mirror of
https://github.com/Ragora/T2-ACCM.git
synced 2026-01-28 15:01:02 +00:00
991 lines
32 KiB
PHP
991 lines
32 KiB
PHP
//**************************************************************
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// THUNDERSWORD BOMBER
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//**************************************************************
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//**************************************************************
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// SOUNDS
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//**************************************************************
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datablock EffectProfile(BomberFlyerEngineEffect)
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{
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effectname = "vehicles/bomber_engine";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(BomberFlyerThrustEffect)
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{
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effectname = "vehicles/bomber_boost";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(BomberTurretFireEffect)
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{
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effectname = "weapons/missile_fire";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(BomberTurretActivateEffect)
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{
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effectname = "vehicles/bomber_turret_activate";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(BomberTurretReloadEffect)
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{
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effectname = "vehicles/bomber_turret_reload";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(BomberTurretDryFireEffect)
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{
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effectname = "weapons/missile_launcher_dryfire";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(BomberBombReloadEffect)
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{
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effectname = "vehicles/bomber_bomb_reload";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(BomberBombDryFireEffect)
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{
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effectname = "vehicles/bomber_bomb_dryfire";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(BomberBombFireEffect)
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{
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effectname = "weapons/generic_throw";
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minDistance = 10.0;
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maxDistance = 20.0;
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};
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datablock AudioProfile(BomberFlyerEngineSound)
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{
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filename = "fx/vehicles/bomber_engine.wav";
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description = AudioDefaultLooping3d;
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preload = true;
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effect = BomberFlyerEngineEffect;
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};
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datablock AudioProfile(BomberFlyerThrustSound)
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{
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filename = "fx/vehicles/bomber_boost.wav";
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description = AudioDefaultLooping3d;
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preload = true;
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effect = BomberFlyerThrustEffect;
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};
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datablock AudioProfile(FusionExpSound)
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// Sound played when mortar impacts on target
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{
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filename = "fx/powered/turret_mortar_explode.wav";
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description = "AudioBIGExplosion3d";
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preload = true;
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};
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datablock AudioProfile(BomberTurretFireSound)
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{
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filename = "fx/weapons/missile_fire.WAV";
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description = AudioClose3d;
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preload = true;
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effect = BomberTurretFireEffect;
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};
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datablock AudioProfile(BomberTurretActivateSound)
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{
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filename = "fx/vehicles/bomber_turret_activate.wav";
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description = AudioClose3d;
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preload = true;
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effect = BomberTurretActivateEffect;
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};
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datablock AudioProfile(BomberTurretReloadSound)
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{
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filename = "fx/weapons/weapon.missilereload.wav";
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description = AudioClose3d;
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preload = true;
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effect = BomberTurretReloadEffect;
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};
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datablock AudioProfile(BomberTurretIdleSound)
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{
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filename = "fx/misc/diagnostic_on.wav";
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description = ClosestLooping3d;
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preload = true;
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};
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datablock AudioProfile(BomberTurretDryFireSound)
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{
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filename = "fx/weapons/missile_launcher_dryfire.wav";
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description = AudioClose3d;
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preload = true;
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effect = BomberTurretDryFireEffect;
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};
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datablock AudioProfile(BomberBombReloadSound)
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{
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filename = "fx/vehicles/bomber_bomb_reload.wav";
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description = AudioClose3d;
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preload = true;
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effect = BomberBombReloadEffect;
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};
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datablock AudioProfile(BomberBombProjectileSound)
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{
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filename = "fx/vehicles/bomber_bomb_projectile.wav";
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description = AudioDefaultLooping3d;
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preload = true;
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effect = BomberBombFireEffect;
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};
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datablock AudioProfile(BomberBombDryFireSound)
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{
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filename = "fx/vehicles/bomber_bomb_dryfire.wav";
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description = AudioClose3d;
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preload = true;
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effect = BomberBombDryFireEffect;
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};
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datablock AudioProfile(BomberBombFireSound)
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{
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filename = "fx/vehicles/bomber_bomb_reload.wav";
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description = AudioClose3d;
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preload = true;
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effect = BomberBombFireEffect;
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};
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datablock AudioProfile(BomberBombIdleSound)
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{
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filename = "fx/misc/diagnostic_on.wav";
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description = ClosestLooping3d;
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preload = true;
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};
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//**************************************************************
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// VEHICLE CHARACTERISTICS
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//**************************************************************
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datablock FlyingVehicleData(BomberFlyer) : BomberDamageProfile
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{
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spawnOffset = "0 0 2";
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canControl = false;
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catagory = "Vehicles";
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shapeFile = "vehicle_air_bomber.dts";
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multipassenger = true;
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computeCRC = true;
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weaponNode = 1;
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debrisShapeName = "vehicle_air_bomber.dts";
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debris = MeShapeDebris;
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renderWhenDestroyed = false;
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drag = 0.2;
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density = 1.0;
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mountPose[0] = sitting;
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mountPose[1] = sitting;
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numMountPoints = 3;
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isProtectedMountPoint[0] = true;
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isProtectedMountPoint[1] = true;
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isProtectedMountPoint[2] = false;
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cameraDefaultFov = 90.0;
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cameraMinFov = 5.0;
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cameraMaxFov = 120.0;
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cameraMaxDist = 22;
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cameraOffset = 5;
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cameraLag = 1.0;
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explosion = MFVehicleExplosion;
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explosionDamage = 1.5;
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explosionRadius = 20.0;
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maxDamage = 5.0; // Total health
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destroyedLevel = 5.0; // Damage textures show up at this health level
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HDAddMassLevel = 3.5;
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HDMassImage = HFlyerHDMassImage;
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isShielded = false;
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energyPerDamagePoint = 150;
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maxEnergy = 400; // Afterburner and any energy weapon pool
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minDrag = 60; // Linear Drag (eventually slows you down when not thrusting...constant drag)
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rotationalDrag = 1800; // Angular Drag (dampens the drift after you stop moving the mouse...also tumble drag)
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rechargeRate = 0.8;
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// Auto stabilize speed
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maxAutoSpeed = 15; // Autostabilizer kicks in when less than this speed. (meters/second)
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autoAngularForce = 1500; // Angular stabilizer force (this force levels you out when autostabilizer kicks in)
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autoLinearForce = 300; // Linear stabilzer force (this slows you down when autostabilizer kicks in)
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autoInputDamping = 0.95; // Dampen control input so you don't whack out at very slow speeds
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// Maneuvering
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maxSteeringAngle = 8; // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
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horizontalSurfaceForce = 5; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
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verticalSurfaceForce = 8; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
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maneuveringForce = 5000; // Horizontal jets (W,S,D,A key thrust)
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steeringForce = 800; // Steering jets (force applied when you move the mouse)
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steeringRollForce = 2500; // Steering jets (how much you heel over when you turn)
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rollForce = 1; // Auto-roll (self-correction to right you after you roll/invert)
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hoverHeight = 4; // Height off the ground at rest
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createHoverHeight = 3; // Height off the ground when created
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maxForwardSpeed = 110; // speed in which forward thrust force is no longer applied (meters/second)
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// Turbo Jet
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jetForce = 5000; // Afterburner thrust (this is in addition to normal thrust)
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minJetEnergy = 40.0; // Afterburner can't be used if below this threshhold.
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jetEnergyDrain = 2.5; // Energy use of the afterburners (low number is less drain...can be fractional)
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vertThrustMultiple = 3.0;
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dustEmitter = LargeVehicleLiftoffDustEmitter;
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triggerDustHeight = 4.0;
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dustHeight = 2.0;
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damageEmitter[0] = MFLightDamageSmoke;
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damageEmitter[1] = MFHeavyDamageSmoke;
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damageEmitter[2] = MeDamageBubbles;
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damageEmitterOffset[0] = "3.0 -3.0 0.0 ";
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damageEmitterOffset[1] = "-3.0 -3.0 0.0 ";
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damageLevelTolerance[0] = 0.3;
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damageLevelTolerance[1] = 0.7;
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numDmgEmitterAreas = 2;
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// Rigid body
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mass = 350; // Mass of the vehicle
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bodyFriction = 0; // Don't mess with this.
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bodyRestitution = 0.5; // When you hit the ground, how much you rebound. (between 0 and 1)
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minRollSpeed = 0; // Don't mess with this.
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softImpactSpeed = 20; // Sound hooks. This is the soft hit.
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hardImpactSpeed = 25; // Sound hooks. This is the hard hit.
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// Ground Impact Damage (uses DamageType::Ground)
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minImpactSpeed = 20; // If hit ground at speed above this then it's an impact. Meters/second
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speedDamageScale = 0.060;
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// Object Impact Damage (uses DamageType::Impact)
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collDamageThresholdVel = 25;
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collDamageMultiplier = 0.020;
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//
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minTrailSpeed = 15; // The speed your contrail shows up at.
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trailEmitter = ContrailEmitter;
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forwardJetEmitter = FlyerJetEmitter;
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downJetEmitter = FlyerJetEmitter;
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//
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jetSound = BomberFlyerThrustSound;
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engineSound = BomberFlyerEngineSound;
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softImpactSound = SoftImpactSound;
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hardImpactSound = HardImpactSound;
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//wheelImpactSound = WheelImpactSound;
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//
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softSplashSoundVelocity = 15.0;
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mediumSplashSoundVelocity = 20.0;
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hardSplashSoundVelocity = 30.0;
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exitSplashSoundVelocity = 10.0;
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exitingWater = VehicleExitWaterHardSound;
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impactWaterEasy = VehicleImpactWaterSoftSound;
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impactWaterMedium = VehicleImpactWaterMediumSound;
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impactWaterHard = VehicleImpactWaterHardSound;
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waterWakeSound = VehicleWakeHardSplashSound;
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minMountDist = 7;
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splashEmitter[0] = VehicleFoamDropletsEmitter;
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splashEmitter[1] = VehicleFoamEmitter;
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shieldImpact = VehicleShieldImpact;
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cmdCategory = "Tactical";
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cmdIcon = CMDFlyingBomberIcon;
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cmdMiniIconName = "commander/MiniIcons/com_bomber_grey";
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targetNameTag = 'B-34';
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targetTypeTag = 'Bomber';
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sensorData = combatSensor;
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sensorRadius = combatSensor.detectRadius;
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sensorColor = "9 9 255";
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checkRadius = 7.1895;
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observeParameters = "1 10 10";
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shieldEffectScale = "0.75 0.975 0.375";
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showPilotInfo = 1;
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replaceTime = 75;
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};
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//**************************************************************
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// WEAPONS
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//**************************************************************
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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------
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datablock SeekerProjectileData(sidewinder_MarkII)
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{
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casingShapeName = "weapon_missile_casement.dts";
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projectileShapeName = "weapon_missile_projectile.dts";
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hasDamageRadius = true;
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indirectDamage = 0.75;
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damageRadius = 10.0;
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radiusDamageType = $DamageType::Missile;
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kickBackStrength = 500;
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explosion = "MissileExplosion";
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splash = MissileSplash;
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velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
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// is cranked up to full so the missile doesn't start
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// out behind the player when the player is moving
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// very quickly - bramage
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baseEmitter = MissileSmokeEmitter;
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delayEmitter = MissileFireEmitter;
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puffEmitter = MissilePuffEmitter;
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bubbleEmitter = GrenadeBubbleEmitter;
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bubbleEmitTime = 1.0;
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exhaustEmitter = MissileLauncherExhaustEmitter;
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exhaustTimeMs = 300;
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exhaustNodeName = "muzzlePoint1";
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lifetimeMS = 15000; // z0dd - ZOD, 4/14/02. Was 6000
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muzzleVelocity = 75.0;
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maxVelocity = 210.0; // z0dd - ZOD, 4/14/02. Was 80.0
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turningSpeed = 64.0;
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acceleration = 100.0;
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proximityRadius = 3;
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terrainAvoidanceSpeed = 180;
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terrainScanAhead = 25;
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terrainHeightFail = 12;
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terrainAvoidanceRadius = 100;
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flareDistance = 200;
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flareAngle = 30;
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minSeekHeat = 0.0;
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sound = MissileProjectileSound;
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hasLight = true;
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lightRadius = 5.0;
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lightColor = "0.2 0.05 0";
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useFlechette = true;
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flechetteDelayMs = 100;
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casingDeb = FlechetteDebris;
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explodeOnWaterImpact = false;
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};
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//-------------------------------------
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// BOMBER BELLY TURRET CHARACTERISTICS
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//-------------------------------------
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datablock TurretData(BomberTurret) : TurretDamageProfile
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{
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className = VehicleTurret;
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catagory = "Turrets";
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shapeFile = "turret_belly_base.dts";
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preload = true;
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canControl = false;
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cmdCategory = "Tactical";
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cmdIcon = CMDFlyingBomberIcon;
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cmdMiniIconName = "commander/MiniIcons/com_bomber_grey";
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targetNameTag = 'Thundersword';
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targetTypeTag = 'Bomberturret';
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mass = 1.0; // Not really relevant
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repairRate = 0;
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maxDamage = BomberFlyer.maxDamage;
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destroyedLevel = BomberFlyer.destroyedLevel;
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thetaMin = 90;
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thetaMax = 180;
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// capacitor
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maxCapacitorEnergy = 1000;
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capacitorRechargeRate = 1.2;
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inheritEnergyFromMount = true;
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firstPersonOnly = true;
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useEyePoint = true;
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numWeapons = 3;
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targetNameTag = 'Thundersword Belly';
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targetTypeTag = 'Turret';
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isSeeker = true;
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seekRadius = $Bomber::SeekRadius;
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maxSeekAngle = 45;
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seekTime = $Bomber::SeekTime;
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minSeekHeat = $Bomber::minSeekHeat;
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minTargetingDistance = $Bomber::minTargetingDistance;
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useTargetAudio = $Bomber::useTargetAudio;
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};
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datablock TurretImageData(BomberTurretBarrel)
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{
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shapeFile = "stackable1s.dts";
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rotation = "0 0 1 90";
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offset = "0.4 -0.4 -0.4";
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mountPoint = 0;
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projectile = sidewinder_MarkII;
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projectileType = SeekerProjectile;
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usesEnergy = true;
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useCapacitor = true;
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useMountEnergy = true;
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fireEnergy = 60.0;
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minEnergy = 60.0;
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isSeeker = true;
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seekRadius = $Bomber::SeekRadius;
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maxSeekAngle = 45;
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seekTime = $Bomber::SeekTime;
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minSeekHeat = $Bomber::minSeekHeat;
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minTargetingDistance = $Bomber::minTargetingDistance;
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useTargetAudio = $Bomber::useTargetAudio;
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// Turret parameters
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activationMS = 1000;
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deactivateDelayMS = 1500;
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thinkTimeMS = 200;
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degPerSecTheta = 360;
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degPerSecPhi = 360;
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attackRadius = 300;
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// State transitions
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "WaitFire1";
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stateTimeoutValue[0] = 0.5;
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stateSequence[0] = "Activate";
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stateSound[0] = BomberTurretActivateSound;
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stateName[1] = "WaitFire1";
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stateTransitionOnTriggerDown[1] = "Fire1";
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stateTransitionOnNoAmmo[1] = "NoAmmo1";
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stateName[2] = "Fire1";
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stateTransitionOnTimeout[2] = "Reload1";
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stateTimeoutValue[2] = 2.0;
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stateFire[2] = true;
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stateRecoil[2] = LightRecoil;
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stateAllowImageChange[2] = false;
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stateSequence[2] = "Fire";
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stateScript[2] = "onFire";
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stateSound[2] = BomberTurretFireSound;
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stateName[3] = "Reload1";
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stateSequence[3] = "Reload";
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stateTimeoutValue[3] = 0.75;
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stateAllowImageChange[3] = false;
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stateTransitionOnTimeout[3] = "WaitFire2";
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stateTransitionOnNoAmmo[3] = "NoAmmo1";
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stateName[4] = "NoAmmo1";
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stateTransitionOnAmmo[4] = "Reload1";
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// ---------------------------------------------
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// z0dd - ZOD, 5/8/02. Incorrect parameter value
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//stateSequence[4] = "NoAmmo";
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stateSequence[4] = "NoAmmo1";
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stateTransitionOnTriggerDown[4] = "DryFire1";
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stateName[5] = "DryFire1";
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stateSound[5] = BomberTurretDryFireSound;
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stateTimeoutValue[5] = 0.75;
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stateTransitionOnTimeout[5] = "NoAmmo1";
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stateName[6] = "WaitFire2";
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stateTransitionOnTriggerDown[6] = "Fire2";
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// ---------------------------------------------
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// 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
|
|
}
|
|
}
|