mirror of
https://github.com/Ragora/T2-ACCM.git
synced 2026-02-04 18:21:09 +00:00
526 lines
16 KiB
PHP
526 lines
16 KiB
PHP
//**************************************************************
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// Long Range Artillery
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//**************************************************************
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//**************************************************************
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// VEHICLE CHARACTERISTICS
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//**************************************************************
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datablock HoverVehicleData(CGTank) : TankDamageProfile
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{
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spawnOffset = "0 0 4";
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floatingGravMag = 4.5;
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catagory = "Vehicles";
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shapeFile = "vehicle_grav_tank.dts";
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multipassenger = true;
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computeCRC = true;
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renderWhenDestroyed = false;
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weaponNode = 1;
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debrisShapeName = "vehicle_grav_tank.dts";
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debris = GShapeDebris;
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drag = 0.0;
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density = 0.9;
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mountPose[0] = sitting;
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mountPose[1] = sitting;
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numMountPoints = 2;
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isProtectedMountPoint[0] = true;
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isProtectedMountPoint[1] = false;
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cameraMaxDist = 20;
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cameraOffset = 3;
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cameraLag = 1.5;
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explosion = HGVehicleExplosion;
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explosionDamage = 1.5;
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explosionRadius = 25.0;
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maxSteeringAngle = 0.5; // 20 deg.
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maxDamage = 3.2;
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destroyedLevel = 3.2;
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HDAddMassLevel = 2.24;
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HDMassImage = TankHDMassImage;
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isShielded = false;
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rechargeRate = 1.0;
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energyPerDamagePoint = 300;
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maxEnergy = 400;
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minJetEnergy = 15;
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jetEnergyDrain = 2.0;
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// Rigid Body
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mass = 4000;
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bodyFriction = 0.8;
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bodyRestitution = 0.5;
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minRollSpeed = 3;
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gyroForce = 400;
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gyroDamping = 0.3;
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stabilizerForce = 20;
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minDrag = 10;
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softImpactSpeed = 15; // Play SoftImpact Sound
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hardImpactSpeed = 18; // Play HardImpact Sound
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// Ground Impact Damage (uses DamageType::Ground)
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minImpactSpeed = 17;
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speedDamageScale = 0.060;
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// Object Impact Damage (uses DamageType::Impact)
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collDamageThresholdVel = 18;
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collDamageMultiplier = 0.045;
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dragForce = 40 / 20;
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vertFactor = 0.0;
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floatingThrustFactor = 0.15;
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mainThrustForce = 40;
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reverseThrustForce = 25;
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strafeThrustForce = 25;
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turboFactor = 1.7;
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brakingForce = 25;
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brakingActivationSpeed = 4;
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stabLenMin = 3.25;
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stabLenMax = 4;
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stabSpringConstant = 50;
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stabDampingConstant = 20;
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gyroDrag = 20;
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normalForce = 20;
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restorativeForce = 10;
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steeringForce = 15;
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rollForce = 5;
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pitchForce = 3;
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dustEmitter = TankDustEmitter;
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triggerDustHeight = 3.5;
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dustHeight = 1.0;
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dustTrailEmitter = TireEmitter;
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dustTrailOffset = "0.0 -1.0 0.5";
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triggerTrailHeight = 3.6;
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dustTrailFreqMod = 15.0;
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jetSound = AssaultVehicleThrustSound;
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engineSound = AssaultVehicleEngineSound;
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floatSound = AssaultVehicleSkid;
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softImpactSound = GravSoftImpactSound;
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hardImpactSound = HardImpactSound;
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wheelImpactSound = WheelImpactSound;
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forwardJetEmitter = TankJetEmitter;
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//
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softSplashSoundVelocity = 5.0;
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mediumSplashSoundVelocity = 10.0;
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hardSplashSoundVelocity = 15.0;
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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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minMountDist = 7;
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damageEmitter[0] = SmallLightDamageSmoke;
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damageEmitter[1] = MeHGHeavyDamageSmoke;
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damageEmitter[2] = DamageBubbles;
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damageEmitterOffset[0] = "0.0 -1.5 3.5 ";
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damageLevelTolerance[0] = 0.3;
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damageLevelTolerance[1] = 0.7;
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numDmgEmitterAreas = 1;
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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 = CMDGroundTankIcon;
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cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
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targetNameTag = 'Bannshe 50mm';
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targetTypeTag = 'chaingun tank';
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sensorData = PlayerSensor;
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checkRadius = 5.5535;
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observeParameters = "1 10 10";
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runningLight[0] = TankLight1;
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runningLight[1] = TankLight2;
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runningLight[2] = TankLight3;
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runningLight[3] = TankLight4;
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shieldEffectScale = "0.9 1.0 0.6";
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showPilotInfo = 1;
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replaceTime = 30;
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};
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//**************************************************************
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// WEAPONS
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//**************************************************************
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datablock TracerProjectileData(BigBullet)
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{
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doDynamicClientHits = true;
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directDamage = 0.4;
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directDamageType = $DamageType::TankChaingun;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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kickBackStrength = 2000.0;
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sound = ChaingunProjectile;
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dryVelocity = 4000.0; // z0dd - ZOD, 8-12-02. Was 1000.0
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wetVelocity = 1600.0;
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velInheritFactor = 0.0;
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fizzleTimeMS = 3000;
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lifetimeMS = 1000;
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explodeOnDeath = false;
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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 = 3000;
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tracerLength = 25.0;
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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 = 0.25;
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crossSize = 0.25;
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crossViewAng = 0.990;
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renderCross = true;
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decalData[0] = MG42Decal1;
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decalData[1] = MG42Decal2;
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decalData[2] = MG42Decal3;
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decalData[3] = MG42Decal4;
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decalData[4] = MG42Decal5;
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decalData[5] = MG42Decal6;
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};
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//-------------------------------------
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// Artillery CHAINGUN CHARACTERISTICS
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//-------------------------------------
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datablock TurretImageData(CGTurretParam)
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{
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mountPoint = 2;
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shapeFile = "turret_muzzlepoint.dts";
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projectile = BigBullet;
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projectileType = TracerProjectile;
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useCapacitor = true;
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usesEnergy = true;
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// Turret parameters
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activationMS = 1000;
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deactivateDelayMS = 1500;
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thinkTimeMS = 200;
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degPerSecTheta = 500;
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degPerSecPhi = 500;
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attackRadius = 750;
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};
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datablock TurretData(CGTurret) : TurretDamageProfile
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{
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className = VehicleTurret;
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catagory = "Turrets";
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shapeFile = "Turret_tank_base.dts";
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preload = true;
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canControl = false;
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cmdCategory = "Tactical";
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cmdIcon = CMDGroundTankIcon;
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cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
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targetNameTag = 'Bannshe';
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targetTypeTag = '50mm chaingun turret';
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mass = 1.0;
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maxEnergy = 1;
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maxDamage = CGTank.maxDamage;
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destroyedLevel = CGTank.destroyedLevel;
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repairRate = 0;
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// capacitor
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maxCapacitorEnergy = 1000;
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capacitorRechargeRate = 10.0;
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thetaMin = 0;
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thetaMax = 100;
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inheritEnergyFromMount = true;
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firstPersonOnly = true;
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useEyePoint = true;
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cameraDefaultFov = 90.0;
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cameraMinFov = 5.0;
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cameraMaxFov = 120.0;
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targetNameTag = '50mm chaingun';
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targetTypeTag = 'Turret';
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};
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datablock TurretImageData(CGTurretBarrel)
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{
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shapeFile = "turret_tank_barrelchain.dts";
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mountPoint = 1;
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projectile = BigBullet;
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projectileType = TracerProjectile;
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casing = ShellDebris;
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shellExitDir = "1.0 0.3 1.0";
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shellExitOffset = "0.15 -0.56 -0.1";
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shellExitVariance = 15.0;
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shellVelocity = 3.0;
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projectileSpread = 1.5 / 1000.0;
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useCapacitor = true;
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usesEnergy = true;
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useMountEnergy = true;
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fireEnergy = 0.75;
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minEnergy = 1.0;
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// Turret parameters
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activationMS = 2000;
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deactivateDelayMS = 1500;
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thinkTimeMS = 200;
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degPerSecTheta = 360;
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degPerSecPhi = 360;
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attackRadius = 75;
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// State transitions
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stateName[0] = "Activate";
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stateTransitionOnNotLoaded[0] = "Dead";
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stateTransitionOnLoaded[0] = "ActivateReady";
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stateSound[0] = AssaultTurretActivateSound;
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stateName[1] = "ActivateReady";
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stateSequence[1] = "Activate";
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stateSound[1] = AssaultTurretActivateSound;
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stateTimeoutValue[1] = 0.1;
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stateTransitionOnTimeout[1] = "Ready";
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stateTransitionOnNotLoaded[1] = "Deactivate";
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stateName[2] = "Ready";
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stateTransitionOnNotLoaded[2] = "Deactivate";
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stateTransitionOnTriggerDown[2] = "Fire";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateName[3] = "Fire";
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stateSequence[3] = "Fire";
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stateSequenceRandomFlash[3] = true;
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stateFire[3] = true;
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stateAllowImageChange[3] = false;
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stateSound[3] = AssaultChaingunFireSound;
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stateScript[3] = "onFire";
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stateTimeoutValue[3] = 0.1;
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stateTransitionOnTimeout[3] = "Fire";
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stateTransitionOnTriggerUp[3] = "Reload";
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stateTransitionOnNoAmmo[3] = "noAmmo";
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stateName[4] = "Reload";
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stateSequence[4] = "Reload";
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stateTimeoutValue[4] = 0.5;
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stateAllowImageChange[4] = false;
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stateTransitionOnTimeout[4] = "Ready";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateWaitForTimeout[4] = true;
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stateName[5] = "Deactivate";
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stateSequence[5] = "Activate";
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stateDirection[5] = false;
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stateTimeoutValue[5] = 0.1;
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stateTransitionOnTimeout[5] = "ActivateReady";
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stateName[6] = "Dead";
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stateTransitionOnLoaded[6] = "ActivateReady";
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stateTransitionOnTriggerDown[6] = "DryFire";
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stateName[7] = "DryFire";
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stateSound[7] = AssaultChaingunFireSound;
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stateTimeoutValue[7] = 1.0;
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stateTransitionOnTimeout[7] = "NoAmmo";
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stateName[8] = "NoAmmo";
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stateTransitionOnAmmo[8] = "Reload";
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stateSequence[8] = "NoAmmo";
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stateTransitionOnTriggerDown[8] = "DryFire";
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};
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datablock TurretImageData(CGTurretBarrel2) : CGTurretBarrel
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{
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mountPoint = 0;
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};
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function CGTank::onAdd(%this, %obj)
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{
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Parent::onAdd(%this, %obj);
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%turret = TurretData::create(CGTurret);
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%turret.selectedWeapon = 1;
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MissionCleanup.add(%turret);
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%turret.team = %obj.teamBought;
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%turret.setSelfPowered();
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%obj.mountObject(%turret, 10);
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%turret.mountImage(CGTurretBarrel, 2);
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%turret.mountImage(CGTurretBarrel2, 3);
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%turret.setCapacitorRechargeRate( %turret.getDataBlock().capacitorRechargeRate );
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%obj.turretObject = %turret;
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//vehicle turrets should not auto fire at targets
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%turret.setAutoFire(false);
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//Needed so we can set the turret parameters..
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%turret.mountImage(CGTurretParam, 0);
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%obj.schedule(6000, "playThread", $ActivateThread, "activate");
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// set the turret's target info
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setTargetSensorGroup(%turret.getTarget(), %turret.team);
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setTargetNeverVisMask(%turret.getTarget(), 0xffffffff);
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}
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function CGTank::deleteAllMounted(%data, %obj)
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{
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%turret = %obj.getMountNodeObject(10);
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if (!%turret)
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return;
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if (%client = %turret.getControllingClient())
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{
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%client.player.setControlObject(%client.player);
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%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
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%client.player.mountVehicle = false;
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}
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%turret.schedule(2000, delete);
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}
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function CGTank::playerMounted(%data, %obj, %player, %node)
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{
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if (%node == 0)
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{
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commandToClient(%player.client, 'setHudMode', 'Pilot', "Assault", %node);
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}
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else if (%node == 1)
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{
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%turret = %obj.getMountNodeObject(10);
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%player.vehicleTurret = %turret;
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%player.setTransform("0 0 0 0 0 1 0");
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%player.lastWeapon = %player.getMountedImage($WeaponSlot);
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%player.unmountImage($WeaponSlot);
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if (!%player.client.isAIControlled())
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{
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%player.setControlObject(%turret);
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%player.client.setObjectActiveImage(%turret, 2);
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}
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%turret.turreteer = %player;
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$aWeaponActive = 0;
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commandToClient(%player.client, 'setHudMode', 'Pilot', "Assault", %node);
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}
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if ( %player.client.observeCount > 0 )
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resetObserveFollow( %player.client, false );
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%passString = buildPassengerString(%obj);
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for(%i = 0; %i < %data.numMountPoints; %i++)
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if (%obj.getMountNodeObject(%i) > 0)
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commandToClient(%obj.getMountNodeObject(%i).client, 'checkPassengers', %passString);
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}
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function CGTurret::onDamage(%data, %obj)
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{
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%newDamageVal = %obj.getDamageLevel();
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if(%obj.lastDamageVal !$= "")
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if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal)
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%obj.getObjectMount().setDamageLevel(%newDamageVal);
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%obj.lastDamageVal = %newDamageVal;
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}
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function CGTurret::damageObject(%this, %targetObject, %sourceObject, %position, %amount, %damageType ,%vec, %client, %projectile)
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{
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//If vehicle turret is hit then apply damage to the vehicle
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%vehicle = %targetObject.getObjectMount();
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if(%vehicle)
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%vehicle.getDataBlock().damageObject(%vehicle, %sourceObject, %position, %amount, %damageType, %vec, %client, %projectile);
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}
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function CGTurret::onTrigger(%data, %obj, %trigger, %state)
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{
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switch (%trigger)
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{
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case 0:
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%obj.fireTrigger = %state;
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if(%state)
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{
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%obj.setImageTrigger(2, true);
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%obj.setImageTrigger(3, true);
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}
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else
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{
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%obj.setImageTrigger(2, false);
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%obj.setImageTrigger(3, false);
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}
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case 2:
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if(%state)
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%obj.getDataBlock().playerDismount(%obj);
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}
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}
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function CGTurret::playerDismount(%data, %obj)
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{
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%obj.fireTrigger = 0;
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%obj.setImageTrigger(2, false);
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%obj.setImageTrigger(3, false);
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%client = %obj.getControllingClient();
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%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
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%client.player.mountVehicle = false;
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setTargetSensorGroup(%obj.getTarget(), 0);
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setTargetNeverVisMask(%obj.getTarget(), 0xffffffff);
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}
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function CGTank::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);
|
|
case 7:
|
|
//Quick Sand
|
|
}
|
|
}
|