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

526 lines
16 KiB
PHP

//**************************************************************
// Long Range Artillery
//**************************************************************
//**************************************************************
// VEHICLE CHARACTERISTICS
//**************************************************************
datablock HoverVehicleData(CGTank) : TankDamageProfile
{
spawnOffset = "0 0 4";
floatingGravMag = 4.5;
catagory = "Vehicles";
shapeFile = "vehicle_grav_tank.dts";
multipassenger = true;
computeCRC = true;
renderWhenDestroyed = false;
weaponNode = 1;
debrisShapeName = "vehicle_grav_tank.dts";
debris = GShapeDebris;
drag = 0.0;
density = 0.9;
mountPose[0] = sitting;
mountPose[1] = sitting;
numMountPoints = 2;
isProtectedMountPoint[0] = true;
isProtectedMountPoint[1] = false;
cameraMaxDist = 20;
cameraOffset = 3;
cameraLag = 1.5;
explosion = HGVehicleExplosion;
explosionDamage = 1.5;
explosionRadius = 25.0;
maxSteeringAngle = 0.5; // 20 deg.
maxDamage = 3.2;
destroyedLevel = 3.2;
HDAddMassLevel = 2.24;
HDMassImage = TankHDMassImage;
isShielded = false;
rechargeRate = 1.0;
energyPerDamagePoint = 300;
maxEnergy = 400;
minJetEnergy = 15;
jetEnergyDrain = 2.0;
// Rigid Body
mass = 4000;
bodyFriction = 0.8;
bodyRestitution = 0.5;
minRollSpeed = 3;
gyroForce = 400;
gyroDamping = 0.3;
stabilizerForce = 20;
minDrag = 10;
softImpactSpeed = 15; // Play SoftImpact Sound
hardImpactSpeed = 18; // Play HardImpact Sound
// Ground Impact Damage (uses DamageType::Ground)
minImpactSpeed = 17;
speedDamageScale = 0.060;
// Object Impact Damage (uses DamageType::Impact)
collDamageThresholdVel = 18;
collDamageMultiplier = 0.045;
dragForce = 40 / 20;
vertFactor = 0.0;
floatingThrustFactor = 0.15;
mainThrustForce = 40;
reverseThrustForce = 25;
strafeThrustForce = 25;
turboFactor = 1.7;
brakingForce = 25;
brakingActivationSpeed = 4;
stabLenMin = 3.25;
stabLenMax = 4;
stabSpringConstant = 50;
stabDampingConstant = 20;
gyroDrag = 20;
normalForce = 20;
restorativeForce = 10;
steeringForce = 15;
rollForce = 5;
pitchForce = 3;
dustEmitter = TankDustEmitter;
triggerDustHeight = 3.5;
dustHeight = 1.0;
dustTrailEmitter = TireEmitter;
dustTrailOffset = "0.0 -1.0 0.5";
triggerTrailHeight = 3.6;
dustTrailFreqMod = 15.0;
jetSound = AssaultVehicleThrustSound;
engineSound = AssaultVehicleEngineSound;
floatSound = AssaultVehicleSkid;
softImpactSound = GravSoftImpactSound;
hardImpactSound = HardImpactSound;
wheelImpactSound = WheelImpactSound;
forwardJetEmitter = TankJetEmitter;
//
softSplashSoundVelocity = 5.0;
mediumSplashSoundVelocity = 10.0;
hardSplashSoundVelocity = 15.0;
exitSplashSoundVelocity = 10.0;
exitingWater = VehicleExitWaterMediumSound;
impactWaterEasy = VehicleImpactWaterSoftSound;
impactWaterMedium = VehicleImpactWaterMediumSound;
impactWaterHard = VehicleImpactWaterMediumSound;
waterWakeSound = VehicleWakeMediumSplashSound;
minMountDist = 7;
damageEmitter[0] = SmallLightDamageSmoke;
damageEmitter[1] = MeHGHeavyDamageSmoke;
damageEmitter[2] = DamageBubbles;
damageEmitterOffset[0] = "0.0 -1.5 3.5 ";
damageLevelTolerance[0] = 0.3;
damageLevelTolerance[1] = 0.7;
numDmgEmitterAreas = 1;
splashEmitter[0] = VehicleFoamDropletsEmitter;
splashEmitter[1] = VehicleFoamEmitter;
shieldImpact = VehicleShieldImpact;
cmdCategory = "Tactical";
cmdIcon = CMDGroundTankIcon;
cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
targetNameTag = 'Bannshe 50mm';
targetTypeTag = 'chaingun tank';
sensorData = PlayerSensor;
checkRadius = 5.5535;
observeParameters = "1 10 10";
runningLight[0] = TankLight1;
runningLight[1] = TankLight2;
runningLight[2] = TankLight3;
runningLight[3] = TankLight4;
shieldEffectScale = "0.9 1.0 0.6";
showPilotInfo = 1;
replaceTime = 30;
};
//**************************************************************
// WEAPONS
//**************************************************************
datablock TracerProjectileData(BigBullet)
{
doDynamicClientHits = true;
directDamage = 0.4;
directDamageType = $DamageType::TankChaingun;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
kickBackStrength = 2000.0;
sound = ChaingunProjectile;
dryVelocity = 4000.0; // z0dd - ZOD, 8-12-02. Was 1000.0
wetVelocity = 1600.0;
velInheritFactor = 0.0;
fizzleTimeMS = 3000;
lifetimeMS = 1000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 25.0;
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 = 0.25;
crossSize = 0.25;
crossViewAng = 0.990;
renderCross = true;
decalData[0] = MG42Decal1;
decalData[1] = MG42Decal2;
decalData[2] = MG42Decal3;
decalData[3] = MG42Decal4;
decalData[4] = MG42Decal5;
decalData[5] = MG42Decal6;
};
//-------------------------------------
// Artillery CHAINGUN CHARACTERISTICS
//-------------------------------------
datablock TurretImageData(CGTurretParam)
{
mountPoint = 2;
shapeFile = "turret_muzzlepoint.dts";
projectile = BigBullet;
projectileType = TracerProjectile;
useCapacitor = true;
usesEnergy = true;
// Turret parameters
activationMS = 1000;
deactivateDelayMS = 1500;
thinkTimeMS = 200;
degPerSecTheta = 500;
degPerSecPhi = 500;
attackRadius = 750;
};
datablock TurretData(CGTurret) : TurretDamageProfile
{
className = VehicleTurret;
catagory = "Turrets";
shapeFile = "Turret_tank_base.dts";
preload = true;
canControl = false;
cmdCategory = "Tactical";
cmdIcon = CMDGroundTankIcon;
cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
targetNameTag = 'Bannshe';
targetTypeTag = '50mm chaingun turret';
mass = 1.0;
maxEnergy = 1;
maxDamage = CGTank.maxDamage;
destroyedLevel = CGTank.destroyedLevel;
repairRate = 0;
// capacitor
maxCapacitorEnergy = 1000;
capacitorRechargeRate = 10.0;
thetaMin = 0;
thetaMax = 100;
inheritEnergyFromMount = true;
firstPersonOnly = true;
useEyePoint = true;
cameraDefaultFov = 90.0;
cameraMinFov = 5.0;
cameraMaxFov = 120.0;
targetNameTag = '50mm chaingun';
targetTypeTag = 'Turret';
};
datablock TurretImageData(CGTurretBarrel)
{
shapeFile = "turret_tank_barrelchain.dts";
mountPoint = 1;
projectile = BigBullet;
projectileType = TracerProjectile;
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
projectileSpread = 1.5 / 1000.0;
useCapacitor = true;
usesEnergy = true;
useMountEnergy = true;
fireEnergy = 0.75;
minEnergy = 1.0;
// Turret parameters
activationMS = 2000;
deactivateDelayMS = 1500;
thinkTimeMS = 200;
degPerSecTheta = 360;
degPerSecPhi = 360;
attackRadius = 75;
// State transitions
stateName[0] = "Activate";
stateTransitionOnNotLoaded[0] = "Dead";
stateTransitionOnLoaded[0] = "ActivateReady";
stateSound[0] = AssaultTurretActivateSound;
stateName[1] = "ActivateReady";
stateSequence[1] = "Activate";
stateSound[1] = AssaultTurretActivateSound;
stateTimeoutValue[1] = 0.1;
stateTransitionOnTimeout[1] = "Ready";
stateTransitionOnNotLoaded[1] = "Deactivate";
stateName[2] = "Ready";
stateTransitionOnNotLoaded[2] = "Deactivate";
stateTransitionOnTriggerDown[2] = "Fire";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateName[3] = "Fire";
stateSequence[3] = "Fire";
stateSequenceRandomFlash[3] = true;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateSound[3] = AssaultChaingunFireSound;
stateScript[3] = "onFire";
stateTimeoutValue[3] = 0.1;
stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Reload";
stateTransitionOnNoAmmo[3] = "noAmmo";
stateName[4] = "Reload";
stateSequence[4] = "Reload";
stateTimeoutValue[4] = 0.5;
stateAllowImageChange[4] = false;
stateTransitionOnTimeout[4] = "Ready";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateWaitForTimeout[4] = true;
stateName[5] = "Deactivate";
stateSequence[5] = "Activate";
stateDirection[5] = false;
stateTimeoutValue[5] = 0.1;
stateTransitionOnTimeout[5] = "ActivateReady";
stateName[6] = "Dead";
stateTransitionOnLoaded[6] = "ActivateReady";
stateTransitionOnTriggerDown[6] = "DryFire";
stateName[7] = "DryFire";
stateSound[7] = AssaultChaingunFireSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "NoAmmo";
stateName[8] = "NoAmmo";
stateTransitionOnAmmo[8] = "Reload";
stateSequence[8] = "NoAmmo";
stateTransitionOnTriggerDown[8] = "DryFire";
};
datablock TurretImageData(CGTurretBarrel2) : CGTurretBarrel
{
mountPoint = 0;
};
function CGTank::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
%turret = TurretData::create(CGTurret);
%turret.selectedWeapon = 1;
MissionCleanup.add(%turret);
%turret.team = %obj.teamBought;
%turret.setSelfPowered();
%obj.mountObject(%turret, 10);
%turret.mountImage(CGTurretBarrel, 2);
%turret.mountImage(CGTurretBarrel2, 3);
%turret.setCapacitorRechargeRate( %turret.getDataBlock().capacitorRechargeRate );
%obj.turretObject = %turret;
//vehicle turrets should not auto fire at targets
%turret.setAutoFire(false);
//Needed so we can set the turret parameters..
%turret.mountImage(CGTurretParam, 0);
%obj.schedule(6000, "playThread", $ActivateThread, "activate");
// set the turret's target info
setTargetSensorGroup(%turret.getTarget(), %turret.team);
setTargetNeverVisMask(%turret.getTarget(), 0xffffffff);
}
function CGTank::deleteAllMounted(%data, %obj)
{
%turret = %obj.getMountNodeObject(10);
if (!%turret)
return;
if (%client = %turret.getControllingClient())
{
%client.player.setControlObject(%client.player);
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
%client.player.mountVehicle = false;
}
%turret.schedule(2000, delete);
}
function CGTank::playerMounted(%data, %obj, %player, %node)
{
if (%node == 0)
{
commandToClient(%player.client, 'setHudMode', 'Pilot', "Assault", %node);
}
else if (%node == 1)
{
%turret = %obj.getMountNodeObject(10);
%player.vehicleTurret = %turret;
%player.setTransform("0 0 0 0 0 1 0");
%player.lastWeapon = %player.getMountedImage($WeaponSlot);
%player.unmountImage($WeaponSlot);
if (!%player.client.isAIControlled())
{
%player.setControlObject(%turret);
%player.client.setObjectActiveImage(%turret, 2);
}
%turret.turreteer = %player;
$aWeaponActive = 0;
commandToClient(%player.client, 'setHudMode', 'Pilot', "Assault", %node);
}
if ( %player.client.observeCount > 0 )
resetObserveFollow( %player.client, false );
%passString = buildPassengerString(%obj);
for(%i = 0; %i < %data.numMountPoints; %i++)
if (%obj.getMountNodeObject(%i) > 0)
commandToClient(%obj.getMountNodeObject(%i).client, 'checkPassengers', %passString);
}
function CGTurret::onDamage(%data, %obj)
{
%newDamageVal = %obj.getDamageLevel();
if(%obj.lastDamageVal !$= "")
if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal)
%obj.getObjectMount().setDamageLevel(%newDamageVal);
%obj.lastDamageVal = %newDamageVal;
}
function CGTurret::damageObject(%this, %targetObject, %sourceObject, %position, %amount, %damageType ,%vec, %client, %projectile)
{
//If vehicle turret is hit then apply damage to the vehicle
%vehicle = %targetObject.getObjectMount();
if(%vehicle)
%vehicle.getDataBlock().damageObject(%vehicle, %sourceObject, %position, %amount, %damageType, %vec, %client, %projectile);
}
function CGTurret::onTrigger(%data, %obj, %trigger, %state)
{
switch (%trigger)
{
case 0:
%obj.fireTrigger = %state;
if(%state)
{
%obj.setImageTrigger(2, true);
%obj.setImageTrigger(3, true);
}
else
{
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(3, false);
}
case 2:
if(%state)
%obj.getDataBlock().playerDismount(%obj);
}
}
function CGTurret::playerDismount(%data, %obj)
{
%obj.fireTrigger = 0;
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(3, false);
%client = %obj.getControllingClient();
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
%client.player.mountVehicle = false;
setTargetSensorGroup(%obj.getTarget(), 0);
setTargetNeverVisMask(%obj.getTarget(), 0xffffffff);
}
function CGTank::onEnterLiquid(%data, %obj, %coverage, %type)
{
switch(%type)
{
case 0:
//Water
%obj.setHeat(0.0);
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
case 1:
//Ocean Water
%obj.setHeat(0.0);
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
case 2:
//River Water
%obj.setHeat(0.0);
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
case 3:
//Stagnant Water
%obj.setHeat(0.0);
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
case 4:
//Lava
%obj.liquidDamage(%data, $VehicleDamageLava, $DamageType::Lava);
case 5:
//Hot Lava
%obj.liquidDamage(%data, $VehicleDamageHotLava, $DamageType::Lava);
case 6:
//Crusty Lava
%obj.liquidDamage(%data, $VehicleDamageCrustyLava, $DamageType::Lava);
case 7:
//Quick Sand
}
}