mirror of
https://github.com/Ragora/T2-ACCM.git
synced 2026-01-21 03:44:44 +00:00
144 lines
3.8 KiB
PHP
144 lines
3.8 KiB
PHP
datablock ParticleData(DemonFBSmokeParticle)
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{
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dragCoeffiecient = 0.0;
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gravityCoefficient = 0.0;
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inheritedVelFactor = 0.0;
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lifetimeMS = 2500;
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lifetimeVarianceMS = 500;
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textureName = "particleTest";
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useInvAlpha = true;
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spinRandomMin = -60.0;
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spinRandomMax = 60.0;
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colors[0] = "0.5 0.5 0.5 0.5";
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colors[1] = "0.4 0.4 0.4 0.2";
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colors[2] = "0.3 0.3 0.3 0.0";
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sizes[0] = 0.5;
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sizes[1] = 1.75;
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sizes[2] = 3.0;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(DemonFBSmokeEmitter)
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{
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ejectionPeriodMS = 7;
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periodVarianceMS = 0;
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ejectionVelocity = 0.75; // A little oomph at the back end
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velocityVariance = 0.2;
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thetaMin = 0.0;
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thetaMax = 180.0;
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particles = "DemonFBSmokeParticle";
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};
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datablock GrenadeProjectileData(DemonFireball)
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{
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projectileShapeName = "plasmabolt.dts";
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emitterDelay = -1;
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directDamage = 0.0;
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hasDamageRadius = true;
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indirectDamage = 0.4;
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damageRadius = 5.0; // z0dd - ZOD, 8/13/02. Was 20.0
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radiusDamageType = $DamageType::zombie;
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kickBackStrength = 1500;
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explosion = "PlasmaBoltExplosion";
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underwaterExplosion = "PlasmaBoltExplosion";
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velInheritFactor = 0;
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splash = PlasmaSplash;
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depthTolerance = 100.0;
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baseEmitter = DemonFBSmokeEmitter;
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bubbleEmitter = DemonFBSmokeEmitter;
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grenadeElasticity = 0;
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grenadeFriction = 0.4;
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armingDelayMS = -1; // z0dd - ZOD, 4/14/02. Was 2000
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gravityMod = 0.4; // z0dd - ZOD, 5/18/02. Make mortar projectile heavier, less floaty
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muzzleVelocity = 50.0; // z0dd - ZOD, 8/13/02. More velocity to compensate for higher gravity. Was 63.7
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drag = 0;
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sound = PlasmaProjectileSound;
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hasLight = true;
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lightRadius = 10;
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lightColor = "1 0.75 0.25";
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hasLightUnderwaterColor = true;
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underWaterLightColor = "1 0.75 0.25";
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};
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datablock ShapeBaseImageData(DZShotImage)
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{
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className = WeaponImage;
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shapeFile = "turret_muzzlepoint.dts";
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item = DZShot;
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projectile = DemonFireball;
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projectileType = GrenadeProjectile;
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usesEnergy = true;
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fireEnergy = 40;
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minEnergy = 40;
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 0.5;
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stateSequence[0] = "Activate";
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stateSound[0] = ChaingunSwitchSound;
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stateName[1] = "ActivateReady";
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stateTransitionOnLoaded[1] = "Ready";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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stateName[2] = "Ready";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateTransitionOnTriggerDown[2] = "Fire";
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.1;
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stateFire[3] = true;
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stateRecoil[3] = NoRecoil;
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stateAllowImageChange[3] = false;
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stateSequence[3] = "Fire";
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stateSound[3] = PlasmaProjectileSound;
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stateScript[3] = "onFire";
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateName[5] = "NoAmmo";
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stateTransitionOnAmmo[5] = "Reload";
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stateSequence[5] = "NoAmmo";
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stateTransitionOnTriggerDown[5] = "DryFire";
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stateName[6] = "DryFire";
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stateTimeoutValue[6] = 0.1;
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stateTransitionOnTimeout[6] = "Ready";
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};
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datablock ItemData(DZShot)
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{
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_energy.dts";
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image = DZShotImage;
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "a Demon Zombie Fireball Ability";
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};
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