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https://github.com/Ragora/T2-BoL.git
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Initial commit.
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commit
9a05e8d86c
652 changed files with 154587 additions and 0 deletions
405
scripts/modScripts/server/bloodbioderm.cs
Normal file
405
scripts/modScripts/server/bloodbioderm.cs
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@ -0,0 +1,405 @@
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//------------------------------------------------------------------------------
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// Bioderm Death Effects v3.0
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// Effects by: LuCiD
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//==============================================================================
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// see player.cs for functions.
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//------------------------------------------------------------------------------
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// Splash Mist
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//==============================================================================
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datablock ParticleData(BiodermPlayerSplashMist)
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{
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dragCoefficient = 2.0;
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gravityCoefficient = -0.05;
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inheritedVelFactor = 0.0;
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constantAcceleration = 0.0;
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lifetimeMS = 600;
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lifetimeVarianceMS = 100;
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useInvAlpha = false;
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spinRandomMin = -90.0;
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spinRandomMax = 500.0;
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textureName = "particleTest";
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colors[0] = "0.1 0.9 0.1 0.5";
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colors[1] = "0.2 0.09 0.05 0.5";
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colors[2] = "0.0 0.4 0.0 0.0";
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sizes[0] = 0.5;
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sizes[1] = 0.5;
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sizes[2] = 0.8;
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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(BiodermPlayerSplashMistEmitter)
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{
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ejectionPeriodMS = 6;
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periodVarianceMS = 0;
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ejectionVelocity = 3.0;
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velocityVariance = 2.0;
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ejectionOffset = 0.0;
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thetaMin = 85;
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thetaMax = 85;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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lifetimeMS = 450;
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particles = "BiodermPlayerSplashMist";
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};
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//------------------------------------------------------------------------------
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// Bioderm Green Pool
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//==============================================================================
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datablock ShockwaveData(GreenBloodHit)
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{
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width = 3.0;
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numSegments = 164;
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numVertSegments = 35;
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velocity = -1.5;
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acceleration = 2.0;
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lifetimeMS = 800;
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height = 0.1;
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verticalCurve = 0.5;
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mapToTerrain = false;
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renderBottom = true;
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orientToNormal = true;
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texture[0] = "special/shockwave4";
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texture[1] = "special/droplet";//"special/gradient";
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texWrap = 8.0;
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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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colors[0] = "0.1 0.9 0.1 0.5";
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colors[1] = "0.5 0.06 0.05 0.5";
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colors[2] = "0.0 0.4 0.0 0.0";
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};
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//------------------------------------------------------------------------------
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// Bioderm Blood
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//==============================================================================
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datablock ParticleData(BiodermBloodParticle)
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{
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dragCoeffiecient = 0.0;
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gravityCoefficient = 120.0; // drops quickly
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inheritedVelFactor = 0;
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lifetimeMS = 1600; // lasts 2 second
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lifetimeVarianceMS = 000; // ...more or less
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textureName = "snowflake8x8";//"particletest";
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useInvAlpha = true;
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spinRandomMin = -30.0;
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spinRandomMax = 30.0;
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colors[0] = "0.1 0.9 0.1 0.5";
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colors[1] = "0.2 0.06 0.05 0.5";
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colors[2] = "0.0 0.4 0.0 0.0";
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sizes[0] = 0.2;
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sizes[1] = 0.05;
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sizes[2] = 0.06;
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times[0] = 0.0;
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times[1] = 0.2;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(BiodermBloodEmitter)
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{
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ejectionPeriodMS = 15;
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periodVarianceMS = 5;
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ejectionVelocity = 1.25;
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velocityVariance = 0.50;
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thetaMin = 0.0;
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thetaMax = 90.0;
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particles = "BiodermBloodParticle";
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};
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//------------------------------------------------------------------------------
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// Bioderm Droplets Particle
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//==============================================================================
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datablock ParticleData( BiodermDropletsParticle )
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{
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dragCoefficient = 1;
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gravityCoefficient = 0.5;
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inheritedVelFactor = 0.5;
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constantAcceleration = 0.1;
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lifetimeMS = 300;
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lifetimeVarianceMS = 100;
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textureName = "special/droplet";
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colors[0] = "0.1 0.9 0.1 1.0";
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colors[1] = "0.2 0.06 0.05 1.0";
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colors[2] = "0.0 0.4 0.0 0.0";
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sizes[0] = 0.8;
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sizes[1] = 0.3;
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sizes[2] = 0.0;
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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( BiodermDropletsEmitter )
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{
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ejectionPeriodMS = 7;
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periodVarianceMS = 0;
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ejectionVelocity = 2;
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velocityVariance = 1.0;
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ejectionOffset = 0.0;
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thetaMin = 60;
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thetaMax = 80;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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orientParticles = true;
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particles = "BiodermDropletsParticle";
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};
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//------------------------------------------------------------------------------
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// Bioderm Explosion
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//==============================================================================
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datablock ExplosionData(BiodermExplosion)
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{
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soundProfile = BloodSplashSound;
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particleEmitter = BiodermBloodEmitter;
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particleDensity = 250;
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particleRadius = 1.25;
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faceViewer = true;
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emitter[0] = BiodermPlayerSplashMistEmitter;
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emitter[1] = BiodermDropletsEmitter;
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shockwave = GreenBloodHit;
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};
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datablock GrenadeProjectileData(BiodermBlood)
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{
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projectileShapeName = "turret_muzzlepoint.dts"; //Really small and hard to see
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emitterDelay = -1;
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directDamage = 0.15;
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hasDamageRadius = false;
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indirectDamage = 0.0;
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damageRadius = 0.15;
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radiusDamageType = $DamageType::ArmorDeath;
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kickBackStrength = 0;
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bubbleEmitTime = 1.0;
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//sound = BloodSplashSound;
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explosion = BiodermExplosion;
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//explodeOnMaxBounce = true;
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velInheritFactor = 0.5;
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baseEmitter[0] = BiodermBloodEmitter;
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grenadeElasticity = 0.4;
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grenadeFriction = 0.2;
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armingDelayMS = 100; // was 400
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muzzleVelocity = 0;
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drag = 0.1;
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};
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//------------------------------------------------------------------------------
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// Purple Bioderm blood
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//==============================================================================
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//------------------------------------------------------------------------------
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// Purple Splash Mist
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//==============================================================================
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datablock ParticleData(PurpleBiodermPlayerSplashMist)
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{
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dragCoefficient = 2.0;
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gravityCoefficient = -0.05;
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inheritedVelFactor = 0.0;
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||||
constantAcceleration = 0.0;
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lifetimeMS = 600;
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lifetimeVarianceMS = 100;
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useInvAlpha = false;
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spinRandomMin = -90.0;
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spinRandomMax = 500.0;
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textureName = "particleTest";
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colors[0] = "0.25 0.12 0.40 0.5";
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colors[1] = "0.25 0.12 0.40 0.5";
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colors[2] = "0.4 0.0 0.5 0.0";
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sizes[0] = 0.5;
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sizes[1] = 0.5;
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sizes[2] = 0.8;
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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(PurpleBiodermPlayerSplashMistEmitter)
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{
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ejectionPeriodMS = 6;
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periodVarianceMS = 0;
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||||
ejectionVelocity = 3.0;
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velocityVariance = 2.0;
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ejectionOffset = 0.0;
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thetaMin = 85;
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thetaMax = 85;
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phiReferenceVel = 0;
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||||
phiVariance = 360;
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overrideAdvances = false;
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lifetimeMS = 450;
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particles = "PurpleBiodermPlayerSplashMist";
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};
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//------------------------------------------------------------------------------
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// Bioderm Purple Pool
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//==============================================================================
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datablock ShockwaveData(PurpleBloodHit)
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{
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width = 3.0;
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numSegments = 164;
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numVertSegments = 35;
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velocity = -1.5;
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||||
acceleration = 2.0;
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||||
lifetimeMS = 800;
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||||
height = 0.1;
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||||
verticalCurve = 0.5;
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||||
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mapToTerrain = false;
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renderBottom = true;
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orientToNormal = true;
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||||
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texture[0] = "special/shockwave4";
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||||
texture[1] = "special/droplet";//"special/gradient";
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||||
texWrap = 8.0;
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||||
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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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||||
colors[0] = "0.25 0.12 0.40 0.5";
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||||
colors[1] = "0.25 0.12 0.40 0.5";
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colors[2] = "0.4 0.0 0.5 0.0";
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||||
};
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//------------------------------------------------------------------------------
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// Purple Bioderm Blood
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//==============================================================================
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datablock ParticleData(PurpleBiodermBloodParticle)
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{
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||||
dragCoeffiecient = 0.0;
|
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gravityCoefficient = 120.0; // drops quickly
|
||||
inheritedVelFactor = 0;
|
||||
|
||||
lifetimeMS = 1550; // lasts 2 second
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||||
lifetimeVarianceMS = 300; // ...more or less
|
||||
|
||||
textureName = "snowflake8x8";//"particletest";
|
||||
|
||||
useInvAlpha = true;
|
||||
spinRandomMin = -30.0;
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spinRandomMax = 30.0;
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||||
|
||||
colors[0] = "0.25 0.12 0.40 0.5";
|
||||
colors[1] = "0.25 0.12 0.40 0.5";
|
||||
colors[2] = "0.4 0.0 0.5 0.0";
|
||||
|
||||
sizes[0] = 0.2;
|
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sizes[1] = 0.05;
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sizes[2] = 0.05;
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||||
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||||
times[0] = 0.0;
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times[1] = 0.2;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(PurpleBiodermBloodEmitter)
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{
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ejectionPeriodMS = 15;
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periodVarianceMS = 5;
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||||
|
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ejectionVelocity = 1.25;
|
||||
velocityVariance = 0.50;
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thetaMin = 0.0;
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thetaMax = 90.0;
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particles = "PurpleBiodermBloodParticle";
|
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};
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//------------------------------------------------------------------------------
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// purple Bioderm Droplets Particle
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//==============================================================================
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datablock ParticleData( PurpleBiodermDropletsParticle )
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{
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dragCoefficient = 1;
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gravityCoefficient = 0.5;
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inheritedVelFactor = 0.5;
|
||||
constantAcceleration = -0.0;
|
||||
lifetimeMS = 300;
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lifetimeVarianceMS = 100;
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textureName = "special/droplet";
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colors[0] = "0.25 0.12 0.40 0.5";
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colors[1] = "0.25 0.12 0.40 0.5";
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colors[2] = "0.4 0.0 0.5 0.0";
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sizes[0] = 0.8;
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||||
sizes[1] = 0.3;
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||||
sizes[2] = 0.0;
|
||||
times[0] = 0.0;
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||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
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datablock ParticleEmitterData( PurpleBiodermDropletsEmitter )
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||||
{
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ejectionPeriodMS = 7;
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||||
periodVarianceMS = 0;
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||||
ejectionVelocity = 2;
|
||||
velocityVariance = 1.0;
|
||||
ejectionOffset = 0.0;
|
||||
thetaMin = 60;
|
||||
thetaMax = 80;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvances = false;
|
||||
orientParticles = true;
|
||||
particles = "PurpleBiodermDropletsParticle";
|
||||
};
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
// Purple Bioderm Explosion
|
||||
//==============================================================================
|
||||
datablock ExplosionData(PurpleBiodermExplosion)
|
||||
{
|
||||
soundProfile = BloodSplashSound;
|
||||
particleEmitter = PurpleBiodermBloodEmitter;
|
||||
particleDensity = 250;
|
||||
particleRadius = 1.25;
|
||||
faceViewer = true;
|
||||
|
||||
emitter[0] = PurpleBiodermPlayerSplashMistEmitter;
|
||||
emitter[1] = PurpleBiodermDropletsEmitter;
|
||||
shockwave = PurpleBloodHit;
|
||||
};
|
||||
|
||||
datablock GrenadeProjectileData(PurpleBiodermBlood)
|
||||
{
|
||||
projectileShapeName = "turret_muzzlepoint.dts"; //Really small and hard to see
|
||||
emitterDelay = -1;
|
||||
directDamage = 0.0;
|
||||
hasDamageRadius = false;
|
||||
indirectDamage = 0.0;
|
||||
damageRadius = 0.0;
|
||||
radiusDamageType = $DamageType::Default;
|
||||
kickBackStrength = 0;
|
||||
bubbleEmitTime = 1.0;
|
||||
//sound = BloodSplashSound;
|
||||
explosion = PurpleBiodermExplosion;
|
||||
//explodeOnMaxBounce = true;
|
||||
velInheritFactor = 0.5;
|
||||
baseEmitter[0] = PurpleBiodermBloodEmitter;
|
||||
|
||||
grenadeElasticity = 0.4;
|
||||
grenadeFriction = 0.2;
|
||||
armingDelayMS = 100; // was 400
|
||||
muzzleVelocity = 0;
|
||||
drag = 0.1;
|
||||
};
|
||||
|
||||
|
||||
213
scripts/modScripts/server/bloodhuman.cs
Normal file
213
scripts/modScripts/server/bloodhuman.cs
Normal file
|
|
@ -0,0 +1,213 @@
|
|||
//------------------------------------------------------------------------------
|
||||
// Human Death Effects v3.0
|
||||
// Effects By: LuCiD
|
||||
//==============================================================================
|
||||
|
||||
// see player.cs for functions.
|
||||
datablock AudioProfile(BloodSplashSound)
|
||||
{
|
||||
filename = "fx/armor/light_LF_water.wav";
|
||||
description = AudioClosest3d;
|
||||
preload = true;
|
||||
|
||||
};
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
// Splash Mist
|
||||
//==============================================================================
|
||||
datablock ParticleData(HumanRedPlayerSplashMist)
|
||||
{
|
||||
dragCoefficient = 2.0;
|
||||
gravityCoefficient = -0.05;
|
||||
inheritedVelFactor = 0.0;
|
||||
constantAcceleration = 0.0;
|
||||
lifetimeMS = 600;
|
||||
lifetimeVarianceMS = 100;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -90.0;
|
||||
spinRandomMax = 500.0;
|
||||
textureName = "particleTest";
|
||||
colors[0] = "0.9 0.1 0.1 0.5";
|
||||
colors[1] = "0.6 0.05 0.05 0.5";
|
||||
colors[2] = "0.4 0.0 0.0 0.0";
|
||||
sizes[0] = 0.5;
|
||||
sizes[1] = 0.5;
|
||||
sizes[2] = 0.8;
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(HumanRedPlayerSplashMistEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 6;
|
||||
periodVarianceMS = 1;
|
||||
ejectionVelocity = 4.0;
|
||||
velocityVariance = 2.0;
|
||||
ejectionOffset = 0.0;
|
||||
thetaMin = 85;
|
||||
thetaMax = 85;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvances = false;
|
||||
lifetimeMS = 450;
|
||||
particles = "HumanRedPlayerSplashMist";
|
||||
};
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
// Human Red Pool
|
||||
//==============================================================================
|
||||
datablock ShockwaveData(RedBloodHit)
|
||||
{
|
||||
width = 3.0;
|
||||
numSegments = 164;
|
||||
numVertSegments = 35;
|
||||
velocity = -1.5;
|
||||
acceleration = 2.0;
|
||||
lifetimeMS = 800;
|
||||
height = 0.1;
|
||||
verticalCurve = 0.5;
|
||||
|
||||
mapToTerrain = false;
|
||||
renderBottom = true;
|
||||
orientToNormal = true;
|
||||
|
||||
texture[0] = "special/shockwave4";
|
||||
texture[1] = "special/droplet";//"special/gradient";
|
||||
texWrap = 8.0;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
|
||||
colors[0] = "0.9 0.1 0.1 0.5";
|
||||
colors[1] = "0.6 0.05 0.05 0.5";
|
||||
colors[2] = "0.4 0.0 0.0 0.0";
|
||||
};
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
// Human Red Blood
|
||||
//==============================================================================
|
||||
datablock ParticleData(HumanRedBloodParticle)
|
||||
{
|
||||
dragCoeffiecient = 0.0;
|
||||
gravityCoefficient = 120.0;
|
||||
inheritedVelFactor = 0.0;
|
||||
|
||||
lifetimeMS = 1600;
|
||||
lifetimeVarianceMS = 000;
|
||||
|
||||
textureName = "snowflake8x8";//"particletest";
|
||||
|
||||
useInvAlpha = true;
|
||||
spinRandomMin = -30.0;
|
||||
spinRandomMax = 30.0;
|
||||
|
||||
colors[0] = "0.9 0.1 0.1 0.5";
|
||||
colors[1] = "0.6 0.05 0.05 0.5";
|
||||
colors[2] = "0.4 0.0 0.0 0.0";
|
||||
|
||||
sizes[0] = 0.2;
|
||||
sizes[1] = 0.05;
|
||||
sizes[2] = 0.06;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.2;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(HumanRedBloodEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 15;
|
||||
periodVarianceMS = 5;
|
||||
|
||||
ejectionVelocity = 1.25;
|
||||
velocityVariance = 0.50;
|
||||
|
||||
thetaMin = 0.0;
|
||||
thetaMax = 90.0;
|
||||
|
||||
particles = "HumanRedBloodParticle";
|
||||
};
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
// Human Red Droplets Particle
|
||||
//==============================================================================
|
||||
datablock ParticleData( HumanRedDropletsParticle )
|
||||
{
|
||||
dragCoefficient = 1;
|
||||
gravityCoefficient = 0.5;
|
||||
inheritedVelFactor = 0.5;
|
||||
constantAcceleration = 0.1;
|
||||
lifetimeMS = 300;
|
||||
lifetimeVarianceMS = 100;
|
||||
textureName = "special/droplet";
|
||||
colors[0] = "0.9 0.1 0.1 1.0";
|
||||
colors[1] = "0.6 0.05 0.05 1.0";
|
||||
colors[2] = "0.4 0.0 0.0 0.0";
|
||||
sizes[0] = 0.8;
|
||||
sizes[1] = 0.3;
|
||||
sizes[2] = 0.0;
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData( HumanRedDropletsEmitter )
|
||||
{
|
||||
ejectionPeriodMS = 7;
|
||||
periodVarianceMS = 0;
|
||||
ejectionVelocity = 2;
|
||||
velocityVariance = 1.0;
|
||||
ejectionOffset = 0.0;
|
||||
thetaMin = 60;
|
||||
thetaMax = 80;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvances = false;
|
||||
orientParticles = true;
|
||||
particles = "HumanRedDropletsParticle";
|
||||
};
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
// Human Red Explosion
|
||||
//==============================================================================
|
||||
datablock ExplosionData(HumanRedExplosion)
|
||||
{
|
||||
soundProfile = BloodSplashSound;
|
||||
particleEmitter = HumanRedBloodEmitter;
|
||||
particleDensity = 250;
|
||||
particleRadius = 1.25;
|
||||
faceViewer = true;
|
||||
|
||||
emitter[0] = HumanRedPlayerSplashMistEmitter;
|
||||
emitter[1] = HumanRedDropletsEmitter;
|
||||
shockwave = RedBloodHit;
|
||||
};
|
||||
|
||||
datablock GrenadeProjectileData(HumanBlood)
|
||||
{
|
||||
projectileShapeName = "turret_muzzlepoint.dts"; //Really small and hard to see
|
||||
emitterDelay = -1;
|
||||
directDamage = 0.0;
|
||||
hasDamageRadius = false;
|
||||
indirectDamage = 0.0;
|
||||
damageRadius = 0.0;
|
||||
radiusDamageType = $DamageType::Default;
|
||||
kickBackStrength = 0;
|
||||
bubbleEmitTime = 1.0;
|
||||
//sound = BloodSplashSound;
|
||||
explosion = HumanRedExplosion;
|
||||
//explodeOnMaxBounce = true;
|
||||
velInheritFactor = 0.5;
|
||||
baseEmitter[0] = HumanRedBloodEmitter;
|
||||
|
||||
grenadeElasticity = 0.4;
|
||||
grenadeFriction = 0.2;
|
||||
armingDelayMS = 100; // was 400
|
||||
muzzleVelocity = 0;
|
||||
drag = 0.1;
|
||||
|
||||
};
|
||||
|
||||
|
||||
303
scripts/modScripts/server/dataImport.cs
Normal file
303
scripts/modScripts/server/dataImport.cs
Normal file
|
|
@ -0,0 +1,303 @@
|
|||
//------------------------------------------------------------------------------
|
||||
// scripts/modScripts/server/dataImport.cs
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
function gameConnection::writeSaveFile(%this)
|
||||
{
|
||||
//Compile Main Variable List
|
||||
%mission = $CurrentMission;
|
||||
%player = %this.player;
|
||||
%transform = %player.getTransform();
|
||||
%velocity = %player.getVelocity();
|
||||
%damage = %player.getDamageLevel();
|
||||
%race = %this.race;
|
||||
%armor = %this.armor;
|
||||
%energy = %player.getEnergyLevel();
|
||||
%whiteout = %player.getWhiteout();
|
||||
%damageFlash = %player.getDamageFlash();
|
||||
%cash = %this.cash;
|
||||
%hasRadio = %this.hasRadio;
|
||||
%underStandsHuman = %this.underStandsHuman;
|
||||
%underStandsBioderm = %this.underStandsBioderm;
|
||||
%underStandsDraakan = %this.underStandsDraakan;
|
||||
%underStandsCriollos = %this.underStandsCriollos;
|
||||
|
||||
%time = formatTimeString("hh:nn A");
|
||||
%date = formatTimeString("mm/dd/yy");
|
||||
|
||||
%file = "data/game/saves/" @ %mission @ "/" @ %this.guid @ ".txt";
|
||||
%fileObj = new fileObject();
|
||||
%fileObj.openForWrite(%file);
|
||||
%fileObj.writeLine(";Saved by" SPC %this.nameBase SPC "on" SPC %date SPC "at" SPC %time);
|
||||
%fileObj.writeLine("");
|
||||
|
||||
//Todo: Make this writing method more efficient ...
|
||||
%fileObj.writeLine("[Character]");
|
||||
%fileObj.writeLine("transform = \x22" @ %transform @ "\x22;");
|
||||
%fileObj.writeLine("velocity = \x22" @ %velocity @ "\x22;");
|
||||
%fileObj.writeLine("damage = \x22" @ %damage @ "\x22;");
|
||||
%fileObj.writeLine("race = \x22" @ %race @ "\x22;");
|
||||
%fileObj.writeLine("armor = \x22" @ %armor @ "\x22;");
|
||||
%fileObj.writeLine("energy = \x22" @ %energy @ "\x22;");
|
||||
%fileObj.writeLine("whiteOut = \x22" @ %whiteout @ "\x22;");
|
||||
%fileObj.writeLine("damageFlash = \x22" @ %damageFlash @ "\x22;");
|
||||
%fileObj.writeLine("cash = \x22" @ %cash @ "\x22;");
|
||||
%fileObj.writeLine("hasRadio = \x22" @ %hasRadio @ "\x22;");
|
||||
%fileObj.writeLine("underStandsHuman = \x22" @ %underStandsHuman @ "\x22;");
|
||||
%fileObj.writeLine("underStandsBioderm = \x22" @ %underStandsBioderm @ "\x22;");
|
||||
%fileObj.writeLine("underStandsDraakan = \x22" @ %underStandsDraakan @ "\x22;");
|
||||
%fileObj.writeLine("underStandsCriollos = \x22" @ %underStandsCriollos @ "\x22;");
|
||||
%fileObj.writeLine("");
|
||||
|
||||
//Compile Inventory List
|
||||
%slotCount = %player.weaponSlotCount;
|
||||
%healthKits = %player.invRepairKit;
|
||||
%fileObj.writeLine("[Inventory]");
|
||||
%fileObj.writeLine("slotCount = \x22" @ %slotCount @ "\x22;");
|
||||
|
||||
for (%i = 0; %i < %slotCount; %i++)
|
||||
{
|
||||
%weaponName = %player.weaponSlot[%i];
|
||||
%weaponAmmo = eval("%weaponAmmo = %player.inv" @ %weaponName @ "Ammo" @ ";");
|
||||
%fileObj.writeLine("slot" @ %i SPC "= \x22" @ %weaponName @ "\x22;");
|
||||
%fileObj.writeLine("slot" @ %i @ "Ammo" SPC "= \x22" @ %weaponAmmo @ "\x22;");
|
||||
}
|
||||
|
||||
%fileObj.writeLine("healthKits = \x22" @ %healthKits @ "\x22;");
|
||||
|
||||
%fileObj.detach();
|
||||
logEcho(" -- Save File Written for Player:" SPC %this.namebase SPC "--");
|
||||
return true;
|
||||
}
|
||||
|
||||
function gameConnection::applySaveFile(%this)
|
||||
{
|
||||
//Compile Main Variable List
|
||||
%mission = $CurrentMission;
|
||||
%file = "data/game/saves/" @ %mission @ "/" @ %this.guid @ ".txt";
|
||||
|
||||
if (!isFile(%file))
|
||||
return false;
|
||||
|
||||
%transform = getBlockData(%file,"Character",1,"transform");
|
||||
%velocity = getBlockData(%file,"Character",1,"velocity");
|
||||
%damage = getBlockData(%file,"Character",1,"damage");
|
||||
%race = getBlockData(%file,"Character",1,"race");
|
||||
%armor = getBlockData(%file,"Character",1,"armor");
|
||||
%energy = getBlockData(%file,"Character",1,"energyLevel");
|
||||
%whiteout = getBlockData(%file,"Character",1,"whiteOut");
|
||||
%damageFlash = getBlockData(%file,"Character",1,"damageFlash");
|
||||
%cash = getBlockData(%file,"Character",1,"cash");
|
||||
%hasRadio = getBlockData(%file,"Character",1,"hasRadio");
|
||||
%underStandsHuman = getBlockData(%file,"Character",1,"underStandsHuman");
|
||||
%underStandsBioderm = getBlockData(%file,"Character",1,"underStandsBioderm");
|
||||
%underStandsDraakan = getBlockData(%file,"Character",1,"underStandsDraakan");
|
||||
%underStandsCriollos = getBlockData(%file,"Character",1,"underStandsCriollos");
|
||||
|
||||
%player = %this.player;
|
||||
%player.setTransform(%transform);
|
||||
%player.setVelocity(%velocity);
|
||||
%player.applyDamage(%damage);
|
||||
%player.setArmor(%armor);
|
||||
%player.setEnergyLevel(%energy);
|
||||
%player.setWhiteout(%whiteOut);
|
||||
%player.setDamageFlash(%damageFlash);
|
||||
%this.cash = %cash;
|
||||
%this.underStandsHuman = %underStandsHuman;
|
||||
%this.underStandsBioderm = %underStandsBioderm;
|
||||
%this.underStandsDraakan = %underStandsDraakan;
|
||||
%this.underStandsCriollos = %underStandsCriollos;
|
||||
|
||||
return true;
|
||||
for (%i = 0; %i < %slotCount; %i++)
|
||||
{
|
||||
%weaponName = %player.weaponSlot[%i];
|
||||
%weaponAmmo = eval("%weaponAmmo = %player.inv" @ %weaponName @ "Ammo" @ ";");
|
||||
%fileObj.writeLine("slot" @ %i SPC "= \x22" @ %weaponName @ "\x22;");
|
||||
%fileObj.writeLine("slot" @ %i @ "Ammo" SPC "= \x22" @ %weaponAmmo @ "\x22;");
|
||||
}
|
||||
|
||||
%fileObj.writeLine("healthKits = \x22" @ %healthKits @ "\x22;");
|
||||
}
|
||||
|
||||
// Generic Import Functions
|
||||
function importGameData()
|
||||
{
|
||||
importGems();
|
||||
importOres();
|
||||
importCharacters();
|
||||
return true;
|
||||
}
|
||||
|
||||
// Gem Import Functions
|
||||
function importGems()
|
||||
{
|
||||
if (!IsObject(GemData))
|
||||
{
|
||||
new ScriptObject(GemData);
|
||||
|
||||
if (!IsObject(GameData))
|
||||
new simGroup(GameData);
|
||||
|
||||
GameData.add(GemData);
|
||||
}
|
||||
else
|
||||
return true;
|
||||
|
||||
%file = "data/game/gems.txt";
|
||||
%count = getBlockCount(%file,"Gem") + 1;
|
||||
|
||||
for (%i = 1; %i < %count; %i++)
|
||||
{
|
||||
%name = getBlockData(%file,"Gem",%i,"Name");
|
||||
%price = getBlockData(%file,"Gem",%i,"Price");
|
||||
%sellPrice = getBlockData(%file,"Gem",%i,"SellPrice");
|
||||
|
||||
GemData.gem[%i] = %name;
|
||||
GemData.price[%name] = %price;
|
||||
GemData.sellPrice[%name] = %sellPrice;
|
||||
warn("Imported gem:" SPC %name);
|
||||
}
|
||||
GemData.gemCount = %count--;
|
||||
}
|
||||
|
||||
// Ore Import Functions
|
||||
function importOres()
|
||||
{
|
||||
if (!IsObject(OreData))
|
||||
{
|
||||
new ScriptObject(OreData);
|
||||
|
||||
if (!IsObject(GameData))
|
||||
new simGroup(GameData);
|
||||
|
||||
GameData.add(OreData);
|
||||
}
|
||||
else
|
||||
return true;
|
||||
|
||||
%file = "data/game/ores.txt";
|
||||
%count = getBlockCount(%file,"Ore") + 1;
|
||||
|
||||
for (%i = 1; %i < %count; %i++)
|
||||
{
|
||||
%name = getBlockData(%file,"Ore",%i,"Name");
|
||||
%price = getBlockData(%file,"Ore",%i,"Price");
|
||||
%sellPrice = getBlockData(%file,"Ore",%i,"SellPrice");
|
||||
|
||||
OreData.ore[%i] = %name;
|
||||
OreData.price[%name] = %price;
|
||||
OreData.sellPrice[%name] = %sellPrice;
|
||||
warn("Imported ore:" SPC %name);
|
||||
}
|
||||
OreData.oreCount = %count--;
|
||||
}
|
||||
|
||||
// Character Import Functions
|
||||
function spawnCharacter(%name,%trans,%aimPos,%team)
|
||||
{
|
||||
%object = "Character" @ %name;
|
||||
|
||||
if (!IsObject(%object))
|
||||
return false;
|
||||
|
||||
%Bname = %object.name;
|
||||
%race = %object.race;
|
||||
%skin = %object.skin;
|
||||
%voice = %object.voice;
|
||||
%voicePitch = %object.voicePitch;
|
||||
%sex = %object.sex;
|
||||
|
||||
%bot = aiConnectByName(%Bname,%team);
|
||||
%bot.race = %race;
|
||||
%bot.skin = addTaggedString(%skin);
|
||||
%bot.voice = %voice;
|
||||
%bot.voiceTag = addTaggedString(%voice);
|
||||
%bot.voicePitch = %voicePitch;
|
||||
%bot.sex = %sex;
|
||||
setVoice(%bot,%voice, %voicePitch);
|
||||
setSkin(%bot,%skin);
|
||||
setSkin(%bot,%skin);
|
||||
setTeam(%bot, %team);
|
||||
%bot.player.setArmor("light");
|
||||
%bot.player.setTransform(%trans);
|
||||
%bot.aimAt(%aimPos);
|
||||
warn("Spawned Character:" SPC %name);
|
||||
}
|
||||
|
||||
function importCharacters()
|
||||
{
|
||||
%path = "data/game/characters/*.txt";
|
||||
for( %file = findFirstFile( %path ); %file !$= ""; %file = findNextFile( %path ) )
|
||||
{
|
||||
%name = getFileNameFromString(%file);
|
||||
%pos = strStr(%name,".");
|
||||
%character = getSubStr(%name,0,%pos);
|
||||
importCharacter(%character);
|
||||
}
|
||||
}
|
||||
|
||||
function importCharacter(%character)
|
||||
{
|
||||
%prefix = "data/game/characters/";
|
||||
%file = %prefix @ %character @ ".txt";
|
||||
%charName = %character;
|
||||
%character = strReplace("Character" @ %character," ","_");
|
||||
|
||||
if (!IsFile(%file))
|
||||
return false;
|
||||
|
||||
if (!IsObject(%character))
|
||||
{
|
||||
new scriptObject(%character);
|
||||
|
||||
if (!IsObject(GameData))
|
||||
new simGroup(GameData);
|
||||
|
||||
GameData.add(%character);
|
||||
}
|
||||
else
|
||||
return true;
|
||||
|
||||
//Get our variable values ...
|
||||
%name = getBlockData(%file,"Character",1,"Name");
|
||||
%race = getBlockData(%file,"Character",1,"Race");
|
||||
%sex = getBlockData(%file,"Character",1,"Sex");
|
||||
%skin = getBlockData(%file,"Character",1,"Skin");
|
||||
%voice = getBlockData(%file,"Character",1,"Voice");
|
||||
%voicePitch = getBlockData(%file,"Character",1,"VoicePitch");
|
||||
|
||||
//Import Message Arrays ... and assign them
|
||||
%arrayName[0] = "Death";
|
||||
%arrayName[1] = "Kill";
|
||||
%arrayName[2] = "Healed";
|
||||
%arrayCount = 3;
|
||||
|
||||
for (%i = 0; %i < %arrayCount; %i++)
|
||||
{
|
||||
%arrayVariableName[%i] = %arrayName[%i] @ "MessageArray";
|
||||
for (%j = 0; %j < 100; %j++)
|
||||
{
|
||||
%arrayTest = getArrayData(%file,%arrayName[%i],%j);
|
||||
if (%arrayTest !$= "}")
|
||||
{
|
||||
if (%j == 0)
|
||||
%arrayData[%i] = %arrayData[%i] @ %arrayTest;
|
||||
else
|
||||
%arrayData[%i] = %arrayData[%i] @ "\t" @ %arrayTest;
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
eval(%character @ "." @ %arrayVariableName[%i] SPC "= \x22" @ %arrayData[%i] @ "\x22;");
|
||||
}
|
||||
|
||||
//Assign the variables now ...
|
||||
%character.name = %name;
|
||||
%character.race = %race;
|
||||
%character.sex = %sex;
|
||||
%character.skin = %skin;
|
||||
%character.voice = %voice;
|
||||
%character.voicePitch = %voicePitch;
|
||||
warn("Imported Character:" SPC %charname);
|
||||
}
|
||||
13
scripts/modScripts/server/initialize.cs
Normal file
13
scripts/modScripts/server/initialize.cs
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
//------------------------------------------------------------------------------
|
||||
// Server Scripts Init
|
||||
//==============================================================================
|
||||
exec("scripts/modScripts/server/propData.cs");
|
||||
exec("scripts/modScripts/server/mining.cs");
|
||||
exec("scripts/modScripts/server/propertyOwning.cs");
|
||||
exec("scripts/modScripts/server/looting.cs");
|
||||
exec("scripts/modScripts/server/serverFunctions.cs");
|
||||
exec("scripts/modScripts/server/bloodHuman.cs");
|
||||
exec("scripts/modScripts/server/bloodBioderm.cs");
|
||||
exec("scripts/modScripts/server/dataImport.cs");
|
||||
exec("scripts/modScripts/server/serverNetworking.cs");
|
||||
|
||||
107
scripts/modScripts/server/looting.cs
Normal file
107
scripts/modScripts/server/looting.cs
Normal file
|
|
@ -0,0 +1,107 @@
|
|||
//Component: Lootage
|
||||
//Description: You can loot corpses. (w00t)
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// DATABLOCKS
|
||||
//----------------------------------------------------------------------------
|
||||
datablock ItemData(Lootbag)
|
||||
{
|
||||
className = Weapon;
|
||||
catagory = "Misc";
|
||||
shapeFile = "moneybag.dts";
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 50;
|
||||
pickupRadius = 2;
|
||||
pickUpPrefix = "a bag of items";
|
||||
alwaysAmbient = true;
|
||||
description = "lootbag_model";
|
||||
|
||||
computeCRC = false;
|
||||
emap = true;
|
||||
};
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// BOUND FUNCTIONS
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
//Realized this isn't required..
|
||||
//function LootBag::onAdd(%this,%obj) //Force a loot check on creation.
|
||||
//{
|
||||
//LootBagCheckForPickUp(%obj);
|
||||
//parent::onAdd(%this,%obj);
|
||||
//}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// FUNCTIONS
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
function LootBagCheckForPickUp(%this) //Not sure why, loot bags won't do a T2 system pickup..
|
||||
{
|
||||
cancel(%this.loop);
|
||||
|
||||
if (!IsObject(%this))
|
||||
return;
|
||||
|
||||
%count = MissionCleanUp.getCount();
|
||||
|
||||
for(%i = 0; %i < %count; %i++)
|
||||
{
|
||||
%test = MissionCleanUp.getObject(%i);
|
||||
|
||||
if (%test.getClassName() $= "Player" && %test.getState() !$= "dead" && !%test.client.isAIControlled())
|
||||
{
|
||||
%dist = vectorDist(%this.getPosition(),%test.getPosition());
|
||||
|
||||
if (%dist < %this.getDatablock().pickUpRadius)
|
||||
{
|
||||
LootBagPickedUp(%this,%test.client);
|
||||
return;
|
||||
}
|
||||
|
||||
%this.loop = schedule(100,0,"LootBagCheckForPickup",%this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function LootBagPickedUp(%this,%client)
|
||||
{
|
||||
%db = %client.player.getDatablock(); //The player's datablock
|
||||
%money = %this.money; //Monies?
|
||||
%numItems = %this.numItems; //Giving out items.
|
||||
%numAmmo = %this.numAmmo; //..Ammo too!
|
||||
//Does the bag have money?
|
||||
if (%money $= "")
|
||||
%hasMoney = false;
|
||||
else
|
||||
%hasMoney = true;
|
||||
|
||||
if (%money !$= "")
|
||||
%client.money = %client.money + %money; //Give some monies.
|
||||
|
||||
for (%i = 0; %i < %numItems; %i++)
|
||||
{
|
||||
if (%db.max[%this.item[%i]] != 0) //Don't want people in light armor running around with mortars, do we?
|
||||
{
|
||||
%client.player.setInventory(%this.item[%i],1);
|
||||
%client.player.setInventory(%this.ammo[%i],%this.ammoNum[%i]);
|
||||
}
|
||||
}
|
||||
%this.delete(); //Delete the bag.
|
||||
|
||||
//Let the player know.
|
||||
switch (%hasMoney)
|
||||
{
|
||||
case 0:
|
||||
if (%numItems > 1)
|
||||
messageClient(%client,'MsgClient','You picked up a bag of items that contained %1 items.',%numitems);
|
||||
else
|
||||
messageClient(%client,'MsgClient','You picked up a bag of items that contained 1 item.');
|
||||
case 1:
|
||||
if (%numItems > 1)
|
||||
messageClient(%client,'MsgClient','You picked up a bag of items that contained $%1 and %2 items.',%money,%numitems);
|
||||
else
|
||||
messageClient(%client,'MsgClient','You picked up a bag of items that contained $%1 and 1 item.',%money);
|
||||
}
|
||||
}
|
||||
|
||||
38
scripts/modScripts/server/mining.cs
Normal file
38
scripts/modScripts/server/mining.cs
Normal file
|
|
@ -0,0 +1,38 @@
|
|||
// -----------------------------------------------------
|
||||
// Datablocks
|
||||
// Note: You can't actually target interiors with beams,
|
||||
// so make an interior and put this box around it.
|
||||
// -----------------------------------------------------
|
||||
datablock StaticShapeData(MiningBox) : StaticShapeDamageProfile {
|
||||
className = "MineBox";
|
||||
shapeFile = "Pmiscf.dts";
|
||||
|
||||
maxDamage = 5000;
|
||||
destroyedLevel = 0;
|
||||
disabledLevel = 0;
|
||||
|
||||
isShielded = false;
|
||||
energyPerDamagePoint = 240;
|
||||
|
||||
dynamicType = $TypeMasks::StaticShapeObjectType;
|
||||
deployedObject = true;
|
||||
cmdCategory = "DSupport";
|
||||
cmdIcon = CMDSensorIcon;
|
||||
cmdMiniIconName = "commander/MiniIcons/com_deploymotionsensor";
|
||||
targetNameTag = 'Mining Detection Box';
|
||||
deployAmbientThread = true;
|
||||
debrisShapeName = "debris_generic_small.dts";
|
||||
debris = DeployableDebris;
|
||||
heatSignature = 0;
|
||||
needsPower = false;
|
||||
};
|
||||
|
||||
// -----------------------------------------------------
|
||||
// Code
|
||||
// Note: Weapon code is in weapons/miningTool.cs
|
||||
// -----------------------------------------------------
|
||||
function MiningBox::onAdd(%this, %obj)
|
||||
{
|
||||
%obj.startFade(1,0,1);
|
||||
%obj.applyDamage(%obj.getDataBlock().maxDamage); //Start the rock off
|
||||
}
|
||||
76
scripts/modScripts/server/propData.cs
Normal file
76
scripts/modScripts/server/propData.cs
Normal file
|
|
@ -0,0 +1,76 @@
|
|||
//Component: Destructable Props
|
||||
//Description: Not much to describe.. stuff that blows up or can be broken.
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// DATABLOCKS
|
||||
//----------------------------------------------------------------------------
|
||||
datablock StaticShapeData(DetructableSecurityCamera) : StaticShapeDamageProfile
|
||||
{
|
||||
className = "SecurityCamera";
|
||||
shapeFile = "SecurityCamera.dts";
|
||||
maxDamage = 2.0;
|
||||
destroyedLevel = 2.0;
|
||||
disabledLevel = 2.0;
|
||||
mass = 1.2;
|
||||
elasticity = 0.1;
|
||||
friction = 0.9;
|
||||
collideable = 1;
|
||||
pickupRadius = 1;
|
||||
sticky = false;
|
||||
|
||||
explosion = CameraGrenadeExplosion;
|
||||
expDmgRadius = 1.0;
|
||||
expDamage = 0.1;
|
||||
expImpulse = 200.0;
|
||||
dynamicType = $TypeMasks::StaticShapeObjectType;
|
||||
deployedObject = true;
|
||||
cmdCategory = "Misc";
|
||||
cmdIcon = CMDSensorIcon;
|
||||
|
||||
targetNameTag = 'Security';
|
||||
targetTypeTag = 'Camera';
|
||||
deployAmbientThread = true;
|
||||
debrisShapeName = "debris_generic_small.dts";
|
||||
debris = SmallShapeDebris;
|
||||
heatSignature = 0;
|
||||
needsPower = true;
|
||||
};
|
||||
|
||||
datablock StaticShapeData(DeployedSpine) : StaticShapeDamageProfile {
|
||||
className = "spine";
|
||||
shapeFile = "Pmiscf.dts";
|
||||
|
||||
maxDamage = 0.5;
|
||||
destroyedLevel = 0.5;
|
||||
disabledLevel = 0.3;
|
||||
|
||||
isShielded = true;
|
||||
energyPerDamagePoint = 240;
|
||||
maxEnergy = 50;
|
||||
rechargeRate = 0.25;
|
||||
|
||||
explosion = HandGrenadeExplosion;
|
||||
expDmgRadius = 3.0;
|
||||
expDamage = 0.1;
|
||||
expImpulse = 200.0;
|
||||
|
||||
dynamicType = $TypeMasks::StaticShapeObjectType;
|
||||
deployedObject = true;
|
||||
cmdCategory = "DSupport";
|
||||
cmdIcon = CMDSensorIcon;
|
||||
cmdMiniIconName = "commander/MiniIcons/com_deploymotionsensor";
|
||||
targetNameTag = 'Light Support Beam';
|
||||
deployAmbientThread = true;
|
||||
debrisShapeName = "debris_generic_small.dts";
|
||||
debris = DeployableDebris;
|
||||
heatSignature = 0;
|
||||
needsPower = true;
|
||||
};
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// FUNCTIONS
|
||||
//----------------------------------------------------------------------------
|
||||
function DetructableSecurityCamera::onDestroyed(%this, %obj)
|
||||
{
|
||||
schedule(1000,0,"delete",%obj);
|
||||
}
|
||||
203
scripts/modScripts/server/propertyOwning.cs
Normal file
203
scripts/modScripts/server/propertyOwning.cs
Normal file
|
|
@ -0,0 +1,203 @@
|
|||
// --------------------------------------------------------
|
||||
// A script that allows one to buy property.
|
||||
// The script is in a BETA state, so it may have bugs.
|
||||
//
|
||||
// TODO:
|
||||
// Make the script take rotation into consideration..
|
||||
// Find a way to 'purchase' interiors
|
||||
// --------------------------------------------------------
|
||||
|
||||
function InteriorInstance::buyObject(%this,%objectID,%client,%team)
|
||||
{
|
||||
if (%this.generatorCount $= "")
|
||||
%this.generatorCount = 0;
|
||||
if (%this.inventoryCount $= "")
|
||||
%this.inventoryCount = 0;
|
||||
if (%this.sensorCount $= "")
|
||||
%this.sensorCount = 0;
|
||||
if (%this.sentryCount $= "")
|
||||
%this.sentryCount = 0;
|
||||
if (%this.bannerCount $= "")
|
||||
%this.bannerCount = 0;
|
||||
if (%this.turretBaseCount $= "")
|
||||
%this.turretBaseCount = 0;
|
||||
|
||||
switch(%objectID)
|
||||
{
|
||||
case 0: //Generator
|
||||
if (%this.generatorCount == $Property::Max[%this.interiorFile,0])
|
||||
return false;
|
||||
|
||||
%shape = new StaticShape()
|
||||
{
|
||||
DataBlock = GeneratorLarge;
|
||||
Position = vectorAdd($Property::Offset[%this.interiorFile,0,%this.generatorCount],%this.getPosition());
|
||||
Rotation = $Property::Rotation[%this.interiorFile,0,%this.generatorCount];
|
||||
Team = %team;
|
||||
};
|
||||
|
||||
GeneratorLarge.gainPower(%shape);
|
||||
|
||||
%this.generatorCount++;
|
||||
|
||||
case 1: //Inventory
|
||||
if (%this.generatorCount == 0 || %this.inventoryCount == $Property::Max[%this.interiorFile,1]) //Don't create if there's no generators
|
||||
return false;
|
||||
|
||||
%shape = new StaticShape()
|
||||
{
|
||||
DataBlock = StationInventory;
|
||||
Position = vectorAdd($Property::Offset[%this.interiorFile,1,%this.inventoryCount],%this.getPosition());
|
||||
Rotation = $Property::Rotation[%this.interiorFile,1,%this.inventoryCount];
|
||||
Team = %team;
|
||||
};
|
||||
|
||||
StationInventory.gainPower(%shape);
|
||||
|
||||
%this.inventoryCount++;
|
||||
|
||||
case 2: //Sensor (Medium)
|
||||
if (%this.generatorCount == 0 || %this.sensorCount == $Property::Max[%this.interiorFile,2])
|
||||
return false;
|
||||
|
||||
%shape = new StaticShape()
|
||||
{
|
||||
DataBlock = SensorMediumPulse;
|
||||
Position = vectorAdd($Property::Offset[%this.interiorFile,2,%this.sensorCount],%this.getPosition());
|
||||
Rotation = $Property::Rotation[%this.interiorFile,2,%this.sensorCount];
|
||||
Team = %team;
|
||||
};
|
||||
|
||||
SensorMediumPulse.gainPower(%shape);
|
||||
|
||||
%this.sensorCount++;
|
||||
|
||||
case 3: //Sensor (Large)
|
||||
if (%this.generatorCount == 0 || %this.sensorCount == $Property::Max[%this.interiorFile,2])
|
||||
return false;
|
||||
|
||||
%shape = new StaticShape()
|
||||
{
|
||||
DataBlock = SensorLargePulse;
|
||||
Position = vectorAdd($Property::Offset[%this.interiorFile,3,%this.sensorCount],%this.getPosition());
|
||||
Rotation = $Property::Rotation[%this.interiorFile,3,%this.sensorCount];
|
||||
Team = %team;
|
||||
};
|
||||
|
||||
SensorLargePulse.gainPower(%shape);
|
||||
|
||||
%this.sensorCount++;
|
||||
|
||||
case 4: //Sentry Turrets
|
||||
if (%this.generatorCount == 0 || %this.sentryCount == $Property::Max[%this.interiorFile,4])
|
||||
return false;
|
||||
|
||||
%shape = new StaticShape()
|
||||
{
|
||||
DataBlock = SentryTurret;
|
||||
Position = vectorAdd($Property::Offset[%this.interiorFile,4,%this.sentryCount],%this.getPosition());
|
||||
Rotation = $Property::Rotation[%this.interiorFile,4,%this.sentryCount];
|
||||
Team = %team;
|
||||
};
|
||||
|
||||
SentryTurret.gainPower(%shape);
|
||||
|
||||
%this.sentryCount++;
|
||||
|
||||
case 5: //Banner (Strength)
|
||||
if (%this.bannerCount == $Property::Max[%this.interiorFile,5])
|
||||
return false;
|
||||
|
||||
%shape = new StaticShape()
|
||||
{
|
||||
DataBlock = Banner_Strength;
|
||||
Position = vectorAdd($Property::Offset[%this.interiorFile,5,%this.bannerCount],%this.getPosition());
|
||||
Rotation = $Property::Rotation[%this.interiorFile,5,%this.bannerCount];
|
||||
Team = %team;
|
||||
};
|
||||
|
||||
%this.bannerCount++;
|
||||
|
||||
case 6: //Large Turret Base
|
||||
if (%this.generatorCount == 0 || %this.turretBaseCount == $Property::Max[%this.interiorFile,6])
|
||||
return false;
|
||||
|
||||
%shape = new StaticShape()
|
||||
{
|
||||
DataBlock = TurretBaseLarge;
|
||||
Position = vectorAdd($Property::Offset[%this.interiorFile,6,%this.turretBaseCount],%this.getPosition());
|
||||
Rotation = $Property::Rotation[%this.interiorFile,6,%this.turretBaseCount];
|
||||
Team = %team;
|
||||
};
|
||||
|
||||
%this.turretBaseCount++;
|
||||
}
|
||||
|
||||
%this.getGroup().add(%shape);
|
||||
setTargetName(%shape.target,addTaggedString(%client.namebase @ "'s"));
|
||||
setTargetSensorGroup(%shape.getTarget(), %team);
|
||||
%shape.setSelfPowered();
|
||||
|
||||
return %shape;
|
||||
}
|
||||
|
||||
function staticShape::setPosition(%this,%pos)
|
||||
{
|
||||
%this.setTransform(%pos);
|
||||
return %this;
|
||||
}
|
||||
|
||||
function staticShape::getRotation(%this)
|
||||
{
|
||||
%trans = %this.getTransform();
|
||||
return getWord(%trans, 3) SPC getWord(%trans, 4) SPC getWord(%trans,5);
|
||||
}
|
||||
|
||||
function objectIDToDatablock(%objectID)
|
||||
{
|
||||
switch(%objectID)
|
||||
{
|
||||
case 0: return "GeneratorLarge";
|
||||
case 1: return 0;
|
||||
default: return -1;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
||||
//This the array that stores all the positions and rotations for purchases of objects. I'll eventually move this to be a part of the basicFileProcessing.
|
||||
//Beagle Tower (bbunk2)
|
||||
//Generators
|
||||
$Property::Offset["bbunk2.dif",0,0] = "0.136109 6.92569 3.80877";
|
||||
$Property::Rotation["bbunk2.dif",0,0] = "1 0 0 0";
|
||||
//Inventory
|
||||
$Property::Offset["bbunk2.dif",1,0] = "-13.5045 6.57603 -6.49712";
|
||||
$Property::Rotation["bbunk2.dif",1,0] = "0 0 -1 88.8085";
|
||||
$Property::Offset["bbunk2.dif",1,1] = "13.5045 6.57603 -6.49712";
|
||||
$Property::Rotation["bbunk2.dif",1,1] = "0 0 1 88.8085";
|
||||
//Medium Sensors
|
||||
$Property::Offset["bbunk2.dif",2,0] = "-0.0187805 3.42132 30.8251";
|
||||
$Property::Rotation["bbunk2.dif",2,0] = "1 0 0 0";
|
||||
//Large Sensors
|
||||
$Property::Offset["bbunk2.dif",3,0] = "-0.0187805 3.42132 30.8251";
|
||||
$Property::Rotation["bbunk2.dif",3,0] = "1 0 0 0";
|
||||
//Sentry Turrets
|
||||
$Property::Offset["bbunk2.dif",4,0] = "0.018325 -0.513021 9.99179";
|
||||
$Property::Rotation["bbunk2.dif",4,0] = "0.706825 0.707389 0.000371874 179.92";
|
||||
$Property::Offset["bbunk2.dif",4,1] = "-0.092863 10.5404 -0.443447";
|
||||
$Property::Rotation["bbunk2.dif",4,1] = "0.577209 -0.577449 -0.577392 119.938";
|
||||
//Banners (Strength)
|
||||
$Property::Offset["bbunk2.dif",5,0] = "-0.150952 9.53516 9.82968";
|
||||
$Property::Rotation["bbunk2.dif",5,0] = "0 0 1 179.909";
|
||||
//Large Turret Base
|
||||
$Property::Offset["bbunk2.dif",6,0] = "0.0332212 11.5991 27.9961";
|
||||
$Property::Rotation["bbunk2.dif",6,0] = "1 0 0 0";
|
||||
|
||||
//Max values for each interior
|
||||
$Property::Max["bbunk2.dif",0] = 1; //Max generators
|
||||
$Property::Max["bbunk2.dif",1] = 2; //Max Inventories
|
||||
$Property::Max["bbunk2.dif",2] = 1; //Max Medium Sensors
|
||||
$Property::Max["bbunk2.dif",3] = 1; //Max Large Sensors
|
||||
$Property::Max["bbunk2.dif",4] = 2; //Max Sentry Turrets
|
||||
$Property::Max["bbunk2.dif",5] = 1; //Max Banners (Strength)
|
||||
$Property::Max["bbunk2.dif",6] = 1; //Max Turret Bases
|
||||
53
scripts/modScripts/server/serverFunctions.cs
Normal file
53
scripts/modScripts/server/serverFunctions.cs
Normal file
|
|
@ -0,0 +1,53 @@
|
|||
//------------------------------------------------------------------------------
|
||||
// Scripts/DO_NOT_DELETE/serverFunctions.cs (OPEN SOURCE)
|
||||
// If you see this text, you have obtained the official copy of this file from
|
||||
// one of the developers. Otherwise, your decompiler is so advanced that it can
|
||||
// somehow get commented lines in a script.
|
||||
// -- Dark Dragon DX
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
//This should be used if I make some sort of online System
|
||||
function setVoice(%client, %voice, %voicepitch)
|
||||
{
|
||||
freeClientTarget(%client);
|
||||
%client.voice = %voice;
|
||||
%client.voicetag = addtaggedstring(%voice);
|
||||
%client.target = allocClientTarget(%client, %client.name, %client.skin, %client.voiceTag, '_ClientConnection', 0, 0, %client.voicePitch);
|
||||
|
||||
if (IsObject(%client.player))
|
||||
%client.player.setTarget(%client.target);
|
||||
}
|
||||
|
||||
function setSkin(%client, %skin)
|
||||
{
|
||||
freeClientTarget(%client);
|
||||
%client.skin = addtaggedstring(%skin);
|
||||
%client.target = allocClientTarget(%client, %client.name, %client.skin, %client.voiceTag, '_ClientConnection', 0, 0, %client.voicePitch);
|
||||
|
||||
if (IsObject(%client.player))
|
||||
%client.player.setTarget(%client.target);
|
||||
}
|
||||
|
||||
function setName(%client, %name)
|
||||
{
|
||||
freeClientTarget(%client);
|
||||
%client.namebase = %name;
|
||||
%client.name = addtaggedstring(%name);
|
||||
%client.target = allocClientTarget(%client, %client.name, %client.skin, %client.voiceTag, '_ClientConnection', 0, 0, %client.voicePitch);
|
||||
|
||||
if (IsObject(%client.player))
|
||||
%client.player.setTarget(%client.target);
|
||||
|
||||
//Update the client in the lobby.
|
||||
HideClient(%client);
|
||||
ShowClient(%client);
|
||||
}
|
||||
|
||||
function setTeam(%client,%team)
|
||||
{
|
||||
%client.team = %team;
|
||||
%client.setSensorGroup(%team);
|
||||
setTargetSensorGroup(%client.target,%team);
|
||||
}
|
||||
|
||||
|
||||
49
scripts/modScripts/server/serverNetworking.cs
Normal file
49
scripts/modScripts/server/serverNetworking.cs
Normal file
|
|
@ -0,0 +1,49 @@
|
|||
//------------------------------------------------------------------------------
|
||||
// scripts/modScripts/server/serverNetworking.cs
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
if (!IsObject(ServerNetwork))
|
||||
new TCPObject(ServerNetwork);
|
||||
|
||||
function ServerNetwork::onConnect(%this)
|
||||
{
|
||||
}
|
||||
|
||||
function ServerNetwork::onConnectFailed(%this)
|
||||
{
|
||||
if (%this.testingServer)
|
||||
{
|
||||
error("Error: Unable to verify connection to server "@%this.testIP@" at port "@%this.testPort@"!");
|
||||
%this.testIP = "";
|
||||
%this.testPort = "";
|
||||
%this.testingServer = false;
|
||||
}
|
||||
}
|
||||
|
||||
function ServerNetwork::onDisconnect(%this)
|
||||
{
|
||||
}
|
||||
|
||||
function ServerNetwork::onDisconnectFailed(%this)
|
||||
{
|
||||
}
|
||||
|
||||
function ServerNetwork::listen(%this)
|
||||
{
|
||||
}
|
||||
|
||||
function ServerNetwork::send(%this)
|
||||
{
|
||||
}
|
||||
|
||||
function ServerNetwork::onLine(%this, %line)
|
||||
{
|
||||
}
|
||||
|
||||
function ServerNetwork::testServerIP(%this, %IP, %port)
|
||||
{
|
||||
%this.testingServer = true;
|
||||
%this.testIP = %ip;
|
||||
%this.testPort = %port;
|
||||
%this.connect(%ip @ ":" @ %port);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue