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

238 lines
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PHP

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