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

179 lines
5.9 KiB
C#

//--------------------------------------------------------------------------
// Chaingun Turret - Created by Dondelium_X, Greatly Modified by Blnukem
//--------------------------------------------------------------------------
//--------------------------------------------------------------------------
// Sounds
//--------------------------------------------------------------------------
datablock EffectProfile(HeavyCGTurretSwitchEffect)
{
effectname = "powered/turret_light_activate";
minDistance = 2.5;
maxDistance = 5.0;
};
datablock AudioProfile(HeavyCGTurretSwitchSound)
{
filename = "fx/powered/turret_light_activate.wav";
description = AudioClose3d;
preload = true;
effect = HeavyCGTurretSwitchEffect;
};
datablock EffectProfile(HeavyCGTurretFireEffect)
{
filename = "fx/vehicles/tank_chaingun.wav";
minDistance = 2.5;
maxDistance = 8.0;
};
datablock AudioProfile(HeavyCGTurretFireSound)
{
filename = "fx/vehicles/tank_chaingun.wav";
description = AudioDefaultLooping3d;
preload = true;
effect = HeavyCGTurretFireEffect;
};
//--------------------------------------------------------------------------
// Projectile
//--------------------------------------------------------------------------
datablock TracerProjectileData(HVCGTurretBullet)
{
doDynamicClientHits = true;
directDamage = 0.13;
directDamageType = $DamageType::PlasmaTurret;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.5;
kickBackStrength = 50.0;
sound = ChaingunProjectile;
dryVelocity = 3000.0;
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 = 10.0/255.0 @ " " @ 30.0/255.0 @ " " @ 240.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.2;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
decalData[0] = MG42Decal1;
decalData[1] = MG42Decal2;
decalData[2] = MG42Decal3;
decalData[3] = MG42Decal4;
decalData[4] = MG42Decal5;
decalData[5] = MG42Decal6;
hasLight = true;
lightRadius = 4.0;
lightColor = "0.5 0.5 0.175";
};
//--------------------------------------------------------------------------
// Chaingun Turret Image
//--------------------------------------------------------------------------
datablock TurretImageData(PlasmaBarrelLarge)
{
shapeFile = "turret_tank_barrelchain.dts";
item = ChaingunBarrelPack; // z0dd - ZOD, 4/25/02. Was wrong: ChaingunBarrelLargePack
mountPoint = 0;
projectile = HVCGTurretBullet;
projectileType = TracerProjectile;
casing = ShellDebris;
shellExitDir = "0.0 -10.0 10.0";
shellExitOffset = "0.0 0.0 1.0";
shellExitVariance = 10.0;
shellVelocity = 3.5;
usesEnergy = true;
fireEnergy = 0;
minEnergy = 1;
emap = true;
projectileSpread = 6.0 / 1000.0;
// Turret parameters
activationMS = 700; // z0dd - ZOD, 3/27/02. Was 1000. Amount of time it takes turret to unfold
deactivateDelayMS = 1500;
thinkTimeMS = 120; // z0dd - ZOD, 3/27/02. Was 200. Amount of time before turret starts to unfold (activate)
degPerSecTheta = 300;
degPerSecPhi = 500;
attackRadius = 200; // z0dd - ZOD, 3/27/02. Was 120
// State transitions
stateName[0] = "Activate";
stateTransitionOnNotLoaded[0] = "Dead";
stateTransitionOnLoaded[0] = "ActivateReady";
stateName[1] = "ActivateReady";
stateSequence[1] = "Activate";
stateSound[1] = HeavyCGTurretSwitchSound;
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;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateSound[3] = HeavyCGTurretFireSound;
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";
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";
};