//-------------------------------------- // Light SMG //-------------------------------------- //-------------------------------------------------------------------------- // Projectile //-------------------------------------- datablock TracerProjectileData(LSMGBullet) { doDynamicClientHits = true; directDamage = 0.07; directDamageType = $DamageType::MP5; explosion = "ChaingunExplosion"; splash = ChaingunSplash; specialCollisionStreamline = true; HeadMultiplier = 1.25; LegsMultiplier = 0.75; kickBackStrength = 15.0; sound = ChaingunProjectile; dryVelocity = 1750.0; wetVelocity = 1500.0; velInheritFactor = 0.0; fizzleTimeMS = 3000; lifetimeMS = 3000; explodeOnDeath = false; reflectOnWaterImpactAngle = 0.0; explodeOnWaterImpact = false; deflectionOnWaterImpact = 0.0; fizzleUnderwaterMS = 3000; tracerLength = 12.0; tracerAlpha = false; tracerMinPixels = 6; tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75"; tracerTex[0] = "special/tracer00"; tracerTex[1] = "special/tracercross"; tracerWidth = 0.05; crossSize = 0.20; crossViewAng = 0.990; renderCross = true; decalData[0] = ChaingunDecal1; decalData[1] = ChaingunDecal2; decalData[2] = ChaingunDecal3; decalData[3] = ChaingunDecal4; decalData[4] = ChaingunDecal5; decalData[5] = ChaingunDecal6; }; //-------------------------------------------------------------------------- // Ammo //-------------------------------------- datablock ItemData(LSMGAmmo) { className = Ammo; catagory = "Ammo"; shapeFile = "ammo_chaingun.dts"; mass = 1; elasticity = 0.2; friction = 0.6; pickupRadius = 2; pickUpName = "some MP12 ammo"; computeCRC = true; }; //-------------------------------------------------------------------------- // Weapon //-------------------------------------- datablock ShapeBaseImageData(LSMGImage) { className = WeaponImage; shapeFile = "weapon_energy_vehicle.dts"; item = LSMG; ammo = LSMGAmmo; clip = LSMGClip; projectile = LSMGBullet; projectileType = TracerProjectile; emap = true; offset = "0 0.5 0"; // L/R - F/B - T/B rotation = "0 1 0 180"; mass = 11; casing = ShellDebris; shellExitDir = "1.0 0.3 1.0"; shellExitOffset = "0.15 -0.56 -0.1"; shellExitVariance = 15.0; shellVelocity = 3.0; decayingSpread = 1; usesClips = 1; projectileSpread = 1 / 1000.0; maxSpread = 3 / 1000; spreadIncreaseRate = 1.5 / 1000; clipTimeout = 1500; //-------------------------------------- stateName[0] = "Activate"; stateSequence[0] = "Activate"; stateSound[0] = BasicSwitchSound; stateAllowImageChange[0] = false; // stateTimeoutValue[0] = 0.5; stateTransitionOnTimeout[0] = "Ready"; stateTransitionOnNoAmmo[0] = "NoAmmo"; //-------------------------------------- stateName[1] = "Ready"; stateSpinThread[1] = Stop; // stateTransitionOnTriggerDown[1] = "Spinup"; stateTransitionOnNoAmmo[1] = "NoAmmo"; //-------------------------------------- stateName[2] = "NoAmmo"; stateTransitionOnAmmo[2] = "Ready"; stateSpinThread[2] = Stop; stateTransitionOnTriggerDown[2] = "DryFire"; //-------------------------------------- stateName[3] = "Spinup"; stateSpinThread[3] = SpinUp; // stateTimeoutValue[3] = 0.01; stateWaitForTimeout[3] = false; stateTransitionOnTimeout[3] = "Fire"; stateTransitionOnTriggerUp[3] = "Spindown"; //-------------------------------------- stateName[4] = "Fire"; stateSequence[4] = "Fire"; stateSequenceRandomFlash[4] = true; stateSpinThread[4] = FullSpeed; stateSound[4] = ChaingunFireSound; stateRecoil[4] = LightRecoil; stateAllowImageChange[4] = false; stateScript[4] = "onFire"; stateFire[4] = true; stateEjectShell[4] = true; stateTimeoutValue[4] = 0.05; stateTransitionOnTimeout[4] = "Fire"; stateTransitionOnTriggerUp[4] = "Spindown"; stateTransitionOnNoAmmo[4] = "EmptySpindown"; //-------------------------------------- stateName[5] = "Spindown"; stateSpinThread[5] = SpinDown; // stateTimeoutValue[5] = 0.1; stateWaitForTimeout[5] = true; stateTransitionOnTimeout[5] = "Ready"; stateTransitionOnTriggerDown[5] = "Spinup"; //-------------------------------------- stateName[6] = "EmptySpindown"; stateSpinThread[6] = SpinDown; // stateTimeoutValue[6] = 0.5; stateTransitionOnTimeout[6] = "NoAmmo"; //-------------------------------------- stateName[7] = "DryFire"; stateSound[7] = ChaingunDryFireSound; stateTimeoutValue[7] = 0.5; stateTransitionOnTimeout[7] = "NoAmmo"; }; datablock ItemData(LSMG) { className = Weapon; catagory = "Spawn Items"; shapeFile = "weapon_energy_vehicle.dts"; image = LSMGImage; mass = 1.0; elasticity = 0.2; friction = 0.6; pickupRadius = 2; pickUpName = "a MP12 SMG"; computeCRC = true; emap = true; }; datablock ItemData(LSMGClip) { className = Ammo; catagory = "Ammo"; shapeFile = "ammo_chaingun.dts"; mass = 1; elasticity = 0.2; friction = 0.6; pickupRadius = 2; pickUpName = "some 6mm clips"; computeCRC = true; }; datablock ShapeBaseImageData(LSMGmain) { ammo = LSMGAmmo; shapeFile = "weapon_targeting.dts"; offset = "0.0 0.0 0.0"; emap = true; }; datablock ShapeBaseImageData(LSMGClipImage) { shapeFile = "grenade.dts"; ammo = LSMGAmmo; offset = "0.0 0.64 -0.2"; emap = true; }; function LSMGImage::onMount(%this,%obj,%slot) { Parent::onMount(%this, %obj, %slot); %obj.mountImage(LSMGClipImage, 5); %obj.mountImage(LSMGmain, 6); %obj.clipReloading = false; if (%obj.inv[LSMGAmmo] == 0) %this.CheckForClip(%obj, %slot); } function LSMGImage::onUnmount(%this,%obj,%slot) { Parent::onUnmount(%this, %obj, %slot); %obj.unmountImage(5); %obj.unmountImage(6); %obj.clipReloading = false; } function LSMGImage::MountClipEffects(%data, %obj, %slot) { %obj.mountImage(LSMGClipImage, 5); } function LSMGImage::UnmountClipEffects(%data, %obj, %slot) { %obj.unmountImage(5); }