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

1635 lines
50 KiB
C#

//********************************************************
// Strike Fighter
//********************************************************
//Contains:
//-1 forward heavy Chain Gun
//-2 Missiles
//-3 Napalm bombs
//********************************************************
//----------------------------------------
//effects
//----------------------------------------
datablock ParticleData(NapalmInitExpFlameParticle)
{
dragCoefficient = 0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
constantAcceleration = -1.1;
lifetimeMS = 2000;
lifetimeVarianceMS = 0;
textureName = "particleTest";
colors[0] = "1 0.18 0.03 0.6";
colors[1] = "1 0.18 0.03 0.0";
sizes[0] = 7;
sizes[1] = 8;
};
datablock ParticleEmitterData(NapalmInitExpFlameEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionOffset = 2.0;
ejectionVelocity = 30.0;
velocityVariance = 10.0;
thetaMin = 0.0;
thetaMax = 90.0;
lifetimeMS = 250;
particles = "NapalmInitExpFlameParticle";
};
datablock ParticleData(NapalmExpGroundBurnParticle)
{
dragCoefficient = 2;
gravityCoefficient = -0.4;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 3000;
lifetimeVarianceMS = 0;
textureName = "particleTest";
colors[0] = "1 0.18 0.03 0.6";
colors[1] = "1 0.18 0.03 0.0";
sizes[0] = 6;
sizes[1] = 6.75;
};
datablock ParticleEmitterData(NapalmExpGroundBurnEmitter)
{
ejectionPeriodMS = 4;
periodVarianceMS = 0;
ejectionOffset = 0.0;
ejectionVelocity = 10.0;
velocityVariance = 10.0;
thetaMin = 87.0;
thetaMax = 88.0;
lifetimeMS = 10000;
particles = "NapalmExpGroundBurnParticle";
};
datablock ParticleData(NapalmExpGroundBurnSmokeParticle)
{
dragCoefficient = 2;
gravityCoefficient = -0.4;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 3000;
lifetimeVarianceMS = 0;
useInvAlpha = true;
spinRandomMin = -100.0;
spinRandomMax = 100.0;
textureName = "particleTest";
colors[0] = "0.3 0.3 0.3 0.6";
colors[1] = "0.3 0.3 0.3 0.0";
sizes[0] = 3;
sizes[1] = 8;
};
datablock ParticleEmitterData(NapalmExpGroundBurnSmokeEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionOffset = 7.0;
ejectionVelocity = 10.0;
velocityVariance = 10.0;
thetaMin = 0.0;
thetaMax = 60.0;
lifetimeMS = 10000;
particles = "NapalmExpGroundBurnSmokeParticle";
};
datablock ExplosionData(NapalmExplosion)
{
// soundProfile = BombExplosionSound;
soundProfile = MortarExplosionSound;
emitter[0] = NapalmInitExpFlameEmitter;
emitter[1] = NapalmExpGroundBurnEmitter;
emitter[2] = NapalmExpGroundBurnSmokeEmitter;
explosionShape = "effect_plasma_explosion.dts";
faceViewer = true;
lifetimeMS = 10000;
playSpeed = 0.7;
sizes[0] = "7.0 7.0 7.0";
sizes[1] = "7.0 7.0 7.0";
times[0] = 0.0;
times[1] = 1.0;
};
datablock FlyingVehicleData(StrikeFlyer) : ShrikeDamageProfile
{
spawnOffset = "0 0 2";
canControl = false;
catagory = "Vehicles";
shapeFile = "vehicle_air_scout.dts";
multipassenger = false;
computeCRC = true;
debrisShapeName = "vehicle_air_scout.dts";
debris = MeShapeDebris;
renderWhenDestroyed = false;
drag = 0.15;
density = 1.0;
mountPose[0] = sitting;
mountPose[1] = sitting;
numMountPoints = 2;
isProtectedMountPoint[0] = false;
isProtectedMountPoint[1] = false;
cameraMaxDist = 15;
cameraOffset = 2.5;
cameraLag = 0.9;
explosion = MeVehicleExplosion;
explosionDamage = 1.0;
explosionRadius = 10.0;
maxDamage = 3.5;
destroyedLevel = 3.5;
HDAddMassLevel = 2.625;
HDMassImage = LflyerHDMassImage;
isShielded = false;
energyPerDamagePoint = 0;
maxEnergy = 500; // Afterburner and any energy weapon pool
rechargeRate = 4;
minDrag = 25; // Linear Drag (eventually slows you down when not thrusting...constant drag)
rotationalDrag = 900; // Anguler Drag (dampens the drift after you stop moving the mouse...also tumble drag)
maxAutoSpeed = 38; // Autostabilizer kicks in when less than this speed. (meters/second)
autoAngularForce = 400; // Angular stabilizer force (this force levels you out when autostabilizer kicks in)
autoLinearForce = 1; // Linear stabilzer force (this slows you down when autostabilizer kicks in)
autoInputDamping = 0.8; // Dampen control input so you don't` whack out at very slow speeds
// Maneuvering
maxSteeringAngle = 7.0; // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
horizontalSurfaceForce = 6; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
verticalSurfaceForce = 4; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
maneuveringForce = 4750; // Horizontal jets (W,S,D,A key thrust)
steeringForce = 625; // Steering jets (force applied when you move the mouse)
steeringRollForce = 3000; // Steering jets (how much you heel over when you turn)
rollForce = 1; // Auto-roll (self-correction to right you after you roll/invert)
hoverHeight = 2.5; // Height off the ground at rest
createHoverHeight = 1; // Height off the ground when created
maxForwardSpeed = 150; // speed in which forward thrust force is no longer applied (meters/second)
// Turbo Jet
jetForce = 2000; // Afterburner thrust (this is in addition to normal thrust)
minJetEnergy = 40; // Afterburner can't be used if below this threshhold.
jetEnergyDrain = 12; // Energy use of the afterburners (low number is less drain...can be fractional) // Auto stabilize speed
vertThrustMultiple = 0.0;
// Rigid body
mass = 180; // Mass of the vehicle
bodyFriction = 0; // Don't mess with this.
bodyRestitution = 0.5; // When you hit the ground, how much you rebound. (between 0 and 1)
minRollSpeed = 0; // Don't mess with this.
softImpactSpeed = 14; // Sound hooks. This is the soft hit.
hardImpactSpeed = 25; // Sound hooks. This is the hard hit.
// Ground Impact Damage (uses DamageType::Ground)
minImpactSpeed = 20; // If hit ground at speed above this then it's an impact. Meters/second
speedDamageScale = 0.06;
// Object Impact Damage (uses DamageType::Impact)
collDamageThresholdVel = 23.0;
collDamageMultiplier = 0.02;
//
minTrailSpeed = 150; // The speed your contrail shows up at.
trailEmitter = ContrailEmitter;
forwardJetEmitter = FlyerJetEmitter;
downJetEmitter = FlyerJetEmitter;
//
jetSound = ScoutFlyerThrustSound;
engineSound = ScoutFlyerEngineSound;
softImpactSound = SoftImpactSound;
hardImpactSound = HardImpactSound;
//wheelImpactSound = WheelImpactSound;
//
softSplashSoundVelocity = 10.0;
mediumSplashSoundVelocity = 15.0;
hardSplashSoundVelocity = 20.0;
exitSplashSoundVelocity = 10.0;
exitingWater = VehicleExitWaterMediumSound;
impactWaterEasy = VehicleImpactWaterSoftSound;
impactWaterMedium = VehicleImpactWaterMediumSound;
impactWaterHard = VehicleImpactWaterMediumSound;
waterWakeSound = VehicleWakeMediumSplashSound;
dustEmitter = VehicleLiftoffDustEmitter;
triggerDustHeight = 4.0;
dustHeight = 1.0;
damageEmitter[0] = MeLightDamageSmoke;
damageEmitter[1] = MeHeavyDamageSmoke;
damageEmitter[2] = MeDamageBubbles;
damageEmitterOffset[0] = "0.0 -3.0 0.0 ";
damageLevelTolerance[0] = 0.4;
damageLevelTolerance[1] = 0.75;
numDmgEmitterAreas = 1;
//
max[chaingunAmmo] = 1500;
max[MissileLauncherAmmo] = 2;
max[MortarAmmo] = 2;
minMountDist = 7;
splashEmitter[0] = VehicleFoamDropletsEmitter;
splashEmitter[1] = VehicleFoamEmitter;
shieldImpact = VehicleShieldImpact;
cmdCategory = "Tactical";
cmdIcon = CMDFlyingScoutIcon;
cmdMiniIconName = "commander/MiniIcons/com_scout_grey";
targetNameTag = 'F41 Awring Strike';
targetTypeTag = 'Fighter';
sensorData = combatSensor;
sensorRadius = combatSensor.detectRadius;
sensorColor = "9 9 255";
checkRadius = 5.5;
observeParameters = "1 10 10";
runningLight[0] = ShrikeLight1;
// runningLight[1] = ShrikeLight2;
shieldEffectScale = "0.937 1.125 0.60";
numWeapons = 3;
replaceTime = 110;
max[plasmaammo] = 50;
flaretime = 100;
flarelife = 850;
flarechance = 0.35;
};
//----------------------------------------------
//Projectiles
//----------------------------------------------
datablock BombProjectileData(NapalmBomb)
{
projectileShapeName = "bomb.dts";
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 1.0;
damageRadius = 30;
radiusDamageType = $DamageType::Plasma;
kickBackStrength = 2000;
explosion = "VehicleBombExplosion";
velInheritFactor = 1.0;
grenadeElasticity = 0.25;
grenadeFriction = 0.4;
armingDelayMS = 2000;
muzzleVelocity = 0.1;
drag = 0.3;
minRotSpeed = "60.0 0.0 0.0";
maxRotSpeed = "80.0 0.0 0.0";
scale = "1.0 1.0 1.0";
sound = BomberBombProjectileSound;
};
datablock TracerProjectileData(napalmSubExplosion)
{
doDynamicClientHits = true;
directDamage = 0.0;
directDamageType = $DamageType::Plasma;
explosion = NapalmExplosion;
splash = ChaingunSplash;
hasDamageRadius = true;
indirectDamage = 0.3;
damageRadius = 20;
radiusDamageType = $DamageType::Plasma;
kickBackStrength = 5;
sound = ChaingunProjectile;
dryVelocity = 30.0;
wetVelocity = 30.0;
velInheritFactor = 0;
fizzleTimeMS = 3000;
lifetimeMS = 6000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 1.0;
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 = 0.20;
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;
hasLight = true;
lightRadius = 1.0;
lightColor = "0.5 0.5 0.175";
};
datablock SeekerProjectileData(sidewinder_MarkIII)
{
casingShapeName = "weapon_missile_casement.dts";
projectileShapeName = "weapon_missile_projectile.dts";
hasDamageRadius = true;
indirectDamage = 1.0;
damageRadius = 12.0;
radiusDamageType = $DamageType::Missile;
kickBackStrength = 750;
explosion = "MissileExplosion";
splash = MissileSplash;
velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
// is cranked up to full so the missile doesn't start
// out behind the player when the player is moving
// very quickly - bramage
baseEmitter = MissileSmokeEmitter;
delayEmitter = MissileFireEmitter;
puffEmitter = MissilePuffEmitter;
bubbleEmitter = GrenadeBubbleEmitter;
bubbleEmitTime = 1.0;
exhaustEmitter = MissileLauncherExhaustEmitter;
exhaustTimeMs = 300;
exhaustNodeName = "muzzlePoint1";
lifetimeMS = 20000; // z0dd - ZOD, 4/14/02. Was 6000
muzzleVelocity = 12.0;
maxVelocity = 215.0; // z0dd - ZOD, 4/14/02. Was 80.0
turningSpeed = 60.0;
acceleration = 100.0;
proximityRadius = 5;
terrainAvoidanceSpeed = 100;
terrainScanAhead = 25;
terrainHeightFail = 12;
terrainAvoidanceRadius = 30;
flareDistance = 100;
flareAngle = 25;
minSeekHeat = 0.5;
sound = MissileProjectileSound;
hasLight = true;
lightRadius = 5.0;
lightColor = "0.2 0.05 0";
useFlechette = true;
flechetteDelayMs = 100;
casingDeb = FlechetteDebris;
explodeOnWaterImpact = false;
};
//--------------------------------------------------
//weaponImages
//--------------------------------------------------
datablock ShapeBaseImageData(StrikeChaingunImage)
{
className = WeaponImage;
shapeFile = "turret_missile_large.dts"; //was turret_tank_barrelchain.dts
item = Chaingun;
ammo = ChaingunAmmo;
projectile = Heli_CG_Bullet;
projectileType = TracerProjectile;
mountPoint = 10;
offset = "0 1.5 -0.2"; // L/R - F/B - T/B was "0 3.25 0.75"
rotation = "0 1 0 180";
projectileSpread = 1.0 / 1000.0;
usesEnergy = false;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.1;
stateSequence[0] = "Activate";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire";
stateFire[3] = true;
stateScript[3] = "onFire";
stateSound[3] = ShrikeBlasterFire;
stateTimeoutValue[3] = 0.01;
stateTransitionOnTimeout[3] = "Reload";
stateAllowImageChange[3] = false;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.01;
stateAllowImageChange[4] = false;
stateSound[4] = MissileReloadSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = ShrikeBlasterDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
};
datablock ShapeBaseImageData(StrikeMissileImage)
{
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = MissileLauncher;
ammo = MissileLauncherAmmo;
projectile = sidewinder_MarkIII;
projectileType = SeekerProjectile;
mountPoint = 10;
offset = "0 -0 -0.15"; // L/R - F/B - T/B
usesEnergy = false;
useMountEnergy = true;
minEnergy = 100;
fireEnergy = 100;
fireTimeout = 125;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.1;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
stateSound[3] = MissileFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.1;
stateAllowImageChange[4] = false;
stateSound[4] = MissileReloadSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = ShrikeBlasterDryFireSound;
stateTimeoutValue[6] = 1.5;
stateTransitionOnTimeout[6] = "NoAmmo";
};
datablock ShapeBaseImageData(StrikeBombImage)
{
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = Mortar;
ammo = MortarAmmo;
projectile = NapalmBomb;
projectileType = BombProjectile;
mountPoint = 10;
offset = "0 -0 -0.15"; // L/R - F/B - T/B
usesEnergy = false;
useMountEnergy = true;
minEnergy = 100;
fireEnergy = 100;
fireTimeout = 125;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.1;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
stateSound[3] = BomberBombFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.5;
stateAllowImageChange[4] = false;
stateSound[4] = MissileReloadSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = BomberBombDryFireSound;
stateTimeoutValue[6] = 1.5;
stateTransitionOnTimeout[6] = "NoAmmo";
};
//--------------------------------------
// STRIKE FIGHTER TURRET CHARACTERISTICS
//--------------------------------------
datablock TurretData(StrikeTurret) : TurretDamageProfile
{
className = VehicleTurret;
catagory = "Turrets";
shapeFile = "turret_belly_base.dts";
preload = true;
canControl = false;
cmdCategory = "Tactical";
cmdIcon = CMDFlyingBomberIcon;
cmdMiniIconName = "commander/MiniIcons/com_bomber_grey";
mass = 1.0; // Not really relevant
repairRate = 0;
maxDamage = StrikeFlyer.maxDamage;
destroyedLevel = StrikeFlyer.destroyedLevel;
thetaMin = 90;
thetaMax = 180;
heatSignature = 0.0;
// capacitor
maxCapacitorEnergy = 500;
capacitorRechargeRate = 5.0;
inheritEnergyFromMount = true;
firstPersonOnly = true;
useEyePoint = true;
numWeapons = 2;
targetNameTag = 'Strike Fighter';
targetTypeTag = 'Turret';
max[ChaingunAmmo] = 4;
max[MortarAmmo] = 1;
};
datablock TurretImageData(StrikeTATMissileImage)
{
className = WeaponImage;
item = MissileLauncher;
ammo = ChaingunAmmo;
projectile = HammerATMissile;
projectileType = SeekerProjectile;
shapeFile = "turret_missile_large.dts";
mountPoint = 0;
offset = "-0.45 0 0.0";
usesEnergy = false;
useMountEnergy = true;
fireEnergy = 0.0;
minEnergy = 0.0;
// State transitions
stateName[0] = "Activate";
stateTransitionOnNotLoaded[0] = "Dead";
stateTransitionOnLoaded[0] = "ActivateReady";
stateName[1] = "ActivateReady";
stateSequence[1] = "Activate";
stateSound[1] = AssaultTurretActivateSound;
stateTimeoutValue[1] = 1.0;
stateTransitionOnTimeout[1] = "Ready";
stateTransitionOnNotLoaded[1] = "Deactivate";
stateName[2] = "Ready";
stateTransitionOnNotLoaded[2] = "Deactivate";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire";
stateSequence[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.1;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSound[3] = BomberTurretFireSound;
stateScript[3] = "onFire";
stateName[4] = "Reload";
stateSequence[4] = "Reload";
stateTimeoutValue[4] = 0.1;
stateAllowImageChange[4] = false;
stateTransitionOnTimeout[4] = "Ready";
//stateTransitionOnNoAmmo[4] = "NoAmmo";
stateWaitForTimeout[4] = true;
stateName[5] = "Deactivate";
stateDirection[5] = false;
stateSequence[5] = "Activate";
stateTimeoutValue[5] = 1.0;
stateTransitionOnLoaded[5] = "ActivateReady";
stateTransitionOnTimeout[5] = "Dead";
stateName[6] = "Dead";
stateTransitionOnLoaded[6] = "ActivateReady";
stateTransitionOnTriggerDown[6] = "DryFire";
stateName[7] = "DryFire";
stateSound[7] = AssaultMortarDryFireSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "NoAmmo";
stateName[8] = "NoAmmo";
stateSequence[8] = "NoAmmo";
stateTransitionOnAmmo[8] = "Reload";
stateTransitionOnTriggerDown[8] = "DryFire";
};
datablock TurretImageData(StrikeTBombImage)
{
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = Mortar;
ammo = MortarAmmo;
projectile = shrikeBomb;
projectileType = BombProjectile;
mountPoint = 10;
offset = "0 -0 -0.15"; // L/R - F/B - T/B
usesEnergy = false;
useMountEnergy = true;
minEnergy = 100;
fireEnergy = 100;
fireTimeout = 125;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.1;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
stateSound[3] = BomberBombFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.5;
stateAllowImageChange[4] = false;
stateSound[4] = MissileReloadSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = BomberBombDryFireSound;
stateTimeoutValue[6] = 1.5;
stateTransitionOnTimeout[6] = "NoAmmo";
};
datablock TurretImageData(StrikeTL)
{
className = WeaponImage;
shapeFile = "turret_muzzlepoint.dts";
mountPoint = 1;
offset = "0 0 0";
projectile = GunshipTlProj;
projectileType = TargetProjectile;
deleteLastProjectile = true;
usesEnergy = true;
useMountEnergy = true;
useCapacitor = true;
minEnergy = 0;
fireEnergy = 1.0;
stateName[0] = "Activate";
stateSequence[0] = "Activate";
stateTimeoutValue[0] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateName[2] = "Fire";
stateEnergyDrain[2] = 0;
stateFire[2] = true;
stateScript[2] = "onFire";
stateTimeoutValue[2] = 0.1;
stateTransitionOnTimeout[2] = "Deconstruct";
stateName[3] = "Deconstruct";
stateScript[3] = "onDecon";
stateTimeoutValue[3] = 0.1;
stateTransitionOnTimeout[3] = "Ready";
};
function StrikeTL::onFire(%data,%obj,%slot)
{
%p = Parent::onFire(%data, %obj, %slot);
%p.setTarget(%obj.team);
%obj.lastprojectile = %p;
}
function StrikeTL::onDecon(%data, %obj, %slot)
{
%pos = %obj.lastProjectile.getTargetPoint();
if(%obj.beacon)
%obj.beacon.delete();
%obj.beacon = new BeaconObject() {
dataBlock = "TargeterBeacon";
beaconType = "vehicle";
position = %pos;
};
%obj.beacon.playThread($AmbientThread, "ambient");
%obj.beacon.team = %obj.team;
%obj.beacon.sourceObject = %obj;
// give it a team target
%obj.beacon.setTarget(%obj.team);
MissionCleanup.add(%obj.beacon);
%obj.posLaze = 0;
Parent::deconstruct(%data, %obj, %slot);
}
function StrikeTATMissileImage::onFire(%data,%obj,%slot)
{
%p = Parent::onFire(%data, %obj, %slot);
MissileSet.add(%p);
if(isObject(%obj.beacon))
%p.setObjectTarget(%obj.beacon);
%p.HATlockon = schedule(500, 0, "HammerATlockon", %p);
}
function StrikeTBombImage::onFire(%data,%obj,%slot){
%obj.decInventory(%data.ammo, 1);
%data = "LGB";
%pn = %data.create(0);
%vec = vectorScale(%obj.vehicleMounted.getUpVector(),-4);
%pos = vectorAdd(%obj.getPosition(),%vec);
%rot = getWords(%obj.vehicleMounted.getTransform(),3,6);
%pn.setTransform(%pos SPC %rot);
%pn.LGBsourceObject = %obj;
%pn.LGBsourceSlot = %slot;
%pn.applyImpulse(%pn.getPosition(),vectorScale(%obj.vehicleMounted.getVelocity(),%data.mass));
MissionCleanup.add(%pn);
if(isObject(%obj.beacon))
LGBhomein(%pn,%obj.beacon);
}
function StrikeTurret::onTrigger(%data, %obj, %trigger, %state)
{
//error("onTrigger: trigger = " @ %trigger @ ", state = " @ %state);
//error("obj = " @ %obj @ ", class " @ %obj.getClassName());
switch (%trigger)
{
case 0:
%obj.fireTrigger = %state;
if(%obj.selectedWeapon == 1)
{
%obj.setImageTrigger(3, false);
if(%state)
%obj.setImageTrigger(2, true);
else
%obj.setImageTrigger(2, false);
}
else
{
%obj.setImageTrigger(2, false);
if(%state)
%obj.setImageTrigger(3, true);
else
%obj.setImageTrigger(3, false);
}
case 2:
if(%state)
{
%obj.getDataBlock().playerDismount(%obj);
}
case 4:
if(%state)
%obj.setImageTrigger(4, true);
else
%obj.setImageTrigger(4, false);
}
}
function strikeTurret::playerDismount(%data, %obj)
{
//Passenger Exiting
%obj.fireTrigger = 0;
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(3, false);
%obj.setImageTrigger(4, false);
%client = %obj.getControllingClient();
%client.player.setInventory(ChaingunAmmo, 0);
%client.player.setInventory(MortarAmmo, 0);
%client.player.isBomber = false;
%client.player.mountVehicle = false;
if(%client.player.getState() !$= "Dead")
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
setTargetSensorGroup(%obj.getTarget(), 0);
setTargetNeverVisMask(%obj.getTarget(), 0xffffffff);
}
//------------------------------------------------------
//Vehicle Functions
//------------------------------------------------------
function StrikeFlyer::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
if (%obj.clientControl)
serverCmdResetControlObject(%obj.clientControl);
%obj.mountImage(ScoutChaingunParam, 0);
%obj.mountImage(StrikeMissileImage, 2);
%obj.mountImage(StrikeBombImage, 3);
%obj.mountImage(StrikeChaingunImage, 4);
%obj.selectedWeapon = 1;
%obj.nextWeaponFire = 2;
%obj.setInventory(chaingunammo, 1500);
%obj.setInventory(MissileLauncherAmmo, 2);
%obj.setInventory(MortarAmmo, 2);
%obj.setInventory(plasmaAmmo, 50);
%obj.schedule(5500, "playThread", $ActivateThread, "activate");
%turret = TurretData::create(StrikeTurret);
MissionCleanup.add(%turret);
%turret.team = %obj.teamBought;
%turret.selectedWeapon = 1;
%turret.setSelfPowered();
%obj.mountObject(%turret, 10);
%turret.mountImage(AIAimingTurretBarrel, 0);
%turret.mountImage(StrikeTATMissileImage, 2);
%turret.mountImage(StrikeTbombImage, 3);
%turret.mountImage(StrikeTL, 4);
%turret.setInventory(MortarAmmo, 1);
%turret.setInventory(ChaingunAmmo, 4);
%obj.turretObject = %turret;
%turret.setCapacitorRechargeRate( %turret.getDataBlock().capacitorRechargeRate );
%turret.vehicleMounted = %obj;
%turret.setAutoFire(false);
setTargetSensorGroup(%turret.getTarget(), %turret.team);
setTargetNeverVisMask(%turret.getTarget(), 0xffffffff);
}
function strikeFlyer::deleteAllMounted(%data, %obj)
{
%turret = %obj.getMountNodeObject(10);
if (!%turret)
return;
%turret.altTrigger = 0;
%turret.fireTrigger = 0;
if (%client = %turret.getControllingClient())
{
%client.player.setControlObject(%client.player);
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
%client.player.mountVehicle = false;
%client.player.bomber = false;
%client.player.isBomber = false;
}
%turret.schedule(2000, delete);
if(isObject(%turret.beacon))
%turret.beacon.delete();
}
function StrikeFlyer::playerMounted(%data, %obj, %player, %node){
if (%node == 0)
{
$numVWeapons = 3;
%ammoAmt = %player.inv[MissileLauncherAmmo];
if(%ammoAmt)
%obj.setInventory(MissileLauncherAmmo, 2);
%ammoAmt = %player.inv[MortarAmmo];
if(%ammoAmt)
%obj.setInventory(MortarAmmo, 3);
%ammoAmt = %player.inv[chaingunAmmo];
if(%ammoAmt)
%obj.incInventory(chaingunAmmo, %ammoAmt);
if(%ammoAmt)
%obj.incInventory(plasmaAmmo, 50);
bottomPrint(%player.client, "Strike Fighter: wep1 CG, wep2 missile, wep3 Napalm bombs", 5, 2 );
commandToClient(%player.client, 'setHudMode', 'Pilot', "Shrike2", %node);
%obj.selectedWeapon = 1;
commandToClient(%player.client, 'SetWeaponryVehicleKeys', true);
}
else if (%node == 1)
{
$numVWeapons = 2;
%turret = %obj.getMountNodeObject(10);
%player.vehicleTurret = %turret;
%player.setTransform("0 0 0 0 0 1 0");
%player.lastWeapon = %player.getMountedImage($WeaponSlot);
%player.unmountImage($WeaponSlot);
if (!%player.client.isAIControlled())
{
%player.setControlObject(%turret);
%player.client.setObjectActiveImage(%turret, 2);
}
%turret.bomber = %player;
$bWeaponActive = 0;
%obj.getMountNodeObject(10).selectedWeapon = 1;
commandToClient(%player.client,'SetWeaponryVehicleKeys', true);
commandToClient(%player.client, 'setHudMode', 'Pilot', "bomber", %node);
%player.isBomber = true;
%ammoAmt = %player.inv[MortarAmmo];
if(%ammoAmt)
%obj.turretobject.setInventory(MortarAmmo, 1);
%ammoAmt = %player.inv[chaingunAmmo];
if(%ammoAmt)
%obj.turretobject.setInventory(chaingunAmmo, 4);
setTargetSensorGroup(%turret.getTarget(), %player.team);
bottomPrint(%player.client, "Strike Fighter: wep1 LGM Wep2 LG bunker buster bomb", 5, 2 );
}
%passString = buildPassengerString(%obj);
for(%i = 0; %i < %data.numMountPoints; %i++)
if (%obj.getMountNodeObject(%i) > 0)
commandToClient(%obj.getMountNodeObject(%i).client, 'checkPassengers', %passString);
if( %player.client.observeCount > 0 )
resetObserveFollow( %player.client, false );
}
function StrikeFlyer::playerDismounted(%data, %obj, %player)
{
%obj.fireWeapon = false;
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(3, false);
%obj.setImageTrigger(4, false);
%obj.setImageTrigger(5, false);
%obj.setImageTrigger(6, false);
setTargetSensorGroup(%obj.getTarget(), %obj.team);
if( %player.client.observeCount > 0 )
resetObserveFollow( %player.client, true );
}
function strikeTurret::onDamage(%data, %obj)
{
%newDamageVal = %obj.getDamageLevel();
if(%obj.lastDamageVal !$= "")
if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal)
%obj.getObjectMount().setDamageLevel(%newDamageVal);
%obj.lastDamageVal = %newDamageVal;
}
function strikeTurret::damageObject(%this, %targetObject, %sourceObject, %position, %amount, %damageType ,%vec, %client, %projectile)
{
//If vehicle turret is hit then apply damage to the vehicle
%vehicle = %targetObject.getObjectMount();
if(%vehicle)
%vehicle.getDataBlock().damageObject(%vehicle, %sourceObject, %position, %amount, %damageType, %vec, %client, %projectile);
}
function StrikeFlyer::onTrigger(%data, %obj, %trigger, %state)
{
// data = ScoutFlyer datablock
// obj = ScoutFlyer object number
// trigger = 0 for "fire", 1 for "jump", 3 for "thrust"
// state = 1 for firing, 0 for not firing
if(%trigger == 0)
{
switch (%state) {
case 0:
%obj.fireWeapon = false;
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(3, false);
%obj.setImageTrigger(4, false);
case 1:
%obj.fireWeapon = true;
if(%obj.selectedWeapon == 1)
{
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(3, false);
%obj.setImageTrigger(4, true);
}
else if(%obj.selectedWeapon == 2)
{
%obj.setImageTrigger(2, true);
%obj.setImageTrigger(3, false);
%obj.setImageTrigger(4, false);
}
else
{
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(3, true);
%obj.setImageTrigger(4, false);
}
}
}
else if (%trigger ==4){
switch (%state)
{
case 0:
%obj.flaring = 0;
case 1:
%obj.flaring = 1;
schedule(%data.flaretime, 0, "fighterdropflares",%obj,%data.flaretime,%data.flarelife,%data.flarechance);
}
}
}
function strikeflyer::onDestroyed(%data, %obj, %prevState)
{
if(%obj.lastPilot.lastVehicle == %obj)
if(%obj.getMountNodeObject(0) == %obj.lastPilot)
schedule(200, %obj.lastPilot, "scKillPilot", %obj.lastPilot, %obj.lastDamagedBy);
Parent::onDestroyed(%data, %obj, %prevState);
}
//------------------------------------------------------
//Weapon Functions
//------------------------------------------------------
function StrikeMissileImage::onFire(%data,%obj,%slot)
{
%p = Parent::onFire(%data, %obj, %slot);
%obj.getMountNodeObject(0).decInventory(%data.ammo, 1);
MissileSet.add(%p);
if (%obj.getControllingClient())
%target = %obj.getLockedTarget();
else
%target = %obj.getTargetObject();
%homein = missileCheckAirTarget(%target);
if(%target && %homein)
%p.setObjectTarget(%target);
else if(%obj.isLocked())
%p.setPositionTarget(%obj.getLockedPosition());
else
%p.setNoTarget();
}
function StrikeBombImage::onFire(%data,%obj,%slot){
%p = Parent::onFire(%data, %obj, %slot);
%obj.getMountNodeObject(0).decInventory(%data.ammo, 1);
%p.spdvec = %obj.getVelocity();
}
function NapalmBomb::onExplode(%data, %proj, %pos, %mod)
{
%vec = %proj.spdvec;
%vec = getword(%vec, 0) SPC getword(%vec, 1)@" 0";
%maxupward = vectorLen(%vec) / 10;
%vec = vectorScale(vectorNormalize(%vec),(%maxupward * 2));
%Tpos = vectoradd(%pos,%vec);
%result = containerRayCast(vectoradd(%tpos,"0 0" SPC %maxupward), vectoradd(%tpos,"0 0 -50"), $TypeMasks::StaticShapeObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::ForceFieldObjectType | $TypeMasks::TerrainObjectType, %proj);
if(!%result)
%Tpos = NapalmFindNewDir(%pos,%vec);
else
%Tpos = posFromRaycast(%result);
%Tpos = vectorAdd(%Tpos,"0 0 5");
%result = containerRayCast(vectorAdd(%pos,"0 0 10"), %Tpos, $TypeMasks::StaticShapeObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::ForceFieldObjectType | $TypeMasks::TerrainObjectType, %proj);
if(%result){
%Tpos = NapalmFindNewDir(%pos,%vec);
%Tpos = vectorAdd(%pos,"0 0 5");
}
for(%i = 0; %i < 3; %i++){
%rndvec = (getRandom(1, 15) - 7.5)@" "@(getRandom(1, 15) - 7.5)@" "@((getRandom() * 5) + 5);
%newpos = vectoradd(%Tpos,%rndvec);
%p = new TracerProjectile()
{
dataBlock = napalmSubExplosion;
initialDirection = "0 0 -1";
initialPosition = %newpos;
sourceObject = %proj.sourceobject;
sourceSlot = 5;
};
%p.sourceobject = %proj.sourceobject;
%p.vector = %vec;
%p.count = 1;
}
if (%data.hasDamageRadius)
RadiusExplosion(%proj, %pos, %data.damageRadius, %data.indirectDamage, %data.kickBackStrength, %proj.sourceObject, %data.radiusDamageType);
}
function napalmSubExplosion::onExplode(%data, %proj, %pos, %mod)
{
if(%proj.count < 5){
%vec = %proj.vector;
%Tpos = vectoradd(%pos,%vec);
%maxupward = vectorLen(%vec) / 2;
%result = containerRayCast(vectoradd(%tpos,"0 0" SPC %maxupward), vectoradd(%tpos,"0 0 -50"), $TypeMasks::StaticShapeObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::ForceFieldObjectType | $TypeMasks::TerrainObjectType, %proj);
if(!%result)
%Tpos = NapalmFindNewDir(%pos,%vec);
else
%Tpos = posFromRaycast(%result);
%Tpos = vectorAdd(%Tpos,"0 0 5");
%result = containerRayCast(vectorAdd(%pos,"0 0 10"), %Tpos, $TypeMasks::StaticShapeObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::ForceFieldObjectType | $TypeMasks::TerrainObjectType, %proj);
if(%result){
%Tpos = NapalmFindNewDir(%pos,%vec);
%Tpos = vectorAdd(%pos,"0 0 5");
}
%rndvec = (getRandom(1, 10) - 5)@" "@(getRandom(1, 10) - 5)@" "@((getRandom() * 5) + 5);
%newpos = vectoradd(%Tpos,%rndvec);
%p = new TracerProjectile()
{
dataBlock = napalmSubExplosion;
initialDirection = "0 0 -1";
initialPosition = %newpos;
sourceObject = %proj.sourceobject;
sourceSlot = 5;
};
%p.sourceobject = %proj.sourceobject;
%p.vector = %vec;
%p.count = %proj.count + 1;
}
if (%data.hasDamageRadius)
RadiusExplosion(%proj, %pos, %data.damageRadius, %data.indirectDamage, %data.kickBackStrength, %proj.sourceObject, %data.radiusDamageType);
}
function NapalmFindNewDir(%pos, %vec){
echo("new dir called");
%maxupward = vectorLen(%vec) / 2;
%count = 0;
while((!%result || %chksearch) && %count < 10){
if(%count == 3 || %count == 8)
%vec = VectorScale(%vec,0.5);
else if(%count == 5)
%vec = VectorScale(%vec,-2);
%rndvec = getRandom(-10,10) SPC getRandom(-10,10) SPC "0";
%vec = vectoradd(%vec,%rndvec);
%Tpos = vectoradd(%pos,%vec);
%result = containerRayCast(vectoradd(%tpos,"0 0" SPC %maxupward), vectoradd(%tpos,"0 0 -50"), $TypeMasks::StaticShapeObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::ForceFieldObjectType | $TypeMasks::TerrainObjectType, %proj);
%Tpos = vectorAdd(posFromRaycast(%result),"0 0 10");
%chkresult = containerRayCast(vectorAdd(%pos,"0 0 10"), %Tpos, $TypeMasks::StaticShapeObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::ForceFieldObjectType | $TypeMasks::TerrainObjectType, %proj);
%count++;
}
%Tpos = posFromRaycast(%result);
return %Tpos;
}
function Strikeflyer::onEnterLiquid(%data, %obj, %coverage, %type)
{
switch(%type)
{
case 0:
//Water
%obj.setHeat(0.0);
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
case 1:
//Ocean Water
%obj.setHeat(0.0);
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
case 2:
//River Water
%obj.setHeat(0.0);
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
case 3:
//Stagnant Water
%obj.setHeat(0.0);
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
case 4:
//Lava
%obj.liquidDamage(%data, $VehicleDamageLava, $DamageType::Lava);
case 5:
//Hot Lava
%obj.liquidDamage(%data, $VehicleDamageHotLava, $DamageType::Lava);
case 6:
//Crusty Lava
%obj.liquidDamage(%data, $VehicleDamageCrustyLava, $DamageType::Lava);
case 7:
//Quick Sand
}
}
//----------------------------------------------------------
//LGB
//----------------------------------------------------------
$LGBhomeForce = 1000;
$LGBDetDepth = 2.5;
datablock TracerProjectileData(LGBDet)
{
doDynamicClientHits = true;
directDamage = 0.0;
directDamageType = $DamageType::BomberBombs;
explosion = "artillerybarrelexplosion";
splash = ChaingunSplash;
hasDamageRadius = true;
indirectDamage = 1.2;
damageRadius = 5.0;
radiusDamageType = $DamageType::BomberBombs;
kickBackStrength = 500;
sound = ChaingunProjectile;
dryVelocity = 15.0;
wetVelocity = 15.0;
velInheritFactor = 1.0;
fizzleTimeMS = 200;
lifetimeMS = 250;
explodeOnDeath = true;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 1;
tracerLength = 1.0;
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 = 0.35;
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;
hasLight = true;
lightRadius = 5.0;
lightColor = "0.5 0.5 0.175";
};
datablock TracerProjectileData(LGBUnderDet)
{
doDynamicClientHits = true;
directDamage = 0.0;
directDamageType = $DamageType::BomberBombs;
explosion = "VehicleBombExplosion";
splash = ChaingunSplash;
hasDamageRadius = true;
indirectDamage = 5.0;
damageRadius = 15.0;
radiusDamageType = $DamageType::BomberBombs;
kickBackStrength = 500;
sound = ChaingunProjectile;
dryVelocity = 1.0;
wetVelocity = 1.0;
velInheritFactor = 1.0;
fizzleTimeMS = 32;
lifetimeMS = 33;
explodeOnDeath = true;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 1;
tracerLength = 1.0;
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 = 0.35;
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;
hasLight = true;
lightRadius = 5.0;
lightColor = "0.5 0.5 0.175";
};
datablock WheeledVehicleData(LGB) : MPBDamageProfile
{
spawnOffset = "0 0 1.0";
renderWhenDestroyed = false;
canControl = true;
catagory = "Vehicles";
shapeFile = "vehicle_grav_scout.dts";
multipassenger = false;
computeCRC = true;
debrisShapeName = "vehicle_grav_scout.dts";
debris = GShapeDebris;
drag = 0.0;
density = 20.0;
numMountPoints = 0;
cantAbandon = 1;
cantTeamSwitch = 1;
cameraMaxDist = 20;
cameraOffset = 6;
cameraLag = 1.5;
explosion = VehicleExplosion;
explosionDamage = 0.25;
explosionRadius = 3.0;
maxSteeringAngle = 0.3; // 20 deg.
// Used to test if the station can deploy
stationPoints[1] = "-2.3 -7.38703 -0.65";
stationPoints[2] = "-2.3 -11.8 -0.65";
stationPoints[3] = "0 -7.38703 -0.65";
stationPoints[4] = "0 -11.8 -0.65";
stationPoints[5] = "2.3 -7.38703 -0.65";
stationPoints[6] = "2.3 -11.8 -0.65";
// Rigid Body
mass = 400;
bodyFriction = 0.8;
bodyRestitution = 0.5;
minRollSpeed = 3;
gyroForce = 10;
gyroDamping = 0.3;
stabilizerForce = 10;
minDrag = 10;
softImpactSpeed = 15; // Play SoftImpact Sound
hardImpactSpeed = 25; // Play HardImpact Sound
// Ground Impact Damage (uses DamageType::Ground)
minImpactSpeed = 1;
speedDamageScale = 0.05;
// Object Impact Damage (uses DamageType::Impact)
collDamageThresholdVel = 5;
collDamageMultiplier = 0.03;
// Engine
engineTorque = 7.0 * 745;
breakTorque = 7.0 * 745;
maxWheelSpeed = 20;
// Springs
springForce = 8000;
springDamping = 1300;
antiSwayForce = 6000;
staticLoadScale = 2;
// Tires
tireRadius = 1.6;
tireFriction = 10.0;
tireRestitution = 0.5;
tireLateralForce = 3000;
tireLateralDamping = 400;
tireLateralRelaxation = 1;
tireLongitudinalForce = 12000;
tireLongitudinalDamping = 600;
tireLongitudinalRelaxation = 1;
tireEmitter = TireEmitter;
//
maxDamage = 0.5;
destroyedLevel = 0.5;
HDAddMassLevel = 0.4;
HDMassImage = APCHDMassImage;
isShielded = false;
energyPerDamagePoint = 125;
maxEnergy = 600;
jetForce = 2800;
minJetEnergy = 60;
jetEnergyDrain = 2.75;
rechargeRate = 1.0;
jetSound = MPBThrustSound;
engineSound = MPBEngineSound;
squeelSound = AssaultVehicleSkid;
softImpactSound = GravSoftImpactSound;
hardImpactSound = HardImpactSound;
//wheelImpactSound = WheelImpactSound;
//
softSplashSoundVelocity = 5.0;
mediumSplashSoundVelocity = 8.0;
hardSplashSoundVelocity = 12.0;
exitSplashSoundVelocity = 8.0;
exitingWater = VehicleExitWaterSoftSound;
impactWaterEasy = VehicleImpactWaterSoftSound;
impactWaterMedium = VehicleImpactWaterMediumSound;
impactWaterHard = VehicleImpactWaterHardSound;
waterWakeSound = VehicleWakeMediumSplashSound;
minMountDist = 3;
damageEmitter[0] = LightDamageSmoke;
damageEmitter[1] = MeHGHeavyDamageSmoke;
damageEmitter[2] = DamageBubbles;
damageEmitterOffset[0] = "3.0 0.5 0.0 ";
damageEmitterOffset[1] = "-3.0 0.5 0.0 ";
damageLevelTolerance[0] = 0.3;
damageLevelTolerance[1] = 0.7;
numDmgEmitterAreas = 2;
splashEmitter[0] = VehicleFoamDropletsEmitter;
splashEmitter[1] = VehicleFoamEmitter;
shieldImpact = VehicleShieldImpact;
cmdCategory = "Tactical";
cmdIcon = CMDGroundMPBIcon;
cmdMiniIconName = "commander/MiniIcons/com_mpb_grey";
targetNameTag = 'Laser Guided';
targetTypeTag = 'Bomb';
sensorData = VehiclePulseSensor;
checkRadius = 7.5225;
observeParameters = "1 12 12";
runningLight[0] = MPBLight1;
runningLight[1] = MPBLight2;
shieldEffectScale = "0.85 1.2 0.7";
};
datablock StaticShapeData(LGBShape) : StaticShapeDamageProfile {
shapeFile = "bomb.dts";
mass = 1.0;
repairRate = 0;
dynamicType = $TypeMasks::StaticShapeObjectType;
heatSignature = 0;
};
function LGB::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
if (%obj.clientControl)
serverCmdResetControlObject(%obj.clientControl);
%obj.schedule(5500, "playThread", $ActivateThread, "activate");
%obj.startFade(0,10,1);
%body = new StaticShape()
{
scale = "2 2 2";
dataBlock = "LGBShape";
};
MissionCleanup.add(%body);
%obj.mountObject(%body, 1);
%body.vehicleMounted = %obj;
}
function LGBhomeIn(%obj,%trg){
if(!isObject(%obj))
return;
if(!isObject(%trg))
return;
%pos = %obj.getPosition();
%vel = %obj.getVelocity();
%tpos = %trg.getPosition();
%lvel = getWords(%vel,0,1) SPC "0";
%DDis = getWord(%pos,2) - getWord(%tpos,2);
if(%DDis <= 0)
return;
%Dtime = %DDis / (getWord(%vel,2) * -1);
%predTrg = vectorScale(%lvel,%Dtime);
%predTrg = getWords(vectorAdd(%pos,%predtrg),0,1) SPC getWord(%tpos,2);
%vec = vectorNormalize(vectorSub(%tpos,%predTrg));
%obj.applyImpulse(%pos,vectorScale(%vec,$LGBhomeForce));
%obj.lastpos = %pos;
schedule(250, 0, "LGBhomeIn", %obj, %trg);
}
function LGB::deleteAllMounted(%data, %obj){
%body = %obj.getMountNodeObject(1);
if (isObject(%body))
%body.schedule(2000, delete);
%pn = new (TracerProjectile)() {
dataBlock = LGBDet;
initialDirection = vectorNormalize(vectorSub(%obj.getposition(),%obj.lastpos));
initialPosition = %obj.getWorldBoxCenter();
sourceObject = %obj.LGBsourceObject;
sourceSlot = %obj.LGBsourceSlot;
};
%pn.detvec = vectorNormalize(vectorSub(%obj.getposition(),%obj.lastpos));
MissionCleanup.add(%pn);
}
function LGBDet::onExplode(%data, %proj, %pos, %mod)
{
%newpos = vectoradd(%pos,vectorScale(%proj.detvec,$LGBDetDepth));
%p = new TracerProjectile()
{
dataBlock = LGBUnderDet;
initialDirection = %proj.detvec;
initialPosition = %newpos;
sourceObject = %proj.sourceobject;
sourceSlot = %proj.sourceSlot;
};
%p.vector = %vec;
%p.count = 1;
if (%data.hasDamageRadius)
RadiusExplosion(%proj, %pos, %data.damageRadius, %data.indirectDamage, %data.kickBackStrength, %proj.sourceObject, %data.radiusDamageType);
}