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

1259 lines
36 KiB
PHP

//**************************************************************
// BEOWULF ASSAULT VEHICLE
//**************************************************************
datablock ParticleData( DepthChargeWaterSplashParticals )
{
dragCoefficient = 1;
gravityCoefficient = 1.0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 3000;
lifetimeVarianceMS = 0;
textureName = "particleTest";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 1.0;
sizes[1] = 2.5;
sizes[2] = 2.5;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( DepthChargeWaterSplashEmitter )
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 20;
velocityVariance = 4;
ejectionOffset = 36.0;
thetaMin = 27;
thetaMax = 28;
overrideAdvances = false;
orientParticles = true;
lifetimeMS = 200;
particles = "DepthChargeWaterSplashParticals";
};
datablock ParticleData(DepthChargeSparks)
{
dragCoefficient = 0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 350;
textureName = "special/crescent3";
colors[0] = "0.4 0.4 1.0 1.0";
colors[1] = "0.4 0.4 1.0 1.0";
colors[2] = "0.4 0.4 1.0 0.0";
sizes[0] = 5.5;
sizes[1] = 5.5;
sizes[2] = 5.5;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(DepthChargeSparksEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 50;
velocityVariance = 4;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
lifetimeMS = 100;
particles = "DepthChargeSparks";
};
datablock ParticleData(DepthChargeBubbleParticle)
{
dragCoefficient = 0.0;
gravityCoefficient = -0.25;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 3000;
lifetimeVarianceMS = 600;
useInvAlpha = false;
textureName = "special/bubbles";
spinRandomMin = -100.0;
spinRandomMax = 100.0;
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.4";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 3.0;
sizes[1] = 3.0;
sizes[2] = 3.0;
times[0] = 0.0;
times[1] = 0.8;
times[2] = 1.0;
};
datablock ParticleEmitterData(DepthChargeBubbleEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 6.0;
ejectionOffset = 6.0;
velocityVariance = 3.0;
thetaMin = 0;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "DepthChargeBubbleParticle";
};
datablock DebrisData( DepthChargeDebris )
{
emitters[0] = GrenadeBubbleEmitter;
explodeOnMaxBounce = true;
elasticity = 0.4;
friction = 0.2;
lifetime = 3.0;
lifetimeVariance = 0.7;
numBounces = 1;
};
datablock ExplosionData(DepthChargeSubExplosion1)
{
explosionShape = "disc_explosion.dts";
faceViewer = true;
delayMS = 100;
offset = 15.0;
playSpeed = 1.5;
sizes[0] = "2.75 2.75 2.75";
sizes[1] = "3.5 3.5 3.5";
sizes[2] = "1.75 1.75 1.75";
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ExplosionData(DepthChargeSubExplosion2)
{
explosionShape = "disc_explosion.dts";
faceViewer= true;
delayMS = 50;
offset = 10.0;
playSpeed = 0.75;
sizes[0] = "4.5 4.5 4.5";
sizes[1] = "5.5 5.5 5.5";
sizes[2] = "4.0 4.0 4.0";
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ExplosionData(DepthChargeSubExplosion3)
{
explosionShape = "disc_explosion.dts";
faceViewer = true;
delayMS = 0;
offset = 0.0;
playSpeed = 0.5;
sizes[0] = "6.0 6.0 6.0";
sizes[1] = "10.0 10.0 10.0";
sizes[2] = "6.5 6.5 6.5";
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ExplosionData(DepthChargeExplosion)
{
soundProfile = UnderwaterMortarExplosionSound;
subExplosion[0] = DepthChargeSubExplosion1;
subExplosion[1] = DepthChargeSubExplosion2;
subExplosion[2] = DepthChargeSubExplosion3;
emitter[0] = DepthChargeBubbleEmitter;
emitter[1] = DepthChargeSparksEmitter;
emitter[2] = DepthChargeWaterSplashEmitter;
shakeCamera = true;
camShakeFreq = "8.0 9.0 7.0";
camShakeAmp = "100.0 100.0 100.0";
camShakeDuration = 1.3;
camShakeRadius = 25.0;
debris = DepthChargeDebris;
debrisThetaMin = 60;
debrisThetaMax = 120;
debrisNum = 15;
debrisNumVariance = 5;
debrisVelocity = 15.0;
debrisVelocityVariance = 3.0;
};
datablock ExplosionData(DepthChargeExplosionShallow)
{
soundProfile = UnderwaterMortarExplosionSound;
subExplosion[0] = DepthChargeSubExplosion1;
subExplosion[1] = DepthChargeSubExplosion2;
subExplosion[2] = DepthChargeSubExplosion3;
emitter[0] = DepthChargeBubbleEmitter;
emitter[1] = DepthChargeSparksEmitter;
shakeCamera = true;
camShakeFreq = "8.0 9.0 7.0";
camShakeAmp = "100.0 100.0 100.0";
camShakeDuration = 1.3;
camShakeRadius = 25.0;
debris = DepthChargeDebris;
debrisThetaMin = 80;
debrisThetaMax = 90;
debrisNum = 15;
debrisNumVariance = 5;
debrisVelocity = 15.0;
debrisVelocityVariance = 3.0;
};
//**************************************************************
// VEHICLE CHARACTERISTICS
//**************************************************************
datablock HoverVehicleData(Boat) : TankDamageProfile
{
spawnOffset = "0 0 4";
canControl = false;
floatingGravMag = 4.5;
catagory = "Vehicles";
shapeFile = "vehicle_air_hapc.dts";
multipassenger = true;
computeCRC = true;
renderWhenDestroyed = false;
weaponNode = 1;
debrisShapeName = "vehicle_air_hapc.dts";
debris = GShapeDebris;
drag = 0.0;
density = 0.9;
mountPose[0] = sitting;
mountPose[1] = sitting;
mountPose[2] = sitting;
mountPose[3] = sitting;
mountPose[4] = sitting;
mountPose[5] = sitting;
// mountPose[1] = sitting;
numMountPoints = 6;
isProtectedMountPoint[0] = true;
isProtectedMountPoint[1] = true;
isProtectedMountPoint[2] = true;
isProtectedMountPoint[3] = true;
isProtectedMountPoint[4] = true;
isProtectedMountPoint[5] = true;
cameraMaxDist = 20;
cameraOffset = 3;
cameraLag = 1.5;
explosion = HGVehicleExplosion;
explosionDamage = 3.0;
explosionRadius = 25.0;
maxSteeringAngle = 0.5; // 20 deg.
maxDamage = 10.0;
destroyedLevel = 10.0;
HDAddMassLevel = 7.0;
HDMassImage = BoatHDMassImage;
isShielded = false;
rechargeRate = 1.0;
energyPerDamagePoint = 135;
maxEnergy = 1000;
minJetEnergy = 15;
jetEnergyDrain = 0.0;
// Rigid Body
mass = 2500;
bodyFriction = 1.2;
bodyRestitution = 0.5;
minRollSpeed = 3;
gyroForce = 400;
gyroDamping = 0.3;
stabilizerForce = 20;
minDrag = 10;
softImpactSpeed = 5; // Play SoftImpact Sound
hardImpactSpeed = 10; // Play HardImpact Sound
// Ground Impact Damage (uses DamageType::Ground)
minImpactSpeed = 5;
speedDamageScale = 0.005;
// Object Impact Damage (uses DamageType::Impact)
collDamageThresholdVel = 18;
collDamageMultiplier = 0.005;
dragForce = 40 / 20;
vertFactor = 0.0;
floatingThrustFactor = 0.0;
mainThrustForce = 40;
reverseThrustForce = 25;
strafeThrustForce = 0.0;
turboFactor = 1.0;
brakingForce = 20;
brakingActivationSpeed = 4;
stabLenMin = 0.5;
stabLenMax = 2.5;
stabSpringConstant = 50;
stabDampingConstant = 20;
gyroDrag = 20;
normalForce = 20;
restorativeForce = 100;
steeringForce = 12;
rollForce = 2;
pitchForce = 0;
dustEmitter = TankDustEmitter;
triggerDustHeight = 3.5;
dustHeight = 1.0;
dustTrailEmitter = TireEmitter;
dustTrailOffset = "0.0 -1.0 0.5";
triggerTrailHeight = 3.6;
dustTrailFreqMod = 15.0;
jetSound = AssaultVehicleThrustSound;
engineSound = AssaultVehicleEngineSound;
floatSound = AssaultVehicleSkid;
softImpactSound = GravSoftImpactSound;
hardImpactSound = HardImpactSound;
wheelImpactSound = WheelImpactSound;
forwardJetEmitter = TankJetEmitter;
//
softSplashSoundVelocity = 5.0;
mediumSplashSoundVelocity = 10.0;
hardSplashSoundVelocity = 15.0;
exitSplashSoundVelocity = 10.0;
exitingWater = VehicleExitWaterMediumSound;
impactWaterEasy = VehicleImpactWaterSoftSound;
impactWaterMedium = VehicleImpactWaterMediumSound;
impactWaterHard = VehicleImpactWaterMediumSound;
waterWakeSound = VehicleWakeMediumSplashSound;
minMountDist = 10;
damageEmitter[0] = SmallLightDamageSmoke;
damageEmitter[1] = MeHGHeavyDamageSmoke;
damageEmitter[2] = DamageBubbles;
damageEmitterOffset[0] = "0.0 -1.5 3.5 ";
damageLevelTolerance[0] = 0.3;
damageLevelTolerance[1] = 0.7;
numDmgEmitterAreas = 1;
splashEmitter[0] = VehicleFoamDropletsEmitter;
splashEmitter[1] = VehicleFoamEmitter;
shieldImpact = VehicleShieldImpact;
cmdCategory = "Tactical";
cmdIcon = CMDGroundTankIcon;
cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
targetNameTag = 'Star II Heavy';
targetTypeTag = 'GunBoat';
sensorData = AWACSensor;
sensorRadius = AWACSensor.detectRadius;
sensorColor = "255 194 9";
checkRadius = 5.5535;
observeParameters = "1 10 10";
runningLight[0] = TankLight1;
runningLight[1] = TankLight2;
runningLight[2] = TankLight3;
runningLight[3] = TankLight4;
shieldEffectScale = "0.9 1.0 0.6";
showPilotInfo = 1;
replaceTime = 90;
};
datablock GrenadeProjectileData(DepthChargeCharge)
{
projectileShapeName = "stackable1m.dts";
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 4.0;
damageRadius = 75.0;
radiusDamageType = $DamageType::DepthCharge;
kickBackStrength = 0;
explosion = "GrenadeExplosion";
underwaterExplosion = "DepthChargeExplosionShallow";
velInheritFactor = 0.0;
splash = MissileSplash;
depthTolerance = 0.01;
baseEmitter = GrenadeSmokeEmitter;
bubbleEmitter = GrenadeBubbleEmitter;
grenadeElasticity = 0.0;
grenadeFriction = 0.0;
armingDelayMS = -1;
gravityMod = 1.0;
muzzleVelocity = 0.0;
drag = 0.1;
sound = MissileProjectileSound;
hasLight = false;
hasLightUnderwaterColor = false;
};
datablock LinearProjectileData(DepthChargeDetonation)
{
projectileShapeName = "mortar_projectile.dts";
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 4.0;
damageRadius = 100;
radiusDamageType = $DamageType::DepthCharge;
kickBackStrength = 250;
sound = mortarProjectileSound;
explosion = "DepthChargeExplosion";
underwaterExplosion = "DepthChargeExplosion";
splash = MissileSplash;
dryVelocity = 0;
wetVelocity = 10;
velInheritFactor = 0.0;
fizzleTimeMS = 10;
lifetimeMS = 10;
explodeOnDeath = true;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 5000;
hasLight = true;
lightRadius = 100;
lightColor = "0.4 0.2 0.0";
hasLightUnderwaterColor = true;
underWaterLightColor = "0.4 0.2 0.05";
};
datablock ShapeBaseImageData(DepthChargeDropper)
{
className = WeaponImage;
shapeFile = "stackable5l.dts";
item = Chaingun;
ammo = ChaingunAmmo;
projectile = DepthChargeCharge;
projectileType = GrenadeProjectile;
offset = "0 -5.25 0"; // L/R - F/B - T/B
rotation = "0 0 1 180"; // L/R - F/B - T/B
mountPoint = 10;
usesEnergy = true;
useMountEnergy = true;
fireEnergy = 50.00;
minEnergy = 50.00;
fireTimeout = 125;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.1;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
stateSound[3] = AssaultMortarFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 5.0;
stateAllowImageChange[4] = false;
stateSound[4] = MissileReloadSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
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 = "";
}
}