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

264 lines
7.5 KiB
C#

//--------------------------------------
// ACCM Gauss Cannon - Made by: Blnukem
//--------------------------------------
//--------------------------------------
// RailGun Sounds
//--------------------------------------
datablock EffectProfile(RailGunFireEffect)
{
filename = "fx/misc/launcher.wav";
minDistance = 2.5;
maxDistance = 10.0;
};
datablock EffectProfile(RailGunLoadEffect)
{
filename = "fx/misc/cannonstart.wav";
minDistance = 2.5;
maxDistance = 5.0;
};
datablock AudioProfile(RailGunFireSound)
{
filename = "fx/misc/launcher.wav";
description = AudioDefault3d;
preload = true;
effect = RailGunFireEffect;
};
datablock AudioProfile(RailGunLoadSound)
{
filename = "fx/misc/cannonstart.wav";
description = AudioDefault3d;
preload = true;
effect = RailGunLoadEffect;
};
//--------------------------------------
// RailGun Projectile
//--------------------------------------
datablock TracerProjectileData(RailGunProjectile)
{
doDynamicClientHits = true;
directDamage = 10.0 * 10;
directDamageType = $DamageType::Laser;
explosion = MissileExplosion;
splash = ChaingunSplash;
hasDamageRadius = true;
indirectDamage = 5.0;
damageradius = 8;
radiusDamageType = $DamageType::Laser;
kickBackStrength = 1000;
sound = ChaingunProjectile;
dryVelocity = 1500.0;
wetVelocity = 500.0;
velInheritFactor = 1.0;
fizzleTimeMS = 2000;
lifetimeMS = 2000;
explodeOnDeath = true;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 1000;
tracerLength = 40.0;
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 = 0.5;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
decalData[0] = RailGunDecal;
hasLight = true;
lightRadius = 5.0;
lightColor = "0.5 0.5 0.175";
};
//--------------------------------------
// RailGun Ammo
//--------------------------------------
datablock ItemData(RailGunAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_missile.dts";
mass = 3;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a pair of 250mm Gauss shells";
computeCRC = true;
};
//--------------------------------------
// RailGun Data
//--------------------------------------
datablock ShapeBaseImageData(RailGunImage)
{
className = WeaponImage;
shapeFile = "weapon_grenade_launcher.dts";
rotation = "0 1 0 180";
offset = "0.1 0.0 0.18";
item = RailGun;
ammo = RailGunAmmo;
projectile = RailGunProjectile;
projectileType = TracerProjectile;
emap = true;
minRankPoints = 4800;
//--------------------------------------
stateName[0] = "Activate";
stateSound[0] = BasicSwitchSound;
stateAllowImageChange[0] = false;
stateTimeoutValue[0] = 0.5;
stateTransitionOnTimeout[0] = "Ready";
stateTransitionOnNoAmmo[0] = "NoAmmo";
//--------------------------------------
stateName[1] = "Ready";
stateSpinThread[1] = Stop;
stateTransitionOnTriggerDown[1] = "Spinup";
stateTransitionOnNoAmmo[1] = "NoAmmo";
//--------------------------------------
stateName[2] = "NoAmmo";
stateTransitionOnAmmo[2] = "Ready";
stateSpinThread[2] = Stop;
stateTransitionOnTriggerDown[2] = "DryFire";
//--------------------------------------
stateName[3] = "Spinup";
stateScript[3] = "onSpinup";
stateSpinThread[3] = SpinUp;
stateSound[3] = RailGunLoadSound;
stateTimeoutValue[3] = 0.5;
stateWaitForTimeout[3] = false;
stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Spindown";
//--------------------------------------
stateName[4] = "Fire";
stateFire[4] = true;
stateScript[4] = "onFire";
stateSound[4] = RailGunFireSound;
stateRecoil[4] = LightRecoil;
stateEmitter[4] = "GunFireEffectEmitter";
stateEmitterNode[4] = "muzzlepoint1";
stateEmitterTime[4] = 0.8;
stateTimeoutValue[4] = 1.0;
stateTransitionOnTimeout[4] = "Reload";
stateAllowImageChange[4] = false;
//--------------------------------------
stateName[5] = "Reload";
stateTransitionOnNoAmmo[5] = "NoAmmo";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 1.0;
stateAllowImageChange[5] = false;
stateSound[5] = MissileReloadSound;
//--------------------------------------
stateName[6] = "Spindown";
stateScript[6] = "onSpindown";
stateSound[6] = MissileReloadSound;
stateSpinThread[6] = SpinDown;
stateTimeoutValue[6] = 3.0;
stateWaitForTimeout[6] = true;
stateTransitionOnTimeout[6] = "Ready";
stateTransitionOnTriggerDown[6] = "Spinup";
stateEmitter[6] = "GunFireEffectEmitter";
stateEmitterNode[6] = "muzzlepoint1";
stateEmitterTime[6] = 0.5;
//--------------------------------------
stateName[7] = "EmptySpindown";
stateSound[7] = MissileDryFireSound;
stateSpinThread[7] = SpinDown;
stateScript[7] = "onSpindown";
stateTimeoutValue[7] = 0.5;
stateTransitionOnTimeout[7] = "NoAmmo";
stateEmitter[7] = "GunFireEffectEmitter";
stateEmitterNode[7] = "muzzlepoint1";
stateEmitterTime[7] = 0.5;
//--------------------------------------
stateName[8] = "DryFire";
stateSound[8] = MortarDryFireSound;
stateTimeoutValue[8] = 0.5;
stateTransitionOnTimeout[8] = "NoAmmo";
};
//--------------------------------------
// RailGun Attachments
//--------------------------------------
datablock ShapeBaseImageData(RailGunPrimaryImage) : RailGunImage
{
offset = "0.01 0.04 0.0";
rotation = "0 0 1 180";
shapeFile = "weapon_missile.dts";
};
datablock ShapeBaseImageData(RailGunSecondaryImage) : RailGunImage
{
offset = "-0.06 -0.23 0.25";
rotation = "0 0 1 90";
shapeFile = "ammo_mortar.dts";
};
datablock ShapeBaseImageData(RailGunTertiaryImage) : RailGunImage
{
offset = "0.08 0.45 0.05";
rotation = "0 1 0 0";
shapeFile = "weapon_ELF.dts";
};
//--------------------------------------
// RailGun Item Data
//--------------------------------------
datablock ItemData(RailGun)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_missile.dts";
image = RailGunImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a Heavy Gauss Cannon";
emap = true;
};
//--------------------------------------
// RailGun Functions
//--------------------------------------
function RailGunImage::onMount(%this,%obj,%slot)
{
Parent::onMount(%this, %obj, %slot);
%obj.mountImage(RailGunPrimaryImage, 4);
%obj.mountImage(RailGunSecondaryImage, 5);
%obj.mountImage(RailGunTertiaryImage, 6);
}
function RailGunImage::onUnmount(%this,%obj,%slot)
{
Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(4);
%obj.unmountImage(5);
%obj.unmountImage(6);
}