mirror of
https://github.com/Ragora/T2-ACCM.git
synced 2026-02-09 04:31:03 +00:00
631 lines
20 KiB
PHP
631 lines
20 KiB
PHP
//**************************************************************
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// Chopper
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//**************************************************************
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//**************************************************************
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// VEHICLE CHARACTERISTICS
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//**************************************************************
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datablock FlyingVehicleData(heavychopper) : 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_air_bomber.dts";
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multipassenger = true;
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computeCRC = true;
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debrisShapeName = "vehicle_air_bomber.dts";
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debris = ShapeDebris;
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renderWhenDestroyed = false;
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drag = 0.3;
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density = 1.0;
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mountPose[0] = sitting;
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mountPose[1] = sitting;
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mountPose[3] = sitting;
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mountPose[4] = sitting;
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mountPose[5] = sitting;
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numMountPoints = 6;
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isProtectedMountPoint[0] = false;
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isProtectedMountPoint[1] = false;
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isProtectedMountPoint[2] = false;
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isProtectedMountPoint[3] = true;
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isProtectedMountPoint[4] = true;
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isProtectedMountPoint[5] = true;
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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 = MFVehicleExplosion;
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explosionDamage = 1.5;
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explosionRadius = 10.0;
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maxDamage = 5.0;
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destroyedLevel = 5.0;
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HDAddMassLevel = 3.5;
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HDMassImage = HHeliHDMassImage;
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isShielded = false;
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energyPerDamagePoint = 0;
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maxEnergy = 150; // Afterburner and any energy weapon pool
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rechargeRate = 1.0;
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minDrag = 20; // 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 = 15; // Autostabilizer kicks in when less than this speed. (meters/second)
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autoAngularForce = 550; // Angular stabilizer force (this force levels you out when autostabilizer kicks in)
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autoLinearForce = 150; // 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 = 7; // 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 = 2; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
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maneuveringForce = 0; // Horizontal jets (W,S,D,A key thrust)
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steeringForce = 425; // Steering jets (force applied when you move the mouse)
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steeringRollForce = 30; // Steering jets (how much you heel over when you turn)
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rollForce = 6; // Auto-roll (self-correction to right you after you roll/invert)
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hoverHeight = 3; // Height off the ground at rest
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createHoverHeight = 3; // Height off the ground when created
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maxForwardSpeed = 30; // speed in which forward thrust force is no longer applied (meters/second)
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// Turbo Jet
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jetForce = 1000; // Afterburner thrust (this is in addition to normal thrust)
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minJetEnergy = 1; // 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 = 3.5;
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// Rigid body
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mass = 250; // 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 = 15; // If hit ground at speed above this then it's an impact. Meters/second
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speedDamageScale = 0.08;
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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 = 100; // The speed your contrail shows up at.
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trailEmitter = ContrailEmitter;
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//
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jetSound = ScoutFlyerThrustSound;
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engineSound = ScoutFlyerEngineSound;
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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] = MFLightDamageSmoke;
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damageEmitter[1] = MFHeavyDamageSmoke;
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damageEmitter[2] = MeDamageBubbles;
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damageEmitterOffset[0] = "0.0 -3.0 0.0 ";
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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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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 = 'Eagle VII';
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targetTypeTag = 'Transport Chopper';
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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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// runningLight[1] = ShrikeLight2;
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shieldEffectScale = "0.937 1.125 0.60";
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max[chaingunAmmo] = 1000;
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max[PlasmaAmmo] = 20;
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replaceTime = 50;
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};
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//**************************************************************
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// WEAPONS
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//**************************************************************
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datablock ShapeBaseImageData(ChopperCGPairImage)
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{
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className = WeaponImage;
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shapeFile = "turret_missile_large.dts";
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item = Chaingun;
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ammo = ChaingunAmmo;
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projectile = Heli_CG_Bullet;
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projectileType = TracerProjectile;
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mountPoint = 10;
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offset = "4.93 -4.52 0.044"; // L/R - F/B - T/B
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projectileSpread = 1.0 / 1000.0;
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usesEnergy = false;
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emap = true;
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 0.1;
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stateSequence[0] = "Activate";
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stateName[1] = "ActivateReady";
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stateTransitionOnLoaded[1] = "Ready";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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stateName[2] = "Ready";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateTransitionOnTriggerDown[2] = "Fire";
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.05;
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stateFire[3] = true;
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stateAllowImageChange[3] = false;
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stateScript[3] = "onFire";
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stateSound[3] = ShrikeBlasterFire;
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateTimeoutValue[4] = 0.05;
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stateAllowImageChange[4] = false;
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stateName[5] = "NoAmmo";
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stateTransitionOnAmmo[5] = "Reload";
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stateSequence[5] = "NoAmmo";
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stateTransitionOnTriggerDown[5] = "DryFire";
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stateName[6] = "DryFire";
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stateSound[6] = ShrikeBlasterDryFireSound;
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stateTimeoutValue[6] = 0.5;
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stateTransitionOnTimeout[6] = "NoAmmo";
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};
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datablock ShapeBaseImageData(ChopperCGImage) : ChopperCGPairImage
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{
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offset = "-4.93 -4.52 0.044";
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};
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datablock TracerProjectileData(HheliT_bullet)
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{
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doDynamicClientHits = true;
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directDamage = 0.2; // z0dd - ZOD, 9-27-02. Was 0.0825
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directDamageType = $DamageType::Bullet;
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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 = 3000.0; // z0dd - ZOD, 8-12-02. Was 425.0
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wetVelocity = 2500.0;
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velInheritFactor = 0.0;
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fizzleTimeMS = 3000;
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lifetimeMS = 2500;
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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 = 10.0;
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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 = 0.06;
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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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};
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datablock ShapeBaseImageData(HHeliChaingunImage)
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{
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className = WeaponImage;
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shapeFile = "turret_tank_barrelchain.dts";
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item = Chaingun;
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ammo = ChaingunAmmo;
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projectile = HheliT_bullet;
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projectileType = TracerProjectile;
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projectileSpread = 1.0 / 1000.0;
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emap = true;
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offset = "0.37 -0.4 -0.5";
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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 = 5.0;
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shellVelocity = 0.0;
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mountPoint = 1;
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usesEnergy = true;
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useCapacitor = true;
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useMountEnergy = true;
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minEnergy = 8;
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fireEnergy = 8;
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stateName[0] = "Activate";
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stateSequence[0] = "Activate";
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// stateSound[0] = GravChaingunIdleSound;
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stateAllowImageChange[0] = false;
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stateTimeoutValue[0] = 0.1;
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stateTransitionOnTimeout[0] = "Ready";
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stateTransitionOnNoAmmo[0] = "NoAmmo";
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stateName[1] = "Ready";
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stateSpinThread[1] = Stop;
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stateTransitionOnTriggerDown[1] = "Spinup";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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stateName[2] = "NoAmmo";
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stateTransitionOnAmmo[2] = "Ready";
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stateSpinThread[2] = Stop;
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stateTransitionOnTriggerDown[2] = "DryFire";
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stateName[3] = "Spinup";
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stateScript[3] = "onSpinup";
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stateSpinThread[3] = SpinUp;
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stateSound[3] = ChaingunSpinupSound;
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stateTimeoutValue[3] = 0.5;
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stateWaitForTimeout[3] = false;
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stateTransitionOnTimeout[3] = "Fire";
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stateTransitionOnTriggerUp[3] = "Spindown";
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stateName[4] = "Fire";
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stateSequence[4] = "Fire";
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stateTransitionOnTriggerUp[4] = "Spindown";
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stateTransitionOnNoAmmo[4] = "EmptySpindown";
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stateSequenceRandomFlash[4] = true;
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stateSpinThread[4] = FullSpeed;
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stateSound[4] = HeliturretFireSound;
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stateAllowImageChange[4] = false;
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stateScript[4] = "onFire";
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stateFire[4] = true;
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stateEjectShell[4] = true;
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stateTimeoutValue[4] = 0.05;
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stateTransitionOnTimeout[4] = "Fire";
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stateName[5] = "Spindown";
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stateScript[5] = "onSpindown";
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stateSound[5] = ChaingunSpinDownSound;
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stateSpinThread[5] = SpinDown;
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stateTimeoutValue[5] = 0.5;
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stateWaitForTimeout[5] = true;
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stateTransitionOnTimeout[5] = "Ready";
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stateTransitionOnTriggerDown[5] = "Spinup";
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stateName[6] = "EmptySpindown";
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stateScript[6] = "onSpindown";
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stateSound[6] = ChaingunSpinDownSound;
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stateSpinThread[6] = SpinDown;
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stateTimeoutValue[6] = 2.5;
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stateTransitionOnTimeout[6] = "NoAmmo";
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stateName[7] = "DryFire";
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stateSound[7] = ShrikeBlasterDryFireSound;
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stateTimeoutValue[7] = 0.5;
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stateTransitionOnTimeout[7] = "NoAmmo";
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};
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datablock ShapeBaseImageData(HHeliChaingunImage2) : HHeliChaingunImage
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{
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offset = "-0.23 -0.4 -0.5";
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};
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datablock ShapeBaseImageData(ChopperParam)
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{
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mountPoint = 2;
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shapeFile = "turret_muzzlepoint.dts";
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offset = "0 5 0"; // L/R - F/B - T/B
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projectile = BigBullet;
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projectileType = TracerProjectile;
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};
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function HeavyChopper::onDestroyed(%data, %obj, %prevState)
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{
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if(%obj.lastPilot.lastVehicle == %obj)
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if(%obj.getMountNodeObject(0) == %obj.lastPilot)
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schedule(200, %obj.lastPilot, "scKillPilot", %obj.lastPilot, %obj.lastDamagedBy);
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Parent::onDestroyed(%data, %obj, %prevState);
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}
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datablock ShapeBaseImageData(DummyslotImg)
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{
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shapeFile = "grenade.dts";
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emap = false;
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};
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//******************************************************
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// vehicle.cs and weapturretcode.cs functions
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//******************************************************
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//----------------------------
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// Helicopter FLIER
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//----------------------------
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function HeavyChopper::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.mountImage(ChopperParam, 0);
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%obj.mountImage(ChopperCGImage, 2);
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%obj.mountImage(ChopperCGPairImage, 3);
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%obj.mountImage(DummySlotImg, 4);
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%obj.selectedWeapon = 1;
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%obj.nextWeaponFire = 2;
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%obj.setInventory(chaingunammo, 1000);
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%obj.schedule(5500, "playThread", $ActivateThread, "activate");
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%turret = TurretData::create(HeliTurret);
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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(heliTurretParam, 0);
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%turret.mountImage(Hhelichaingunimage, 2);
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%turret.mountImage(Hhelichaingunimage2, 3);
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%obj.turretObject = %turret;
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%turret.setCapacitorRechargeRate( %turret.getDataBlock().capacitorRechargeRate );
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%turret.vehicleMounted = %obj;
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%turret.setAutoFire(false);
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%turret.mountImage(AIAimingTurretBarrel, 0);
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setTargetSensorGroup(%turret.getTarget(), %turret.team);
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setTargetNeverVisMask(%turret.getTarget(), 0xffffffff);
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%obj.canSwitchP = 1;
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}
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function HeavyChopper::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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%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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%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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%turret.schedule(1000, delete);
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}
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function HeavyChopper::playerMounted(%data, %obj, %player, %node)
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{
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if (%obj.clientControl)
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serverCmdResetControlObject(%obj.clientControl);
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bottomPrint(%player.client, "Transport Chopper: carrys 6 peeps has 2 forward mounted cg's controlled by pilot and cg turret on bottom", 5, 2 );
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if (%obj.clientControl)
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serverCmdResetControlObject(%obj.clientControl);
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if (%node == 0)
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{
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%player.setPilot(true);
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commandToClient(%player.client, 'setHudMode', 'Pilot', "Bomber", %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($WeaponSlot);
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if (!%player.client.isAIControlled())
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{
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%player.setControlObject(%turret);
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%player.client.setObjectActiveImage(%turret, 2);
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}
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%turret.bomber = %player;
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$bWeaponActive = 0;
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%obj.getMountNodeObject(10).selectedWeapon = 1;
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// commandToClient(%player.client,'SetWeaponryVehicleKeys', true);
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commandToClient(%player.client, 'setHudMode', 'Pilot', "Bomber", %node);
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%player.isBomber = true;
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}
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|
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
|
|
}
|
|
}
|