mirror of
https://github.com/Ragora/T2-ACCM.git
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577 lines
16 KiB
C#
577 lines
16 KiB
C#
//--------------------------------------
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// RPChaingun
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//--------------------------------------
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datablock ParticleData(GunFireEffectSmoke)
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{
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dragCoeffiecient = 0.4;
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gravityCoefficient = -0.04; // rises slowly
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inheritedVelFactor = 0.025;
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lifetimeMS = 5000;
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lifetimeVarianceMS = 500;
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textureName = "particleTest";
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useInvAlpha = true;
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spinRandomMin = -40.0;
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spinRandomMax = 40.0;
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colors[0] = "0.4 0.4 0.4 0.18";
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colors[1] = "0.5 0.5 0.5 0.14";
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colors[2] = "0.5 0.5 0.5 0.07";
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colors[3] = "0.6 0.6 0.6 0.0";
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sizes[0] = 0.5;
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sizes[1] = 0.75;
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sizes[2] = 1.0;
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sizes[3] = 1.25;
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times[0] = 0.0;
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times[1] = 0.333;
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times[2] = 0.666;
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times[3] = 1.0;
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};
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datablock ParticleEmitterData(GunFireEffectEmitter)
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{
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ejectionPeriodMS = 5;
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periodVarianceMS = 0;
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ejectionOffset = 0.0;
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ejectionVelocity = 3;
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velocityVariance = 2;
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thetaMin = 0.0;
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thetaMax = 10.0;
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lifetimeMS = 10;
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particles = "GunFireEffectSmoke";
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};
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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------
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datablock TracerProjectileData(RPChaingunBullet)
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{
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doDynamicClientHits = true;
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directDamage = 0.24;
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directDamageType = $DamageType::MG;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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specialCollisionStreamline = true;
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HeadMultiplier = 1.8;
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LegsMultiplier = 0.75;
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kickBackStrength = 100.0;
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sound = ChaingunProjectile;
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dryVelocity = 2000.0;
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wetVelocity = 1750.0;
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velInheritFactor = 0.0;
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fizzleTimeMS = 3000;
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lifetimeMS = 3000;
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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 = 10.0;
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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(RPChaingunAmmo)
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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 M32 ammo";
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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 ShapeBaseImageData(RPChaingunImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_sniper.dts";
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item = RPChaingun;
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ammo = RPChaingunAmmo;
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clip = MGClip;
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projectile = RPChaingunBullet;
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projectileType = TracerProjectile;
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emap = true;
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mass = 14;
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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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usesClips = 1;
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muzzleFlash = OutdoorTurretMuzzleFlash;
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projectileSpread = 5 / 1000.0;
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maxSpread = 0.5 / 1000.0;
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spreadIncreaseRate = 1.5 / 1000;
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clipTimeout = 2250;
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//--------------------------------------
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stateName[0] = "Activate";
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stateSequence[0] = "Activate";
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stateSound[0] = GenericSwitchSound;
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stateAllowImageChange[0] = false;
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//
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stateTimeoutValue[0] = 0.5;
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stateTransitionOnTimeout[0] = "Ready";
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stateTransitionOnNoAmmo[0] = "NoAmmo";
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//--------------------------------------
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stateName[1] = "Ready";
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stateSpinThread[1] = Stop;
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//
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stateTransitionOnTriggerDown[1] = "CheckWet";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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//--------------------------------------
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stateName[2] = "NoAmmo";
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stateTransitionOnAmmo[2] = "Ready";
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stateSpinThread[2] = Stop;
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stateTransitionOnTriggerDown[2] = "DryFire";
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//--------------------------------------
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stateName[3] = "Spinup";
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stateSpinThread[3] = SpinUp;
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//
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stateTimeoutValue[3] = 0.001;
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stateWaitForTimeout[3] = false;
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stateTransitionOnTimeout[3] = "Fire";
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stateTransitionOnTriggerUp[3] = "Spindown";
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//--------------------------------------
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stateName[4] = "Fire";
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stateSequence[4] = "Fire";
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stateSequenceRandomFlash[4] = true;
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stateFire[4] = true;
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stateAllowImageChange[4] = false;
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stateSound[4] = ChaingunFireSound;
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stateScript[4] = "onFire";
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stateFire[4] = true;
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stateEjectShell[4] = true;
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stateEmitter[4] = "GunFireEffectEmitter";
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stateEmitterNode[4] = "muzzlepoint1";
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stateEmitterTime[4] = 0.5;
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stateRecoil[4] = LightRecoil;
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stateTimeoutValue[4] = 0.15;
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stateTransitionOnTimeout[4] = "Fire";
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stateTransitionOnTriggerUp[4] = "Spindown";
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stateTransitionOnNoAmmo[4] = "EmptySpindown";
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//--------------------------------------
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stateName[5] = "Spindown";
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stateSpinThread[5] = SpinDown;
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//
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stateTimeoutValue[5] = 0.1;
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stateWaitForTimeout[5] = true;
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stateTransitionOnTimeout[5] = "Ready";
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stateTransitionOnTriggerDown[5] = "Spinup";
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//--------------------------------------
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stateName[6] = "EmptySpindown";
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stateSpinThread[6] = SpinDown;
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//
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stateTimeoutValue[6] = 0.5;
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stateTransitionOnTimeout[6] = "NoAmmo";
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//--------------------------------------
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stateName[7] = "DryFire";
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stateSound[7] = ChaingunDryFireSound;
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stateTimeoutValue[7] = 0.5;
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stateTransitionOnTimeout[7] = "NoAmmo";
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stateName[8] = "WetFire";
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stateSound[8] = ChaingunDryFireSound;
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stateTimeoutValue[8] = 1.0;
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stateTransitionOnTimeout[8] = "Ready";
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stateName[9] = "CheckWet";
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stateTransitionOnWet[9] = "WetFire";
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stateTransitionOnNotWet[9] = "Spinup";
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};
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datablock ItemData(RPChaingun)
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{
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_chaingun.dts";
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image = RPChaingunImage;
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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 = "A M32 Fully Automatic Rifle";
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computeCRC = true;
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emap = true;
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};
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datablock ItemData(MGClip)
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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 = "5.56mm clips";
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computeCRC = true;
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};
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datablock ShapeBaseImageData(MGClipImage)
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{
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shapeFile = "grenade.dts";
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ammo = RPChaingunAmmo;
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offset = "0.0 0.2 -0.2";
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emap = true;
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};
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function RPChaingunImage::onMount(%this,%obj,%slot)
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{
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Parent::onMount(%this, %obj, %slot);
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%obj.mountImage(MGClipImage, 6);
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%obj.clipReloading = false;
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if (%obj.inv[RPChaingunAmmo] == 0)
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%this.CheckForClip(%obj, %slot);
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}
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function RPChaingunImage::onUnmount(%this,%obj,%slot)
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{
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Parent::onUnmount(%this, %obj, %slot);
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%obj.unmountImage(6);
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%obj.clipReloading = false;
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}
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function RPChaingunImage::MountClipEffects(%data, %obj, %slot)
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{
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%obj.mountImage(MGClipImage, 6);
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}
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function RPChaingunImage::UnmountClipEffects(%data, %obj, %slot)
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{
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%obj.unmountImage(6);
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}
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//--------------------------------------------------------------------------
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// Weapon
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//--------------------------------------
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datablock ShapeBaseImageData(HRPChaingunImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_sniper.dts";
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item = HRPChaingun;
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ammo = RPChaingunAmmo;
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clip = MGClip;
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projectile = RPChaingunBullet;
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projectileType = TracerProjectile;
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emap = true;
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mass = 20;
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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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usesClips = 1;
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muzzleFlash = OutdoorTurretMuzzleFlash;
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projectileSpread = 1 / 1000.0; // z0dd - ZOD, 8/6/02. Was: 8.0 / 1000.0
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maxSpread = 5 / 1000.0;
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spreadIncreaseRate = 1.5 / 1000;
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clipTimeout = 2250;
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//--------------------------------------
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stateName[0] = "Activate";
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stateSequence[0] = "Activate";
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stateSound[0] = GenericSwitchSound;
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stateAllowImageChange[0] = false;
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//
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stateTimeoutValue[0] = 0.5;
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stateTransitionOnTimeout[0] = "Ready";
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stateTransitionOnNoAmmo[0] = "NoAmmo";
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//--------------------------------------
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stateName[1] = "Ready";
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stateSpinThread[1] = Stop;
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//
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stateTransitionOnTriggerDown[1] = "CheckWet";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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//--------------------------------------
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stateName[2] = "NoAmmo";
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stateTransitionOnAmmo[2] = "Ready";
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stateSpinThread[2] = Stop;
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stateTransitionOnTriggerDown[2] = "DryFire";
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//--------------------------------------
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stateName[3] = "Spinup";
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stateSpinThread[3] = SpinUp;
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//
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stateTimeoutValue[3] = 0.001;
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stateWaitForTimeout[3] = false;
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stateTransitionOnTimeout[3] = "Fire";
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stateTransitionOnTriggerUp[3] = "Spindown";
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//--------------------------------------
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stateName[4] = "Fire";
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stateSequence[4] = "Fire";
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stateSequenceRandomFlash[4] = true;
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stateFire[4] = true;
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stateAllowImageChange[4] = false;
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stateSound[4] = ChaingunFireSound;
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stateScript[4] = "onFire";
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stateFire[4] = true;
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stateEjectShell[4] = true;
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stateEmitter[4] = "GunFireEffectEmitter";
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stateEmitterNode[4] = "muzzlepoint1";
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stateEmitterTime[4] = 0.5;
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stateRecoil[4] = LightRecoil;
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stateTimeoutValue[4] = 0.15;
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stateTransitionOnTimeout[4] = "Fire";
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stateTransitionOnTriggerUp[4] = "Spindown";
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stateTransitionOnNoAmmo[4] = "EmptySpindown";
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//--------------------------------------
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stateName[5] = "Spindown";
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stateSpinThread[5] = SpinDown;
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//
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stateTimeoutValue[5] = 0.1;
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stateWaitForTimeout[5] = true;
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stateTransitionOnTimeout[5] = "Ready";
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stateTransitionOnTriggerDown[5] = "Spinup";
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//--------------------------------------
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stateName[6] = "EmptySpindown";
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stateSpinThread[6] = SpinDown;
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//
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stateTimeoutValue[6] = 0.5;
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stateTransitionOnTimeout[6] = "NoAmmo";
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//--------------------------------------
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stateName[7] = "DryFire";
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stateSound[7] = ChaingunDryFireSound;
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stateTimeoutValue[7] = 0.5;
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stateTransitionOnTimeout[7] = "NoAmmo";
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stateName[8] = "WetFire";
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stateSound[8] = ChaingunDryFireSound;
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stateTimeoutValue[8] = 1.0;
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stateTransitionOnTimeout[8] = "Ready";
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stateName[9] = "CheckWet";
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stateTransitionOnWet[9] = "WetFire";
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stateTransitionOnNotWet[9] = "Spinup";
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};
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datablock ItemData(HRPChaingun)
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{
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_chaingun.dts";
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image = HRPChaingunImage;
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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 = "a M32 With a RPG Launcher";
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computeCRC = true;
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emap = true;
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};
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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------
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datablock GrenadeProjectileData(RPGshot)
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{
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projectileShapeName = "grenade.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 = 1.4;
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damageRadius = 10.0;
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radiusDamageType = $DamageType::RPG;
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kickBackStrength = 3500;
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explosion = "GrenadeExplosion";
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underwaterExplosion = "GrenadeExplosion";
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velInheritFactor = 0.5;
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splash = MissileSplash;
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depthTolerance = 0.01;
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baseEmitter = GrenadeSmokeEmitter;
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bubbleEmitter = GrenadeBubbleEmitter;
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grenadeElasticity = 0.0;
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grenadeFriction = 0.0;
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armingDelayMS = -1;
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gravityMod = 1.3;
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muzzleVelocity = 50.0;
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drag = 0.2;
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sound = MissileProjectileSound;
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hasLight = true;
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lightRadius = 4;
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lightColor = "0.05 0.2 0.05";
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hasLightUnderwaterColor = true;
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underWaterLightColor = "0.05 0.075 0.2";
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};
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datablock ItemData(RPGAmmo)
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{
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "grenade.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 M32 RPG ammo";
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computeCRC = true;
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};
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datablock ShapeBaseImageData(RPGLauncherImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_energy_vehicle.dts";
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item = HRPChaingun;
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ammo = RPGAmmo;
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offset = "0.0 0.7 0.02"; // L/R - F/B - T/B
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emap = true;
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projectile = RPGshot;
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projectileType = GrenadeProjectile;
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 1.0;
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stateSequence[0] = "Activate";
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stateSound[0] = GrenadeSwitchSound;
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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] = 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] = GrenadeFireSound;
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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] = GrenadeReloadSound;
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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] = GrenadeDryFireSound;
|
|
stateTimeoutValue[6] = 4.0;
|
|
stateTransitionOnTimeout[6] = "NoAmmo";
|
|
};
|
|
|
|
datablock ItemData(RPGItem)
|
|
{
|
|
className = Weapon;
|
|
catagory = "Spawn Items";
|
|
shapeFile = "weapon_energy_vehicle.dts";
|
|
image = RPGLauncherImage;
|
|
mass = 3.0;
|
|
elasticity = 0.2;
|
|
friction = 0.6;
|
|
pickupRadius = 2;
|
|
pickUpName = "RPG Launcher";
|
|
|
|
computeCRC = true;
|
|
emap = true;
|
|
};
|
|
|
|
function HRPChaingunImage::onMount(%this,%obj,%slot)
|
|
{
|
|
Parent::onMount(%this, %obj, %slot);
|
|
%obj.mountImage(RPGLauncherImage, 5);
|
|
%obj.mountImage(MGClipImage, 6);
|
|
%obj.clipReloading = false;
|
|
if (%obj.inv[RPChaingunAmmo] == 0)
|
|
%this.CheckForClip(%obj, %slot);
|
|
}
|
|
|
|
function HRPChaingunImage::onUnmount(%this,%obj,%slot)
|
|
{
|
|
Parent::onUnmount(%this, %obj, %slot);
|
|
%obj.unmountImage(5);
|
|
%obj.unmountImage(6);
|
|
%obj.clipReloading = false;
|
|
}
|
|
|
|
function HRPChaingunImage::MountClipEffects(%data, %obj, %slot)
|
|
{
|
|
%obj.mountImage(MGClipImage, 6);
|
|
}
|
|
|
|
function HRPChaingunImage::UnmountClipEffects(%data, %obj, %slot)
|
|
{
|
|
%obj.unmountImage(6);
|
|
}
|