mirror of
https://github.com/Ragora/T2-ACCM.git
synced 2026-01-20 19:34:45 +00:00
407 lines
13 KiB
PHP
407 lines
13 KiB
PHP
//==============================================================================
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// 'Purge' Shield Generator - Version 1.3
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// Made by Blnukem.
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//------------------------------------------------------------------------------
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// NOTES TO USERS:
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// • Useful for protecting an area from zombies.
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// • A large number of Zombie Demons or Lords can destroy the Purge easily.
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// • Heavy maintenence is required to keep the Purge active for a long period of
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// time, such as repairing the Generator constantly.
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// • The Purge has an automatic maintenence system that works great if you're
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// only fighting anything smaller than a Zombie Demon, but disables after a
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// certain amount of damage, so you need constant maintenence.
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//
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// When the maintenence system is near to be disabled or when it's first
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// activated, the Generator will signal an alarm.
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//==============================================================================
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// Lets set the amount of Purge Generators per team.
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$TeamDeployableMax[ShieldDeployable] = 2;
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//------------------------------------------------------------------------------
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datablock EffectProfile(PurgeAlarmEffect)
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{
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effectname = "Bonuses/upward_perppass2_quark";
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minDistance = 25.0;
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maxDistance = 50.0;
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};
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//------------------------------------------------------------------------------
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datablock AudioProfile(PurgeAlarmSound)
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{
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filename = "fx/Bonuses/upward_perppass2_quark";
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description = AudioClosest3d;
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preload = true;
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effect = PurgeAlarmEffect;
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};
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//------------------------------------------------------------------------------
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datablock StaticShapeData(DeployedShield) : StaticShapeDamageProfile {
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className = shieldbase;
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shapeFile = "sensor_pulse_medium.dts";
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scale = "0.4 0.4 0.4";
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maxDamage = 2.0;
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destroyedLevel = 2.0;
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disabledLevel = 1.5;
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maxEnergy = 50;
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rechargeRate = 0.8;
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explosion = HandGrenadeExplosion;
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expDmgRadius = 1.0;
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expDamage = 0.05;
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expImpulse = 200;
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dynamicType = $TypeMasks::StaticShapeObjectType;
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deployedObject = true;
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humSound = SensorHumSound;
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cmdCategory = "DSupport";
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cmdIcon = CMDSensorIcon;
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cmdMiniIconName = "commander/MiniIcons/com_deploymotionsensor";
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targetNameTag = 'Purge';
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targetTypeTag = 'Shield Generator';
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deployAmbientThread = true;
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debrisShapeName = "debris_generic_small.dts";
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debris = DeployableDebris;
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heatSignature = 0;
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needsPower = true;
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deploySound = StationDeploySound;
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};
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//------------------------------------------------------------------------------
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datablock ShapeBaseImageData(ShieldDeployableImage) {
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mass = 20;
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emap = true;
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shapeFile = "pack_deploy_sensor_pulse.dts";
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item = ShieldDeployable;
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mountPoint = 1;
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offset = "0 0 0";
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deployed = DeployedShield;
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heatSignature = 0;
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stateName[0] = "Idle";
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stateTransitionOnTriggerDown[0] = "Activate";
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stateName[1] = "Activate";
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stateScript[1] = "onActivate";
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stateTransitionOnTriggerUp[1] = "Idle";
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isLarge = false;
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maxDepSlope = 360;
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deploySound = ItemPickupSound;
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minDeployDis = 0.5;
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maxDeployDis = 50.0;
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};
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//------------------------------------------------------------------------------
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datablock ItemData(ShieldDeployable) {
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className = Pack;
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catagory = "Deployables";
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shapeFile = "pack_deploy_sensor_pulse.dts";
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mass = 5.0;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 1;
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rotate = true;
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image = "ShieldDeployableImage";
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pickUpName = "a shield generator";
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heatSignature = 0;
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emap = true;
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};
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//==============================================================================
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// Shield Generator Functions.
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//==============================================================================
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function ShieldDeployableImage::testObjectTooClose(%item) {
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return "";
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}
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//------------------------------------------------------------------------------
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function ShieldDeployableImage::testNoTerrainFound(%item) {
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}
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//------------------------------------------------------------------------------
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function ShieldDeployable::onPickup(%this, %obj, %shape, %amount) {
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}
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//------------------------------------------------------------------------------
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function ShieldDeployableImage::onDeploy(%item, %plyr, %slot) {
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%className = "StaticShape";
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%playerVector = vectorNormalize(-1 * getWord(%plyr.getEyeVector(),1) SPC getWord(%plyr.getEyeVector(),0) SPC "0");
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if (vAbs(floorVec(%item.surfaceNrm,100)) $= "0 0 1")
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%item.surfaceNrm2 = %playerVector;
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else
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%item.surfaceNrm2 = vectorNormalize(vectorCross(%item.surfaceNrm,"0 0 -1"));
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%rot = fullRot(%item.surfaceNrm,%item.surfaceNrm2);
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%deplObj = new (%className)() {
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dataBlock = %item.deployed;
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};
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// Scale it.
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%deplobj.setscale(%deplobj.getdatablock().scale);
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%deplObj.setTransform(%item.surfacePt SPC %rot);
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if (%deplObj.getDatablock().rechargeRate)
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%deplObj.setRechargeRate(%deplObj.getDatablock().rechargeRate);
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%deplObj.team = %plyr.client.Team;
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%deplObj.setOwner(%plyr);
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%deplObj.shieldbase = %deplObj;
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if (%deplObj.getTarget() != -1)
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setTargetSensorGroup(%deplObj.getTarget(), %plyr.client.team);
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addToDeployGroup(%deplObj);
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AIDeployObject(%plyr.client, %deplObj);
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serverPlay3D(%item.deploySound, %deplObj.getTransform());
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$TeamDeployedCount[%plyr.team, %item.item]++;
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addDSurface(%item.surface,%deplObj);
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%deplObj.playThread($PowerThread,"Power");
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%deplObj.playThread($AmbientThread,"ambient");
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%plyr.unmountImage(%slot);
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%plyr.decInventory(%item.item, 1);
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%deplObj.powerFreq = %plyr.powerFreq;
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checkPowerObject(%deplObj);
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// Start the loops.
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DeployedShieldLoop(%deplobj);
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RepairLoop(%deplobj);
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return %deplObj;
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}
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//------------------------------------------------------------------------------
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function DeployedShield::onDestroyed(%this,%obj,%prevState) {
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if (%obj.isRemoved)
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return;
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%obj.isRemoved = true;
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Parent::onDestroyed(%this,%obj,%prevState);
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$TeamDeployedCount[%obj.team, ShieldDeployable]--;
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remDSurface(%obj);
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%obj.shield.delete();
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%obj.emission.delete();
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%obj.schedule(800, "delete");
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}
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//------------------------------------------------------------------------------
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function DeployedShield::disassemble(%data,%plyr,%obj)
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{
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disassemble(%data,%plyr,%obj);
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Parent::onDestroyed(%this,%obj,%prevState);
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%obj.shield.delete();
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%obj.emission.delete();
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}
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//------------------------------------------------------------------------------
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// By Blnukem:
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function RepairLoop(%obj)
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{ // Lets initiate self-maintenence when we reach a certain amount of damage.
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if (!IsObject(%obj))
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return;
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if (%obj.getDamageLevel() == 1.5 || %obj.getDamageLevel() > 1.5)
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{ // Initiate alarm - Generator is disabled.
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%obj.setRepairRate(0.0);
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serverPlay3d("PurgeAlarmSound", %obj.getWorldBoxCenter());
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Schedule(800,0,"RepairLoop",%obj);
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return;
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}
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if (%obj.getDamageLevel() < 0.01)
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{ // Stop repairing.
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%obj.setRepairRate(0.0);
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} else if (%obj.getDamageLevel() > 1.0)
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{ // Lets start repairing.
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%obj.setRepairRate(0.0025);
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}
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Schedule(800,0,"RepairLoop",%obj);
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}
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//------------------------------------------------------------------------------
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// By Blnukem:
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function DeployedShieldLoop(%obj)
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{
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if (!IsObject(%obj))
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return;
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if (%obj.getDamageLevel() == 1.5 || %obj.getDamageLevel() > 1.5)
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{
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schedule(100, 0, "DeployedShieldLoop", %obj);
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return;
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}
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if (!%obj.PowerCount)
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{
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schedule(100, 0, "DeployedShieldLoop", %obj);
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return;
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}
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%Type = $TypeMasks::ProjectileObjectType | $TypeMasks::PlayerObjectType;
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InitContainerRadiusSearch(%obj.getPosition(), 25, %Type);
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while ((%target = ContainerSearchNext()) != 0)
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{
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if ((%target !$= %obj) && (strstr(%target.getDatablock().getName(), "Zombie") != -1))
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{ // Lets kill any Zombies in contact with the shield.
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%target.zapObject(1);
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%target.scriptkill($DamageType::Idiocy);
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serverPlay3d("ShockLanceHitSound",%target.getWorldBoxCenter());
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%obj.applydamage(0.1); // Damage the Purge Generator.
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%obj.playShieldEffect("1 1 1");
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} else if ((%target !$= %obj) && (%target.getDatablock().getName() $= "DemonFireball") || (%target.getDatablock().getName() $= "LZombieAcidBall"))
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{ // Lets delete any Zombie projectiles in contact with the shield.
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%obj.applydamage(0.05); // Damage the Purge Generator.
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%obj.playShieldEffect("1 1 1");
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%target.delete();
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}
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}
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schedule(100,0,"DeployedShieldLoop",%obj);
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}
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//------------------------------------------------------------------------------
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function ShieldDeployableImage::onMount(%data, %obj, %node) {
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return %data SPC %obj SPC %node;
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}
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//------------------------------------------------------------------------------
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function ShieldDeployableImage::onUnmount(%data, %obj, %node) {
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return %data SPC %obj SPC %node;
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}
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//------------------------------------------------------------------------------
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function DeployedShield::onGainPowerEnabled(%data,%obj) {
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Parent::onGainPowerEnabled(%data,%obj);
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if (!IsObject(%obj.shield))
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%obj.shield = createemitter(%obj.getposition(),ShieldBarrierSM,"0 0 0 0");
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if (!IsObject(%obj.emission))
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%obj.emission = createemitter(%obj.getposition(),ShieldEmission,"0 0 0 0");
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}
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//------------------------------------------------------------------------------
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function DeployedShield::onLosePowerDisabled(%data,%obj) {
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Parent::onLosePowerDisabled(%data,%obj);
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if (IsObject(%obj.shield))
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%obj.shield.delete();
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if (IsObject(%obj.emission))
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%obj.emission.delete();
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}
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//==============================================================================
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// Shield Particles.
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//==============================================================================
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// Made by Sloik:
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datablock ParticleData(ShieldBarrierParticles)
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{
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dragCoefficient = 0.0;
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windCoefficient = 0;
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gravityCoefficient = 0;
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inheritedVelFactor = 0.0;
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constantAcceleration = 0;
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lifetimeMS = 5000;
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lifetimeVarianceMS = 0;
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useInvAlpha = false;
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spinRandomMin = -200.0;
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spinRandomMax = 200.0;
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textureName = "special/blasterHit";
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colors[0] = "0.01 0.01 0.01 1.0";
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colors[1] = "0.5 1.0 1.0 1.0";
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colors[2] = "0.01 0.01 0.01 0.0";
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sizes[0] = 0.05;
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sizes[1] = 0.2;
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sizes[2] = 0.05;
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times[0] = 0.0;
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times[1] = 0.7;
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times[2] = 1.0;
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};
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//------------------------------------------------------------------------------
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// Made by Sloik:
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datablock ParticleEmitterData(ShieldBarrierSM)
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{
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ejectionPeriodMS = 1;
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ejectionOffset = 25;
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periodVarianceMS = 0;
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ejectionVelocity = 0.0;
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velocityVariance = 0.0;
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thetaMin = 5;
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thetaMax = 175;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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particles = "ShieldBarrierParticles";
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};
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//------------------------------------------------------------------------------
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datablock ParticleData(ShieldEmissionParticle)
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{
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dragCoefficient = 2;
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gravityCoefficient = 0.0;
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inheritedVelFactor = 0.2;
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constantAcceleration = -0.0;
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lifetimeMS = 1500;
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lifetimeVarianceMS = 800;
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textureName = "special/crescent3";
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colors[0] = "0.01 0.01 0.01 1.0";
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colors[1] = "0.5 1.0 1.0 1.0";
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colors[2] = "0.01 0.01 0.01 0.0";
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sizes[0] = 0.5;
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sizes[1] = 0.8;
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sizes[2] = 0.5;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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//------------------------------------------------------------------------------
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datablock ParticleEmitterData(ShieldEmission)
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{
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ejectionPeriodMS = 10;
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periodVarianceMS = 0;
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ejectionVelocity = 40;
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velocityVariance = 5.0;
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ejectionOffset = 4.0;
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thetaMin = 5;
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thetaMax = 175;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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orientParticles = true;
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particles = "ShieldEmissionParticle";
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};
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