T2-ACCM/scripts/packs/laserturret.cs
2013-03-17 23:06:38 -04:00

165 lines
5.1 KiB
PHP

//--------------------------------------------------------------------------
// Large Mortar Turret
//
//
//--------------------------------------------------------------------------
//--------------------------------------------------------------------------
// Sounds
//--------------------------------------
datablock EffectProfile(MBLSwitchEffect)
{
effectname = "powered/turret_heavy_activate";
minDistance = 2.5;
maxDistance = 5.0;
};
datablock EffectProfile(MBLFireEffect)
{
effectname = "powered/turret_mortar_fire";
minDistance = 2.5;
maxDistance = 5.0;
};
datablock AudioProfile(MBLSwitchSound)
{
filename = "fx/powered/turret_heavy_activate.wav";
description = AudioClose3d;
preload = true;
effect = MBLSwitchEffect;
};
datablock AudioProfile(MBLFireSound)
{
filename = "fx/powered/turret_mortar_fire.wav";
description = AudioDefault3d;
preload = true;
effect = MBLFireEffect;
};
//--------------------------------------------------------------------------
// Projectile
//--------------------------------------
datablock AudioProfile(MortarTurretProjectileSound)
{
filename = "fx/weapons/mortar_projectile.wav";
description = ProjectileLooping3d;
preload = true;
};
datablock GrenadeProjectileData(MortarTurretShot)
{
projectileShapeName = "mortar_projectile.dts";
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 1.32;
damageRadius = 30.0;
radiusDamageType = $DamageType::MortarTurret;
kickBackStrength = 3000;
explosion = "MortarExplosion";
velInheritFactor = 0.5;
splash = MortarSplash;
baseEmitter = MortarSmokeEmitter;
bubbleEmitter = MortarBubbleEmitter;
grenadeElasticity = 0.25;
grenadeFriction = 0.4;
armingDelayMS = 1500; // z0dd - ZOD, 4/25/02. Was 2000
gravityMod = 1.2; // z0dd - ZOD, 5/18/02. Make mortar projectile heavier, less floaty
muzzleVelocity = 75.95; // z0dd - ZOD, 8/13/02. More speed to compensate for higher gravity. Was 63.7
drag = 0.1;
sound = MortarTurretProjectileSound;
hasLight = true;
lightRadius = 3;
lightColor = "0.05 0.2 0.05";
};
//--------------------------------------------------------------------------
//-------------------------------------- Fusion Turret Image
//
datablock TurretImageData(MortarBarrelLarge)
{
shapeFile = "turret_mortar_large.dts";
item = MortarBarrelPack; // z0dd - ZOD, 4/25/02. Was wrong: MortarBarrelLargePack
projectile = MortarTurretShot;
projectileType = GrenadeProjectile;
usesEnergy = true;
fireEnergy = 30;
minEnergy = 30;
emap = true;
// don't let a mortar turret blow itself up
dontFireInsideDamageRadius = true;
damageRadius = 40;
param = ScoutMortarParam;
// Turret parameters
activationMS = 700; // z0dd - ZOD, 4/25/02. Was 1000. Amount of time it takes turret to unfold
deactivateDelayMS = 1500;
thinkTimeMS = 140; // z0dd - ZOD, 4/25/02. Was 200. Amount of time before turret starts to unfold (activate)
degPerSecTheta = 580;
degPerSecPhi = 960;
attackRadius = 400; // z0dd - ZOD, 4/25/02. Was 160
// State transitions
stateName[0] = "Activate";
stateTransitionOnNotLoaded[0] = "Dead";
stateTransitionOnLoaded[0] = "ActivateReady";
stateName[1] = "ActivateReady";
stateSequence[1] = "Activate";
stateSound[1] = MBLSwitchSound;
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";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.3;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateSound[3] = MBLFireSound;
stateScript[3] = "onFire";
stateName[4] = "Reload";
stateTimeoutValue[4] = 1.5;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateTransitionOnTimeout[4] = "Ready";
stateTransitionOnNotLoaded[4] = "Deactivate";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateName[5] = "Deactivate";
stateSequence[5] = "Activate";
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";
};