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

929 lines
26 KiB
C#

//**************************************************************
// BEOWULF ASSAULT VEHICLE
//**************************************************************
datablock AudioProfile(MobileBaseStationDeploySound)
{
filename = "fx/vehicles/MPB_deploy_station.wav";
description = AudioClose3d;
preload = true;
};
datablock ParticleData(ACCGSmoke)
{
dragCoeffiecient = 0.05;
gravityCoefficient = 0.1;
inheritedVelFactor = 0.025;
lifetimeMS = 1250;
lifetimeVarianceMS = 150;
textureName = "particleTest";
useInvAlpha = true;
spinRandomMin = -25.0;
spinRandomMax = 25.0;
textureName = "special/Smoke/bigSmoke";
colors[0] = "0.3 0.3 0.3 1.0";
colors[1] = "0.4 0.4 0.4 0.5";
colors[2] = "0.5 0.5 0.5 0.0";
sizes[0] = 1.0;
sizes[1] = 1.5;
sizes[2] = 2.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(ACCGSmokeEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionOffset = 0.1;
ejectionVelocity = 4.0;
velocityVariance = 3.5;
thetaMin = 85.0;
thetaMax = 90.0;
lifetimeMS = 100;
particles = "ACCGSmoke";
};
datablock ParticleEmitterData(ACCGSmokeEmitter2)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionOffset = 0.1;
ejectionVelocity = 5.5;
velocityVariance = 5.5;
thetaMin = 0.0;
thetaMax = 15.0;
lifetimeMS = 150;
particles = "ACCGSmoke";
};
datablock ExplosionData(ACCGSubExplosion)
{
explosionShape = "effect_plasma_explosion.dts";
faceViewer = true;
delayMS = 0;
offset = 0.0;
playSpeed = 2.0;
sizes[0] = "0.1 0.1 0.1";
sizes[1] = "0.1 0.1 0.1";
times[0] = 0.0;
times[1] = 1.0;
};
datablock ExplosionData(ACCGExplosion)
{
soundProfile = plasmaExpSound;
subExplosion[0] = ACCGSubExplosion;
emitter[0] = ACCGSmokeEmitter;
emitter[1] = ACCGSmokeEmitter2;
shakeCamera = false;
};
//**************************************************************
// SOUNDS
//**************************************************************
datablock EffectProfile(AssaultVehicleEngineEffect)
{
effectname = "vehicles/tank_engine";
minDistance = 5.0;
maxDistance = 10.0;
};
datablock EffectProfile(AssaultVehicleThrustEffect)
{
effectname = "vehicles/tank_boost";
minDistance = 5.0;
maxDistance = 10.0;
};
datablock EffectProfile(AssaultTurretActivateEffect)
{
effectname = "vehicles/tank_activate";
minDistance = 5.0;
maxDistance = 10.0;
};
datablock EffectProfile(AssaultMortarDryFireEffect)
{
effectname = "weapons/mortar_dryfire";
minDistance = 5.0;
maxDistance = 10.0;
};
datablock EffectProfile(AssaultMortarFireEffect)
{
effectname = "vehicles/tank_mortar_fire";
minDistance = 5.0;
maxDistance = 10.0;
};
datablock EffectProfile(AssaultMortarReloadEffect)
{
effectname = "weapons/mortar_reload";
minDistance = 5.0;
maxDistance = 10.0;
};
datablock EffectProfile(AssaultChaingunFireEffect)
{
effectname = "weapons/chaingun_fire";
minDistance = 5.0;
maxDistance = 10.0;
};
datablock AudioProfile(AssaultVehicleSkid)
{
filename = "fx/vehicles/tank_skid.wav";
description = ClosestLooping3d;
preload = true;
};
datablock AudioProfile(AssaultVehicleEngineSound)
{
filename = "fx/vehicles/tank_engine.wav";
description = AudioDefaultLooping3d;
preload = true;
effect = AssaultVehicleEngineEffect;
};
datablock AudioProfile(AssaultVehicleThrustSound)
{
filename = "fx/vehicles/tank_boost.wav";
description = AudioDefaultLooping3d;
preload = true;
effect = AssaultVehicleThrustEffect;
};
datablock AudioProfile(AssaultChaingunFireSound)
{
filename = "fx/vehicles/tank_chaingun.wav";
description = AudioDefaultLooping3d;
preload = true;
effect = AssaultChaingunFireEffect;
};
datablock AudioProfile(AssaultChaingunReloadSound)
{
filename = "fx/weapons/chaingun_dryfire.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(TankChaingunProjectile)
{
filename = "fx/weapons/chaingun_projectile.wav";
description = ProjectileLooping3d;
preload = true;
};
datablock AudioProfile(AssaultTurretActivateSound)
{
filename = "fx/vehicles/tank_activate.wav";
description = AudioClose3d;
preload = true;
effect = AssaultTurretActivateEffect;
};
datablock AudioProfile(AssaultChaingunDryFireSound)
{
filename = "fx/weapons/chaingun_dryfire.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(AssaultChaingunIdleSound)
{
filename = "fx/misc/diagnostic_on.wav";
description = ClosestLooping3d;
preload = true;
};
datablock AudioProfile(AssaultMortarDryFireSound)
{
filename = "fx/weapons/mortar_dryfire.wav";
description = AudioClose3d;
preload = true;
effect = AssaultMortarDryFireEffect;
};
datablock AudioProfile(AssaultMortarFireSound)
{
filename = "fx/vehicles/tank_mortar_fire.wav";
description = AudioClose3d;
preload = true;
effect = AssaultMortarFireEffect;
};
datablock AudioProfile(AssaultMortarReloadSound)
{
filename = "fx/weapons/mortar_reload.wav";
description = AudioClose3d;
preload = true;
effect = AssaultMortarReloadEffect;
};
datablock AudioProfile(AssaultMortarIdleSound)
{
filename = "fx/misc/diagnostic_on.wav";
description = ClosestLooping3d;
preload = true;
};
//**************************************************************
// LIGHTS
//**************************************************************
datablock RunningLightData(TankLight1)
{
radius = 1.5;
color = "1.0 1.0 1.0 0.2";
nodeName = "Headlight_node01";
direction = "0.0 1.0 0.0";
texture = "special/headlight4";
};
datablock RunningLightData(TankLight2)
{
radius = 1.5;
color = "1.0 1.0 1.0 0.2";
nodeName = "Headlight_node02";
direction = "0.0 1.0 0.0";
texture = "special/headlight4";
};
datablock RunningLightData(TankLight3)
{
radius = 1.5;
color = "1.0 1.0 1.0 0.2";
nodeName = "Headlight_node03";
direction = "0.0 1.0 0.0";
texture = "special/headlight4";
};
datablock RunningLightData(TankLight4)
{
radius = 1.5;
color = "1.0 1.0 1.0 0.2";
nodeName = "Headlight_node04";
direction = "0.0 1.0 0.0";
texture = "special/headlight4";
};
//**************************************************************
// VEHICLE CHARACTERISTICS
//**************************************************************
datablock HoverVehicleData(AssaultVehicle) : TankDamageProfile
{
spawnOffset = "0 0 4";
canControl = false;
floatingGravMag = 4.5;
catagory = "Vehicles";
shapeFile = "vehicle_grav_tank.dts";
multipassenger = true;
computeCRC = true;
renderWhenDestroyed = false;
weaponNode = 1;
debrisShapeName = "vehicle_grav_tank.dts";
debris = GShapeDebris;
drag = 0.0;
density = 0.9;
mountPose[0] = sitting;
mountPose[1] = sitting;
numMountPoints = 2;
isProtectedMountPoint[0] = true;
isProtectedMountPoint[1] = true;
cameraMaxDist = 20;
cameraOffset = 3;
cameraLag = 1.5;
explosion = HGVehicleExplosion;
explosionDamage = 2.0;
explosionRadius = 30.0;
maxSteeringAngle = 0.5; // 20 deg.
maxDamage = 3.0;
destroyedLevel = 3.0;
HDAddMassLevel = 2.1;
HDMassImage = TankHDMassImage;
isShielded = false;
rechargeRate = 1.0;
energyPerDamagePoint = 135;
maxEnergy = 400;
minJetEnergy = 15;
jetEnergyDrain = 2.0;
// Rigid Body
mass = 1500;
bodyFriction = 0.8;
bodyRestitution = 0.5;
minRollSpeed = 3;
gyroForce = 400;
gyroDamping = 0.3;
stabilizerForce = 20;
minDrag = 10;
softImpactSpeed = 15; // Play SoftImpact Sound
hardImpactSpeed = 18; // Play HardImpact Sound
// Ground Impact Damage (uses DamageType::Ground)
minImpactSpeed = 30;
speedDamageScale = 0.020;
// Object Impact Damage (uses DamageType::Impact)
collDamageThresholdVel = 18;
collDamageMultiplier = 0.045;
dragForce = 40 / 20;
vertFactor = 0.0;
floatingThrustFactor = 0.15;
mainThrustForce = 80;
reverseThrustForce = 35;
strafeThrustForce = 0;
turboFactor = 1.5;
brakingForce = 20;
brakingActivationSpeed = 4;
stabLenMin = 3.25;
stabLenMax = 4;
stabSpringConstant = 50;
stabDampingConstant = 20;
gyroDrag = 20;
normalForce = 20;
restorativeForce = 10;
steeringForce = 30;
rollForce = 0;
pitchForce = 3;
dustEmitter = TankDustEmitter;
triggerDustHeight = 3.5;
dustHeight = 1.0;
dustTrailEmitter = TireEmitter;
dustTrailOffset = "0.0 -1.0 0.5";
triggerTrailHeight = 3.6;
dustTrailFreqMod = 15.0;
jetSound = AssaultVehicleThrustSound;
engineSound = AssaultVehicleEngineSound;
floatSound = AssaultVehicleSkid;
softImpactSound = GravSoftImpactSound;
hardImpactSound = HardImpactSound;
wheelImpactSound = WheelImpactSound;
forwardJetEmitter = TankJetEmitter;
//
softSplashSoundVelocity = 5.0;
mediumSplashSoundVelocity = 10.0;
hardSplashSoundVelocity = 15.0;
exitSplashSoundVelocity = 10.0;
exitingWater = VehicleExitWaterMediumSound;
impactWaterEasy = VehicleImpactWaterSoftSound;
impactWaterMedium = VehicleImpactWaterMediumSound;
impactWaterHard = VehicleImpactWaterMediumSound;
waterWakeSound = VehicleWakeMediumSplashSound;
minMountDist = 7;
damageEmitter[0] = SmallLightDamageSmoke;
damageEmitter[1] = MeHGHeavyDamageSmoke;
damageEmitter[2] = DamageBubbles;
damageEmitterOffset[0] = "0.0 -1.5 3.5 ";
damageLevelTolerance[0] = 0.3;
damageLevelTolerance[1] = 0.7;
numDmgEmitterAreas = 1;
splashEmitter[0] = VehicleFoamDropletsEmitter;
splashEmitter[1] = VehicleFoamEmitter;
shieldImpact = VehicleShieldImpact;
cmdCategory = "Tactical";
cmdIcon = CMDGroundTankIcon;
cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
targetNameTag = 'M4A1 Wolf';
targetTypeTag = 'Light Tank';
sensorData = combatSensor;
sensorRadius = combatSensor.detectRadius;
sensorColor = "9 9 255";
checkRadius = 5.5535;
observeParameters = "1 10 10";
runningLight[0] = TankLight1;
runningLight[1] = TankLight2;
runningLight[2] = TankLight3;
runningLight[3] = TankLight4;
shieldEffectScale = "0.9 1.0 0.6";
showPilotInfo = 1;
replaceTime = 45;
};
//**************************************************************
// WEAPONS
//**************************************************************
//-------------------------------------
// ASSAULT CHAINGUN (projectile)
//-------------------------------------
datablock TracerProjectileData(AssaultChaingunBullet)
{
doDynamicClientHits = true;
projectileShapeName = "";
directDamage = 0.4;
directDamageType = $DamageType::TankChaingunH;
hasDamageRadius = false;
splash = ChaingunSplash;
kickbackstrength = 0.0;
sound = TankChaingunProjectile;
dryVelocity = 1250.0;
wetVelocity = 500.0;
velInheritFactor = 1.0;
fizzleTimeMS = 3000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 15.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.10;
crossSize = 0.25;
crossViewAng = 0.990;
renderCross = true;
decalData[0] = MG42Decal1;
decalData[1] = MG42Decal2;
decalData[2] = MG42Decal3;
decalData[3] = MG42Decal4;
decalData[4] = MG42Decal5;
decalData[5] = MG42Decal6;
activateDelayMS = 100;
explosion = ACCGExplosion;
};
//-------------------------------------
// ASSAULT CHAINGUN CHARACTERISTICS
//-------------------------------------
datablock TurretData(AssaultPlasmaTurret) : TurretDamageProfile
{
className = VehicleTurret;
catagory = "Turrets";
shapeFile = "Turret_tank_base.dts";
//turret_assaulttank_plasma.dts
preload = true;
canControl = false;
cmdCategory = "Tactical";
cmdIcon = CMDGroundTankIcon;
cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
targetNameTag = 'light';
targetTypeTag = 'Assault Tank turret';
mass = 1.0; // Not really relevant
isSeeker = true;
seekRadius = $Bomber::SeekRadius;
maxSeekAngle = 30;
seekTime = $Bomber::SeekTime;
minSeekHeat = $Bomber::minSeekHeat;
minTargetingDistance = $Bomber::minTargetingDistance;
useTargetAudio = $Bomber::useTargetAudio;
maxEnergy = 1;
maxDamage = AssaultVehicle.maxDamage;
destroyedLevel = AssaultVehicle.destroyedLevel;
repairRate = 0;
// capacitor
maxCapacitorEnergy = 200;
capacitorRechargeRate = 0.45;
thetaMin = 0;
thetaMax = 100;
inheritEnergyFromMount = true;
firstPersonOnly = true;
useEyePoint = true;
numWeapons = 2;
cameraDefaultFov = 90.0;
cameraMinFov = 5.0;
cameraMaxFov = 120.0;
targetNameTag = 'light Tank';
targetTypeTag = 'Turret';
};
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
}
}