mirror of
https://github.com/Ragora/T2-ACCM.git
synced 2026-01-21 03:44:44 +00:00
385 lines
12 KiB
PHP
385 lines
12 KiB
PHP
//--------------------------------------
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// AA rocket launcher
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//--------------------------------------
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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------
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datablock SeekerProjectileData(AAMissile)
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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 = 1.0;
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damageRadius = 10.0;
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radiusDamageType = $DamageType::Missile;
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kickBackStrength = 2000;
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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 = 10.0;
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maxVelocity = 225.0; // z0dd - ZOD, 4/14/02. Was 80.0
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turningSpeed = 45.0;
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acceleration = 150.0;
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proximityRadius = 3;
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terrainAvoidanceSpeed = 50;
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terrainScanAhead = 50;
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terrainHeightFail = 5;
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terrainAvoidanceRadius = 1;
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flareDistance = 200;
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flareAngle = 30;
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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 = 550;
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casingDeb = FlechetteDebris;
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explodeOnWaterImpact = false;
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};
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//--------------------------------------------------------------------------
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// Ammo
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//--------------------------------------
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datablock ItemData(AALauncherAmmo)
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{
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_missile.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 AA rockets";
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computeCRC = true;
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};
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//--------------------------------------------------------------------------
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// Weapon
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//--------------------------------------
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datablock ItemData(AALauncher)
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{
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_missile.dts";
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image = AALauncherImage;
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mass = 1.0;
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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 = "an AA rocket Launcher";
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computeCRC = true;
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emap = true;
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};
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datablock ShapeBaseImageData(AALauncherImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_missile.dts";
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item = AALauncher;
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ammo = AALauncherAmmo;
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offset = "0 0 0";
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armThread = lookms;
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emap = true;
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mass = 30;
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projectile = AAMissile;
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projectileType = SeekerProjectile;
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isSeeker = true;
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seekRadius = 400;
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maxSeekAngle = 20;
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seekTime = 0.5;
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minSeekHeat = 0.6; // the heat that must be present on a target to lock it. // z0dd - ZOD, 8/22/02. Was 0.7
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// only target objects outside this range
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minTargetingDistance = 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] = MissileSwitchSound;
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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] = 0.4;
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stateFire[3] = true;
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stateRecoil[3] = mediumRecoil;
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stateAllowImageChange[3] = false;
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stateSequence[3] = "Fire";
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stateScript[3] = "onFire";
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stateSound[3] = MissileFireSound;
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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] = 4.0;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateSound[4] = MissileReloadSound;
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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] = MissileDryFireSound;
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stateTimeoutValue[6] = 1.0;
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stateTransitionOnTimeout[6] = "ActivateReady";
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stateName[7] = "CheckTarget";
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stateTransitionOnNoTarget[7] = "DryFire";
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stateTransitionOnTarget[7] = "Fire";
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stateName[8] = "CheckWet";
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stateTransitionOnWet[8] = "WetFire";
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stateTransitionOnNotWet[8] = "CheckTarget";
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stateName[9] = "WetFire";
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stateTransitionOnNoAmmo[9] = "NoAmmo";
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stateTransitionOnTimeout[9] = "Reload";
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stateTimeoutValue[9] = 0.4;
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stateScript[9] = "onWetFire";
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stateAllowImageChange[9] = false;
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};
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function AALauncherImage::onFire(%data,%obj,%slot)
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{
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%p = Parent::onFire(%data, %obj, %slot);
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if (%obj.getControllingClient())
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%target = %obj.getLockedTarget();
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else
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%target = %obj.getTargetObject();
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%homein = missileCheckAirTarget(%target);
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if(%target && %homein)
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%p.setObjectTarget(%target);
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else if(%obj.isLocked())
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%p.setPositionTarget(%obj.getLockedPosition());
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else
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%p.setNoTarget();
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}
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//--------------------------------------
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// AT4 Missile launcher
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//--------------------------------------
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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------
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datablock SeekerProjectileData(LShoulderMissile)
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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 = 0.8;
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damageRadius = 8.0;
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radiusDamageType = $DamageType::AT4;
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kickBackStrength = 3500;
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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 = 3500; // z0dd - ZOD, 4/14/02. Was 6000
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muzzleVelocity = 200.0;
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maxVelocity = 350.0; // z0dd - ZOD, 4/14/02. Was 80.0
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turningSpeed = 54.0;
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acceleration = 50.0;
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proximityRadius = 3;
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sound = MissileProjectileSound;
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hasLight = true;
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lightRadius = 3.0;
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lightColor = "0.2 0.05 0";
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useFlechette = true;
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flechetteDelayMs = 10;
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casingDeb = FlechetteDebris;
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explodeOnWaterImpact = true;
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};
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//--------------------------------------------------------------------------
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// Ammo
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//--------------------------------------
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datablock ItemData(LMissileLauncherAmmo)
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{
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_missile.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 = "an AT6 missile";
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computeCRC = true;
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};
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//--------------------------------------------------------------------------
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// Weapon
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//--------------------------------------
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datablock ItemData(LMissileLauncher)
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{
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_grenade_launcher.dts";
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image = LMissileLauncherImage;
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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 = "an AT6";
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computeCRC = true;
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emap = true;
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};
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datablock ShapeBaseImageData(LMissileLauncherImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_grenade_launcher.dts";
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item = LMissileLauncher;
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ammo = LMissileLauncherAmmo;
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offset = "0 -1 0";
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armThread = lookms;
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emap = true;
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projectile = LShoulderMissile;
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projectileType = seekerprojectile;
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projectileSpread = 1.0 / 2000.0;
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 2.0;
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stateSequence[0] = "Activate";
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stateSound[0] = MissileSwitchSound;
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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] = 0.4;
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stateFire[3] = true;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = false;
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stateSequence[3] = "Fire";
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stateScript[3] = "onFire";
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stateSound[3] = MissileFireSound;
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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] = 4.5;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateSound[4] = MissileReloadSound;
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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] = MissileDryFireSound;
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stateTimeoutValue[6] = 1.0;
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stateTransitionOnTimeout[6] = "ActivateReady";
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stateName[7] = "CheckTarget";
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stateTransitionOnNoTarget[7] = "Fire";
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stateTransitionOnTarget[7] = "Fire";
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stateName[8] = "CheckWet";
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stateTransitionOnWet[8] = "DryFire";
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stateTransitionOnNotWet[8] = "CheckTarget";
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stateName[9] = "WetFire";
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stateTransitionOnNoAmmo[9] = "NoAmmo";
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stateTransitionOnTimeout[9] = "Reload";
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stateTimeoutValue[9] = 0.4;
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stateScript[9] = "onWetFire";
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stateAllowImageChange[9] = false;
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};
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function LMissileLauncherImage::onFire(%data,%obj,%slot)
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{
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%p = Parent::onFire(%data, %obj, %slot);
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%p.AT4lockon = schedule(875, 0, "AT4LockOnToTarget", %p);
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}
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function AT4LockOnToTarget(%p)
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{
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if(!isObject(%p))
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return;
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InitContainerRadiusSearch(%p.getPosition(), 100, $TypeMasks::VehicleObjectType);
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%searchResult = containersearchnext();
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if(%searchResult)
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{
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%SearchObj = FirstWord(%SearchResult);
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%p.setObjectTarget(%searchObj);
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}
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} |