mirror of
https://github.com/Ragora/T2-ACCM.git
synced 2026-02-07 19:50:59 +00:00
449 lines
15 KiB
PHP
449 lines
15 KiB
PHP
$missile::maxturnspeed = 220;
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$missile::maxforwardspeed = 900;
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datablock TracerProjectileData(CGM_exp)
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{
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doDynamicClientHits = true;
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directDamage = 0.0;
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directDamageType = $DamageType::MissileTurret;
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explosion = "artillerybarrelexplosion";
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splash = ChaingunSplash;
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hasDamageRadius = true;
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indirectDamage = 5.5;
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damageRadius = 45.0;
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radiusDamageType = $DamageType::MissileTurret;
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kickBackStrength = 500;
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sound = ChaingunProjectile;
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dryVelocity = 1.0;
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wetVelocity = 1.0;
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velInheritFactor = 1.0;
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fizzleTimeMS = 32;
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lifetimeMS = 33;
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explodeOnDeath = true;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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deflectionOnWaterImpact = 0.0;
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fizzleUnderwaterMS = 1;
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tracerLength = 1.0;
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tracerAlpha = false;
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tracerMinPixels = 6;
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tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
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tracerTex[0] = "special/tracer00";
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tracerTex[1] = "special/tracercross";
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tracerWidth = 0.35;
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crossSize = 0.20;
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crossViewAng = 0.990;
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renderCross = true;
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decalData[0] = ChaingunDecal1;
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decalData[1] = ChaingunDecal2;
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decalData[2] = ChaingunDecal3;
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decalData[3] = ChaingunDecal4;
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decalData[4] = ChaingunDecal5;
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decalData[5] = ChaingunDecal6;
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hasLight = true;
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lightRadius = 5.0;
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lightColor = "0.5 0.5 0.175";
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};
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datablock FlyingVehicleData(CGmissile) : ShrikeDamageProfile
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{
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spawnOffset = "0 0 2";
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canControl = false;
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catagory = "Vehicles";
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shapeFile = "vehicle_grav_scout.dts";
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multipassenger = false;
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computeCRC = true;
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debrisShapeName = "vehicle_grav_scout.dts";
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debris = MeShapeDebris;
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renderWhenDestroyed = false;
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drag = 0.15;
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density = 1.0;
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numMountPoints = 0;
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cameraMaxDist = 15;
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cameraOffset = 2.5;
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cameraLag = 0.9;
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explosion = MeVehicleExplosion;
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explosionDamage = 1.0;
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explosionRadius = 20.0;
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maxDamage = 0.5;
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destroyedLevel = 0.5;
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HDAddMassLevel = 0.4;
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HDMassImage = ShrikeHDMassImage;
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isShielded = false;
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energyPerDamagePoint = 0;
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maxEnergy = 280; // Afterburner and any energy weapon pool
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rechargeRate = 0.8;
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minDrag = 30; // Linear Drag (eventually slows you down when not thrusting...constant drag)
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rotationalDrag = 900; // Anguler Drag (dampens the drift after you stop moving the mouse...also tumble drag)
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maxAutoSpeed = 10000; // Autostabilizer kicks in when less than this speed. (meters/second)
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autoAngularForce = 200; // Angular stabilizer force (this force levels you out when autostabilizer kicks in)
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autoLinearForce = 0; // Linear stabilzer force (this slows you down when autostabilizer kicks in)
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autoInputDamping = 1.0; // Dampen control input so you don't` whack out at very slow speeds
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// Maneuvering
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maxSteeringAngle = 4.5; // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
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horizontalSurfaceForce = 6; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
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verticalSurfaceForce = 4; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
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maneuveringForce = 5250; // Horizontal jets (W,S,D,A key thrust)
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steeringForce = 600; // Steering jets (force applied when you move the mouse)
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steeringRollForce = 3000; // Steering jets (how much you heel over when you turn)
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rollForce = 1; // Auto-roll (self-correction to right you after you roll/invert)
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hoverHeight = 1; // Height off the ground at rest
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createHoverHeight = 1; // Height off the ground when created
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maxForwardSpeed = 130; // speed in which forward thrust force is no longer applied (meters/second)
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// Turbo Jet
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jetForce = 2500; // Afterburner thrust (this is in addition to normal thrust)
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minJetEnergy = 28; // Afterburner can't be used if below this threshhold.
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jetEnergyDrain = 0.1; // Energy use of the afterburners (low number is less drain...can be fractional) // Auto stabilize speed
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vertThrustMultiple = 1.25;
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// Rigid body
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mass = 150; // Mass of the vehicle
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bodyFriction = 0; // Don't mess with this.
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bodyRestitution = 0.5; // When you hit the ground, how much you rebound. (between 0 and 1)
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minRollSpeed = 0; // Don't mess with this.
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softImpactSpeed = 14; // Sound hooks. This is the soft hit.
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hardImpactSpeed = 25; // Sound hooks. This is the hard hit.
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// Ground Impact Damage (uses DamageType::Ground)
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minImpactSpeed = 20; // If hit ground at speed above this then it's an impact. Meters/second
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speedDamageScale = 0.06;
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// Object Impact Damage (uses DamageType::Impact)
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collDamageThresholdVel = 23.0;
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collDamageMultiplier = 0.02;
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//
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minTrailSpeed = 150; // The speed your contrail shows up at.
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trailEmitter = ContrailEmitter;
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forwardJetEmitter = FlyerJetEmitter;
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downJetEmitter = FlyerJetEmitter;
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//
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jetSound = ScoutFlyerThrustSound;
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engineSound = ScoutFlyerThrustSound;
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softImpactSound = SoftImpactSound;
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hardImpactSound = HardImpactSound;
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//wheelImpactSound = WheelImpactSound;
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//
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softSplashSoundVelocity = 10.0;
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mediumSplashSoundVelocity = 15.0;
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hardSplashSoundVelocity = 20.0;
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exitSplashSoundVelocity = 10.0;
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exitingWater = VehicleExitWaterMediumSound;
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impactWaterEasy = VehicleImpactWaterSoftSound;
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impactWaterMedium = VehicleImpactWaterMediumSound;
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impactWaterHard = VehicleImpactWaterMediumSound;
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waterWakeSound = VehicleWakeMediumSplashSound;
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dustEmitter = VehicleLiftoffDustEmitter;
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triggerDustHeight = 4.0;
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dustHeight = 1.0;
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damageEmitter[0] = MissileSmokeEmitter;
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damageEmitter[1] = MeHeavyDamageSmoke;
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damageEmitter[2] = MeDamageBubbles;
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damageEmitterOffset[0] = "0.0 -0.3 0.0 ";
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damageLevelTolerance[0] = 0.0;
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damageLevelTolerance[1] = 0.75;
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numDmgEmitterAreas = 1;
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minMountDist = 7;
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splashEmitter[0] = VehicleFoamDropletsEmitter;
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splashEmitter[1] = VehicleFoamEmitter;
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shieldImpact = VehicleShieldImpact;
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cmdCategory = "Tactical";
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cmdIcon = CMDFlyingScoutIcon;
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cmdMiniIconName = "commander/MiniIcons/com_scout_grey";
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targetNameTag = 'TomaHawk';
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targetTypeTag = 'Cruise Missile';
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sensorData = PlayerSensor;
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checkRadius = 5.5;
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observeParameters = "1 10 10";
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runningLight[0] = ShrikeLight1;
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shieldEffectScale = "0.937 1.125 0.60";
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};
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datablock TurretData(CGMTurret) : TurretDamageProfile
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{
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className = VehicleTurret;
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catagory = "Turrets";
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shapeFile = "turret_base_large.dts";
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preload = true;
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canControl = false;
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cmdCategory = "Tactical";
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cmdIcon = CMDFlyingBomberIcon;
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cmdMiniIconName = "commander/MiniIcons/com_bomber_grey";
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mass = 1.0; // Not really relevant
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repairRate = 0;
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maxDamage = CGmissile.maxDamage;
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destroyedLevel = CGmissile.destroyedLevel;
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thetaMin = 1;
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thetaMax = 180;
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thetaNull = 90;
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// capacitor
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maxCapacitorEnergy = 200;
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capacitorRechargeRate = 5.0;
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inheritEnergyFromMount = true;
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firstPersonOnly = true;
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useEyePoint = true;
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numWeapons = 1;
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targetNameTag = 'CGM';
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targetTypeTag = 'Turret';
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};
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datablock TurretImageData(CGMTL)
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{
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className = WeaponImage;
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shapeFile = "turret_muzzlepoint.dts";
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offset = "0 0 0";
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mountPoint = 1;
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projectile = GunshipTlProj;
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projectileType = TargetProjectile;
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deleteLastProjectile = false;
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usesEnergy = true;
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useMountEnergy = true;
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useCapacitor = false;
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minEnergy = 0;
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fireEnergy = 1.0;
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stateName[0] = "Activate";
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stateSequence[0] = "Activate";
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stateTimeoutValue[0] = 0.1;
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stateTransitionOnTimeout[0] = "Ready";
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stateName[1] = "Ready";
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stateTransitionOnTriggerDown[1] = "Fire";
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stateName[2] = "Fire";
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stateEnergyDrain[2] = 0;
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stateFire[2] = true;
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stateScript[2] = "onFire";
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stateTransitionOnTriggerUp[2] = "Deconstruct";
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stateName[3] = "Deconstruct";
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stateScript[3] = "onDecon";
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stateTimeoutValue[3] = 0.1;
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stateTransitionOnTimeout[3] = "Ready";
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};
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datablock StaticShapeData(TMShape) : StaticShapeDamageProfile {
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shapeFile = "weapon_missile_projectile.dts";
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mass = 1.0;
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repairRate = 0;
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dynamicType = $TypeMasks::StaticShapeObjectType;
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heatSignature = 0;
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};
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function CGMTL::onFire(%data,%obj,%slot)
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{
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%p = Parent::onFire(%data, %obj, %slot);
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%p.setTarget(%obj.team);
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%obj.TL = %p;
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CGMfollowloop(%obj.vehicleMounted);
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schedule(1000, 0, 'CGMExplode', %obj.vehicleMounted);
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}
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function CGMTL::onDecon(%data,%obj,%slot){
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%obj.TL.delete();
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}
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function CGmissile::onAdd(%this, %obj)
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{
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Parent::onAdd(%this, %obj);
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if (%obj.clientControl)
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serverCmdResetControlObject(%obj.clientControl);
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%obj.schedule(5500, "playThread", $ActivateThread, "activate");
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%turret = TurretData::create(CGMTurret);
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MissionCleanup.add(%turret);
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%turret.team = %obj.teamBought;
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%turret.selectedWeapon = 1;
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%turret.setSelfPowered();
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%obj.mountObject(%turret, 10);
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%turret.mountImage(AIAimingTurretBarrel, 0);
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%turret.mountImage(CGMTL, 2);
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%turret.setImageTrigger(2, true);
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%obj.turretObject = %turret;
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%turret.vehicleMounted = %obj;
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%turret.setAutoFire(false);
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setTargetSensorGroup(%turret.getTarget(), %turret.team);
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setTargetNeverVisMask(%turret.getTarget(), 0xffffffff);
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%obj.startFade(0,10,1);
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%turret.startFade(10,20,1);
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%body = new StaticShape()
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{
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scale = "5 5 5";
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dataBlock = "TMShape";
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};
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MissionCleanup.add(%body);
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%obj.mountObject(%body, 1);
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%body.vehicleMounted = %obj;
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}
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function startCGM(%p){
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if(!isObject(%p))
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return;
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%data = "CGmissile";
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%pn = %data.create(0);
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%pn.setTransform(%p.getPosition() SPC "1 0 0 -90");
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%pn.CGMsourceObject = %p.sourceObject;
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%pn.CGMsourceSlot = %p.sourceSlot;
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%pn.applyImpulse(%pn.getPosition(),vectorScale(%p.sourceObject.vehicleObject.getVelocity(),%data.mass));
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MissionCleanup.add(%pn);
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%client = %p.sourceObject.getControllingClient();
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if (!%client.isAIControlled())
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{
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%client.player.setControlObject(%pn.turretObject);
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%client.player.client.setObjectActiveImage(%pn.turretObject, 2);
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}
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%p.delete();
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}
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function CGMfollowloop(%obj){
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if(!isObject(%obj))
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return;
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if(!isObject(%obj.turretObject.TL))
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return;
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%pos = %obj.getPosition();
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%targetpos = %obj.turretObject.TL.getTargetPoint();
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if(%targetpos $= "0 0 0 -1"){
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%Tpos = %obj.turretObject.getPosition();
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%Tvec = vectorScale(%obj.turretObject.getMuzzleVector(2),1500);
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%targetpos = vectorAdd(%Tpos,%Tvec);
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}
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%frontvec = %obj.getForwardVector();
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%vector = vectorNormalize(vectorSub(%targetpos,%pos));
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%obj.applyImpulse(vectorAdd(%pos,%frontvec),vectorScale(%vector,$missile::maxturnspeed)); //make it turn toward Target
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%obj.applyImpulse(%pos,vectorScale(%frontvec,$missile::maxforwardspeed)); //make it go forward
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%obj.following = schedule(100, 0, "CGMfollowloop", %obj);
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}
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function CGMExplode(%obj){
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if(!isObject(%obj))
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return;
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InitContainerRadiusSearch(%obj.getWorldBoxCenter(), 15, $TypeMasks::VehicleObjectType);
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while ((%SearchResult = containerSearchNext()) != 0)
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{
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if(%searchObj !$= %obj){
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%pn = new (TracerProjectile)() {
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dataBlock = CGM_exp;
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initialDirection = vectorNormalize(%obj.getVelocity());
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initialPosition = %obj.getWorldBoxCenter();
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sourceObject = %obj.CGMsourceObject;
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sourceSlot = %obj.CGMsourceSlot;
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};
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MissionCleanup.add(%pn);
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return;
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}
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}
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%obj.doexplodecheck = schedule(30, 0, "CGMExplode", %obj);
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}
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function CGmissile::deleteAllMounted(%data, %obj)
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{
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%turret = %obj.getMountNodeObject(10);
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if (isObject(%turret)){
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%turret.altTrigger = 0;
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%turret.fireTrigger = 0;
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if (%client = %turret.getControllingClient())
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{
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if(isObject(%obj.CGMSourceObject)){
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%client.player.setControlObject(%obj.CGMSourceObject);
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%obj.CGMSourceObject.selectedWeapon = 1;
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commandToClient(%client,'SetWeaponryVehicleKeys', true);
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commandToClient(%client, 'setHudMode', 'Pilot', "bomber", %node);
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} else {
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%client.player.setControlObject(%client.player);
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%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
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%client.player.mountVehicle = false;
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%client.player.bomber = false;
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%client.player.isBomber = false;
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}
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}
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%turret.schedule(2000, delete);
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if(isObject(%turret.TL))
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%turret.TL.delete();
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}
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%body = %obj.getMountNodeObject(1);
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if (isObject(%body))
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%body.schedule(2000, delete);
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%pn = new (TracerProjectile)() {
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dataBlock = CGM_exp;
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initialDirection = "0 0 1";
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initialPosition = %obj.getWorldBoxCenter();
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sourceObject = %obj.CGMsourceObject;
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sourceSlot = %obj.CGMsourceSlot;
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};
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MissionCleanup.add(%pn);
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}
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function CGmissile::onEnterLiquid(%data, %obj, %coverage, %type)
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{
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switch(%type)
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{
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case 0:
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//Water
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%obj.setHeat(0.0);
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%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
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case 1:
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//Ocean Water
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%obj.setHeat(0.0);
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%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
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case 2:
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//River Water
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%obj.setHeat(0.0);
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%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
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case 3:
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//Stagnant Water
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%obj.setHeat(0.0);
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%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
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case 4:
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//Lava
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%obj.liquidDamage(%data, $VehicleDamageLava, $DamageType::Lava);
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case 5:
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//Hot Lava
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%obj.liquidDamage(%data, $VehicleDamageHotLava, $DamageType::Lava);
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case 6:
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//Crusty Lava
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%obj.liquidDamage(%data, $VehicleDamageCrustyLava, $DamageType::Lava);
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case 7:
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//Quick Sand
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}
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} |