mirror of
https://github.com/Ragora/T2-ACCM.git
synced 2026-01-20 03:14:44 +00:00
847 lines
25 KiB
C#
847 lines
25 KiB
C#
//**************************************************************
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// BEOWULF ASSAULT VEHICLE
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//**************************************************************
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datablock EffectProfile(InboundTorpPingEffect)
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{
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effectname = "weapons/spinfusor_dryfire";
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minDistance = 2.5;
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maxDistance = 2.5;
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};
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datablock AudioProfile(InboundTorpPing)
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{
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filename = "gui/Objective_Notification.wav";
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description = AudioClose3d;
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preload = true;
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effect = InboundTorpPingEffect;
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};
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//**************************************************************
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// VEHICLE CHARACTERISTICS
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//**************************************************************
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datablock HoverVehicleData(Sub) : SubDamageProfile
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{
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spawnOffset = "0 0 4";
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canControl = false;
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floatingGravMag = 2.0;
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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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renderWhenDestroyed = false;
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weaponNode = 1;
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debrisShapeName = "vehicle_air_bomber.dts";
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debris = GShapeDebris;
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drag = 0.0;
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density = 0.9;
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mountPose[0] = sitting;
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mountPose[1] = sitting;
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numMountPoints = 2;
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isProtectedMountPoint[0] = true;
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isProtectedMountPoint[1] = true;
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cameraMaxDist = 20;
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cameraOffset = 3;
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cameraLag = 1.5;
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explosion = HGVehicleExplosion;
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explosionDamage = 1.5;
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explosionRadius = 25.0;
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maxSteeringAngle = 0.5; // 20 deg.
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maxDamage = 5.0;
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destroyedLevel = 5.0;
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HDAddMassLevel = 3.5;
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HDMassImage = BoatHDMassImage;
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isShielded = false;
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rechargeRate = 1.0;
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energyPerDamagePoint = 135;
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maxEnergy = 1000;
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minJetEnergy = 15;
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jetEnergyDrain = 0.0;
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// Rigid Body
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mass = 1000;
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bodyFriction = 1.2;
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bodyRestitution = 0.5;
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minRollSpeed = 3;
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gyroForce = 400;
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gyroDamping = 0.3;
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stabilizerForce = 20;
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minDrag = 10;
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softImpactSpeed = 5; // Play SoftImpact Sound
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hardImpactSpeed = 10; // Play HardImpact Sound
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// Ground Impact Damage (uses DamageType::Ground)
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minImpactSpeed = 5;
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speedDamageScale = 0.005;
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// Object Impact Damage (uses DamageType::Impact)
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collDamageThresholdVel = 18;
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collDamageMultiplier = 0.005;
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dragForce = 40 / 20;
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vertFactor = 0.0;
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floatingThrustFactor = 0.0;
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mainThrustForce = 35;
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reverseThrustForce = 17;
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strafeThrustForce = 0.0;
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turboFactor = 1.1;
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brakingForce = 10;
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brakingActivationSpeed = 10;
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stabLenMin = 0.1;
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stabLenMax = 1.6;
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stabSpringConstant = 0;
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stabDampingConstant = 20;
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gyroDrag = 20;
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normalForce = 20;
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restorativeForce = 10;
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steeringForce = 10;
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rollForce = 10;
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pitchForce = 15;
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dustEmitter = TankDustEmitter;
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triggerDustHeight = 3.5;
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dustHeight = 1.0;
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dustTrailEmitter = TireEmitter;
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dustTrailOffset = "0.0 -1.0 0.5";
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triggerTrailHeight = 3.6;
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dustTrailFreqMod = 15.0;
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jetSound = AssaultVehicleThrustSound;
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engineSound = AssaultVehicleEngineSound;
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floatSound = AssaultVehicleSkid;
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softImpactSound = GravSoftImpactSound;
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hardImpactSound = HardImpactSound;
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wheelImpactSound = WheelImpactSound;
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forwardJetEmitter = TankJetEmitter;
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//
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softSplashSoundVelocity = 5.0;
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mediumSplashSoundVelocity = 10.0;
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hardSplashSoundVelocity = 15.0;
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exitSplashSoundVelocity = 10.0;
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exitingWater = VehicleExitWaterMediumSound;
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impactWaterEasy = VehicleImpactWaterSoftSound;
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impactWaterMedium = VehicleImpactWaterMediumSound;
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impactWaterHard = VehicleImpactWaterMediumSound;
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waterWakeSound = VehicleWakeMediumSplashSound;
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minMountDist = 10;
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damageEmitter[0] = SmallLightDamageSmoke;
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damageEmitter[1] = MeHGHeavyDamageSmoke;
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damageEmitter[2] = DamageBubbles;
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damageEmitterOffset[0] = "0.0 -1.5 3.5 ";
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damageLevelTolerance[0] = 0.3;
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damageLevelTolerance[1] = 0.7;
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numDmgEmitterAreas = 1;
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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 = CMDGroundTankIcon;
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cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
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targetNameTag = 'Darwine IV';
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targetTypeTag = 'Submarine';
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sensorData = VehiclePulseSensor;
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checkRadius = 5.5535;
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observeParameters = "1 10 10";
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runningLight[0] = TankLight1;
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runningLight[1] = TankLight2;
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runningLight[2] = TankLight3;
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runningLight[3] = TankLight4;
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shieldEffectScale = "0.9 1.0 0.6";
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showPilotInfo = 1;
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replaceTime = 60;
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};
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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------
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datablock SeekerProjectileData(Torpedo)
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{
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casingShapeName = "weapon_missile_casement.dts";
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projectileShapeName = "weapon_missile_projectile.dts";
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hasDamageRadius = true;
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indirectDamage = 2.0;
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damageRadius = 25.0;
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radiusDamageType = $DamageType::Missile;
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kickBackStrength = 1250;
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explosion = "MissileExplosion";
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splash = MissileSplash;
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velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
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// is cranked up to full so the missile doesn't start
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// out behind the player when the player is moving
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// very quickly - bramage
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baseEmitter = GrenadeBubbleEmitter;
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delayEmitter = LoadingE2;
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puffEmitter = LoadingE;
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bubbleEmitter = GrenadeBubbleEmitter;
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bubbleEmitTime = 1.0;
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exhaustEmitter = MissileLauncherExhaustEmitter;
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exhaustTimeMs = 300;
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exhaustNodeName = "muzzlePoint1";
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lifetimeMS = 60000; // z0dd - ZOD, 4/14/02. Was 6000
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muzzleVelocity = 5.0;
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maxVelocity = 25.0; // z0dd - ZOD, 4/14/02. Was 80.0
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turningSpeed = 35.0;
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acceleration = 10.0;
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proximityRadius = 10;
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// terrainAvoidanceSpeed = 0;
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// terrainScanAhead = 0;
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// terrainHeightFail = 0;
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// terrainAvoidanceRadius = 0;
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flareDistance = 1;
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flareAngle = 1;
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minSeekHeat = 0.0;
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sound = MissileProjectileSound;
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hasLight = true;
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lightRadius = 5.0;
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lightColor = "0.2 0.05 0";
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useFlechette = false;
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flechetteDelayMs = 100;
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casingDeb = FlechetteDebris;
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explodeOnWaterImpact = false;
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};
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datablock ShapeBaseImageData(SubTorpedoLauncher)
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{
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className = WeaponImage;
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shapeFile = "turret_muzzlepoint.dts";
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item = Chaingun;
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ammo = ChaingunAmmo;
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projectile = Torpedo;
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projectileType = SeekerProjectile;
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offset = "1.68 -2.75 2.0";
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mountPoint = 10;
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usesEnergy = true;
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useMountEnergy = true;
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minEnergy = 1;
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fireEnergy = 1;
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fireTimeout = 125;
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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] = 0.75;
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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] = 0.75;
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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] = 10.0;
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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] = 0.75;
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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 ShapeBaseImageData(SubTorpedoLauncherPair)
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{
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className = WeaponImage;
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shapeFile = "turret_muzzlepoint.dts";
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item = Chaingun;
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ammo = ChaingunAmmo;
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projectile = Torpedo;
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projectileType = SeekerProjectile;
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offset = "-1.68 -2.75 2.0";
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mountPoint = 10;
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usesEnergy = true;
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useMountEnergy = true;
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minEnergy = 1;
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fireEnergy = 1;
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fireTimeout = 125;
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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] = 0.13;
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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] = 0.1;
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stateTransitionOnTimeout[2] = "WaitFire";
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stateScript[2] = "stopFire";
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};
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datablock ShapeBaseImageData(SubAIAiming)
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{
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shapeFile = "turret_muzzlepoint.dts";
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mountPoint = 2;
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projectile = Torpedo;
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projectileType = SeekerProjectile;
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isSeeker = false;
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};
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datablock TurretData(SubAATurret) : 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 = 'Boat CG';
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targetTypeTag = 'Turret';
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mass = 1.0; // Not really relevant
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maxEnergy = 1000;
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maxDamage = sub.maxDamage;
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destroyedLevel = sub.destroyedLevel;
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repairRate = 0;
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// capacitor
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maxCapacitorEnergy = 100;
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capacitorRechargeRate = 1.5;
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thetaMin = 20;
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thetaMax = 100;
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inheritEnergyFromMount = true;
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firstPersonOnly = true;
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useEyePoint = true;
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numWeapons = 1;
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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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targetNameTag = 'Sub Anti Aircraft';
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targetTypeTag = 'Turret';
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explosion = HandGrenadeExplosion;
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expDmgRadius = 5.0;
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expDamage = 0.25;
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debrisShapeName = "debris_generic_small.dts";
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debris = DeployableDebris;
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repairRate = 0.0;
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max[plasmaammo] = 4;
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};
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datablock TurretImageData(Sub50MMTurretBarrel)
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{
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shapeFile = "turret_tank_barrelchain.dts";
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mountPoint = 0;
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projectile = APCT_bullet;
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projectileType = TracerProjectile;
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casing = ShellDebris;
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shellExitDir = "1.0 0.3 1.0";
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shellExitOffset = "0.15 -0.56 -0.1";
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shellExitVariance = 15.0;
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shellVelocity = 3.0;
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projectileSpread = 6.0 / 1000.0;
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useCapacitor = true;
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usesEnergy = true;
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useMountEnergy = true;
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fireEnergy = 1.0;
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minEnergy = 5.0;
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// Turret parameters
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activationMS = 500;
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deactivateDelayMS = 550;
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thinkTimeMS = 200;
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degPerSecTheta = 500;
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degPerSecPhi = 500;
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attackRadius = 225;
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// State transitions
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stateName[0] = "Activate";
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stateTransitionOnNotLoaded[0] = "Dead";
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stateTransitionOnLoaded[0] = "ActivateReady";
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stateSound[0] = AssaultTurretActivateSound;
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stateName[1] = "ActivateReady";
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stateSequence[1] = "Activate";
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stateSound[1] = AssaultTurretActivateSound;
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stateTimeoutValue[1] = 1;
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stateTransitionOnTimeout[1] = "Ready";
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stateTransitionOnNotLoaded[1] = "Deactivate";
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stateName[2] = "Ready";
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stateTransitionOnNotLoaded[2] = "Deactivate";
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stateTransitionOnTriggerDown[2] = "CheckWet";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateName[3] = "Fire";
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stateSequence[3] = "Fire";
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stateSequenceRandomFlash[3] = true;
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stateFire[3] = true;
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stateAllowImageChange[3] = false;
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stateSound[3] = AssaultChaingunFireSound;
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stateScript[3] = "onFire";
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stateTimeoutValue[3] = 0.1;
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stateTransitionOnTimeout[3] = "Fire";
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stateTransitionOnTriggerUp[3] = "Reload";
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stateTransitionOnNoAmmo[3] = "noAmmo";
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stateName[4] = "Reload";
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stateSequence[4] = "Reload";
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stateTimeoutValue[4] = 0.1;
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stateAllowImageChange[4] = false;
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stateTransitionOnTimeout[4] = "Ready";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateWaitForTimeout[4] = true;
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stateName[5] = "Deactivate";
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stateSequence[5] = "Activate";
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stateDirection[5] = false;
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stateTimeoutValue[5] = 30;
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stateTransitionOnTimeout[5] = "ActivateReady";
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stateName[6] = "Dead";
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stateTransitionOnLoaded[6] = "ActivateReady";
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stateTransitionOnTriggerDown[6] = "DryFire";
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stateName[7] = "DryFire";
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stateSound[7] = AssaultChaingunDryFireSound;
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stateTimeoutValue[7] = 1.0;
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stateTransitionOnTimeout[7] = "NoAmmo";
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stateName[8] = "NoAmmo";
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stateTransitionOnAmmo[8] = "Reload";
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stateSequence[8] = "NoAmmo";
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stateTransitionOnTriggerDown[8] = "DryFire";
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stateName[9] = "WetFire";
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stateSound[9] = ChaingunDryFireSound;
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stateTimeoutValue[9] = 1.0;
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stateTransitionOnTimeout[9] = "Ready";
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stateName[10] = "CheckWet";
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stateTransitionOnWet[10] = "WetFire";
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stateTransitionOnNotWet[10] = "Fire";
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};
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datablock TurretImageData(SubTurretParam)
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{
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mountPoint = 0;
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shapeFile = "turret_muzzlepoint.dts";
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offset = "0.0 0.0 3.0";
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projectile = APCT_bullet;
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projectileType = TracerProjectile;
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useCapacitor = false;
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usesEnergy = true;
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// Turret parameters
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activationMS = 500;
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deactivateDelayMS = 550;
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thinkTimeMS = 200;
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|
degPerSecTheta = 500;
|
|
degPerSecPhi = 500;
|
|
|
|
attackRadius = 225;
|
|
};
|
|
|
|
//******************************************************
|
|
// sub main functions
|
|
//******************************************************
|
|
|
|
function sub::onAdd(%this, %obj)
|
|
{
|
|
Parent::onAdd(%this, %obj);
|
|
|
|
if (%obj.clientControl)
|
|
serverCmdResetControlObject(%obj.clientControl);
|
|
|
|
%obj.mountImage(SubAIAiming, 0);
|
|
%obj.mountImage(SubTorpedoLauncher, 2);
|
|
%obj.mountImage(SubTorpedoLauncherPair, 3);
|
|
%obj.selectedWeapon = 1;
|
|
%obj.schedule(5500, "playThread", $ActivateThread, "activate");
|
|
|
|
%turret = TurretData::create(SubAATurret);
|
|
%turret.selectedWeapon = 1;
|
|
MissionCleanup.add(%turret);
|
|
%turret.team = %obj.teamBought;
|
|
%turret.setSelfPowered();
|
|
%obj.mountObject(%turret, 2);
|
|
%turret.mountImage(Sub50MMTurretBarrel, 2);
|
|
%turret.setCapacitorRechargeRate( %turret.getDataBlock().capacitorRechargeRate );
|
|
%obj.turretObject = %turret;
|
|
%turret.setAutoFire(false);
|
|
%turret.mountImage(SubTurretParam, 0);
|
|
%turret.setInventory(PlasmaAmmo, 4);
|
|
setTargetSensorGroup(%turret.getTarget(), %turret.team);
|
|
setTargetNeverVisMask(%turret.getTarget(), 0xffffffff);
|
|
}
|
|
|
|
function sub::deleteAllMounted(%data, %obj)
|
|
{
|
|
%turret = %obj.getMountNodeObject(2);
|
|
if (!%turret)
|
|
return;
|
|
if (%client = %turret.getControllingClient())
|
|
{
|
|
%client.player.setControlObject(%client.player);
|
|
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
|
|
%client.player.mountVehicle = false;
|
|
}
|
|
%turret.schedule(1000, delete);
|
|
if(isObject(%obj.beacon))
|
|
%obj.beacon.schedule(50, delete);
|
|
}
|
|
|
|
function sub::playerMounted(%data, %obj, %player, %node)
|
|
{
|
|
Cancel(%player.DrownLoop);
|
|
if (%obj.clientControl)
|
|
serverCmdResetControlObject(%obj.clientControl);
|
|
|
|
if (%node == 0) {
|
|
commandToClient(%player.client, 'setHudMode', 'Pilot', "Assault", %node);
|
|
}
|
|
else if (%node == 1)
|
|
{
|
|
%turret = %obj.getMountNodeObject(2);
|
|
%player.vehicleTurret = %turret;
|
|
%player.setTransform("0 0 0 0 0 1 0");
|
|
%player.lastWeapon = %player.getMountedImage($WeaponSlot);
|
|
%player.unmountImage($WeaponSlot);
|
|
if (!%player.client.isAIControlled())
|
|
{
|
|
%player.setControlObject(%turret);
|
|
%player.client.setObjectActiveImage(%turret, 2);
|
|
}
|
|
%turret.turreteer = %player;
|
|
|
|
$aWeaponActive = 0;
|
|
%obj.getMountNodeObject(10).selectedWeapon = 1;
|
|
commandToClient(%player.client, 'setHudMode', 'Pilot', "Assault", %node);
|
|
}
|
|
else
|
|
{
|
|
commandToClient(%player.client, 'setHudMode', 'Passenger', "HAPC", %node);
|
|
}
|
|
if ( %player.client.observeCount > 0 )
|
|
resetObserveFollow( %player.client, false );
|
|
|
|
bottomPrint(%player.client, "ONLY use on water will not move well on land", 5, 2 );
|
|
|
|
%passString = buildPassengerString(%obj);
|
|
for(%i = 0; %i < %data.numMountPoints; %i++)
|
|
if (%obj.getMountNodeObject(%i) > 0)
|
|
commandToClient(%obj.getMountNodeObject(%i).client, 'checkPassengers', %passString);
|
|
}
|
|
|
|
//******************************************************
|
|
// sub fireing functions
|
|
//******************************************************
|
|
function sub::onTrigger(%data, %obj, %trigger, %state)
|
|
{
|
|
switch (%trigger)
|
|
{
|
|
case 0:
|
|
%obj.fireTrigger = %state;
|
|
if(%state)
|
|
%obj.setImageTrigger(2, true);
|
|
else
|
|
%obj.setImageTrigger(2, false);
|
|
case 2:
|
|
if(%state)
|
|
{
|
|
%obj.getDataBlock().playerDismount(%obj);
|
|
}
|
|
}
|
|
}
|
|
|
|
function SubTorpedoLauncher::firePair(%this, %obj, %slot)
|
|
{
|
|
%obj.setImageTrigger( 3, true);
|
|
}
|
|
function SubTorpedoLauncherPair::stopFire(%this, %obj, %slot)
|
|
{
|
|
%obj.setImageTrigger( 3, false);
|
|
}
|
|
|
|
function SubTorpedoLauncher::onFire(%data,%obj,%slot)
|
|
{
|
|
%p = Parent::onFire(%data, %obj, %slot);
|
|
%p.torpseekloop = schedule(5500, 0, "TorpedoSeekLoop", %p);
|
|
}
|
|
function SubTorpedoLauncherPair::onFire(%data,%obj,%slot)
|
|
{
|
|
%p = Parent::onFire(%data, %obj, %slot);
|
|
%p.torpseekloop = schedule(5500, 0, "TorpedoSeekLoop", %p);
|
|
}
|
|
|
|
datablock StaticShapeData(SubBeacon)
|
|
{
|
|
shapeFile = "turret_muzzlepoint.dts";
|
|
targetNameTag = 'beacon';
|
|
isInvincible = true;
|
|
|
|
dynamicType = $TypeMasks::SensorObjectType;
|
|
};
|
|
|
|
function TorpedoSeekLoop(%p)
|
|
{
|
|
if(!isObject(%p))
|
|
return;
|
|
InitContainerRadiusSearch(%p.getPosition(), 100, $TypeMasks::VehicleObjectType);
|
|
%searchResult = containersearchnext();
|
|
if(%searchResult)
|
|
{
|
|
%SearchObj = FirstWord(%SearchResult);
|
|
if(%searchObj.getDataBlock().getName() $= "Sub" || %searchObj.getDataBlock().getName() $= "Boat")
|
|
{
|
|
if(%SearchObj.beacon)
|
|
{
|
|
%SearchObj.beacon.setPosition(%SearchObj.getWorldBoxCenter());
|
|
}
|
|
else{
|
|
%SearchObj.beacon = new BeaconObject() {
|
|
dataBlock = "SubBeacon";
|
|
beaconType = "vehicle";
|
|
position = %SearchObj.getWorldBoxCenter();
|
|
};
|
|
|
|
%SearchObj.beacon.playThread($AmbientThread, "ambient");
|
|
%SearchObj.beacon.team = %p.team;
|
|
%SearchObj.beacon.sourceObject = %SearchObj;
|
|
|
|
// give it a team target
|
|
%SearchObj.beacon.setTarget(0);
|
|
MissionCleanup.add(%SearchObj.beacon);
|
|
}
|
|
|
|
%p.setObjectTarget(%searchObj.beacon);
|
|
|
|
serverPlay3d("InboundTorpPing",%SearchObj.getWorldBoxCenter());
|
|
}
|
|
}
|
|
%p.torpseekloop = schedule(500, 0, "TorpedoSeekLoop", %p);
|
|
}
|
|
|
|
//******************************************************
|
|
// turret functions
|
|
//******************************************************
|
|
|
|
function SubAATurret::onDamage(%data, %obj)
|
|
{
|
|
%newDamageVal = %obj.getDamageLevel();
|
|
if(%obj.lastDamageVal !$= "")
|
|
if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal)
|
|
%obj.getObjectMount().setDamageLevel(%newDamageVal);
|
|
%obj.lastDamageVal = %newDamageVal;
|
|
}
|
|
|
|
function SubAATurret::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 SubAATurret::onTrigger(%data, %obj, %trigger, %state)
|
|
{
|
|
%Pos = posFromTransform(%obj.getPosition());
|
|
%vector = vectorAdd("0 0 -10", %pos);
|
|
%searchresult = containerRayCast(%Pos, %vector, $TypeMasks::WaterObjectType);
|
|
if(%searchresult){
|
|
switch (%trigger)
|
|
{
|
|
case 0:
|
|
%obj.fireTrigger = %state;
|
|
if(%state)
|
|
%obj.setImageTrigger(2, true);
|
|
else
|
|
%obj.setImageTrigger(2, false);
|
|
case 2:
|
|
if(%state)
|
|
{
|
|
%obj.getDataBlock().playerDismount(%obj);
|
|
}
|
|
}
|
|
}
|
|
if(%trigger == 4){
|
|
if(%state){
|
|
if (%obj.inv[PlasmaAmmo] > 0){
|
|
%mp = %obj.getMuzzlePoint(2);
|
|
|
|
%p = new (seekerprojectile)()
|
|
{
|
|
dataBlock = Torpedo;
|
|
initialDirection = "0 0 1";
|
|
initialPosition = %mp;
|
|
sourceObject = %obj;
|
|
damageFactor = 1;
|
|
sourceSlot = 2;
|
|
};
|
|
%obj.decInventory(PlasmaAmmo, 1);
|
|
|
|
schedule(3000, 0, "startCGM", %p);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
function SubAATurret::playerDismount(%data, %obj)
|
|
{
|
|
//Passenger Exiting
|
|
%obj.fireTrigger = 0;
|
|
%obj.setImageTrigger(2, false);
|
|
%client = %obj.getControllingClient();
|
|
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
|
|
%client.player.mountVehicle = false;
|
|
setTargetSensorGroup(%obj.getTarget(), 0);
|
|
setTargetNeverVisMask(%obj.getTarget(), 0xffffffff);
|
|
}
|
|
|
|
function Sub::onEnterLiquid(%data, %obj, %coverage, %type)
|
|
{
|
|
switch(%type)
|
|
{
|
|
case 0:
|
|
//Water
|
|
%obj.setHeat(1.0);
|
|
case 1:
|
|
//Ocean Water
|
|
%obj.setHeat(1.0);
|
|
case 2:
|
|
//River Water
|
|
%obj.setHeat(1.0);
|
|
case 3:
|
|
//Stagnant Water
|
|
%obj.setHeat(1.0);
|
|
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
|
|
}
|
|
}
|
|
|
|
function Sub::onLeaveLiquid(%data, %obj, %coverage, %type)
|
|
{
|
|
switch(%type)
|
|
{
|
|
case 0:
|
|
//Water
|
|
%obj.setHeat(1.0);
|
|
case 1:
|
|
//Ocean Water
|
|
%obj.setHeat(1.0);
|
|
case 2:
|
|
//River Water
|
|
%obj.setHeat(1.0);
|
|
case 3:
|
|
//Stagnant Water
|
|
%obj.setHeat(1.0);
|
|
case 4:
|
|
//Lava
|
|
case 5:
|
|
//Hot Lava
|
|
case 6:
|
|
//Crusty Lava
|
|
case 7:
|
|
//Quick Sand
|
|
}
|
|
} |