mirror of
https://github.com/Ragora/T2-ACCM.git
synced 2026-01-20 03:14:44 +00:00
243 lines
6.8 KiB
C#
243 lines
6.8 KiB
C#
// --------------------------------------------------------------
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// Outdoor Deployable Turret barrel
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// --------------------------------------------------------------
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// --------------------------------------------------------------
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// Sound datablocks
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// --------------------------------------------------------------
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datablock EffectProfile(OBLSwitchEffect)
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{
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effectname = "powered/turret_light_activate";
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minDistance = 2.5;
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maxDistance = 5.0;
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};
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datablock EffectProfile(OBLFireEffect)
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{
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effectname = "powered/turret_outdoor_fire";
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minDistance = 2.5;
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maxDistance = 5.0;
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};
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datablock AudioProfile(OBLSwitchSound)
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{
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filename = "fx/powered/turret_light_activate.wav";
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description = AudioClose3d;
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preload = true;
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effect = OBLSwitchEffect;
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};
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datablock AudioProfile(OBLFireSound)
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{
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filename = "fx/powered/turret_outdoor_fire.wav";
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description = AudioDefault3d;
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preload = true;
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effect = OBLFireEffect;
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};
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// --------------------------------------------------------------
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// Projectile data
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// --------------------------------------------------------------
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datablock GrenadeProjectileData(AntiPersonnelMortar)
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{
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projectileShapeName = "grenade_projectile.dts";
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emitterDelay = -1;
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directDamage = 0.0;
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hasDamageRadius = true;
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indirectDamage = 0.15;
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damageRadius = 20.0;
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radiusDamageType = $DamageType::OutdoorDepTurret;
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kickBackStrength = 0;
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bubbleEmitTime = 1.0;
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sound = GrenadeProjectileSound;
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explosion = "GrenadeExplosion";
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underwaterExplosion = "UnderwaterGrenadeExplosion";
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velInheritFactor = 0.85; // z0dd - ZOD, 3/30/02. Was 0.5
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splash = GrenadeSplash;
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baseEmitter = GrenadeSmokeEmitter;
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bubbleEmitter = GrenadeBubbleEmitter;
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grenadeElasticity = 0.30;
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grenadeFriction = 0.2;
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armingDelayMS = 100;
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muzzleVelocity = 50.0;
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gravityMod = 1.0;
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};
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// --------------------------------------------------------------
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datablock SensorData(DeployedOutdoorTurretSensor)
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{
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detects = true;
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detectsUsingLOS = true;
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detectsPassiveJammed = false;
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detectsActiveJammed = false;
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detectsCloaked = false;
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detectionPings = true;
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detectRadius = 60;
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};
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datablock ShockwaveData(OutdoorTurretMuzzleFlash)
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{
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width = 0.5;
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numSegments = 13;
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numVertSegments = 1;
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velocity = 2.0;
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acceleration = -1.0;
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lifetimeMS = 300;
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height = 0.1;
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verticalCurve = 0.5;
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mapToTerrain = false;
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renderBottom = false;
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orientToNormal = true;
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renderSquare = true;
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texture[0] = "special/blasterHit";
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texture[1] = "special/gradient";
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texWrap = 3.0;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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colors[0] = "1.0 0.8 0.5 1.0";
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colors[1] = "1.0 0.8 0.5 1.0";
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colors[2] = "1.0 0.8 0.5 0.0";
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};
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datablock TurretData(TurretDeployedOutdoor) : TurretDamageProfile
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{
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className = DeployedTurret;
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shapeFile = "turret_outdoor_deploy.dts";
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rechargeRate = 0.15;
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mass = 5.0;
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maxDamage = 1.2;
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destroyedLevel = 1.2;
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disabledLevel = 0.9;
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explosion = HandGrenadeExplosion;
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expDmgRadius = 5.0;
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expDamage = 0.3;
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expImpulse = 500.0;
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repairRate = 0;
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deployedObject = true;
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thetaMin = 0;
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thetaMax = 145;
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thetaNull = 90;
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yawVariance = 30.0; // these will smooth out the elf tracking code.
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pitchVariance = 30.0; // more or less just tolerances
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isShielded = false;
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energyPerDamagePoint = 110;
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maxEnergy = 60;
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renderWhenDestroyed = true;
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barrel = DeployableOutdoorBarrel;
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heatSignature = 0;
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canControl = true;
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cmdCategory = "DTactical";
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cmdIcon = CMDTurretIcon;
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cmdMiniIconName = "commander/MiniIcons/com_turret_grey";
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targetNameTag = 'Anti-Infantry Mortar';
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targetTypeTag = 'Turret';
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sensorData = DeployedOutdoorTurretSensor;
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sensorRadius = DeployedOutdoorTurretSensor.detectRadius;
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sensorColor = "191 0 226";
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firstPersonOnly = true;
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debrisShapeName = "debris_generic_small.dts";
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debris = TurretDebrisSmall;
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};
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datablock TurretImageData(DeployableOutdoorBarrel)
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{
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shapeFile = "turret_muzzlepoint.dts";
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item = TurretOutdoorDeployable;
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projectileType = GrenadeProjectile;
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projectile = AntiPersonnelMortar;
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usesEnergy = true;
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fireEnergy = 0.0;
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minEnergy = 30.0;
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lightType = "WeaponFireLight";
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lightColor = "0.25 0.25 0.15 0.2";
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lightTime = "1000";
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lightRadius = "2";
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muzzleFlash = OutdoorTurretMuzzleFlash;
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projectileSpread = 3.0 / 1000.0;
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DontFireInsideDamageRadius = true;
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DamageRadius = 30;
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// Turret parameters
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activationMS = 300;
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deactivateDelayMS = 600;
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thinkTimeMS = 200;
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degPerSecTheta = 580;
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degPerSecPhi = 960;
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attackRadius = 240;
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// State transitions
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stateName[0] = "Activate";
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stateTransitionOnNotLoaded[0] = "Dead";
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stateTransitionOnLoaded[0] = "ActivateReady";
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stateName[1] = "ActivateReady";
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stateSequence[1] = "Activate";
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stateSound[1] = OBLSwitchSound;
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stateTimeoutValue[1] = 1;
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stateTransitionOnTimeout[1] = "Ready";
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stateTransitionOnNotLoaded[1] = "Deactivate";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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stateName[2] = "Ready";
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stateTransitionOnNotLoaded[2] = "Deactivate";
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stateTransitionOnTriggerDown[2] = "Fire";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 1.5;
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stateFire[3] = true;
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stateShockwave[3] = true;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = false;
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stateSequence[3] = "Fire";
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stateSound[3] = OBLFireSound;
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stateScript[3] = "onFire";
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stateName[4] = "Reload";
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stateTimeoutValue[4] = 0.8;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateTransitionOnTimeout[4] = "Ready";
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stateTransitionOnNotLoaded[4] = "Deactivate";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateName[5] = "Deactivate";
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stateSequence[5] = "Activate";
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stateDirection[5] = false;
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stateTimeoutValue[5] = 1;
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stateTransitionOnLoaded[5] = "ActivateReady";
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stateTransitionOnTimeout[5] = "Dead";
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stateName[6] = "Dead";
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stateTransitionOnLoaded[6] = "ActivateReady";
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stateName[7] = "NoAmmo";
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stateTransitionOnAmmo[7] = "Reload";
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stateSequence[7] = "NoAmmo";
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};
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