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

991 lines
32 KiB
PHP

//**************************************************************
// THUNDERSWORD BOMBER
//**************************************************************
//**************************************************************
// SOUNDS
//**************************************************************
datablock EffectProfile(BomberFlyerEngineEffect)
{
effectname = "vehicles/bomber_engine";
minDistance = 5.0;
maxDistance = 10.0;
};
datablock EffectProfile(BomberFlyerThrustEffect)
{
effectname = "vehicles/bomber_boost";
minDistance = 5.0;
maxDistance = 10.0;
};
datablock EffectProfile(BomberTurretFireEffect)
{
effectname = "weapons/missile_fire";
minDistance = 5.0;
maxDistance = 10.0;
};
datablock EffectProfile(BomberTurretActivateEffect)
{
effectname = "vehicles/bomber_turret_activate";
minDistance = 5.0;
maxDistance = 10.0;
};
datablock EffectProfile(BomberTurretReloadEffect)
{
effectname = "vehicles/bomber_turret_reload";
minDistance = 5.0;
maxDistance = 10.0;
};
datablock EffectProfile(BomberTurretDryFireEffect)
{
effectname = "weapons/missile_launcher_dryfire";
minDistance = 5.0;
maxDistance = 10.0;
};
datablock EffectProfile(BomberBombReloadEffect)
{
effectname = "vehicles/bomber_bomb_reload";
minDistance = 5.0;
maxDistance = 10.0;
};
datablock EffectProfile(BomberBombDryFireEffect)
{
effectname = "vehicles/bomber_bomb_dryfire";
minDistance = 5.0;
maxDistance = 10.0;
};
datablock EffectProfile(BomberBombFireEffect)
{
effectname = "weapons/generic_throw";
minDistance = 10.0;
maxDistance = 20.0;
};
datablock AudioProfile(BomberFlyerEngineSound)
{
filename = "fx/vehicles/bomber_engine.wav";
description = AudioDefaultLooping3d;
preload = true;
effect = BomberFlyerEngineEffect;
};
datablock AudioProfile(BomberFlyerThrustSound)
{
filename = "fx/vehicles/bomber_boost.wav";
description = AudioDefaultLooping3d;
preload = true;
effect = BomberFlyerThrustEffect;
};
datablock AudioProfile(FusionExpSound)
// Sound played when mortar impacts on target
{
filename = "fx/powered/turret_mortar_explode.wav";
description = "AudioBIGExplosion3d";
preload = true;
};
datablock AudioProfile(BomberTurretFireSound)
{
filename = "fx/weapons/missile_fire.WAV";
description = AudioClose3d;
preload = true;
effect = BomberTurretFireEffect;
};
datablock AudioProfile(BomberTurretActivateSound)
{
filename = "fx/vehicles/bomber_turret_activate.wav";
description = AudioClose3d;
preload = true;
effect = BomberTurretActivateEffect;
};
datablock AudioProfile(BomberTurretReloadSound)
{
filename = "fx/weapons/weapon.missilereload.wav";
description = AudioClose3d;
preload = true;
effect = BomberTurretReloadEffect;
};
datablock AudioProfile(BomberTurretIdleSound)
{
filename = "fx/misc/diagnostic_on.wav";
description = ClosestLooping3d;
preload = true;
};
datablock AudioProfile(BomberTurretDryFireSound)
{
filename = "fx/weapons/missile_launcher_dryfire.wav";
description = AudioClose3d;
preload = true;
effect = BomberTurretDryFireEffect;
};
datablock AudioProfile(BomberBombReloadSound)
{
filename = "fx/vehicles/bomber_bomb_reload.wav";
description = AudioClose3d;
preload = true;
effect = BomberBombReloadEffect;
};
datablock AudioProfile(BomberBombProjectileSound)
{
filename = "fx/vehicles/bomber_bomb_projectile.wav";
description = AudioDefaultLooping3d;
preload = true;
effect = BomberBombFireEffect;
};
datablock AudioProfile(BomberBombDryFireSound)
{
filename = "fx/vehicles/bomber_bomb_dryfire.wav";
description = AudioClose3d;
preload = true;
effect = BomberBombDryFireEffect;
};
datablock AudioProfile(BomberBombFireSound)
{
filename = "fx/vehicles/bomber_bomb_reload.wav";
description = AudioClose3d;
preload = true;
effect = BomberBombFireEffect;
};
datablock AudioProfile(BomberBombIdleSound)
{
filename = "fx/misc/diagnostic_on.wav";
description = ClosestLooping3d;
preload = true;
};
//**************************************************************
// VEHICLE CHARACTERISTICS
//**************************************************************
datablock FlyingVehicleData(BomberFlyer) : BomberDamageProfile
{
spawnOffset = "0 0 2";
canControl = false;
catagory = "Vehicles";
shapeFile = "vehicle_air_bomber.dts";
multipassenger = true;
computeCRC = true;
weaponNode = 1;
debrisShapeName = "vehicle_air_bomber.dts";
debris = MeShapeDebris;
renderWhenDestroyed = false;
drag = 0.2;
density = 1.0;
mountPose[0] = sitting;
mountPose[1] = sitting;
numMountPoints = 3;
isProtectedMountPoint[0] = true;
isProtectedMountPoint[1] = true;
isProtectedMountPoint[2] = false;
cameraDefaultFov = 90.0;
cameraMinFov = 5.0;
cameraMaxFov = 120.0;
cameraMaxDist = 22;
cameraOffset = 5;
cameraLag = 1.0;
explosion = MFVehicleExplosion;
explosionDamage = 1.5;
explosionRadius = 20.0;
maxDamage = 5.0; // Total health
destroyedLevel = 5.0; // Damage textures show up at this health level
HDAddMassLevel = 3.5;
HDMassImage = HFlyerHDMassImage;
isShielded = false;
energyPerDamagePoint = 150;
maxEnergy = 400; // Afterburner and any energy weapon pool
minDrag = 60; // Linear Drag (eventually slows you down when not thrusting...constant drag)
rotationalDrag = 1800; // Angular Drag (dampens the drift after you stop moving the mouse...also tumble drag)
rechargeRate = 0.8;
// Auto stabilize speed
maxAutoSpeed = 15; // Autostabilizer kicks in when less than this speed. (meters/second)
autoAngularForce = 1500; // Angular stabilizer force (this force levels you out when autostabilizer kicks in)
autoLinearForce = 300; // Linear stabilzer force (this slows you down when autostabilizer kicks in)
autoInputDamping = 0.95; // Dampen control input so you don't whack out at very slow speeds
// Maneuvering
maxSteeringAngle = 8; // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
horizontalSurfaceForce = 5; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
verticalSurfaceForce = 8; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
maneuveringForce = 5000; // Horizontal jets (W,S,D,A key thrust)
steeringForce = 800; // Steering jets (force applied when you move the mouse)
steeringRollForce = 2500; // Steering jets (how much you heel over when you turn)
rollForce = 1; // Auto-roll (self-correction to right you after you roll/invert)
hoverHeight = 4; // Height off the ground at rest
createHoverHeight = 3; // Height off the ground when created
maxForwardSpeed = 110; // speed in which forward thrust force is no longer applied (meters/second)
// Turbo Jet
jetForce = 5000; // Afterburner thrust (this is in addition to normal thrust)
minJetEnergy = 40.0; // Afterburner can't be used if below this threshhold.
jetEnergyDrain = 2.5; // Energy use of the afterburners (low number is less drain...can be fractional)
vertThrustMultiple = 3.0;
dustEmitter = LargeVehicleLiftoffDustEmitter;
triggerDustHeight = 4.0;
dustHeight = 2.0;
damageEmitter[0] = MFLightDamageSmoke;
damageEmitter[1] = MFHeavyDamageSmoke;
damageEmitter[2] = MeDamageBubbles;
damageEmitterOffset[0] = "3.0 -3.0 0.0 ";
damageEmitterOffset[1] = "-3.0 -3.0 0.0 ";
damageLevelTolerance[0] = 0.3;
damageLevelTolerance[1] = 0.7;
numDmgEmitterAreas = 2;
// Rigid body
mass = 350; // Mass of the vehicle
bodyFriction = 0; // Don't mess with this.
bodyRestitution = 0.5; // When you hit the ground, how much you rebound. (between 0 and 1)
minRollSpeed = 0; // Don't mess with this.
softImpactSpeed = 20; // Sound hooks. This is the soft hit.
hardImpactSpeed = 25; // Sound hooks. This is the hard hit.
// Ground Impact Damage (uses DamageType::Ground)
minImpactSpeed = 20; // If hit ground at speed above this then it's an impact. Meters/second
speedDamageScale = 0.060;
// Object Impact Damage (uses DamageType::Impact)
collDamageThresholdVel = 25;
collDamageMultiplier = 0.020;
//
minTrailSpeed = 15; // The speed your contrail shows up at.
trailEmitter = ContrailEmitter;
forwardJetEmitter = FlyerJetEmitter;
downJetEmitter = FlyerJetEmitter;
//
jetSound = BomberFlyerThrustSound;
engineSound = BomberFlyerEngineSound;
softImpactSound = SoftImpactSound;
hardImpactSound = HardImpactSound;
//wheelImpactSound = WheelImpactSound;
//
softSplashSoundVelocity = 15.0;
mediumSplashSoundVelocity = 20.0;
hardSplashSoundVelocity = 30.0;
exitSplashSoundVelocity = 10.0;
exitingWater = VehicleExitWaterHardSound;
impactWaterEasy = VehicleImpactWaterSoftSound;
impactWaterMedium = VehicleImpactWaterMediumSound;
impactWaterHard = VehicleImpactWaterHardSound;
waterWakeSound = VehicleWakeHardSplashSound;
minMountDist = 7;
splashEmitter[0] = VehicleFoamDropletsEmitter;
splashEmitter[1] = VehicleFoamEmitter;
shieldImpact = VehicleShieldImpact;
cmdCategory = "Tactical";
cmdIcon = CMDFlyingBomberIcon;
cmdMiniIconName = "commander/MiniIcons/com_bomber_grey";
targetNameTag = 'B-34';
targetTypeTag = 'Bomber';
sensorData = combatSensor;
sensorRadius = combatSensor.detectRadius;
sensorColor = "9 9 255";
checkRadius = 7.1895;
observeParameters = "1 10 10";
shieldEffectScale = "0.75 0.975 0.375";
showPilotInfo = 1;
replaceTime = 75;
};
//**************************************************************
// WEAPONS
//**************************************************************
//--------------------------------------------------------------------------
// Projectile
//--------------------------------------
datablock SeekerProjectileData(sidewinder_MarkII)
{
casingShapeName = "weapon_missile_casement.dts";
projectileShapeName = "weapon_missile_projectile.dts";
hasDamageRadius = true;
indirectDamage = 0.75;
damageRadius = 10.0;
radiusDamageType = $DamageType::Missile;
kickBackStrength = 500;
explosion = "MissileExplosion";
splash = MissileSplash;
velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
// is cranked up to full so the missile doesn't start
// out behind the player when the player is moving
// very quickly - bramage
baseEmitter = MissileSmokeEmitter;
delayEmitter = MissileFireEmitter;
puffEmitter = MissilePuffEmitter;
bubbleEmitter = GrenadeBubbleEmitter;
bubbleEmitTime = 1.0;
exhaustEmitter = MissileLauncherExhaustEmitter;
exhaustTimeMs = 300;
exhaustNodeName = "muzzlePoint1";
lifetimeMS = 15000; // z0dd - ZOD, 4/14/02. Was 6000
muzzleVelocity = 75.0;
maxVelocity = 210.0; // z0dd - ZOD, 4/14/02. Was 80.0
turningSpeed = 64.0;
acceleration = 100.0;
proximityRadius = 3;
terrainAvoidanceSpeed = 180;
terrainScanAhead = 25;
terrainHeightFail = 12;
terrainAvoidanceRadius = 100;
flareDistance = 200;
flareAngle = 30;
minSeekHeat = 0.0;
sound = MissileProjectileSound;
hasLight = true;
lightRadius = 5.0;
lightColor = "0.2 0.05 0";
useFlechette = true;
flechetteDelayMs = 100;
casingDeb = FlechetteDebris;
explodeOnWaterImpact = false;
};
//-------------------------------------
// BOMBER BELLY TURRET CHARACTERISTICS
//-------------------------------------
datablock TurretData(BomberTurret) : TurretDamageProfile
{
className = VehicleTurret;
catagory = "Turrets";
shapeFile = "turret_belly_base.dts";
preload = true;
canControl = false;
cmdCategory = "Tactical";
cmdIcon = CMDFlyingBomberIcon;
cmdMiniIconName = "commander/MiniIcons/com_bomber_grey";
targetNameTag = 'Thundersword';
targetTypeTag = 'Bomberturret';
mass = 1.0; // Not really relevant
repairRate = 0;
maxDamage = BomberFlyer.maxDamage;
destroyedLevel = BomberFlyer.destroyedLevel;
thetaMin = 90;
thetaMax = 180;
// capacitor
maxCapacitorEnergy = 1000;
capacitorRechargeRate = 1.2;
inheritEnergyFromMount = true;
firstPersonOnly = true;
useEyePoint = true;
numWeapons = 3;
targetNameTag = 'Thundersword Belly';
targetTypeTag = 'Turret';
isSeeker = true;
seekRadius = $Bomber::SeekRadius;
maxSeekAngle = 45;
seekTime = $Bomber::SeekTime;
minSeekHeat = $Bomber::minSeekHeat;
minTargetingDistance = $Bomber::minTargetingDistance;
useTargetAudio = $Bomber::useTargetAudio;
};
datablock TurretImageData(BomberTurretBarrel)
{
shapeFile = "stackable1s.dts";
rotation = "0 0 1 90";
offset = "0.4 -0.4 -0.4";
mountPoint = 0;
projectile = sidewinder_MarkII;
projectileType = SeekerProjectile;
usesEnergy = true;
useCapacitor = true;
useMountEnergy = true;
fireEnergy = 60.0;
minEnergy = 60.0;
isSeeker = true;
seekRadius = $Bomber::SeekRadius;
maxSeekAngle = 45;
seekTime = $Bomber::SeekTime;
minSeekHeat = $Bomber::minSeekHeat;
minTargetingDistance = $Bomber::minTargetingDistance;
useTargetAudio = $Bomber::useTargetAudio;
// Turret parameters
activationMS = 1000;
deactivateDelayMS = 1500;
thinkTimeMS = 200;
degPerSecTheta = 360;
degPerSecPhi = 360;
attackRadius = 300;
// State transitions
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "WaitFire1";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = BomberTurretActivateSound;
stateName[1] = "WaitFire1";
stateTransitionOnTriggerDown[1] = "Fire1";
stateTransitionOnNoAmmo[1] = "NoAmmo1";
stateName[2] = "Fire1";
stateTransitionOnTimeout[2] = "Reload1";
stateTimeoutValue[2] = 2.0;
stateFire[2] = true;
stateRecoil[2] = LightRecoil;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateSound[2] = BomberTurretFireSound;
stateName[3] = "Reload1";
stateSequence[3] = "Reload";
stateTimeoutValue[3] = 0.75;
stateAllowImageChange[3] = false;
stateTransitionOnTimeout[3] = "WaitFire2";
stateTransitionOnNoAmmo[3] = "NoAmmo1";
stateName[4] = "NoAmmo1";
stateTransitionOnAmmo[4] = "Reload1";
// ---------------------------------------------
// z0dd - ZOD, 5/8/02. Incorrect parameter value
//stateSequence[4] = "NoAmmo";
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";
// ---------------------------------------------
// z0dd - ZOD, 5/8/02. Incorrect parameter value
//stateTransitionOnNoAmmo[6] = "NoAmmo";
stateTransitionOnNoAmmo[6] = "NoAmmo2";
stateName[7] = "Fire2";
stateTransitionOnTimeout[7] = "Reload2";
stateTimeoutValue[7] = 0.75;
stateScript[7] = "FirePair";
stateName[8] = "Reload2";
stateSequence[8] = "Reload";
stateTimeoutValue[8] = 0.75;
stateAllowImageChange[8] = false;
stateTransitionOnTimeout[8] = "WaitFire1";
stateTransitionOnNoAmmo[8] = "NoAmmo2";
stateName[9] = "NoAmmo2";
stateTransitionOnAmmo[9] = "Reload2";
// ---------------------------------------------
// z0dd - ZOD, 5/8/02. Incorrect parameter value
//stateSequence[9] = "NoAmmo";
stateSequence[9] = "NoAmmo2";
stateTransitionOnTriggerDown[9] = "DryFire2";
stateName[10] = "DryFire2";
stateSound[10] = BomberTurretDryFireSound;
stateTimeoutValue[10] = 0.75;
stateTransitionOnTimeout[10] = "NoAmmo2";
};
datablock TurretImageData(BomberTurretBarrelPair)
{
shapeFile = "stackable1s.dts";
rotation = "0 0 1 90";
offset = "-0.4 -0.4 -0.4";
mountPoint = 1;
projectile = sidewinder_MarkII;
projectileType = SeekerProjectile;
usesEnergy = true;
useCapacitor = true;
useMountEnergy = true;
fireEnergy = 60.0;
minEnergy = 60.0;
// Turret parameters
activationMS = 1000;
deactivateDelayMS = 1500;
thinkTimeMS = 200;
degPerSecTheta = 360;
degPerSecPhi = 360;
attackRadius = 300;
stateName[0] = "WaitFire";
stateTransitionOnTriggerDown[0] = "Fire";
stateName[1] = "Fire";
stateTransitionOnTimeout[1] = "StopFire";
stateTimeoutValue[1] = 0.13;
stateFire[1] = true;
stateRecoil[1] = LightRecoil;
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 TurretImageData(AIAimingTurretBarrel)
{
shapeFile = "turret_muzzlepoint.dts";
mountPoint = 3;
projectile = sidewinder_MarkII;
// Turret parameters
activationMS = 1000;
deactivateDelayMS = 1500;
thinkTimeMS = 200;
degPerSecTheta = 500;
degPerSecPhi = 800;
isSeeker = true;
seekRadius = $Bomber::SeekRadius;
maxSeekAngle = 45;
seekTime = $Bomber::SeekTime;
minSeekHeat = $Bomber::minSeekHeat;
minTargetingDistance = $Bomber::minTargetingDistance;
useTargetAudio = $Bomber::useTargetAudio;
attackRadius = 300;
};
datablock ShapeBaseImageData(BomberBellyTurretParam)
{
mountPoint = 2;
shapeFile = "turret_muzzlepoint.dts";
Projectile = sidewinder_MarkII;
ProjectileType = SeekerProjectile;
isSeeker = true;
seekRadius = $Bomber::SeekRadius;
maxSeekAngle = 45;
seekTime = $Bomber::SeekTime;
minSeekHeat = $Bomber::minSeekHeat;
minTargetingDistance = $Bomber::minTargetingDistance;
useTargetAudio = $Bomber::useTargetAudio;
};
//-------------------------------------
// BOMBER BOMB PROJECTILE
//-------------------------------------
datablock BombProjectileData(BomberBomb)
{
projectileShapeName = "bomb.dts";
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 4.0;
damageRadius = 30;
radiusDamageType = $DamageType::BomberBombs;
kickBackStrength = 2500;
explosion = "VehicleBombExplosion";
velInheritFactor = 1.0;
grenadeElasticity = 0.25;
grenadeFriction = 0.4;
armingDelayMS = 2000;
muzzleVelocity = 0.1;
drag = 0.3;
minRotSpeed = "60.0 0.0 0.0";
maxRotSpeed = "80.0 0.0 0.0";
scale = "1.0 1.0 1.0";
sound = BomberBombProjectileSound;
};
//-------------------------------------
// BOMBER BOMB CHARACTERISTICS
//-------------------------------------
datablock ItemData(BombAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "repair_kit.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
computeCRC = true;
};
datablock StaticShapeData(DropBombs)
{
catagory = "Turrets";
shapeFile = "bombers_eye.dts";
maxDamage = 1.0;
disabledLevel = 0.6;
destroyedLevel = 0.8;
};
datablock TurretImageData(BomberBombImage)
{
shapeFile = "turret_muzzlepoint.dts";
offset = "2 -4 -0.5";
mountPoint = 10;
projectile = BomberBomb;
projectileType = BombProjectile;
usesEnergy = true;
useMountEnergy = true;
useCapacitor = true;
fireEnergy = 110.0;
minEnergy = 110.0;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "WaitFire1";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateName[1] = "WaitFire1";
stateTransitionOnTriggerDown[1] = "Fire1";
stateTransitionOnNoAmmo[1] = "NoAmmo1";
stateName[2] = "Fire1";
stateTransitionOnTimeout[2] = "Reload1";
stateTimeoutValue[2] = 0.32;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateSound[2] = BomberBombFireSound;
stateName[3] = "Reload1";
stateSequence[3] = "Reload";
stateTimeoutValue[3] = 0.1;
stateAllowImageChange[3] = false;
stateTransitionOnTimeout[3] = "WaitFire2";
stateTransitionOnNoAmmo[3] = "NoAmmo1";
stateName[4] = "NoAmmo1";
stateTransitionOnAmmo[4] = "Reload1";
// ---------------------------------------------
// z0dd - ZOD, 5/8/02. Incorrect parameter value
//stateSequence[4] = "NoAmmo";
stateSequence[4] = "NoAmmo1";
stateTransitionOnTriggerDown[4] = "DryFire1";
stateName[5] = "DryFire1";
stateSound[5] = BomberBombDryFireSound;
stateTimeoutValue[5] = 0.5;
stateTransitionOnTimeout[5] = "NoAmmo1";
stateName[6] = "WaitFire2";
stateTransitionOnTriggerDown[6] = "Fire2";
// ---------------------------------------------
// z0dd - ZOD, 5/8/02. Incorrect parameter value
//stateTransitionOnNoAmmo[6] = "NoAmmo";
stateTransitionOnNoAmmo[6] = "NoAmmo2";
stateName[7] = "Fire2";
stateTransitionOnTimeout[7] = "Reload2";
stateTimeoutValue[7] = 0.32;
stateScript[7] = "FirePair";
stateName[8] = "Reload2";
stateSequence[8] = "Reload";
stateTimeoutValue[8] = 0.1;
stateAllowImageChange[8] = false;
stateTransitionOnTimeout[8] = "WaitFire1";
stateTransitionOnNoAmmo[8] = "NoAmmo2";
stateName[9] = "NoAmmo2";
stateTransitionOnAmmo[9] = "Reload2";
// ---------------------------------------------
// z0dd - ZOD, 5/8/02. Incorrect parameter value
//stateSequence[9] = "NoAmmo";
stateSequence[9] = "NoAmmo2";
stateTransitionOnTriggerDown[9] = "DryFire2";
stateName[10] = "DryFire2";
stateSound[10] = BomberBombDryFireSound;
stateTimeoutValue[10] = 0.5;
stateTransitionOnTimeout[10] = "NoAmmo2";
};
datablock TurretImageData(BomberBombPairImage)
{
shapeFile = "turret_muzzlepoint.dts";
offset = "-2 -4 -0.5";
mountPoint = 10;
projectile = BomberBomb;
projectileType = BombProjectile;
usesEnergy = true;
useMountEnergy = true;
useCapacitor = true;
fireEnergy = 110.0;
minEnergy = 110.0;
stateName[0] = "WaitFire";
stateTransitionOnTriggerDown[0] = "Fire";
stateName[1] = "Fire";
stateTransitionOnTimeout[1] = "StopFire";
stateTimeoutValue[1] = 0.13;
stateFire[1] = true;
stateAllowImageChange[1] = false;
stateSequence[1] = "Fire";
stateScript[1] = "onFire";
stateSound[1] = BomberBombFireSound;
stateName[2] = "StopFire";
stateTimeoutValue[2] = 0.1;
stateTransitionOnTimeout[2] = "WaitFire";
stateScript[2] = "stopFire";
};
//**************************************************************
// WEAPONS SPECIAL EFFECTS
//**************************************************************
datablock TracerProjectileData(BomberCGBullet)
{
doDynamicClientHits = true;
directDamage = 0.0;
directDamageType = $DamageType::ACCG;
explosion = MissileExplosion;
splash = ChaingunSplash;
hasDamageRadius = true;
indirectDamage = 0.75;
damageRadius = 5.0;
radiusDamageType = $DamageType::ACCG;
kickBackStrength = 5;
sound = ChaingunProjectile;
dryVelocity = 2500.0;
wetVelocity = 1000.0;
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 TurretImageData(BomberCGImage)
{
className = WeaponImage;
shapeFile = "turret_belly_barrell.dts";
offset = "0.1 0 0";
item = Chaingun;
projectile = BomberCGBullet;
projectileType = TracerProjectile;
projectileSpread = 2.0 / 1000.0;
emap = true;
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 5.0;
shellVelocity = 0.0;
mountPoint = 1;
usesEnergy = true;
useMountEnergy = true;
useCapacitor = true;
minEnergy = 5;
fireEnergy = 5.0;
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] = SniperFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.4;
stateAllowImageChange[4] = false;
stateSound[4] = ChaingunDryFireSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = MissileReloadSound;
stateTimeoutValue[6] = 1.5;
stateTransitionOnTimeout[6] = "NoAmmo";
};
function BomberTurretBarrelPair::onFire(%data,%obj,%slot)
{
%p = Parent::onFire(%data, %obj, %slot);
MissileSet.add(%p);
%target = %obj.getLockedTarget();
%homein = missileCheckAirTarget(%target);
if(%target && %homein)
%p.setObjectTarget(%target);
else if(%obj.isLocked())
%p.setPositionTarget(%obj.getLockedPosition());
else
%p.setNoTarget();
}
function BomberTurretBarrel::onFire(%data,%obj,%slot)
{
%p = Parent::onFire(%data, %obj, %slot);
MissileSet.add(%p);
%target = %obj.getLockedTarget();
%homein = missileCheckAirTarget(%target);
if(%target && %homein)
%p.setObjectTarget(%target);
else if(%obj.isLocked())
%p.setPositionTarget(%obj.getLockedPosition());
else
%p.setNoTarget();
}
function Bomberflyer::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
}
}