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

59 lines
1.4 KiB
C#

//--------------------------------------------------------------------------
// Chaingun barrel pack
//--------------------------------------------------------------------------
datablock ShapeBaseImageData(artilleryBarrelPackImage)
{
mass = 15;
shapeFile = "pack_barrel_fusion.dts";
item = artilleryBarrelPack;
mountPoint = 1;
offset = "0 0 0";
turretBarrel = "artilleryBarrelLarge";
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeOut[2] = "Idle";
isLarge = true;
};
datablock ItemData(artilleryBarrelPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_barrel_fusion.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "artilleryBarrelPackImage";
pickUpName = "a artillery barrel pack";
computeCRC = true;
};
function artilleryBarrelPackImage::onActivate(%data, %obj, %slot)
{
checkTurretMount(%data, %obj, %slot); // This cheks if there is a turret where the player is aiming.
}
function artilleryBarrelPackImage::onDeactivate(%data, %obj, %slot)
{
%obj.setImageTrigger($BackpackSlot, false);
}
function artilleryBarrelPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}