T2-ACCM/Scripts/Packs/SentinelPack.cs
2013-02-01 15:45:22 -05:00

159 lines
4 KiB
C#

datablock StaticShapeData(DeployedSentinelPatrol) : StaticShapeDamageProfile {
className = "patrolpoint";
shapeFile = "deploy_sensor_motion.dts";
maxDamage = 5.0;
destroyedLevel = 5.0;
disabledLevel = 4.21;
maxEnergy = 50;
rechargeRate = 0.25;
explosion = HandGrenadeExplosion;
expDmgRadius = 1.0;
expDamage = 0.05;
expImpulse = 200;
dynamicType = $TypeMasks::StaticShapeObjectType;
deployedObject = true;
cmdCategory = "DSupport";
cmdIcon = CMDSensorIcon;
cmdMiniIconName = "commander/MiniIcons/com_deploymotionsensor";
targetNameTag = 'Sentinel';
targetTypeTag = 'Patrol Point';
deployAmbientThread = true;
debrisShapeName = "debris_generic_small.dts";
debris = DeployableDebris;
heatSignature = 0;
needsPower = false;
};
datablock ShapeBaseImageData(SentinelDeployableImage) {
mass = 20;
emap = true;
shapeFile = "stackable1s.dts";
item = SentinelDeployable;
mountPoint = 1;
offset = "0 0 0";
deployed = DeployedSentinelPatrol;
heatSignature = 0;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Idle";
isLarge = false;
maxDepSlope = 360;
deploySound = ItemPickupSound;
minDeployDis = 0.5;
maxDeployDis = 50.0;
};
datablock ItemData(SentinelDeployable) {
className = Pack;
catagory = "Deployables";
shapeFile = "stackable1s.dts";
mass = 5.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
rotate = true;
image = "ZSpawnDeployableImage";
pickUpName = "a sentinel patrol point pack";
heatSignature = 0;
emap = true;
};
function SentinelDeployableImage::onDeploy(%item, %plyr, %slot) {
%className = "StaticShape";
%playerVector = vectorNormalize(-1 * getWord(%plyr.getEyeVector(),1) SPC getWord(%plyr.getEyeVector(),0) SPC "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);
%deplObj = new (%className)() {
dataBlock = %item.deployed;
};
// set orientation
%deplObj.setTransform(%item.surfacePt SPC %rot);
%deplObj.setScale("5 5 5");
// set the recharge rate right away
if (%deplObj.getDatablock().rechargeRate)
%deplObj.setRechargeRate(%deplObj.getDatablock().rechargeRate);
// set team, owner, and handle
%deplObj.team = %plyr.client.Team;
%deplObj.setOwner(%plyr);
// 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
$TeamDeployedCount[%plyr.team, %item.item]++;
addDSurface(%item.surface,%deplObj);
%deplObj.playThread($PowerThread,"Power");
%deplObj.playThread($AmbientThread,"ambient");
// take the deployable off the player's back and out of inventory
%plyr.unmountImage(%slot);
%plyr.decInventory(%item.item, 1);
// set power frequency
%deplObj.powerFreq = %plyr.powerFreq;
// Power object
checkPowerObject(%deplObj);
SentinelAI_AddPatrolPoint(%deplObj);
return %deplObj;
}
function SentinelDeployable::onPickup(%data, %obj, %shape, %amount)
{
// No more spam
}
function DeployedSentinelPatrol::onDestroyed(%this,%obj,%prevState) {
if (%obj.isRemoved)
return;
SentinelAI_RemPatrolPoint(%obj);
%obj.isRemoved = true;
Parent::onDestroyed(%this,%obj,%prevState);
$TeamDeployedCount[%obj.team, SentinelDeployable]--;
remDSurface(%obj);
%obj.schedule(500, "delete");
}
function DeployedSentinelPatrol::disassemble(%data, %plyr, %obj)
{
SentinelAI_RemPatrolPoint(%obj);
parent::disassemble(%data, %plyr, %obj);
}