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

122 lines
4 KiB
C#

//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// Targeting laser - Modified by Blnukem.
// Modifications: Saves datablock space.
// The file is also much cleaner and easier to read, better for more editing.
//------------------------------------------------------------------------------
// Sounds
//------------------------------------------------------------------------------
datablock EffectProfile(TargetingLaserPaintEffect)
{
effectname = "weapons/targetinglaser_paint";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock AudioProfile(TargetingLaserPaintSound)
{
filename = "fx/weapons/targetinglaser_paint.wav";
description = CloseLooping3d;
preload = true;
effect = TargetingLaserPaintEffect;
};
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// Projectile
//------------------------------------------------------------------------------
datablock TargetProjectileData(BasicTargeter)
{
directDamage = 0.0;
hasDamageRadius = false;
indirectDamage = 0.0;
damageRadius = 0.0;
velInheritFactor = 1.0;
maxRifleRange = 1000;
beamColor = "1.0 0.0 0.0";
startBeamWidth = 0.02;
pulseBeamWidth = 0.025;
beamFlareAngle = 3.0;
minFlareSize = 0.0;
maxFlareSize = 400.0;
pulseSpeed = 6.0;
pulseLength = 0.150;
textureName[0] = "special/nonlingradient";
textureName[1] = "special/flare";
textureName[2] = "special/pulse";
textureName[3] = "special/expFlare";
beacon = false;
};
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// Weapon Data
//------------------------------------------------------------------------------
datablock ItemData(TargetingLaser)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_targeting.dts";
image = TargetingLaserImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a laser targeter";
computeCRC = true;
};
datablock ShapeBaseImageData(TargetingLaserImage)
{
className = WeaponImage;
shapeFile = "weapon_targeting.dts";
item = TargetingLaser;
offset = "0 0 0";
projectile = BasicTargeter;
projectileType = TargetProjectile;
deleteLastProjectile = true;
usesEnergy = true;
minEnergy = 3;
stateName[0] = "Activate";
stateSequence[0] = "Activate";
stateSound[0] = GenericSwitchSound;
stateTimeoutValue[0] = 0.5;
stateTransitionOnTimeout[0] = "ActivateReady";
stateName[1] = "ActivateReady";
stateTransitionOnAmmo[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire";
stateEnergyDrain[3] = 3;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateTransitionOnTriggerUp[3] = "Deconstruction";
stateTransitionOnNoAmmo[3] = "Deconstruction";
stateSound[3] = TargetingLaserPaintSound;
stateName[4] = "NoAmmo";
stateTransitionOnAmmo[4] = "Ready";
stateName[5] = "Deconstruction";
stateScript[5] = "deconstruct";
stateTransitionOnTimeout[5] = "Ready";
};