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

309 lines
7.4 KiB
PHP

//--------------------------------------------------------------------------
// Artillery Turret
//--------------------------------------------------------------------------
datablock ShockwaveData(artilleryShockwave)
{
width = 6.0;
numSegments = 32;
numVertSegments = 6;
velocity = 50;
acceleration = 20.0;
lifetimeMS = 500;
height = 3.0;
verticalCurve = 0.5;
is2D = false;
texture[0] = "special/shockwave4";
texture[1] = "special/gradient";
texWrap = 6.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
colors[0] = "0.6 1.0 0.2 0.50";
colors[1] = "0.56 0.36 0.26 1.0";
colors[2] = "0.56 0.36 0.26 0.0";
mapToTerrain = true;
orientToNormal = false;
renderBottom = false;
};
datablock ParticleData(artilleryExplosionSmoke)
{
dragCoeffiecient = 6.0;
gravityCoefficient = 0.25; // rises slowly
inheritedVelFactor = 0.025;
lifetimeMS = 3000;
lifetimeVarianceMS = 200;
textureName = "particleTest";
useInvAlpha = true;
spinRandomMin = -100.0;
spinRandomMax = 100.0;
textureName = "special/Smoke/bigSmoke";
colors[0] = "0.2 0.2 0.2 0.6";
colors[1] = "0.25 0.25 0.25 0.4";
colors[2] = "0.4 0.4 0.4 0.0";
sizes[0] = 5.0;
sizes[1] = 8.0;
sizes[2] = 15.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleData(artilleryFallerSmoke)
{
dragCoeffiecient = 0.7;
gravityCoefficient = 2.0; // rises slowly
inheritedVelFactor = 0.025;
lifetimeMS = 6000;
lifetimeVarianceMS = 750;
textureName = "particleTest";
useInvAlpha = true;
spinRandomMin = -100.0;
spinRandomMax = 100.0;
textureName = "special/Smoke/bigSmoke";
colors[0] = "1.0 0.8 0.1 0.6";
colors[1] = "0.3 0.3 0.3 0.6";
colors[2] = "0.3 0.3 0.3 0.6";
colors[3] = "0.35 0.35 0.35 0.3";
colors[4] = "0.4 0.4 0.4 0.0";
sizes[0] = 3.0;
sizes[1] = 6.0;
sizes[2] = 7.0;
sizes[3] = 10.0;
sizes[4] = 15.0;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 0.25;
times[3] = 0.5;
times[4] = 0.75;
};
datablock ParticleEmitterData(artilleryExplosionSmokeEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionOffset = 0.0;
ejectionVelocity = 15.0;
velocityVariance = 10.0;
thetaMin = 89.0;
thetaMax = 90.0;
lifetimeMS = 500;
particles = "artilleryExplosionSmoke";
};
datablock ParticleEmitterData(artilleryExplosionSmokeEmitter2)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionOffset = 0.0;
ejectionVelocity = 15.0;
velocityVariance = 15.0;
thetaMin = 0.0;
thetaMax = 10.0;
lifetimeMS = 350;
particles = "artilleryFallerSmoke";
};
datablock ParticleEmitterData(artilleryExplosionSmokeEmitter3)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionOffset = 12.0;
ejectionVelocity = 20.0;
velocityVariance = 5.0;
thetaMin = 0.0;
thetaMax = 25.0;
lifetimeMS = 350;
particles = "artilleryFallerSmoke";
};
datablock ExplosionData(artillerysubExplosion1)
{
explosionShape = "effect_plasma_explosion.dts";
faceViewer = true;
delayMS = 0;
offset = 0.0;
playSpeed = 0.6;
sizes[0] = "10.0 10.0 10.0";
sizes[1] = "15.0 15.0 15.0";
times[0] = 0.0;
times[1] = 1.0;
};
datablock ExplosionData(artillerybarrelExplosion)
{
soundProfile = MortarExplosionSound;
shockwave = artilleryShockwave;
shockwaveOnTerrain = true;
subExplosion[0] = artillerysubExplosion1;
emitter[0] = artilleryExplosionSmokeEmitter;
emitter[1] = artilleryExplosionSmokeEmitter2;
emitter[2] = artilleryExplosionSmokeEmitter3;
shakeCamera = true;
camShakeFreq = "8.0 9.0 7.0";
camShakeAmp = "100.0 100.0 100.0";
camShakeDuration = 1.3;
camShakeRadius = 40.0;
};
datablock GrenadeProjectileData(artillerybarrelshot)
{
projectileShapeName = "grenade_projectile.dts";
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 4.25;
damageRadius = 25.0;
radiusDamageType = $DamageType::Artillery;
kickBackStrength = 3000;
explosion = "artillerybarrelexplosion";
velInheritFactor = 0.0;
splash = GrenadeSplash;
baseEmitter = GrenadeSmokeEmitter;
bubbleEmitter = GrenadeBubbleEmitter;
grenadeElasticity = 0.25;
grenadeFriction = 0.3;
armingDelayMS = 500;
gravityMod = 0.8;
muzzleVelocity = 65.0;
drag = 0.1;
sound = MortarTurretProjectileSound;
hasLight = true;
lightRadius = 3;
lightColor = "0.05 0.2 0.05";
};
//--------------------------------------------------------------------------
// artillery explosion
//--------------------------------------------------------------------------
datablock TurretImageData(ArtilleryBarrelLarge)
{
shapeFile = "turret_tank_barrelmortar.dts";
item = artilleryBarrelLargePack;
projectile = artillerybarrelshot;
projectileType = GrenadeProjectile;
usesEnergy = true;
fireEnergy = 1;
minEnergy = 1;
emap = true;
// Eolk - There should be no spread.
muzzleFlash = ChaingunTurretMuzzleFlash;
// Turret parameters
activationMS = 300;
deactivateDelayMS = 600;
thinkTimeMS = 200;
degPerSecTheta = 580;
degPerSecPhi = 960;
attackRadius = 370;
// State transitions
stateName[0] = "Activate";
stateTransitionOnNotLoaded[0] = "Dead";
stateTransitionOnLoaded[0] = "ActivateReady";
stateName[1] = "ActivateReady";
stateSequence[1] = "Activate";
stateSound[1] = PBLSwitchSound;
stateTimeoutValue[1] = 1;
stateTransitionOnTimeout[1] = "Ready";
stateTransitionOnNotLoaded[1] = "Deactivate";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNotLoaded[2] = "Deactivate";
stateTransitionOnTriggerDown[2] = "Fire";
stateTransitionOnNoAmmo[2] = "NoAmmo";
// fire off about 2 quick shots
stateName[3] = "Fire";
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateSound[3] = AssaultMortarFireSound;
stateScript[3] = "onFire";
stateTimeoutValue[3] = 3.0; //0.3
stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Ready";
// stateTransitionOnTriggerUp[3] = "Reload";
stateTransitionOnNoAmmo[3] = "NoAmmo";
stateName[8] = "Reload";
stateTimeoutValue[7] = 5.0;
stateAllowImageChange[8] = false;
stateSequence[8] = "Reload";
stateTransitionOnTimeout[8] = "Ready";
stateTransitionOnNotLoaded[8] = "Deactivate";
stateTransitionOnNoAmmo[8] = "NoAmmo";
stateName[9] = "Deactivate";
stateSequence[9] = "Activate";
stateDirection[9] = false;
stateTimeoutValue[9] = 1;
stateTransitionOnLoaded[9] = "ActivateReady";
stateTransitionOnTimeout[9] = "Dead";
stateName[10] = "Dead";
stateTransitionOnLoaded[10] = "ActivateReady";
stateName[11] = "NoAmmo";
stateTransitionOnAmmo[11] = "Reload";
stateSequence[11] = "NoAmmo";
};