TWM2/scripts/weapons/Rifles/S3S.cs

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datablock TracerProjectileData(S3SBullet) {
doDynamicClientHits = true;
directDamage = 0.44;
directDamageType = $DamageType::S3;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.7;
LegsMultiplier = 0.35;
HeadShotKill = 0;
kickBackStrength = 15.0;
sound = ChaingunProjectile;
ImageSource = "S3SRifleImage";
dryVelocity = 3000.0;
wetVelocity = 2000.0;
velInheritFactor = 1.0;
fizzleTimeMS = 1000;
lifetimeMS = 1000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 20.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
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tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.09;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6;
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};
datablock ItemData(S3SRifleAmmo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
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pickUpName = "Some S3S Rifle Bullets";
computeCRC = true;
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};
datablock ShapeBaseImageData(S3SRifleImage) {
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = S3SRifle;
ammo = S3SRifleAmmo;
projectile = S3SBullet;
projectileType = TracerProjectile;
emap = true;
//ClipStuff
ClipName = "S3SRifleClip";
ClipPickupName["S3SRifleClip"] = "some S3S Clip Cartridges";
ShowsClipInHud = 1;
ClipReloadTime = 4;
ClipReturn = 30;
InitialClips = 6;
//
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
projectileSpread = 4.0 / 1000.0;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Fire2";
stateTimeoutValue[3] = 0.04;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
stateSound[3] = S3FireSound;
stateName[4] = "Fire2";
stateTransitionOnTimeout[4] = "Fire3";
stateTimeoutValue[4] = 0.04;
stateFire[4] = true;
stateRecoil[4] = LightRecoil;
stateAllowImageChange[4] = false;
stateScript[4] = "onFire";
stateEmitterTime[4] = 0.2;
stateSound[4] = S3FireSound;
stateName[5] = "Fire3";
stateTransitionOnTimeout[5] = "Reload";
stateTimeoutValue[5] = 0.04;
stateFire[5] = true;
stateRecoil[5] = LightRecoil;
stateAllowImageChange[5] = false;
stateScript[5] = "onFire";
stateEmitterTime[5] = 0.2;
stateSound[5] = S3FireSound;
stateName[6] = "Reload";
stateTransitionOnNoAmmo[6] = "NoAmmo";
stateTransitionOnTimeout[6] = "Ready";
stateTimeoutValue[6] = 0.4;
stateAllowImageChange[6] = false;
stateSequence[6] = "Reload";
stateName[7] = "NoAmmo";
stateTransitionOnAmmo[7] = "Reload";
stateSequence[7] = "NoAmmo";
stateTransitionOnTriggerDown[7] = "DryFire";
stateName[8] = "DryFire";
stateSound[8] = ChaingunDryFireSound;
stateTimeoutValue[8] = 1.0;
stateTransitionOnTimeout[8] = "NoAmmo";
stateName[9] = "WetFire";
stateSound[9] = PlasmaFireWetSound;
stateTimeoutValue[9] = 1.0;
stateTransitionOnTimeout[9] = "Ready";
stateName[10] = "CheckWet";
stateTransitionOnWet[10] = "WetFire";
stateTransitionOnNotWet[10] = "Fire";
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};
datablock ItemData(S3SRifle) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = S3SRifleImage;
mass = 1.0;
elasticity = 0.0;
friction = 0.6;
pickupRadius = 2;
pickUpName = "an S3S Combat Rifle";
computeCRC = true;
emap = true;
};