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

1237 lines
40 KiB
C#

//**************************************************************
// AC290 Saber Gunship
//**************************************************************
//**************************************************************
// VEHICLE CHARACTERISTICS
//**************************************************************
datablock FlyingVehicleData(gunship) : BomberDamageProfile
{
spawnOffset = "0 0 2";
canControl = false;
catagory = "Vehicles";
shapeFile = "vehicle_air_bomber.dts";
multipassenger = true;
computeCRC = true;
weaponNode = 1;
debrisShapeName = "vehicle_air_bomber.dts";
debris = MeShapeDebris;
renderWhenDestroyed = false;
drag = 0.2;
density = 1.0;
mountPose[0] = sitting;
mountPose[1] = sitting;
mountPose[3] = sitting;
numMountPoints = 4;
isProtectedMountPoint[0] = true;
isProtectedMountPoint[1] = true;
isProtectedMountPoint[2] = false;
isProtectedMountPoint[3] = true;
cameraDefaultFov = 90.0;
cameraMinFov = 5.0;
cameraMaxFov = 120.0;
cameraMaxDist = 22;
cameraOffset = 5;
cameraLag = 1.0;
explosion = MFVehicleExplosion;
explosionDamage = 1.5;
explosionRadius = 20.0;
maxDamage = 5.0; // Total health
destroyedLevel = 5.0; // Damage textures show up at this health level
HDAddMassLevel = 3.5;
HDMassImage = HFlyerHDMassImage;
isShielded = false;
energyPerDamagePoint = 150;
maxEnergy = 400; // Afterburner and any energy weapon pool
minDrag = 60; // Linear Drag (eventually slows you down when not thrusting...constant drag)
rotationalDrag = 1800; // Angular Drag (dampens the drift after you stop moving the mouse...also tumble drag)
rechargeRate = 0.8;
// Auto stabilize speed
maxAutoSpeed = 15; // Autostabilizer kicks in when less than this speed. (meters/second)
autoAngularForce = 1500; // Angular stabilizer force (this force levels you out when autostabilizer kicks in)
autoLinearForce = 300; // Linear stabilzer force (this slows you down when autostabilizer kicks in)
autoInputDamping = 0.95; // Dampen control input so you don't whack out at very slow speeds
// Maneuvering
maxSteeringAngle = 8; // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
horizontalSurfaceForce = 5; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
verticalSurfaceForce = 8; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
maneuveringForce = 6500; // Horizontal jets (W,S,D,A key thrust)
steeringForce = 800; // Steering jets (force applied when you move the mouse)
steeringRollForce = 2500; // Steering jets (how much you heel over when you turn)
rollForce = 1; // Auto-roll (self-correction to right you after you roll/invert)
hoverHeight = 4; // Height off the ground at rest
createHoverHeight = 3; // Height off the ground when created
maxForwardSpeed = 120; // speed in which forward thrust force is no longer applied (meters/second)
// Turbo Jet
jetForce = 5000; // Afterburner thrust (this is in addition to normal thrust)
minJetEnergy = 40.0; // Afterburner can't be used if below this threshhold.
jetEnergyDrain = 2.5; // Energy use of the afterburners (low number is less drain...can be fractional)
vertThrustMultiple = 3.0;
dustEmitter = LargeVehicleLiftoffDustEmitter;
triggerDustHeight = 4.0;
dustHeight = 2.0;
damageEmitter[0] = MFLightDamageSmoke;
damageEmitter[1] = MFHeavyDamageSmoke;
damageEmitter[2] = MeDamageBubbles;
damageEmitterOffset[0] = "3.0 -3.0 0.0 ";
damageEmitterOffset[1] = "-3.0 -3.0 0.0 ";
damageLevelTolerance[0] = 0.3;
damageLevelTolerance[1] = 0.7;
numDmgEmitterAreas = 2;
// Rigid body
mass = 300; // Mass of the vehicle
bodyFriction = 0; // Don't mess with this.
bodyRestitution = 0.5; // When you hit the ground, how much you rebound. (between 0 and 1)
minRollSpeed = 0; // Don't mess with this.
softImpactSpeed = 20; // Sound hooks. This is the soft hit.
hardImpactSpeed = 25; // Sound hooks. This is the hard hit.
// Ground Impact Damage (uses DamageType::Ground)
minImpactSpeed = 20; // If hit ground at speed above this then it's an impact. Meters/second
speedDamageScale = 0.060;
// Object Impact Damage (uses DamageType::Impact)
collDamageThresholdVel = 25;
collDamageMultiplier = 0.020;
//
minTrailSpeed = 15; // The speed your contrail shows up at.
trailEmitter = ContrailEmitter;
forwardJetEmitter = FlyerJetEmitter;
downJetEmitter = FlyerJetEmitter;
//
jetSound = BomberFlyerThrustSound;
engineSound = BomberFlyerEngineSound;
softImpactSound = SoftImpactSound;
hardImpactSound = HardImpactSound;
//wheelImpactSound = WheelImpactSound;
//
softSplashSoundVelocity = 15.0;
mediumSplashSoundVelocity = 20.0;
hardSplashSoundVelocity = 30.0;
exitSplashSoundVelocity = 10.0;
exitingWater = VehicleExitWaterHardSound;
impactWaterEasy = VehicleImpactWaterSoftSound;
impactWaterMedium = VehicleImpactWaterMediumSound;
impactWaterHard = VehicleImpactWaterHardSound;
waterWakeSound = VehicleWakeHardSplashSound;
minMountDist = 7;
splashEmitter[0] = VehicleFoamDropletsEmitter;
splashEmitter[1] = VehicleFoamEmitter;
shieldImpact = VehicleShieldImpact;
cmdCategory = "Tactical";
cmdIcon = CMDFlyingBomberIcon;
cmdMiniIconName = "commander/MiniIcons/com_bomber_grey";
targetNameTag = 'AC-290 Saber';
targetTypeTag = 'Gunship';
sensorData = combatSensor;
sensorRadius = combatSensor.detectRadius;
sensorColor = "9 9 255";
checkRadius = 7.1895;
observeParameters = "1 10 10";
shieldEffectScale = "0.75 0.975 0.375";
showPilotInfo = 1;
replaceTime = 40;
};
//**************************************************************
// WEAPONS
//**************************************************************
//--------------------------------------------------------------------------
// Projectile
//--------------------------------------
datablock GrenadeProjectileData(GunshipArtillery)
{
projectileShapeName = "grenade_projectile.dts";
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 2.0;
damageRadius = 20.0;
radiusDamageType = $DamageType::Artillery;
kickBackStrength = 3000;
explosion = "artillerybarrelexplosion";
velInheritFactor = 0.0;
splash = GrenadeSplash;
baseEmitter = TankArtillerySmokeEmitter;
bubbleEmitter = GrenadeBubbleEmitter;
grenadeElasticity = 0.0;
grenadeFriction = 0.3;
armingDelayMS = -1;
gravityMod = 1.0;
muzzleVelocity = 250.0;
drag = 0.1;
sound = MortarTurretProjectileSound;
hasLight = true;
lightRadius = 3;
lightColor = "0.05 0.2 0.05";
};
datablock TracerProjectileData(GunshipCGBullet)
{
doDynamicClientHits = true;
directDamage = 0.0;
directDamageType = $DamageType::ACCG;
explosion = ACCGExplosion;
splash = ChaingunSplash;
hasDamageRadius = true;
indirectDamage = 0.4;
damageRadius = 3.0;
radiusDamageType = $DamageType::ACCG;
kickBackStrength = 5;
sound = ChaingunProjectile;
dryVelocity = 1500.0;
wetVelocity = 100.0;
velInheritFactor = 0.0;
fizzleTimeMS = 3000;
lifetimeMS = 6000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 40.0;
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 = 0.25;
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 = 5.0;
lightColor = "0.5 0.5 0.175";
};
datablock TargetProjectileData(GunshipTlProj)
{
directDamage = 0.0;
hasDamageRadius = false;
indirectDamage = 0.0;
damageRadius = 0.0;
velInheritFactor = 1.0;
maxRifleRange = 1500;
beamColor = "0.0 0.0 0.0";
startBeamWidth = 0; //0.02
pulseBeamWidth = 0; //0.025
beamFlareAngle = 3.0;
minFlareSize = 0.0;
maxFlareSize = 0.0;
pulseSpeed = 6.0;
pulseLength = 0.150;
textureName[0] = "special/nonlingradient";
textureName[1] = "special/flare";
textureName[2] = "special/pulse";
textureName[3] = "special/expFlare";
beacon = true;
};
//-------------------------------------
// GUNSHIP TURRET CHARACTERISTICS
//-------------------------------------
datablock TurretData(GunshipTurret) : TurretDamageProfile
{
className = VehicleTurret;
catagory = "Turrets";
shapeFile = "turret_belly_base.dts";
preload = true;
canControl = false;
cmdCategory = "Tactical";
cmdIcon = CMDFlyingBomberIcon;
cmdMiniIconName = "commander/MiniIcons/com_bomber_grey";
targetNameTag = 'Gunship AT';
targetTypeTag = 'Turret';
mass = 1.0; // Not really relevant
repairRate = 0;
maxDamage = gunship.maxDamage;
destroyedLevel = gunship.destroyedLevel;
thetaMin = 90;
thetaMax = 180;
// capacitor
maxCapacitorEnergy = 1000;
capacitorRechargeRate = 4.0;
inheritEnergyFromMount = true;
firstPersonOnly = true;
useEyePoint = true;
numWeapons = 2;
};
datablock TurretData(GunshipTurret2) : TankDamageProfile
{
className = VehicleTurret;
catagory = "Turrets";
shapeFile = "turret_base_large.dts";
preload = true;
canControl = false;
cmdCategory = "Tactical";
cmdIcon = CMDGroundTankIcon;
cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
targetNameTag = 'Gunship AA';
targetTypeTag = 'Turret';
mass = 1.0; // Not really relevant
repairRate = 0;
maxDamage = gunship.maxDamage;
destroyedLevel = gunship.destroyedLevel;
thetaMin = 20;
thetaMax = 110;
inheritEnergyFromMount = true;
firstPersonOnly = true;
useEyePoint = true;
numWeapons = 2;
isSeeker = true;
seekRadius = $Bomber::SeekRadius;
maxSeekAngle = 30;
seekTime = $Bomber::SeekTime;
minSeekHeat = $Bomber::minSeekHeat;
minTargetingDistance = $Bomber::minTargetingDistance;
useTargetAudio = $Bomber::useTargetAudio;
};
//*************************
// Turret Images
//*************************
datablock TurretImageData(GunshipTurretBarrel)
{
shapeFile = "turret_missile_large.dts";
mountPoint = 0;
offset = "-0.9 0 0.0";
rotation = "0 1 0 90";
projectile = HammerATMissile;
projectileType = SeekerProjectile;
usesEnergy = true;
useCapacitor = true;
useMountEnergy = true;
fireEnergy = 250.0;
minEnergy = 250.0;
// Turret parameters
activationMS = 1000;
deactivateDelayMS = 1500;
thinkTimeMS = 200;
degPerSecTheta = 360;
degPerSecPhi = 360;
attackRadius = 300;
// State transitions
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "WaitFire1";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = BomberTurretActivateSound;
stateName[1] = "WaitFire1";
stateTransitionOnTriggerDown[1] = "Fire1";
stateTransitionOnNoAmmo[1] = "NoAmmo1";
stateName[2] = "Fire1";
stateTransitionOnTimeout[2] = "Reload1";
stateTimeoutValue[2] = 1.0;
stateFire[2] = true;
stateRecoil[2] = LightRecoil;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateSound[2] = BomberTurretFireSound;
stateName[3] = "Reload1";
stateSequence[3] = "Reload";
stateTimeoutValue[3] = 3.0;
stateAllowImageChange[3] = false;
stateTransitionOnTimeout[3] = "WaitFire2";
stateTransitionOnNoAmmo[3] = "NoAmmo1";
stateName[4] = "NoAmmo1";
stateTransitionOnAmmo[4] = "Reload1";
stateSequence[4] = "NoAmmo1";
stateTransitionOnTriggerDown[4] = "DryFire1";
stateName[5] = "DryFire1";
stateSound[5] = BomberTurretDryFireSound;
stateTimeoutValue[5] = 0.75;
stateTransitionOnTimeout[5] = "NoAmmo1";
stateName[6] = "WaitFire2";
stateTransitionOnTriggerDown[6] = "Fire2";
stateTransitionOnNoAmmo[6] = "NoAmmo2";
stateName[7] = "Fire2";
stateTransitionOnTimeout[7] = "Reload2";
stateTimeoutValue[7] = 1.0;
stateScript[7] = "FirePair";
stateName[8] = "Reload2";
stateSequence[8] = "Reload";
stateTimeoutValue[8] = 3.0;
stateAllowImageChange[8] = false;
stateTransitionOnTimeout[8] = "WaitFire1";
stateTransitionOnNoAmmo[8] = "NoAmmo2";
stateName[9] = "NoAmmo2";
stateTransitionOnAmmo[9] = "Reload2";
stateSequence[9] = "NoAmmo2";
stateTransitionOnTriggerDown[9] = "DryFire2";
stateName[10] = "DryFire2";
stateSound[10] = BomberTurretDryFireSound;
stateTimeoutValue[10] = 0.75;
stateTransitionOnTimeout[10] = "NoAmmo2";
};
datablock TurretImageData(GunshipTurretBarrelPair)
{
shapeFile = "turret_missile_large.dts";
mountPoint = 0;
offset = "-0.9 0 -0.4";
rotation = "0 1 0 90";
projectile = HammerATMissile;
projectileType = SeekerProjectile;
usesEnergy = true;
useCapacitor = true;
useMountEnergy = true;
fireEnergy = 250.0;
minEnergy = 250.0;
// Turret parameters
activationMS = 1000;
deactivateDelayMS = 1500;
thinkTimeMS = 200;
degPerSecTheta = 360;
degPerSecPhi = 360;
attackRadius = 300;
stateName[0] = "WaitFire";
stateTransitionOnTriggerDown[0] = "Fire";
stateName[1] = "Fire";
stateTransitionOnTimeout[1] = "StopFire";
stateTimeoutValue[1] = 0.2;
stateFire[1] = true;
stateRecoil[1] = LightRecoil;
stateAllowImageChange[1] = false;
stateSequence[1] = "Fire";
stateScript[1] = "onFire";
stateSound[1] = BomberTurretFireSound;
stateName[2] = "StopFire";
stateTimeoutValue[2] = 0.2;
stateTransitionOnTimeout[2] = "WaitFire";
stateScript[2] = "stopFire";
};
datablock TurretImageData(GunshipATurretBarrel)
{
shapeFile = "turret_tank_barrelmortar.dts";
mountPoint = 1;
offset = "0.7 0 0.1";
projectile = GunshipArtillery;
projectileType = GrenadeProjectile;
usesEnergy = true;
useMountEnergy = true;
useCapacitor = true;
fireEnergy = 400.00;
minEnergy = 400.00;
// Turret parameters
activationMS = 4000;
deactivateDelayMS = 1500;
thinkTimeMS = 200;
degPerSecTheta = 360;
degPerSecPhi = 360;
attackRadius = 75;
// 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] = 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
}
}