Brought up to date with the newest T2BoL I've located

This commit is contained in:
Robert MacGregor 2015-08-30 02:30:29 -04:00
parent 8c96cba3e1
commit accd31895e
287 changed files with 108557 additions and 107608 deletions

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@ -1,61 +1,61 @@
//--------------------------------------------------------------------------
//
// 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($BackpackSlot, false);
}
function ELFBarrelPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
//--------------------------------------------------------------------------
//
// ELF barrel pack
//
//--------------------------------------------------------------------------
datablock ShapeBaseImageData(ELFBarrelPackImage)
{
mass = 10; // z0dd - ZOD, 7/17/02. Lower mass due to higher gravity. Was 15.
shapeFile = "pack_barrel_elf.dts";
item = ELFBarrelPack;
mountPoint = 1;
offset = "0 0 0";
turretBarrel = "ELFBarrelLarge";
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeOut[2] = "Idle";
isLarge = true;
};
datablock ItemData(ELFBarrelPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_barrel_elf.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "ELFBarrelPackImage";
pickUpName = "an ELF barrel pack";
computeCRC = true;
};
function ELFBarrelPackImage::onActivate(%data, %obj, %slot)
{
checkTurretMount(%data, %obj, %slot);
}
function ELFBarrelPackImage::onDeactivate(%data, %obj, %slot)
{
%obj.setImageTrigger($BackpackSlot, false);
}
function ELFBarrelPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}

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@ -1,63 +1,63 @@
//--------------------------------------------------------------------------
//
//
//
//--------------------------------------------------------------------------
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($BackpackSlot, false);
}
function AABarrelPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
//--------------------------------------------------------------------------
//
//
//
//--------------------------------------------------------------------------
datablock ShapeBaseImageData(AABarrelPackImage)
{
mass = 10; // z0dd - ZOD, 7/17/02. Lower mass due to higher gravity. Was 15.
shapeFile = "pack_barrel_aa.dts";
item = AABarrelPack;
mountPoint = 1;
offset = "0 0 0";
turretBarrel = "AABarrelLarge";
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeOut[2] = "Idle";
isLarge = true;
};
datablock ItemData(AABarrelPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_barrel_aa.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "AABarrelPackImage";
pickUpName = "an anti-aircraft barrel pack";
computeCRC = true;
};
//AABarrelPackImage.turretBarrel = "AABarrelLarge";
function AABarrelPackImage::onActivate(%data, %obj, %slot)
{
checkTurretMount(%data, %obj, %slot);
}
function AABarrelPackImage::onDeactivate(%data, %obj, %slot)
{
%obj.setImageTrigger($BackpackSlot, false);
}
function AABarrelPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}

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@ -1,129 +1,129 @@
//---------------------------------------------------------
// 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;
}
//---------------------------------------------------------
// 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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@ -1,314 +1,314 @@
//--------------------------------------------------------------------------
// 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.");
}
//--------------------------------------------------------------------------
// 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.");
}

View file

@ -1,166 +1,166 @@
// ------------------------------------------------------------------
// 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);
}
// ------------------------------------------------------------------
// 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);
}
}

File diff suppressed because it is too large Load diff

View file

@ -1,65 +1,65 @@
//--------------------------------------------------------------------------
//
//
//
//--------------------------------------------------------------------------
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($BackpackSlot, false);
}
function MissileBarrelPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
//--------------------------------------------------------------------------
//
//
//
//--------------------------------------------------------------------------
datablock ShapeBaseImageData(MissileBarrelPackImage)
{
mass = 10; // z0dd - ZOD, 7/17/02. Lower mass due to higher gravity. Was 15.
className = TurretPack;
shapeFile = "pack_barrel_missile.dts";
item = MissileBarrelPack;
mountPoint = 1;
offset = "0 0 0";
turretBarrel = "MissileBarrelLarge";
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeOut[2] = "Idle";
isLarge = true;
};
datablock ItemData(MissileBarrelPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_barrel_missile.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "MissileBarrelPackImage";
pickUpName = "a missile barrel pack";
computeCRC = true;
};
//MissileBarrelPackImage.turretBarrel = "MissileBarrelLarge";
function MissileBarrelPackImage::onActivate(%data, %obj, %slot)
{
checkTurretMount(%data, %obj, %slot);
}
function MissileBarrelPackImage::onDeactivate(%data, %obj, %slot)
{
%obj.setImageTrigger($BackpackSlot, false);
}
function MissileBarrelPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}

View file

@ -1,63 +1,63 @@
//--------------------------------------------------------------------------
//
//
//
//--------------------------------------------------------------------------
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($BackpackSlot, false);
}
function MortarBarrelPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
//--------------------------------------------------------------------------
//
//
//
//--------------------------------------------------------------------------
datablock ShapeBaseImageData(MortarBarrelPackImage)
{
mass = 10; // z0dd - ZOD, 7/17/02. Lower mass due to higher gravity. Was 15.
className = TurretPack;
shapeFile = "pack_barrel_mortar.dts";
item = MortarBarrelPack;
mountPoint = 1;
offset = "0 0 0";
turretBarrel = "MortarBarrelLarge";
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeOut[2] = "Idle";
isLarge = true;
};
datablock ItemData(MortarBarrelPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_barrel_mortar.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "MortarBarrelPackImage";
pickUpName = "a mortar barrel pack";
computeCRC = true;
};
function MortarBarrelPackImage::onActivate(%data, %obj, %slot)
{
checkTurretMount(%data, %obj, %slot);
}
function MortarBarrelPackImage::onDeactivate(%data, %obj, %slot)
{
%obj.setImageTrigger($BackpackSlot, false);
}
function MortarBarrelPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}

View file

@ -1,61 +1,61 @@
//--------------------------------------------------------------------------
//
// 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($BackpackSlot, false);
}
function PlasmaBarrelPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
//--------------------------------------------------------------------------
//
// Plasma barrel pack
//
//--------------------------------------------------------------------------
datablock ShapeBaseImageData(PlasmaBarrelPackImage)
{
mass = 10; // z0dd - ZOD, 7/17/02. Lower mass due to higher gravity. Was 15.
shapeFile = "pack_barrel_fusion.dts";
item = PlasmaBarrelPack;
mountPoint = 1;
offset = "0 0 0";
turretBarrel = "PlasmaBarrelLarge";
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeOut[2] = "Idle";
isLarge = true;
};
datablock ItemData(PlasmaBarrelPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_barrel_fusion.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "PlasmaBarrelPackImage";
pickUpName = "a plasma barrel pack";
computeCRC = true;
};
function PlasmaBarrelPackImage::onActivate(%data, %obj, %slot)
{
checkTurretMount(%data, %obj, %slot);
}
function PlasmaBarrelPackImage::onDeactivate(%data, %obj, %slot)
{
%obj.setImageTrigger($BackpackSlot, false);
}
function PlasmaBarrelPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}

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@ -1,146 +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
}
// ------------------------------------------------------------------
// 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
}