mirror of
https://github.com/Ragora/T2-BoL.git
synced 2026-01-20 03:24:47 +00:00
357 lines
9.3 KiB
C#
357 lines
9.3 KiB
C#
//--------------------------------------
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// Draakan Flame "Breath" - Is CCM's flameThrower edited to suit the mod
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//--------------------------------------
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//color tent for EVERYTHING its red really red
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//1 r
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//0.18 g
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//0.03 b
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//--------------------------------------
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// Trail
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//--------------------------------------
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datablock ParticleData(flameParticle)
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{
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dragCoeffiecient = 0.0;
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gravityCoefficient = -0.1;
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inheritedVelFactor = 0.1;
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lifetimeMS = 500;
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lifetimeVarianceMS = 50;
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textureName = "ParticleTest";
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spinRandomMin = -10.0;
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spinRandomMax = 10.0;
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colors[0] = "1 0.18 0.03 0.4";
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colors[1] = "1 0.18 0.03 0.3";
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colors[2] = "1 0.18 0.03 0.0";
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sizes[0] = 2.0;
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sizes[1] = 1.0;
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sizes[2] = 0.8;
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times[0] = 0.0;
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times[1] = 0.6;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(flameEmitter)
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{
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ejectionPeriodMS = 3;
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periodVarianceMS = 0;
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ejectionOffset = 0.2;
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ejectionVelocity = 10.0;
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velocityVariance = 0.0;
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thetaMin = 0.0;
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thetaMax = 10.0;
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particles = "flameParticle";
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};
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//--------------------------------------------------------------------------
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// Sounds
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//--------------------------------------
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//This will eventually be some "choking" sound
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//datablock AudioProfile(FlamerDryFireSound)
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//{
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// filename = "fx/weapons/plasma_dryfire.wav";
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// description = AudioClose3d;
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// preload = true;
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// effect = PlasmaDryFireEffect;
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//};
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//--------------------------------------------------------------------------
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// Explosion
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//--------------------------------------------------------------------------
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datablock ParticleData(flameExplosionParticle)
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{
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dragCoefficient = 2;
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gravityCoefficient = 0.2;
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inheritedVelFactor = 0.2;
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constantAcceleration = 0.0;
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lifetimeMS = 500;
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lifetimeVarianceMS = 0;
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textureName = "ParticleTest";
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colors[0] = "1 0.18 0.03 0.6";
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colors[1] = "1 0.18 0.03 0.0";
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sizes[0] = 2;
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sizes[1] = 2.5;
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};
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datablock ParticleEmitterData(flameExplosionEmitter)
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{
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ejectionPeriodMS = 1;
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periodVarianceMS = 0;
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ejectionOffset = 2.0;
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ejectionVelocity = 4.0;
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velocityVariance = 0.0;
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thetaMin = 60.0;
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thetaMax = 90.0;
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lifetimeMS = 250;
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particles = "flameExplosionParticle";
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};
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datablock ExplosionData(flameBoltExplosion)
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{
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particleEmitter = flameExplosionEmitter;
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particleDensity = 150;
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particleRadius = 1.25;
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faceViewer = true;
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};
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//--------------------------------------------------------------------------
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// Projectiles
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//--------------------------------------------------------------------------
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datablock LinearFlareProjectileData(FlameboltMain)
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{
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projectileShapeName = "turret_muzzlepoint.dts";
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scale = "1.0 1.0 1.0";
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faceViewer = true;
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directDamage = 0.1;
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hasDamageRadius = true;
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indirectDamage = 0.08;
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damageRadius = 4.0;
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kickBackStrength = 0.0;
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radiusDamageType = $DamageType::Flame;
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directDamageType = $DamageType::Flame;
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explosion = "flameBoltExplosion";
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splash = PlasmaSplash;
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baseEmitter = FlameEmitter;
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dryVelocity = 50.0; // z0dd - ZOD, 7/20/02. Faster plasma projectile. was 55
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wetVelocity = -1;
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velInheritFactor = 0.3;
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fizzleTimeMS = 250;
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lifetimeMS = 2000;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = true;
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deflectionOnWaterImpact = 0.0;
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fizzleUnderwaterMS = -1;
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//activateDelayMS = 100;
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activateDelayMS = -1;
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size[0] = 0.2;
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size[1] = 0.5;
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size[2] = 0.1;
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numFlares = 35;
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flareColor = "1 0.18 0.03";
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flareModTexture = "flaremod";
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flareBaseTexture = "flarebase";
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sound = PlasmaProjectileSound;
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fireSound = PlasmaFireSound;
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wetFireSound = PlasmaFireWetSound;
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hasLight = true;
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lightRadius = 10.0;
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lightColor = "0.94 0.03 0.12";
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};
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//--------------------------------------------------------------------------
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// Weapon
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//--------------------------------------------------------------------------
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datablock ItemData(flamer)
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{
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_plasma.dts";
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image = flamerImage;
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mass = 1.0;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "you should not see this"; //Players should never be able to pick this up..
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};
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datablock ShapeBaseImageData(flamerImage)
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{
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className = WeaponImage;
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shapeFile = "turret_muzzlepoint.dts";
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mass = 10;
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item = flamer;
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offset = "-0.45 1 0.5"; // L/R - F/B - T/B
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rotation = "0 1 0 180"; // L/R - F/B - T/B
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// armThread = looknw; -- For some odd reason, this adds a little tiny white triangle next to the reticle
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UsesEnergy = true;
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MinEnergy = 1; //At least one point of energy to fire
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fireEnergy = 5.5; //The Draakan Flame uses a fuck load of energy to keep the armor & body cool
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HasTimeout = true;
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TimeoutMS = 6000;
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projectileSpread = 7.0 / 1000.0;
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projectile = flameBoltmain;
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projectileType = LinearFlareProjectile;
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 0.5;
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stateSequence[0] = "Activate";
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stateSound[0] = PlasmaSwitchSound;
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stateName[1] = "ActivateReady";
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stateTransitionOnLoaded[1] = "Ready";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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stateName[2] = "Ready";
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stateEmitterTime[2] = 10000;
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateTransitionOnTriggerDown[2] = "CheckWet"; //Drakes can't use flames underwater. :)
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.05;
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stateFire[3] = true;
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stateAllowImageChange[3] = false;
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stateScript[3] = "onFire";
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stateEmitterTime[3] = 0.05;
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateTimeoutValue[4] = 0.05;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateSound[4] = PlasmaReloadSound;
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stateName[5] = "NoAmmo";
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stateTransitionOnAmmo[5] = "Reload";
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stateSequence[5] = "NoAmmo";
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stateTransitionOnTriggerDown[5] = "DryFire";
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stateName[6] = "DryFire";
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stateSound[6] = PlasmaDryFireSound; //I should make this some 'choking' sound
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stateTimeoutValue[6] = 1.0;
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stateTransitionOnTimeout[6] = "NoAmmo";
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stateName[7] = "WetFire";
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stateSound[7] = PlasmaFireWetSound;
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stateTimeoutValue[7] = 1.0;
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stateTransitionOnTimeout[7] = "Ready";
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stateName[8] = "CheckWet";
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stateTransitionOnWet[8] = "WetFire";
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stateTransitionOnNotWet[8] = "Fire";
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};
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//--------------------------------------------------------------------------
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// Bound Functions
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//--------------------------------------------------------------------------
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function flamerImage::OnFire(%this,%obj,%slot)
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{
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%p = parent::onfire(%this,%obj,%slot);
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}
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function flamerImage::onMount(%this,%obj,%slot)
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{
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if (%obj.client.race !$= "Draakan") //If we're not a Drake
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%obj.setInventory("Flamer",0,true);
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else
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Parent::onMount(%this,%obj,%slot);
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}
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function flamerImage::onUnmount(%this,%obj,%slot)
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{
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Parent::onUnmount(%this,%obj,%slot);
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}
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//--------------------------------------------------------------------------
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// Functions
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//--------------------------------------------------------------------------
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function burnloop(%obj,%sourceObj, %DMG, %DmgTpe) //TODO: Organize this entire weapon file..
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{
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cancel(%obj.burnloop);
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if(!isobject(%obj) || %obj.client.race $= "draakan" || %obj.getclassname() !$= "player" || !%obj.shouldburn)
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{
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%obj.isburning = false;
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%obj.client.shouldscream = false; //Only applies to AI clients.
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return;
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}
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if (%obj.client.shouldscream $="") //Used for bots..
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%obj.client.shouldscream = true;
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if (%obj.client.shouldscream)
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{
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%rnd = getrandom(0,1);
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switch(%rnd)
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{
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case 0: schedule(250, %obj.client, "AIPlayAnimSound", %obj.client, "0 0 0", "vqk.help", $AIAnimWave, $AIAnimWave, 0);
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case 1: schedule(250, %obj.client, "AIPlayAnimSound", %obj.client, "0 0 0", "gbl.shazbot", $AIAnimWave, $AIAnimWave, 0);
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}
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%obj.client.shouldscream = false;
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}
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%obj.damage(%sourceObj, %obj.getposition(), %DMG, %DmgTpe);
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if (%obj.getstate() $="dead")
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%fire = new ParticleEmissionDummy(){
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position = vectoradd(%obj.getPosition(),"0 0 0.2");
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dataBlock = "defaultEmissionDummy";
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emitter = "FlameEmitter";
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};
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else
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%fire = new ParticleEmissionDummy(){
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position = vectoradd(%obj.getPosition(),"0 0 0.5");
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dataBlock = "defaultEmissionDummy";
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emitter = "FlameEmitter";
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};
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if (IsObject(%obj.client) && %obj.client.isaicontrolled())
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%obj.client.setblinded(1);
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if (%obj.burntime $="")
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%obj.burntime = 0;
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%time = %obj.burntime * 1000;
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if (%time == $Host::BurnTime || %time > $Host::BurnTime)
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{
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%obj.burntime = 0;
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Cancel(%obj.burnloop);
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if (IsObject(%fire))
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%fire.delete();
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return;
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}
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else
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{
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%obj.burntime++;
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}
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MissionCleanup.add(%fire);
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%fire.schedule(100, "delete");
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%obj.burnloop = schedule(100, 0, "burnloop", %obj, %sourceObj.client, 0.007, %DmgTpe);
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%obj.isburning = true;
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}
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function flamer::onadd(%this,%obj) //Move the object to 0 0 0 as soon as it's created - .delete likes to crash.
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{
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schedule(1,0,"delete",%obj);
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}
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function settransform(%obj,%trans)
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{
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%obj.settransform(%trans);
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}
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function delete(%obj)
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{
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%obj.delete();
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}
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