mirror of
https://github.com/Ragora/T2-ACCM.git
synced 2026-01-20 03:14:44 +00:00
929 lines
26 KiB
C#
929 lines
26 KiB
C#
//**************************************************************
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// BEOWULF ASSAULT VEHICLE
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//**************************************************************
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datablock AudioProfile(MobileBaseStationDeploySound)
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{
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filename = "fx/vehicles/MPB_deploy_station.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock ParticleData(ACCGSmoke)
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{
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dragCoeffiecient = 0.05;
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gravityCoefficient = 0.1;
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inheritedVelFactor = 0.025;
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lifetimeMS = 1250;
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lifetimeVarianceMS = 150;
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textureName = "particleTest";
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useInvAlpha = true;
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spinRandomMin = -25.0;
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spinRandomMax = 25.0;
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textureName = "special/Smoke/bigSmoke";
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colors[0] = "0.3 0.3 0.3 1.0";
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colors[1] = "0.4 0.4 0.4 0.5";
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colors[2] = "0.5 0.5 0.5 0.0";
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sizes[0] = 1.0;
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sizes[1] = 1.5;
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sizes[2] = 2.0;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(ACCGSmokeEmitter)
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{
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ejectionPeriodMS = 1;
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periodVarianceMS = 0;
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ejectionOffset = 0.1;
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ejectionVelocity = 4.0;
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velocityVariance = 3.5;
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thetaMin = 85.0;
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thetaMax = 90.0;
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lifetimeMS = 100;
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particles = "ACCGSmoke";
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};
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datablock ParticleEmitterData(ACCGSmokeEmitter2)
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{
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ejectionPeriodMS = 5;
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periodVarianceMS = 0;
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ejectionOffset = 0.1;
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ejectionVelocity = 5.5;
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velocityVariance = 5.5;
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thetaMin = 0.0;
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thetaMax = 15.0;
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lifetimeMS = 150;
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particles = "ACCGSmoke";
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};
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datablock ExplosionData(ACCGSubExplosion)
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{
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explosionShape = "effect_plasma_explosion.dts";
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faceViewer = true;
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delayMS = 0;
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offset = 0.0;
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playSpeed = 2.0;
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sizes[0] = "0.1 0.1 0.1";
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sizes[1] = "0.1 0.1 0.1";
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times[0] = 0.0;
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times[1] = 1.0;
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};
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datablock ExplosionData(ACCGExplosion)
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{
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soundProfile = plasmaExpSound;
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subExplosion[0] = ACCGSubExplosion;
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emitter[0] = ACCGSmokeEmitter;
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emitter[1] = ACCGSmokeEmitter2;
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shakeCamera = false;
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};
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//**************************************************************
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// SOUNDS
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//**************************************************************
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datablock EffectProfile(AssaultVehicleEngineEffect)
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{
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effectname = "vehicles/tank_engine";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(AssaultVehicleThrustEffect)
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{
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effectname = "vehicles/tank_boost";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(AssaultTurretActivateEffect)
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{
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effectname = "vehicles/tank_activate";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(AssaultMortarDryFireEffect)
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{
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effectname = "weapons/mortar_dryfire";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(AssaultMortarFireEffect)
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{
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effectname = "vehicles/tank_mortar_fire";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(AssaultMortarReloadEffect)
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{
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effectname = "weapons/mortar_reload";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(AssaultChaingunFireEffect)
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{
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effectname = "weapons/chaingun_fire";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock AudioProfile(AssaultVehicleSkid)
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{
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filename = "fx/vehicles/tank_skid.wav";
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description = ClosestLooping3d;
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preload = true;
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};
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datablock AudioProfile(AssaultVehicleEngineSound)
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{
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filename = "fx/vehicles/tank_engine.wav";
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description = AudioDefaultLooping3d;
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preload = true;
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effect = AssaultVehicleEngineEffect;
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};
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datablock AudioProfile(AssaultVehicleThrustSound)
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{
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filename = "fx/vehicles/tank_boost.wav";
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description = AudioDefaultLooping3d;
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preload = true;
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effect = AssaultVehicleThrustEffect;
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};
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datablock AudioProfile(AssaultChaingunFireSound)
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{
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filename = "fx/vehicles/tank_chaingun.wav";
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description = AudioDefaultLooping3d;
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preload = true;
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effect = AssaultChaingunFireEffect;
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};
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datablock AudioProfile(AssaultChaingunReloadSound)
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{
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filename = "fx/weapons/chaingun_dryfire.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(TankChaingunProjectile)
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{
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filename = "fx/weapons/chaingun_projectile.wav";
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description = ProjectileLooping3d;
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preload = true;
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};
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datablock AudioProfile(AssaultTurretActivateSound)
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{
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filename = "fx/vehicles/tank_activate.wav";
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description = AudioClose3d;
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preload = true;
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effect = AssaultTurretActivateEffect;
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};
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datablock AudioProfile(AssaultChaingunDryFireSound)
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{
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filename = "fx/weapons/chaingun_dryfire.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(AssaultChaingunIdleSound)
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{
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filename = "fx/misc/diagnostic_on.wav";
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description = ClosestLooping3d;
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preload = true;
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};
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datablock AudioProfile(AssaultMortarDryFireSound)
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{
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filename = "fx/weapons/mortar_dryfire.wav";
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description = AudioClose3d;
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preload = true;
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effect = AssaultMortarDryFireEffect;
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};
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datablock AudioProfile(AssaultMortarFireSound)
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{
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filename = "fx/vehicles/tank_mortar_fire.wav";
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description = AudioClose3d;
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preload = true;
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effect = AssaultMortarFireEffect;
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};
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datablock AudioProfile(AssaultMortarReloadSound)
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{
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filename = "fx/weapons/mortar_reload.wav";
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description = AudioClose3d;
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preload = true;
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effect = AssaultMortarReloadEffect;
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};
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datablock AudioProfile(AssaultMortarIdleSound)
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{
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filename = "fx/misc/diagnostic_on.wav";
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description = ClosestLooping3d;
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preload = true;
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};
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//**************************************************************
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// LIGHTS
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//**************************************************************
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datablock RunningLightData(TankLight1)
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{
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radius = 1.5;
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color = "1.0 1.0 1.0 0.2";
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nodeName = "Headlight_node01";
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direction = "0.0 1.0 0.0";
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texture = "special/headlight4";
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};
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datablock RunningLightData(TankLight2)
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{
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radius = 1.5;
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color = "1.0 1.0 1.0 0.2";
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nodeName = "Headlight_node02";
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direction = "0.0 1.0 0.0";
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texture = "special/headlight4";
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};
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datablock RunningLightData(TankLight3)
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{
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radius = 1.5;
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color = "1.0 1.0 1.0 0.2";
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nodeName = "Headlight_node03";
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direction = "0.0 1.0 0.0";
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texture = "special/headlight4";
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};
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datablock RunningLightData(TankLight4)
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{
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radius = 1.5;
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color = "1.0 1.0 1.0 0.2";
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nodeName = "Headlight_node04";
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direction = "0.0 1.0 0.0";
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texture = "special/headlight4";
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};
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//**************************************************************
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// VEHICLE CHARACTERISTICS
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//**************************************************************
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datablock HoverVehicleData(AssaultVehicle) : TankDamageProfile
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{
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spawnOffset = "0 0 4";
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canControl = false;
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floatingGravMag = 4.5;
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catagory = "Vehicles";
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shapeFile = "vehicle_grav_tank.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_grav_tank.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 = 2.0;
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explosionRadius = 30.0;
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maxSteeringAngle = 0.5; // 20 deg.
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maxDamage = 3.0;
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destroyedLevel = 3.0;
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HDAddMassLevel = 2.1;
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HDMassImage = TankHDMassImage;
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isShielded = false;
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rechargeRate = 1.0;
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energyPerDamagePoint = 135;
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maxEnergy = 400;
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minJetEnergy = 15;
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jetEnergyDrain = 2.0;
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// Rigid Body
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mass = 1500;
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bodyFriction = 0.8;
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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 = 15; // Play SoftImpact Sound
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hardImpactSpeed = 18; // Play HardImpact Sound
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// Ground Impact Damage (uses DamageType::Ground)
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minImpactSpeed = 30;
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speedDamageScale = 0.020;
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// Object Impact Damage (uses DamageType::Impact)
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collDamageThresholdVel = 18;
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collDamageMultiplier = 0.045;
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dragForce = 40 / 20;
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vertFactor = 0.0;
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floatingThrustFactor = 0.15;
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mainThrustForce = 80;
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reverseThrustForce = 35;
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strafeThrustForce = 0;
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turboFactor = 1.5;
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brakingForce = 20;
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brakingActivationSpeed = 4;
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stabLenMin = 3.25;
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stabLenMax = 4;
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stabSpringConstant = 50;
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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 = 30;
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rollForce = 0;
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pitchForce = 3;
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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 = 7;
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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 = 'M4A1 Wolf';
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targetTypeTag = 'Light Tank';
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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 = 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 = 45;
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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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// ASSAULT CHAINGUN (projectile)
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//-------------------------------------
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datablock TracerProjectileData(AssaultChaingunBullet)
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{
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doDynamicClientHits = true;
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projectileShapeName = "";
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directDamage = 0.4;
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directDamageType = $DamageType::TankChaingunH;
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hasDamageRadius = false;
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splash = ChaingunSplash;
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kickbackstrength = 0.0;
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sound = TankChaingunProjectile;
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dryVelocity = 1250.0;
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wetVelocity = 500.0;
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velInheritFactor = 1.0;
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fizzleTimeMS = 3000;
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lifetimeMS = 3000;
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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 = 15.0;
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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 = 0.10;
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crossSize = 0.25;
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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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activateDelayMS = 100;
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explosion = ACCGExplosion;
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};
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//-------------------------------------
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// ASSAULT CHAINGUN CHARACTERISTICS
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//-------------------------------------
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datablock TurretData(AssaultPlasmaTurret) : TurretDamageProfile
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{
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className = VehicleTurret;
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catagory = "Turrets";
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shapeFile = "Turret_tank_base.dts";
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//turret_assaulttank_plasma.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 = 'light';
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targetTypeTag = 'Assault Tank turret';
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mass = 1.0; // Not really relevant
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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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maxEnergy = 1;
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maxDamage = AssaultVehicle.maxDamage;
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destroyedLevel = AssaultVehicle.destroyedLevel;
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repairRate = 0;
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// capacitor
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maxCapacitorEnergy = 200;
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capacitorRechargeRate = 0.45;
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thetaMin = 0;
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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 = 2;
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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 = 'light Tank';
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targetTypeTag = 'Turret';
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};
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datablock TurretImageData(AssaultPlasmaTurretBarrel)
|
|
{
|
|
shapeFile = "turret_tank_barrelchain.dts";
|
|
mountPoint = 1;
|
|
|
|
projectile = AssaultChaingunBullet;
|
|
projectileType = TracerProjectile;
|
|
|
|
casing = ShellDebris;
|
|
shellExitDir = "1.0 0.3 1.0";
|
|
shellExitOffset = "0.15 -0.56 -0.1";
|
|
shellExitVariance = 15.0;
|
|
shellVelocity = 3.0;
|
|
|
|
projectileSpread = 1.5 / 1000.0;
|
|
|
|
useCapacitor = true;
|
|
usesEnergy = true;
|
|
useMountEnergy = true;
|
|
fireEnergy = 0.01;
|
|
minEnergy = 5.0;
|
|
|
|
// Turret parameters
|
|
activationMS = 4000;
|
|
deactivateDelayMS = 500;
|
|
thinkTimeMS = 200;
|
|
degPerSecTheta = 360;
|
|
degPerSecPhi = 360;
|
|
attackRadius = 75;
|
|
|
|
// State transitions
|
|
stateName[0] = "Activate";
|
|
stateTransitionOnNotLoaded[0] = "Dead";
|
|
stateTransitionOnLoaded[0] = "ActivateReady";
|
|
stateSound[0] = AssaultTurretActivateSound;
|
|
|
|
stateName[1] = "ActivateReady";
|
|
stateSequence[1] = "Activate";
|
|
stateSound[1] = AssaultTurretActivateSound;
|
|
stateTimeoutValue[1] = 1;
|
|
stateTransitionOnTimeout[1] = "Ready";
|
|
stateTransitionOnNotLoaded[1] = "Deactivate";
|
|
|
|
stateName[2] = "Ready";
|
|
stateTransitionOnNotLoaded[2] = "Deactivate";
|
|
stateTransitionOnTriggerDown[2] = "Fire";
|
|
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
|
|
|
stateName[3] = "Fire";
|
|
stateSequence[3] = "Fire";
|
|
stateSequenceRandomFlash[3] = true;
|
|
stateFire[3] = true;
|
|
stateAllowImageChange[3] = false;
|
|
stateSound[3] = AssaultChaingunFireSound;
|
|
stateScript[3] = "onFire";
|
|
stateTimeoutValue[3] = 0.14;
|
|
stateTransitionOnTimeout[3] = "Fire";
|
|
stateTransitionOnTriggerUp[3] = "Reload";
|
|
stateTransitionOnNoAmmo[3] = "noAmmo";
|
|
|
|
stateName[4] = "Reload";
|
|
stateSequence[4] = "Reload";
|
|
stateTimeoutValue[4] = 0.2;
|
|
stateAllowImageChange[4] = false;
|
|
stateTransitionOnTimeout[4] = "Ready";
|
|
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
|
stateWaitForTimeout[4] = true;
|
|
|
|
stateName[5] = "Deactivate";
|
|
stateSequence[5] = "Activate";
|
|
stateDirection[5] = false;
|
|
stateTimeoutValue[5] = 30;
|
|
stateTransitionOnTimeout[5] = "ActivateReady";
|
|
|
|
stateName[6] = "Dead";
|
|
stateTransitionOnLoaded[6] = "ActivateReady";
|
|
stateTransitionOnTriggerDown[6] = "DryFire";
|
|
|
|
stateName[7] = "DryFire";
|
|
stateSound[7] = AssaultChaingunDryFireSound;
|
|
stateTimeoutValue[7] = 0.5;
|
|
stateTransitionOnTimeout[7] = "NoAmmo";
|
|
|
|
stateName[8] = "NoAmmo";
|
|
stateTransitionOnAmmo[8] = "Reload";
|
|
stateSequence[8] = "NoAmmo";
|
|
stateTransitionOnTriggerDown[8] = "DryFire";
|
|
|
|
};
|
|
|
|
//-------------------------------------
|
|
// ASSAULT MORTAR (projectile)
|
|
//-------------------------------------
|
|
|
|
datablock ItemData(AssaultMortarAmmo)
|
|
{
|
|
className = Ammo;
|
|
catagory = "Ammo";
|
|
shapeFile = "repair_kit.dts";
|
|
mass = 1;
|
|
elasticity = 0.5;
|
|
friction = 0.6;
|
|
pickupRadius = 1;
|
|
|
|
computeCRC = true;
|
|
};
|
|
|
|
//--------------------------------------------------------------------------
|
|
// Projectile
|
|
//--------------------------------------
|
|
datablock SeekerProjectileData(TankRocket)
|
|
{
|
|
casingShapeName = "weapon_missile_casement.dts";
|
|
projectileShapeName = "weapon_missile_projectile.dts";
|
|
hasDamageRadius = true;
|
|
indirectDamage = 0.75;
|
|
damageRadius = 10.0;
|
|
radiusDamageType = $DamageType::MissileTurret;
|
|
kickBackStrength = 500;
|
|
|
|
flareDistance = 200;
|
|
flareAngle = 30;
|
|
minSeekHeat = 0.6;
|
|
|
|
explosion = "MissileExplosion";
|
|
velInheritFactor = 1.0;
|
|
|
|
splash = MissileSplash;
|
|
baseEmitter = MissileSmokeEmitter;
|
|
delayEmitter = MissileFireEmitter;
|
|
puffEmitter = MissilePuffEmitter;
|
|
|
|
lifetimeMS = 20000; // z0dd - ZOD, 4/14/02. Was 6000
|
|
muzzleVelocity = 40.0;
|
|
maxVelocity = 300.0; // z0dd - ZOD, 4/14/02. Was 80.0
|
|
turningSpeed = 60.0;
|
|
acceleration = 100.0;
|
|
|
|
proximityRadius = 7;
|
|
|
|
terrainAvoidanceSpeed = 40;
|
|
terrainScanAhead = 50;
|
|
terrainHeightFail = 5;
|
|
terrainAvoidanceRadius = 10;
|
|
|
|
useFlechette = true;
|
|
flechetteDelayMs = 225;
|
|
casingDeb = FlechetteDebris;
|
|
};
|
|
|
|
//-------------------------------------
|
|
// ASSAULT MORTAR CHARACTERISTICS
|
|
//-------------------------------------
|
|
|
|
datablock TurretImageData(AssaultMortarTurretBarrel)
|
|
{
|
|
shapeFile = "stackable2m.dts";
|
|
rotation = "-1 0 0 90";
|
|
offset = "0 0.7 0";
|
|
mountPoint = 0;
|
|
|
|
projectile = TankRocket;
|
|
projectileType = SeekerProjectile;
|
|
|
|
usesEnergy = true;
|
|
useMountEnergy = true;
|
|
fireEnergy = 50.00;
|
|
minEnergy = 50.00;
|
|
useCapacitor = true;
|
|
|
|
isSeeker = true;
|
|
seekRadius = $Bomber::SeekRadius;
|
|
maxSeekAngle = 30;
|
|
seekTime = $Bomber::SeekTime;
|
|
minSeekHeat = $Bomber::minSeekHeat;
|
|
minTargetingDistance = $Bomber::minTargetingDistance;
|
|
useTargetAudio = $Bomber::useTargetAudio;
|
|
|
|
// 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] = "NextFire";
|
|
stateTimeoutValue[3] = 0.5;
|
|
stateFire[3] = true;
|
|
stateRecoil[3] = LightRecoil;
|
|
stateAllowImageChange[3] = false;
|
|
stateSound[3] = MissileFireSound;
|
|
stateScript[3] = "onFire";
|
|
|
|
stateName[4] = "NextFire";
|
|
stateTransitionOnNotLoaded[4] = "Deactivate";
|
|
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
|
stateTransitionOnTriggerDown[4] = "Fire";
|
|
|
|
stateName[5] = "Fire2";
|
|
stateSequence[5] = "Fire";
|
|
stateTransitionOnTimeout[5] = "NextFire2";
|
|
stateTimeoutValue[5] = 0.5;
|
|
stateFire[5] = true;
|
|
stateRecoil[5] = LightRecoil;
|
|
stateAllowImageChange[5] = false;
|
|
stateSound[5] = MissileFireSound;
|
|
stateScript[5] = "onFire";
|
|
|
|
stateName[6] = "NextFire2";
|
|
stateTransitionOnNotLoaded[6] = "Deactivate";
|
|
stateTransitionOnNoAmmo[6] = "NoAmmo";
|
|
stateTransitionOnTriggerDown[6] = "Fire";
|
|
|
|
stateName[7] = "Fire3";
|
|
stateSequence[7] = "Fire";
|
|
stateTransitionOnTimeout[7] = "NextFire3";
|
|
stateTimeoutValue[7] = 0.5;
|
|
stateFire[7] = true;
|
|
stateRecoil[7] = LightRecoil;
|
|
stateAllowImageChange[7] = false;
|
|
stateSound[7] = MissileFireSound;
|
|
stateScript[7] = "onFire";
|
|
|
|
stateName[8] = "NextFire3";
|
|
stateTransitionOnNotLoaded[8] = "Deactivate";
|
|
stateTransitionOnNoAmmo[8] = "NoAmmo";
|
|
stateTransitionOnTriggerDown[8] = "Fire";
|
|
|
|
stateName[9] = "Fire4";
|
|
stateSequence[9] = "Fire";
|
|
stateTransitionOnTimeout[9] = "Reload";
|
|
stateTimeoutValue[9] = 0.5;
|
|
stateFire[9] = true;
|
|
stateRecoil[9] = LightRecoil;
|
|
stateAllowImageChange[9] = false;
|
|
stateSound[9] = MissileFireSound;
|
|
stateScript[9] = "onFire";
|
|
|
|
stateName[10] = "Reload";
|
|
stateSequence[10] = "Reload";
|
|
stateTimeoutValue[10] = 8;
|
|
stateAllowImageChange[10] = false;
|
|
stateTransitionOnTimeout[10] = "ReloadSound";
|
|
stateWaitForTimeout[10] = true;
|
|
|
|
stateName[11] = "ReloadSound";
|
|
stateTimeoutValue[11] = 2;
|
|
stateAllowImageChange[11] = false;
|
|
stateTransitionOnTimeout[11] = "Ready";
|
|
stateSound[11] = MobileBaseStationDeploySound;
|
|
stateWaitForTimeout[11] = true;
|
|
|
|
stateName[12] = "Deactivate";
|
|
stateDirection[12] = false;
|
|
stateSequence[12] = "Activate";
|
|
stateTimeoutValue[12] = 1.0;
|
|
stateTransitionOnLoaded[12] = "ActivateReady";
|
|
stateTransitionOnTimeout[12] = "Dead";
|
|
|
|
stateName[13] = "Dead";
|
|
stateTransitionOnLoaded[13] = "ActivateReady";
|
|
stateTransitionOnTriggerDown[13] = "DryFire";
|
|
|
|
stateName[14] = "DryFire";
|
|
stateSound[14] = AssaultMortarDryFireSound;
|
|
stateTimeoutValue[14] = 1.0;
|
|
stateTransitionOnTimeout[14] = "NoAmmo";
|
|
|
|
stateName[15] = "NoAmmo";
|
|
stateSequence[15] = "NoAmmo";
|
|
stateTransitionOnAmmo[15] = "Reload";
|
|
stateTransitionOnTriggerDown[15] = "DryFire";
|
|
};
|
|
|
|
datablock TurretImageData(AssaultTurretParam)
|
|
{
|
|
mountPoint = 2;
|
|
shapeFile = "turret_muzzlepoint.dts";
|
|
|
|
projectile = AssaultChaingunBullet;
|
|
projectileType = TracerProjectile;
|
|
|
|
useCapacitor = true;
|
|
usesEnergy = true;
|
|
|
|
// Turret parameters
|
|
activationMS = 1000;
|
|
deactivateDelayMS = 1500;
|
|
thinkTimeMS = 200;
|
|
degPerSecTheta = 500;
|
|
degPerSecPhi = 500;
|
|
|
|
isSeeker = true;
|
|
seekRadius = $Bomber::SeekRadius;
|
|
maxSeekAngle = 30;
|
|
seekTime = $Bomber::SeekTime;
|
|
minSeekHeat = $Bomber::minSeekHeat;
|
|
minTargetingDistance = $Bomber::minTargetingDistance;
|
|
useTargetAudio = $Bomber::useTargetAudio;
|
|
|
|
attackRadius = 500;
|
|
};
|
|
|
|
function AssaultMortarTurretBarrel::onFire(%data,%obj,%slot)
|
|
{
|
|
%p = Parent::onFire(%data, %obj, %slot);
|
|
MissileSet.add(%p);
|
|
|
|
if (%obj.getControllingClient())
|
|
%target = %obj.getLockedTarget();
|
|
else
|
|
%target = %obj.getTargetObject();
|
|
|
|
%homein = missileCheckAirTarget(%target);
|
|
if(%target && %homein)
|
|
%p.setObjectTarget(%target);
|
|
else if(%obj.isLocked())
|
|
%p.setPositionTarget(%obj.getLockedPosition());
|
|
else
|
|
%p.setNoTarget();
|
|
}
|
|
|
|
function AssaultVehicle::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
|
|
}
|
|
}
|