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

532 lines
14 KiB
C#

datablock EffectProfile(IBLSwitchEffect)
{
effectname = "powered/turret_light_activate";
minDistance = 5.0;
maxDistance = 5.0;
};
datablock EffectProfile(IBLFireEffect)
{
effectname = "powered/turret_indoor_fire";
minDistance = 2.5;
maxDistance = 5.0;
};
datablock AudioProfile(IBLSwitchSound)
{
filename = "fx/powered/turret_light_activate.wav";
description = AudioClose3d;
preload = true;
effect = IBLSwitchEffect;
};
datablock AudioProfile(IBLFireSound)
{
filename = "fx/weapons/chaingun_fire.wav";
description = AudioDefault3d;
preload = true;
effect = IBLFireEffect;
};
datablock SensorData(DeployedIndoorTurretSensor)
{
detects = true;
detectsUsingLOS = true;
detectsPassiveJammed = false;
detectsActiveJammed = false;
detectsCloaked = false;
detectionPings = true;
detectRadius = 130;
};
datablock ShockwaveData(IndoorTurretMuzzleFlash)
{
width = 0.5;
numSegments = 13;
numVertSegments = 1;
velocity = 2.0;
acceleration = -1.0;
lifetimeMS = 300;
height = 0.1;
verticalCurve = 0.5;
mapToTerrain = false;
renderBottom = false;
orientToNormal = true;
renderSquare = true;
texture[0] = "special/blasterHit";
texture[1] = "special/gradient";
texWrap = 3.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
colors[0] = "1.0 0.3 0.3 1.0";
colors[1] = "1.0 0.3 0.3 1.0";
colors[2] = "1.0 0.3 0.3 0.0";
};
datablock TurretData(TurretDeployedFloorIndoor) : TurretDamageProfile
{
className = DeployedTurret;
shapeFile = "turret_indoor_deployf.dts";
mass = 5.0;
maxDamage = 2.0;
destroyedLevel = 2.0;
disabledLevel = 1.8;
explosion = SmallTurretExplosion;
expDmgRadius = 5.0;
expDamage = 0.25;
expImpulse = 500.0;
repairRate = 0;
heatSignature = 0.0;
deployedObject = true;
thetaMin = 5;
thetaMax = 145;
thetaNull = 90;
primaryAxis = zaxis;
isShielded = true;
energyPerDamagePoint = 110;
maxEnergy = 30;
rechargeRate = 0.10;
barrel = DeployableIndoorBarrel;
canControl = false;
cmdCategory = "DTactical";
cmdIcon = CMDTurretIcon;
cmdMiniIconName = "commander/MiniIcons/com_turret_grey";
targetNameTag = 'Emplacment';
targetTypeTag = 'Turret';
sensorData = DeployedIndoorTurretSensor;
sensorRadius = DeployedIndoorTurretSensor.detectRadius;
sensorColor = "191 0 226";
firstPersonOnly = true;
renderWhenDestroyed = false;
debrisShapeName = "debris_generic_small.dts";
debris = TurretDebrisSmall;
noFire = 1;
};
datablock TurretData(TurretDeployedWallIndoor) : TurretDamageProfile
{
className = DeployedTurret;
shapeFile = "turret_indoor_deployw.dts";
mass = 5.0;
maxDamage = 2.0;
destroyedLevel = 2.0;
disabledLevel = 1.8;
explosion = SmallTurretExplosion;
expDmgRadius = 5.0;
expDamage = 0.25;
expImpulse = 500.0;
repairRate = 0;
heatSignature = 0.0;
thetaMin = 5;
thetaMax = 145;
thetaNull = 90;
deployedObject = true;
primaryAxis = yaxis;
isShielded = true;
energyPerDamagePoint = 110;
maxEnergy = 30;
rechargeRate = 0.10;
barrel = DeployableIndoorBarrel;
canControl = false;
cmdCategory = "DTactical";
cmdIcon = CMDTurretIcon;
cmdMiniIconName = "commander/MiniIcons/com_turret_grey";
targetNameTag = 'Emplacment';
targetTypeTag = 'Turret';
sensorData = DeployedIndoorTurretSensor;
sensorRadius = DeployedIndoorTurretSensor.detectRadius;
sensorColor = "191 0 226";
firstPersonOnly = true;
renderWhenDestroyed = false;
debrisShapeName = "debris_generic_small.dts";
debris = TurretDebrisSmall;
noFire = 1;
};
datablock TurretData(TurretDeployedCeilingIndoor) : TurretDamageProfile
{
className = DeployedTurret;
shapeFile = "turret_indoor_deployc.dts";
mass = 5.0;
maxDamage = 2.0;
destroyedLevel = 2.0;
disabledLevel = 1.8;
explosion = SmallTurretExplosion;
expDmgRadius = 5.0;
expDamage = 0.5;
expImpulse = 500.0;
repairRate = 0;
explosion = SmallTurretExplosion;
//thetaMin = 5;
//thetaMax = 145;
thetaMin = 35;
thetaMax = 175;
thetaNull = 90;
heatSignature = 0.0;
deployedObject = true;
primaryAxis = revzaxis;
isShielded = true;
energyPerDamagePoint = 110;
maxEnergy = 75;
rechargeRate = 0.5;
barrel = DeployableIndoorBarrel;
canControl = false;
cmdCategory = "DTactical";
cmdIcon = CMDTurretIcon;
cmdMiniIconName = "commander/MiniIcons/com_turret_grey";
targetNameTag = 'Implacment';
targetTypeTag = 'Turret';
sensorData = DeployedIndoorTurretSensor;
sensorRadius = DeployedIndoorTurretSensor.detectRadius;
sensorColor = "191 0 226";
firstPersonOnly = true;
renderWhenDestroyed = false;
debrisShapeName = "debris_generic_small.dts";
debris = TurretDebrisSmall;
noFire = 1;
};
datablock StaticShapeData(ControlStation) : StaticShapeDamageProfile
{
className = Station;
shapeFile = "station_teleport.dts";
maxDamage = 2.0;
destroyedLevel = 2.0;
disabledLevel = 1.5;
explosion = DeployablesExplosion;
expDmgRadius = 8.0;
expDamage = 0.35;
expImpulse = 500.0;
dynamicType = $TypeMasks::StationObjectType;
isShielded = false;
energyPerDamagePoint = 110;
maxEnergy = 50;
rechargeRate = 0.20;
renderWhenDestroyed = false;
deployedObject = true;
cantAbandon = 1;
cmdCategory = "DSupport";
cmdIcon = CMDStationIcon;
cmdMiniIconName = "commander/MiniIcons/com_inventory_grey";
targetNameTag = 'Control';
targetTypeTag = 'Station';
debrisShapeName = "debris_generic_small.dts";
debris = DeployableDebris;
heatSignature = 0;
};
datablock TracerProjectileData(ImplacmentBullet)
{
doDynamicClientHits = true;
directDamage = 0.12; // z0dd - ZOD, 9-27-02. Was 0.0825
directDamageType = $DamageType::IndoorDepTurret;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
kickBackStrength = 1000.0;
sound = ChaingunProjectile;
//dryVelocity = 425.0;
dryVelocity = 1500.0; // z0dd - ZOD, 8-12-02. Was 425.0
wetVelocity = 1000.0;
velInheritFactor = 1.0;
fizzleTimeMS = 3000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 15.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.12;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6;
};
datablock TurretImageData(DeployableIndoorBarrel)
{
shapeFile = "turret_tank_barrelchain.dts";
item = TurretIndoorDeployable; // z0dd - ZOD, 4/25/02. Was wrong: IndoorTurretBarrel
offset = "0 -1 0"; // L/R - F/B - T/B
rotation = "0 1 0 90";
projectile = ImplacmentBullet;
projectileType = TracerProjectile;
usesEnergy = true;
fireEnergy = 0.0;
minEnergy = 0.5;
projectileSpread = 0.5 / 1000.0;
maxSpread = 8 / 1000.0;
lightType = "WeaponFireLight";
lightColor = "0.25 0.15 0.15 1.0";
lightTime = "1000";
lightRadius = "2";
muzzleFlash = IndoorTurretMuzzleFlash;
// Turret parameters
activationMS = 1000;
deactivateDelayMS = 1000;
thinkTimeMS = 100000;
degPerSecTheta = 580;
degPerSecPhi = 960;
attackRadius = 240;
// State transitions
stateName[0] = "Activate";
stateTransitionOnNotLoaded[0] = "Dead";
stateTransitionOnLoaded[0] = "ActivateReady";
stateName[1] = "ActivateReady";
stateSequence[1] = "Activate";
stateSound[1] = IBLSwitchSound;
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";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01;
stateFire[3] = true;
stateShockwave[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateSound[3] = IBLFireSound;
stateScript[3] = "onFire";
stateName[4] = "Reload";
stateTimeoutValue[4] = 0.03;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateTransitionOnTimeout[4] = "Ready";
stateTransitionOnNotLoaded[4] = "Deactivate";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateName[5] = "Deactivate";
stateSequence[5] = "Activate";
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";
};
function DeployableIndoorBarrel::onFire(%data, %obj, %slot){
%data.lightStart = getSimTime();
if(%obj.spread $= "")
%obj.spread = %data.projectileSpread;
else
%obj.spread = %obj.spread + (4 / 10000);
if(%obj.lowSpreadLoop $= "")
%obj.lowSpreadLoop = schedule(250, 0, "lowerSpread", %data, %obj);
if(%obj.spread > %data.maxspread)
%obj.spread = %data.maxspread;
%vec = %obj.getMuzzleVector(%slot);
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %obj.spread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %obj.spread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %obj.spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%vector = MatrixMulVector(%mat, %vec);
%initialPos = %obj.getMuzzlePoint(%slot);
%p = new (%data.projectileType)() {
dataBlock = %data.projectile;
initialDirection = %vector;
initialPosition = %initialPos;
sourceObject = %obj;
sourceSlot = %slot;
};
%obj.lastProjectile = %p;
MissionCleanup.add(%p);
if(%obj.client)
%obj.client.projectile = %p;
}
function lowerSpread(%data, %obj){
%obj.spread = %obj.spread - (4 / 10000);
if(%obj.spread < %data.projectileSpread){
%obj.spread = %data.projectileSpread;
%obj.lowSpreadLoop = "";
return;
}
%obj.lowSpreadLoop = schedule(120, 0, "lowerSpread", %data, %obj);
}
function TurretIndoorDeployableImage::onDeploy(%item, %plyr, %slot)
{
if(!isObject(%plyr.depTurret)){
%plyr.deplStation = "";
%plyr.depTurret = "";
}
if(%plyr.deplStation != 1){
%rot = %item.getInitialRotation(%plyr);
%className = "Turret";
%deplObj = new (%className)() {
dataBlock = %item.deployed;
};
%deplObj.setDeployRotation(%item.surfacePt, %item.surfaceNrm);
if (%deplObj.getDatablock().rechargeRate)
%deplObj.setRechargeRate(%deplObj.getDatablock().rechargeRate);
%deplObj.team = %plyr.client.Team;
%deplObj.setOwner(%plyr);
if (%deplObj.getTarget() != -1)
setTargetSensorGroup(%deplObj.getTarget(), %plyr.client.team);
addToDeployGroup(%deplObj);
AIDeployObject(%plyr.client, %deplObj);
serverPlay3D(%item.deploySound, %deplObj.getTransform());
$TeamDeployedCount[%plyr.team, %item.item]++;
if (%classname !$= "Item")
%deplObj.deploy();
addDSurface(%item.surface,%deplObj);
%plyr.deplStation = 1;
%plyr.depTurret = %deplObj;
return %deplObj;
}
else {
%rot = %item.getInitialRotation(%plyr);
%className = "StaticShape";
%deplObj = new (%className)() {
dataBlock = "ControlStation";
scale = "0.3 0.3 1";
};
%rot = %plyr.getRotation();
%deplObj.setTransform(VectorAdd(%item.surfacePt, %plac) SPC %rot);
if (%deplObj.getDatablock().rechargeRate)
%deplObj.setRechargeRate(%deplObj.getDatablock().rechargeRate);
%deplObj.team = %plyr.client.Team;
%deplObj.setOwner(%plyr);
if (%deplObj.getTarget() != -1)
setTargetSensorGroup(%deplObj.getTarget(), %plyr.client.team);
addToDeployGroup(%deplObj);
AIDeployObject(%plyr.client, %deplObj);
serverPlay3D(%item.deploySound, %deplObj.getTransform());
%deplObj.deploy();
%deplObj.Turret = %plyr.depTurret;
%deplObj.Turret.Base = %deplObj;
%startvec = vectorAdd(%deplObj.getPosition(), "0 0 2.5");
%endvec = %deplObj.Turret.getWorldBoxCenter();
if(vectorLen(vectorSub(%plyr.depTurret.getPosition(), %startvec)) >= 4){
%deplObj.schedule(10, "delete");
messageclient(%plyr.client, 'MsgClient', "Control position must be close to turret.");
return;
}
%search = containerRayCast(%startvec, %endvec, $TypeMasks::StaticShapeObjectType | $TypeMasks::ForceFieldObjectType | $TypeMasks::TurretObjectType);
if(%search){
if(getWord(%search,0) $= %deplObj){
echo(%deplObj.Turret@" "@getWord(%search,0));
%deplObj.schedule(10, "delete");
messageclient(%plyr.client, 'MsgClient', "Must be able to grasp turret from control position.");
return;
}
}
%plyr.unmountImage(%slot);
%plyr.decInventory(%item.item, 1);
%plyr.deplStation = "";
%plyr.depTurret = "";
addDSurface(%item.surface,%deplObj);
return %deplObj;
}
}
function ControlStation::onCollision(%data,%obj,%col) {
if(%col.getDatablock().className !$= "Armor")
return;
if(%obj.getMountNodeObject(0) == 0 && %col.mountVehicle){
%obj.mountObject(%col,0);
%col.setControlObject(%obj.Turret);
%col.client.setObjectActiveImage(%obj.Turret, 0);
}
}