mirror of
https://github.com/Ragora/T2-ACCM.git
synced 2026-02-01 00:40:58 +00:00
1472 lines
48 KiB
PHP
1472 lines
48 KiB
PHP
//**************************************************************
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// SHRIKE SCOUT FLIER
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//**************************************************************
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$helicopter::SeekRadius = 500;
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$helicopter::SeekTime = 0.5;
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$helicopter::minSeekHeat = 0.6;
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$helicopter::minTargetingDistance = 15;
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$helicopter::useTargetAudio = false;
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datablock AudioProfile(HeliturretFireSound)
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{
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filename = "fx/vehicles/tank_chaingun.wav";
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description = AudioDefaultLooping3d;
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preload = true;
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effect = AssaultChaingunFireEffect;
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};
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datablock ParticleEmitterData(WhiteHorseHeatSeekerFireEffectEmitter)
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{
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ejectionPeriodMS = 5;
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periodVarianceMS = 0;
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ejectionOffset = 1.2;
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ejectionVelocity = 10.0;
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velocityVariance = 0.0;
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thetaMin = 179.0;
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thetaMax = 180.0;
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lifetimeMS = 20;
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particles = "BazookaFireEffectSmoke";
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};
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//**************************************************************
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// VEHICLE CHARACTERISTICS
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//**************************************************************
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datablock FlyingVehicleData(helicopter) : 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_scout.dts";
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multipassenger = false;
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computeCRC = true;
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debrisShapeName = "vehicle_air_scout.dts";
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debris = MeShapeDebris;
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renderWhenDestroyed = false;
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drag = 0.15;
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density = 1.0;
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mountPose[0] = sitting;
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mountPose[1] = sitting;
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numMountPoints = 2;
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isProtectedMountPoint[0] = false;
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isProtectedMountPoint[1] = false;
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cameraMaxDist = 15;
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cameraOffset = 2.5;
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cameraLag = 0.9;
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explosion = MeVehicleExplosion;
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explosionDamage = 1.0;
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explosionRadius = 10.0;
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maxDamage = 2.0;
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destroyedLevel = 2.0;
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HDAddMassLevel = 1.6; //if damage is above this Heavy Damage effects kick in
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HDMassImage = LflyerHDMassImage; //this is the mass image that mounts when heavy damage kicks in
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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 = 10; // Linear Drag (eventually slows you down when not thrusting...constant drag)
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rotationalDrag = 700; // 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 = 400; // Angular stabilizer force (this force levels you out when autostabilizer kicks in)
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autoLinearForce = 300; // Linear stabilzer force (this slows you down when autostabilizer kicks in)
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autoInputDamping = 0.95; // 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 = 4; // 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 = 10; // Horizontal jets (W,S,D,A key thrust)
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steeringForce = 620; // Steering jets (force applied when you move the mouse)
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steeringRollForce = 35; // Steering jets (how much you heel over when you turn)
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rollForce = 20; // was 20 Auto-roll (self-correction to right you after you roll/invert)
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hoverHeight = 1; // Height off the ground at rest
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createHoverHeight = 3; // Height off the ground when created
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maxForwardSpeed = 50; // speed in which forward thrust force is no longer applied (meters/second)
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// Turbo Jet
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jetForce = 1250; // 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 = 125; // 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 = 10; // If hit ground at speed above this then it's an impact. Meters/second
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speedDamageScale = 0.07;
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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 = 45; // The speed your contrail shows up at.
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trailEmitter = ContrailEmitter;
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forwardJetEmitter = FlyerJetEmitter;
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downJetEmitter = FlyerJetEmitter;
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//
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jetSound = ScoutFlyerThrustSound;
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engineSound = 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] = MeLightDamageSmoke;
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damageEmitter[1] = MeHeavyDamageSmoke;
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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] = 0.4;
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damageLevelTolerance[1] = 0.8;
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numDmgEmitterAreas = 1;
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minMountDist = 4;
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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 = 'WhiteHorse';
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targetTypeTag = 'Assault Chopper';
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sensorData = combatSensor;
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sensorRadius = combatSensor.detectRadius;
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sensorColor = "9 9 255";
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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] = 24;
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max[MissileLauncherAmmo] = 8;
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max[PlasmaAmmo] = 12;
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numWeapons = 2;
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replaceTime = 120;
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};
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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------
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datablock TargetProjectileData(GunshipTlProj)
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{
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directDamage = 0.0;
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hasDamageRadius = false;
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indirectDamage = 0.0;
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damageRadius = 0.0;
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velInheritFactor = 1.0;
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maxRifleRange = 1500;
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beamColor = "0.0 0.0 0.0";
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startBeamWidth = 0; //0.02
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pulseBeamWidth = 0; //0.025
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beamFlareAngle = 3.0;
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minFlareSize = 0.0;
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maxFlareSize = 0.0;
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pulseSpeed = 6.0;
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pulseLength = 0.150;
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textureName[0] = "special/nonlingradient";
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textureName[1] = "special/flare";
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textureName[2] = "special/pulse";
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textureName[3] = "special/expFlare";
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beacon = true;
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};
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datablock SeekerProjectileData(HelicopterMissile)
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{
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casingShapeName = "weapon_missile_casement.dts";
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projectileShapeName = "weapon_missile_projectile.dts";
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hasDamageRadius = true;
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indirectDamage = 0.6;
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damageRadius = 9.0;
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radiusDamageType = $DamageType::MissileTurret;
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kickBackStrength = 1000;
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flareDistance = 200;
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flareAngle = 30;
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minSeekHeat = 0.0;
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explosion = "MissileExplosion";
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velInheritFactor = 0.0;
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splash = MissileSplash;
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baseEmitter = TankArtillerySmokeEmitter;
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delayEmitter = MissileFireEmitter;
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puffEmitter = MissilePuffEmitter;
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lifetimeMS = 5000;
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gravityMod = 0.4;
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muzzleVelocity = 250.0;
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turningSpeed = 0.0;
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proximityRadius = 4;
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terrainAvoidanceSpeed = 220;
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terrainScanAhead = 50;
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terrainHeightFail = 50;
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terrainAvoidanceRadius = 50;
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useFlechette = true;
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flechetteDelayMs = 100;
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casingDeb = FlechetteDebris;
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};
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datablock SeekerProjectileData(HammerATMissile)
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{
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casingShapeName = "weapon_missile_casement.dts";
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projectileShapeName = "weapon_missile_projectile.dts";
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hasDamageRadius = true;
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indirectDamage = 2.8;
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damageRadius = 17.5;
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radiusDamageType = $DamageType::Missile;
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kickBackStrength = 500;
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explosion = "MissileExplosion";
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splash = MissileSplash;
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velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
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// is cranked up to full so the missile doesn't start
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// out behind the player when the player is moving
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// very quickly - bramage
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baseEmitter = MissileSmokeEmitter;
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delayEmitter = MissileFireEmitter;
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puffEmitter = MissilePuffEmitter;
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bubbleEmitter = GrenadeBubbleEmitter;
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bubbleEmitTime = 1.0;
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exhaustEmitter = MissileLauncherExhaustEmitter;
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exhaustTimeMs = 300;
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exhaustNodeName = "muzzlePoint1";
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lifetimeMS = 15000; // z0dd - ZOD, 4/14/02. Was 6000
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muzzleVelocity = 10.0;
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maxVelocity = 200.0; // z0dd - ZOD, 4/14/02. Was 80.0
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turningSpeed = 40.0;
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acceleration = 100.0;
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proximityRadius = 5;
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terrainAvoidanceSpeed = 90;
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terrainScanAhead = 25;
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terrainHeightFail = 12;
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terrainAvoidanceRadius = 100;
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flareDistance = 200;
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flareAngle = 30;
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minSeekHeat = 0.0;
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sound = MissileProjectileSound;
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hasLight = true;
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lightRadius = 5.0;
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lightColor = "0.2 0.05 0";
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useFlechette = true;
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flechetteDelayMs = 750;
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casingDeb = FlechetteDebris;
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explodeOnWaterImpact = true;
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};
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//**************************************************************
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// WEAPONS
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//**************************************************************
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datablock ShapeBaseImageData(HelicopterMissilePairImage)
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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 = HelicopterMissile;
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projectileType = SeekerProjectile;
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mountPoint = 10;
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offset = "1.0 1 0.5";
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projectileSpread = 1.0 / 1000.0;
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usesEnergy = false;
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useMountEnergy = true;
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minEnergy = 1;
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fireEnergy = 1;
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fireTimeout = 125;
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emap = true;
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//--------------------------------------
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stateName[0] = "Activate";
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stateSequence[0] = "Activate";
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stateAllowImageChange[0] = false;
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stateTimeoutValue[0] = 0.5;
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stateTransitionOnTimeout[0] = "Ready";
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stateTransitionOnNoAmmo[0] = "NoAmmo";
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//--------------------------------------
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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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//--------------------------------------
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stateName[2] = "NoAmmo";
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stateTransitionOnAmmo[2] = "AmmoLoading";
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stateSpinThread[2] = Stop;
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stateTransitionOnTriggerDown[2] = "DryFire";
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//--------------------------------------
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stateName[3] = "Spinup";
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stateSpinThread[3] = SpinUp;
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stateTimeoutValue[3] = 0.01;
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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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//--------------------------------------
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stateName[4] = "Fire";
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stateSpinThread[4] = FullSpeed;
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stateRecoil[4] = LightRecoil;
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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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stateSound[4] = ShrikeBlasterFire;
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stateTimeoutValue[4] = 0.15;
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stateTransitionOnTimeout[4] = "checkState";
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//--------------------------------------
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stateName[5] = "Spindown";
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stateSpinThread[5] = SpinDown;
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stateTimeoutValue[5] = 0.01;
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stateWaitForTimeout[5] = false;
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stateTransitionOnTimeout[5] = "Ready";
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stateTransitionOnTriggerDown[5] = "Spinup";
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//--------------------------------------
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stateName[6] = "EmptySpindown";
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// stateSound[6] = ChaingunSpindownSound;
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stateSpinThread[6] = SpinDown;
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stateTransitionOnAmmo[6] = "Ready";
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stateTimeoutValue[6] = 0.01;
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stateTransitionOnTimeout[6] = "NoAmmo";
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//--------------------------------------
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stateName[7] = "DryFire";
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stateSound[7] = ShrikeBlasterDryFireSound;
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stateTransitionOnTriggerUp[7] = "NoAmmo";
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stateTimeoutValue[7] = 1.0;
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stateTransitionOnTimeout[7] = "NoAmmo";
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stateName[8] = "checkState";
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stateTransitionOnTriggerUp[8] = "Spindown";
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stateTransitionOnNoAmmo[8] = "EmptySpindown";
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stateTimeoutValue[8] = 0.01;
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stateTransitionOnTimeout[8] = "ready";
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stateName[9] = "AmmoLoading";
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stateSound[9] = MissileReloadSound;
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stateTimeoutValue[9] = 0.1;
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stateAllowImageChange[9] = false;
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stateTransitionOnTimeout[9] = "Ready";
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};
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datablock ShapeBaseImageData(HelicopterMissileImage) : HelicopterMissilePairImage
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{
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//**original** offset = "-.73 0 0";
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offset = "-1.0 1 0.5";
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stateScript[3] = "onTriggerDown";
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stateTimeoutValue[3] = 0.08;
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stateScript[5] = "onTriggerUp";
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stateScript[6] = "onTriggerUp";
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};
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datablock SeekerProjectileData(Heli_heavy)
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{
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casingShapeName = "weapon_missile_casement.dts";
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projectileShapeName = "weapon_missile_projectile.dts";
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hasDamageRadius = true;
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indirectDamage = 0.75;
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damageRadius = 10.0;
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radiusDamageType = $DamageType::MissileTurret;
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kickBackStrength = 900;
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flareDistance = 200;
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flareAngle = 30;
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minSeekHeat = 0.6;
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explosion = "MissileExplosion";
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velInheritFactor = 1.0;
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splash = MissileSplash;
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baseEmitter = MissileSmokeEmitter;
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delayEmitter = MissileFireEmitter;
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puffEmitter = MissilePuffEmitter;
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lifetimeMS = 10000; // z0dd - ZOD, 4/14/02. Was 6000
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muzzleVelocity = 70.0;
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maxVelocity = 250.0; // z0dd - ZOD, 4/14/02. Was 80.0
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turningSpeed = 45.0;
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acceleration = 80.0;
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proximityRadius = 7;
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terrainAvoidanceSpeed = 100;
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terrainScanAhead = 1;
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terrainHeightFail = 1;
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terrainAvoidanceRadius = 20;
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useFlechette = true;
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flechetteDelayMs = 225;
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casingDeb = FlechetteDebris;
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};
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datablock ShapeBaseImageData(HelicopterATMissileImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_energy_vehicle.dts";
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item = MissileLauncher;
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ammo = MissileLauncherAmmo;
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projectile = Heli_heavy;
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projectileType = SeekerProjectile;
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mountPoint = 10;
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offset = "1.1 -4.5 2.5"; // L/R - F/B - T/B
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usesEnergy = false;
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useMountEnergy = true;
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fireEnergy = 0.0;
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minEnergy = 0.0;
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "WaitFire1";
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stateTimeoutValue[0] = 1;
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stateSequence[0] = "Activate";
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stateName[1] = "WaitFire1";
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stateTransitionOnTriggerDown[1] = "Fire1";
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stateTransitionOnNoAmmo[1] = "NoAmmo1";
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stateName[2] = "Fire1";
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stateTransitionOnTimeout[2] = "Reload1";
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stateTimeoutValue[2] = 0.1;
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stateFire[2] = true;
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stateEmitter[2] = "WhiteHorseHeatSeekerFireEffectEmitter";
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stateEmitterNode[2] = "muzzlepoint1";
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stateEmitterTime[2] = 1;
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stateAllowImageChange[2] = false;
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stateSequence[2] = "Fire";
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stateScript[2] = "onFire";
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stateSound[2] = MissileFireSound;
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stateName[3] = "Reload1";
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stateSequence[3] = "Reload";
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stateTimeoutValue[3] = 0.3;
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stateAllowImageChange[3] = false;
|
|
stateTransitionOnTimeout[3] = "WaitFire2";
|
|
stateTransitionOnNoAmmo[3] = "NoAmmo1";
|
|
|
|
stateName[4] = "NoAmmo1";
|
|
stateTransitionOnAmmo[4] = "AmmoLoading1";
|
|
stateSequence[4] = "NoAmmo1";
|
|
stateTransitionOnTriggerDown[4] = "DryFire1";
|
|
|
|
stateName[5] = "DryFire1";
|
|
stateSound[5] = BomberTurretDryFireSound;
|
|
stateTimeoutValue[5] = 0.75;
|
|
stateTransitionOnTimeout[5] = "NoAmmo1";
|
|
|
|
stateName[6] = "WaitFire2";
|
|
stateTransitionOnTriggerDown[6] = "Fire2";
|
|
stateTransitionOnNoAmmo[6] = "NoAmmo2";
|
|
|
|
stateName[7] = "Fire2";
|
|
stateTransitionOnTimeout[7] = "Reload2";
|
|
stateTimeoutValue[7] = 0.1;
|
|
stateScript[7] = "FirePair";
|
|
|
|
stateName[8] = "Reload2";
|
|
stateSequence[8] = "Reload";
|
|
stateTimeoutValue[8] = 0.3;
|
|
stateAllowImageChange[8] = false;
|
|
stateTransitionOnTimeout[8] = "WaitFire1";
|
|
stateTransitionOnNoAmmo[8] = "NoAmmo2";
|
|
|
|
stateName[9] = "NoAmmo2";
|
|
stateTransitionOnAmmo[9] = "AmmoLoading2";
|
|
stateSequence[9] = "NoAmmo2";
|
|
stateTransitionOnTriggerDown[9] = "DryFire2";
|
|
|
|
stateName[10] = "DryFire2";
|
|
stateSound[10] = BomberTurretDryFireSound;
|
|
stateTimeoutValue[10] = 0.75;
|
|
stateTransitionOnTimeout[10] = "NoAmmo2";
|
|
|
|
stateName[11] = "AmmoLoading1";
|
|
stateSound[11] = MissileReloadSound;
|
|
stateTimeoutValue[11] = 0.1;
|
|
stateAllowImageChange[11] = false;
|
|
stateTransitionOnTimeout[11] = "Reload1";
|
|
|
|
stateName[12] = "AmmoLoading2";
|
|
stateSound[12] = MissileReloadSound;
|
|
stateTimeoutValue[12] = 0.1;
|
|
stateAllowImageChange[12] = false;
|
|
stateTransitionOnTimeout[12] = "Reload2";
|
|
};
|
|
|
|
datablock ShapeBaseImageData(HelicopterATMissileImage2)
|
|
{
|
|
className = WeaponImage;
|
|
shapeFile = "weapon_energy_vehicle.dts";
|
|
item = MissileLauncher;
|
|
ammo = MissileLauncherAmmo;
|
|
projectile = Heli_heavy;
|
|
projectileType = SeekerProjectile;
|
|
|
|
mountPoint = 10;
|
|
offset = "-1.1 -4.5 2.5";
|
|
|
|
usesEnergy = false;
|
|
useMountEnergy = true;
|
|
fireEnergy = 0.0;
|
|
minEnergy = 0.0;
|
|
|
|
stateName[0] = "WaitFire";
|
|
stateTransitionOnTriggerDown[0] = "Fire";
|
|
|
|
stateName[1] = "Fire";
|
|
stateTransitionOnTimeout[1] = "StopFire";
|
|
stateTimeoutValue[1] = 0.1;
|
|
stateFire[1] = true;
|
|
stateEmitter[1] = "WhiteHorseHeatSeekerFireEffectEmitter";
|
|
stateEmitterNode[1] = "muzzlepoint1";
|
|
stateEmitterTime[1] = 1;
|
|
stateAllowImageChange[1] = false;
|
|
stateSequence[1] = "Fire";
|
|
stateScript[1] = "onFire";
|
|
stateSound[1] = BomberTurretFireSound;
|
|
|
|
stateName[2] = "StopFire";
|
|
stateTimeoutValue[2] = 0.1;
|
|
stateTransitionOnTimeout[2] = "WaitFire";
|
|
stateScript[2] = "stopFire";
|
|
};
|
|
|
|
datablock ShapeBaseImageData(HelicopterMissileParam)
|
|
{
|
|
mountPoint = 2;
|
|
shapeFile = "turret_missile_large.dts";
|
|
|
|
projectile = Heli_heavy;
|
|
projectileType = SeekerProjectile;
|
|
|
|
isSeeker = true;
|
|
seekRadius = $Bomber::SeekRadius;
|
|
maxSeekAngle = 45;
|
|
seekTime = 0.5;
|
|
minSeekHeat = 0.6;
|
|
minTargetingDistance = 50;
|
|
useTargetAudio = true;
|
|
};
|
|
|
|
datablock ShapeBaseImageData(HATDummy)
|
|
{
|
|
shapeFile = "stackable2m.dts";
|
|
mountPoint = 10;
|
|
offset = "1.1 -5 2.5";
|
|
rotation = "1 0 0 90";
|
|
mass = 20;
|
|
emap = true;
|
|
};
|
|
|
|
datablock ShapeBaseImageData(HATDummy2)
|
|
{
|
|
shapeFile = "stackable2m.dts";
|
|
mountPoint = 10;
|
|
offset = "-1.1 -5 2.5";
|
|
rotation = "1 0 0 90";
|
|
mass = 20;
|
|
emap = true;
|
|
};
|
|
|
|
function HelicopterATMissileImage::onFire(%data,%obj,%slot)
|
|
{
|
|
%p = Parent::onFire(%data, %obj, %slot);
|
|
%obj.getMountNodeObject(0).decInventory(%data.ammo, 1);
|
|
MissileSet.add(%p);
|
|
|
|
if (%obj.getControllingClient())
|
|
%target = %obj.getLockedTarget();
|
|
else
|
|
%target = %obj.getTargetObject();
|
|
|
|
%homein = missileCheckAirTarget(%target);
|
|
if(%target && %homein)
|
|
%p.setObjectTarget(%target);
|
|
else if(%obj.isLocked())
|
|
%p.setPositionTarget(%obj.getLockedPosition());
|
|
else
|
|
%p.setNoTarget();
|
|
}
|
|
|
|
function HelicopterATMissileImage2::onFire(%data,%obj,%slot)
|
|
{
|
|
%p = Parent::onFire(%data, %obj, %slot);
|
|
%obj.getMountNodeObject(0).decInventory(%data.ammo, 1);
|
|
MissileSet.add(%p);
|
|
|
|
if (%obj.getControllingClient())
|
|
%target = %obj.getLockedTarget();
|
|
else
|
|
%target = %obj.getTargetObject();
|
|
|
|
%homein = missileCheckAirTarget(%target);
|
|
if(%target && %homein)
|
|
%p.setObjectTarget(%target);
|
|
else if(%obj.isLocked())
|
|
%p.setPositionTarget(%obj.getLockedPosition());
|
|
else
|
|
%p.setNoTarget();
|
|
}
|
|
|
|
function HelicopterATMissileImage::firePair(%this, %obj, %slot){
|
|
%obj.setImageTrigger( 5, true);
|
|
}
|
|
|
|
function HelicopterATMissileImage2::stopFire(%this, %obj, %slot){
|
|
%obj.setImageTrigger( 5, false);
|
|
}
|
|
|
|
function Helicopter::onDestroyed(%data, %obj, %prevState)
|
|
{
|
|
if(%obj.lastPilot.lastVehicle == %obj)
|
|
if(%obj.getMountNodeObject(0) == %obj.lastPilot)
|
|
schedule(200, %obj.lastPilot, "scKillPilot", %obj.lastPilot, %obj.lastDamagedBy);
|
|
if(%obj.lastBomber.lastVehicle == %obj)
|
|
if(%obj.getMountNodeObject(1) == %obj.lastBomber)
|
|
schedule(200, %obj.lastBomber, "scKillPilot", %obj.lastBomber, %obj.lastDamagedBy);
|
|
|
|
Parent::onDestroyed(%data, %obj, %prevState);
|
|
}
|
|
|
|
|
|
//-------------------------------------
|
|
// CHOPPER BELLY TURRET CHARACTERISTICS
|
|
//-------------------------------------
|
|
|
|
datablock TurretData(HeliTurret) : TurretDamageProfile
|
|
{
|
|
className = VehicleTurret;
|
|
catagory = "Turrets";
|
|
shapeFile = "turret_belly_base.dts";
|
|
preload = true;
|
|
canControl = false;
|
|
cmdCategory = "Tactical";
|
|
cmdIcon = CMDFlyingBomberIcon;
|
|
cmdMiniIconName = "commander/MiniIcons/com_bomber_grey";
|
|
|
|
mass = 1.0; // Not really relevant
|
|
repairRate = 0;
|
|
maxDamage = helicopter.maxDamage;
|
|
destroyedLevel = helicopter.destroyedLevel;
|
|
|
|
thetaMin = 90;
|
|
thetaMax = 180;
|
|
|
|
heatSignature = 0.0;
|
|
|
|
// capacitor
|
|
maxCapacitorEnergy = 500;
|
|
capacitorRechargeRate = 5.0;
|
|
|
|
inheritEnergyFromMount = true;
|
|
firstPersonOnly = true;
|
|
useEyePoint = true;
|
|
numWeapons = 2;
|
|
|
|
targetNameTag = 'Chopper Chaingun';
|
|
targetTypeTag = 'Turret';
|
|
|
|
max[ChaingunAmmo] = 400;
|
|
max[MortarAmmo] = 8;
|
|
};
|
|
|
|
datablock TracerProjectileData(Heli_CG_Bullet)
|
|
{
|
|
doDynamicClientHits = true;
|
|
|
|
directDamage = 0.1;
|
|
directDamageType = $DamageType::ACCG;
|
|
explosion = ACCGExplosion;
|
|
splash = ChaingunSplash;
|
|
|
|
hasDamageRadius = true;
|
|
indirectDamage = 0.3;
|
|
damageRadius = 2.0;
|
|
radiusDamageType = $DamageType::ACCG;
|
|
|
|
kickBackStrength = 5;
|
|
sound = ChaingunProjectile;
|
|
|
|
dryVelocity = 2500.0;
|
|
wetVelocity = 100.0;
|
|
velInheritFactor = 1.0;
|
|
fizzleTimeMS = 3000;
|
|
lifetimeMS = 6000;
|
|
explodeOnDeath = false;
|
|
reflectOnWaterImpactAngle = 0.0;
|
|
explodeOnWaterImpact = false;
|
|
deflectionOnWaterImpact = 0.0;
|
|
fizzleUnderwaterMS = 3000;
|
|
|
|
tracerLength = 40.0;
|
|
tracerAlpha = false;
|
|
tracerMinPixels = 6;
|
|
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
|
|
tracerTex[0] = "special/tracer00";
|
|
tracerTex[1] = "special/tracercross";
|
|
tracerWidth = 0.25;
|
|
crossSize = 0.20;
|
|
crossViewAng = 0.990;
|
|
renderCross = true;
|
|
|
|
decalData[0] = MG42Decal1;
|
|
decalData[1] = MG42Decal2;
|
|
decalData[2] = MG42Decal3;
|
|
decalData[3] = MG42Decal4;
|
|
decalData[4] = MG42Decal5;
|
|
decalData[5] = MG42Decal6;
|
|
|
|
hasLight = true;
|
|
lightRadius = 5.0;
|
|
lightColor = "0.5 0.5 0.175";
|
|
};
|
|
|
|
datablock ShapeBaseImageData(HeliChaingunImage)
|
|
{
|
|
className = WeaponImage;
|
|
shapeFile = "turret_tank_barrelchain.dts";
|
|
item = Chaingun;
|
|
ammo = ChaingunAmmo;
|
|
projectile = Heli_CG_Bullet;
|
|
projectileType = TracerProjectile;
|
|
projectileSpread = 1.0 / 1000.0;
|
|
emap = true;
|
|
offset = "0.07 -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;
|
|
|
|
velpredict = 0;
|
|
|
|
mountPoint = 1;
|
|
usesEnergy = false;
|
|
// useCapacitor = true;
|
|
// useMountEnergy = true;
|
|
// minEnergy = 1;
|
|
// fireEnergy = 0.1;
|
|
|
|
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";
|
|
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";
|
|
stateSequenceRandomFlash[4] = true;
|
|
stateSpinThread[4] = FullSpeed;
|
|
stateSound[4] = HeliturretFireSound;
|
|
//stateRecoil[4] = LightRecoil;
|
|
stateAllowImageChange[4] = false;
|
|
stateScript[4] = "onFire";
|
|
stateFire[4] = true;
|
|
stateEjectShell[4] = true;
|
|
stateTimeoutValue[4] = 0.07;
|
|
stateTransitionOnTimeout[4] = "Fire";
|
|
stateTransitionOnTriggerUp[4] = "Spindown";
|
|
stateTransitionOnNoAmmo[4] = "EmptySpindown";
|
|
|
|
stateName[5] = "Spindown";
|
|
stateSound[5] = ChaingunSpinDownSound;
|
|
stateSpinThread[5] = SpinDown;
|
|
stateTimeoutValue[5] = 0.5;
|
|
stateWaitForTimeout[5] = true;
|
|
stateTransitionOnTimeout[5] = "Ready";
|
|
stateTransitionOnTriggerDown[5] = "Spinup";
|
|
|
|
stateName[6] = "EmptySpindown";
|
|
//stateSound[6] = ChaingunSpinDownSound;
|
|
stateSpinThread[6] = SpinDown;
|
|
stateTimeoutValue[6] = 0.5;
|
|
stateTransitionOnTimeout[6] = "NoAmmo";
|
|
|
|
stateName[7] = "DryFire";
|
|
stateSound[7] = ShrikeBlasterDryFireSound;
|
|
stateTimeoutValue[7] = 0.5;
|
|
stateTransitionOnTimeout[7] = "NoAmmo";
|
|
};
|
|
|
|
datablock ShapeBaseImageData(HelicopterTATMissileImage)
|
|
{
|
|
className = WeaponImage;
|
|
shapeFile = "stackable2m.dts";
|
|
item = MissileLauncher;
|
|
ammo = MortarAmmo;
|
|
projectile = HammerATMissile;
|
|
projectileType = SeekerProjectile;
|
|
|
|
mountPoint = 1;
|
|
offset = "-0.9 -0.1 -0.3";
|
|
rotation = "1 0 0 90";
|
|
|
|
usesEnergy = false;
|
|
useMountEnergy = true;
|
|
fireEnergy = 0.0;
|
|
minEnergy = 0.0;
|
|
|
|
stateName[0] = "Activate";
|
|
stateTransitionOnTimeout[0] = "WaitFire1";
|
|
stateTimeoutValue[0] = 1;
|
|
stateSequence[0] = "Activate";
|
|
|
|
stateName[1] = "WaitFire1";
|
|
stateTransitionOnTriggerDown[1] = "Fire1";
|
|
stateTransitionOnNoAmmo[1] = "NoAmmo1";
|
|
|
|
stateName[2] = "Fire1";
|
|
stateTransitionOnTimeout[2] = "Reload1";
|
|
stateTimeoutValue[2] = 0.5;
|
|
stateFire[2] = true;
|
|
stateAllowImageChange[2] = false;
|
|
stateSequence[2] = "Fire";
|
|
stateScript[2] = "onFire";
|
|
stateSound[2] = MissileFireSound;
|
|
|
|
stateName[3] = "Reload1";
|
|
stateSequence[3] = "Reload";
|
|
stateTimeoutValue[3] = 2.0;
|
|
stateAllowImageChange[3] = false;
|
|
stateTransitionOnTimeout[3] = "WaitFire2";
|
|
stateTransitionOnNoAmmo[3] = "NoAmmo1";
|
|
|
|
stateName[4] = "NoAmmo1";
|
|
stateTransitionOnAmmo[4] = "AmmoLoading1";
|
|
stateSequence[4] = "NoAmmo1";
|
|
stateTransitionOnTriggerDown[4] = "DryFire1";
|
|
|
|
stateName[5] = "DryFire1";
|
|
stateSound[5] = BomberTurretDryFireSound;
|
|
stateTimeoutValue[5] = 0.75;
|
|
stateTransitionOnTimeout[5] = "NoAmmo1";
|
|
|
|
stateName[6] = "WaitFire2";
|
|
stateTransitionOnTriggerDown[6] = "Fire2";
|
|
stateTransitionOnNoAmmo[6] = "NoAmmo2";
|
|
|
|
stateName[7] = "Fire2";
|
|
stateTransitionOnTimeout[7] = "Reload2";
|
|
stateTimeoutValue[7] = 0.5;
|
|
stateScript[7] = "FirePair";
|
|
|
|
stateName[8] = "Reload2";
|
|
stateSequence[8] = "Reload";
|
|
stateTimeoutValue[8] = 4.5;
|
|
stateAllowImageChange[8] = false;
|
|
stateTransitionOnTimeout[8] = "WaitFire1";
|
|
stateTransitionOnNoAmmo[8] = "NoAmmo2";
|
|
|
|
stateName[9] = "NoAmmo2";
|
|
stateTransitionOnAmmo[9] = "AmmoLoading2";
|
|
stateSequence[9] = "NoAmmo2";
|
|
stateTransitionOnTriggerDown[9] = "DryFire2";
|
|
|
|
stateName[10] = "DryFire2";
|
|
stateSound[10] = BomberTurretDryFireSound;
|
|
stateTimeoutValue[10] = 0.75;
|
|
stateTransitionOnTimeout[10] = "NoAmmo2";
|
|
|
|
stateName[11] = "AmmoLoading1";
|
|
stateSound[11] = MissileReloadSound;
|
|
stateTimeoutValue[11] = 0.1;
|
|
stateAllowImageChange[11] = false;
|
|
stateTransitionOnTimeout[11] = "Reload1";
|
|
|
|
stateName[12] = "AmmoLoading2";
|
|
stateSound[12] = MissileReloadSound;
|
|
stateTimeoutValue[12] = 0.1;
|
|
stateAllowImageChange[12] = false;
|
|
stateTransitionOnTimeout[12] = "Reload2";
|
|
};
|
|
|
|
datablock ShapeBaseImageData(HelicopterTATMissileImage2)
|
|
{
|
|
className = WeaponImage;
|
|
shapeFile = "stackable2m.dts";
|
|
item = MissileLauncher;
|
|
ammo = MortarAmmo;
|
|
projectile = HammerATMissile;
|
|
projectileType = SeekerProjectile;
|
|
|
|
mountPoint = 1;
|
|
offset = "0.9 -0.1 -0.3";
|
|
rotation = "1 0 0 90";
|
|
|
|
usesEnergy = false;
|
|
useMountEnergy = true;
|
|
fireEnergy = 0.0;
|
|
minEnergy = 0.0;
|
|
|
|
stateName[0] = "WaitFire";
|
|
stateTransitionOnTriggerDown[0] = "Fire";
|
|
|
|
stateName[1] = "Fire";
|
|
stateTransitionOnTimeout[1] = "StopFire";
|
|
stateTimeoutValue[1] = 0.1;
|
|
stateFire[1] = true;
|
|
stateAllowImageChange[1] = false;
|
|
stateSequence[1] = "Fire";
|
|
stateScript[1] = "onFire";
|
|
stateSound[1] = BomberTurretFireSound;
|
|
|
|
stateName[2] = "StopFire";
|
|
stateTimeoutValue[2] = 2.0;
|
|
stateTransitionOnTimeout[2] = "WaitFire";
|
|
stateScript[2] = "stopFire";
|
|
};
|
|
|
|
datablock TurretImageData(HeliTurretParam)
|
|
{
|
|
mountPoint = 1;
|
|
shapeFile = "turret_muzzlepoint.dts";
|
|
|
|
Projectile = Shrike_special_gun;
|
|
ProjectileType = TracerProjectile;
|
|
};
|
|
|
|
datablock TurretImageData(GunshipTL)
|
|
{
|
|
className = WeaponImage;
|
|
shapeFile = "turret_muzzlepoint.dts";
|
|
mountPoint = 1;
|
|
offset = "0 0 0";
|
|
|
|
projectile = GunshipTlProj;
|
|
projectileType = TargetProjectile;
|
|
deleteLastProjectile = false;
|
|
|
|
usesEnergy = true;
|
|
useMountEnergy = true;
|
|
useCapacitor = false;
|
|
minEnergy = 0;
|
|
fireEnergy = 1.0;
|
|
|
|
stateName[0] = "Activate";
|
|
stateSequence[0] = "Activate";
|
|
stateTimeoutValue[0] = 0.1;
|
|
stateTransitionOnTimeout[0] = "Ready";
|
|
|
|
stateName[1] = "Ready";
|
|
stateTransitionOnTriggerDown[1] = "Fire";
|
|
|
|
stateName[2] = "Fire";
|
|
stateEnergyDrain[2] = 0;
|
|
stateFire[2] = true;
|
|
stateScript[2] = "onFire";
|
|
stateTransitionOnTriggerUp[2] = "Deconstruct";
|
|
|
|
stateName[3] = "Deconstruct";
|
|
stateScript[3] = "onDecon";
|
|
stateTimeoutValue[3] = 0.1;
|
|
stateTransitionOnTimeout[3] = "Ready";
|
|
};
|
|
|
|
function HelicopterTATMissileImage::firePair(%this, %obj, %slot){
|
|
%obj.setImageTrigger( 4, true);
|
|
}
|
|
|
|
function HelicopterTATMissileImage2::stopFire(%this, %obj, %slot){
|
|
%obj.setImageTrigger( 4, false);
|
|
}
|
|
|
|
function HelicopterTATMissileImage::onFire(%data,%obj,%slot)
|
|
{
|
|
%p = Parent::onFire(%data, %obj, %slot);
|
|
MissileSet.add(%p);
|
|
if(isObject(%obj.TL))
|
|
%p.setObjectTarget(%obj.TL.beacon);
|
|
%p.HATlockon = schedule(500, 0, "HammerATlockon", %p);
|
|
// %p.CGMing = schedule(500, 0, "startCGM", %p);
|
|
}
|
|
|
|
function HelicopterTATMissileImage2::onFire(%data,%obj,%slot)
|
|
{
|
|
%p = Parent::onFire(%data, %obj, %slot);
|
|
MissileSet.add(%p);
|
|
if(isObject(%obj.TL))
|
|
%p.setObjectTarget(%obj.TL.beacon);
|
|
%p.HATlockon = schedule(500, 0, "HammerATlockon", %p);
|
|
// %p.CGMing = schedule(500, 0, "startCGM", %p);
|
|
}
|
|
|
|
//******************************************************
|
|
// vehicle.cs and weapturretcode.cs functions
|
|
//******************************************************
|
|
|
|
|
|
//----------------------------
|
|
// Helicopter FLIER
|
|
//----------------------------
|
|
|
|
function helicopter::onAdd(%this, %obj)
|
|
{
|
|
Parent::onAdd(%this, %obj);
|
|
if (%obj.clientControl)
|
|
serverCmdResetControlObject(%obj.clientControl);
|
|
|
|
%obj.mountImage(HelicopterMissileParam, 0);
|
|
%obj.mountImage(HelicopterMissileImage, 2);
|
|
%obj.mountImage(HelicopterMissilePairImage, 3);
|
|
%obj.mountImage(HelicopterATMissileImage, 4);
|
|
%obj.mountImage(HelicopterATMissileImage2, 5);
|
|
%obj.mountImage(HATDummy, 6);
|
|
%obj.mountImage(HATDummy2, 7);
|
|
%obj.selectedWeapon = 1;
|
|
%obj.nextWeaponFire = 2;
|
|
%obj.setInventory(chaingunammo, 24);
|
|
%obj.setInventory(MissileLauncherAmmo, 8);
|
|
%obj.setInventory(PlasmaAmmo, 12);
|
|
%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(AIAimingTurretBarrel, 0);
|
|
%turret.mountImage(helichaingunimage, 2);
|
|
%turret.mountImage(HelicopterTATMissileImage, 3);
|
|
%turret.mountImage(HelicopterTATMissileImage2, 4);
|
|
%turret.mountImage(gunshipTL,5);
|
|
%turret.setInventory(MortarAmmo, 8);
|
|
%turret.setInventory(ChaingunAmmo, 400);
|
|
%obj.turretObject = %turret;
|
|
%turret.setCapacitorRechargeRate( %turret.getDataBlock().capacitorRechargeRate );
|
|
%turret.vehicleMounted = %obj;
|
|
%turret.setAutoFire(false);
|
|
setTargetSensorGroup(%turret.getTarget(), %turret.team);
|
|
setTargetNeverVisMask(%turret.getTarget(), 0xffffffff);
|
|
}
|
|
|
|
function helicopter::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(2000, delete);
|
|
if(isObject(%turret.TL))
|
|
%turret.TL.delete();
|
|
}
|
|
|
|
function helicopter::playerMounted(%data, %obj, %player, %node)
|
|
{
|
|
bottomPrint(%player.client, "Helicopter: WEPS 1.mini anti ground dumbfire rockets 2.Seeking Missiles turreter.EXP Shell chaingun ***flare grenade on grenade key thanks to cracktrooper***", 5, 2 );
|
|
$numVWeapons = 2;
|
|
|
|
if (%obj.clientControl)
|
|
serverCmdResetControlObject(%obj.clientControl);
|
|
|
|
if (%node == 0)
|
|
{
|
|
%player.setPilot(true);
|
|
commandToClient(%player.client, 'setHudMode', 'Pilot', "apache", %node);
|
|
commandToClient(%player.client, 'SetWeaponryVehicleKeys', true);
|
|
%obj.selectedWeapon = 1;
|
|
|
|
%ammoAmt = %player.inv[MissileLauncherAmmo];
|
|
if(%ammoAmt)
|
|
%obj.setInventory(MissileLauncherAmmo, 8);
|
|
|
|
%ammoAmt = %player.inv[chaingunAmmo];
|
|
if(%ammoAmt)
|
|
%obj.incInventory(chaingunAmmo, %ammoAmt);
|
|
|
|
%ammoAmt = %player.inv[chaingunAmmo];
|
|
if(%ammoAmt)
|
|
%obj.incInventory(PlasmaAmmo, 12);
|
|
}
|
|
else if (%node == 1)
|
|
{
|
|
%turret = %obj.getMountNodeObject(10);
|
|
%player.vehicleTurret = %turret;
|
|
%player.setTransform("0 0 0 0 0 1 0");
|
|
%player.lastWeapon = %player.getMountedImage($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;
|
|
%ammoAmt = %player.inv[MortarAmmo];
|
|
if(%ammoAmt)
|
|
%obj.turretobject.setInventory(MortarAmmo, 8);
|
|
|
|
%ammoAmt = %player.inv[chaingunAmmo];
|
|
if(%ammoAmt)
|
|
%obj.turretobject.setInventory(chaingunAmmo, 400);
|
|
setTargetSensorGroup(%turret.getTarget(), %player.team);
|
|
}
|
|
// 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 helicopter::onTrigger(%data, %obj, %trigger, %state)
|
|
{
|
|
if(%trigger == 0)
|
|
{
|
|
switch (%state) {
|
|
case 0:
|
|
%obj.fireWeapon = false;
|
|
%obj.setImageTrigger(2, false);
|
|
%obj.setImageTrigger(3, false);
|
|
%obj.setImageTrigger(4, 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, false);
|
|
%obj.setImageTrigger(4, true);
|
|
}
|
|
}
|
|
}
|
|
else if (%trigger ==4) // Throw flare
|
|
{
|
|
switch (%state)
|
|
{
|
|
case 0:
|
|
%obj.fireWeapon = false;
|
|
case 1:
|
|
if (%obj.inv[PlasmaAmmo] > 0)
|
|
{
|
|
%obj.fireWeapon = true;
|
|
%obj.decInventory(PlasmaAmmo, 2);
|
|
%vec = vectornormalize(vectorcross(%obj.getForwardvector(),%obj.getUpVector()));
|
|
%p = new FlareProjectile()
|
|
{
|
|
dataBlock = VFlareGrenadeProj;
|
|
initialDirection = %vec;
|
|
initialPosition = getBoxCenter(%obj.getWorldBox());
|
|
sourceObject = %obj;
|
|
sourceSlot = 0;
|
|
};
|
|
FlareSet.add(%p);
|
|
MissionCleanup.add(%p);
|
|
%p.schedule(6000, "delete");
|
|
%p = new FlareProjectile()
|
|
{
|
|
dataBlock = VFlareGrenadeProj;
|
|
initialDirection = vectorscale(%vec,-1);
|
|
initialPosition = getBoxCenter(%obj.getWorldBox());
|
|
sourceObject = %obj;
|
|
sourceSlot = 0;
|
|
};
|
|
FlareSet.add(%p);
|
|
MissionCleanup.add(%p);
|
|
%p.schedule(6000, "delete");
|
|
serverPlay3D(GrenadeThrowSound, getBoxCenter(%obj.getWorldBox()));
|
|
%obj.lastThrowTime[%data] = getSimTime();
|
|
%obj.throwStrength = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
function helicopter::playerDismounted(%data, %obj, %player)
|
|
{
|
|
%player.setInventory(ChaingunAmmo, 0);
|
|
%player.setInventory(MissileLauncherAmmo, 0);
|
|
%obj.fireWeapon = false;
|
|
%obj.setImageTrigger(2, false);
|
|
%obj.setImageTrigger(3, false);
|
|
%obj.setImageTrigger(4, false);
|
|
%obj.setImageTrigger(5, false);
|
|
setTargetSensorGroup(%obj.getTarget(), %obj.team);
|
|
|
|
if( %player.client.observeCount > 0 )
|
|
resetObserveFollow( %player.client, true );
|
|
}
|
|
|
|
function HelicopterMissileImage::onFire(%data,%obj,%slot)
|
|
{
|
|
%p = Parent::onFire(%data, %obj, %slot);
|
|
%obj.getMountNodeObject(0).decInventory(%data.ammo, 1);
|
|
MissileSet.add(%p);
|
|
}
|
|
|
|
function HelicopterMissilePairImage::onFire(%data,%obj,%slot)
|
|
{
|
|
%p = Parent::onFire(%data, %obj, %slot);
|
|
%obj.getMountNodeObject(0).decInventory(%data.ammo, 1);
|
|
MissileSet.add(%p);
|
|
}
|
|
|
|
function heliTurret::onDamage(%data, %obj)
|
|
{
|
|
%newDamageVal = %obj.getDamageLevel();
|
|
if(%obj.lastDamageVal !$= "")
|
|
if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal)
|
|
%obj.getObjectMount().setDamageLevel(%newDamageVal);
|
|
%obj.lastDamageVal = %newDamageVal;
|
|
}
|
|
|
|
function heliTurret::damageObject(%this, %targetObject, %sourceObject, %position, %amount, %damageType ,%vec, %client, %projectile)
|
|
{
|
|
//If vehicle turret is hit then apply damage to the vehicle
|
|
%vehicle = %targetObject.getObjectMount();
|
|
if(%vehicle)
|
|
%vehicle.getDataBlock().damageObject(%vehicle, %sourceObject, %position, %amount, %damageType, %vec, %client, %projectile);
|
|
}
|
|
|
|
function heliTurret::onTrigger(%data, %obj, %trigger, %state)
|
|
{
|
|
//error("onTrigger: trigger = " @ %trigger @ ", state = " @ %state);
|
|
//error("obj = " @ %obj @ ", class " @ %obj.getClassName());
|
|
switch (%trigger)
|
|
{
|
|
case 0:
|
|
%obj.fireTrigger = %state;
|
|
if(%obj.selectedWeapon == 1)
|
|
{
|
|
%obj.setImageTrigger(3, false);
|
|
%obj.setImageTrigger(4, false);
|
|
if(%state)
|
|
%obj.setImageTrigger(2, true);
|
|
else
|
|
%obj.setImageTrigger(2, false);
|
|
}
|
|
else
|
|
{
|
|
%obj.setImageTrigger(2, false);
|
|
if(%state)
|
|
%obj.setImageTrigger(3, true);
|
|
else
|
|
%obj.setImageTrigger(3, false);
|
|
}
|
|
case 2:
|
|
if(%state)
|
|
{
|
|
%obj.getDataBlock().playerDismount(%obj);
|
|
}
|
|
}
|
|
if(%trigger == 4)
|
|
{
|
|
switch (%state) {
|
|
case 0:
|
|
if(isObject(%obj.TL))
|
|
%obj.setImageTrigger(5, false);
|
|
else
|
|
%obj.setImageTrigger(5, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
function heliTurret::playerDismount(%data, %obj)
|
|
{
|
|
//Passenger Exiting
|
|
%player.setInventory(ChaingunAmmo, 0);
|
|
%player.setInventory(MortarAmmo, 0);
|
|
%obj.fireTrigger = 0;
|
|
%obj.setImageTrigger(2, false);
|
|
%obj.setImageTrigger(3, false);
|
|
%obj.setImageTrigger(4, false);
|
|
%obj.setImageTrigger(5, false);
|
|
%client = %obj.getControllingClient();
|
|
%client.player.isBomber = false;
|
|
%client.player.mountVehicle = false;
|
|
if(%client.player.getState() !$= "Dead")
|
|
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
|
|
setTargetSensorGroup(%obj.getTarget(), 0);
|
|
setTargetNeverVisMask(%obj.getTarget(), 0xffffffff);
|
|
}
|
|
|
|
function HeliChaingunImage::onFire(%data,%obj,%slot)
|
|
{
|
|
%data.lightStart = getSimTime();
|
|
|
|
%vec = %obj.getMuzzleVector(%slot);
|
|
|
|
if(%data.velpredict == 1){
|
|
%target = %obj.getLockedTarget();
|
|
if(%target){
|
|
%Tpos = %target.getWorldBoxCenter();
|
|
%Opos = %obj.getMuzzlepoint(%slot);
|
|
%dist = vectorDist(%Tpos,%Opos);
|
|
%pos = vectorAdd(%Tpos, vectorScale(%target.getVelocity(),(%dist / 2500) ));
|
|
|
|
%dist = vectorDist(%pos,%Opos);
|
|
%pos = vectorAdd(%Tpos, vectorScale(%target.getVelocity(),(%dist / 2500) ));
|
|
|
|
%Tvec = vectorNormalize(vectorSub(%pos,%Opos));
|
|
%Fvec = %obj.getMuzzleVector(%slot);
|
|
if(vectorDist(%Tvec,%Fvec) <= 0.1)
|
|
%vec = vectorNormalize(vectorSub(%Tpos,%obj.getMuzzlePoint(%slot)));
|
|
}
|
|
}
|
|
|
|
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
|
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
|
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
|
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
|
|
%vector = MatrixMulVector(%mat, %vec);
|
|
%initialPos = %obj.getMuzzlePoint(%slot);
|
|
|
|
%p = new (%data.projectileType)() {
|
|
dataBlock = %data.projectile;
|
|
initialDirection = %vector;
|
|
initialPosition = %initialPos;
|
|
sourceObject = %obj;
|
|
sourceSlot = %slot;
|
|
vehicleObject = %vehicle;
|
|
};
|
|
MissionCleanup.add(%p);
|
|
|
|
if(%obj.client)
|
|
%obj.client.projectile = %p;
|
|
|
|
%obj.decInventory(%data.ammo,1);
|
|
return %p;
|
|
}
|
|
|
|
function helicopter::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
|
|
}
|
|
} |