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

631 lines
20 KiB
PHP

//**************************************************************
// Chopper
//**************************************************************
//**************************************************************
// VEHICLE CHARACTERISTICS
//**************************************************************
datablock FlyingVehicleData(heavychopper) : ShrikeDamageProfile
{
spawnOffset = "0 0 2";
canControl = false;
catagory = "Vehicles";
shapeFile = "vehicle_air_bomber.dts";
multipassenger = true;
computeCRC = true;
debrisShapeName = "vehicle_air_bomber.dts";
debris = ShapeDebris;
renderWhenDestroyed = false;
drag = 0.3;
density = 1.0;
mountPose[0] = sitting;
mountPose[1] = sitting;
mountPose[3] = sitting;
mountPose[4] = sitting;
mountPose[5] = sitting;
numMountPoints = 6;
isProtectedMountPoint[0] = false;
isProtectedMountPoint[1] = false;
isProtectedMountPoint[2] = false;
isProtectedMountPoint[3] = true;
isProtectedMountPoint[4] = true;
isProtectedMountPoint[5] = true;
cameraMaxDist = 15;
cameraOffset = 2.5;
cameraLag = 0.9;
explosion = MFVehicleExplosion;
explosionDamage = 1.5;
explosionRadius = 10.0;
maxDamage = 5.0;
destroyedLevel = 5.0;
HDAddMassLevel = 3.5;
HDMassImage = HHeliHDMassImage;
isShielded = false;
energyPerDamagePoint = 0;
maxEnergy = 150; // Afterburner and any energy weapon pool
rechargeRate = 1.0;
minDrag = 20; // Linear Drag (eventually slows you down when not thrusting...constant drag)
rotationalDrag = 900; // Anguler Drag (dampens the drift after you stop moving the mouse...also tumble drag)
maxAutoSpeed = 15; // Autostabilizer kicks in when less than this speed. (meters/second)
autoAngularForce = 550; // Angular stabilizer force (this force levels you out when autostabilizer kicks in)
autoLinearForce = 150; // Linear stabilzer force (this slows you down when autostabilizer kicks in)
autoInputDamping = 1.0; // Dampen control input so you don't` whack out at very slow speeds
// Maneuvering
maxSteeringAngle = 7; // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
horizontalSurfaceForce = 6; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
verticalSurfaceForce = 2; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
maneuveringForce = 0; // Horizontal jets (W,S,D,A key thrust)
steeringForce = 425; // Steering jets (force applied when you move the mouse)
steeringRollForce = 30; // Steering jets (how much you heel over when you turn)
rollForce = 6; // Auto-roll (self-correction to right you after you roll/invert)
hoverHeight = 3; // Height off the ground at rest
createHoverHeight = 3; // Height off the ground when created
maxForwardSpeed = 30; // speed in which forward thrust force is no longer applied (meters/second)
// Turbo Jet
jetForce = 1000; // Afterburner thrust (this is in addition to normal thrust)
minJetEnergy = 1; // Afterburner can't be used if below this threshhold.
jetEnergyDrain = 0.1; // Energy use of the afterburners (low number is less drain...can be fractional) // Auto stabilize speed
vertThrustMultiple = 3.5;
// Rigid body
mass = 250; // Mass of the vehicle
bodyFriction = 0; // Don't mess with this.
bodyRestitution = 0.5; // When you hit the ground, how much you rebound. (between 0 and 1)
minRollSpeed = 0; // Don't mess with this.
softImpactSpeed = 14; // Sound hooks. This is the soft hit.
hardImpactSpeed = 25; // Sound hooks. This is the hard hit.
// Ground Impact Damage (uses DamageType::Ground)
minImpactSpeed = 15; // If hit ground at speed above this then it's an impact. Meters/second
speedDamageScale = 0.08;
// Object Impact Damage (uses DamageType::Impact)
collDamageThresholdVel = 23.0;
collDamageMultiplier = 0.02;
//
minTrailSpeed = 100; // The speed your contrail shows up at.
trailEmitter = ContrailEmitter;
//
jetSound = ScoutFlyerThrustSound;
engineSound = ScoutFlyerEngineSound;
softImpactSound = SoftImpactSound;
hardImpactSound = HardImpactSound;
//wheelImpactSound = WheelImpactSound;
//
softSplashSoundVelocity = 10.0;
mediumSplashSoundVelocity = 15.0;
hardSplashSoundVelocity = 20.0;
exitSplashSoundVelocity = 10.0;
exitingWater = VehicleExitWaterMediumSound;
impactWaterEasy = VehicleImpactWaterSoftSound;
impactWaterMedium = VehicleImpactWaterMediumSound;
impactWaterHard = VehicleImpactWaterMediumSound;
waterWakeSound = VehicleWakeMediumSplashSound;
dustEmitter = VehicleLiftoffDustEmitter;
triggerDustHeight = 4.0;
dustHeight = 1.0;
damageEmitter[0] = MFLightDamageSmoke;
damageEmitter[1] = MFHeavyDamageSmoke;
damageEmitter[2] = MeDamageBubbles;
damageEmitterOffset[0] = "0.0 -3.0 0.0 ";
damageLevelTolerance[0] = 0.3;
damageLevelTolerance[1] = 0.7;
numDmgEmitterAreas = 1;
minMountDist = 7;
splashEmitter[0] = VehicleFoamDropletsEmitter;
splashEmitter[1] = VehicleFoamEmitter;
shieldImpact = VehicleShieldImpact;
cmdCategory = "Tactical";
cmdIcon = CMDFlyingScoutIcon;
cmdMiniIconName = "commander/MiniIcons/com_scout_grey";
targetNameTag = 'Eagle VII';
targetTypeTag = 'Transport Chopper';
sensorData = PlayerSensor;
checkRadius = 5.5;
observeParameters = "1 10 10";
runningLight[0] = ShrikeLight1;
// runningLight[1] = ShrikeLight2;
shieldEffectScale = "0.937 1.125 0.60";
max[chaingunAmmo] = 1000;
max[PlasmaAmmo] = 20;
replaceTime = 50;
};
//**************************************************************
// WEAPONS
//**************************************************************
datablock ShapeBaseImageData(ChopperCGPairImage)
{
className = WeaponImage;
shapeFile = "turret_missile_large.dts";
item = Chaingun;
ammo = ChaingunAmmo;
projectile = Heli_CG_Bullet;
projectileType = TracerProjectile;
mountPoint = 10;
offset = "4.93 -4.52 0.044"; // L/R - F/B - T/B
projectileSpread = 1.0 / 1000.0;
usesEnergy = false;
emap = true;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.1;
stateSequence[0] = "Activate";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.05;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateSound[3] = ShrikeBlasterFire;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.05;
stateAllowImageChange[4] = false;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = ShrikeBlasterDryFireSound;
stateTimeoutValue[6] = 0.5;
stateTransitionOnTimeout[6] = "NoAmmo";
};
datablock ShapeBaseImageData(ChopperCGImage) : ChopperCGPairImage
{
offset = "-4.93 -4.52 0.044";
};
datablock TracerProjectileData(HheliT_bullet)
{
doDynamicClientHits = true;
directDamage = 0.2; // z0dd - ZOD, 9-27-02. Was 0.0825
directDamageType = $DamageType::Bullet;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
kickBackStrength = 2000.0;
sound = ChaingunProjectile;
dryVelocity = 3000.0; // z0dd - ZOD, 8-12-02. Was 425.0
wetVelocity = 2500.0;
velInheritFactor = 0.0;
fizzleTimeMS = 3000;
lifetimeMS = 2500;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 10.0;
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 = 0.06;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6;
};
datablock ShapeBaseImageData(HHeliChaingunImage)
{
className = WeaponImage;
shapeFile = "turret_tank_barrelchain.dts";
item = Chaingun;
ammo = ChaingunAmmo;
projectile = HheliT_bullet;
projectileType = TracerProjectile;
projectileSpread = 1.0 / 1000.0;
emap = true;
offset = "0.37 -0.4 -0.5";
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 5.0;
shellVelocity = 0.0;
mountPoint = 1;
usesEnergy = true;
useCapacitor = true;
useMountEnergy = true;
minEnergy = 8;
fireEnergy = 8;
stateName[0] = "Activate";
stateSequence[0] = "Activate";
// stateSound[0] = GravChaingunIdleSound;
stateAllowImageChange[0] = false;
stateTimeoutValue[0] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateTransitionOnNoAmmo[0] = "NoAmmo";
stateName[1] = "Ready";
stateSpinThread[1] = Stop;
stateTransitionOnTriggerDown[1] = "Spinup";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "NoAmmo";
stateTransitionOnAmmo[2] = "Ready";
stateSpinThread[2] = Stop;
stateTransitionOnTriggerDown[2] = "DryFire";
stateName[3] = "Spinup";
stateScript[3] = "onSpinup";
stateSpinThread[3] = SpinUp;
stateSound[3] = ChaingunSpinupSound;
stateTimeoutValue[3] = 0.5;
stateWaitForTimeout[3] = false;
stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Spindown";
stateName[4] = "Fire";
stateSequence[4] = "Fire";
stateTransitionOnTriggerUp[4] = "Spindown";
stateTransitionOnNoAmmo[4] = "EmptySpindown";
stateSequenceRandomFlash[4] = true;
stateSpinThread[4] = FullSpeed;
stateSound[4] = HeliturretFireSound;
stateAllowImageChange[4] = false;
stateScript[4] = "onFire";
stateFire[4] = true;
stateEjectShell[4] = true;
stateTimeoutValue[4] = 0.05;
stateTransitionOnTimeout[4] = "Fire";
stateName[5] = "Spindown";
stateScript[5] = "onSpindown";
stateSound[5] = ChaingunSpinDownSound;
stateSpinThread[5] = SpinDown;
stateTimeoutValue[5] = 0.5;
stateWaitForTimeout[5] = true;
stateTransitionOnTimeout[5] = "Ready";
stateTransitionOnTriggerDown[5] = "Spinup";
stateName[6] = "EmptySpindown";
stateScript[6] = "onSpindown";
stateSound[6] = ChaingunSpinDownSound;
stateSpinThread[6] = SpinDown;
stateTimeoutValue[6] = 2.5;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "DryFire";
stateSound[7] = ShrikeBlasterDryFireSound;
stateTimeoutValue[7] = 0.5;
stateTransitionOnTimeout[7] = "NoAmmo";
};
datablock ShapeBaseImageData(HHeliChaingunImage2) : HHeliChaingunImage
{
offset = "-0.23 -0.4 -0.5";
};
datablock ShapeBaseImageData(ChopperParam)
{
mountPoint = 2;
shapeFile = "turret_muzzlepoint.dts";
offset = "0 5 0"; // L/R - F/B - T/B
projectile = BigBullet;
projectileType = TracerProjectile;
};
function HeavyChopper::onDestroyed(%data, %obj, %prevState)
{
if(%obj.lastPilot.lastVehicle == %obj)
if(%obj.getMountNodeObject(0) == %obj.lastPilot)
schedule(200, %obj.lastPilot, "scKillPilot", %obj.lastPilot, %obj.lastDamagedBy);
Parent::onDestroyed(%data, %obj, %prevState);
}
datablock ShapeBaseImageData(DummyslotImg)
{
shapeFile = "grenade.dts";
emap = false;
};
//******************************************************
// vehicle.cs and weapturretcode.cs functions
//******************************************************
//----------------------------
// Helicopter FLIER
//----------------------------
function HeavyChopper::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
if (%obj.clientControl)
serverCmdResetControlObject(%obj.clientControl);
%obj.mountImage(ChopperParam, 0);
%obj.mountImage(ChopperCGImage, 2);
%obj.mountImage(ChopperCGPairImage, 3);
%obj.mountImage(DummySlotImg, 4);
%obj.selectedWeapon = 1;
%obj.nextWeaponFire = 2;
%obj.setInventory(chaingunammo, 1000);
%obj.schedule(5500, "playThread", $ActivateThread, "activate");
%turret = TurretData::create(HeliTurret);
MissionCleanup.add(%turret);
%turret.team = %obj.teamBought;
%turret.selectedWeapon = 1;
%turret.setSelfPowered();
%obj.mountObject(%turret, 10);
%turret.mountImage(heliTurretParam, 0);
%turret.mountImage(Hhelichaingunimage, 2);
%turret.mountImage(Hhelichaingunimage2, 3);
%obj.turretObject = %turret;
%turret.setCapacitorRechargeRate( %turret.getDataBlock().capacitorRechargeRate );
%turret.vehicleMounted = %obj;
%turret.setAutoFire(false);
%turret.mountImage(AIAimingTurretBarrel, 0);
setTargetSensorGroup(%turret.getTarget(), %turret.team);
setTargetNeverVisMask(%turret.getTarget(), 0xffffffff);
%obj.canSwitchP = 1;
}
function HeavyChopper::deleteAllMounted(%data, %obj)
{
%turret = %obj.getMountNodeObject(10);
if (!%turret)
return;
%turret.altTrigger = 0;
%turret.fireTrigger = 0;
if (%client = %turret.getControllingClient())
{
%client.player.setControlObject(%client.player);
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
%client.player.mountVehicle = false;
%client.player.bomber = false;
%client.player.isBomber = false;
}
%turret.schedule(1000, delete);
}
function HeavyChopper::playerMounted(%data, %obj, %player, %node)
{
if (%obj.clientControl)
serverCmdResetControlObject(%obj.clientControl);
bottomPrint(%player.client, "Transport Chopper: carrys 6 peeps has 2 forward mounted cg's controlled by pilot and cg turret on bottom", 5, 2 );
if (%obj.clientControl)
serverCmdResetControlObject(%obj.clientControl);
if (%node == 0)
{
%player.setPilot(true);
commandToClient(%player.client, 'setHudMode', 'Pilot', "Bomber", %node);
}
else if (%node == 1)
{
%turret = %obj.getMountNodeObject(10);
%player.vehicleTurret = %turret;
%player.setTransform("0 0 0 0 0 1 0");
%player.lastWeapon = %player.getMountedImage($WeaponSlot);
%player.unmountImage($WeaponSlot);
if (!%player.client.isAIControlled())
{
%player.setControlObject(%turret);
%player.client.setObjectActiveImage(%turret, 2);
}
%turret.bomber = %player;
$bWeaponActive = 0;
%obj.getMountNodeObject(10).selectedWeapon = 1;
// commandToClient(%player.client,'SetWeaponryVehicleKeys', true);
commandToClient(%player.client, 'setHudMode', 'Pilot', "Bomber", %node);
%player.isBomber = true;
}
else
{
// all others
commandToClient(%player.client, 'setHudMode', 'Passenger', "HAPC", %node);
}
// build a space-separated string representing passengers
// 0 = no passenger; 1 = passenger (e.g. "1 0 0 ")
%passString = buildPassengerString(%obj);
// send the string of passengers to all mounted players
for(%i = 0; %i < %data.numMountPoints; %i++)
if (%obj.getMountNodeObject(%i) > 0)
commandToClient(%obj.getMountNodeObject(%i).client, 'checkPassengers', %passString);
// update observers who are following this guy...
if ( %player.client.observeCount > 0 )
resetObserveFollow( %player.client, false );
}
function HeavyChopper::onTrigger(%data, %obj, %trigger, %state)
{
// data = ScoutFlyer datablock
// obj = ScoutFlyer object number
// trigger = 0 for "fire", 1 for "jump", 3 for "thrust"
// state = 1 for firing, 0 for not firing
if(%trigger == 0)
{
switch (%state) {
case 0:
%obj.fireWeapon = false;
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(3, false);
case 1:
%obj.fireWeapon = true;
if(%obj.selectedWeapon == 1)
{
if(%obj.nextWeaponFire == 2)
{
%obj.setImageTrigger(2, true);
%obj.setImageTrigger(3, true);
}
// else
// {
// %obj.setImageTrigger(2, false);
// %obj.setImageTrigger(3, true);
// }
}
else
{
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(3, false);
}
}
}
else if (%trigger ==4) // Throw flare
{
switch (%state)
{
case 0:
%obj.fireWeapon = false;
%obj.setImageTrigger(5, false);
case 1:
if (%obj.inv[PlasmaAmmo] > 0)
{
%obj.fireWeapon = true;
%obj.setImageTrigger(5, true);
%obj.decInventory(PlasmaAmmo, 1);
%p = new FlareProjectile()
{
dataBlock = FlareGrenadeProj;
initialDirection = "0 0 -1";
initialPosition = getBoxCenter(%obj.getWorldBox());
sourceObject = %obj;
sourceSlot = 0;
};
FlareSet.add(%p);
MissionCleanup.add(%p);
serverPlay3D(GrenadeThrowSound, getBoxCenter(%obj.getWorldBox()));
%p.schedule(6000, "delete");
// miscellaneous grenade-throwing cleanup stuff
%obj.lastThrowTime[%data] = getSimTime();
%obj.throwStrength = 0;
}
}
}
}
function HeavyChopper::playerDismounted(%data, %obj, %player)
{
%obj.fireWeapon = false;
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(3, false);
setTargetSensorGroup(%obj.getTarget(), %obj.team);
if( %player.client.observeCount > 0 )
resetObserveFollow( %player.client, true );
}
function ChopperCGImage::onFire(%data,%obj,%slot)
{
%p = Parent::onFire(%data, %obj, %slot);
%obj.getMountNodeObject(0).decInventory(%data.ammo, 1);
}
function ChopperCGPairImage::onFire(%data,%obj,%slot)
{
%p = Parent::onFire(%data, %obj, %slot);
%obj.getMountNodeObject(0).decInventory(%data.ammo, 1);
}
function HHeliChaingunImage::OnSpinup(%data,%obj,%slot){
%obj.setImageTrigger(3,true);
}
function HHeliChaingunImage::OnSpindown(%data,%obj,%slot){
%obj.setImageTrigger(3,false);
}
function heavychopper::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
}
}