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

161 lines
4 KiB
C#

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