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

144 lines
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PHP

datablock ParticleData(DemonFBSmokeParticle)
{
dragCoeffiecient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
lifetimeMS = 2500;
lifetimeVarianceMS = 500;
textureName = "particleTest";
useInvAlpha = true;
spinRandomMin = -60.0;
spinRandomMax = 60.0;
colors[0] = "0.5 0.5 0.5 0.5";
colors[1] = "0.4 0.4 0.4 0.2";
colors[2] = "0.3 0.3 0.3 0.0";
sizes[0] = 0.5;
sizes[1] = 1.75;
sizes[2] = 3.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(DemonFBSmokeEmitter)
{
ejectionPeriodMS = 7;
periodVarianceMS = 0;
ejectionVelocity = 0.75; // A little oomph at the back end
velocityVariance = 0.2;
thetaMin = 0.0;
thetaMax = 180.0;
particles = "DemonFBSmokeParticle";
};
datablock GrenadeProjectileData(DemonFireball)
{
projectileShapeName = "plasmabolt.dts";
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 0.4;
damageRadius = 5.0; // z0dd - ZOD, 8/13/02. Was 20.0
radiusDamageType = $DamageType::zombie;
kickBackStrength = 1500;
explosion = "PlasmaBoltExplosion";
underwaterExplosion = "PlasmaBoltExplosion";
velInheritFactor = 0;
splash = PlasmaSplash;
depthTolerance = 100.0;
baseEmitter = DemonFBSmokeEmitter;
bubbleEmitter = DemonFBSmokeEmitter;
grenadeElasticity = 0;
grenadeFriction = 0.4;
armingDelayMS = -1; // z0dd - ZOD, 4/14/02. Was 2000
gravityMod = 0.4; // z0dd - ZOD, 5/18/02. Make mortar projectile heavier, less floaty
muzzleVelocity = 50.0; // z0dd - ZOD, 8/13/02. More velocity to compensate for higher gravity. Was 63.7
drag = 0;
sound = PlasmaProjectileSound;
hasLight = true;
lightRadius = 10;
lightColor = "1 0.75 0.25";
hasLightUnderwaterColor = true;
underWaterLightColor = "1 0.75 0.25";
};
datablock ShapeBaseImageData(DZShotImage)
{
className = WeaponImage;
shapeFile = "turret_muzzlepoint.dts";
item = DZShot;
projectile = DemonFireball;
projectileType = GrenadeProjectile;
usesEnergy = true;
fireEnergy = 40;
minEnergy = 40;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
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;
stateRecoil[3] = NoRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateSound[3] = PlasmaProjectileSound;
stateScript[3] = "onFire";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateTimeoutValue[6] = 0.1;
stateTransitionOnTimeout[6] = "Ready";
};
datablock ItemData(DZShot)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_energy.dts";
image = DZShotImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a Demon Zombie Fireball Ability";
};