mirror of
https://github.com/Ragora/T2-ACCM.git
synced 2026-01-21 03:44:44 +00:00
238 lines
6.1 KiB
PHP
238 lines
6.1 KiB
PHP
//--------------------------------------
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// Chaingun
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//--------------------------------------
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datablock AudioProfile(KriegFireSound)
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{
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filename = "fx/vehicles/tank_chaingun.wav";
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description = AudioDefault3d;
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preload = true;
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effect = AssaultChaingunFireEffect;
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};
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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------
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datablock TracerProjectileData(KriegBullet)
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{
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doDynamicClientHits = true;
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directDamage = 0.4;
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directDamageType = $DamageType::Rifle;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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specialCollisionStreamline = true;
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HeadMultiplier = 1.5;
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LegsMultiplier = 0.35;
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kickBackStrength = 15.0;
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sound = ChaingunProjectile;
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dryVelocity = 3000.0;
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wetVelocity = 2000.0;
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velInheritFactor = 1.0;
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fizzleTimeMS = 1000;
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lifetimeMS = 1000;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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deflectionOnWaterImpact = 0.0;
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fizzleUnderwaterMS = 3000;
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tracerLength = 20.0;
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tracerAlpha = false;
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tracerMinPixels = 6;
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tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
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tracerTex[0] = "special/tracer00";
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tracerTex[1] = "special/tracercross";
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tracerWidth = 0.09;
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crossSize = 0.20;
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crossViewAng = 0.990;
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renderCross = true;
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decalData[0] = ChaingunDecal1;
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decalData[1] = ChaingunDecal2;
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decalData[2] = ChaingunDecal3;
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decalData[3] = ChaingunDecal4;
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decalData[4] = ChaingunDecal5;
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decalData[5] = ChaingunDecal6;
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};
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//--------------------------------------------------------------------------
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// Ammo
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//--------------------------------------
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datablock ItemData(KriegAmmo)
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{
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_chaingun.dts";
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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 = "Some Rifle Ammo";
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computeCRC = true;
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};
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datablock ItemData(RifleClip)
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{
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_chaingun.dts";
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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 = "specialized 7.62mm cartidges";
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};
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//--------------------------------------------------------------------------
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// Weapon
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//--------------------------------------
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datablock ShapeBaseImageData(KriegRifleImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_sniper.dts";
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mass = 10;
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item = KriegRifle;
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ammo = KriegAmmo;
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clip = RifleClip;
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projectile = KriegBullet;
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projectileType = TracerProjectile;
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emap = true;
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casing = ShellDebris;
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shellExitDir = "1.0 0.3 1.0";
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shellExitOffset = "0.15 -0.56 -0.1";
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shellExitVariance = 15.0;
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shellVelocity = 3.0;
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decayingSpread = 1;
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projectileSpread = 0.5 / 1000.0;
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maxSpread = 3 / 1000.0;
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usesClips = 1;
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spreadIncreaseRate = 2 / 1000;
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// Doesn't apply firing impulse.
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clipTimeout = 1750;
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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] = BasicSwitchSound;
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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] = "CheckWet";
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.01;
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stateFire[3] = true;
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stateEmitter[3] = "GunFireEffectEmitter";
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stateEmitterNode[3] = "muzzlepoint1";
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stateEmitterTime[3] = 1;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = false;
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stateScript[3] = "onFire";
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stateEmitterTime[3] = 0.2;
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stateSound[3] = KriegFireSound;
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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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stateTimeoutValue[4] = 0.4;
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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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stateSound[6] = ChaingunDryFireSound;
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stateTimeoutValue[6] = 1.0;
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stateTransitionOnTimeout[6] = "NoAmmo";
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stateName[7] = "WetFire";
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stateSound[7] = PlasmaFireWetSound;
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stateTimeoutValue[7] = 1.0;
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stateTransitionOnTimeout[7] = "Ready";
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stateName[8] = "CheckWet";
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stateTransitionOnWet[8] = "WetFire";
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stateTransitionOnNotWet[8] = "Fire";
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};
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datablock ItemData(KriegRifle)
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{
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_sniper.dts";
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image = KriegRifleImage;
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mass = 1.0;
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elasticity = 0.0;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "a Rifle";
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computeCRC = true;
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emap = true;
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};
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datablock ShapeBaseImageData(ScopeImage)
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{
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className = WeaponImage;
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ammo = KriegAmmo;
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shapeFile = "weapon_targeting.dts";
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offset = "0.0 -0.2 0.1";
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emap = true;
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};
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datablock ShapeBaseImageData(ClipImage1)
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{
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shapeFile = "grenade.dts";
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ammo = KriegAmmo;
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offset = "0.0 .2 -0.2";
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emap = true;
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};
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function KriegRifleImage::onMount(%this,%obj,%slot)
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{
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Parent::onMount(%this, %obj, %slot);
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%obj.mountImage(ScopeImage, 5);
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%obj.mountImage(ClipImage1, 6);
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if (%obj.inv[KriegAmmo] == 0)
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%this.CheckForClip(%obj, %slot);
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%obj.hasKrieg = true;
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}
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function KriegRifleImage::onUnmount(%this,%obj,%slot)
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{
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Parent::onUnmount(%this, %obj, %slot);
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%obj.unmountImage(5);
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%obj.unmountImage(6);
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%obj.clipReloading = false;
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}
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function KriegRifleImage::MountClipEffects(%data, %obj, %slot)
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{
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%obj.mountImage(ClipImage1, 6);
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}
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function KriegRifleImage::UnmountClipEffects(%data, %obj, %slot)
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{
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%obj.unmountImage(6);
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}
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