true; otherPermiable = false; color = %colourOn SPC %colourOff SPC %colourOn; powerOffColor = "0.0 0.0 0.0"; }; datablock ForceFieldBareData(DeployedForceField13) : DeployedForceField { baseTranslucency = %teamPassTrans; powerOffTranslucency = %teamPassTrans / %dimDiv; teamPermiable = true; otherPermiable = false; color = %colourOn SPC %colourOn SPC %colourOff; powerOffColor = "0.0 0.0 0.0"; }; // All pass datablock ForceFieldBareData(DeployedForceField14) : DeployedForceField { baseTranslucency = %allPassTrans; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = true; otherPermiable = true; color = %colourOn SPC %colourOn SPC %colourOn; powerOffColor = "0.0 0.0 0.0"; }; datablock ForceFieldBareData(DeployedForceField15) : DeployedForceField { baseTranslucency = %allPassTrans; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = true; otherPermiable = true; color = %colourOn SPC %colourOff SPC %colourOff; powerOffColor = "0.0 0.0 0.0"; }; datablock ForceFieldBareData(DeployedForceField16) : DeployedForceField { baseTranslucency = %allPassTrans; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = true; otherPermiable = true; color = %colourOff SPC %colourOn SPC %colourOff; powerOffColor = "0.0 0.0 0.0"; }; datablock ForceFieldBareData(DeployedForceField17) : DeployedForceField { baseTranslucency = %allPassTrans; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = true; otherPermiable = true; color = %colourOff SPC %colourOff SPC %colourOn; powerOffColor = "0.0 0.0 0.0"; }; datablock ForceFieldBareData(DeployedForceField18) : DeployedForceField { baseTranslucency = %allPassTrans; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = true; otherPermiable = true; color = %colourOff SPC %colourOn SPC %colourOn; powerOffColor = "0.0 0.0 0.0"; }; datablock ForceFieldBareData(DeployedForceField19) : DeployedForceField { baseTranslucency = %allPassTrans; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = true; otherPermiable = true; color = %colourOn SPC %colourOff SPC %colourOn; powerOffColor = "0.0 0.0 0.0"; }; datablock ForceFieldBareData(DeployedForceField20) : DeployedForceField { baseTranslucency = %allPassTrans; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = true; otherPermiable = true; color = %colourOn SPC %colourOn SPC %colourOff; powerOffColor = "0.0 0.0 0.0"; }; // thx to quantium mod for idea but those are diferent i made shure of it //lightning no pass datablock ForceFieldBareData(DeployedForceField21) : DeployedForceField { baseTranslucency =1; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = false; otherPermiable = false; texture[0] = "special/shockLightning01"; texture[1] = "special/shockLightning02"; texture[2] = "special/shockLightning03"; color = "0.1 0.6 0.2"; powerOffColor = "0.0 0.0 0.0"; framesPerSec = 12; numFrames = 3; scrollSpeed = 0.1; umapping = 0.35;//0.45; vmapping = 5; }; //scan line no pass datablock ForceFieldBareData(DeployedForceField22) : DeployedForceField { baseTranslucency =1; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = false; otherPermiable = false; color = "0.1 0.5 0.1"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "special/sniper00"; framesPerSec = 10; numFrames = 1; scrollSpeed = 0.3; umapping = 1; vmapping = 0.05; }; //grid no pass datablock ForceFieldBareData(DeployedForceField23) : DeployedForceField { baseTranslucency =1; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = false; otherPermiable = false; color = "0.7 0.5 0.5"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "special/shocklance_effect01";//"desert/CP_itec01";//"liquidTiles/Modulation03"; // pack_rep05 texture[1] = "special/shocklance_effect02"; framesPerSec = 10; // plrec04 numFrames = 2; // beampulse scrollSpeed = 1; umapping = 1.3; vmapping = 1.3; }; // fire wall special no pass datablock ForceFieldBareData(DeployedForceField24) : DeployedForceField { baseTranslucency =1; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = false; otherPermiable = false; color = "0.7 0.3 0"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "special/redbump2"; texture[1] = "special/ELFBeam"; framesPerSec = 5; numFrames = 2; scrollSpeed = 5; umapping = 0.5; vmapping = 0.6; }; //energy feild no pass datablock ForceFieldBareData(DeployedForceField25) : DeployedForceField { baseTranslucency =1; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = false; otherPermiable = false; color[0] = "0.6 0.6 1"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "special/jammermap"; framesPerSec = 2; numFrames = 1; scrollSpeed = 1; umapping = 0.3; vmapping = 0.3; }; //flashing no pass datablock ForceFieldBareData(DeployedForceField26) : DeployedForceField { baseTranslucency =1; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = false; otherPermiable = false; color = "0.4 0.4 0.9"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "special/stationglow"; framesPerSec = 10; numFrames = 1; scrollSpeed = 1.5; umapping = 0.01; vmapping = 0.01; }; //dirty window no pass datablock ForceFieldBareData(DeployedForceField27) : DeployedForceField { baseTranslucency =1; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = false; otherPermiable = false; color = "1 1 1"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "skins/tribes1.plaque";//"skins/tribes1.plaque";//"liquidtiles/icebound_water"; framesPerSec = 10; numFrames = 1; scrollSpeed = 0; umapping = 0.4; vmapping = 0.4; }; //////////////////////////////////////////////////////////// // scan line team pass datablock ForceFieldBareData(DeployedForceField28) : DeployedForceField { baseTranslucency =1; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = true; otherPermiable = false; color = "0.1 0.5 0.1"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "special/sniper00"; framesPerSec = 10; numFrames = 1; scrollSpeed = 0.3; umapping = 1; vmapping = 0.05; }; //grid team pass datablock ForceFieldBareData(DeployedForceField29) : DeployedForceField { baseTranslucency =1; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = true; otherPermiable = false; color = "0.5 0.7 0.5"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "special/shocklance_effect01";//"desert/CP_itec01";//"liquidTiles/Modulation03"; // pack_rep05 texture[1] = "special/shocklance_effect02"; framesPerSec = 10; // plrec04 numFrames = 2; // beampulse scrollSpeed = 1; umapping = 1.3; vmapping = 1.3; }; //energy feild team pass datablock ForceFieldBareData(DeployedForceField30) : DeployedForceField { baseTranslucency =1; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = true; otherPermiable = false; color[0] = "0.6 0.6 1"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "special/jammermap"; framesPerSec = 2; numFrames = 1; scrollSpeed = 1; umapping = 0.3; vmapping = 0.3; }; //flashing team pass datablock ForceFieldBareData(DeployedForceField31) : DeployedForceField { baseTranslucency =1; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = true; otherPermiable = false; color = "0.4 0.4 0.9"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "special/stationglow"; framesPerSec = 10; numFrames = 1; scrollSpeed = 1.5; umapping = 0.01; vmapping = 0.01; }; /////////////////////////////////////////////////////////////////////////// // scan line all pass datablock ForceFieldBareData(DeployedForceField32) : DeployedForceField { baseTranslucency =1; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = true; otherPermiable = true; color = "0.1 0.5 0.1"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "special/sniper00"; framesPerSec = 10; numFrames = 1; scrollSpeed = 0.3; umapping = 1; vmapping = 0.05; }; //grid team pass datablock ForceFieldBareData(DeployedForceField33) : DeployedForceField { baseTranslucency =1; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = true; otherPermiable = true; color = "0.5 0.5 0.7"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "special/shocklance_effect01";//"desert/CP_itec01";//"liquidTiles/Modulation03"; // pack_rep05 texture[1] = "special/shocklance_effect02"; framesPerSec = 10; // plrec04 numFrames = 2; // beampulse scrollSpeed = 1; umapping = 1.3; vmapping = 1.3; }; //energy feild all pass datablock ForceFieldBareData(DeployedForceField34) : DeployedForceField { baseTranslucency =1; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = true; otherPermiable = true; color[0] = "0.6 0.6 1"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "special/jammermap"; framesPerSec = 2; numFrames = 1; scrollSpeed = 1; umapping = 0.3; vmapping = 0.3; }; //flashing all pass datablock ForceFieldBareData(DeployedForceField35) : DeployedForceField { baseTranslucency =1; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = true; otherPermiable = true; color = "0.4 0.4 0.9"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "special/stationglow"; framesPerSec = 10; numFrames = 1; scrollSpeed = 1.5; umapping = 0.01; vmapping = 0.01; }; ///////////////////////////////////////////////////// //weird firewall all pass datablock ForceFieldBareData(DeployedForceField36) : DeployedForceField { baseTranslucency =1; //0.8; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = true; otherPermiable = true; color = "1 0.3 0.1"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "special/water2";//"desert/CP_itec01";//"liquidTiles/Modulation03"; // pack_rep05 framesPerSec = 1; // plrec04 numFrames = 1; // beampulse scrollSpeed = 2.5; umapping = 0.05; vmapping = 0.05; }; //my lava all pass datablock ForceFieldBareData(DeployedForceField37) : DeployedForceField { baseTranslucency =1; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = true; otherPermiable = true; color = "0.8 0.8 0.8"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "liquidTiles/lavapool01"; texture[1] = "liquidTiles/lavapool02"; texture[2] = "liquidTiles/lavapool03"; texture[3] = "liquidTiles/lavapool04"; framesPerSec = 0.1; // plrec04 numFrames = 4; // beampulse scrollSpeed = 0.01; umapping = 0.1; vmapping = 0.2; }; //water all pass datablock ForceFieldBareData(DeployedForceField38) : DeployedForceField { baseTranslucency = 0.8; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = true; otherPermiable = true; color = "0.1 0.4 0.7"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "liquidTiles/Modulation03"; // pack_rep05 framesPerSec = 10; // plrec04 numFrames = 1; // beampulse scrollSpeed = 0.6; umapping = 0.4; vmapping = 0.4; }; //Flashing Crosshair datablock ForceFieldBareData(DeployedForceField39) : DeployedForceField { baseTranslucency =1;//1; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = true; otherPermiable = true; color = "1 0.5 0"; powerOffColor = "0.0 0 0"; texture[0] = "commander/icons/com_waypoint_6"; texture[1] = "commander/icons/com_waypoint_5"; texture[2] = "commander/icons/com_waypoint_4"; texture[3] = "commander/icons/com_waypoint_3"; texture[4] = "commander/icons/com_waypoint_2"; framesPerSec = 5; numFrames = 5; scrollSpeed = 0; umapping = 0.6;//0.1; vmapping = 0.6;//0.1; }; //Glass Tile datablock ForceFieldBareData(DeployedForceField40) : DeployedForceField { baseTranslucency =1; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = false; otherPermiable = false; color[0] = "0.5 0.5 0.5"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "skins/silvercube";//"special/jammermap"; framesPerSec = 1; numFrames = 1; scrollSpeed = 0; umapping = 1; vmapping = 1; }; //Vehicle Icons datablock ForceFieldBareData(DeployedForceField41) : DeployedForceField { baseTranslucency =1;//3; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = false; otherPermiable = false; color ="1 1 1";//"0.4 0.4 0.9"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "gui/hud_veh_icon_assault";//"special/stationglow"; texture[1] = "gui/hud_veh_icon_bomber"; texture[2] = "gui/hud_veh_icon_hapc"; texture[3] = "gui/hud_veh_icon_mpb"; texture[4] = "gui/hud_veh_icon_shrike"; framesPerSec = 1;//10; numFrames = 5; scrollSpeed = 0;//1.5; umapping = 0.3;//0.01; vmapping = 0.3;//0.01; }; // Space 1 datablock ForceFieldBareData(DeployedForceField42) : DeployedForceField { baseTranslucency =1;//3; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = false; otherPermiable = false; color ="1 1 1";// "0.1 0.5 0.1"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "redplanet_1"; texture[1] = "redplanet_2"; texture[2] = "redplanet_3"; texture[3] = "redplanet_4"; texture[4] = "redplanet_5"; framesPerSec = 1; numFrames = 5; scrollSpeed = 0; umapping = 0.1; vmapping = 0.1; }; //clouds 1 datablock ForceFieldBareData(DeployedForceField43) : DeployedForceField { baseTranslucency =1; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = true; otherPermiable = true; color = "0.8 0.8 0.8"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "desert/skies/desertmove2"; framesPerSec = 1; // plrec04 numFrames = 1; // beampulse scrollSpeed = 1; umapping = 0.01; vmapping = 0.01; }; //Fuzzy Scanlines datablock ForceFieldBareData(DeployedForceField44) : DeployedForceField { baseTranslucency =1; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = false; otherPermiable = false; color[0] ="1 0.1 1";// "0.6 0.6 1"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "skins/scanline2"; texture[1] = "skins/scanline3"; texture[2] = "skins/scanline4"; texture[3] = "skins/scanline5"; texture[4] = "skins/scanline6"; framesPerSec = 8; numFrames = 5; scrollSpeed = 0; umapping = 0.05; vmapping = 0.2; }; //Space 2 datablock ForceFieldBareData(DeployedForceField45) : DeployedForceField { baseTranslucency =1; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = false; otherPermiable = false; color = "1 1 1"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "badlands/skies/starrynite_v2_fr";//nef_tr2_red_1"; texture[1] = "ice/skies/starrynite_v1_bk";//nef_tr2_red_2"; texture[2] = "lava/skies/starrynite_v5_lf";//nef_tr2_red_3"; texture[3] = "lush/skies/starrynite_v6_rt";//nef_tr2_red_7"; texture[4] = "lush/skies/starrynite_v4_fr";//nef_tr2_red_5"; framesPerSec = 1; numFrames = 5; scrollSpeed = 0; umapping = 0.1; vmapping = 0.1; }; //Signs datablock ForceFieldBareData(DeployedForceField46) : DeployedForceField { baseTranslucency =1;//1; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = false; otherPermiable = false; color = "1 1 1"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "skins/billboard_1"; texture[1] = "skins/billboard_2"; texture[2] = "skins/billboard_3"; texture[3] = "skins/billboard_4"; framesPerSec = 2; numFrames = 4; scrollSpeed = 0; umapping = 0.1; vmapping = 0.1; }; //clouds 2 datablock ForceFieldBareData(DeployedForceField47) : DeployedForceField { baseTranslucency =0.2; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = false; otherPermiable = false; color = "0.2 0.2 0.2"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "desert/skies/desertmove1"; framesPerSec = 1; // plrec04 numFrames = 1; // beampulse scrollSpeed = 0; umapping = 0.01; vmapping = 0.01; }; //////////////////////////////////////////////////////////// //computer screen datablock ForceFieldBareData(DeployedForceField48) : DeployedForceField { baseTranslucency =1; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = false; otherPermiable = false; color = "0.7 0.7 0.7"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "lava/ds_mriveted2";//"ice/sw_ewal02a";//"desert/cp_icomp01f"; framesPerSec = 1;//10; numFrames = 1; scrollSpeed = 0;//0.3; umapping = 0.67;//1; vmapping = 0.495;//0.05; }; //Orb Symbol datablock ForceFieldBareData(DeployedForceField49) : DeployedForceField { baseTranslucency =1; //0.8; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = false; otherPermiable = false; color = "0.7 0.7 0.7"; powerOffColor = "0.0 0.0 0.0"; texture[0] = "badlands/bd_itec02"; //3.5 6.5 0.1 for pad size framesPerSec = 1; numFrames = 1; scrollSpeed = 0; umapping = 0.6; vmapping = 0.3; }; //esp ff datablock ForceFieldBareData(DeployedForceField50) : DeployedForceField { baseTranslucency =1; //0.8; powerOffTranslucency = %allPassTrans / %dimDiv; teamPermiable = false; otherPermiable = false; color = "1 0.2 1"; powerOffColor = "0.0 0.0 0.0"; //texture[0] = "gui/trn_1charybdis";//texture[0] = "precipitation/snowflake017"; //texture[1] = "gui/trn_2sehrganda";//texture[1] = "precipitation/snowflake016"; //texture[2] = "gui/trn_3ymir"; //texture[3] = "gui/trn_4bloodjewel"; //texture[4] = "gui/trn_5draconis"; texture[0] = "skins/noise"; framesPerSec = 1; // plrec04 numFrames = 1; // beampulse scrollSpeed = 7; umapping = 3; vmapping = 1; }; datablock ShapeBaseImageData(ForceFieldDeployableImage) { mass = 20; emap = true; shapeFile = "ammo_chaingun.dts"; item = ForceFieldDeployable; mountPoint = 1; offset = "-0.2 -0.125 0"; rotation = "0 -1 0 90"; deployed = DeployedForceField; heatSignature = 0; stateName[0] = "Idle"; stateTransitionOnTriggerDown[0] = "Activate"; stateName[1] = "Activate"; stateScript[1] = "onActivate"; stateTransitionOnTriggerUp[1] = "Idle"; maxDepSlope = 360; deploySound = ItemPickupSound; minDeployDis = 0.1; maxDeployDis = 50.0; }; datablock ItemData(ForceFieldDeployable) { className = Pack; catagory = "Deployables"; shapeFile = "stackable1s.dts"; mass = 5.0; elasticity = 0.2; friction = 0.6; pickupRadius = 1; rotate = true; image = "ForceFieldDeployableImage"; pickUpName = "a force field pack"; heatSignature = 0; emap = true; }; function ForceFieldDeployableImage::testObjectTooClose(%item) { return; } function ForceFieldDeployableImage::testNoTerrainFound(%item) { // don't check this for non-Landspike turret deployables } function ForceFieldDeployable::onPickup(%this, %obj, %shape, %amount) { // created to prevent console errors } function ForceFieldDeployableImage::onDeploy(%item, %plyr, %slot) { //Object %className = "ForceFieldBare"; %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)) $= "0 0 1") %item.surfaceNrm2 = %playerVector; else %item.surfaceNrm2 = vectorNormalize(vectorCross(%item.surfaceNrm,"0 0 1")); } %rot = fullRot(%item.surfaceNrm,%item.surfaceNrm2); %scale = getWords($packSetting["forcefield",%plyr.packSet],0,2); %mCenter = "-0.5 -0.5 -0.5"; %pad = pad(%item.surfacePt SPC %item.surfaceNrm SPC %item.surfaceNrm2,%scale,%mCenter); %scale = getWords(%pad,0,2); %item.surfacePt = getWords(%pad,3,5); %rot = getWords(%pad,6,9); // Add padding %padSize = 0.01; %scale = vectorAdd(%scale,%padSize * 2 SPC %padSize * 2 SPC -%padSize * 2); %item.surfacePt = vectorSub(%item.surfacePt,vectorScale(vectorNormalize(%item.surfaceNrm),%padSize)); %item.surfacePt = vectorSub(%item.surfacePt,vectorScale(vectorNormalize(%item.surfaceNrm2),%padSize)); %item.surfacePt = vectorSub(%item.surfacePt,vectorScale(vectorNormalize(vectorCross(%item.surfaceNrm,%item.surfaceNrm2)),-%padSize)); if (%item.squaresize !$="") %test = buddychek(%item.surface.getOwner(),%plyr.client.guid); else %test=1; if ($Host::ExpertMode == 1) { if (isCubic(%item.surface) && (%plyr.expertSet == 1 || %plyr.expertSet == 3 || %plyr.expertSet == 4) && %plyr.team == %item.surface.team && %item.surface.getType() & $TypeMasks::StaticShapeObjectType && ((($Host::OnlyOwnerCubicReplace == 0) || (%plyr.client == %item.surface.getOwner())) || %test ==1 )) { %scale = vectorAdd(realSize(%item.surface),%padSize * 2 SPC %padSize * 2 SPC %padSize * 2); %center = realVec(%item.surface,vectorScale(getWords(%scale,0,1) SPC "0",-0.5)); %item.surfacePt = vectorAdd(pos(%item.surface),%center); %rot = rot(%item.surface); %mod = vectorScale(matrixMulVector("0 0 0" SPC %rot ,"0 0 1"),-%padSize); %item.surfacePt = vectorAdd(%item.surfacePt,%mod); %item.surface.getDataBlock().disassemble(%plyr, %item.surface); if( %plyr.expertSet == 4){ %deplObj.disarm = 1; } } } // TODO - temporary test fix - remove? %scale = vectorAdd(%scale,"0 0 0"); %x = getWord(%scale,0); %y = getWord(%scale,1); %z = getWord(%scale,2); if (%x <= 0) %x = 0.001; if (%y <= 0) %y = 0.001; if (%z <= 0) %z = 0.001; %scale = %x SPC %y SPC %z; %deplObj = new (%className)() { dataBlock = %item.deployed @ %plyr.packSet; scale = %scale; }; // Take the deployable off the player's back and out of inventory //if ($Host::ExpertMode == 0) { // %plyr.unMountImage(%slot); // %plyr.decInventory(%item.item,1); //} ////////////////////////Apply settings////////////////////////////// // [[Location]]: // exact: %deplObj.setTransform(%item.surfacePt SPC %rot); %deplObj.pzone.setTransform(%item.surfacePt SPC %rot); if ($Host::ExpertMode == 1) { if (%plyr.expertSet == 2 || %plyr.expertSet == 3){ %deplObj.noSlow = true; %deplObj.pzone.delete(); %deplObj.pzone = ""; } } // misc info addDSurface(%item.surface,%deplObj); // [[Settings]]: %deplObj.grounded = %grounded; %deplObj.needsFit = 1; // [[Normal Stuff]]: // set team, owner, and handle %deplObj.team = %plyr.client.team; %deplObj.setOwner(%plyr); // set power frequency %deplObj.powerFreq = %plyr.powerFreq; %deplObj.notogle=0; // 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]++; // Power object checkPowerObject(%deplObj); if (!%deplObj.powerCount > 0) { %deplObj.getDataBlock().disassemble(0,%deplObj); // Run Item Specific code. messageClient(%plyr.client,'MsgDeployFailed','\c2Force field lost - no power source found!%1','~wfx/misc/misc.error.wav'); } return %deplObj; } ////////////////////////////////////////////////////////////////// function ForceFieldDeployableImage::onMount(%data, %obj, %node) { %obj.hasForceField = true; // set for forcefieldcheck %obj.packSet = 0; %obj.expertSet = 0; displayPowerFreq(%obj); } function ForceFieldDeployableImage::onUnmount(%data, %obj, %node) { %obj.hasForceField = ""; %obj.packSet = 0; %obj.expertSet = 0; } function DeployedForceField::disassemble(%data,%plyr,%obj) { if (isObject(%obj.pzone)) %obj.pzone.delete(); disassemble(%data,%plyr,%obj); } function DeployedForceField0::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField1::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField2::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField3::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField4::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField5::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField6::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField7::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField8::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField9::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField10::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField11::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField12::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField13::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField14::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField15::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField16::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField17::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField18::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField19::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField20::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } /////////////// function DeployedForceField21::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField22::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField23::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField24::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField25::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField26::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField27::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField28::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField29::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField30::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } ////////// function DeployedForceField31::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField32::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField33::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField34::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField35::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField36::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } // function DeployedForceField37::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField38::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField39::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } ///////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////// function DeployedForceField40::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField41::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField42::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField43::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField44::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField45::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField46::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField47::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField48::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField49::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); } function DeployedForceField50::disassemble(%data,%plyr,%obj) { DeployedForceField::disassemble(%data,%plyr,%obj); }