Initial commit.

This commit is contained in:
Robert MacGregor 2012-07-27 17:22:05 -04:00
commit 9a05e8d86c
652 changed files with 154587 additions and 0 deletions

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//--------------------------------------------------------------------------
//
// ELF barrel pack
//
//--------------------------------------------------------------------------
datablock ShapeBaseImageData(ELFBarrelPackImage)
{
mass = 10; // z0dd - ZOD, 7/17/02. Lower mass due to higher gravity. Was 15.
shapeFile = "pack_barrel_elf.dts";
item = ELFBarrelPack;
mountPoint = 1;
offset = "0 0 0";
turretBarrel = "ELFBarrelLarge";
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeOut[2] = "Idle";
isLarge = true;
};
datablock ItemData(ELFBarrelPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_barrel_elf.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "ELFBarrelPackImage";
pickUpName = "an ELF barrel pack";
computeCRC = true;
};
function ELFBarrelPackImage::onActivate(%data, %obj, %slot)
{
checkTurretMount(%data, %obj, %slot);
}
function ELFBarrelPackImage::onDeactivate(%data, %obj, %slot)
{
%obj.setImageTrigger($BackpackSlot, false);
}
function ELFBarrelPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}

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//--------------------------------------------------------------------------
//
//
//
//--------------------------------------------------------------------------
datablock ShapeBaseImageData(AABarrelPackImage)
{
mass = 10; // z0dd - ZOD, 7/17/02. Lower mass due to higher gravity. Was 15.
shapeFile = "pack_barrel_aa.dts";
item = AABarrelPack;
mountPoint = 1;
offset = "0 0 0";
turretBarrel = "AABarrelLarge";
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeOut[2] = "Idle";
isLarge = true;
};
datablock ItemData(AABarrelPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_barrel_aa.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "AABarrelPackImage";
pickUpName = "an anti-aircraft barrel pack";
computeCRC = true;
};
//AABarrelPackImage.turretBarrel = "AABarrelLarge";
function AABarrelPackImage::onActivate(%data, %obj, %slot)
{
checkTurretMount(%data, %obj, %slot);
}
function AABarrelPackImage::onDeactivate(%data, %obj, %slot)
{
%obj.setImageTrigger($BackpackSlot, false);
}
function AABarrelPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}

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//---------------------------------------------------------
// Deployable Spine, Code by Mostlikely, Prettied by JackTL
//---------------------------------------------------------
$TeamDeployableMax[constructorDeployable] = 1;
datablock ShapeBaseImageData(constructorDeployableImage) {
mass = 1;
emap = true;
shapeFile = "ammo_plasma.dts";
item = constructorDeployable;
mountPoint = 1;
offset = "0 -0.2 -0.55";
deployed = DeployedSpine;
heatSignature = 0;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Idle";
isLarge = false;
maxDepSlope = 360;
deploySound = ItemPickupSound;
minDeployDis = 0.1;
maxDeployDis = 50.0;
};
datablock ItemData(constructorDeployable) {
className = Pack;
catagory = "Deployables";
shapeFile = "stackable1s.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
rotate = true;
image = "constructorDeployableImage";
pickUpName = "a light support beam pack";
heatSignature = 0;
emap = true;
};
function constructorDeployableImage::testObjectTooClose(%item) {
return "";
}
function constructorDeployableImage::testNoTerrainFound(%item) {
// don't check this for non-Landspike turret deployables
}
function constructorDeployable::onPickup(%this, %obj, %shape, %amount) {
// created to prevent console errors
}
function constructorDeployableImage::onDeploy(%item, %plyr, %slot) {
//Object
%className = "StaticShape";
%grounded = 0;
if (%item.surface.getClassName() $= TerrainBlock)
%grounded = 1;
%playerVector = vectorNormalize(-1 * getWord(%plyr.getEyeVector(),1) SPC getWord(%plyr.getEyeVector(),0) SPC "0");
if (%item.surfaceinher == 0) {
if (vAbs(floorVec(%item.surfaceNrm,100)) $= "0 0 1")
%item.surfaceNrm2 = %playerVector;
else
%item.surfaceNrm2 = vectorNormalize(vectorCross(%item.surfaceNrm,"0 0 1"));
}
%item.surfaceNrm3 = vectorCross(%item.surfaceNrm,%item.surfaceNrm2);
%rot = fullRot(%item.surfaceNrm,%item.surfaceNrm2);
%scale = getWords($packSetting["spine",%plyr.packSet],0,2);
%dataBlock = %item.deployed;
if (%plyr.packSet == 5) {
%space = rayDist(%item.surfacePt SPC %item.surfaceNrm,%scale,$AllObjMask);
if (%space != getWord(%scale,1))
%type = true;
%scale = getWord(%scale,0) SPC getWord(%scale,0) SPC %space;
}
else if (%plyr.packSet == 6 || %plyr.packSet == 7) {
%mCenter = "0 0 -0.5";
%pad = pad(%item.surfacePt SPC %item.surfaceNrm SPC %item.surfaceNrm2,%scale,%mCenter);
%scale = getWords(%pad,0,2);
%item.surfacePt = getWords(%pad,3,5);
%rot = getWords(%pad,6,9);
if (%plyr.packSet == 7) {
%scale = vectorMultiply(%scale,1.845 SPC 2 SPC 1.744); // Update dfunctions.cs if changed!
%scaleIsSet = 1;
%item.surfacePt = vectorAdd(%item.surfacePt,vectorScale(%item.surfaceNrm3,0.5));
%rot = rotAdd(%rot,"1 0 0" SPC $Pi);
%dataBlock = "DeployedWoodSpine";
}
}
if (!%scaleIsSet)
%scale = vectorMultiply(%scale,1/4 SPC 1/3 SPC 2);
//Test pack -- make sure our structure is loaded
exec("data/Game/Structures/SMLCabin.cs");
build_SMLCabin(%plyr.client,%item.surfacePt,%plyr.client.team);
// play the deploy sound
serverPlay3D(%item.deploySound, %deplObj.getTransform());
%plyr.setInventory("constructorDeployable",0,1);
return %deplObj;
}
/////////////////////////////////////
function constructorDeployableImage::onMount(%data, %obj, %node) {
%obj.hasSpine = true; // set for spinecheck
%obj.packSet = 0;
displayPowerFreq(%obj);
}
function constructorDeployableImage::onUnmount(%data, %obj, %node) {
%obj.hasSpine = "";
%obj.packSet = 0;
}

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scripts/packs/c4.cs Normal file
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//--------------------------------------------------------------------------
// C4
// Used only in Search & Destroy gameMode
// When deployed (must be deploying on an objective) a timer is started
// When the timer runs out, objective goes boom and offence wins
// But the bomb can be defused by defence.
//--------------------------------------------------------------------------
//--------------------------------------------------------------------------
// Projectile
//-------------------------------------------------------------------------
// shapebase datablocks
datablock ShapeBaseImageData(C4Image)
{
shapeFile = "pack_upgrade_satchel.dts";
item = C4Charge;
mountPoint = 1;
offset = "0 0 0";
emap = true;
};
datablock ItemData(C4Charge)
{
className = Pack;
catagory = "Packs";
image = C4Image;
shapeFile = "pack_upgrade_satchel.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
pickUpName = "a C4";
computeCRC = true;
};
datablock StaticShapeData(C4Deployed) : StaticShapeDamageProfile
{
shapeFile = "pack_upgrade_satchel.dts";
explosion = SatchelMainExplosion;
underwaterExplosion = UnderwaterSatchelMainExplosion;
armDelay = 2500;
maxDamage = 0.6;
disabledLevel = 0.5;
destroyedLevel = 0.6;
dynamicType = $TypeMasks::StaticShapeObjectType;
renderWhenDestroyed = false;
kickBackStrength = 4000;
};
//--------------------------------------------------------------------------
function C4::onUse(%this, %obj)
{
%item = new Item() {
dataBlock = SatchelChargeTossed;
rotation = "0 0 1 " @ (getRandom() * 360);
};
MissionCleanup.add(%item);
// take pack out of inventory and unmount image
%obj.decInventory(SatchelCharge, 1);
%obj.throwObject(%item);
%item.sourceObject = %obj;
// z0dd - ZOD, 5/16/02. Schedule a check to see if the satchel is at rest but not stuck to anything
%item.checkCount = 0;
%item.velocCheck = %item.getDataBlock().schedule(1000, "checkVelocity", %item);
}
function initArmSatchelCharge(%satchel)
{
// "deet deet deet" sound
%satchel.playAudio(1, SatchelChargeActivateSound);
// also need to play "antenna extending" animation
%satchel.playThread(0, "deploy");
%satchel.playThread(1, "activate");
// delay the actual arming until after sound is done playing
schedule( 2200, 0, "armSatchelCharge", %satchel );
}
function armSatchelCharge(%satchel)
{
%satchel.armed = true;
commandToClient( %satchel.sourceObject.client, 'setSatchelArmed' );
}
function detonateSatchelCharge(%player)
{
%satchelCharge = %player.thrownChargeId;
// can't detonate the satchel charge if it isn't armed
if(!%satchelCharge.armed)
return;
//error("Detonating satchel charge #" @ %satchelCharge @ " for player #" @ %player);
if(%satchelCharge.getDamageState() !$= Destroyed)
{
%satchelCharge.setDamageState(Destroyed);
%satchelCharge.blowup();
}
// Clear the player's HUD:
%player.client.clearBackpackIcon();
}
function SatchelChargeThrown::onEnterLiquid(%data, %obj, %coverage, %type)
{
// lava types
if(%type >=4 && %type <= 6)
{
if(%obj.getDamageState() !$= "Destroyed")
{
%obj.armed = true;
detonateSatchelCharge(%obj.sourceObject);
return;
}
}
// quickSand
if(%type == 7)
if(isObject(%obj.sourceObject))
%obj.sourceObject.thrownChargeId = 0;
Parent::onEnterLiquid(%data, %obj, %coverage, %type);
}
function SatchelChargeImage::onMount(%data, %obj, %node)
{
%obj.thrownChargeId = 0;
}
function SatchelChargeImage::onUnmount(%data, %obj, %node)
{
}
function SatchelChargeThrown::onDestroyed(%this, %object, %lastState)
{
if(%object.kaboom)
return;
else
{
%object.kaboom = true;
// the "thwart" flag is set if the charge is destroyed with weapons rather
// than detonated. A less damaging explosion, but visually the same scale.
if(%object.thwart)
{
messageClient(%object.sourceObject.client, 'msgSatchelChargeDetonate', "\c2Satchel charge destroyed.");
%dmgRadius = 15; // z0dd - ZOD, 9/27/02. Was 10
%dmgMod = 0.35; // z0dd - ZOD, 9/27/02. Was 0.3
%expImpulse = 2000; // z0dd - ZOD, 9/27/02. Was 1000
%dmgType = $DamageType::Explosion;
}
else
{
messageClient(%object.sourceObject.client, 'msgSatchelChargeDetonate', "\c2Satchel charge detonated!");
%dmgRadius = 25; // z0dd - ZOD, 9/27/02. Was 20
%dmgMod = 1.15; // z0dd - ZOD, 9/27/02. Was 1.0
%expImpulse = 5000; // z0dd - ZOD, 9/27/02. Was 2500
%dmgType = $DamageType::SatchelCharge;
}
%object.blowingUp = true;
RadiusExplosion(%object, %object.getPosition(), %dmgRadius, %dmgMod, %expImpulse, %object.sourceObject, %dmgType);
%object.schedule(1000, "delete");
}
// --------------------------------------------------------------------------------
// z0dd - ZOD, 4/25/02. Satchel bug fix. Prior to fix, clients couldn't pick up
// packs when satchel was destroyed from dmg
if(isObject(%object.sourceObject))
%object.sourceObject.thrownChargeId = 0;
// --------------------------------------------------------------------------------
}
function SatchelChargeThrown::onCollision(%data,%obj,%col)
{
// Do nothing...
}
function SatchelChargeThrown::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType)
{
if (!%object.blowingUp)
{
%targetObject.damaged += %amount;
if(%targetObject.damaged >= %targetObject.getDataBlock().maxDamage &&
%targetObject.getDamageState() !$= Destroyed)
{
%targetObject.thwart = true;
%targetObject.setDamageState(Destroyed);
%targetObject.blowup();
// clear the player's HUD:
%targetObject.sourceObject.client.clearBackPackIcon();
}
}
}
function SatchelCharge::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}
//**************************************************************
// STICKY SATCHEL FUNCTIONS: z0dd - ZOD, 5/16/02
//**************************************************************
function SatchelChargeTossed::onEnterLiquid(%data, %obj, %coverage, %type)
{
// If it lands in lava or quicksand, delete it
if(%type >=4 && %type <= 7)
{
cancel(%obj.velocCheck);
if(isObject(%obj.sourceObject))
%obj.sourceObject.thrownChargeId = 0;
%obj.sourceObject.client.clearBackPackIcon();
%obj.schedule(100, "delete");
}
else
cancel(%obj.velocCheck);
}
function SatchelChargeTossed::onLeaveLiquid(%data, %obj, %type)
{
// On the off chance it passes through to air, reschedule the velocity check
%obj.checkCount = 0;
%obj.velocCheck = %obj.getDataBlock().schedule(1000, "checkVelocity", %obj);
}
function SatchelChargeTossed::onCollision(%data, %obj, %col)
{
// Lets keep thing from floating mid air, the check velocity should handle it afterwards
if(%col.getType() & ($TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType | $TypeMasks::TurretObjectType))
{
%vec = (-1.0 + getRandom() * 2.0) SPC (-1.0 + getRandom() * 2.0) SPC getRandom();
%vec = vectorScale(%vec, 15);
%pos = %col.getWorldBoxCenter();
%obj.applyImpulse(%pos, %vec);
}
}
function SatchelChargeTossed::checkVelocity(%data, %item)
{
%item.checkCount++;
if(VectorLen(%item.getVelocity()) < 0.1)
{
// Satchel has come to rest but not activated, probably on a
// staticshape (station, gen, etc) lets force activation
cancel(%item.velocCheck);
activateSatchel(posFromTransform(%item.getTransform()), rotFromTransform(%item.getTransform()), %item.sourceObject);
%item.schedule(100, "delete");
}
else if(%item.checkCount >= 6)
{
// satchel's still moving but it's been checked several times,
// probably thrown off face of earth, delete it
cancel(%item.velocCheck);
if(isObject(%item.sourceObject))
%item.sourceObject.thrownChargeId = 0;
%item.sourceObject.client.clearBackPackIcon();
%item.schedule(100, "delete");
}
else
{
// check back in a little while
%item.velocCheck = %data.schedule(1000, "checkVelocity", %item);
}
}
function SatchelChargeTossed::onStickyCollision(%data, %obj)
{
// We have sticky! Lets setup for the actual charge
cancel(%obj.velocCheck);
%pos = %obj.getLastStickyPos();
%norm = %obj.getLastStickyNormal();
%intAngle = getTerrainAngle(%norm);
%rotAxis = vectorNormalize(vectorCross(%norm, "0 0 1"));
if (getWord(%norm, 2) == 1 || getWord(%norm, 2) == -1)
%rotAxis = vectorNormalize(vectorCross(%norm, "0 1 0"));
%rot = %rotAxis @ " " @ %intAngle;
activateSatchel(%pos, %rot, %obj.sourceObject);
%obj.schedule(50, "delete");
}
function activateSatchel(%pos, %rot, %source)
{
// Create the charge and schedule arming
%satchel = new StaticShape() {
dataBlock = SatchelChargeThrown;
sourceObject = %source;
position = %pos;
rotation = %rot;
};
MissionCleanup.add(%satchel);
%source.thrownChargeId = %satchel;
%satchel.armed = false;
%satchel.damaged = 0.0;
%satchel.thwart = false;
// arm itself 2.5 seconds after creation
schedule(%satchel.getDatablock().armDelay, %satchel, "initArmSatchelCharge", %satchel);
messageClient(%source.client, 'MsgSatchelChargePlaced', "\c2Satchel charge deployed.");
}

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// ------------------------------------------------------------------
// CLOAKING PACK
//
// When activated, this pack cloaks the user from all visual detection
// by other players and cameras. This is a local effect only (someone standing
// next to the cloaked player will still be visible). Motion sensors will
// still detect a (moving) cloaked player.
//
// When not activated, the pack creates a localized passive sensor dampening
// field. The user will not be visible to any non-motion-detecting sensor.
//
//Only light armors may equip with this item.
datablock EffectProfile(CloakingPackActivateEffect)
{
effectname = "packs/cloak_on";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock AudioProfile(CloakingPackActivateSound)
{
filename = "fx/packs/cloak_on.wav";
description = CloseLooping3d;
preload = true;
effect = CloakingPackActivateEffect;
};
datablock ShapeBaseImageData(CloakingPackImage)
{
shapeFile = "pack_upgrade_cloaking.dts";
item = CloakingPack;
mountPoint = 1;
offset = "0 0 0";
usesEnergy = true;
minEnergy = 3;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateSequence[1] = "fire";
stateSound[1] = CloakingPackActivateSound;
stateEnergyDrain[1] = 11.75; // z0dd - ZOD, 4/25/02. Improve cloak pack. Was 12
stateTransitionOnTriggerUp[1] = "Deactivate";
stateTransitionOnNoAmmo[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeout[2] = "Idle";
};
datablock ItemData(CloakingPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_upgrade_cloaking.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "CloakingPackImage";
pickUpName = "a cloaking pack";
computeCRC = true;
};
function CloakingPackImage::onMount(%data, %obj, %node)
{
// player is sensor-invisible while wearing pack (except to motion sensors)
%obj.setPassiveJammed(true);
}
function CloakingPackImage::onUnmount(%data, %obj, %node)
{
%obj.setPassiveJammed(false);
%obj.setCloaked(false);
%obj.setImageTrigger(%node, false);
}
// make player completely invisible to all players/sensors (except motion)
function CloakingPackImage::onActivate(%data, %obj, %slot)
{
if(%obj.reCloak !$= "")
{
Cancel(%obj.reCloak);
%obj.reCloak = "";
}
if(%obj.client.armor $= "Light")
{
// can the player currently cloak (function returns "true" or reason for failure)?
if(%obj.canCloak() $= "true")
{
messageClient(%obj.client, 'MsgCloakingPackOn', '\c2Cloaking pack on.');
%obj.setCloaked(true);
// z0dd - ZOD, 9/29/02. Removed T2 demo code from here
commandToClient( %obj.client, 'setCloakIconOn' );
}
else
{
// notify player that they cannot cloak
messageClient(%obj.client, 'MsgCloakingPackFailed', '\c2Jamming field prevents cloaking.');
%obj.setImageTrigger(%slot, false);
}
}
else
{
// hopefully avoid some loopholes
messageClient(%obj.client, 'MsgCloakingPackInvalid', '\c2Cloaking available for light armors only.');
%obj.setImageTrigger(%slot, false);
}
}
function CloakingPackImage::onDeactivate(%data, %obj, %slot)
{
if(%obj.reCloak !$= "")
{
Cancel(%obj.reCloak);
%obj.reCloak = "";
}
// if pack is not on then dont bother...
if(%obj.getImageState($BackpackSlot) $= "activate")
messageClient(%obj.client, 'MsgCloakingPackOff', '\c2Cloaking pack off.');
%obj.setCloaked(false);
%obj.setImageTrigger(%slot, false);
// z0dd - ZOD, 9/29/02. Removed T2 demo code from here
commandToClient( %obj.client, 'setCloakIconOff' );
}
function CloakingPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}
function ShapeBaseData::onForceUncloak(%this, %obj, %reason)
{
// dummy
}
function Armor::onForceUncloak(%this, %obj, %reason)
{
%pack = %obj.getMountedImage($BackpackSlot);
if((%pack <= 0) || (%pack.item !$= "CloakingPack"))
return;
if(%obj.getImageState($BackpackSlot) $= "activate")
{
// cancel recloak thread
if(%obj.reCloak !$= "")
{
Cancel(%obj.reCloak);
%obj.reCloak = "";
}
messageClient(%obj.client, 'MsgCloakingPackOff', '\c2Cloaking pack off. Jammed.');
%obj.setCloaked(false);
%obj.setImageTrigger($BackpackSlot, false);
}
}

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//--------------------------------------------------------------------------
// Mining Tool
// can be used by any armor type
// when activated, gives user a "mining tool" that can be used to
// mine rocks that contain various minerals that can be sold or
// used by miner to build weapons, armor, and other objects.
//
// Note: Although this could've been intergrated into the repair gun
// somehow (technically still repairs), it's been built as a seperate
// pack for "balancing".
//--------------------------------------------------------------------------
// Projectile
datablock RepairProjectileData(MiningBeam)
{
sound = RepairPackFireSound;
beamRange = 10;
beamWidth = 0.33;
numSegments = 20;
texRepeat = 0.20;
blurFreq = 10.0;
blurLifetime = 1.0;
cutoffAngle = 25.0;
textures[0] = "special/ELFBeam";
textures[1] = "special/BlueImpact";
};
//-------------------------------------------------------------------------
// shapebase datablocks
datablock ShapeBaseImageData(MiningToolImage)
{
shapeFile = "pack_upgrade_repair.dts";
item = MiningTool;
mountPoint = 1;
offset = "0 0 0";
emap = true;
gun = MiningToolGunImage;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateSequence[1] = "fire";
stateSound[1] = RepairPackActivateSound;
stateTransitionOnTriggerUp[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeout[2] = "Idle";
};
datablock ItemData(MiningTool)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_upgrade_repair.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "MiningToolImage";
pickUpName = "a mining tool";
lightOnlyStatic = true;
lightType = "PulsingLight";
lightColor = "0 0 1 0";
lightTime = 1200;
lightRadius = 2.5; //It's just a mining tool folks..
computeCRC = true;
emap = true;
};
//--------------------------------------------------------------------------
// Mining Gun
datablock ShapeBaseImageData(MiningToolGunImage)
{
shapeFile = "weapon_repair.dts";
offset = "0 0 0";
usesEnergy = true;
minEnergy = 3;
cutOffEnergy = 3.1;
emap = true;
repairFactorPlayer = 0.002; // <--- attention DaveG!
repairFactorObject = 0.004; // <--- attention DaveG!
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.25;
stateName[1] = "ActivateReady";
stateScript[1] = "onActivateReady";
stateSpinThread[1] = Stop;
stateTransitionOnAmmo[1] = "Ready";
stateTransitionOnNoAmmo[1] = "ActivateReady";
stateName[2] = "Ready";
stateSpinThread[2] = Stop;
stateTransitionOnNoAmmo[2] = "Deactivate";
stateTransitionOnTriggerDown[2] = "Validate";
stateName[3] = "Validate";
stateTransitionOnTimeout[3] = "Validate";
stateTimeoutValue[3] = 0.2;
stateEnergyDrain[3] = 3;
stateSpinThread[3] = SpinUp;
stateScript[3] = "onValidate";
stateIgnoreLoadedForReady[3] = true;
stateTransitionOnLoaded[3] = "Mine";
stateTransitionOnNoAmmo[3] = "Deactivate";
stateTransitionOnTriggerUp[3] = "Deactivate";
stateName[4] = "Mine";
stateSound[4] = RepairPackFireSound;
stateScript[4] = "onMine";
stateSpinThread[4] = FullSpeed;
stateAllowImageChange[4] = false;
stateSequence[4] = "activate";
stateFire[4] = true;
stateEnergyDrain[4] = 9;
stateTimeoutValue[4] = 0.2;
stateTransitionOnTimeOut[4] = "Mine";
stateTransitionOnNoAmmo[4] = "Deactivate";
stateTransitionOnTriggerUp[4] = "Deactivate";
stateTransitionOnNotLoaded[4] = "Validate";
stateName[5] = "Deactivate";
stateScript[5] = "onDeactivate";
stateSpinThread[5] = SpinDown;
stateSequence[5] = "activate";
stateDirection[5] = false;
stateTimeoutValue[5] = 0.2;
stateTransitionOnTimeout[5] = "ActivateReady";
};
function MiningToolImage::onUnmount(%data, %obj, %node)
{
// dismount the mining gun if the player had it mounted
// need the extra "if" statement to avoid a console error message
if(%obj.getMountedImage($WeaponSlot))
if(%obj.getMountedImage($WeaponSlot).getName() $= "MiningToolGunImage")
%obj.unmountImage($WeaponSlot);
// if the player was repairing something when the pack was thrown, stop repairing it
if(%obj.repairing != 0)
stopMining(%obj);
}
function MiningToolImage::onActivate(%data, %obj, %slot)
{
// don't activate the pack if player is piloting a vehicle
if(%obj.isPilot())
{
%obj.setImageTrigger(%slot, false);
return;
}
if(!isObject(%obj.getMountedImage($WeaponSlot)) || %obj.getMountedImage($WeaponSlot).getName() !$= "MiningToolGunImage")
{
messageClient(%obj.client, 'MsgRepairPackOn', '\c2Mining Tool activated.');
// make sure player's arm thread is "look"
%obj.setArmThread(look);
// mount the repair gun
%obj.mountImage(MiningToolGunImage, $WeaponSlot);
// clientCmdsetRepairReticle found in hud.cs
commandToClient(%obj.client, 'setRepairReticle');
}
}
function MiningToolImage::onDeactivate(%data, %obj, %slot)
{
//called when the player hits the "pack" key again (toggle)
%obj.setImageTrigger(%slot, false);
// if mining gun was mounted, unmount it
if(%obj.getMountedImage($WeaponSlot).getName() $= "MiningToolGunImage")
%obj.unmountImage($WeaponSlot);
}
function MiningToolGunImage::onMount(%this,%obj,%slot)
{
%obj.setImageAmmo(%slot,true);
if ( !isDemo() )
commandToClient( %obj.client, 'setRepairPackIconOn' );
}
function MiningToolGunImage::onUnmount(%this,%obj,%slot)
{
// called when player switches to another weapon
// stop mining whatever player was mining
if(%obj.repairing)
stopMining(%obj);
%obj.setImageTrigger(%slot, false);
// "turn off" the mining tool -- player needs to hit the "pack" key to
// activate the mining gun again
%obj.setImageTrigger($BackpackSlot, false);
if ( !isDemo() )
commandToClient( %obj.client, 'setRepairPackIconOff' );
}
function MiningToolGunImage::onActivateReady(%this,%obj,%slot)
{
%obj.errMsgSent = false;
%obj.selfRepairing = false;
%obj.repairing = 0;
%obj.setImageLoaded(%slot, false);
}
function MiningToolGunImage::onValidate(%this,%obj,%slot)
{
// this = miningtoolimage datablock
// obj = player wielding the repair gun
// slot = weapon slot
if(%obj.getEnergyLevel() <= %this.cutOffEnergy)
{
stopMining(%obj);
return;
}
%repGun = %obj.getMountedImage(%slot);
// muzVec is the vector coming from the mining gun's "muzzle"
%muzVec = %obj.getMuzzleVector(%slot);
// muzNVec = normalized muzVec
%muzNVec = VectorNormalize(%muzVec);
%repairRange = DefaultRepairBeam.beamRange;
// scale muzNVec to the range the mining beam can reach
%muzScaled = VectorScale(%muzNVec, %repairRange);
// muzPoint = the actual point of the gun's "muzzle"
%muzPoint = %obj.getMuzzlePoint(%slot);
// rangeEnd = muzzle point + length of beam
%rangeEnd = VectorAdd(%muzPoint, %muzScaled);
// search for just about anything that can be damaged as well as interiors
%searchMasks = $TypeMasks::StaticShapeObjectType;
// search for objects within the beam's range that fit the masks above
%scanTarg = ContainerRayCast(%muzPoint, %rangeEnd, %searchMasks, %obj);
// screen out interiors
if(%scanTarg && !(%scanTarg.getType() & $TypeMasks::InteriorObjectType))
{
// a target in range was found
%repTgt = firstWord(%scanTarg);
// is the prospective target damaged?
if(%repTgt.notRepairable)
{
// this is an object that cant be mined at all
// -- mission specific flag set on the object
if(!%obj.errMsgSent)
{
messageClient(%obj.client, 'MsgRepairPackIrrepairable', '\c2Target cannot be mined.', %repTgt);
%obj.errMsgSent = true;
}
// if player was repairing something, stop the repairs -- we're done
if(%obj.repairing)
stopMining(%obj);
}
else if(%repTgt.getDamageLevel())
{
// yes, it's damaged
if(%repTgt != %obj.repairing)
{
if(isObject(%obj.repairing))
stopMining(%obj);
%obj.repairing = %repTgt;
}
// setting imageLoaded to true sends us to repair state (function onRepair)
%obj.setImageLoaded(%slot, true);
}
else
{
// there is a target in range, but it's not damaged
if(!%obj.errMsgSent)
{
// if the target isn't damaged, send a message to that effect only once
messageClient(%obj.client, 'MsgRepairPackNotDamaged', '\c2Target is not damaged.', %repTgt);
%obj.errMsgSent = true;
}
// if player was repairing something, stop the repairs -- we're done
if(%obj.repairing)
stopMining(%obj);
}
}
//AI hack - too many things influence the aiming, so I'm going to force the repair object for bots only
else if (%obj.client.isAIControlled() && isObject(%obj.client.repairObject))
{
%repTgt = %obj.client.repairObject;
%repPoint = %repTgt.getAIRepairPoint();
if (%repPoint $= "0 0 0")
%repPoint = %repTgt.getWorldBoxCenter();
%repTgtVector = VectorNormalize(VectorSub(%muzPoint, %repPoint));
%aimVector = VectorNormalize(VectorSub(%muzPoint, %rangeEnd));
//if the dot product is very close (ie. we're aiming in the right direction)
if (VectorDot(%repTgtVector, %aimVector) > 0.85)
{
//do an LOS to make sure nothing is in the way...
%scanTarg = ContainerRayCast(%muzPoint, %repPoint, %searchMasks, %obj);
if (firstWord(%scanTarg) == %repTgt)
{
// yes, it's damaged
if(isObject(%obj.repairing))
stopMining(%obj);
%obj.repairing = %repTgt;
// setting imageLoaded to true sends us to repair state (function onRepair)
%obj.setImageLoaded(%slot, true);
}
}
}
else if(%obj.getDamageLevel())
{
// there is no target in range, but the player is damaged
// check to see if we were repairing something before -- if so, stop repairing old target
if(%obj.repairing != 0)
if(%obj.repairing != %obj)
stopMining(%obj);
if(isObject(%obj.repairing))
stopMining(%obj);
%obj.repairing = %obj;
// quick, to onRepair!
%obj.setImageLoaded(%slot, true);
}
else
{
// there is no target in range, and the player isn't damaged
if(!%obj.errMsgSent)
{
// send an error message only once
messageClient(%obj.client, 'MsgRepairPackNoTarget', '\c2No target to mine.');
%obj.errMsgSent = true;
}
stopMining(%obj);
}
}
function MiningToolGunImage::onMine(%this,%obj,%slot)
{
// this = repairgunimage datablock
// obj = player wielding the repair gun
// slot = weapon slot
if(%obj.getEnergyLevel() <= %this.cutOffEnergy)
{
stopMining(%obj);
return;
}
// reset the flag that indicates an error message has been sent
%obj.errMsgSent = false;
%target = %obj.repairing;
if(!%target)
{
// no target -- whoops! never mind
stopMining(%obj);
}
else
{
// make sure we still have a target -- more vector fun!!!
%muzVec = %obj.getMuzzleVector(%slot);
%muzNVec = VectorNormalize(%muzVec);
%repairRange = DefaultRepairBeam.beamRange;
%muzScaled = VectorScale(%muzNVec, %repairRange);
%muzPoint = %obj.getMuzzlePoint(%slot);
%rangeEnd = VectorAdd(%muzPoint, %muzScaled);
%searchMasks = $TypeMasks::StaticShapeObjectType;
//AI hack to help "fudge" the repairing stuff...
if (%obj.client.isAIControlled() && isObject(%obj.client.repairObject) && %obj.client.repairObject == %obj.repairing)
{
%repTgt = %obj.client.repairObject;
%repPoint = %repTgt.getAIRepairPoint();
if (%repPoint $= "0 0 0")
%repPoint = %repTgt.getWorldBoxCenter();
%repTgtVector = VectorNormalize(VectorSub(%muzPoint, %repPoint));
%aimVector = VectorNormalize(VectorSub(%muzPoint, %rangeEnd));
//if the dot product is very close (ie. we're aiming in the right direction)
if (VectorDot(%repTgtVector, %aimVector) > 0.85)
%scanTarg = ContainerRayCast(%muzPoint, %repPoint, %searchMasks, %obj);
}
else
%scanTarg = ContainerRayCast(%muzPoint, %rangeEnd, %searchMasks, %obj);
if (%scanTarg)
{
%pos = getWords(%scanTarg, 1, 3);
%obstructMask = $TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType;
%obstruction = ContainerRayCast(%muzPoint, %pos, %obstructMask, %obj);
if (%obstruction)
%scanTarg = "0";
}
if(%scanTarg)
{
// there's still a target out there
%repTgt = firstWord(%scanTarg);
if (%repTgt.mineral $= "")
{
messageClient(%obj.client, 'MsgMineFail',"\c2Rock is empty as of now. Check back later.");
%obj.errMsgSent = true;
stopMining(%obj);
return;
}
// is the target damaged?
if(%repTgt.getDamageLevel())
{
%obj.client.collected = %obj.client.collected + %obj.getRepairRate() + MiningToolGunImage.repairFactorPlayer;
%obj.client.units[%obj.repairing.mineral] = %obj.client.units[%obj.repairing.mineral] + %obj.client.collected;
if(%repTgt != %obj.repairing)
{
// the target is not the same as the one we were just repairing
// stop repairing old target, start repairing new target
stopRepairing(%obj);
if(isObject(%obj.repairing))
stopRepairing(%obj);
%obj.repairing = %repTgt;
// extract the name of what player is repairing based on what it is
// if it's a player, it's the player's name (duh)
// if it's an object, look for a nametag
// if object has no nametag, just say what it is (e.g. generatorLarge)
if(%repTgt.getClassName() $= Player)
%tgtName = getTaggedString(%repTgt.client.name);
else if(%repTgt.getGameName() !$= "")
%tgtName = %repTgt.getGameName();
else
%tgtName = %repTgt.getDatablock().getName();
messageClient(%obj.client, 'MsgRepairPackRepairingObj', '\c2Mining rock.. (%3)', %tgtName, %repTgt, %repTgt.mineral);
startMining(%obj, false);
}
else
{
// it's the same target as last time
// changed to fix "2 players can't repair same object" bug
if(%obj.repairProjectile == 0)
{
if(%repTgt.getClassName() $= Player)
%tgtName = getTaggedString(%repTgt.client.name);
else if(%repTgt.getGameName() !$= "")
%tgtName = %repTgt.getGameName();
else
%tgtName = %repTgt.getDatablock().getName();
messageClient(%obj.client, 'MsgRepairPackRepairingObj', '\c2Mining Rock.. (%3)', %tgtName, %repTgt, %repTgt.mineral);
startMining(%obj, false);
}
}
}
else
{
%rateOfRepair = %this.repairFactorObject;
if(%repTgt.getClassName() $= Player)
{
%tgtName = getTaggedString(%repTgt.client.name);
%rateOfRepair = %this.repairFactorPlayer;
}
else if(%repTgt.getGameName() !$= "")
%tgtName = %repTgt.getGameName();
else
%tgtName = %repTgt.getDatablock().getName();
if(%repTgt != %obj.repairing)
{
// it isn't the same object we were repairing previously
messageClient(%obj.client, 'MsgRepairPackNotDamaged', '\c2%1 is not damaged.', %tgtName);
}
else
{
// same target, but not damaged -- we must be done
messageClient(%obj.client, 'MsgRepairPackDone', '\c2Rock ran out of minerals.');
stopMining(%obj); //Push this through to make sure client gets minerals..
Game.objectRepaired(%repTgt, %tgtName);
}
%obj.errMsgSent = true;
stopMining(%obj);
}
}
else
{
// whoops, we lost our target
messageClient(%obj.client, 'MsgRepairPackLostTarget', '\c2No target to mine.');
stopMining(%obj);
}
}
}
function MiningToolGunImage::onDeactivate(%this,%obj,%slot)
{
stopMining(%obj);
}
function stopMining(%player)
{
// %player = the player who was using the repair pack
if(%player.selfRepairing)
{
// there is no projectile for self-repairing
%player.setRepairRate(%player.getRepairRate() - %player.repairingRate);
%player.selfRepairing = false;
}
else if(%player.repairing > 0)
{
// player was repairing something else
//if(%player.repairing.beingRepaired > 0)
//{
// don't decrement this stuff if it's already at 0 -- though it shouldn't be
//%player.repairing.beingRepaired--;
%player.repairing.setRepairRate(%player.repairing.getRepairRate() - %player.repairingRate);
//}
if(%player.repairProjectile > 0)
{
// is there a repair projectile? delete it
%player.repairProjectile.delete();
%player.repairProjectile = 0;
}
}
if (!%player.errMsgSent && isObject(%player.repairing) && %player.repairing.mineral !$= "") //Ok, player stopped mining. Give the player his/her WTF they mined.
{
%client = %player.client;
%mineral = %player.repairing.mineral;
%collected = %player.client.collected;
%total = %client.units[%mineral];
%obj = %player.repairing;
messageClient(%player.client,'msgMiningCollect','\c2Collected %1 units of %2. You now have %3 units of %2.',%collected,%mineral,%total);
}
%player.client.collected = 0;
%player.repairing = 0;
%player.repairingRate = 0;
%player.setImageTrigger($WeaponSlot, false);
%player.setImageLoaded($WeaponSlot, false);
}
function startMining(%player, %self)
{
// %player = the player who was using the repair pack
// %self = boolean -- is player repairing him/herself?
if(%self)
{
// one repair, hold the projectile
%player.setRepairRate(%player.getRepairRate() + MiningToolGunImage.repairFactorPlayer);
%player.selfRepairing = true;
%player.repairingRate = MiningToolGunImage.repairFactorPlayer;
}
else
{
//if(%player.repairing.beingRepaired $= "")
// %player.repairing.beingRepaired = 1;
//else
// %player.repairing.beingRepaired++;
//AI hack...
if (%player.client.isAIControlled() && %player.client.repairObject == %player.repairing)
{
%initialPosition = %player.getMuzzlePoint($WeaponSlot);
%initialDirection = VectorSub(%initialPosition, %player.repairing.getWorldBoxCenter());
}
else
{
%initialDirection = %player.getMuzzleVector($WeaponSlot);
%initialPosition = %player.getMuzzlePoint($WeaponSlot);
}
if(%player.repairing.getClassName() $= Player)
%repRate = RepairGunImage.repairFactorPlayer;
else
%repRate = RepairGunImage.repairFactorObject;
%player.repairing.setRepairRate(%player.repairing.getRepairRate() + %repRate);
%player.repairingRate = %repRate;
%player.repairProjectile = new RepairProjectile() {
dataBlock = MiningBeam;
initialDirection = %initialDirection;
initialPosition = %initialPosition;
sourceObject = %player;
sourceSlot = $WeaponSlot;
targetObject = %player.repairing;
};
// ----------------------------------------------------
// z0dd - ZOD, 5/27/02. Fix lingering projectile bug
if(isObject(%player.lastProjectile))
%player.lastProjectile.delete();
%player.HP = %player.repairing.getDamageLevel(); //Is used when player stops 'mining'
%player.lastProjectile = %player.repairProjectile;
// End z0dd - ZOD
// ----------------------------------------------------
MissionCleanup.add(%player.repairProjectile);
}
}
function MiningTool::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}

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//--------------------------------------------------------------------------
//
//
//
//--------------------------------------------------------------------------
datablock ShapeBaseImageData(MissileBarrelPackImage)
{
mass = 10; // z0dd - ZOD, 7/17/02. Lower mass due to higher gravity. Was 15.
className = TurretPack;
shapeFile = "pack_barrel_missile.dts";
item = MissileBarrelPack;
mountPoint = 1;
offset = "0 0 0";
turretBarrel = "MissileBarrelLarge";
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeOut[2] = "Idle";
isLarge = true;
};
datablock ItemData(MissileBarrelPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_barrel_missile.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "MissileBarrelPackImage";
pickUpName = "a missile barrel pack";
computeCRC = true;
};
//MissileBarrelPackImage.turretBarrel = "MissileBarrelLarge";
function MissileBarrelPackImage::onActivate(%data, %obj, %slot)
{
checkTurretMount(%data, %obj, %slot);
}
function MissileBarrelPackImage::onDeactivate(%data, %obj, %slot)
{
%obj.setImageTrigger($BackpackSlot, false);
}
function MissileBarrelPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}

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//--------------------------------------------------------------------------
//
//
//
//--------------------------------------------------------------------------
datablock ShapeBaseImageData(MortarBarrelPackImage)
{
mass = 10; // z0dd - ZOD, 7/17/02. Lower mass due to higher gravity. Was 15.
className = TurretPack;
shapeFile = "pack_barrel_mortar.dts";
item = MortarBarrelPack;
mountPoint = 1;
offset = "0 0 0";
turretBarrel = "MortarBarrelLarge";
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeOut[2] = "Idle";
isLarge = true;
};
datablock ItemData(MortarBarrelPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_barrel_mortar.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "MortarBarrelPackImage";
pickUpName = "a mortar barrel pack";
computeCRC = true;
};
function MortarBarrelPackImage::onActivate(%data, %obj, %slot)
{
checkTurretMount(%data, %obj, %slot);
}
function MortarBarrelPackImage::onDeactivate(%data, %obj, %slot)
{
%obj.setImageTrigger($BackpackSlot, false);
}
function MortarBarrelPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}

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//--------------------------------------------------------------------------
//
// Plasma barrel pack
//
//--------------------------------------------------------------------------
datablock ShapeBaseImageData(PlasmaBarrelPackImage)
{
mass = 10; // z0dd - ZOD, 7/17/02. Lower mass due to higher gravity. Was 15.
shapeFile = "pack_barrel_fusion.dts";
item = PlasmaBarrelPack;
mountPoint = 1;
offset = "0 0 0";
turretBarrel = "PlasmaBarrelLarge";
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeOut[2] = "Idle";
isLarge = true;
};
datablock ItemData(PlasmaBarrelPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_barrel_fusion.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "PlasmaBarrelPackImage";
pickUpName = "a plasma barrel pack";
computeCRC = true;
};
function PlasmaBarrelPackImage::onActivate(%data, %obj, %slot)
{
checkTurretMount(%data, %obj, %slot);
}
function PlasmaBarrelPackImage::onDeactivate(%data, %obj, %slot)
{
%obj.setImageTrigger($BackpackSlot, false);
}
function PlasmaBarrelPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}

643
scripts/packs/repairpack.cs Normal file
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//--------------------------------------------------------------------------
// Repair Pack
// can be used by any armor type
// when activated, gives user a "repair gun" that can be used to
// repair a damaged object or player. If there is no target in
// range for the repair gun, the user is repaired.
//--------------------------------------------------------------------------
// Sounds & feedback effects
datablock EffectProfile(RepairPackActivateEffect)
{
effectname = "packs/packs.repairPackOn";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(RepairPackFireEffect)
{
effectname = "packs/repair_use";
minDistance = 2.5;
maxDistance = 5.0;
};
datablock AudioProfile(RepairPackActivateSound)
{
filename = "fx/packs/packs.repairPackOn.wav";
description = AudioClosest3d;
preload = true;
effect = RepairPackActivateEffect;
};
datablock AudioProfile(RepairPackFireSound)
{
filename = "fx/packs/repair_use.wav";
description = CloseLooping3d;
preload = true;
effect = RepairPackFireEffect;
};
//--------------------------------------------------------------------------
// Projectile
datablock RepairProjectileData(DefaultRepairBeam)
{
sound = RepairPackFireSound;
beamRange = 10;
beamWidth = 0.15;
numSegments = 20;
texRepeat = 0.20;
blurFreq = 10.0;
blurLifetime = 1.0;
cutoffAngle = 25.0;
textures[0] = "special/redbump2";
textures[1] = "special/redflare";
};
//-------------------------------------------------------------------------
// shapebase datablocks
datablock ShapeBaseImageData(RepairPackImage)
{
shapeFile = "pack_upgrade_repair.dts";
item = RepairPack;
mountPoint = 1;
offset = "0 0 0";
emap = true;
gun = RepairGunImage;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateSequence[1] = "fire";
stateSound[1] = RepairPackActivateSound;
stateTransitionOnTriggerUp[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeout[2] = "Idle";
};
datablock ItemData(RepairPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_upgrade_repair.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "RepairPackImage";
pickUpName = "a repair pack";
lightOnlyStatic = true;
lightType = "PulsingLight";
lightColor = "1 0 0 1";
lightTime = 1200;
lightRadius = 4;
computeCRC = true;
emap = true;
};
//--------------------------------------------------------------------------
// Repair Gun
datablock ShapeBaseImageData(RepairGunImage)
{
shapeFile = "weapon_repair.dts";
offset = "0 0 0";
usesEnergy = true;
minEnergy = 3;
cutOffEnergy = 3.1;
emap = true;
repairFactorPlayer = 0.002; // <--- attention DaveG!
repairFactorObject = 0.005; // <--- attention DaveG! // z0dd - ZOD, 7/20/02. was 0.004
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.25;
stateName[1] = "ActivateReady";
stateScript[1] = "onActivateReady";
stateSpinThread[1] = Stop;
stateTransitionOnAmmo[1] = "Ready";
stateTransitionOnNoAmmo[1] = "ActivateReady";
stateName[2] = "Ready";
stateSpinThread[2] = Stop;
stateTransitionOnNoAmmo[2] = "Deactivate";
stateTransitionOnTriggerDown[2] = "Validate";
stateName[3] = "Validate";
stateTransitionOnTimeout[3] = "Validate";
stateTimeoutValue[3] = 0.2;
stateEnergyDrain[3] = 3;
stateSpinThread[3] = SpinUp;
stateScript[3] = "onValidate";
stateIgnoreLoadedForReady[3] = true;
stateTransitionOnLoaded[3] = "Repair";
stateTransitionOnNoAmmo[3] = "Deactivate";
stateTransitionOnTriggerUp[3] = "Deactivate";
stateName[4] = "Repair";
stateSound[4] = RepairPackFireSound;
stateScript[4] = "onRepair";
stateSpinThread[4] = FullSpeed;
stateAllowImageChange[4] = false;
stateSequence[4] = "activate";
stateFire[4] = true;
stateEnergyDrain[4] = 9;
stateTimeoutValue[4] = 0.2;
stateTransitionOnTimeOut[4] = "Repair";
stateTransitionOnNoAmmo[4] = "Deactivate";
stateTransitionOnTriggerUp[4] = "Deactivate";
stateTransitionOnNotLoaded[4] = "Validate";
stateName[5] = "Deactivate";
stateScript[5] = "onDeactivate";
stateSpinThread[5] = SpinDown;
stateSequence[5] = "activate";
stateDirection[5] = false;
stateTimeoutValue[5] = 0.2;
stateTransitionOnTimeout[5] = "ActivateReady";
};
function RepairPackImage::onUnmount(%data, %obj, %node)
{
// dismount the repair gun if the player had it mounted
// need the extra "if" statement to avoid a console error message
if(%obj.getMountedImage($WeaponSlot))
if(%obj.getMountedImage($WeaponSlot).getName() $= "RepairGunImage")
%obj.unmountImage($WeaponSlot);
// if the player was repairing something when the pack was thrown, stop repairing it
if(%obj.repairing != 0)
stopRepairing(%obj);
}
function RepairPackImage::onActivate(%data, %obj, %slot)
{
// don't activate the pack if player is piloting a vehicle
if(%obj.isPilot())
{
%obj.setImageTrigger(%slot, false);
return;
}
if(!isObject(%obj.getMountedImage($WeaponSlot)) || %obj.getMountedImage($WeaponSlot).getName() !$= "RepairGunImage")
{
messageClient(%obj.client, 'MsgRepairPackOn', '\c2Repair pack activated.');
// make sure player's arm thread is "look"
%obj.setArmThread(look);
// mount the repair gun
%obj.mountImage(RepairGunImage, $WeaponSlot);
// clientCmdsetRepairReticle found in hud.cs
commandToClient(%obj.client, 'setRepairReticle');
}
}
function RepairPackImage::onDeactivate(%data, %obj, %slot)
{
//called when the player hits the "pack" key again (toggle)
%obj.setImageTrigger(%slot, false);
// if repair gun was mounted, unmount it
if(%obj.getMountedImage($WeaponSlot).getName() $= "RepairGunImage")
%obj.unmountImage($WeaponSlot);
}
function RepairGunImage::onMount(%this,%obj,%slot)
{
%obj.setImageAmmo(%slot,true);
// z0dd - ZOD, 9/29/02. Removed T2 demo code from here
commandToClient( %obj.client, 'setRepairPackIconOn' );
}
function RepairGunImage::onUnmount(%this,%obj,%slot)
{
// called when player switches to another weapon
// stop repairing whatever player was repairing
if(%obj.repairing)
stopRepairing(%obj);
%obj.setImageTrigger(%slot, false);
// "turn off" the repair pack -- player needs to hit the "pack" key to
// activate the repair gun again
%obj.setImageTrigger($BackpackSlot, false);
// z0dd - ZOD, 9/29/02. Removed T2 demo code from here
commandToClient( %obj.client, 'setRepairPackIconOff' );
}
function RepairGunImage::onActivateReady(%this,%obj,%slot)
{
%obj.errMsgSent = false;
%obj.selfRepairing = false;
%obj.repairing = 0;
%obj.setImageLoaded(%slot, false);
}
function RepairGunImage::onValidate(%this,%obj,%slot)
{
// this = repairgunimage datablock
// obj = player wielding the repair gun
// slot = weapon slot
if(%obj.getEnergyLevel() <= %this.cutOffEnergy)
{
stopRepairing(%obj);
return;
}
%repGun = %obj.getMountedImage(%slot);
// muzVec is the vector coming from the repair gun's "muzzle"
%muzVec = %obj.getMuzzleVector(%slot);
// muzNVec = normalized muzVec
%muzNVec = VectorNormalize(%muzVec);
%repairRange = DefaultRepairBeam.beamRange;
// scale muzNVec to the range the repair beam can reach
%muzScaled = VectorScale(%muzNVec, %repairRange);
// muzPoint = the actual point of the gun's "muzzle"
%muzPoint = %obj.getMuzzlePoint(%slot);
// rangeEnd = muzzle point + length of beam
%rangeEnd = VectorAdd(%muzPoint, %muzScaled);
// search for just about anything that can be damaged as well as interiors
%searchMasks = $TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType |
$TypeMasks::StaticShapeObjectType | $TypeMasks::TurretObjectType | $TypeMasks::InteriorObjectType;
// search for objects within the beam's range that fit the masks above
%scanTarg = ContainerRayCast(%muzPoint, %rangeEnd, %searchMasks, %obj);
// screen out interiors
if(%scanTarg && !(%scanTarg.getType() & $TypeMasks::InteriorObjectType))
{
// a target in range was found
%repTgt = firstWord(%scanTarg);
// is the prospective target damaged?
if(%repTgt.notRepairable)
{
// this is an object that cant be repaired at all
// -- mission specific flag set on the object
if(!%obj.errMsgSent)
{
messageClient(%obj.client, 'MsgRepairPackIrrepairable', '\c2Target is not repairable.', %repTgt);
%obj.errMsgSent = true;
}
// if player was repairing something, stop the repairs -- we're done
if(%obj.repairing)
stopRepairing(%obj);
}
else if(%repTgt.getDamageLevel())
{
// yes, it's damaged
if(%repTgt != %obj.repairing)
{
if(isObject(%obj.repairing))
stopRepairing(%obj);
%obj.repairing = %repTgt;
}
// setting imageLoaded to true sends us to repair state (function onRepair)
%obj.setImageLoaded(%slot, true);
}
else
{
// there is a target in range, but it's not damaged
if(!%obj.errMsgSent)
{
// if the target isn't damaged, send a message to that effect only once
messageClient(%obj.client, 'MsgRepairPackNotDamaged', '\c2Target is not damaged.', %repTgt);
%obj.errMsgSent = true;
}
// if player was repairing something, stop the repairs -- we're done
if(%obj.repairing)
stopRepairing(%obj);
}
}
//AI hack - too many things influence the aiming, so I'm going to force the repair object for bots only
else if (%obj.client.isAIControlled() && isObject(%obj.client.repairObject))
{
%repTgt = %obj.client.repairObject;
%repPoint = %repTgt.getAIRepairPoint();
if (%repPoint $= "0 0 0")
%repPoint = %repTgt.getWorldBoxCenter();
%repTgtVector = VectorNormalize(VectorSub(%muzPoint, %repPoint));
%aimVector = VectorNormalize(VectorSub(%muzPoint, %rangeEnd));
//if the dot product is very close (ie. we're aiming in the right direction)
if (VectorDot(%repTgtVector, %aimVector) > 0.85)
{
//do an LOS to make sure nothing is in the way...
%scanTarg = ContainerRayCast(%muzPoint, %repPoint, %searchMasks, %obj);
if (firstWord(%scanTarg) == %repTgt)
{
// yes, it's damaged
if(isObject(%obj.repairing))
stopRepairing(%obj);
%obj.repairing = %repTgt;
// setting imageLoaded to true sends us to repair state (function onRepair)
%obj.setImageLoaded(%slot, true);
}
}
}
else if(%obj.getDamageLevel())
{
// there is no target in range, but the player is damaged
// check to see if we were repairing something before -- if so, stop repairing old target
if(%obj.repairing != 0)
if(%obj.repairing != %obj)
stopRepairing(%obj);
if(isObject(%obj.repairing))
stopRepairing(%obj);
%obj.repairing = %obj;
// quick, to onRepair!
%obj.setImageLoaded(%slot, true);
}
else
{
// there is no target in range, and the player isn't damaged
if(!%obj.errMsgSent)
{
// send an error message only once
messageClient(%obj.client, 'MsgRepairPackNoTarget', '\c2No target to repair.');
%obj.errMsgSent = true;
}
stopRepairing(%obj);
}
}
function RepairGunImage::onRepair(%this,%obj,%slot)
{
// this = repairgunimage datablock
// obj = player wielding the repair gun
// slot = weapon slot
if(%obj.getEnergyLevel() <= %this.cutOffEnergy)
{
stopRepairing(%obj);
return;
}
// reset the flag that indicates an error message has been sent
%obj.errMsgSent = false;
%target = %obj.repairing;
if(!%target)
{
// no target -- whoops! never mind
stopRepairing(%obj);
}
else
{
%target.repairedBy = %obj.client; //keep track of who last repaired this item
if(%obj.repairing == %obj)
{
// player is self-repairing
if(%obj.getDamageLevel())
{
if(!%obj.selfRepairing)
{
// no need for a projectile, just send a message and up the repair rate
messageClient(%obj.client, 'MsgRepairPackPlayerSelfRepair', '\c2Repairing self.');
%obj.selfRepairing = true;
startRepairing(%obj, true);
}
}
else
{
messageClient(%obj.client, 'MsgRepairPackSelfDone', '\c2Repairs completed on self.');
stopRepairing(%obj);
%obj.errMsgSent = true;
}
}
else
{
// make sure we still have a target -- more vector fun!!!
%muzVec = %obj.getMuzzleVector(%slot);
%muzNVec = VectorNormalize(%muzVec);
%repairRange = DefaultRepairBeam.beamRange;
%muzScaled = VectorScale(%muzNVec, %repairRange);
%muzPoint = %obj.getMuzzlePoint(%slot);
%rangeEnd = VectorAdd(%muzPoint, %muzScaled);
%searchMasks = $TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType |
$TypeMasks::StaticShapeObjectType | $TypeMasks::TurretObjectType;
//AI hack to help "fudge" the repairing stuff...
if (%obj.client.isAIControlled() && isObject(%obj.client.repairObject) && %obj.client.repairObject == %obj.repairing)
{
%repTgt = %obj.client.repairObject;
%repPoint = %repTgt.getAIRepairPoint();
if (%repPoint $= "0 0 0")
%repPoint = %repTgt.getWorldBoxCenter();
%repTgtVector = VectorNormalize(VectorSub(%muzPoint, %repPoint));
%aimVector = VectorNormalize(VectorSub(%muzPoint, %rangeEnd));
//if the dot product is very close (ie. we're aiming in the right direction)
if (VectorDot(%repTgtVector, %aimVector) > 0.85)
%scanTarg = ContainerRayCast(%muzPoint, %repPoint, %searchMasks, %obj);
}
else
%scanTarg = ContainerRayCast(%muzPoint, %rangeEnd, %searchMasks, %obj);
if (%scanTarg)
{
%pos = getWords(%scanTarg, 1, 3);
%obstructMask = $TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType;
%obstruction = ContainerRayCast(%muzPoint, %pos, %obstructMask, %obj);
if (%obstruction)
%scanTarg = "0";
}
if(%scanTarg)
{
// there's still a target out there
%repTgt = firstWord(%scanTarg);
// is the target damaged?
if(%repTgt.getDamageLevel())
{
if(%repTgt != %obj.repairing)
{
// the target is not the same as the one we were just repairing
// stop repairing old target, start repairing new target
stopRepairing(%obj);
if(isObject(%obj.repairing))
stopRepairing(%obj);
%obj.repairing = %repTgt;
// extract the name of what player is repairing based on what it is
// if it's a player, it's the player's name (duh)
// if it's an object, look for a nametag
// if object has no nametag, just say what it is (e.g. generatorLarge)
if(%repTgt.getClassName() $= Player)
%tgtName = getTaggedString(%repTgt.client.name);
else if(%repTgt.getGameName() !$= "")
%tgtName = %repTgt.getGameName();
else
%tgtName = %repTgt.getDatablock().getName();
messageClient(%obj.client, 'MsgRepairPackRepairingObj', '\c2Repairing %1.', %tgtName, %repTgt);
startRepairing(%obj, false);
}
else
{
// it's the same target as last time
// changed to fix "2 players can't repair same object" bug
if(%obj.repairProjectile == 0)
{
if(%repTgt.getClassName() $= Player)
%tgtName = getTaggedString(%repTgt.client.name);
else if(%repTgt.getGameName() !$= "")
%tgtName = %repTgt.getGameName();
else
%tgtName = %repTgt.getDatablock().getName();
messageClient(%obj.client, 'MsgRepairPackRepairingObj', '\c2Repairing %1.', %tgtName, %repTgt);
startRepairing(%obj, false);
}
}
}
else
{
%rateOfRepair = %this.repairFactorObject;
if(%repTgt.getClassName() $= Player)
{
%tgtName = getTaggedString(%repTgt.client.name);
%rateOfRepair = %this.repairFactorPlayer;
}
else if(%repTgt.getGameName() !$= "")
%tgtName = %repTgt.getGameName();
else
%tgtName = %repTgt.getDatablock().getName();
if(%repTgt != %obj.repairing)
{
// it isn't the same object we were repairing previously
messageClient(%obj.client, 'MsgRepairPackNotDamaged', '\c2%1 is not damaged.', %tgtName);
}
else
{
// same target, but not damaged -- we must be done
messageClient(%obj.client, 'MsgRepairPackDone', '\c2Repairs completed.');
Game.objectRepaired(%repTgt, %tgtName);
}
%obj.errMsgSent = true;
stopRepairing(%obj);
}
}
else
{
// whoops, we lost our target
messageClient(%obj.client, 'MsgRepairPackLostTarget', '\c2Repair target no longer in range.');
stopRepairing(%obj);
}
}
}
}
function RepairGunImage::onDeactivate(%this,%obj,%slot)
{
stopRepairing(%obj);
}
function stopRepairing(%player)
{
// %player = the player who was using the repair pack
if(%player.selfRepairing)
{
// there is no projectile for self-repairing
%player.setRepairRate(%player.getRepairRate() - %player.repairingRate);
%player.selfRepairing = false;
}
else if(%player.repairing > 0)
{
// player was repairing something else
//if(%player.repairing.beingRepaired > 0)
//{
// don't decrement this stuff if it's already at 0 -- though it shouldn't be
//%player.repairing.beingRepaired--;
%player.repairing.setRepairRate(%player.repairing.getRepairRate() - %player.repairingRate);
//}
if(%player.repairProjectile > 0)
{
// is there a repair projectile? delete it
%player.repairProjectile.delete();
%player.repairProjectile = 0;
}
}
%player.repairing = 0;
%player.repairingRate = 0;
%player.setImageTrigger($WeaponSlot, false);
%player.setImageLoaded($WeaponSlot, false);
}
function startRepairing(%player, %self)
{
// %player = the player who was using the repair pack
// %self = boolean -- is player repairing him/herself?
if(%self)
{
// one repair, hold the projectile
%player.setRepairRate(%player.getRepairRate() + RepairGunImage.repairFactorPlayer);
%player.selfRepairing = true;
%player.repairingRate = RepairGunImage.repairFactorPlayer;
}
else
{
//if(%player.repairing.beingRepaired $= "")
// %player.repairing.beingRepaired = 1;
//else
// %player.repairing.beingRepaired++;
//AI hack...
if (%player.client.isAIControlled() && %player.client.repairObject == %player.repairing)
{
%initialPosition = %player.getMuzzlePoint($WeaponSlot);
%initialDirection = VectorSub(%initialPosition, %player.repairing.getWorldBoxCenter());
}
else
{
%initialDirection = %player.getMuzzleVector($WeaponSlot);
%initialPosition = %player.getMuzzlePoint($WeaponSlot);
}
if(%player.repairing.getClassName() $= Player)
%repRate = RepairGunImage.repairFactorPlayer;
else
%repRate = RepairGunImage.repairFactorObject;
%player.repairing.setRepairRate(%player.repairing.getRepairRate() + %repRate);
%player.repairingRate = %repRate;
%player.repairProjectile = new RepairProjectile() {
dataBlock = DefaultRepairBeam;
initialDirection = %initialDirection;
initialPosition = %initialPosition;
sourceObject = %player;
sourceSlot = $WeaponSlot;
targetObject = %player.repairing;
};
// ----------------------------------------------------
// z0dd - ZOD, 5/27/02. Fix lingering projectile bug
if(isObject(%player.lastProjectile))
%player.lastProjectile.delete();
%player.lastProjectile = %player.repairProjectile;
// End z0dd - ZOD
// ----------------------------------------------------
MissionCleanup.add(%player.repairProjectile);
}
}
function RepairPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}

View file

@ -0,0 +1,843 @@
//--------------------------------------------------------------------------
// Satchel Charge pack
// can be used by any armor type
// when activated, throws the pack -- when activated again (before
// picking up another pack), detonates with a BIG explosion.
//--------------------------------------------------------------------------
// Sounds
datablock EffectProfile(SatchelChargeActivateEffect)
{
effectname = "packs/satchel_pack_activate";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(SatchelChargeExplosionEffect)
{
effectname = "packs/satchel_pack_detonate";
minDistance = 2.5;
maxDistance = 5.0;
};
datablock EffectProfile(SatchelChargePreExplosionEffect)
{
effectname = "explosions/explosion.xpl03";
minDistance = 10.0;
maxDistance = 30.0;
};
datablock AudioProfile(SatchelChargeActivateSound)
{
filename = "fx/packs/satchel_pack_activate.wav";
description = AudioClose3d;
preload = true;
effect = SatchelChargeActivateEffect;
};
datablock AudioProfile(SatchelChargeExplosionSound)
{
filename = "fx/packs/satchel_pack_detonate.wav";
description = AudioBIGExplosion3d;
preload = true;
effect = SatchelChargeExplosionEffect;
};
datablock AudioProfile(SatchelChargePreExplosionSound)
{
filename = "fx/explosions/explosion.xpl03.wav";
description = AudioBIGExplosion3d;
preload = true;
effect = SatchelChargePreExplosionEffect;
};
datablock AudioProfile(UnderwaterSatchelChargeExplosionSound)
{
filename = "fx/weapons/mortar_explode_UW.wav";
description = AudioBIGExplosion3d;
preload = true;
effect = SatchelChargeExplosionEffect;
};
//----------------------------------------------------------------------------
// Satchel Debris
//----------------------------------------------------------------------------
datablock ParticleData( SDebrisSmokeParticle )
{
dragCoeffiecient = 1.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
lifetimeMS = 1000;
lifetimeVarianceMS = 100;
textureName = "particleTest";
useInvAlpha = true;
spinRandomMin = -60.0;
spinRandomMax = 60.0;
colors[0] = "0.4 0.4 0.4 1.0";
colors[1] = "0.3 0.3 0.3 0.5";
colors[2] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.0;
sizes[1] = 2.0;
sizes[2] = 3.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( SDebrisSmokeEmitter )
{
ejectionPeriodMS = 7;
periodVarianceMS = 1;
ejectionVelocity = 1.0; // A little oomph at the back end
velocityVariance = 0.2;
thetaMin = 0.0;
thetaMax = 40.0;
particles = "SDebrisSmokeParticle";
};
datablock DebrisData( SatchelDebris )
{
emitters[0] = SDebrisSmokeEmitter;
explodeOnMaxBounce = true;
elasticity = 0.4;
friction = 0.2;
lifetime = 0.3;
lifetimeVariance = 0.02;
};
//----------------------------------------------------------------------------
// Bubbles
//----------------------------------------------------------------------------
datablock ParticleData(SatchelBubbleParticle)
{
dragCoefficient = 0.0;
gravityCoefficient = -0.25;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1500;
lifetimeVarianceMS = 600;
useInvAlpha = false;
textureName = "special/bubbles";
spinRandomMin = -100.0;
spinRandomMax = 100.0;
colors[0] = "0.7 0.8 1.0 0.0";
colors[1] = "0.7 0.8 1.0 0.4";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 2.0;
sizes[1] = 2.0;
sizes[2] = 2.0;
times[0] = 0.0;
times[1] = 0.8;
times[2] = 1.0;
};
datablock ParticleEmitterData(SatchelBubbleEmitter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
ejectionOffset = 7.0;
velocityVariance = 0.5;
thetaMin = 0;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "MortarExplosionBubbleParticle";
};
//--------------------------------------------------------------------------
// Satchel Explosion Particle effects
//--------------------------------------
datablock ParticleData(SatchelExplosionSmoke)
{
dragCoeffiecient = 0.4;
gravityCoefficient = -0.0; // rises slowly
inheritedVelFactor = 0.025;
lifetimeMS = 2000;
lifetimeVarianceMS = 0;
textureName = "particleTest";
useInvAlpha = true;
spinRandomMin = -200.0;
spinRandomMax = 200.0;
textureName = "special/Smoke/smoke_001";
colors[0] = "1.0 0.7 0.0 1.0";
colors[1] = "0.2 0.2 0.2 0.5";
colors[2] = "0.0 0.0 0.0 0.0";
sizes[0] = 7.0;
sizes[1] = 17.0;
sizes[2] = 2.0;
times[0] = 0.0;
times[1] = 0.4;
times[2] = 1.0;
};
datablock ParticleEmitterData(SatchelExplosionSmokeEmitter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 0;
ejectionVelocity = 14.25;
velocityVariance = 2.25;
thetaMin = 0.0;
thetaMax = 180.0;
lifetimeMS = 200;
particles = "SatchelExplosionSmoke";
};
datablock ParticleData(UnderwaterSatchelExplosionSmoke)
{
dragCoeffiecient = 105.0;
gravityCoefficient = -0.0;
inheritedVelFactor = 0.025;
constantAcceleration = -1.0;
lifetimeMS = 1500;
lifetimeVarianceMS = 0;
textureName = "particleTest";
useInvAlpha = false;
spinRandomMin = -200.0;
spinRandomMax = 200.0;
textureName = "special/Smoke/smoke_001";
colors[0] = "0.4 0.4 1.0 1.0";
colors[1] = "0.4 0.4 1.0 0.5";
colors[2] = "0.0 0.0 0.0 0.0";
sizes[0] = 7.0;
sizes[1] = 17.0;
sizes[2] = 2.0;
times[0] = 0.0;
times[1] = 0.2;
times[2] = 1.0;
};
datablock ParticleEmitterData(UnderwaterSatchelExplosionSmokeEmitter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 0;
ejectionVelocity = 14.25;
velocityVariance = 2.25;
thetaMin = 0.0;
thetaMax = 180.0;
lifetimeMS = 200;
particles = "UnderwaterSatchelExplosionSmoke";
};
datablock ParticleData(SatchelSparks)
{
dragCoefficient = 1;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 150;
textureName = "special/bigSpark";
colors[0] = "0.56 0.36 0.26 1.0";
colors[1] = "0.56 0.36 0.26 1.0";
colors[2] = "1.0 0.36 0.26 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.75;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(SatchelSparksEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 40;
velocityVariance = 20.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
lifetimeMS = 200;
particles = "SatchelSparks";
};
datablock ParticleData(UnderwaterSatchelSparks)
{
dragCoefficient = 1;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 350;
textureName = "special/underwaterSpark";
colors[0] = "0.6 0.6 1.0 1.0";
colors[1] = "0.6 0.6 1.0 1.0";
colors[2] = "0.6 0.6 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.75;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(UnderwaterSatchelSparksEmitter)
{
ejectionPeriodMS = 2;
periodVarianceMS = 0;
ejectionVelocity = 30;
velocityVariance = 5.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 70;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
lifetimeMS = 100;
particles = "UnderwaterSatchelSparks";
};
//---------------------------------------------------------------------------
// Explosion
//---------------------------------------------------------------------------
datablock ExplosionData(SatchelSubExplosion)
{
explosionShape = "disc_explosion.dts";
faceViewer = true;
explosionScale = "0.5 0.5 0.5";
debris = SatchelDebris;
debrisThetaMin = 10;
debrisThetaMax = 80;
debrisNum = 8;
debrisVelocity = 60.0;
debrisVelocityVariance = 15.0;
lifetimeMS = 1000;
delayMS = 0;
emitter[0] = SatchelExplosionSmokeEmitter;
emitter[1] = SatchelSparksEmitter;
offset = 0.0;
playSpeed = 1.5;
sizes[0] = "1.5 1.5 1.5";
sizes[1] = "3.0 3.0 3.0";
times[0] = 0.0;
times[1] = 1.0;
};
datablock ExplosionData(SatchelSubExplosion2)
{
explosionShape = "disc_explosion.dts";
faceViewer = true;
explosionScale = "0.7 0.7 0.7";
debris = SatchelDebris;
debrisThetaMin = 10;
debrisThetaMax = 170;
debrisNum = 8;
debrisVelocity = 60.0;
debrisVelocityVariance = 15.0;
lifetimeMS = 1000;
delayMS = 50;
emitter[0] = SatchelExplosionSmokeEmitter;
emitter[1] = SatchelSparksEmitter;
offset = 9.0;
playSpeed = 1.5;
sizes[0] = "1.5 1.5 1.5";
sizes[1] = "1.5 1.5 1.5";
times[0] = 0.0;
times[1] = 1.0;
};
datablock ExplosionData(SatchelSubExplosion3)
{
explosionShape = "disc_explosion.dts";
faceViewer = true;
explosionScale = "1.0 1.0 1.0";
debris = SatchelDebris;
debrisThetaMin = 10;
debrisThetaMax = 170;
debrisNum = 8;
debrisVelocity = 60.0;
debrisVelocityVariance = 15.0;
lifetimeMS = 2000;
delayMS = 100;
emitter[0] = SatchelExplosionSmokeEmitter;
emitter[1] = SatchelSparksEmitter;
offset = 9.0;
playSpeed = 2.5;
sizes[0] = "1.0 1.0 1.0";
sizes[1] = "1.0 1.0 1.0";
times[0] = 0.0;
times[1] = 1.0;
};
datablock ExplosionData(SatchelMainExplosion)
{
soundProfile = SatchelChargePreExplosionSound;
subExplosion[0] = SatchelSubExplosion;
subExplosion[1] = SatchelSubExplosion2;
subExplosion[2] = SatchelSubExplosion3;
};
//---------------------------------------------------------------------------
// Underwater Explosion
//---------------------------------------------------------------------------
datablock ExplosionData(UnderwaterSatchelSubExplosion)
{
explosionShape = "disc_explosion.dts";
faceViewer = true;
explosionScale = "0.5 0.5 0.5";
lifetimeMS = 1000;
delayMS = 0;
emitter[0] = UnderwaterSatchelExplosionSmokeEmitter;
emitter[1] = UnderwaterSatchelSparksEmitter;
emitter[2] = SatchelBubbleEmitter;
offset = 0.0;
playSpeed = 0.75;
sizes[0] = "1.5 1.5 1.5";
sizes[1] = "2.5 2.5 2.5";
sizes[2] = "2.0 2.0 2.0";
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ExplosionData(UnderwaterSatchelSubExplosion2)
{
explosionShape = "disc_explosion.dts";
faceViewer = true;
explosionScale = "0.7 0.7 0.7";
lifetimeMS = 1000;
delayMS = 50;
emitter[0] = UnderwaterSatchelExplosionSmokeEmitter;
emitter[1] = UnderwaterSatchelSparksEmitter;
emitter[2] = SatchelBubbleEmitter;
offset = 9.0;
playSpeed = 0.75;
sizes[0] = "1.5 1.5 1.5";
sizes[1] = "1.0 1.0 1.0";
sizes[2] = "0.75 0.75 0.75";
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ExplosionData(UnderwaterSatchelSubExplosion3)
{
explosionShape = "disc_explosion.dts";
faceViewer = true;
explosionScale = "1.0 1.0 1.0";
lifetimeMS = 2000;
delayMS = 100;
emitter[0] = UnderwaterSatchelExplosionSmokeEmitter;
emitter[1] = UnderwaterSatchelSparksEmitter;
emitter[2] = SatchelBubbleEmitter;
offset = 9.0;
playSpeed = 1.25;
sizes[0] = "1.0 1.0 1.0";
sizes[1] = "1.0 1.0 1.0";
sizes[2] = "0.5 0.5 0.5";
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ExplosionData(UnderwaterSatchelMainExplosion)
{
soundProfile = UnderwaterSatchelChargeExplosionSound;
subExplosion[0] = UnderwaterSatchelSubExplosion;
subExplosion[1] = UnderwaterSatchelSubExplosion2;
subExplosion[2] = UnderwaterSatchelSubExplosion3;
};
//--------------------------------------------------------------------------
// Projectile
//-------------------------------------------------------------------------
// shapebase datablocks
datablock ShapeBaseImageData(SatchelChargeImage)
{
shapeFile = "pack_upgrade_satchel.dts";
item = SatchelCharge;
mountPoint = 1;
offset = "0 0 0";
emap = true;
};
datablock ItemData(SatchelCharge)
{
className = Pack;
catagory = "Packs";
image = SatchelChargeImage;
shapeFile = "pack_upgrade_satchel.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
pickUpName = "a satchel charge pack";
computeCRC = true;
};
datablock ItemData(SatchelChargeTossed)
{
shapeFile = "pack_upgrade_satchel.dts";
mass = 1.2;
elasticity = 0.1;
friction = 0.9;
rotate = false;
pickupRadius = 0;
noTimeout = true;
sticky = true;
};
datablock StaticShapeData(SatchelChargeThrown) : StaticShapeDamageProfile
{
shapeFile = "pack_upgrade_satchel.dts";
explosion = SatchelMainExplosion;
underwaterExplosion = UnderwaterSatchelMainExplosion;
armDelay = 2500;
maxDamage = 0.6;
disabledLevel = 0.5;
destroyedLevel = 0.6;
dynamicType = $TypeMasks::StaticShapeObjectType;
renderWhenDestroyed = false;
kickBackStrength = 4000;
};
//--------------------------------------------------------------------------
function SatchelCharge::onUse(%this, %obj)
{
%item = new Item() {
dataBlock = SatchelChargeTossed;
rotation = "0 0 1 " @ (getRandom() * 360);
};
MissionCleanup.add(%item);
// take pack out of inventory and unmount image
%obj.decInventory(SatchelCharge, 1);
%obj.throwObject(%item);
%item.sourceObject = %obj;
// z0dd - ZOD, 5/16/02. Schedule a check to see if the satchel is at rest but not stuck to anything
%item.checkCount = 0;
%item.velocCheck = %item.getDataBlock().schedule(1000, "checkVelocity", %item);
}
function initArmSatchelCharge(%satchel)
{
// "deet deet deet" sound
%satchel.playAudio(1, SatchelChargeActivateSound);
// also need to play "antenna extending" animation
%satchel.playThread(0, "deploy");
%satchel.playThread(1, "activate");
// delay the actual arming until after sound is done playing
schedule( 2200, 0, "armSatchelCharge", %satchel );
}
function armSatchelCharge(%satchel)
{
%satchel.armed = true;
commandToClient( %satchel.sourceObject.client, 'setSatchelArmed' );
}
function detonateSatchelCharge(%player)
{
%satchelCharge = %player.thrownChargeId;
// can't detonate the satchel charge if it isn't armed
if(!%satchelCharge.armed)
return;
//error("Detonating satchel charge #" @ %satchelCharge @ " for player #" @ %player);
if(%satchelCharge.getDamageState() !$= Destroyed)
{
%satchelCharge.setDamageState(Destroyed);
%satchelCharge.blowup();
}
// Clear the player's HUD:
%player.client.clearBackpackIcon();
}
function SatchelChargeThrown::onEnterLiquid(%data, %obj, %coverage, %type)
{
// lava types
if(%type >=4 && %type <= 6)
{
if(%obj.getDamageState() !$= "Destroyed")
{
%obj.armed = true;
detonateSatchelCharge(%obj.sourceObject);
return;
}
}
// quickSand
if(%type == 7)
if(isObject(%obj.sourceObject))
%obj.sourceObject.thrownChargeId = 0;
Parent::onEnterLiquid(%data, %obj, %coverage, %type);
}
function SatchelChargeImage::onMount(%data, %obj, %node)
{
%obj.thrownChargeId = 0;
}
function SatchelChargeImage::onUnmount(%data, %obj, %node)
{
}
function SatchelChargeThrown::onDestroyed(%this, %object, %lastState)
{
if(%object.kaboom)
return;
else
{
%object.kaboom = true;
// the "thwart" flag is set if the charge is destroyed with weapons rather
// than detonated. A less damaging explosion, but visually the same scale.
if(%object.thwart)
{
messageClient(%object.sourceObject.client, 'msgSatchelChargeDetonate', "\c2Satchel charge destroyed.");
%dmgRadius = 15; // z0dd - ZOD, 9/27/02. Was 10
%dmgMod = 0.35; // z0dd - ZOD, 9/27/02. Was 0.3
%expImpulse = 2000; // z0dd - ZOD, 9/27/02. Was 1000
%dmgType = $DamageType::Explosion;
}
else
{
messageClient(%object.sourceObject.client, 'msgSatchelChargeDetonate', "\c2Satchel charge detonated!");
%dmgRadius = 25; // z0dd - ZOD, 9/27/02. Was 20
%dmgMod = 1.15; // z0dd - ZOD, 9/27/02. Was 1.0
%expImpulse = 5000; // z0dd - ZOD, 9/27/02. Was 2500
%dmgType = $DamageType::SatchelCharge;
}
%object.blowingUp = true;
RadiusExplosion(%object, %object.getPosition(), %dmgRadius, %dmgMod, %expImpulse, %object.sourceObject, %dmgType);
%object.schedule(1000, "delete");
}
// --------------------------------------------------------------------------------
// z0dd - ZOD, 4/25/02. Satchel bug fix. Prior to fix, clients couldn't pick up
// packs when satchel was destroyed from dmg
if(isObject(%object.sourceObject))
%object.sourceObject.thrownChargeId = 0;
// --------------------------------------------------------------------------------
}
function SatchelChargeThrown::onCollision(%data,%obj,%col)
{
// Do nothing...
}
function SatchelChargeThrown::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType)
{
if (!%object.blowingUp)
{
%targetObject.damaged += %amount;
if(%targetObject.damaged >= %targetObject.getDataBlock().maxDamage &&
%targetObject.getDamageState() !$= Destroyed)
{
%targetObject.thwart = true;
%targetObject.setDamageState(Destroyed);
%targetObject.blowup();
// clear the player's HUD:
%targetObject.sourceObject.client.clearBackPackIcon();
}
}
}
function SatchelCharge::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}
//**************************************************************
// STICKY SATCHEL FUNCTIONS: z0dd - ZOD, 5/16/02
//**************************************************************
function SatchelChargeTossed::onEnterLiquid(%data, %obj, %coverage, %type)
{
// If it lands in lava or quicksand, delete it
if(%type >=4 && %type <= 7)
{
cancel(%obj.velocCheck);
if(isObject(%obj.sourceObject))
%obj.sourceObject.thrownChargeId = 0;
%obj.sourceObject.client.clearBackPackIcon();
%obj.schedule(100, "delete");
}
else
cancel(%obj.velocCheck);
}
function SatchelChargeTossed::onLeaveLiquid(%data, %obj, %type)
{
// On the off chance it passes through to air, reschedule the velocity check
%obj.checkCount = 0;
%obj.velocCheck = %obj.getDataBlock().schedule(1000, "checkVelocity", %obj);
}
function SatchelChargeTossed::onCollision(%data, %obj, %col)
{
// Lets keep thing from floating mid air, the check velocity should handle it afterwards
if(%col.getType() & ($TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType | $TypeMasks::TurretObjectType))
{
%vec = (-1.0 + getRandom() * 2.0) SPC (-1.0 + getRandom() * 2.0) SPC getRandom();
%vec = vectorScale(%vec, 15);
%pos = %col.getWorldBoxCenter();
%obj.applyImpulse(%pos, %vec);
}
}
function SatchelChargeTossed::checkVelocity(%data, %item)
{
%item.checkCount++;
if(VectorLen(%item.getVelocity()) < 0.1)
{
// Satchel has come to rest but not activated, probably on a
// staticshape (station, gen, etc) lets force activation
cancel(%item.velocCheck);
activateSatchel(posFromTransform(%item.getTransform()), rotFromTransform(%item.getTransform()), %item.sourceObject);
%item.schedule(100, "delete");
}
else if(%item.checkCount >= 6)
{
// satchel's still moving but it's been checked several times,
// probably thrown off face of earth, delete it
cancel(%item.velocCheck);
if(isObject(%item.sourceObject))
%item.sourceObject.thrownChargeId = 0;
%item.sourceObject.client.clearBackPackIcon();
%item.schedule(100, "delete");
}
else
{
// check back in a little while
%item.velocCheck = %data.schedule(1000, "checkVelocity", %item);
}
}
function SatchelChargeTossed::onStickyCollision(%data, %obj)
{
// We have sticky! Lets setup for the actual charge
cancel(%obj.velocCheck);
%pos = %obj.getLastStickyPos();
%norm = %obj.getLastStickyNormal();
%intAngle = getTerrainAngle(%norm);
%rotAxis = vectorNormalize(vectorCross(%norm, "0 0 1"));
if (getWord(%norm, 2) == 1 || getWord(%norm, 2) == -1)
%rotAxis = vectorNormalize(vectorCross(%norm, "0 1 0"));
%rot = %rotAxis @ " " @ %intAngle;
activateSatchel(%pos, %rot, %obj.sourceObject);
%obj.schedule(50, "delete");
}
function activateSatchel(%pos, %rot, %source)
{
// Create the charge and schedule arming
%satchel = new StaticShape() {
dataBlock = SatchelChargeThrown;
sourceObject = %source;
position = %pos;
rotation = %rot;
};
MissionCleanup.add(%satchel);
%source.thrownChargeId = %satchel;
%satchel.armed = false;
%satchel.damaged = 0.0;
%satchel.thwart = false;
// arm itself 2.5 seconds after creation
schedule(%satchel.getDatablock().armDelay, %satchel, "initArmSatchelCharge", %satchel);
messageClient(%source.client, 'MsgSatchelChargePlaced', "\c2Satchel charge deployed.");
}

View file

@ -0,0 +1,146 @@
// ------------------------------------------------------------------
// SENSOR JAMMER PACK
//
// When activated, the sensor jammer pack emits a sensor-jamming field of
// 20m radius. Any players within this field are completely invisible to
// all sensors, turrets and cameras.
//
// When not activated, the pack has no effect.
//
datablock EffectProfile(SensorJammerPackActivateEffect)
{
effectname = "packs/cloak_on";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock AudioProfile(SensorJammerActivateSound)
{
filename = "fx/packs/sensorjammerpack_on.wav";
description = ClosestLooping3d;
preload = true;
effect = SensorJammerPackActivateEffect;
};
datablock ShapeBaseImageData(SensorJammerPackImage)
{
shapeFile = "pack_upgrade_sensorjammer.dts";
item = SensorJammerPack;
mountPoint = 1;
offset = "0 0 0";
usesEnergy = true;
minEnergy = 3;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateSequence[1] = "fire";
stateSound[1] = SensorJammerActivateSound;
stateEnergyDrain[1] = 10.5;
stateTransitionOnTriggerUp[1] = "Deactivate";
stateTransitionOnNoAmmo[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeout[2] = "Idle";
};
datablock ItemData(SensorJammerPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_upgrade_sensorjammer.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "SensorJammerPackImage";
pickUpName = "a sensor jammer pack";
computeCRC = true;
};
datablock SensorData(JammerSensorObjectPassive)
{
// same detection info as 'PlayerObject' sensorData
detects = true;
detectsUsingLOS = true;
detectsPassiveJammed = true;
detectRadius = 2000;
detectionPings = false;
detectsFOVOnly = true;
detectFOVPercent = 1.3;
useObjectFOV = true;
jams = true;
jamsOnlyGroup = true;
jamsUsingLOS = true;
jamRadius = 0;
};
datablock SensorData(JammerSensorObjectActive)
{
// same detection info as 'PlayerObject' sensorData
detects = true;
detectsUsingLOS = true;
detectsPassiveJammed = true;
detectRadius = 2000;
detectionPings = false;
detectsFOVOnly = true;
detectFOVPercent = 1.3;
useObjectFOV = true;
jams = true;
jamsOnlyGroup = true;
jamsUsingLOS = true;
jamRadius = 30;
};
function SensorJammerPackImage::onMount(%data, %obj, %slot)
{
setTargetSensorData(%obj.client.target, JammerSensorObjectPassive);
}
function SensorJammerPackImage::onUnmount(%data, %obj, %slot)
{
setTargetSensorData(%obj.client.target, PlayerSensor);
%obj.setImageTrigger(%slot, false);
}
function SensorJammerPackImage::onActivate(%data, %obj, %slot)
{
messageClient(%obj.client, 'MsgSensorJammerPackOn', '\c2Sensor jammer pack on.');
setTargetSensorData(%obj.client.target, JammerSensorObjectActive);
// z0dd - ZOD, 9/29/02. Removed T2 demo code from here
commandToClient( %obj.client, 'setSenJamIconOn' );
%obj.setJammerFX( true );
}
function SensorJammerPackImage::onDeactivate(%data, %obj, %slot)
{
messageClient(%obj.client, 'MsgSensorJammerPackOff', '\c2Sensor jammer pack off.');
%obj.setImageTrigger(%slot, false);
// ----------------------------------------------------------------------
// z0dd - ZOD, 4/25/02. This function is actually getting called AFTER
// ::onUnmount. We must check to see what the players current sensor data
// is, then if it is NOT PlayerSensor, set to passive jam, bug fix.
if(getTargetSensorData(%obj.client.target).getName() !$= "PlayerSensor")
setTargetSensorData(%obj.client.target, JammerSensorObjectPassive);
// ----------------------------------------------------------------------
// z0dd - ZOD, 9/29/02. Removed T2 demo code from here
commandToClient( %obj.client, 'setSenJamIconOff' );
%obj.setJammerFX( false );
}
function SensorJammerPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}