T2-ACCM/Scripts/ModScripts/AI/SentinelData.cs
2013-02-01 15:45:22 -05:00

655 lines
19 KiB
C#

//==============================================================================
// Sentinel Data - Made by Blnukem
//==============================================================================
// Sentinel Sounds
//------------------------------------------------------------------------------
datablock EffectProfile(SentinelTurretSwitchEffect)
{
effectname = "powered/turret_light_activate";
minDistance = 2.5;
maxDistance = 5.0;
};
datablock EffectProfile(SentinelTurretFireEffect)
{
filename = "fx/vehicles/tank_chaingun.wav";
minDistance = 2.5;
maxDistance = 8.0;
};
datablock EffectProfile(SentinelDeactivateEffect)
{
effectname = "powered/turret_heavy_reload";
minDistance = 2.5;
maxDistance = 5.0;
};
datablock EffectProfile(SentinelActivateEffect)
{
effectname = "powered/turret_light_reload";
minDistance = 2.5;
maxDistance = 5.0;
};
datablock EffectProfile(SentinelIdleEffect)
{
effectname = "powered/turret_light_idle";
minDistance = 1;
maxDistance = 2;
};
datablock AudioProfile(SentinelTurretSwitchSound)
{
filename = "fx/powered/turret_light_activate.wav";
description = AudioClose3d;
preload = true;
effect = SentinelTurretSwitchEffect;
};
datablock AudioProfile(SentinelTurretFireSound)
{
filename = "fx/vehicles/tank_chaingun.wav";
description = AudioDefaultLooping3d;
preload = true;
effect = SentinelTurretFireEffect;
};
datablock AudioProfile(SentinelIdleSound)
{
filename = "fx/powered/turret_light_idle.wav";
description = AudioDefaultLooping3d;
preload = true;
effect = SentinelIdleEffect;
};
datablock AudioProfile(SentinelActivateSound)
{
filename = "fx/powered/turret_light_reload.wav";
description = AudioClose3d;
preload = true;
effect = SentinelActivateEffect;
};
datablock AudioProfile(SentinelDeactivateSound)
{
filename = "fx/powered/turret_heavy_reload.wav";
description = AudioClose3d;
preload = true;
effect = SentinelDeactivateEffect;
};
//==============================================================================
// Vehicle Data
//==============================================================================
// Standard Sentinel
//------------------------------------------------------------------------------
datablock FlyingVehicleData(SentinelVehicle) : SentinelDamageProfile
{
spawnOffset = "0.0 0.0 0.1";
catagory = "Sentinels";
shapeFile = "stackable2s.dts";
multipassenger = false;
computeCRC = true;
debrisShapeName = "debris_generic.dts";
debris = TurretDebris;
renderWhenDestroyed = false;
drag = 0.15;
density = 1.0;
numMountPoints = 0;
cameraMaxDist = 15;
cameraOffset = 2.5;
cameraLag = 0.9;
explosion = TurretExplosion;
explosionDamage = 0.5;
explosionRadius = 5.0;
maxDamage = 0.5;
destroyedLevel = 0.5;
isShielded = true;
energyPerDamagePoint = 160;
maxEnergy = 280;
rechargeRate = 0.8;
minDrag = 30;
rotationalDrag = 2000;
maxAutoSpeed = 15;
autoAngularForce = 400;
autoLinearForce = 300;
autoInputDamping = 0.95;
maxSteeringAngle = 5;
horizontalSurfaceForce = 6;
verticalSurfaceForce = 4;
maneuveringForce = 5000;
steeringForce = 3000;
steeringRollForce = 0;
rollForce = 10;
hoverHeight = 10;
createHoverHeight = 2;
maxForwardSpeed = 15;
jetForce = 4500;
minJetEnergy = 0;
jetEnergyDrain = 0; // Auto stabilize speed
vertThrustMultiple = 0;
mass = 100;
bodyFriction = 0;
bodyRestitution = 0.5;
minRollSpeed = 0;
softImpactSpeed = 14;
hardImpactSpeed = 25;
minImpactSpeed = 10;
speedDamageScale = 0.06;
collDamageThresholdVel = 23.0;
collDamageMultiplier = 0.02;
jetSound = "";
engineSound = SentinelIdleSound;
softImpactSound = SoftImpactSound;
hardImpactSound = HardImpactSound;
softSplashSoundVelocity = 10.0;
mediumSplashSoundVelocity = 15.0;
hardSplashSoundVelocity = 20.0;
exitSplashSoundVelocity = 10.0;
exitingWater = VehicleExitWaterMediumSound;
impactWaterEasy = VehicleImpactWaterSoftSound;
impactWaterMedium = VehicleImpactWaterMediumSound;
impactWaterHard = VehicleImpactWaterMediumSound;
waterWakeSound = VehicleWakeMediumSplashSound;
dustEmitter = LiftoffDustEmitter;
triggerDustHeight = 1.0;
dustHeight = 0.1;
canControl = false;
minMountDist = 4;
splashEmitter[0] = VehicleFoamDropletsEmitter;
splashEmitter[1] = VehicleFoamEmitter;
shieldImpact = VehicleShieldImpact;
cmdCategory = "Tactical";
cmdIcon = CMDFlyingScoutIcon;
cmdMiniIconName = "commander/MiniIcons/com_scout_grey";
targetNameTag = 'Standard';
targetTypeTag = 'Sentinel';
sensorData = combatSensor;
sensorRadius = combatSensor.detectRadius;
sensorColor = "9 9 255";
checkRadius = 5.5;
observeParameters = "1 5 5";
canObserve = true;
runningLight[0] = ShrikeLight1;
shieldEffectScale = "2.0 2.0 2.0";
};
//==============================================================================
// Sentinel Monitor Vehicle Data
//==============================================================================
datablock FlyingVehicleData(SentinelMonitor) : SentinelDamageProfile
{
spawnOffset = "0.0 0.0 0.0";
catagory = "Sentinels";
shapeFile = "beacon.dts";
multipassenger = false;
computeCRC = true;
debrisShapeName = "debris_generic.dts";
debris = TurretDebris;
renderWhenDestroyed = false;
drag = 4.15;
density = 1.0;
numMountPoints = 0;
cameraMaxDist = 15;
cameraOffset = 2.5;
cameraLag = 0.9;
explosion = TurretExplosion;
explosionDamage = 0.5;
explosionRadius = 5.0;
maxDamage = 50.00;
destroyedLevel = 50.00;
isShielded = true;
rechargeRate = 2.5;
energyPerDamagePoint = 1;
maxEnergy = 500;
rechargeRate = 50.0;
minDrag = 30;
rotationalDrag = 2000;
maxAutoSpeed = 15;
autoAngularForce = 400;
autoLinearForce = 300;
autoInputDamping = 0.95;
maxSteeringAngle = 5;
horizontalSurfaceForce = 6;
verticalSurfaceForce = 4;
maneuveringForce = 5000;
steeringForce = 1000;
steeringRollForce = 0;
rollForce = 100;
hoverHeight = 15;
createHoverHeight = 2;
maxForwardSpeed = 15;
jetForce = 1500;
minJetEnergy = 0;
jetEnergyDrain = 0; // Auto stabilize speed
vertThrustMultiple = 0;
mass = 100;
bodyFriction = 0;
bodyRestitution = 0.5;
minRollSpeed = 0;
softImpactSpeed = 14;
hardImpactSpeed = 25;
minImpactSpeed = 25;
speedDamageScale = 0.06;
collDamageThresholdVel = 23.0;
collDamageMultiplier = 0.02;
minTrailSpeed = 0.1;
trailEmitter = ContrailEmitter;
jetSound = "";
engineSound = SentinelIdleSound;
softImpactSound = SoftImpactSound;
hardImpactSound = HardImpactSound;
softSplashSoundVelocity = 10.0;
mediumSplashSoundVelocity = 15.0;
hardSplashSoundVelocity = 20.0;
exitSplashSoundVelocity = 10.0;
exitingWater = VehicleExitWaterMediumSound;
impactWaterEasy = VehicleImpactWaterSoftSound;
impactWaterMedium = VehicleImpactWaterMediumSound;
impactWaterHard = VehicleImpactWaterMediumSound;
waterWakeSound = VehicleWakeMediumSplashSound;
dustEmitter = LiftoffDustEmitter;
triggerDustHeight = 2.0;
dustHeight = 0.0;
canControl = false;
damageEmitter[0] = LightDamageSmoke;
damageEmitter[1] = LightDamageSmoke;
damageEmitter[2] = DamageBubbles;
damageEmitterOffset[0] = "0.0 0.0 0.0 ";
damageLevelTolerance[0] = 0.3;
damageLevelTolerance[1] = 0.7;
numDmgEmitterAreas = 1;
minMountDist = 4;
splashEmitter[0] = VehicleFoamDropletsEmitter;
splashEmitter[1] = VehicleFoamEmitter;
shieldImpact = VehicleShieldImpact;
cmdCategory = "Tactical";
cmdIcon = CMDCameraIcon;
cmdMiniIconName = "commander/MiniIcons/com_camera_grey";
targetNameTag = '';
targetTypeTag = 'Monitor';
sensorData = combatSensor;
sensorRadius = combatSensor.detectRadius;
sensorColor = "9 9 255";
checkRadius = 10.5;
observeParameters = "1 5 5";
canObserve = true;
runningLight[0] = ShrikeLight1;
shieldEffectScale = "2.0 2.0 2.0";
};
//==============================================================================
// Image Data
//==============================================================================
// Standard Sentinel Image Data:
//------------------------------------------------------------------------------
datablock ShapeBaseImageData(BodyImage) : SentinelVehicle
{
offset = "0.0 -0.2 0.3";
rotation = "0 0 1 0";
shapeFile = "turret_mortar_large.dts";
};
datablock ShapeBaseImageData(RightWing) : SentinelVehicle
{
offset = "0.2 0.0 0.4";
rotation = "0 0 -1 90";
shapeFile = "pack_deploy_sensor_pulse.dts";
};
datablock ShapeBaseImageData(LeftWing) : SentinelVehicle
{
offset = "-0.2 0.0 0.4";
rotation = "0 0 1 90";
shapeFile = "pack_deploy_sensor_pulse.dts";
};
datablock ShapeBaseImageData(Eye) : SentinelVehicle
{
offset = "0.0 1.1 0.22";
rotation = "1 0 0 90";
shapeFile = "beacon.dts";
};
//==============================================================================
// Sentinel Monitor Image Data:
//==============================================================================
datablock ShapeBaseImageData(Front) : SentinelMonitor
{
offset = "0.0 -0.02 0.0";
rotation = "1.0 0.0 0.0 90.0";
shapeFile = "camera.dts";
};
datablock ShapeBaseImageData(Rear) : SentinelMonitor
{
offset = "0.0 0.02 0.0";
rotation = "-1.0 0.0 0.0 90.0";
shapeFile = "camera.dts";
};
//==============================================================================
// Decals and Projectiles
//==============================================================================
// Default Sentinel bullet Decal image:
//------------------------------------------------------------------------------
datablock DecalData(SentinelDecal1)
{
sizeX = 0.15;
sizeY = 0.15;
textureName = "special/bullethole3";
};
//==============================================================================
// Standard Sentinel Bullet:
//==============================================================================
datablock TracerProjectileData(SentinelBullet)
{
doDynamicClientHits = true;
directDamage = 0.15;
directDamageType = $DamageType::Sentinel;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.5;
kickBackStrength = 50.0;
sound = ChaingunProjectile;
dryVelocity = 800.0;
wetVelocity = 100.0;
velInheritFactor = 1.0;
fizzleTimeMS = 3000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 10.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 10.0/255.0 @ " " @ 30.0/255.0 @ " " @ 240.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.15;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
decalData[0] = SentinelDecal1;
hasLight = true;
lightRadius = 8.0;
lightColor = "0.5 0.5 0.175";
};
//==============================================================================
// Turret Data
//==============================================================================
// Standard Sentinel Turret:
//------------------------------------------------------------------------------
datablock TurretData(SentinelTurret) : TurretDamageProfile
{
className = VehicleTurret;
catagory = "Turrets";
shapeFile = "turret_belly_base.dts";
preload = true;
mass = 1.0;
maxDamage = 1.0;
destroyedLevel = 1.0;
repairRate = 0;
maxDamage = SentinelVehicle.maxDamage;
destroyedLevel = SentinelVehicle.destroyedLevel;
rechargeRate = 0.15;
thetaMin = 90;
thetaMax = 180;
thetaNull = 90;
rechargeRate = 0.15;
isShielded = false;
energyPerDamagePoint = 110;
maxEnergy = 60;
renderWhenDestroyed = true;
barrel = SentinelTurretBarrel;
heatSignature = 0;
canControl = false;
cmdCategory = "DTactical";
cmdIcon = CMDTurretIcon;
cmdMiniIconName = "commander/MiniIcons/com_turret_grey";
targetNameTag = 'Sentinel';
targetTypeTag = 'Turret';
firstPersonOnly = true;
debrisShapeName = "debris_generic_small.dts";
debris = TurretDebrisSmall;
};
datablock TurretImageData(SentinelTurretBarrel)
{
shapeFile = "turret_muzzlepoint.dts";
mountPoint = 0;
projectile = SentinelBullet;
projectileType = TracerProjectile;
usesEnergy = true;
fireEnergy = 0.0;
minEnergy = 10.0;
emap = true;
activationMS = 700;
deactivateDelayMS = 1500;
thinkTimeMS = 120;
degPerSecTheta = 2000;
degPerSecPhi = 2000;
attackRadius = 100;
casing = ShellDebris;
shellExitDir = "0.0 -0.5 -0.5";
shellExitOffset = "0.0 0.0 0.0";
shellExitVariance = 20.0;
shellVelocity = 5.0;
projectileSpread = 2.0 / 1000.0;
stateName[0] = "Activate";
stateTransitionOnNotLoaded[0] = "Dead";
stateTransitionOnLoaded[0] = "ActivateReady";
stateName[1] = "ActivateReady";
stateSequence[1] = "Activate";
stateSound[1] = SentinelActivateSound;
stateTimeoutValue[1] = 1;
stateTransitionOnTimeout[1] = "Ready";
stateTransitionOnNotLoaded[1] = "Deactivate";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNotLoaded[2] = "Deactivate";
stateTransitionOnTriggerDown[2] = "Fire";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateName[3] = "Fire";
stateSequence[3] = "Fire";
stateSequenceRandomFlash[3] = true;
stateSound[3] = ChaingunFireSound;
stateAllowImageChange[3] = false;
stateEmitter[3] = "GunFireEffectEmitter";
stateEmitterNode[3] = "muzzlepoint1";
stateEmitterTime[3] = 0.1;
stateScript[3] = "onFire";
stateFire[3] = true;
stateEjectShell[3] = true;
stateTimeoutValue[3] = 0.1;
stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Reload";
stateTransitionOnNoAmmo[3] = "noAmmo";
stateName[4] = "Reload";
stateTimeoutValue[4] = 0.01;
stateAllowImageChange[4] = false;
stateWaitForTimeout[4] = true;
stateSequence[4] = "Reload";
stateTransitionOnTimeout[4] = "Ready";
stateTransitionOnNotLoaded[4] = "Deactivate";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateName[5] = "Deactivate";
stateSequence[5] = "Activate";
stateSound[5] = SentinelDeactivateSound;
stateEmitter[5] = "GunFireEffectEmitter";
stateEmitterNode[5] = "muzzlepoint1";
stateEmitterTime[5] = 0.2;
stateDirection[5] = false;
stateTimeoutValue[5] = 1;
stateTransitionOnLoaded[5] = "ActivateReady";
stateTransitionOnTimeout[5] = "Dead";
stateName[6] = "Dead";
stateTransitionOnLoaded[6] = "ActivateReady";
stateName[7] = "NoAmmo";
stateTransitionOnAmmo[7] = "Reload";
stateSequence[7] = "NoAmmo";
};
//==============================================================================
// Vehicle Functions
//==============================================================================
// Sentinel Functions:
//------------------------------------------------------------------------------
function SentinelVehicle::deleteAllMounted(%data, %obj) {
$HostGamePlayerCount = ClientGroup.GetCount();
%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(0, delete);
}
function SentinelVehicle::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
if (%obj.clientControl)
serverCmdResetControlObject(%obj.clientControl);
%obj.mountImage(BodyImage, 1);
%obj.mountImage(RightWing, 2);
%obj.mountImage(LeftWing, 3);
%obj.mountImage(Eye, 4);
%turret = TurretData::create(SentinelTurret);
%turret.scale = "0.45 0.45 0.45";
MissionCleanup.add(%turret);
%turret.team = 1;
%turret.selectedWeapon = 1;
%turret.setSelfPowered();
%obj.mountObject(%turret, 10);
%turret.mountImage(SentinelTurretBarrel, 0);
%obj.turretObject = %turret;
%turret.setCapacitorRechargeRate( %turret.getDataBlock().capacitorRechargeRate );
%turret.vehicleMounted = %obj;
%turret.setAutoFire(true);
%turret.mountImage(AIAimingTurretBarrel, 1);
setTargetSensorGroup(%turret.getTarget(), %turret.team);
setTargetNeverVisMask(%turret.getTarget(), 0xffffffff);
}
//==============================================================================
// Monitor Functions:
//==============================================================================
function SentinelMonitor::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
if (%obj.clientControl)
serverCmdResetControlObject(%obj.clientControl);
%obj.mountImage(Front, 1);
%obj.mountImage(Rear, 2);
}