mirror of
https://github.com/Ragora/T2-ACCM.git
synced 2026-02-03 01:31:02 +00:00
1259 lines
36 KiB
PHP
1259 lines
36 KiB
PHP
//**************************************************************
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// BEOWULF ASSAULT VEHICLE
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//**************************************************************
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datablock ParticleData( DepthChargeWaterSplashParticals )
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{
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dragCoefficient = 1;
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gravityCoefficient = 1.0;
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inheritedVelFactor = 0.2;
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constantAcceleration = 0.0;
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lifetimeMS = 3000;
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lifetimeVarianceMS = 0;
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textureName = "particleTest";
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colors[0] = "0.7 0.8 1.0 1.0";
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colors[1] = "0.7 0.8 1.0 0.5";
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colors[2] = "0.7 0.8 1.0 0.0";
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sizes[0] = 1.0;
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sizes[1] = 2.5;
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sizes[2] = 2.5;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData( DepthChargeWaterSplashEmitter )
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{
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ejectionPeriodMS = 1;
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periodVarianceMS = 0;
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ejectionVelocity = 20;
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velocityVariance = 4;
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ejectionOffset = 36.0;
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thetaMin = 27;
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thetaMax = 28;
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overrideAdvances = false;
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orientParticles = true;
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lifetimeMS = 200;
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particles = "DepthChargeWaterSplashParticals";
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};
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datablock ParticleData(DepthChargeSparks)
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{
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dragCoefficient = 0;
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gravityCoefficient = 0.0;
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inheritedVelFactor = 0.2;
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constantAcceleration = 0.0;
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lifetimeMS = 1000;
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lifetimeVarianceMS = 350;
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textureName = "special/crescent3";
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colors[0] = "0.4 0.4 1.0 1.0";
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colors[1] = "0.4 0.4 1.0 1.0";
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colors[2] = "0.4 0.4 1.0 0.0";
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sizes[0] = 5.5;
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sizes[1] = 5.5;
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sizes[2] = 5.5;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(DepthChargeSparksEmitter)
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{
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ejectionPeriodMS = 1;
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periodVarianceMS = 0;
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ejectionVelocity = 50;
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velocityVariance = 4;
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ejectionOffset = 0.0;
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thetaMin = 0;
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thetaMax = 180;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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orientParticles = true;
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lifetimeMS = 100;
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particles = "DepthChargeSparks";
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};
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datablock ParticleData(DepthChargeBubbleParticle)
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{
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dragCoefficient = 0.0;
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gravityCoefficient = -0.25;
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inheritedVelFactor = 0.0;
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constantAcceleration = 0.0;
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lifetimeMS = 3000;
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lifetimeVarianceMS = 600;
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useInvAlpha = false;
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textureName = "special/bubbles";
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spinRandomMin = -100.0;
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spinRandomMax = 100.0;
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colors[0] = "0.7 0.8 1.0 1.0";
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colors[1] = "0.7 0.8 1.0 0.4";
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colors[2] = "0.7 0.8 1.0 0.0";
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sizes[0] = 3.0;
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sizes[1] = 3.0;
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sizes[2] = 3.0;
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times[0] = 0.0;
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times[1] = 0.8;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(DepthChargeBubbleEmitter)
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{
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ejectionPeriodMS = 3;
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periodVarianceMS = 0;
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ejectionVelocity = 6.0;
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ejectionOffset = 6.0;
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velocityVariance = 3.0;
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thetaMin = 0;
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thetaMax = 80;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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particles = "DepthChargeBubbleParticle";
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};
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datablock DebrisData( DepthChargeDebris )
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{
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emitters[0] = GrenadeBubbleEmitter;
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explodeOnMaxBounce = true;
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elasticity = 0.4;
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friction = 0.2;
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lifetime = 3.0;
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lifetimeVariance = 0.7;
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numBounces = 1;
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};
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datablock ExplosionData(DepthChargeSubExplosion1)
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{
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explosionShape = "disc_explosion.dts";
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faceViewer = true;
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delayMS = 100;
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offset = 15.0;
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playSpeed = 1.5;
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sizes[0] = "2.75 2.75 2.75";
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sizes[1] = "3.5 3.5 3.5";
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sizes[2] = "1.75 1.75 1.75";
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ExplosionData(DepthChargeSubExplosion2)
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{
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explosionShape = "disc_explosion.dts";
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faceViewer= true;
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delayMS = 50;
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offset = 10.0;
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playSpeed = 0.75;
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sizes[0] = "4.5 4.5 4.5";
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sizes[1] = "5.5 5.5 5.5";
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sizes[2] = "4.0 4.0 4.0";
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ExplosionData(DepthChargeSubExplosion3)
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{
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explosionShape = "disc_explosion.dts";
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faceViewer = true;
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delayMS = 0;
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offset = 0.0;
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playSpeed = 0.5;
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sizes[0] = "6.0 6.0 6.0";
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sizes[1] = "10.0 10.0 10.0";
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sizes[2] = "6.5 6.5 6.5";
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ExplosionData(DepthChargeExplosion)
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{
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soundProfile = UnderwaterMortarExplosionSound;
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subExplosion[0] = DepthChargeSubExplosion1;
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subExplosion[1] = DepthChargeSubExplosion2;
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subExplosion[2] = DepthChargeSubExplosion3;
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emitter[0] = DepthChargeBubbleEmitter;
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emitter[1] = DepthChargeSparksEmitter;
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emitter[2] = DepthChargeWaterSplashEmitter;
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shakeCamera = true;
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camShakeFreq = "8.0 9.0 7.0";
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camShakeAmp = "100.0 100.0 100.0";
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camShakeDuration = 1.3;
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camShakeRadius = 25.0;
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debris = DepthChargeDebris;
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debrisThetaMin = 60;
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debrisThetaMax = 120;
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debrisNum = 15;
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debrisNumVariance = 5;
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debrisVelocity = 15.0;
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debrisVelocityVariance = 3.0;
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};
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datablock ExplosionData(DepthChargeExplosionShallow)
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{
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soundProfile = UnderwaterMortarExplosionSound;
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subExplosion[0] = DepthChargeSubExplosion1;
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subExplosion[1] = DepthChargeSubExplosion2;
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subExplosion[2] = DepthChargeSubExplosion3;
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emitter[0] = DepthChargeBubbleEmitter;
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emitter[1] = DepthChargeSparksEmitter;
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shakeCamera = true;
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camShakeFreq = "8.0 9.0 7.0";
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camShakeAmp = "100.0 100.0 100.0";
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camShakeDuration = 1.3;
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camShakeRadius = 25.0;
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debris = DepthChargeDebris;
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debrisThetaMin = 80;
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debrisThetaMax = 90;
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debrisNum = 15;
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debrisNumVariance = 5;
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debrisVelocity = 15.0;
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debrisVelocityVariance = 3.0;
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};
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//**************************************************************
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// VEHICLE CHARACTERISTICS
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//**************************************************************
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datablock HoverVehicleData(Boat) : TankDamageProfile
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{
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spawnOffset = "0 0 4";
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canControl = false;
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floatingGravMag = 4.5;
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catagory = "Vehicles";
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shapeFile = "vehicle_air_hapc.dts";
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multipassenger = true;
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computeCRC = true;
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renderWhenDestroyed = false;
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weaponNode = 1;
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debrisShapeName = "vehicle_air_hapc.dts";
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debris = GShapeDebris;
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drag = 0.0;
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density = 0.9;
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mountPose[0] = sitting;
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mountPose[1] = sitting;
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mountPose[2] = 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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// mountPose[1] = sitting;
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numMountPoints = 6;
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isProtectedMountPoint[0] = true;
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isProtectedMountPoint[1] = true;
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isProtectedMountPoint[2] = true;
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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 = 20;
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cameraOffset = 3;
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cameraLag = 1.5;
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explosion = HGVehicleExplosion;
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explosionDamage = 3.0;
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explosionRadius = 25.0;
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maxSteeringAngle = 0.5; // 20 deg.
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maxDamage = 10.0;
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destroyedLevel = 10.0;
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HDAddMassLevel = 7.0;
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HDMassImage = BoatHDMassImage;
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isShielded = false;
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rechargeRate = 1.0;
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energyPerDamagePoint = 135;
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maxEnergy = 1000;
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minJetEnergy = 15;
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jetEnergyDrain = 0.0;
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// Rigid Body
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mass = 2500;
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bodyFriction = 1.2;
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bodyRestitution = 0.5;
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minRollSpeed = 3;
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gyroForce = 400;
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gyroDamping = 0.3;
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stabilizerForce = 20;
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minDrag = 10;
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softImpactSpeed = 5; // Play SoftImpact Sound
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hardImpactSpeed = 10; // Play HardImpact Sound
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// Ground Impact Damage (uses DamageType::Ground)
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minImpactSpeed = 5;
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speedDamageScale = 0.005;
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// Object Impact Damage (uses DamageType::Impact)
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collDamageThresholdVel = 18;
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collDamageMultiplier = 0.005;
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dragForce = 40 / 20;
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vertFactor = 0.0;
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floatingThrustFactor = 0.0;
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mainThrustForce = 40;
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reverseThrustForce = 25;
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strafeThrustForce = 0.0;
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turboFactor = 1.0;
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brakingForce = 20;
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brakingActivationSpeed = 4;
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stabLenMin = 0.5;
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stabLenMax = 2.5;
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stabSpringConstant = 50;
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stabDampingConstant = 20;
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gyroDrag = 20;
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normalForce = 20;
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restorativeForce = 100;
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steeringForce = 12;
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rollForce = 2;
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pitchForce = 0;
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dustEmitter = TankDustEmitter;
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triggerDustHeight = 3.5;
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dustHeight = 1.0;
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dustTrailEmitter = TireEmitter;
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dustTrailOffset = "0.0 -1.0 0.5";
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triggerTrailHeight = 3.6;
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dustTrailFreqMod = 15.0;
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jetSound = AssaultVehicleThrustSound;
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engineSound = AssaultVehicleEngineSound;
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floatSound = AssaultVehicleSkid;
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softImpactSound = GravSoftImpactSound;
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hardImpactSound = HardImpactSound;
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wheelImpactSound = WheelImpactSound;
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forwardJetEmitter = TankJetEmitter;
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//
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softSplashSoundVelocity = 5.0;
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mediumSplashSoundVelocity = 10.0;
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hardSplashSoundVelocity = 15.0;
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exitSplashSoundVelocity = 10.0;
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exitingWater = VehicleExitWaterMediumSound;
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impactWaterEasy = VehicleImpactWaterSoftSound;
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impactWaterMedium = VehicleImpactWaterMediumSound;
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impactWaterHard = VehicleImpactWaterMediumSound;
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waterWakeSound = VehicleWakeMediumSplashSound;
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minMountDist = 10;
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damageEmitter[0] = SmallLightDamageSmoke;
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damageEmitter[1] = MeHGHeavyDamageSmoke;
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damageEmitter[2] = DamageBubbles;
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damageEmitterOffset[0] = "0.0 -1.5 3.5 ";
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damageLevelTolerance[0] = 0.3;
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damageLevelTolerance[1] = 0.7;
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numDmgEmitterAreas = 1;
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splashEmitter[0] = VehicleFoamDropletsEmitter;
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splashEmitter[1] = VehicleFoamEmitter;
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shieldImpact = VehicleShieldImpact;
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cmdCategory = "Tactical";
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cmdIcon = CMDGroundTankIcon;
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cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
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targetNameTag = 'Star II Heavy';
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targetTypeTag = 'GunBoat';
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sensorData = AWACSensor;
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sensorRadius = AWACSensor.detectRadius;
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sensorColor = "255 194 9";
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checkRadius = 5.5535;
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observeParameters = "1 10 10";
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runningLight[0] = TankLight1;
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runningLight[1] = TankLight2;
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runningLight[2] = TankLight3;
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runningLight[3] = TankLight4;
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shieldEffectScale = "0.9 1.0 0.6";
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showPilotInfo = 1;
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replaceTime = 90;
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};
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datablock GrenadeProjectileData(DepthChargeCharge)
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{
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projectileShapeName = "stackable1m.dts";
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emitterDelay = -1;
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directDamage = 0.0;
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hasDamageRadius = true;
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indirectDamage = 4.0;
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damageRadius = 75.0;
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radiusDamageType = $DamageType::DepthCharge;
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kickBackStrength = 0;
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explosion = "GrenadeExplosion";
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underwaterExplosion = "DepthChargeExplosionShallow";
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velInheritFactor = 0.0;
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splash = MissileSplash;
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depthTolerance = 0.01;
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baseEmitter = GrenadeSmokeEmitter;
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bubbleEmitter = GrenadeBubbleEmitter;
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grenadeElasticity = 0.0;
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grenadeFriction = 0.0;
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armingDelayMS = -1;
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gravityMod = 1.0;
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muzzleVelocity = 0.0;
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drag = 0.1;
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sound = MissileProjectileSound;
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hasLight = false;
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hasLightUnderwaterColor = false;
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};
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datablock LinearProjectileData(DepthChargeDetonation)
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{
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projectileShapeName = "mortar_projectile.dts";
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emitterDelay = -1;
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directDamage = 0.0;
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hasDamageRadius = true;
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indirectDamage = 4.0;
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damageRadius = 100;
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radiusDamageType = $DamageType::DepthCharge;
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kickBackStrength = 250;
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sound = mortarProjectileSound;
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explosion = "DepthChargeExplosion";
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underwaterExplosion = "DepthChargeExplosion";
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splash = MissileSplash;
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dryVelocity = 0;
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wetVelocity = 10;
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velInheritFactor = 0.0;
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fizzleTimeMS = 10;
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lifetimeMS = 10;
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explodeOnDeath = true;
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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 = 5000;
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hasLight = true;
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lightRadius = 100;
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lightColor = "0.4 0.2 0.0";
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hasLightUnderwaterColor = true;
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underWaterLightColor = "0.4 0.2 0.05";
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};
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datablock ShapeBaseImageData(DepthChargeDropper)
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{
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className = WeaponImage;
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shapeFile = "stackable5l.dts";
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item = Chaingun;
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ammo = ChaingunAmmo;
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projectile = DepthChargeCharge;
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projectileType = GrenadeProjectile;
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offset = "0 -5.25 0"; // L/R - F/B - T/B
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rotation = "0 0 1 180"; // L/R - F/B - T/B
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mountPoint = 10;
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usesEnergy = true;
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useMountEnergy = true;
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fireEnergy = 50.00;
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minEnergy = 50.00;
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fireTimeout = 125;
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 0.5;
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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] = 0.1;
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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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stateEmitterTime[3] = 0.2;
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stateSound[3] = AssaultMortarFireSound;
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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] = 5.0;
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stateAllowImageChange[4] = false;
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stateSound[4] = MissileReloadSound;
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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";
|
|
stateSound[6] = AssaultMortarDryFireSound;
|
|
stateTimeoutValue[6] = 1.5;
|
|
stateTransitionOnTimeout[6] = "NoAmmo";
|
|
};
|
|
|
|
function DepthChargeDropper::onFire(%data,%obj,%slot)
|
|
{
|
|
%p = Parent::onFire(%data, %obj, %slot);
|
|
%p.detboatdepthcharge = schedule(%obj.DCdepth, 0, "detDepthCharge", %p);
|
|
}
|
|
|
|
function detDepthCharge(%p)
|
|
{
|
|
if (!isObject(%p))
|
|
return;
|
|
%pn = new (LinearProjectile)() {
|
|
dataBlock = DepthChargeDetonation;
|
|
initialDirection = "0 0 -1";
|
|
initialPosition = %p.getPosition();
|
|
sourceObject = %p.sourceObject;
|
|
sourceSlot = %p.sourceSlot;
|
|
vehicleObject = %p.vehicleObject;
|
|
};
|
|
MissionCleanup.add(%pn);
|
|
%P.delete();
|
|
}
|
|
|
|
datablock TurretData(BoatTurret) : TankDamageProfile
|
|
{
|
|
className = VehicleTurret;
|
|
catagory = "Turrets";
|
|
shapeFile = "turret_base_large.dts";
|
|
preload = true;
|
|
canControl = false;
|
|
cmdCategory = "Tactical";
|
|
cmdIcon = CMDGroundTankIcon;
|
|
cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
|
|
targetNameTag = 'Boat Artillery';
|
|
targetTypeTag = 'Turret';
|
|
mass = 1.0; // Not really relevant
|
|
|
|
maxEnergy = 1000;
|
|
maxDamage = boat.maxDamage;
|
|
destroyedLevel = boat.destroyedLevel;
|
|
repairRate = 0;
|
|
|
|
thetaMin = 45;
|
|
thetaMax = 95;
|
|
|
|
inheritEnergyFromMount = true;
|
|
firstPersonOnly = true;
|
|
useEyePoint = true;
|
|
numWeapons =1;
|
|
|
|
cameraDefaultFov = 90.0;
|
|
cameraMinFov = 5.0;
|
|
cameraMaxFov = 120.0;
|
|
|
|
targetNameTag = 'Boat Artillery';
|
|
targetTypeTag = 'Turret';
|
|
|
|
explosion = HandGrenadeExplosion;
|
|
expDmgRadius = 5.0;
|
|
expDamage = 0.25;
|
|
debrisShapeName = "debris_generic_small.dts";
|
|
debris = DeployableDebris;
|
|
repairRate = 0.0;
|
|
};
|
|
|
|
datablock TurretData(BoatTurret2) : TankDamageProfile
|
|
{
|
|
className = VehicleTurret;
|
|
catagory = "Turrets";
|
|
shapeFile = "turret_base_large.dts";
|
|
preload = true;
|
|
canControl = false;
|
|
cmdCategory = "Tactical";
|
|
cmdIcon = CMDGroundTankIcon;
|
|
cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
|
|
targetNameTag = 'Boat Flak';
|
|
targetTypeTag = 'Turret';
|
|
mass = 1.0; // Not really relevant
|
|
|
|
maxEnergy = 1000;
|
|
maxDamage = boat.maxDamage;
|
|
destroyedLevel = boat.destroyedLevel;
|
|
repairRate = 0;
|
|
|
|
thetaMin = 10;
|
|
thetaMax = 80;
|
|
|
|
inheritEnergyFromMount = true;
|
|
firstPersonOnly = true;
|
|
useEyePoint = true;
|
|
numWeapons =1;
|
|
|
|
cameraDefaultFov = 90.0;
|
|
cameraMinFov = 5.0;
|
|
cameraMaxFov = 100.0;
|
|
|
|
targetNameTag = 'Boat AA';
|
|
targetTypeTag = 'Turret';
|
|
|
|
explosion = HandGrenadeExplosion;
|
|
expDmgRadius = 5.0;
|
|
expDamage = 0.25;
|
|
debrisShapeName = "debris_generic_small.dts";
|
|
debris = DeployableDebris;
|
|
repairRate = 0.0;
|
|
};
|
|
|
|
datablock TurretImageData(BoatFlakTurretBarrel)
|
|
{
|
|
shapeFile = "turret_tank_barrelchain.dts";
|
|
mountPoint = 0;
|
|
|
|
projectile = AssaultChaingunBullet;
|
|
projectileType = TracerProjectile;
|
|
|
|
casing = ShellDebris;
|
|
shellExitDir = "1.0 0.3 1.0";
|
|
shellExitOffset = "0.15 -0.56 -0.1";
|
|
shellExitVariance = 15.0;
|
|
shellVelocity = 3.0;
|
|
|
|
projectileSpread = 1.5 / 1000.0;
|
|
|
|
useCapacitor = false;
|
|
usesEnergy = true;
|
|
useMountEnergy = true;
|
|
fireEnergy = 3.0;
|
|
minEnergy = 3.0;
|
|
|
|
// Turret parameters
|
|
activationMS = 4000;
|
|
deactivateDelayMS = 500;
|
|
thinkTimeMS = 200;
|
|
degPerSecTheta = 360;
|
|
degPerSecPhi = 360;
|
|
attackRadius = 75;
|
|
|
|
// State transitions
|
|
stateName[0] = "Activate";
|
|
stateTransitionOnNotLoaded[0] = "Dead";
|
|
stateTransitionOnLoaded[0] = "ActivateReady";
|
|
stateSound[0] = AssaultTurretActivateSound;
|
|
|
|
stateName[1] = "ActivateReady";
|
|
stateSequence[1] = "Activate";
|
|
stateSound[1] = AssaultTurretActivateSound;
|
|
stateTimeoutValue[1] = 1;
|
|
stateTransitionOnTimeout[1] = "Ready";
|
|
stateTransitionOnNotLoaded[1] = "Deactivate";
|
|
|
|
stateName[2] = "Ready";
|
|
stateTransitionOnNotLoaded[2] = "Deactivate";
|
|
stateTransitionOnTriggerDown[2] = "Fire";
|
|
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
|
|
|
stateName[3] = "Fire";
|
|
stateSequence[3] = "Fire";
|
|
stateSequenceRandomFlash[3] = true;
|
|
stateFire[3] = true;
|
|
stateAllowImageChange[3] = false;
|
|
stateSound[3] = AssaultChaingunFireSound;
|
|
stateScript[3] = "onFire";
|
|
stateTimeoutValue[3] = 0.1;
|
|
stateTransitionOnTimeout[3] = "Fire";
|
|
stateTransitionOnTriggerUp[3] = "Reload";
|
|
stateTransitionOnNoAmmo[3] = "noAmmo";
|
|
|
|
stateName[4] = "Reload";
|
|
stateSequence[4] = "Reload";
|
|
stateTimeoutValue[4] = 0.1;
|
|
stateAllowImageChange[4] = false;
|
|
stateTransitionOnTimeout[4] = "Ready";
|
|
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
|
stateWaitForTimeout[4] = true;
|
|
|
|
stateName[5] = "Deactivate";
|
|
stateSequence[5] = "Activate";
|
|
stateDirection[5] = false;
|
|
stateTimeoutValue[5] = 30;
|
|
stateTransitionOnTimeout[5] = "ActivateReady";
|
|
|
|
stateName[6] = "Dead";
|
|
stateTransitionOnLoaded[6] = "ActivateReady";
|
|
stateTransitionOnTriggerDown[6] = "DryFire";
|
|
|
|
stateName[7] = "DryFire";
|
|
stateSound[7] = AssaultChaingunDryFireSound;
|
|
stateTimeoutValue[7] = 1.0;
|
|
stateTransitionOnTimeout[7] = "NoAmmo";
|
|
|
|
stateName[8] = "NoAmmo";
|
|
stateTransitionOnAmmo[8] = "Reload";
|
|
stateSequence[8] = "NoAmmo";
|
|
stateTransitionOnTriggerDown[8] = "DryFire";
|
|
};
|
|
|
|
datablock GrenadeProjectileData(BoatArtillery)
|
|
{
|
|
projectileShapeName = "grenade_projectile.dts";
|
|
emitterDelay = -1;
|
|
directDamage = 0.0;
|
|
hasDamageRadius = true;
|
|
indirectDamage = 3.25;
|
|
damageRadius = 30.0;
|
|
radiusDamageType = $DamageType::Artillery;
|
|
kickBackStrength = 3500;
|
|
|
|
explosion = "artillerybarrelexplosion";
|
|
velInheritFactor = 0.0;
|
|
splash = GrenadeSplash;
|
|
|
|
baseEmitter = TankArtillerySmokeEmitter;
|
|
bubbleEmitter = GrenadeBubbleEmitter;
|
|
|
|
grenadeElasticity = 0.0;
|
|
grenadeFriction = 0.3;
|
|
armingDelayMS = -1;
|
|
gravityMod = 1.0;
|
|
muzzleVelocity = 200.0;
|
|
drag = 0.1;
|
|
|
|
sound = MortarTurretProjectileSound;
|
|
|
|
hasLight = true;
|
|
lightRadius = 3;
|
|
lightColor = "0.05 0.2 0.05";
|
|
};
|
|
|
|
//-------------------------------------
|
|
// ASSAULT MORTAR CHARACTERISTICS
|
|
//-------------------------------------
|
|
|
|
datablock TurretImageData(BoatATurretBarrel)
|
|
{
|
|
shapeFile = "turret_tank_barrelmortar.dts";
|
|
mountPoint = 0;
|
|
|
|
projectile = BoatArtillery;
|
|
projectileType = GrenadeProjectile;
|
|
|
|
usesEnergy = true;
|
|
useMountEnergy = true;
|
|
fireEnergy = 250.00;
|
|
minEnergy = 250.00;
|
|
useCapacitor = false;
|
|
|
|
// Turret parameters
|
|
activationMS = 4000;
|
|
deactivateDelayMS = 1500;
|
|
thinkTimeMS = 200;
|
|
degPerSecTheta = 360;
|
|
degPerSecPhi = 360;
|
|
attackRadius = 75;
|
|
|
|
// State transitions
|
|
stateName[0] = "Activate";
|
|
stateTransitionOnNotLoaded[0] = "Dead";
|
|
stateTransitionOnLoaded[0] = "ActivateReady";
|
|
|
|
stateName[1] = "ActivateReady";
|
|
stateSequence[1] = "Activate";
|
|
stateSound[1] = AssaultTurretActivateSound;
|
|
stateTimeoutValue[1] = 1.0;
|
|
stateTransitionOnTimeout[1] = "Ready";
|
|
stateTransitionOnNotLoaded[1] = "Deactivate";
|
|
|
|
stateName[2] = "Ready";
|
|
stateTransitionOnNotLoaded[2] = "Deactivate";
|
|
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
|
stateTransitionOnTriggerDown[2] = "Fire";
|
|
|
|
stateName[3] = "Fire";
|
|
stateSequence[3] = "Fire";
|
|
stateTransitionOnTimeout[3] = "Reload";
|
|
stateTimeoutValue[3] = 2.5;
|
|
stateFire[3] = true;
|
|
stateRecoil[3] = LightRecoil;
|
|
stateAllowImageChange[3] = false;
|
|
stateSound[3] = AssaultMortarFireSound;
|
|
stateScript[3] = "onFire";
|
|
|
|
stateName[4] = "Reload";
|
|
stateSequence[4] = "Reload";
|
|
stateTimeoutValue[4] = 3.0;
|
|
stateAllowImageChange[4] = false;
|
|
stateTransitionOnTimeout[4] = "Ready";
|
|
//stateTransitionOnNoAmmo[4] = "NoAmmo";
|
|
stateWaitForTimeout[4] = true;
|
|
|
|
stateName[5] = "Deactivate";
|
|
stateDirection[5] = false;
|
|
stateSequence[5] = "Activate";
|
|
stateTimeoutValue[5] = 1.0;
|
|
stateTransitionOnLoaded[5] = "ActivateReady";
|
|
stateTransitionOnTimeout[5] = "Dead";
|
|
|
|
stateName[6] = "Dead";
|
|
stateTransitionOnLoaded[6] = "ActivateReady";
|
|
stateTransitionOnTriggerDown[6] = "DryFire";
|
|
|
|
stateName[7] = "DryFire";
|
|
stateSound[7] = AssaultMortarDryFireSound;
|
|
stateTimeoutValue[7] = 1.0;
|
|
stateTransitionOnTimeout[7] = "NoAmmo";
|
|
|
|
stateName[8] = "NoAmmo";
|
|
stateSequence[8] = "NoAmmo";
|
|
stateTransitionOnAmmo[8] = "Reload";
|
|
stateTransitionOnTriggerDown[8] = "DryFire";
|
|
};
|
|
|
|
datablock TurretImageData(BoatTurretParam)
|
|
{
|
|
mountPoint = 0;
|
|
shapeFile = "turret_muzzlepoint.dts";
|
|
offset = "0.0 0.0 3.0";
|
|
|
|
projectile = BoatFlak_Bullet;
|
|
projectileType = TracerProjectile;
|
|
|
|
useCapacitor = false;
|
|
usesEnergy = true;
|
|
|
|
// Turret parameters
|
|
activationMS = 1000;
|
|
deactivateDelayMS = 1500;
|
|
thinkTimeMS = 200;
|
|
degPerSecTheta = 500;
|
|
degPerSecPhi = 500;
|
|
|
|
attackRadius = 75;
|
|
};
|
|
|
|
datablock TurretImageData(BoatATurretParam)
|
|
{
|
|
mountPoint = 0;
|
|
shapeFile = "turret_muzzlepoint.dts";
|
|
offset = "0.0 0.0 3.0";
|
|
|
|
projectile = BoatArtillery;
|
|
projectileType = GrenadeProjectile;
|
|
|
|
useCapacitor = false;
|
|
usesEnergy = true;
|
|
|
|
// Turret parameters
|
|
activationMS = 1000;
|
|
deactivateDelayMS = 1500;
|
|
thinkTimeMS = 200;
|
|
degPerSecTheta = 500;
|
|
degPerSecPhi = 500;
|
|
|
|
attackRadius = 75;
|
|
};
|
|
|
|
datablock TurretImageData(BoatParam)
|
|
{
|
|
mountPoint = 10;
|
|
shapeFile = "turret_muzzlepoint.dts";
|
|
offset = "0.0 0.0 0.0";
|
|
|
|
projectile = DepthChargeCharge;
|
|
projectileType = GrenadeProjectile;
|
|
|
|
usesEnergy = true;
|
|
};
|
|
|
|
|
|
function Boat::onAdd(%this, %obj)
|
|
{
|
|
Parent::onAdd(%this, %obj);
|
|
%obj.DCdepth = 5000;
|
|
%obj.mountImage(BoatParam, 0);
|
|
%obj.mountImage(DepthChargeDropper, 2);
|
|
%obj.selectedWeapon = 1;
|
|
%obj.schedule(5500, "playThread", $ActivateThread, "activate");
|
|
|
|
%turret = TurretData::create(BoatTurret);
|
|
%turret2 = TurretData::create(BoatTurret2);
|
|
%turret3 = TurretData::create(BoatTurret2);
|
|
%turret.selectedWeapon = 1;
|
|
%turret2.selectedWeapon = 1;
|
|
%turret3.selectedWeapon = 1;
|
|
MissionCleanup.add(%turret);
|
|
MissionCleanup.add(%turret2);
|
|
MissionCleanup.add(%turret3);
|
|
%turret.team = %obj.teamBought;
|
|
%turret2.team = %obj.teamBought;
|
|
%turret3.team = %obj.teamBought;
|
|
%turret.setSelfPowered();
|
|
%turret2.setSelfPowered();
|
|
%turret3.setSelfPowered();
|
|
%obj.mountObject(%turret, 9);
|
|
%obj.mountObject(%turret2, 2);
|
|
%obj.mountObject(%turret3, 5);
|
|
%turret.mountImage(BoatATurretBarrel, 2);
|
|
%turret2.mountImage(BoatFlakTurretBarrel, 2);
|
|
%turret3.mountImage(BoatFlakTurretBarrel, 2);
|
|
%obj.turretObject = %turret;
|
|
%obj.turretObject = %turret2;
|
|
%obj.turretObject = %turret3;
|
|
|
|
%turret.setAutoFire(false);
|
|
%turret2.setAutoFire(false);
|
|
%turret3.setAutoFire(false);
|
|
|
|
%turret.mountImage(BoatATurretParam, 0);
|
|
%turret2.mountImage(BoatTurretParam, 0);
|
|
%turret3.mountImage(BoatTurretParam, 0);
|
|
%obj.schedule(6000, "playThread", $ActivateThread, "activate");
|
|
|
|
setTargetSensorGroup(%turret.getTarget(), %turret.team);
|
|
setTargetNeverVisMask(%turret.getTarget(), 0xffffffff);
|
|
setTargetSensorGroup(%turret2.getTarget(), %turret2.team);
|
|
setTargetNeverVisMask(%turret2.getTarget(), 0xffffffff);
|
|
setTargetSensorGroup(%turret3.getTarget(), %turret3.team);
|
|
setTargetNeverVisMask(%turret3.getTarget(), 0xffffffff);
|
|
}
|
|
|
|
function Boat::onTrigger(%data, %obj, %trigger, %state)
|
|
{
|
|
%player = %obj.getMountNodeObject(0);
|
|
if(%trigger == 0)
|
|
{
|
|
switch (%state)
|
|
{
|
|
case 0:
|
|
%obj.fireWeapon = false;
|
|
%obj.setImageTrigger(2, false);
|
|
case 1:
|
|
%obj.fireWeapon = true;
|
|
%obj.setImageTrigger(2, true);
|
|
}
|
|
}
|
|
else if(%trigger == 5)
|
|
{
|
|
switch (%state){
|
|
case 1:
|
|
%obj.DCdepth = %obj.DCdepth + 1000;
|
|
if(%obj.DCdepth >= 10001)
|
|
%obj.DCdepth = 5000;
|
|
bottomPrint(%obj.pilot.client, "Depth Charge fuse set to "@(%obj.DCdepth / 1000)@" seconds", 5, 2 );
|
|
}
|
|
}
|
|
}
|
|
|
|
function Boat::deleteAllMounted(%data, %obj)
|
|
{
|
|
%turret = %obj.getMountNodeObject(9);
|
|
%turret2 = %obj.getMountNodeObject(2);
|
|
%turret3 = %obj.getMountNodeObject(5);
|
|
if (!%turret)
|
|
return;
|
|
if (!%turret2)
|
|
return;
|
|
if (!%turret3)
|
|
return;
|
|
|
|
if (%client = %turret.getControllingClient())
|
|
{
|
|
%client.player.setControlObject(%client.player);
|
|
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
|
|
%client.player.mountVehicle = false;
|
|
}
|
|
if (%client = %turret2.getControllingClient())
|
|
{
|
|
%client.player.setControlObject(%client.player);
|
|
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
|
|
%client.player.mountVehicle = false;
|
|
}
|
|
if (%client = %turret3.getControllingClient())
|
|
{
|
|
%client.player.setControlObject(%client.player);
|
|
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
|
|
%client.player.mountVehicle = false;
|
|
}
|
|
%turret.schedule(1000, delete);
|
|
%turret2.schedule(1050, delete);
|
|
%turret3.schedule(1100, delete);
|
|
}
|
|
|
|
//----------------------------
|
|
// Boat
|
|
//----------------------------
|
|
|
|
function boat::playerMounted(%data, %obj, %player, %node)
|
|
{
|
|
Cancel(%player.DrownLoop);
|
|
if (%obj.clientControl)
|
|
serverCmdResetControlObject(%obj.clientControl);
|
|
|
|
if (%node == 0) {
|
|
commandToClient(%player.client, 'setHudMode', 'Pilot', "Assault", %node);
|
|
%obj.pilot = %player;
|
|
}
|
|
else if (%node == 1)
|
|
{
|
|
%turret = %obj.getMountNodeObject(9);
|
|
%player.vehicleTurret = %turret;
|
|
%player.setTransform("0 0 0 0 0 1 0");
|
|
%player.lastWeapon = %player.getMountedImage($WeaponSlot);
|
|
%player.unmountImage($WeaponSlot);
|
|
if (!%player.client.isAIControlled())
|
|
{
|
|
%player.setControlObject(%turret);
|
|
%player.client.setObjectActiveImage(%turret, 2);
|
|
}
|
|
%turret.turreteer = %player;
|
|
|
|
$aWeaponActive = 0;
|
|
commandToClient(%player.client,'SetWeaponryVehicleKeys', true);
|
|
%obj.getMountNodeObject(10).selectedWeapon = 1;
|
|
commandToClient(%player.client, 'setHudMode', 'Pilot', "Assault", %node);
|
|
}
|
|
|
|
else if (%node == 3)
|
|
{
|
|
%turret2 = %obj.getMountNodeObject(2);
|
|
%player.vehicleTurret = %turret2;
|
|
%player.setTransform("0 0 0 0 0 1 0");
|
|
%player.lastWeapon = %player.getMountedImage($WeaponSlot);
|
|
%player.unmountImage($WeaponSlot);
|
|
if (!%player.client.isAIControlled())
|
|
{
|
|
%player.setControlObject(%turret2);
|
|
%player.client.setObjectActiveImage(%turret2, 2);
|
|
}
|
|
%turret.turreteer = %player;
|
|
|
|
$aWeaponActive = 0;
|
|
%obj.getMountNodeObject(2).selectedWeapon = 1;
|
|
commandToClient(%player.client, 'setHudMode', 'Passenger', "HAPC", %node);
|
|
}
|
|
|
|
else if (%node == 4)
|
|
{
|
|
%turret3 = %obj.getMountNodeObject(5);
|
|
%player.vehicleTurret = %turret3;
|
|
%player.setTransform("0 0 0 0 0 1 0");
|
|
%player.lastWeapon = %player.getMountedImage($WeaponSlot);
|
|
%player.unmountImage($WeaponSlot);
|
|
if (!%player.client.isAIControlled())
|
|
{
|
|
%player.setControlObject(%turret3);
|
|
%player.client.setObjectActiveImage(%turret3, 2);
|
|
}
|
|
%turret.turreteer = %player;
|
|
|
|
$aWeaponActive = 0;
|
|
%obj.getMountNodeObject(5).selectedWeapon = 1;
|
|
commandToClient(%player.client, 'setHudMode', 'Passenger', "HAPC", %node);
|
|
}
|
|
|
|
|
|
if ( %player.client.observeCount > 0 )
|
|
resetObserveFollow( %player.client, false );
|
|
|
|
bottomPrint(%player.client, "ONLY use on water will not move well on land", 5, 2 );
|
|
|
|
%passString = buildPassengerString(%obj);
|
|
for(%i = 0; %i < %data.numMountPoints; %i++)
|
|
if (%obj.getMountNodeObject(%i) > 0)
|
|
commandToClient(%obj.getMountNodeObject(%i).client, 'checkPassengers', %passString);
|
|
|
|
if(%player.team != %obj.team)
|
|
%player.damage(%obj, %player.getPosition(), 10, $DamageType::Idiocy);
|
|
}
|
|
|
|
function BoatTurret::onDamage(%data, %obj)
|
|
{
|
|
%newDamageVal = %obj.getDamageLevel();
|
|
if(%obj.lastDamageVal !$= "")
|
|
if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal)
|
|
%obj.getObjectMount().setDamageLevel(%newDamageVal);
|
|
%obj.lastDamageVal = %newDamageVal;
|
|
}
|
|
|
|
function BoatTurret::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 BoatTurret::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(%state)
|
|
%obj.setImageTrigger(2, true);
|
|
else
|
|
%obj.setImageTrigger(2, false);
|
|
case 2:
|
|
if(%state)
|
|
{
|
|
%obj.getDataBlock().playerDismount(%obj);
|
|
}
|
|
}
|
|
}
|
|
|
|
function BoatTurret::playerDismount(%data, %obj)
|
|
{
|
|
//Passenger Exiting
|
|
%obj.fireTrigger = 0;
|
|
%obj.setImageTrigger(2, false);
|
|
%client = %obj.getControllingClient();
|
|
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
|
|
%client.player.mountVehicle = false;
|
|
setTargetSensorGroup(%obj.getTarget(), 0);
|
|
setTargetNeverVisMask(%obj.getTarget(), 0xffffffff);
|
|
}
|
|
|
|
function BoatTurret2::onDamage(%data, %obj)
|
|
{
|
|
%newDamageVal = %obj.getDamageLevel();
|
|
if(%obj.lastDamageVal !$= "")
|
|
if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal)
|
|
%obj.getObjectMount().setDamageLevel(%newDamageVal);
|
|
%obj.lastDamageVal = %newDamageVal;
|
|
}
|
|
|
|
function BoatTurret2::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 BoatTurret2::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(%state)
|
|
%obj.setImageTrigger(2, true);
|
|
else
|
|
%obj.setImageTrigger(2, false);
|
|
case 2:
|
|
if(%state)
|
|
{
|
|
%obj.getDataBlock().playerDismount(%obj);
|
|
}
|
|
}
|
|
}
|
|
|
|
function BoatTurret2::playerDismount(%data, %obj)
|
|
{
|
|
//Passenger Exiting
|
|
%obj.fireTrigger = 0;
|
|
%obj.setImageTrigger(2, false);
|
|
%client = %obj.getControllingClient();
|
|
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
|
|
%client.player.mountVehicle = false;
|
|
setTargetSensorGroup(%obj.getTarget(), 0);
|
|
setTargetNeverVisMask(%obj.getTarget(), 0xffffffff);
|
|
}
|
|
|
|
function BoatATurretBarrel::onMount(%this, %obj, %slot) { }
|
|
function BoatATurretBarrel::onUnmount(%this, %obj, %slot) { }
|
|
function BoatATurretBarrel::onMount(%this, %obj, %slot) { }
|
|
function BoatATurretBarrel::onUnmount(%this, %obj, %slot) { }
|
|
function BoatFlakTurretBarrel::onMount(%this, %obj, %slot) { }
|
|
function BoatFlakTurretBarrel::onUnmount(%this, %obj, %slot) { }
|
|
|
|
function Boat::onEnterLiquid(%data, %obj, %coverage, %type)
|
|
{
|
|
switch(%type)
|
|
{
|
|
case 0:
|
|
//Water
|
|
case 1:
|
|
//Ocean Water
|
|
case 2:
|
|
//River Water
|
|
case 3:
|
|
//Stagnant Water
|
|
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, $DamageType::Lava);
|
|
case 7:
|
|
//Quick Sand
|
|
}
|
|
}
|
|
|
|
function boat::onLeaveLiquid(%data, %obj, %type)
|
|
{
|
|
switch(%type)
|
|
{
|
|
case 0:
|
|
//Water
|
|
case 1:
|
|
//Ocean Water
|
|
case 2:
|
|
//River Water
|
|
case 3:
|
|
//Stagnant Water
|
|
case 4:
|
|
//Lava
|
|
case 5:
|
|
//Hot Lava
|
|
case 6:
|
|
//Crusty Lava
|
|
case 7:
|
|
//Quick Sand
|
|
}
|
|
|
|
if (%obj.lDamageSchedule !$= "")
|
|
{
|
|
cancel(%obj.lDamageSchedule);
|
|
%obj.lDamageSchedule = "";
|
|
}
|
|
}
|