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

1162 lines
36 KiB
C#

//---------------------------------------------------------
// Deployable Force Field
//---------------------------------------------------------
//modified by Captn Power
// Translucencies
%noPassTrans = 1.0;
%teamPassTrans = 0.6;
%allPassTrans = 0.2;
%dimDiv = 4;
// RGB
%colourOn = 0.3;
%colourOff = 0.0;
datablock ForceFieldBareData(DeployedForceField) {
className = "forcefield";
fadeMS = 200;
baseTranslucency = %allPassTrans;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = false;
otherPermiable = false;
color = "1.0 1.0 1.0";
powerOffColor = "0.0 0.0 0.0";
targetNameTag = 'Force Field';
targetTypeTag = 'ForceField';
texture[0] = "skins/forcef1";
texture[1] = "skins/forcef2";
texture[2] = "skins/forcef3";
texture[3] = "skins/forcef4";
texture[4] = "skins/forcef5";
framesPerSec = 1; // 10
numFrames = 5;
scrollSpeed = 15;
umapping = 0.01; // 1.0
vmapping = 0.01; // 0.15
deployedFrom = ForceFieldDeployable;
needsPower = true;
};
// No pass
datablock ForceFieldBareData(DeployedForceField0) : DeployedForceField {
baseTranslucency = %noPassTrans;
powerOffTranslucency = %noPassTrans / %dimDiv;
teamPermiable = false;
otherPermiable = false;
color = %colourOn SPC %colourOn SPC %colourOn;
powerOffColor = "0.0 0.0 0.0";
};
datablock ForceFieldBareData(DeployedForceField1) : DeployedForceField {
baseTranslucency = %noPassTrans;
powerOffTranslucency = %noPassTrans / %dimDiv;
teamPermiable = false;
otherPermiable = false;
color = %colourOn SPC %colourOff SPC %colourOff;
powerOffColor = "0.0 0.0 0.0";
};
datablock ForceFieldBareData(DeployedForceField2) : DeployedForceField {
baseTranslucency = %noPassTrans;
powerOffTranslucency = %noPassTrans / %dimDiv;
teamPermiable = false;
otherPermiable = false;
color = %colourOff SPC %colourOn SPC %colourOff;
powerOffColor = "0.0 0.0 0.0";
};
datablock ForceFieldBareData(DeployedForceField3) : DeployedForceField {
baseTranslucency = %noPassTrans;
powerOffTranslucency = %noPassTrans / %dimDiv;
teamPermiable = false;
otherPermiable = false;
color = %colourOff SPC %colourOff SPC %colourOn;
powerOffColor = "0.0 0.0 0.0";
};
datablock ForceFieldBareData(DeployedForceField4) : DeployedForceField {
baseTranslucency = %noPassTrans;
powerOffTranslucency = %noPassTrans / %dimDiv;
teamPermiable = false;
otherPermiable = false;
color = %colourOff SPC %colourOn SPC %colourOn;
powerOffColor = "0.0 0.0 0.0";
};
datablock ForceFieldBareData(DeployedForceField5) : DeployedForceField {
baseTranslucency = %noPassTrans;
powerOffTranslucency = %noPassTrans / %dimDiv;
teamPermiable = false;
otherPermiable = false;
color = %colourOn SPC %colourOff SPC %colourOn;
powerOffColor = "0.0 0.0 0.0";
};
datablock ForceFieldBareData(DeployedForceField6) : DeployedForceField {
baseTranslucency = %noPassTrans;
powerOffTranslucency = %noPassTrans / %dimDiv;
teamPermiable = false;
otherPermiable = false;
color = %colourOn SPC %colourOn SPC %colourOff;
powerOffColor = "0.0 0.0 0.0";
};
// Team pass
datablock ForceFieldBareData(DeployedForceField7) : DeployedForceField {
baseTranslucency = %teamPassTrans;
powerOffTranslucency = %teamPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = false;
color = %colourOn SPC %colourOn SPC %colourOn;
powerOffColor = "0.0 0.0 0.0";
};
datablock ForceFieldBareData(DeployedForceField8) : DeployedForceField {
baseTranslucency = %teamPassTrans;
powerOffTranslucency = %teamPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = false;
color = %colourOn SPC %colourOff SPC %colourOff;
powerOffColor = "0.0 0.0 0.0";
};
datablock ForceFieldBareData(DeployedForceField9) : DeployedForceField {
baseTranslucency = %teamPassTrans;
powerOffTranslucency = %teamPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = false;
color = %colourOff SPC %colourOn SPC %colourOff;
powerOffColor = "0.0 0.0 0.0";
};
datablock ForceFieldBareData(DeployedForceField10) : DeployedForceField {
baseTranslucency = %teamPassTrans;
powerOffTranslucency = %teamPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = false;
color = %colourOff SPC %colourOff SPC %colourOn;
powerOffColor = "0.0 0.0 0.0";
};
datablock ForceFieldBareData(DeployedForceField11) : DeployedForceField {
baseTranslucency = %teamPassTrans;
powerOffTranslucency = %teamPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = false;
color = %colourOff SPC %colourOn SPC %colourOn;
powerOffColor = "0.0 0.0 0.0";
};
datablock ForceFieldBareData(DeployedForceField12) : DeployedForceField {
baseTranslucency = %teamPassTrans;
powerOffTranslucency = %teamPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = false;
color = %colourOn SPC %colourOff SPC %colourOn;
powerOffColor = "0.0 0.0 0.0";
};
datablock ForceFieldBareData(DeployedForceField13) : DeployedForceField {
baseTranslucency = %teamPassTrans;
powerOffTranslucency = %teamPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = false;
color = %colourOn SPC %colourOn SPC %colourOff;
powerOffColor = "0.0 0.0 0.0";
};
// All pass
datablock ForceFieldBareData(DeployedForceField14) : DeployedForceField {
baseTranslucency = %allPassTrans;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = true;
color = %colourOn SPC %colourOn SPC %colourOn;
powerOffColor = "0.0 0.0 0.0";
};
datablock ForceFieldBareData(DeployedForceField15) : DeployedForceField {
baseTranslucency = %allPassTrans;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = true;
color = %colourOn SPC %colourOff SPC %colourOff;
powerOffColor = "0.0 0.0 0.0";
};
datablock ForceFieldBareData(DeployedForceField16) : DeployedForceField {
baseTranslucency = %allPassTrans;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = true;
color = %colourOff SPC %colourOn SPC %colourOff;
powerOffColor = "0.0 0.0 0.0";
};
datablock ForceFieldBareData(DeployedForceField17) : DeployedForceField {
baseTranslucency = %allPassTrans;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = true;
color = %colourOff SPC %colourOff SPC %colourOn;
powerOffColor = "0.0 0.0 0.0";
};
datablock ForceFieldBareData(DeployedForceField18) : DeployedForceField {
baseTranslucency = %allPassTrans;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = true;
color = %colourOff SPC %colourOn SPC %colourOn;
powerOffColor = "0.0 0.0 0.0";
};
datablock ForceFieldBareData(DeployedForceField19) : DeployedForceField {
baseTranslucency = %allPassTrans;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = true;
color = %colourOn SPC %colourOff SPC %colourOn;
powerOffColor = "0.0 0.0 0.0";
};
datablock ForceFieldBareData(DeployedForceField20) : DeployedForceField {
baseTranslucency = %allPassTrans;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = true;
color = %colourOn SPC %colourOn SPC %colourOff;
powerOffColor = "0.0 0.0 0.0";
};
// thx to quantium mod for idea but those are diferent i made shure of it
//lightning no pass
datablock ForceFieldBareData(DeployedForceField21) : DeployedForceField {
baseTranslucency =1;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = false;
otherPermiable = false;
texture[0] = "special/shockLightning01";
texture[1] = "special/shockLightning02";
texture[2] = "special/shockLightning03";
color = "0.1 0.6 0.2";
powerOffColor = "0.0 0.0 0.0";
framesPerSec = 12;
numFrames = 3;
scrollSpeed = 0.1;
umapping = 0.35;//0.45;
vmapping = 5;
};
//scan line no pass
datablock ForceFieldBareData(DeployedForceField22) : DeployedForceField {
baseTranslucency =1;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = false;
otherPermiable = false;
color = "0.1 0.5 0.1";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "special/sniper00";
framesPerSec = 10;
numFrames = 1;
scrollSpeed = 0.3;
umapping = 1;
vmapping = 0.05;
};
//grid no pass
datablock ForceFieldBareData(DeployedForceField23) : DeployedForceField {
baseTranslucency =1;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = false;
otherPermiable = false;
color = "0.7 0.5 0.5";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "special/shocklance_effect01";//"desert/CP_itec01";//"liquidTiles/Modulation03"; // pack_rep05
texture[1] = "special/shocklance_effect02";
framesPerSec = 10; // plrec04
numFrames = 2; // beampulse
scrollSpeed = 1;
umapping = 1.3;
vmapping = 1.3;
};
// fire wall special no pass
datablock ForceFieldBareData(DeployedForceField24) : DeployedForceField {
baseTranslucency =1;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = false;
otherPermiable = false;
color = "0.7 0.3 0";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "special/redbump2";
texture[1] = "special/ELFBeam";
framesPerSec = 5;
numFrames = 2;
scrollSpeed = 5;
umapping = 0.5;
vmapping = 0.6;
};
//energy feild no pass
datablock ForceFieldBareData(DeployedForceField25) : DeployedForceField {
baseTranslucency =1;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = false;
otherPermiable = false;
color[0] = "0.6 0.6 1";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "special/jammermap";
framesPerSec = 2;
numFrames = 1;
scrollSpeed = 1;
umapping = 0.3;
vmapping = 0.3;
};
//flashing no pass
datablock ForceFieldBareData(DeployedForceField26) : DeployedForceField {
baseTranslucency =1;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = false;
otherPermiable = false;
color = "0.4 0.4 0.9";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "special/stationglow";
framesPerSec = 10;
numFrames = 1;
scrollSpeed = 1.5;
umapping = 0.01;
vmapping = 0.01;
};
//dirty window no pass
datablock ForceFieldBareData(DeployedForceField27) : DeployedForceField {
baseTranslucency =1;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = false;
otherPermiable = false;
color = "1 1 1";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "skins/tribes1.plaque";//"skins/tribes1.plaque";//"liquidtiles/icebound_water";
framesPerSec = 10;
numFrames = 1;
scrollSpeed = 0;
umapping = 0.4;
vmapping = 0.4;
};
////////////////////////////////////////////////////////////
// scan line team pass
datablock ForceFieldBareData(DeployedForceField28) : DeployedForceField {
baseTranslucency =1;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = false;
color = "0.1 0.5 0.1";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "special/sniper00";
framesPerSec = 10;
numFrames = 1;
scrollSpeed = 0.3;
umapping = 1;
vmapping = 0.05;
};
//grid team pass
datablock ForceFieldBareData(DeployedForceField29) : DeployedForceField {
baseTranslucency =1;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = false;
color = "0.5 0.7 0.5";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "special/shocklance_effect01";//"desert/CP_itec01";//"liquidTiles/Modulation03"; // pack_rep05
texture[1] = "special/shocklance_effect02";
framesPerSec = 10; // plrec04
numFrames = 2; // beampulse
scrollSpeed = 1;
umapping = 1.3;
vmapping = 1.3;
};
//energy feild team pass
datablock ForceFieldBareData(DeployedForceField30) : DeployedForceField {
baseTranslucency =1;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = false;
color[0] = "0.6 0.6 1";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "special/jammermap";
framesPerSec = 2;
numFrames = 1;
scrollSpeed = 1;
umapping = 0.3;
vmapping = 0.3;
};
//flashing team pass
datablock ForceFieldBareData(DeployedForceField31) : DeployedForceField {
baseTranslucency =1;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = false;
color = "0.4 0.4 0.9";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "special/stationglow";
framesPerSec = 10;
numFrames = 1;
scrollSpeed = 1.5;
umapping = 0.01;
vmapping = 0.01;
};
///////////////////////////////////////////////////////////////////////////
// scan line all pass
datablock ForceFieldBareData(DeployedForceField32) : DeployedForceField {
baseTranslucency =1;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = true;
color = "0.1 0.5 0.1";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "special/sniper00";
framesPerSec = 10;
numFrames = 1;
scrollSpeed = 0.3;
umapping = 1;
vmapping = 0.05;
};
//grid team pass
datablock ForceFieldBareData(DeployedForceField33) : DeployedForceField {
baseTranslucency =1;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = true;
color = "0.5 0.5 0.7";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "special/shocklance_effect01";//"desert/CP_itec01";//"liquidTiles/Modulation03"; // pack_rep05
texture[1] = "special/shocklance_effect02";
framesPerSec = 10; // plrec04
numFrames = 2; // beampulse
scrollSpeed = 1;
umapping = 1.3;
vmapping = 1.3;
};
//energy feild all pass
datablock ForceFieldBareData(DeployedForceField34) : DeployedForceField {
baseTranslucency =1;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = true;
color[0] = "0.6 0.6 1";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "special/jammermap";
framesPerSec = 2;
numFrames = 1;
scrollSpeed = 1;
umapping = 0.3;
vmapping = 0.3;
};
//flashing all pass
datablock ForceFieldBareData(DeployedForceField35) : DeployedForceField {
baseTranslucency =1;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = true;
color = "0.4 0.4 0.9";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "special/stationglow";
framesPerSec = 10;
numFrames = 1;
scrollSpeed = 1.5;
umapping = 0.01;
vmapping = 0.01;
};
/////////////////////////////////////////////////////
//weird firewall all pass
datablock ForceFieldBareData(DeployedForceField36) : DeployedForceField {
baseTranslucency =1; //0.8;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = true;
color = "1 0.3 0.1";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "special/water2";//"desert/CP_itec01";//"liquidTiles/Modulation03"; // pack_rep05
framesPerSec = 1; // plrec04
numFrames = 1; // beampulse
scrollSpeed = 2.5;
umapping = 0.05;
vmapping = 0.05;
};
//my lava all pass
datablock ForceFieldBareData(DeployedForceField37) : DeployedForceField {
baseTranslucency =1;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = true;
color = "0.8 0.8 0.8";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "liquidTiles/lavapool01";
texture[1] = "liquidTiles/lavapool02";
texture[2] = "liquidTiles/lavapool03";
texture[3] = "liquidTiles/lavapool04";
framesPerSec = 0.1; // plrec04
numFrames = 4; // beampulse
scrollSpeed = 0.01;
umapping = 0.1;
vmapping = 0.2;
};
//water all pass
datablock ForceFieldBareData(DeployedForceField38) : DeployedForceField {
baseTranslucency = 0.8;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = true;
color = "0.1 0.4 0.7";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "liquidTiles/Modulation03"; // pack_rep05
framesPerSec = 10; // plrec04
numFrames = 1; // beampulse
scrollSpeed = 0.6;
umapping = 0.4;
vmapping = 0.4;
};
//Flashing Crosshair
datablock ForceFieldBareData(DeployedForceField39) : DeployedForceField {
baseTranslucency =1;//1;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = true;
color = "1 0.5 0";
powerOffColor = "0.0 0 0";
texture[0] = "commander/icons/com_waypoint_6";
texture[1] = "commander/icons/com_waypoint_5";
texture[2] = "commander/icons/com_waypoint_4";
texture[3] = "commander/icons/com_waypoint_3";
texture[4] = "commander/icons/com_waypoint_2";
framesPerSec = 5;
numFrames = 5;
scrollSpeed = 0;
umapping = 0.6;//0.1;
vmapping = 0.6;//0.1;
};
//Glass Tile
datablock ForceFieldBareData(DeployedForceField40) : DeployedForceField {
baseTranslucency =1;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = false;
otherPermiable = false;
color[0] = "0.5 0.5 0.5";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "skins/silvercube";//"special/jammermap";
framesPerSec = 1;
numFrames = 1;
scrollSpeed = 0;
umapping = 1;
vmapping = 1;
};
//Vehicle Icons
datablock ForceFieldBareData(DeployedForceField41) : DeployedForceField {
baseTranslucency =1;//3;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = false;
otherPermiable = false;
color ="1 1 1";//"0.4 0.4 0.9";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "gui/hud_veh_icon_assault";//"special/stationglow";
texture[1] = "gui/hud_veh_icon_bomber";
texture[2] = "gui/hud_veh_icon_hapc";
texture[3] = "gui/hud_veh_icon_mpb";
texture[4] = "gui/hud_veh_icon_shrike";
framesPerSec = 1;//10;
numFrames = 5;
scrollSpeed = 0;//1.5;
umapping = 0.3;//0.01;
vmapping = 0.3;//0.01;
};
// Space 1
datablock ForceFieldBareData(DeployedForceField42) : DeployedForceField {
baseTranslucency =1;//3;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = false;
otherPermiable = false;
color ="1 1 1";// "0.1 0.5 0.1";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "redplanet_1";
texture[1] = "redplanet_2";
texture[2] = "redplanet_3";
texture[3] = "redplanet_4";
texture[4] = "redplanet_5";
framesPerSec = 1;
numFrames = 5;
scrollSpeed = 0;
umapping = 0.1;
vmapping = 0.1;
};
//clouds 1
datablock ForceFieldBareData(DeployedForceField43) : DeployedForceField {
baseTranslucency =1;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = true;
otherPermiable = true;
color = "0.8 0.8 0.8";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "desert/skies/desertmove2";
framesPerSec = 1; // plrec04
numFrames = 1; // beampulse
scrollSpeed = 1;
umapping = 0.01;
vmapping = 0.01;
};
//Fuzzy Scanlines
datablock ForceFieldBareData(DeployedForceField44) : DeployedForceField {
baseTranslucency =1;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = false;
otherPermiable = false;
color[0] ="1 0.1 1";// "0.6 0.6 1";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "skins/scanline2";
texture[1] = "skins/scanline3";
texture[2] = "skins/scanline4";
texture[3] = "skins/scanline5";
texture[4] = "skins/scanline6";
framesPerSec = 8;
numFrames = 5;
scrollSpeed = 0;
umapping = 0.05;
vmapping = 0.2;
};
//Space 2
datablock ForceFieldBareData(DeployedForceField45) : DeployedForceField {
baseTranslucency =1;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = false;
otherPermiable = false;
color = "1 1 1";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "badlands/skies/starrynite_v2_fr";//nef_tr2_red_1";
texture[1] = "ice/skies/starrynite_v1_bk";//nef_tr2_red_2";
texture[2] = "lava/skies/starrynite_v5_lf";//nef_tr2_red_3";
texture[3] = "lush/skies/starrynite_v6_rt";//nef_tr2_red_7";
texture[4] = "lush/skies/starrynite_v4_fr";//nef_tr2_red_5";
framesPerSec = 1;
numFrames = 5;
scrollSpeed = 0;
umapping = 0.1;
vmapping = 0.1;
};
//Signs
datablock ForceFieldBareData(DeployedForceField46) : DeployedForceField {
baseTranslucency =1;//1;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = false;
otherPermiable = false;
color = "1 1 1";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "skins/billboard_1";
texture[1] = "skins/billboard_2";
texture[2] = "skins/billboard_3";
texture[3] = "skins/billboard_4";
framesPerSec = 2;
numFrames = 4;
scrollSpeed = 0;
umapping = 0.1;
vmapping = 0.1;
};
//clouds 2
datablock ForceFieldBareData(DeployedForceField47) : DeployedForceField {
baseTranslucency =0.2;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = false;
otherPermiable = false;
color = "0.2 0.2 0.2";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "desert/skies/desertmove1";
framesPerSec = 1; // plrec04
numFrames = 1; // beampulse
scrollSpeed = 0;
umapping = 0.01;
vmapping = 0.01;
};
////////////////////////////////////////////////////////////
//computer screen
datablock ForceFieldBareData(DeployedForceField48) : DeployedForceField {
baseTranslucency =1;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = false;
otherPermiable = false;
color = "0.7 0.7 0.7";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "lava/ds_mriveted2";//"ice/sw_ewal02a";//"desert/cp_icomp01f";
framesPerSec = 1;//10;
numFrames = 1;
scrollSpeed = 0;//0.3;
umapping = 0.67;//1;
vmapping = 0.495;//0.05;
};
//Orb Symbol
datablock ForceFieldBareData(DeployedForceField49) : DeployedForceField {
baseTranslucency =1; //0.8;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = false;
otherPermiable = false;
color = "0.7 0.7 0.7";
powerOffColor = "0.0 0.0 0.0";
texture[0] = "badlands/bd_itec02"; //3.5 6.5 0.1 for pad size
framesPerSec = 1;
numFrames = 1;
scrollSpeed = 0;
umapping = 0.6;
vmapping = 0.3;
};
//esp ff
datablock ForceFieldBareData(DeployedForceField50) : DeployedForceField {
baseTranslucency =1; //0.8;
powerOffTranslucency = %allPassTrans / %dimDiv;
teamPermiable = false;
otherPermiable = false;
color = "1 0.2 1";
powerOffColor = "0.0 0.0 0.0";
//texture[0] = "gui/trn_1charybdis";//texture[0] = "precipitation/snowflake017";
//texture[1] = "gui/trn_2sehrganda";//texture[1] = "precipitation/snowflake016";
//texture[2] = "gui/trn_3ymir";
//texture[3] = "gui/trn_4bloodjewel";
//texture[4] = "gui/trn_5draconis";
texture[0] = "skins/noise";
framesPerSec = 1; // plrec04
numFrames = 1; // beampulse
scrollSpeed = 7;
umapping = 3;
vmapping = 1;
};
datablock ShapeBaseImageData(ForceFieldDeployableImage) {
mass = 20;
emap = true;
shapeFile = "ammo_chaingun.dts";
item = ForceFieldDeployable;
mountPoint = 1;
offset = "-0.2 -0.125 0";
rotation = "0 -1 0 90";
deployed = DeployedForceField;
heatSignature = 0;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Idle";
maxDepSlope = 360;
deploySound = ItemPickupSound;
minDeployDis = 0.1;
maxDeployDis = 50.0;
};
datablock ItemData(ForceFieldDeployable) {
className = Pack;
catagory = "Deployables";
shapeFile = "stackable1s.dts";
mass = 5.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
rotate = true;
image = "ForceFieldDeployableImage";
pickUpName = "a force field pack";
heatSignature = 0;
emap = true;
};
function ForceFieldDeployableImage::testObjectTooClose(%item) {
return;
}
function ForceFieldDeployableImage::testNoTerrainFound(%item) {
// don't check this for non-Landspike turret deployables
}
function ForceFieldDeployable::onPickup(%this, %obj, %shape, %amount) {
// created to prevent console errors
}
function ForceFieldDeployableImage::onDeploy(%item, %plyr, %slot) {
//Object
%className = "ForceFieldBare";
%grounded = 0;
if (%item.surface.getClassName() $= TerrainBlock)
%grounded = 1;
%playerVector = vectorNormalize(-1 * getWord(%plyr.getEyeVector(),1) SPC getWord(%plyr.getEyeVector(),0) SPC "0");
if (%item.surfaceinher == 0) {
if (vAbs(floorVec(%item.surfaceNrm,100)) $= "0 0 1")
%item.surfaceNrm2 = %playerVector;
else
%item.surfaceNrm2 = vectorNormalize(vectorCross(%item.surfaceNrm,"0 0 1"));
}
%rot = fullRot(%item.surfaceNrm,%item.surfaceNrm2);
%scale = getWords($packSetting["forcefield",%plyr.packSet],0,2);
%mCenter = "-0.5 -0.5 -0.5";
%pad = pad(%item.surfacePt SPC %item.surfaceNrm SPC %item.surfaceNrm2,%scale,%mCenter);
%scale = getWords(%pad,0,2);
%item.surfacePt = getWords(%pad,3,5);
%rot = getWords(%pad,6,9);
// Add padding
%padSize = 0.01;
%scale = vectorAdd(%scale,%padSize * 2 SPC %padSize * 2 SPC -%padSize * 2);
%item.surfacePt = vectorSub(%item.surfacePt,vectorScale(vectorNormalize(%item.surfaceNrm),%padSize));
%item.surfacePt = vectorSub(%item.surfacePt,vectorScale(vectorNormalize(%item.surfaceNrm2),%padSize));
%item.surfacePt = vectorSub(%item.surfacePt,vectorScale(vectorNormalize(vectorCross(%item.surfaceNrm,%item.surfaceNrm2)),-%padSize));
if (%item.squaresize !$="")
%test = buddychek(%item.surface.getOwner(),%plyr.client.guid);
else
%test=1;
if ($Host::ExpertMode == 1) {
if (isCubic(%item.surface) && (%plyr.expertSet == 1 || %plyr.expertSet == 3 || %plyr.expertSet == 4) && %plyr.team == %item.surface.team
&& %item.surface.getType() & $TypeMasks::StaticShapeObjectType
&& ((($Host::OnlyOwnerCubicReplace == 0) || (%plyr.client == %item.surface.getOwner()))
|| %test ==1 )) {
%scale = vectorAdd(realSize(%item.surface),%padSize * 2 SPC %padSize * 2 SPC %padSize * 2);
%center = realVec(%item.surface,vectorScale(getWords(%scale,0,1) SPC "0",-0.5));
%item.surfacePt = vectorAdd(pos(%item.surface),%center);
%rot = rot(%item.surface);
%mod = vectorScale(matrixMulVector("0 0 0" SPC %rot ,"0 0 1"),-%padSize);
%item.surfacePt = vectorAdd(%item.surfacePt,%mod);
%item.surface.getDataBlock().disassemble(%plyr, %item.surface);
if( %plyr.expertSet == 4){
%deplObj.disarm = 1;
}
}
}
// TODO - temporary test fix - remove?
%scale = vectorAdd(%scale,"0 0 0");
%x = getWord(%scale,0);
%y = getWord(%scale,1);
%z = getWord(%scale,2);
if (%x <= 0)
%x = 0.001;
if (%y <= 0)
%y = 0.001;
if (%z <= 0)
%z = 0.001;
%scale = %x SPC %y SPC %z;
%deplObj = new (%className)() {
dataBlock = %item.deployed @ %plyr.packSet;
scale = %scale;
};
// Take the deployable off the player's back and out of inventory
//if ($Host::ExpertMode == 0) {
// %plyr.unMountImage(%slot);
// %plyr.decInventory(%item.item,1);
//}
////////////////////////Apply settings//////////////////////////////
// [[Location]]:
// exact:
%deplObj.setTransform(%item.surfacePt SPC %rot);
%deplObj.pzone.setTransform(%item.surfacePt SPC %rot);
if ($Host::ExpertMode == 1) {
if (%plyr.expertSet == 2 || %plyr.expertSet == 3){
%deplObj.noSlow = true;
%deplObj.pzone.delete();
%deplObj.pzone = "";
}
}
// misc info
addDSurface(%item.surface,%deplObj);
// [[Settings]]:
%deplObj.grounded = %grounded;
%deplObj.needsFit = 1;
// [[Normal Stuff]]:
// set team, owner, and handle
%deplObj.team = %plyr.client.team;
%deplObj.setOwner(%plyr);
// set power frequency
%deplObj.powerFreq = %plyr.powerFreq;
%deplObj.notogle=0;
// set the sensor group if it needs one
if (%deplObj.getTarget() != -1)
setTargetSensorGroup(%deplObj.getTarget(), %plyr.client.team);
// place the deployable in the MissionCleanup/Deployables group (AI reasons)
addToDeployGroup(%deplObj);
//let the AI know as well...
AIDeployObject(%plyr.client, %deplObj);
// play the deploy sound
serverPlay3D(%item.deploySound, %deplObj.getTransform());
// increment the team count for this deployed object
$TeamDeployedCount[%plyr.team, %item.item]++;
// Power object
checkPowerObject(%deplObj);
if (!%deplObj.powerCount > 0) {
%deplObj.getDataBlock().disassemble(0,%deplObj); // Run Item Specific code.
messageClient(%plyr.client,'MsgDeployFailed','\c2Force field lost - no power source found!%1','~wfx/misc/misc.error.wav');
}
return %deplObj;
}
//////////////////////////////////////////////////////////////////
function ForceFieldDeployableImage::onMount(%data, %obj, %node) {
%obj.hasForceField = true; // set for forcefieldcheck
%obj.packSet = 0;
%obj.expertSet = 0;
displayPowerFreq(%obj);
}
function ForceFieldDeployableImage::onUnmount(%data, %obj, %node) {
%obj.hasForceField = "";
%obj.packSet = 0;
%obj.expertSet = 0;
}
function DeployedForceField::disassemble(%data,%plyr,%obj) {
if (isObject(%obj.pzone))
%obj.pzone.delete();
disassemble(%data,%plyr,%obj);
}
function DeployedForceField0::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField1::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField2::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField3::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField4::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField5::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField6::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField7::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField8::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField9::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField10::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField11::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField12::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField13::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField14::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField15::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField16::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField17::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField18::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField19::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField20::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
///////////////
function DeployedForceField21::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField22::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField23::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField24::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField25::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField26::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField27::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField28::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField29::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField30::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
//////////
function DeployedForceField31::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField32::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField33::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField34::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField35::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField36::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
//
function DeployedForceField37::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField38::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField39::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
/////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
function DeployedForceField40::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField41::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField42::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField43::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField44::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField45::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField46::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField47::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField48::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField49::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}
function DeployedForceField50::disassemble(%data,%plyr,%obj) {
DeployedForceField::disassemble(%data,%plyr,%obj);
}