mirror of
https://github.com/Ragora/T2-ACCM.git
synced 2026-01-20 03:14:44 +00:00
161 lines
4 KiB
C#
161 lines
4 KiB
C#
datablock ParticleData(ZAcidBallParticle)
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{
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dragCoeffiecient = 0.0;
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gravityCoefficient = 0.5;
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inheritedVelFactor = 0.5;
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lifetimeMS = 2000;
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lifetimeVarianceMS = 200;
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spinRandomMin = -200.0;
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spinRandomMax = 200.0;
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textureName = "special/bubbles";
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colors[0] = "0.0 1.0 0.5 0.3";
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colors[1] = "0.0 1.0 0.4 0.2";
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colors[2] = "0.0 1.0 0.3 0.1";
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sizes[0] = 0.6;
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sizes[1] = 0.3;
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sizes[2] = 0.1;
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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(ZAcidBallExplosionEmitter)
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{
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lifetimeMS = 200;
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ejectionPeriodMS = 1;
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periodVarianceMS = 0;
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ejectionVelocity = 3.0;
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velocityVariance = 0.5;
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thetaMin = 0.0;
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thetaMax = 90.0;
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orientParticles = false;
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orientOnVelocity = false;
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particles = "ZAcidBallParticle";
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};
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datablock ExplosionData(ZAcidBallExplosion)
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{
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emitter[0] = ZAcidBallExplosionEmitter;
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soundProfile = ZlordAcidBoomSound;
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};
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datablock TracerProjectileData(LZombieAcidBall)
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{
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doDynamicClientHits = true;
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projectileShapeName = "";
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directDamage = 0.0;
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directDamageType = $DamageType::ZAcid;
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hasDamageRadius = true;
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indirectDamage = 0.24;
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damageRadius = 4.0;
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kickBackStrength = 0.0;
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radiusDamageType = $DamageType::ZAcid;
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sound = BlasterProjectileSound;
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explosion = ZAcidBallExplosion;
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dryVelocity = 100.0;
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wetVelocity = 100.0;
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velInheritFactor = 1.0;
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fizzleTimeMS = 4000;
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lifetimeMS = 1000;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = true;
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deflectionOnWaterImpact = 0.0;
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fizzleUnderwaterMS = -1;
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activateDelayMS = 100;
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tracerLength = 5;
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tracerAlpha = false;
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tracerMinPixels = 3;
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tracerColor = "0 1 0 1";
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tracerTex[0] = "special/landSpikeBolt";
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tracerTex[1] = "special/landSpikeBoltCross";
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tracerWidth = 0.5;
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crossSize = 0.79;
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crossViewAng = 0.990;
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renderCross = true;
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emap = true;
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};
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datablock ShapeBaseImageData(LordAcidGunImage)
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{
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className = WeaponImage;
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shapeFile = "turret_muzzlepoint.dts";
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item = LordAcidGun;
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projectile = LZombieAcidBall;
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projectileType = TracerProjectile;
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usesEnergy = true;
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fireEnergy = 55;
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minEnergy = 55;
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 0.5;
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stateSequence[0] = "Activate";
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stateSound[0] = ZlordAcidBoomSound;
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stateName[1] = "ActivateReady";
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stateTransitionOnLoaded[1] = "Ready";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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stateName[2] = "Ready";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateTransitionOnTriggerDown[2] = "Fire";
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.1;
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stateFire[3] = true;
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stateRecoil[3] = NoRecoil;
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stateAllowImageChange[3] = false;
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stateSequence[3] = "Fire";
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stateSound[3] = PlasmaProjectileSound;
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stateScript[3] = "onFire";
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateName[5] = "NoAmmo";
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stateTransitionOnAmmo[5] = "Reload";
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stateSequence[5] = "NoAmmo";
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stateTransitionOnTriggerDown[5] = "DryFire";
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stateName[6] = "DryFire";
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stateTimeoutValue[6] = 0.1;
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stateTransitionOnTimeout[6] = "Ready";
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};
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datablock ItemData(LordAcidGun)
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{
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_energy.dts";
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image = LordAcidGunImage;
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "a zombie lord acid ability";
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};
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