mirror of
https://github.com/Ragora/T2-ACCM.git
synced 2026-01-20 03:14:44 +00:00
1237 lines
40 KiB
C#
1237 lines
40 KiB
C#
//**************************************************************
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// AC290 Saber Gunship
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//**************************************************************
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//**************************************************************
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// VEHICLE CHARACTERISTICS
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//**************************************************************
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datablock FlyingVehicleData(gunship) : BomberDamageProfile
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{
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spawnOffset = "0 0 2";
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canControl = false;
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catagory = "Vehicles";
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shapeFile = "vehicle_air_bomber.dts";
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multipassenger = true;
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computeCRC = true;
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weaponNode = 1;
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debrisShapeName = "vehicle_air_bomber.dts";
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debris = MeShapeDebris;
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renderWhenDestroyed = false;
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drag = 0.2;
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density = 1.0;
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mountPose[0] = sitting;
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mountPose[1] = sitting;
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mountPose[3] = sitting;
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numMountPoints = 4;
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isProtectedMountPoint[0] = true;
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isProtectedMountPoint[1] = true;
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isProtectedMountPoint[2] = false;
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isProtectedMountPoint[3] = true;
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cameraDefaultFov = 90.0;
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cameraMinFov = 5.0;
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cameraMaxFov = 120.0;
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cameraMaxDist = 22;
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cameraOffset = 5;
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cameraLag = 1.0;
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explosion = MFVehicleExplosion;
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explosionDamage = 1.5;
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explosionRadius = 20.0;
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maxDamage = 5.0; // Total health
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destroyedLevel = 5.0; // Damage textures show up at this health level
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HDAddMassLevel = 3.5;
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HDMassImage = HFlyerHDMassImage;
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isShielded = false;
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energyPerDamagePoint = 150;
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maxEnergy = 400; // Afterburner and any energy weapon pool
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minDrag = 60; // Linear Drag (eventually slows you down when not thrusting...constant drag)
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rotationalDrag = 1800; // Angular Drag (dampens the drift after you stop moving the mouse...also tumble drag)
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rechargeRate = 0.8;
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// Auto stabilize speed
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maxAutoSpeed = 15; // Autostabilizer kicks in when less than this speed. (meters/second)
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autoAngularForce = 1500; // Angular stabilizer force (this force levels you out when autostabilizer kicks in)
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autoLinearForce = 300; // Linear stabilzer force (this slows you down when autostabilizer kicks in)
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autoInputDamping = 0.95; // Dampen control input so you don't whack out at very slow speeds
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// Maneuvering
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maxSteeringAngle = 8; // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
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horizontalSurfaceForce = 5; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
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verticalSurfaceForce = 8; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
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maneuveringForce = 6500; // Horizontal jets (W,S,D,A key thrust)
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steeringForce = 800; // Steering jets (force applied when you move the mouse)
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steeringRollForce = 2500; // Steering jets (how much you heel over when you turn)
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rollForce = 1; // Auto-roll (self-correction to right you after you roll/invert)
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hoverHeight = 4; // Height off the ground at rest
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createHoverHeight = 3; // Height off the ground when created
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maxForwardSpeed = 120; // speed in which forward thrust force is no longer applied (meters/second)
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// Turbo Jet
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jetForce = 5000; // Afterburner thrust (this is in addition to normal thrust)
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minJetEnergy = 40.0; // Afterburner can't be used if below this threshhold.
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jetEnergyDrain = 2.5; // Energy use of the afterburners (low number is less drain...can be fractional)
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vertThrustMultiple = 3.0;
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dustEmitter = LargeVehicleLiftoffDustEmitter;
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triggerDustHeight = 4.0;
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dustHeight = 2.0;
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damageEmitter[0] = MFLightDamageSmoke;
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damageEmitter[1] = MFHeavyDamageSmoke;
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damageEmitter[2] = MeDamageBubbles;
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damageEmitterOffset[0] = "3.0 -3.0 0.0 ";
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damageEmitterOffset[1] = "-3.0 -3.0 0.0 ";
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damageLevelTolerance[0] = 0.3;
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damageLevelTolerance[1] = 0.7;
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numDmgEmitterAreas = 2;
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// Rigid body
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mass = 300; // Mass of the vehicle
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bodyFriction = 0; // Don't mess with this.
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bodyRestitution = 0.5; // When you hit the ground, how much you rebound. (between 0 and 1)
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minRollSpeed = 0; // Don't mess with this.
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softImpactSpeed = 20; // Sound hooks. This is the soft hit.
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hardImpactSpeed = 25; // Sound hooks. This is the hard hit.
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// Ground Impact Damage (uses DamageType::Ground)
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minImpactSpeed = 20; // If hit ground at speed above this then it's an impact. Meters/second
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speedDamageScale = 0.060;
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// Object Impact Damage (uses DamageType::Impact)
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collDamageThresholdVel = 25;
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collDamageMultiplier = 0.020;
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//
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minTrailSpeed = 15; // The speed your contrail shows up at.
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trailEmitter = ContrailEmitter;
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forwardJetEmitter = FlyerJetEmitter;
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downJetEmitter = FlyerJetEmitter;
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//
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jetSound = BomberFlyerThrustSound;
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engineSound = BomberFlyerEngineSound;
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softImpactSound = SoftImpactSound;
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hardImpactSound = HardImpactSound;
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//wheelImpactSound = WheelImpactSound;
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//
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softSplashSoundVelocity = 15.0;
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mediumSplashSoundVelocity = 20.0;
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hardSplashSoundVelocity = 30.0;
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exitSplashSoundVelocity = 10.0;
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exitingWater = VehicleExitWaterHardSound;
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impactWaterEasy = VehicleImpactWaterSoftSound;
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impactWaterMedium = VehicleImpactWaterMediumSound;
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impactWaterHard = VehicleImpactWaterHardSound;
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waterWakeSound = VehicleWakeHardSplashSound;
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minMountDist = 7;
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splashEmitter[0] = VehicleFoamDropletsEmitter;
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splashEmitter[1] = VehicleFoamEmitter;
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shieldImpact = VehicleShieldImpact;
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cmdCategory = "Tactical";
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cmdIcon = CMDFlyingBomberIcon;
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cmdMiniIconName = "commander/MiniIcons/com_bomber_grey";
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targetNameTag = 'AC-290 Saber';
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targetTypeTag = 'Gunship';
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sensorData = combatSensor;
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sensorRadius = combatSensor.detectRadius;
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sensorColor = "9 9 255";
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checkRadius = 7.1895;
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observeParameters = "1 10 10";
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shieldEffectScale = "0.75 0.975 0.375";
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showPilotInfo = 1;
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replaceTime = 40;
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};
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//**************************************************************
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// WEAPONS
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//**************************************************************
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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------
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datablock GrenadeProjectileData(GunshipArtillery)
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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 = 2.0;
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damageRadius = 20.0;
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radiusDamageType = $DamageType::Artillery;
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kickBackStrength = 3000;
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explosion = "artillerybarrelexplosion";
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velInheritFactor = 0.0;
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splash = GrenadeSplash;
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baseEmitter = TankArtillerySmokeEmitter;
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bubbleEmitter = GrenadeBubbleEmitter;
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grenadeElasticity = 0.0;
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grenadeFriction = 0.3;
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armingDelayMS = -1;
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gravityMod = 1.0;
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muzzleVelocity = 250.0;
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drag = 0.1;
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sound = MortarTurretProjectileSound;
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hasLight = true;
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lightRadius = 3;
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lightColor = "0.05 0.2 0.05";
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};
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datablock TracerProjectileData(GunshipCGBullet)
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{
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doDynamicClientHits = true;
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directDamage = 0.0;
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directDamageType = $DamageType::ACCG;
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explosion = ACCGExplosion;
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splash = ChaingunSplash;
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hasDamageRadius = true;
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indirectDamage = 0.4;
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damageRadius = 3.0;
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radiusDamageType = $DamageType::ACCG;
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kickBackStrength = 5;
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sound = ChaingunProjectile;
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dryVelocity = 1500.0;
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wetVelocity = 100.0;
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velInheritFactor = 0.0;
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fizzleTimeMS = 3000;
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lifetimeMS = 6000;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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deflectionOnWaterImpact = 0.0;
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fizzleUnderwaterMS = 3000;
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tracerLength = 40.0;
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tracerAlpha = false;
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tracerMinPixels = 6;
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tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
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tracerTex[0] = "special/tracer00";
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tracerTex[1] = "special/tracercross";
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tracerWidth = 0.25;
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crossSize = 0.20;
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crossViewAng = 0.990;
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renderCross = true;
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decalData[0] = MG42Decal1;
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decalData[1] = MG42Decal2;
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decalData[2] = MG42Decal3;
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decalData[3] = MG42Decal4;
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decalData[4] = MG42Decal5;
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decalData[5] = MG42Decal6;
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hasLight = true;
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lightRadius = 5.0;
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lightColor = "0.5 0.5 0.175";
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};
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datablock TargetProjectileData(GunshipTlProj)
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{
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directDamage = 0.0;
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hasDamageRadius = false;
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indirectDamage = 0.0;
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damageRadius = 0.0;
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velInheritFactor = 1.0;
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maxRifleRange = 1500;
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beamColor = "0.0 0.0 0.0";
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startBeamWidth = 0; //0.02
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pulseBeamWidth = 0; //0.025
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beamFlareAngle = 3.0;
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minFlareSize = 0.0;
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maxFlareSize = 0.0;
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pulseSpeed = 6.0;
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pulseLength = 0.150;
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textureName[0] = "special/nonlingradient";
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textureName[1] = "special/flare";
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textureName[2] = "special/pulse";
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textureName[3] = "special/expFlare";
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beacon = true;
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};
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//-------------------------------------
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// GUNSHIP TURRET CHARACTERISTICS
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//-------------------------------------
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datablock TurretData(GunshipTurret) : TurretDamageProfile
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{
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className = VehicleTurret;
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catagory = "Turrets";
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shapeFile = "turret_belly_base.dts";
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preload = true;
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canControl = false;
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cmdCategory = "Tactical";
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cmdIcon = CMDFlyingBomberIcon;
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cmdMiniIconName = "commander/MiniIcons/com_bomber_grey";
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targetNameTag = 'Gunship AT';
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targetTypeTag = 'Turret';
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mass = 1.0; // Not really relevant
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repairRate = 0;
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maxDamage = gunship.maxDamage;
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destroyedLevel = gunship.destroyedLevel;
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thetaMin = 90;
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thetaMax = 180;
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// capacitor
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maxCapacitorEnergy = 1000;
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capacitorRechargeRate = 4.0;
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inheritEnergyFromMount = true;
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firstPersonOnly = true;
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useEyePoint = true;
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numWeapons = 2;
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};
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datablock TurretData(GunshipTurret2) : TankDamageProfile
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{
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className = VehicleTurret;
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catagory = "Turrets";
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shapeFile = "turret_base_large.dts";
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preload = true;
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canControl = false;
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cmdCategory = "Tactical";
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cmdIcon = CMDGroundTankIcon;
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cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
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targetNameTag = 'Gunship AA';
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targetTypeTag = 'Turret';
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mass = 1.0; // Not really relevant
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repairRate = 0;
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maxDamage = gunship.maxDamage;
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destroyedLevel = gunship.destroyedLevel;
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thetaMin = 20;
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thetaMax = 110;
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inheritEnergyFromMount = true;
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firstPersonOnly = true;
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useEyePoint = true;
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numWeapons = 2;
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isSeeker = true;
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seekRadius = $Bomber::SeekRadius;
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maxSeekAngle = 30;
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seekTime = $Bomber::SeekTime;
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minSeekHeat = $Bomber::minSeekHeat;
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minTargetingDistance = $Bomber::minTargetingDistance;
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useTargetAudio = $Bomber::useTargetAudio;
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};
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//*************************
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// Turret Images
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//*************************
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datablock TurretImageData(GunshipTurretBarrel)
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{
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shapeFile = "turret_missile_large.dts";
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mountPoint = 0;
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offset = "-0.9 0 0.0";
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rotation = "0 1 0 90";
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projectile = HammerATMissile;
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projectileType = SeekerProjectile;
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usesEnergy = true;
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useCapacitor = true;
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useMountEnergy = true;
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fireEnergy = 250.0;
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minEnergy = 250.0;
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// Turret parameters
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activationMS = 1000;
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deactivateDelayMS = 1500;
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thinkTimeMS = 200;
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degPerSecTheta = 360;
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degPerSecPhi = 360;
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attackRadius = 300;
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// State transitions
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "WaitFire1";
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stateTimeoutValue[0] = 0.5;
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stateSequence[0] = "Activate";
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stateSound[0] = BomberTurretActivateSound;
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stateName[1] = "WaitFire1";
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stateTransitionOnTriggerDown[1] = "Fire1";
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stateTransitionOnNoAmmo[1] = "NoAmmo1";
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stateName[2] = "Fire1";
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stateTransitionOnTimeout[2] = "Reload1";
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stateTimeoutValue[2] = 1.0;
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stateFire[2] = true;
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stateRecoil[2] = LightRecoil;
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stateAllowImageChange[2] = false;
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stateSequence[2] = "Fire";
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stateScript[2] = "onFire";
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stateSound[2] = BomberTurretFireSound;
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stateName[3] = "Reload1";
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stateSequence[3] = "Reload";
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stateTimeoutValue[3] = 3.0;
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stateAllowImageChange[3] = false;
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stateTransitionOnTimeout[3] = "WaitFire2";
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stateTransitionOnNoAmmo[3] = "NoAmmo1";
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stateName[4] = "NoAmmo1";
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stateTransitionOnAmmo[4] = "Reload1";
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stateSequence[4] = "NoAmmo1";
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stateTransitionOnTriggerDown[4] = "DryFire1";
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stateName[5] = "DryFire1";
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stateSound[5] = BomberTurretDryFireSound;
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stateTimeoutValue[5] = 0.75;
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stateTransitionOnTimeout[5] = "NoAmmo1";
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stateName[6] = "WaitFire2";
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stateTransitionOnTriggerDown[6] = "Fire2";
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stateTransitionOnNoAmmo[6] = "NoAmmo2";
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stateName[7] = "Fire2";
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stateTransitionOnTimeout[7] = "Reload2";
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stateTimeoutValue[7] = 1.0;
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stateScript[7] = "FirePair";
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stateName[8] = "Reload2";
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stateSequence[8] = "Reload";
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stateTimeoutValue[8] = 3.0;
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stateAllowImageChange[8] = false;
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stateTransitionOnTimeout[8] = "WaitFire1";
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stateTransitionOnNoAmmo[8] = "NoAmmo2";
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stateName[9] = "NoAmmo2";
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stateTransitionOnAmmo[9] = "Reload2";
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stateSequence[9] = "NoAmmo2";
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stateTransitionOnTriggerDown[9] = "DryFire2";
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stateName[10] = "DryFire2";
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stateSound[10] = BomberTurretDryFireSound;
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stateTimeoutValue[10] = 0.75;
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stateTransitionOnTimeout[10] = "NoAmmo2";
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};
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datablock TurretImageData(GunshipTurretBarrelPair)
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{
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shapeFile = "turret_missile_large.dts";
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mountPoint = 0;
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offset = "-0.9 0 -0.4";
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rotation = "0 1 0 90";
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projectile = HammerATMissile;
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projectileType = SeekerProjectile;
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usesEnergy = true;
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useCapacitor = true;
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useMountEnergy = true;
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fireEnergy = 250.0;
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minEnergy = 250.0;
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// Turret parameters
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activationMS = 1000;
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deactivateDelayMS = 1500;
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thinkTimeMS = 200;
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degPerSecTheta = 360;
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degPerSecPhi = 360;
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attackRadius = 300;
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stateName[0] = "WaitFire";
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stateTransitionOnTriggerDown[0] = "Fire";
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stateName[1] = "Fire";
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stateTransitionOnTimeout[1] = "StopFire";
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stateTimeoutValue[1] = 0.2;
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stateFire[1] = true;
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stateRecoil[1] = LightRecoil;
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stateAllowImageChange[1] = false;
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stateSequence[1] = "Fire";
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stateScript[1] = "onFire";
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stateSound[1] = BomberTurretFireSound;
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stateName[2] = "StopFire";
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stateTimeoutValue[2] = 0.2;
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stateTransitionOnTimeout[2] = "WaitFire";
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stateScript[2] = "stopFire";
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};
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datablock TurretImageData(GunshipATurretBarrel)
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{
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shapeFile = "turret_tank_barrelmortar.dts";
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mountPoint = 1;
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offset = "0.7 0 0.1";
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projectile = GunshipArtillery;
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projectileType = GrenadeProjectile;
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usesEnergy = true;
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useMountEnergy = true;
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useCapacitor = true;
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fireEnergy = 400.00;
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minEnergy = 400.00;
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// Turret parameters
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activationMS = 4000;
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deactivateDelayMS = 1500;
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thinkTimeMS = 200;
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degPerSecTheta = 360;
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degPerSecPhi = 360;
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attackRadius = 75;
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// State transitions
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stateName[0] = "Activate";
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stateTransitionOnNotLoaded[0] = "Dead";
|
|
stateTransitionOnLoaded[0] = "ActivateReady";
|
|
|
|
stateName[1] = "ActivateReady";
|
|
stateSequence[1] = "Activate";
|
|
stateSound[1] = AssaultTurretActivateSound;
|
|
stateTimeoutValue[1] = 1.0;
|
|
stateTransitionOnTimeout[1] = "Ready";
|
|
stateTransitionOnNotLoaded[1] = "Deactivate";
|
|
|
|
stateName[2] = "Ready";
|
|
stateTransitionOnNotLoaded[2] = "Deactivate";
|
|
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
|
stateTransitionOnTriggerDown[2] = "Fire";
|
|
|
|
stateName[3] = "Fire";
|
|
stateSequence[3] = "Fire";
|
|
stateTransitionOnTimeout[3] = "Reload";
|
|
stateTimeoutValue[3] = 2.0;
|
|
stateFire[3] = true;
|
|
stateRecoil[3] = LightRecoil;
|
|
stateAllowImageChange[3] = false;
|
|
stateSound[3] = AssaultMortarFireSound;
|
|
stateScript[3] = "onFire";
|
|
|
|
stateName[4] = "Reload";
|
|
stateSequence[4] = "Reload";
|
|
stateTimeoutValue[4] = 3.0;
|
|
stateAllowImageChange[4] = false;
|
|
stateTransitionOnTimeout[4] = "Ready";
|
|
//stateTransitionOnNoAmmo[4] = "NoAmmo";
|
|
stateWaitForTimeout[4] = true;
|
|
|
|
stateName[5] = "Deactivate";
|
|
stateDirection[5] = false;
|
|
stateSequence[5] = "Activate";
|
|
stateTimeoutValue[5] = 1.0;
|
|
stateTransitionOnLoaded[5] = "ActivateReady";
|
|
stateTransitionOnTimeout[5] = "Dead";
|
|
|
|
stateName[6] = "Dead";
|
|
stateTransitionOnLoaded[6] = "ActivateReady";
|
|
stateTransitionOnTriggerDown[6] = "DryFire";
|
|
|
|
stateName[7] = "DryFire";
|
|
stateSound[7] = AssaultMortarDryFireSound;
|
|
stateTimeoutValue[7] = 1.0;
|
|
stateTransitionOnTimeout[7] = "NoAmmo";
|
|
|
|
stateName[8] = "NoAmmo";
|
|
stateSequence[8] = "NoAmmo";
|
|
stateTransitionOnAmmo[8] = "Reload";
|
|
stateTransitionOnTriggerDown[8] = "DryFire";
|
|
};
|
|
|
|
datablock TurretImageData(GunshipCGImage)
|
|
{
|
|
shapeFile = "turret_tank_barrelchain.dts";
|
|
offset = "-0.3 0 0";
|
|
mountPoint = 0;
|
|
|
|
item = Chaingun;
|
|
projectile = GunshipCGBullet;
|
|
projectileType = TracerProjectile;
|
|
projectileSpread = 1.0 / 1000.0;
|
|
emap = true;
|
|
|
|
casing = ShellDebris;
|
|
shellExitDir = "1.0 0.3 1.0";
|
|
shellExitOffset = "0.15 -0.56 -0.1";
|
|
shellExitVariance = 5.0;
|
|
shellVelocity = 0.0;
|
|
|
|
usesEnergy = true;
|
|
useMountEnergy = true;
|
|
useCapacitor = false;
|
|
minEnergy = 0;
|
|
fireEnergy = 1.0;
|
|
|
|
stateName[0] = "Activate";
|
|
stateSequence[0] = "Activate";
|
|
// stateSound[0] = GravChaingunIdleSound;
|
|
stateAllowImageChange[0] = false;
|
|
stateTimeoutValue[0] = 0.1;
|
|
stateTransitionOnTimeout[0] = "Ready";
|
|
stateTransitionOnNoAmmo[0] = "NoAmmo";
|
|
|
|
stateName[1] = "Ready";
|
|
stateSpinThread[1] = Stop;
|
|
stateTransitionOnTriggerDown[1] = "Spinup";
|
|
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
|
|
|
stateName[2] = "NoAmmo";
|
|
stateTransitionOnAmmo[2] = "Ready";
|
|
stateSpinThread[2] = Stop;
|
|
stateTransitionOnTriggerDown[2] = "DryFire";
|
|
|
|
stateName[3] = "Spinup";
|
|
stateSpinThread[3] = SpinUp;
|
|
//stateSound[3] = ChaingunSpinupSound;
|
|
stateTimeoutValue[3] = 0.2;
|
|
stateWaitForTimeout[3] = false;
|
|
stateTransitionOnTimeout[3] = "Fire";
|
|
stateTransitionOnTriggerUp[3] = "Spindown";
|
|
|
|
stateName[4] = "Fire";
|
|
stateSequence[4] = "Fire";
|
|
stateSequenceRandomFlash[4] = true;
|
|
stateSpinThread[4] = FullSpeed;
|
|
stateSound[4] = ChaingunFireSound;
|
|
//stateRecoil[4] = LightRecoil;
|
|
stateAllowImageChange[4] = false;
|
|
stateScript[4] = "onFire";
|
|
stateFire[4] = true;
|
|
stateEjectShell[4] = true;
|
|
stateTimeoutValue[4] = 0.07;
|
|
stateTransitionOnTimeout[4] = "Fire";
|
|
stateTransitionOnTriggerUp[4] = "Spindown";
|
|
stateTransitionOnNoAmmo[4] = "EmptySpindown";
|
|
|
|
stateName[5] = "Spindown";
|
|
//stateSound[5] = ChaingunSpinDownSound;
|
|
stateSpinThread[5] = SpinDown;
|
|
stateTimeoutValue[5] = 0.05;
|
|
stateWaitForTimeout[5] = true;
|
|
stateTransitionOnTimeout[5] = "Ready";
|
|
stateTransitionOnTriggerDown[5] = "Spinup";
|
|
|
|
stateName[6] = "EmptySpindown";
|
|
//stateSound[6] = ChaingunSpinDownSound;
|
|
stateSpinThread[6] = SpinDown;
|
|
stateTimeoutValue[6] = 0.5;
|
|
stateTransitionOnTimeout[6] = "NoAmmo";
|
|
|
|
stateName[7] = "DryFire";
|
|
stateSound[7] = ShrikeBlasterDryFireSound;
|
|
stateTimeoutValue[7] = 0.5;
|
|
stateTransitionOnTimeout[7] = "NoAmmo";
|
|
};
|
|
|
|
datablock TurretImageData(GunshipAAMissileImage)
|
|
{
|
|
shapeFile = "turret_missile_large.dts";
|
|
offset = "0.35 0 0";
|
|
mountPoint = 0;
|
|
|
|
item = Chaingun;
|
|
projectile = sidewinder_MarkII;
|
|
projectileType = SeekerProjectile;
|
|
emap = true;
|
|
|
|
usesEnergy = true;
|
|
useMountEnergy = true;
|
|
useCapacitor = false;
|
|
minEnergy = 0;
|
|
fireEnergy = 1.0;
|
|
|
|
isSeeker = true;
|
|
seekRadius = $Bomber::SeekRadius;
|
|
maxSeekAngle = 30;
|
|
seekTime = $Bomber::SeekTime;
|
|
minSeekHeat = $Bomber::minSeekHeat;
|
|
minTargetingDistance = $Bomber::minTargetingDistance;
|
|
useTargetAudio = $Bomber::useTargetAudio;
|
|
|
|
// State transitions
|
|
stateName[0] = "Activate";
|
|
stateTransitionOnNotLoaded[0] = "Dead";
|
|
stateTransitionOnLoaded[0] = "ActivateReady";
|
|
|
|
stateName[1] = "ActivateReady";
|
|
stateSequence[1] = "Activate";
|
|
stateSound[1] = AssaultTurretActivateSound;
|
|
stateTimeoutValue[1] = 1.0;
|
|
stateTransitionOnTimeout[1] = "Ready";
|
|
stateTransitionOnNotLoaded[1] = "Deactivate";
|
|
|
|
stateName[2] = "Ready";
|
|
stateTransitionOnNotLoaded[2] = "Deactivate";
|
|
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
|
stateTransitionOnTriggerDown[2] = "Fire";
|
|
|
|
stateName[3] = "Fire";
|
|
stateSequence[3] = "Fire";
|
|
stateTransitionOnTimeout[3] = "Reload";
|
|
stateTimeoutValue[3] = 2.0;
|
|
stateFire[3] = true;
|
|
stateRecoil[3] = LightRecoil;
|
|
stateAllowImageChange[3] = false;
|
|
stateSound[3] = BomberTurretFireSound;
|
|
stateScript[3] = "onFire";
|
|
|
|
stateName[4] = "Reload";
|
|
stateSequence[4] = "Reload";
|
|
stateTimeoutValue[4] = 3.0;
|
|
stateAllowImageChange[4] = false;
|
|
stateTransitionOnTimeout[4] = "Ready";
|
|
//stateTransitionOnNoAmmo[4] = "NoAmmo";
|
|
stateWaitForTimeout[4] = true;
|
|
|
|
stateName[5] = "Deactivate";
|
|
stateDirection[5] = false;
|
|
stateSequence[5] = "Activate";
|
|
stateTimeoutValue[5] = 1.0;
|
|
stateTransitionOnLoaded[5] = "ActivateReady";
|
|
stateTransitionOnTimeout[5] = "Dead";
|
|
|
|
stateName[6] = "Dead";
|
|
stateTransitionOnLoaded[6] = "ActivateReady";
|
|
stateTransitionOnTriggerDown[6] = "DryFire";
|
|
|
|
stateName[7] = "DryFire";
|
|
stateSound[7] = AssaultMortarDryFireSound;
|
|
stateTimeoutValue[7] = 1.0;
|
|
stateTransitionOnTimeout[7] = "NoAmmo";
|
|
|
|
stateName[8] = "NoAmmo";
|
|
stateSequence[8] = "NoAmmo";
|
|
stateTransitionOnAmmo[8] = "Reload";
|
|
stateTransitionOnTriggerDown[8] = "DryFire";
|
|
};
|
|
|
|
datablock TurretImageData(GunshipTL)
|
|
{
|
|
className = WeaponImage;
|
|
shapeFile = "turret_muzzlepoint.dts";
|
|
mountPoint = 3;
|
|
offset = "0 0 0";
|
|
|
|
projectile = GunshipTlProj;
|
|
projectileType = TargetProjectile;
|
|
deleteLastProjectile = false;
|
|
|
|
usesEnergy = true;
|
|
useMountEnergy = true;
|
|
useCapacitor = false;
|
|
minEnergy = 0;
|
|
fireEnergy = 1.0;
|
|
|
|
stateName[0] = "Activate";
|
|
stateSequence[0] = "Activate";
|
|
stateTimeoutValue[0] = 0.1;
|
|
stateTransitionOnTimeout[0] = "Ready";
|
|
|
|
stateName[1] = "Ready";
|
|
stateTransitionOnTriggerDown[1] = "Fire";
|
|
|
|
stateName[2] = "Fire";
|
|
stateEnergyDrain[2] = 0;
|
|
stateFire[2] = true;
|
|
stateScript[2] = "onFire";
|
|
stateTransitionOnTriggerUp[2] = "Deconstruct";
|
|
|
|
stateName[3] = "Deconstruct";
|
|
stateScript[3] = "onDecon";
|
|
stateTimeoutValue[3] = 0.1;
|
|
stateTransitionOnTimeout[3] = "Ready";
|
|
};
|
|
|
|
datablock TurretImageData(GST1Param)
|
|
{
|
|
shapeFile = "turret_muzzlepoint.dts";
|
|
mountPoint = 3;
|
|
|
|
projectile = HammerATMissile;
|
|
|
|
// Turret parameters
|
|
activationMS = 1000;
|
|
deactivateDelayMS = 1500;
|
|
thinkTimeMS = 200;
|
|
degPerSecTheta = 500;
|
|
degPerSecPhi = 800;
|
|
|
|
attackRadius = 300;
|
|
};
|
|
|
|
datablock TurretImageData(GST2Param)
|
|
{
|
|
shapeFile = "turret_muzzlepoint.dts";
|
|
mountPoint = 0;
|
|
offset = "0 0.2 0";
|
|
|
|
projectile = sidewinder_MarkII;
|
|
|
|
isSeeker = true;
|
|
seekRadius = $Bomber::SeekRadius;
|
|
maxSeekAngle = 30;
|
|
seekTime = $Bomber::SeekTime;
|
|
minSeekHeat = $Bomber::minSeekHeat;
|
|
minTargetingDistance = $Bomber::minTargetingDistance;
|
|
useTargetAudio = $Bomber::useTargetAudio;
|
|
|
|
// Turret parameters
|
|
activationMS = 1000;
|
|
deactivateDelayMS = 1500;
|
|
thinkTimeMS = 200;
|
|
degPerSecTheta = 500;
|
|
degPerSecPhi = 800;
|
|
|
|
attackRadius = 300;
|
|
};
|
|
|
|
//*************************************************
|
|
//Functions
|
|
//*************************************************
|
|
//vehicle events
|
|
//-------------------------------------------------
|
|
|
|
function Gunship::onAdd(%this, %obj)
|
|
{
|
|
Parent::onAdd(%this, %obj);
|
|
|
|
%turret = TurretData::create(GunshipTurret);
|
|
%turret2 = TurretData::create(GunshipTurret2);
|
|
MissionCleanup.add(%turret);
|
|
MissionCleanup.add(%turret2);
|
|
%turret.team = %obj.teamBought;
|
|
%turret2.team = %obj.teamBought;
|
|
%turret.setSelfPowered();
|
|
%turret2.setSelfPowered();
|
|
%turret.selectedWeapon = 1;
|
|
%turret2.selectedWeapon = 1;
|
|
%obj.mountObject(%turret, 10);
|
|
%obj.mountObject(%turret2, 2);
|
|
%turret.mountImage(GST1Param, 0);
|
|
%turret.mountImage(GunshipTurretBarrel,2);
|
|
%turret.mountImage(GunshipTurretBarrelPair,3);
|
|
%turret.mountImage(GunshipATurretBarrel, 4);
|
|
%turret.mountImage(gunshipTL, 5);
|
|
%turret2.mountImage(GST2Param, 0);
|
|
%turret2.mountImage(GunshipCGImage,2);
|
|
%turret2.mountImage(GunshipAAMissileImage,3);
|
|
%obj.turretObject = %turret;
|
|
%obj.turretObject2 = %turret2;
|
|
%turret.setCapacitorRechargeRate( %turret.getDataBlock().capacitorRechargeRate );
|
|
%turret.vehicleMounted = %obj;
|
|
%turret2.vehicleMounted = %obj;
|
|
%turret.setAutoFire(false);
|
|
%turret2.setAutoFire(false);
|
|
%turret.mountobj = %obj;
|
|
setTargetSensorGroup(%turret.getTarget(), %turret.team);
|
|
setTargetSensorGroup(%turret2.getTarget(), %turret2.team);
|
|
setTargetNeverVisMask(%turret.getTarget(), 0xffffffff);
|
|
setTargetNeverVisMask(%turret2.getTarget(), 0xffffffff);
|
|
}
|
|
|
|
function Gunship::playerMounted(%data, %obj, %player, %node)
|
|
{
|
|
//[[CHANGE]]
|
|
if (%obj.clientControl)
|
|
serverCmdResetControlObject(%obj.clientControl);
|
|
|
|
if (%node == 0)
|
|
{
|
|
// pilot position
|
|
%player.setPilot(true);
|
|
commandToClient(%player.client, 'setHudMode', 'Pilot', "Bomber", %node);
|
|
bottomPrint(%player.client, "Pilot Postion: your basic pilot seat jsut fly", 5, 2 );
|
|
}
|
|
else if (%node == 1)
|
|
{
|
|
// bombardier position
|
|
%turret = %obj.getMountNodeObject(10);
|
|
%player.vehicleTurret = %turret;
|
|
%player.setTransform("0 0 0 0 0 1 0");
|
|
%player.lastWeapon = %player.getMountedImage($WeaponSlot);
|
|
%player.unmountImage($WeaponSlot);
|
|
if (!%player.client.isAIControlled())
|
|
{
|
|
%player.setControlObject(%turret);
|
|
%player.client.setObjectActiveImage(%turret, 2);
|
|
}
|
|
%turret.bomber = %player;
|
|
$bWeaponActive = 0;
|
|
%obj.getMountNodeObject(10).selectedWeapon = 1;
|
|
commandToClient(%player.client,'SetWeaponryVehicleKeys', true);
|
|
|
|
commandToClient(%player.client, 'setHudMode', 'Pilot', "Bomber", %node);
|
|
%player.isBomber = true;
|
|
centerPrint(%player.client, "AT gunner Position: wep1-LGM's wep2-Artillery ***initiate laser for LGM's with GRENADE KEY***", 5, 2 );
|
|
}
|
|
else if (%node == 3)
|
|
{
|
|
// bombardier position
|
|
%turret2 = %obj.getMountNodeObject(2);
|
|
%player.vehicleTurret = %turret2;
|
|
%player.setTransform("0 0 0 0 0 1 0");
|
|
%player.lastWeapon = %player.getMountedImage($WeaponSlot);
|
|
%player.unmountImage($WeaponSlot);
|
|
if (!%player.client.isAIControlled())
|
|
{
|
|
%player.setControlObject(%turret2);
|
|
%player.client.setObjectActiveImage(%turret2, 2);
|
|
}
|
|
%turret2.bomber = %player;
|
|
$bWeaponActive = 0;
|
|
%obj.getMountNodeObject(2).selectedWeapon = 1;
|
|
commandToClient(%player.client,'SetWeaponryVehicleKeys', true);
|
|
|
|
commandToClient(%player.client, 'setHudMode', 'Pilot', "Bomber", %node);
|
|
%player.isBomber = true;
|
|
bottomPrint(%player.client, "AA gunner Position: wep1-heavy chaingun wep2-lock on missiles", 5, 2 );
|
|
setTargetSensorGroup(%turret2.getTarget(), %player.team);
|
|
}
|
|
%passString = buildPassengerString(%obj);
|
|
for(%i = 0; %i < %data.numMountPoints; %i++)
|
|
if (%obj.getMountNodeObject(%i) > 0)
|
|
commandToClient(%obj.getMountNodeObject(%i).client, 'checkPassengers', %passString);
|
|
if ( %player.client.observeCount > 0 )
|
|
resetObserveFollow( %player.client, false );
|
|
}
|
|
|
|
function Gunship::deleteAllMounted(%data, %obj)
|
|
{
|
|
%turret = %obj.getMountNodeObject(10);
|
|
if (isObject(%turret)){
|
|
%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(2000, delete);
|
|
if(isObject(%turret.TL))
|
|
%turret.TL.delete();
|
|
}
|
|
%turret2 = %obj.getMountNodeObject(2);
|
|
if (isObject(%turret2)){
|
|
%turret2.altTrigger = 0;
|
|
%turret2.fireTrigger = 0;
|
|
if (%client = %turret2.getControllingClient())
|
|
{
|
|
%client.player.setControlObject(%client.player);
|
|
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
|
|
%client.player.mountVehicle = false;
|
|
|
|
%client.player.bomber = false;
|
|
%client.player.isBomber = false;
|
|
}
|
|
%turret2.schedule(2000, delete);
|
|
}
|
|
}
|
|
|
|
//-------------------------------------------------
|
|
//Turret Events
|
|
//-------------------------------------------------
|
|
function GunshipTurret::onDamage(%data, %obj)
|
|
{
|
|
%newDamageVal = %obj.getDamageLevel();
|
|
if(%obj.lastDamageVal !$= "")
|
|
if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal)
|
|
%obj.getObjectMount().setDamageLevel(%newDamageVal);
|
|
%obj.lastDamageVal = %newDamageVal;
|
|
}
|
|
|
|
function GunshipTurret::damageObject(%this, %targetObject, %sourceObject, %position, %amount, %damageType ,%vec, %client, %projectile)
|
|
{
|
|
//If vehicle turret is hit then apply damage to the vehicle
|
|
%vehicle = %targetObject.getObjectMount();
|
|
if(%vehicle)
|
|
%vehicle.getDataBlock().damageObject(%vehicle, %sourceObject, %position, %amount, %damageType, %vec, %client, %projectile);
|
|
}
|
|
|
|
function GunshipTurret2::onDamage(%data, %obj)
|
|
{
|
|
%newDamageVal = %obj.getDamageLevel();
|
|
if(%obj.lastDamageVal !$= "")
|
|
if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal)
|
|
%obj.getObjectMount().setDamageLevel(%newDamageVal);
|
|
%obj.lastDamageVal = %newDamageVal;
|
|
}
|
|
|
|
function GunshipTurret2::damageObject(%this, %targetObject, %sourceObject, %position, %amount, %damageType ,%vec, %client, %projectile)
|
|
{
|
|
//If vehicle turret is hit then apply damage to the vehicle
|
|
%vehicle = %targetObject.getObjectMount();
|
|
if(%vehicle)
|
|
%vehicle.getDataBlock().damageObject(%vehicle, %sourceObject, %position, %amount, %damageType, %vec, %client, %projectile);
|
|
}
|
|
|
|
function GunshipTurret::playerDismount(%data, %obj)
|
|
{
|
|
//Passenger Exiting
|
|
%obj.fireTrigger = 0;
|
|
%obj.setImageTrigger(2, false);
|
|
%obj.setImageTrigger(3, false);
|
|
%obj.setImageTrigger(4, false);
|
|
%obj.setImageTrigger(5, false);
|
|
%client = %obj.getControllingClient();
|
|
%client.player.isBomber = false;
|
|
%client.player.mountVehicle = false;
|
|
if(%client.player.getState() !$= "Dead")
|
|
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
|
|
setTargetSensorGroup(%obj.getTarget(), 0);
|
|
setTargetNeverVisMask(%obj.getTarget(), 0xffffffff);
|
|
}
|
|
|
|
function GunshipTurret2::playerDismount(%data, %obj)
|
|
{
|
|
//Passenger Exiting
|
|
%obj.fireTrigger = 0;
|
|
%obj.setImageTrigger(2, false);
|
|
%obj.setImageTrigger(3, false);
|
|
%client = %obj.getControllingClient();
|
|
%client.player.isBomber = false;
|
|
%client.player.mountVehicle = false;
|
|
if(%client.player.getState() !$= "Dead")
|
|
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
|
|
setTargetSensorGroup(%obj.getTarget(), 0);
|
|
setTargetNeverVisMask(%obj.getTarget(), 0xffffffff);
|
|
}
|
|
function GunshipTurret::onTrigger(%data, %obj, %trigger, %state)
|
|
{
|
|
switch (%trigger)
|
|
{
|
|
case 0:
|
|
%obj.fireTrigger = %state;
|
|
if(%obj.selectedWeapon == 1)
|
|
{
|
|
%obj.setImageTrigger(4, false);
|
|
if(%state)
|
|
%obj.setImageTrigger(2, true);
|
|
else
|
|
%obj.setImageTrigger(2, false);
|
|
}
|
|
else
|
|
{
|
|
%obj.setImageTrigger(2, false);
|
|
%obj.setImageTrigger(3, false);
|
|
if(%state)
|
|
%obj.setImageTrigger(4, true);
|
|
else
|
|
%obj.setImageTrigger(4, false);
|
|
}
|
|
|
|
case 2:
|
|
if(%state)
|
|
{
|
|
%obj.getDataBlock().playerDismount(%obj);
|
|
}
|
|
}
|
|
if(%trigger == 4)
|
|
{
|
|
switch (%state) {
|
|
case 0:
|
|
if(isObject(%obj.TL))
|
|
%obj.setImageTrigger(5, false);
|
|
else
|
|
%obj.setImageTrigger(5, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
function GunshipTurret2::onTrigger(%data, %obj, %trigger, %state)
|
|
{
|
|
switch (%trigger)
|
|
{
|
|
case 0:
|
|
%obj.fireTrigger = %state;
|
|
if(%obj.selectedWeapon == 1)
|
|
{
|
|
%obj.setImageTrigger(3, false);
|
|
if(%state)
|
|
%obj.setImageTrigger(2, true);
|
|
else
|
|
%obj.setImageTrigger(2, false);
|
|
}
|
|
else
|
|
{
|
|
%obj.setImageTrigger(2, false);
|
|
if(%state)
|
|
%obj.setImageTrigger(3, true);
|
|
else
|
|
%obj.setImageTrigger(3, false);
|
|
}
|
|
|
|
case 2:
|
|
if(%state)
|
|
{
|
|
%obj.getDataBlock().playerDismount(%obj);
|
|
}
|
|
}
|
|
}
|
|
|
|
//-------------------------------------------------
|
|
//Weapon Events
|
|
//-------------------------------------------------
|
|
|
|
function GunshipTurretBarrel::firePair(%this, %obj, %slot){
|
|
%obj.setImageTrigger( 3, true);
|
|
}
|
|
function GunshipTurretBarrelPair::stopFire(%this, %obj, %slot){
|
|
%obj.setImageTrigger( 3, false);
|
|
}
|
|
function GunshipTurretBarrelPair::onFire(%data,%obj,%slot)
|
|
{
|
|
%p = Parent::onFire(%data, %obj, %slot);
|
|
MissileSet.add(%p);
|
|
if(isObject(%obj.TL))
|
|
%p.setObjectTarget(%obj.TL.beacon);
|
|
%p.HATlockon = schedule(500, 0, "HammerATlockon", %p);
|
|
}
|
|
|
|
function GunshipTurretBarrel::onFire(%data,%obj,%slot)
|
|
{
|
|
%p = Parent::onFire(%data, %obj, %slot);
|
|
MissileSet.add(%p);
|
|
if(isObject(%obj.TL))
|
|
%p.setObjectTarget(%obj.TL.beacon);
|
|
%p.HATlockon = schedule(500, 0, "HammerATlockon", %p);
|
|
}
|
|
|
|
function HammerATlockon(%p)
|
|
{
|
|
if(!isObject(%p))
|
|
return;
|
|
InitContainerRadiusSearch(%p.getPosition(), 100, $TypeMasks::VehicleObjectType);
|
|
while ((%SearchResult = containerSearchNext()) != 0)
|
|
{
|
|
%SearchObj = FirstWord(%SearchResult);
|
|
if(%SearchObj.getClassName() $= "WheeledVehicle" || %SearchObj.getClassName() $= "HoverVehicle"){
|
|
%p.setObjectTarget(%searchObj);
|
|
return;
|
|
}
|
|
}
|
|
%p.HATlockon = schedule(500, 0, "HammerATlockon", %p);
|
|
}
|
|
|
|
function GunshipAAMissileImage::onFire(%data,%obj,%slot)
|
|
{
|
|
%p = Parent::onFire(%data, %obj, %slot);
|
|
MissileSet.add(%p);
|
|
|
|
%target = %obj.getLockedTarget();
|
|
%homein = missileCheckAirTarget(%target);
|
|
if(%target && %homein)
|
|
%p.setObjectTarget(%target);
|
|
else if(%obj.isLocked())
|
|
%p.setPositionTarget(%obj.getLockedPosition());
|
|
else
|
|
%p.setNoTarget();
|
|
}
|
|
|
|
function GunshipATurretBarrel::onFire(%data,%obj,%slot)
|
|
{
|
|
%p = Parent::onFire(%data, %obj, %slot);
|
|
%vec = vectornormalize(%obj.getMuzzleVector(4));
|
|
%obj.mountobj.applyimpulse(%obj.getMuzzlePoint(4),vectorscale(%vec,"-100"));
|
|
}
|
|
|
|
function GunshipTL::onFire(%data,%obj,%slot)
|
|
{
|
|
%p = Parent::onFire(%data, %obj, %slot);
|
|
%p.setTarget(%obj.team);
|
|
%obj.TL = %p;
|
|
%p.beacon = new BeaconObject() {
|
|
dataBlock = "SubBeacon";
|
|
beaconType = "vehicle";
|
|
position = %p.getTargetPoint();
|
|
};
|
|
%p.turret = %obj;
|
|
%p.beaconupdate = schedule(100, 0, "GunshipBeaconLoop", %p);
|
|
}
|
|
|
|
function GunshipTL::onDecon(%data,%obj,%slot){
|
|
%obj.TL.beacon.delete();
|
|
%obj.TL.delete();
|
|
}
|
|
|
|
function GunshipBeaconLoop(%p){
|
|
if(!isObject(%P))
|
|
return;
|
|
%pos = %p.getTargetPoint();
|
|
if(%pos $= "0 0 0 -1"){
|
|
%Tpos = %p.turret.getPosition();
|
|
%Tvec = vectorScale(%p.turret.getMuzzleVector(5),1500);
|
|
%pos = vectorAdd(%Tpos,%Tvec);
|
|
}
|
|
%p.beacon.setPosition(%pos);
|
|
%p.beaconupdate = schedule(100, 0, "GunshipBeaconLoop", %p);
|
|
}
|
|
|
|
//-------------------------------------------------
|
|
//Misc
|
|
//-------------------------------------------------
|
|
|
|
function gunship::onEnterLiquid(%data, %obj, %coverage, %type)
|
|
{
|
|
switch(%type)
|
|
{
|
|
case 0:
|
|
//Water
|
|
%obj.setHeat(0.0);
|
|
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
|
|
case 1:
|
|
//Ocean Water
|
|
%obj.setHeat(0.0);
|
|
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
|
|
case 2:
|
|
//River Water
|
|
%obj.setHeat(0.0);
|
|
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
|
|
case 3:
|
|
//Stagnant Water
|
|
%obj.setHeat(0.0);
|
|
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
|
|
case 4:
|
|
//Lava
|
|
%obj.liquidDamage(%data, $VehicleDamageLava, $DamageType::Lava);
|
|
case 5:
|
|
//Hot Lava
|
|
%obj.liquidDamage(%data, $VehicleDamageHotLava, $DamageType::Lava);
|
|
case 6:
|
|
//Crusty Lava
|
|
%obj.liquidDamage(%data, $VehicleDamageCrustyLava, $DamageType::Lava);
|
|
case 7:
|
|
//Quick Sand
|
|
}
|
|
}
|