mirror of
https://github.com/Ragora/T2-ACCM.git
synced 2026-01-19 19:04:46 +00:00
250 lines
6.4 KiB
C#
250 lines
6.4 KiB
C#
//--------------------------------------
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// bazooka
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//--------------------------------------
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datablock ParticleData(BazookaFireEffectSmoke)
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{
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dragCoeffiecient = 0.4;
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gravityCoefficient = -0.25; // rises slowly
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inheritedVelFactor = 0.025;
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lifetimeMS = 500;
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lifetimeVarianceMS = 50;
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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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textureName = "special/Smoke/bigSmoke";
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colors[0] = "1.0 0.5 0.0 0.3";
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colors[1] = "0.6 0.6 0.0 0.2";
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colors[2] = "0.4 0.4 0.4 0.1";
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colors[3] = "0.3 0.3 0.3 0.0";
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sizes[0] = 1.0;
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sizes[1] = 1.5;
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sizes[2] = 2.0;
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sizes[3] = 2.5;
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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(BazookaFireEffectEmitter)
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{
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ejectionPeriodMS = 5;
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periodVarianceMS = 0;
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ejectionOffset = 3.0;
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ejectionVelocity = 12.0;
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velocityVariance = 0.0;
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thetaMin = 178.0;
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thetaMax = 180.0;
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lifetimeMS = 20;
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particles = "BazookaFireEffectSmoke";
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};
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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------
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datablock GrenadeProjectileData(Bazookashot)
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{
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projectileShapeName = "weapon_missile_projectile.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 = 1.5;
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damageRadius = 8.5;
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radiusDamageType = $DamageType::Bazooka;
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kickBackStrength = 1000;
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explosion = "MissileExplosion";
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underwaterExplosion = "MissileExplosion";
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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 = MissileFireEmitter;
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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 = 0.37;
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muzzleVelocity = 150.0;
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drag = 0.1;
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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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//--------------------------------------------------------------------------
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// Ammo
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//--------------------------------------
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datablock ItemData(BazookaAmmo)
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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 missiles";
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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(Bazooka)
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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 = BazookaImage;
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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 Bazooka MK III";
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computeCRC = true;
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emap = true;
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};
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datablock ShapeBaseImageData(BazookaImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_grenade_launcher.dts";
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item = Bazooka;
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ammo = BazookaAmmo;
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offset = "0 -0.5 0";
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armThread = lookms;
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emap = true;
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mass = 30;
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projectile = Bazookashot;
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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] = 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] = 0.1;
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stateFire[3] = true;
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stateEmitter[3] = "BazookaFireEffectEmitter";
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stateEmitterNode[3] = "muzzlepoint1";
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stateEmitterTime[3] = 1;
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stateRecoil[3] = HeavyRecoil;
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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] = "NoAmmo";
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stateName[7] = "CheckWet";
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stateTransitionOnWet[7] = "WetFire";
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stateTransitionOnNotWet[7] = "Fire";
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stateName[8] = "WetFire";
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stateSound[8] = MissileDryFireSound;
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stateTimeoutValue[8] = 1.0;
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stateTransitionOnTimeout[8] = "Ready";
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};
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datablock ShapeBaseImageData(BazookaMiddleImage)
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{
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armThread = lookms;
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className = WeaponImage;
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shapeFile = "weapon_Mortar.dts";
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offset = "-0.1 -1.25 0.1"; // L/R - F/B - T/B
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rotation = "0 0 0 0"; // L/R - F/B - T/B
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emap = true;
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};
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datablock ShapeBaseImageData(BazookaBackImage)
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{
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armThread = lookms;
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className = WeaponImage;
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shapeFile = "weapon_grenade_launcher.dts";
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offset = "0 -0.75 0"; // L/R - F/B - T/B
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rotation = "0 0 1 180"; // L/R - F/B - T/B
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emap = true;
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ammo = BazookaAmmo;
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};
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function BazookaImage::onFire(%data,%obj,%slot)
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{
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%p = Parent::onFire(%data, %obj, %slot);
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%velocity = vectorlen(%obj.getVelocity());
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if (%velocity < 1)
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%obj.applyKick(-750);
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else if (%velocity > 1 && %Velocity < (%obj.maxForwardSpeed - 1))
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%obj.applyKick(-1750);
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else
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%obj.applyKick(-3250);
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}
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function BazookaImage::onMount(%this,%obj,%slot)
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{
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Parent::onMount(%this, %obj, %slot);
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%obj.mountImage(BazookaMiddleImage, 5);
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%obj.mountImage(BazookaBackImage, 6);
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}
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function BazookaImage::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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} |