November Changes

3.9.2 Balancing Pass, Armor System Adjustments, More Zombie Types Added
This commit is contained in:
Robert Fritzen 2017-11-30 19:43:22 -06:00
parent 19be242dfd
commit 0954efcdc4
58 changed files with 7602 additions and 7354 deletions

131
README.md
View file

@ -83,6 +83,10 @@ PLEASE NOTE: I've moved all old changelogs into the version_history folder. This
* Replaced the acid cannon with an anti-tank photon cannon
* Zombie lords will now preferential target enemy ground armor before infantry, and engage their photon cannon on targets
* Zombie lords can now activate a defensive barrier to protect themselves and allies from damage temporarily... enjoy this new rage inducing mechanic :)
* Demon
* Increased resistance to fire damage to 1000% from 3%
* Demon Zombies now light players on fire instead of infecting them on collision
* Players will be knocked back with a higher force when hit by demon zombies
* Air Rapier
* Modified the damage scalar of missiles to be a OHK on rapier zombies
* Added Boss Proficiency
@ -112,7 +116,132 @@ PLEASE NOTE: I've moved all old changelogs into the version_history folder. This
* Re-did his ground detection script to "hopefully" eradicate those funny moments when he suicide bombs the ground, ending the fight
* Lord Vardison
* Fixed an erraneous text prompt that would appear when the shadow rift detonated outside of WTF difficulty stating vardison had healed when in fact he did not
* General Enhancements
* Modified the vote logic in admin.cs to clean up a ton of redundant if/else paths
* Re-did the player collision logic in player.cs to make things a whole lot easier to modify in the future
* Did a pass through all of the weapon files, cleaning the code up and making each unique weapon have its own damage type.
* Some projectiles are still tied to bosses and killstreaks, these were not altered.
* For the updated damage types, death messages were added to the system such that PvP kills will be more easily tracked now.
* Gameplay Changes
* The Helljump 'Oh Lordy' modifier has been changed to 'Reduces the cooldown time of the Zombie Lord's Photon Cannon by 50%'.
* The RSA Laser Rifle has been renamed to the 'UR-22 Laser Rifle'
* General Bug Fixes
* Addressed the issue when gaining more than 1 million EXP that would result in your total EXP being reset by the difference between 1 million exp and your current exp.
* Addressed the issue when gaining more than 1 million EXP that would result in your total EXP being reset by the difference between 1 million exp and your current exp.
* Fixed the bug in which picking up weapon clips with an empty weapon would not automatically trigger weapon reload on that weapon.
* Fixed a typo in the damage types for the M1700 shotgun
* Weapon Balancing Pass (3.9.2)
* The 3.9.2 content update is bringing with it a full balance pass on the entire mod's arsenal, targeting for the most part weapons that have been underused in my personal opinion.
* Most of the changes are power up changes (As is my prefered choice of balancing), but a few high end outliers have been tuned down just a bit.
* Melee Weapons
* This weapon class is one that needed a pass the most, as soon as players get the blade of vengenace, they drop every other choice and only use the BoV, this is unintended
* The balance pass here should help to make the other two choices a little more enticing without ruining the power of the BoV for the players loyal to it.
* Blade of Vengenace
* Reduced damage from 100.0 to 0.9 (No longer OHKs in PvP)
* Assassination is still a OHK
* Added a 100.0 damage modifier to all zombie types for Blade of Vengeance
* This includes player zombies.
* Removed the clause that bosses could not be damaged by the Blade of Vengeance
* Bosses now take 65HP damage from the blade.
* Plasmasaber
* Removed the damage flag on player type
* Now deals a flat damage of 5.0 to all targets (OHK to all players, low tier zombies), 500HP damage to bosses.
* Sidearms
* At the moment, the two statistical outliers in the pool (Crimson Hawk and Pulse Phaser) feel close to being perfect, some minor tuning will help get them there.
* Crimson Hawk Pistol
* Trevor Haliade's personal sidearm is still pretty high on the lethality end of the spectrum.
* Reduced pulse damage from 0.23 to 0.17
* I also tweaked with the weapon's range a bit.
* Reduced the projectile life from 1 second to 0.7 seconds
* Added a 1.9 damage modifier to all zombie types
* This works out to ~0.32 damage per shot which is about a 40% damage increase against zombies
* ES-77 Pulse Phaser
* Last time I touched this weapon, I nearly started I riot amongst the entire Tribes 2 community, lol.
* After looking at how this weapon has performed between 3.3 and 3.9.1, I feel it needs a slight bump.
* Increased the base damage of the pulse phaser from 0.2 to 0.26
* Increased the damage of the phaser blade pulse from 0.21 to 0.3
* The strength of this weapon was it's incredible reach and long lasting projectile life time, this has been toned down a little
* Reduced the projectile lifetime from 3 seconds to 1.5 seconds
* Increased the projectile base speed from 120 to 160.
* The end result with be a stronger pulse phaser at the close range that loses out on the far reach aspect.
* Sniper Rifles
* The sniper rifle class has always been one of the stronger ones in TWM2, and I feel no reason to neuter it now.
* The goal of this update is to tweak the other sniper options to add more viable choices instead of just dropping the R700 as soon as you get it.
* G17 Sniper Rifle
* This heavy marksman rifle for the longest time has stood in the shadow of the almighty R700, I figured it's time to power it up a bit
* Increased the direct impact damage of the bullet from 0.25 to 0.55
* Reduced the round rechamber time from 1.1 seconds to 0.7 seconds
* M1 Sniper Rifle
* As with the G17, the M1 typically goes into the bin once players unlock the R700, this should still be a viable choice in the arsenal
* Increased the direct impact damage from 0.3 to 0.65
* Reduced the clip reload time from 5 seconds to 4 seconds
* Reduced the round rechamber time from 1.1 seconds to 0.9 seconds
* R700
* The monstrous R700 sniper rifle has for the most part, gone completely unchallenged since the release of the mod
* This weapon is about to get a lesson in Newton's Law of Gravity.
* Changed the projectile type from Tracer to Grenade
* Bullets will now drop as they travel, reducing the effective range with the same look angle.
* Players will now need to aim their shots based on distance too.
* Assault Rifles
* Assault Rifles have always felt good in TWM2, the strong jack of all trade weapons good for most ranges, while being outperformed in the range of other tools
* Only minor tweaking is needed here to help some of the unused tools get up to speed
* G-41
* For the most part, this rifle has been collecting dust in the bin of unused weapons due to other tools such as the S3 and R700 in the pool
* This weapon has been in need of a long coming tweak of power to make it a more viable choice
* Increased the bullet impact damage from 0.3 to 0.44
* Reduced the round rechamber time from 0.3 seconds to 0.15 seconds
* Reduced the spread factor of the weapon from 3:1000 to 2:1000
* M4A1
* This jack of all trades weapon currently sits as a power outlier in the assault rifle bin due to the various attachments it has
* Coupled with a high base round damage, this weapon would have turned into the go-to gun without adjustments
* Reduced the damage of the rounds from 0.09 to 0.085
* Increased the clip reload time from 4 seconds to 6 seconds
* Pulse Rifle
* As it stands right now, the pulse rifle is one of the weakest weapons in the mod, with the only advantage being the fastest and most accurate semi-auto in the pool
* With the enhancements to the G-41, the pulse rifle will also follow suit, which should make it a more viable choice in mid to long range fights
* Increased the shot damage from 0.2 to 0.38
* Reduced the round rechamber time from 0.3 seconds to 0.1 seconds
* S3 Rifle
* The weapon every player starts with in the mod has remained untouched since the first release of the mod.
* However, after a long hard thought on this one, I feel as if this weapon has actually been acting more like a sniper rifle than a semi-auto.
* With the changes to the G-41 and the Pulse Rifle however, the S3 still needs to be a viable tool, otherwise it will fall flat in the endgame
* The following adjustments have been made
* Reduced the direct impact damage from 0.7 to 0.5
* Reduced the round rechamber time from 0.9 seconds to 0.4 seconds
* Removed the delay between round fire and round rechambering (Shaving another 0.2 seconds off the rechamber time)
* Reduced the spread factor from 3:1000 to 2.5:1000
* Shotguns
* The buckshot tools of TWM2 have always been in a good place in terms of PvP, however I've noticed a sad trend of these being tossed aside in PvE aspects
* This update will mainly focus on tuning the damage up a bit in PvE, but balancing the range and spread for PvP.
* M1700
* The mod's first shotgun is a powerhouse in close range, with a heavy hitting OHK lurking for anyone foolish enough to come close.
* It's a bit strong in PvP right now, but it doesn't do quite enough in PvE
* Increased the pellet damage from 0.1125 to 0.13
* Increased the clip reload time from 2 seconds to 3 seconds
* Increased the damage modifier against zombies from 2.0/3.0 (Depending on the type) to a flat 4.5 across all types
* Cut the projectile lifetime from 1 second to 0.15 seconds
* Wp-400
* The semi-auto powerhouse shotgun is also getting some tuning done on it.
* Reduced the projectile lifetime from 1 second to 0.1 seconds (Slightly less range than the M1700)
* Increased the spread factor from 10:1000 to 15:1000
* Reduced the round rechamber time from 0.9 to 0.5
* Added a damage factor of 4.0 to all zombie types
* Increased the clip reload time from 4 seconds to 7 seconds
* SCD-343
* This monstrous one-shot machine has been the bane of my close quarters players since I unveiled this weapon.
* I have no plans to change this aspect, but to line it up with the other shotguns, I've made some tuning adjustments
* Increased the pellet damage from 0.1125 to 0.17
* Reduced the projectile lifetime from 1 second to 0.1 seconds
* Increased the spread factor from 6:1000 to 10:1000
* Added a damage factor of 4.0 to all zombie types
* SA-2400
* The SA-2400 is the wildcard of the shotgun class, firing slugs at a rapid speed versus standard spreads
* This weapon has been highly ineffective against zombie combatants, but no longer
* Reduced the time between slug shots from 0.2 seconds to 0.14 seconds
* Added a damage factor of 5.0 to all zombie types
* Reduced the projectile lifetime from 3 seconds (wtf?) to 0.2 seconds
* Model-1887
* The high end of the shotgun spectrum is the 1887, although a statisical look at the weapon really revealed that it was the weakest numerically
* Increased the pellet damage from 0.096 to 0.11
* Increased the number of pellets from 14 to 18
* Reduced the projectile lifetime from 0.5 s to 0.15 seconds
* Added a damage factor of 4.0 to all zombie types

View file

@ -1,386 +1,376 @@
//DBs
datablock ParticleData(GhostflameParticle)
{
dragCoeffiecient = 0.0;
gravityCoefficient = -0.1;
inheritedVelFactor = 0.1;
datablock ParticleData(GhostflameParticle) {
dragCoeffiecient = 0.0;
gravityCoefficient = -0.1;
inheritedVelFactor = 0.1;
lifetimeMS = 500;
lifetimeVarianceMS = 50;
lifetimeMS = 500;
lifetimeVarianceMS = 50;
textureName = "particleTest";
textureName = "particleTest";
spinRandomMin = -10.0;
spinRandomMax = 10.0;
spinRandomMin = -10.0;
spinRandomMax = 10.0;
colors[0] = "0 1 0 0.4";
colors[1] = "0 1 0 0.3";
colors[2] = "0 1 0 0.0";
sizes[0] = 2.0;
sizes[1] = 1.0;
sizes[2] = 0.8;
times[0] = 0.0;
times[1] = 0.6;
times[2] = 1.0;
colors[0] = "0 1 0 0.4";
colors[1] = "0 1 0 0.3";
colors[2] = "0 1 0 0.0";
sizes[0] = 2.0;
sizes[1] = 1.0;
sizes[2] = 0.8;
times[0] = 0.0;
times[1] = 0.6;
times[2] = 1.0;
};
datablock ParticleEmitterData(GhostflameEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
datablock ParticleEmitterData(GhostflameEmitter) {
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionOffset = 0.2;
ejectionVelocity = 10.0;
velocityVariance = 0.0;
ejectionOffset = 0.2;
ejectionVelocity = 10.0;
velocityVariance = 0.0;
thetaMin = 0.0;
thetaMax = 10.0;
thetaMin = 0.0;
thetaMax = 10.0;
particles = "GhostflameParticle";
particles = "GhostflameParticle";
};
datablock LinearFlareProjectileData(GhostFlameboltMain)
{
projectileShapeName = "turret_muzzlepoint.dts";
scale = "1.0 1.0 1.0";
faceViewer = true;
directDamage = 0.05;
hasDamageRadius = true;
indirectDamage = 0.1;
damageRadius = 4.0;
kickBackStrength = 0.0;
radiusDamageType = $DamageType::Plasma;
datablock LinearFlareProjectileData(GhostFlameboltMain) {
projectileShapeName = "turret_muzzlepoint.dts";
scale = "1.0 1.0 1.0";
faceViewer = true;
directDamage = 0.05;
hasDamageRadius = true;
indirectDamage = 0.1;
damageRadius = 4.0;
kickBackStrength = 0.0;
radiusDamageType = $DamageType::Plasma;
explosion = "ThrowerExplosion";
splash = PlasmaSplash;
explosion = "ThrowerExplosion";
splash = PlasmaSplash;
baseEmitter = GhostflameEmitter;
baseEmitter = GhostflameEmitter;
dryVelocity = 50.0; // z0dd - ZOD, 7/20/02. Faster plasma projectile. was 55
wetVelocity = -1;
velInheritFactor = 0.3;
fizzleTimeMS = 250;
lifetimeMS = 30000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = -1;
dryVelocity = 50.0; // z0dd - ZOD, 7/20/02. Faster plasma projectile. was 55
wetVelocity = -1;
velInheritFactor = 0.3;
fizzleTimeMS = 250;
lifetimeMS = 30000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = -1;
//activateDelayMS = 100;
activateDelayMS = -1;
//activateDelayMS = 100;
activateDelayMS = -1;
size[0] = 0.2;
size[1] = 0.5;
size[2] = 0.1;
size[0] = 0.2;
size[1] = 0.5;
size[2] = 0.1;
numFlares = 35;
flareColor = "1 0.18 0.03";
flareModTexture = "flaremod";
flareBaseTexture = "flarebase";
numFlares = 35;
flareColor = "1 0.18 0.03";
flareModTexture = "flaremod";
flareBaseTexture = "flarebase";
sound = PlasmaProjectileSound;
fireSound = FlamethrowerFireSound;
wetFireSound = PlasmaFireWetSound;
fireSound = FlamethrowerFireSound;
wetFireSound = PlasmaFireWetSound;
hasLight = true;
lightRadius = 10.0;
lightColor = "0.94 0.03 0.12";
hasLight = true;
lightRadius = 10.0;
lightColor = "0.94 0.03 0.12";
};
datablock ParticleData(NapalmExplosionParticle)
{
dragCoefficient = 2;
gravityCoefficient = 0.2;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 450;
lifetimeVarianceMS = 150;
textureName = "particleTest";
colors[0] = "1 0 0";
colors[1] = "1 0 0";
sizes[0] = 0.5;
sizes[1] = 2;
datablock ParticleData(NapalmExplosionParticle) {
dragCoefficient = 2;
gravityCoefficient = 0.2;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 450;
lifetimeVarianceMS = 150;
textureName = "particleTest";
colors[0] = "1 0 0";
colors[1] = "1 0 0";
sizes[0] = 0.5;
sizes[1] = 2;
};
datablock ParticleEmitterData(NapalmExplosionEmitter)
{
ejectionPeriodMS = 7;
periodVarianceMS = 0;
ejectionVelocity = 5;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 60;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "NapalmExplosionParticle";
datablock ParticleEmitterData(NapalmExplosionEmitter) {
ejectionPeriodMS = 7;
periodVarianceMS = 0;
ejectionVelocity = 5;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 60;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "NapalmExplosionParticle";
};
datablock ExplosionData(NapalmExplosion)
{
explosionShape = "effect_plasma_explosion.dts";
soundProfile = plasmaExpSound;
particleEmitter = NapalmExplosionEmitter;
particleDensity = 150;
particleRadius = 1.25;
faceViewer = true;
datablock ExplosionData(NapalmExplosion) {
explosionShape = "effect_plasma_explosion.dts";
soundProfile = plasmaExpSound;
particleEmitter = NapalmExplosionEmitter;
particleDensity = 150;
particleRadius = 1.25;
faceViewer = true;
sizes[0] = "3.0 3.0 3.0";
sizes[1] = "3.0 3.0 3.0";
times[0] = 0.0;
times[1] = 1.5;
sizes[0] = "3.0 3.0 3.0";
sizes[1] = "3.0 3.0 3.0";
times[0] = 0.0;
times[1] = 1.5;
};
//--------------------------------------
//Napalm projectile
//--------------------------------------
datablock LinearProjectileData(NapalmShot)
{
projectileShapeName = "mortar_projectile.dts";
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 0.5;
damageRadius = 20.0;
radiusDamageType = $DamageType::Plasma;
kickBackStrength = 3000;
datablock LinearProjectileData(NapalmShot) {
projectileShapeName = "mortar_projectile.dts";
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 0.5;
damageRadius = 20.0;
radiusDamageType = $DamageType::Plasma;
kickBackStrength = 3000;
explosion = "NapalmExplosion";
// underwaterExplosion = "UnderwaterNapalmExplosion";
velInheritFactor = 0.5;
// splash = NapalmSplash;
depthTolerance = 10.0; // depth at which it uses underwater explosion
explosion = "NapalmExplosion";
// underwaterExplosion = "UnderwaterNapalmExplosion";
velInheritFactor = 0.5;
// splash = NapalmSplash;
depthTolerance = 10.0; // depth at which it uses underwater explosion
baseEmitter = MissileFireEmitter;
bubbleEmitter = GrenadeBubbleEmitter;
baseEmitter = MissileFireEmitter;
bubbleEmitter = GrenadeBubbleEmitter;
grenadeElasticity = 0.15;
grenadeFriction = 0.4;
armingDelayMS = 2000;
muzzleVelocity = 63.7;
drag = 0.1;
grenadeElasticity = 0.15;
grenadeFriction = 0.4;
armingDelayMS = 2000;
muzzleVelocity = 63.7;
drag = 0.1;
sound = MortarProjectileSound;
sound = MortarProjectileSound;
hasLight = true;
lightRadius = 4;
lightColor = "1.00 0.9 1.00";
hasLight = true;
lightRadius = 4;
lightColor = "1.00 0.9 1.00";
hasLightUnderwaterColor = true;
underWaterLightColor = "0.05 0.075 0.2";
dryVelocity = 90;
wetVelocity = 50;
velInheritFactor = 0.5;
fizzleTimeMS = 5000;
lifetimeMS = 2700;
explodeOnDeath = true;
reflectOnWaterImpactAngle = 15.0;
explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 5000;
hasLightUnderwaterColor = true;
underWaterLightColor = "0.05 0.075 0.2";
dryVelocity = 90;
wetVelocity = 50;
velInheritFactor = 0.5;
fizzleTimeMS = 5000;
lifetimeMS = 2700;
explodeOnDeath = true;
reflectOnWaterImpactAngle = 15.0;
explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 5000;
};
datablock PlayerData(GhostFireArmor) : MediumPlayerDamageProfile
{
emap = true;
datablock PlayerData(GhostFireArmor) : MediumPlayerDamageProfile {
emap = true;
className = Armor;
shapeFile = "medium_male.dts";
cameraMaxDist = 3;
computeCRC = true;
className = Armor;
shapeFile = "medium_male.dts";
cameraMaxDist = 3;
computeCRC = true;
debrisShapeName = "debris_player.dts";
debris = HumanRedPlayerDebris;
debrisShapeName = "debris_player.dts";
debris = HumanRedPlayerDebris;
canObserve = true;
cmdCategory = "Clients";
cmdIcon = CMDPlayerIcon;
cmdMiniIconName = "commander/MiniIcons/com_player_grey";
canObserve = true;
cmdCategory = "Clients";
cmdIcon = CMDPlayerIcon;
cmdMiniIconName = "commander/MiniIcons/com_player_grey";
hudImageNameFriendly[0] = "gui/hud_playertriangle";
hudImageNameEnemy[0] = "gui/hud_playertriangle_enemy";
hudRenderModulated[0] = true;
hudImageNameFriendly[0] = "gui/hud_playertriangle";
hudImageNameEnemy[0] = "gui/hud_playertriangle_enemy";
hudRenderModulated[0] = true;
hudImageNameFriendly[1] = "commander/MiniIcons/com_flag_grey";
hudImageNameEnemy[1] = "commander/MiniIcons/com_flag_grey";
hudRenderModulated[1] = true;
hudRenderAlways[1] = true;
hudRenderCenter[1] = true;
hudRenderDistance[1] = true;
hudImageNameFriendly[1] = "commander/MiniIcons/com_flag_grey";
hudImageNameEnemy[1] = "commander/MiniIcons/com_flag_grey";
hudRenderModulated[1] = true;
hudRenderAlways[1] = true;
hudRenderCenter[1] = true;
hudRenderDistance[1] = true;
hudImageNameFriendly[2] = "commander/MiniIcons/com_flag_grey";
hudImageNameEnemy[2] = "commander/MiniIcons/com_flag_grey";
hudRenderModulated[2] = true;
hudRenderAlways[2] = true;
hudRenderCenter[2] = true;
hudRenderDistance[2] = true;
hudImageNameFriendly[2] = "commander/MiniIcons/com_flag_grey";
hudImageNameEnemy[2] = "commander/MiniIcons/com_flag_grey";
hudRenderModulated[2] = true;
hudRenderAlways[2] = true;
hudRenderCenter[2] = true;
hudRenderDistance[2] = true;
aiAvoidThis = true;
aiAvoidThis = true;
minLookAngle = -1.5;
maxLookAngle = 1.5;
maxFreelookAngle = 3.0;
minLookAngle = -1.5;
maxLookAngle = 1.5;
maxFreelookAngle = 3.0;
mass = 70;
drag = 0.3;
maxdrag = 0.5;
density = 10;
maxDamage = 500.0;
maxEnergy = 400;
repairRate = 0.0053;
energyPerDamagePoint = 75.0; // shield energy required to block one point of damage
mass = 70;
drag = 0.3;
maxdrag = 0.5;
density = 10;
maxDamage = 500.0;
maxEnergy = 400;
repairRate = 0.0053;
energyPerDamagePoint = 75.0; // shield energy required to block one point of damage
rechargeRate = 0.456;
jetForce = 21.22 * 230;
underwaterJetForce = 25.22 * 130 * 1.5;
underwaterVertJetFactor = 1.5;
jetEnergyDrain = 4.0;
underwaterJetEnergyDrain = 1.0;
minJetEnergy = 10;
maxJetHorizontalPercentage = 0.8;
rechargeRate = 0.456;
jetForce = 21.22 * 230;
underwaterJetForce = 25.22 * 130 * 1.5;
underwaterVertJetFactor = 1.5;
jetEnergyDrain = 4.0;
underwaterJetEnergyDrain = 1.0;
minJetEnergy = 10;
maxJetHorizontalPercentage = 0.8;
runForce = 60 * 150;
runEnergyDrain = 0;
minRunEnergy = 0;
maxForwardSpeed = 18;
maxBackwardSpeed = 18;
maxSideSpeed = 18;
runForce = 60 * 150;
runEnergyDrain = 0;
minRunEnergy = 0;
maxForwardSpeed = 18;
maxBackwardSpeed = 18;
maxSideSpeed = 18;
maxUnderwaterForwardSpeed = 10.5;
maxUnderwaterBackwardSpeed = 9.5;
maxUnderwaterSideSpeed = 9.5;
maxUnderwaterForwardSpeed = 10.5;
maxUnderwaterBackwardSpeed = 9.5;
maxUnderwaterSideSpeed = 9.5;
recoverDelay = 4;
recoverRunForceScale = 0.7;
recoverDelay = 4;
recoverRunForceScale = 0.7;
// heat inc'ers and dec'ers
heatDecayPerSec = 1.0 / 5.0; // takes 4 seconds to clear heat sig.
heatIncreasePerSec = 1.0 / 2.0; // takes 3.0 seconds of constant jet to get full heat sig.
// heat inc'ers and dec'ers
heatDecayPerSec = 1.0 / 5.0; // takes 4 seconds to clear heat sig.
heatIncreasePerSec = 1.0 / 2.0; // takes 3.0 seconds of constant jet to get full heat sig.
jumpForce = 8.3 * 130;
jumpEnergyDrain = 0;
minJumpEnergy = 0;
jumpSurfaceAngle = 75;
jumpDelay = 0;
jumpForce = 8.3 * 130;
jumpEnergyDrain = 0;
minJumpEnergy = 0;
jumpSurfaceAngle = 75;
jumpDelay = 0;
// Controls over slope of runnable/jumpable surfaces
runSurfaceAngle = 85;
jumpSurfaceAngle = 85;
// Controls over slope of runnable/jumpable surfaces
runSurfaceAngle = 85;
jumpSurfaceAngle = 85;
minJumpSpeed = 25;
maxJumpSpeed = 35;
minJumpSpeed = 25;
maxJumpSpeed = 35;
horizMaxSpeed = 70;
horizResistSpeed = 28;
horizResistFactor = 0.32;
maxJetForwardSpeed = 18;
horizMaxSpeed = 70;
horizResistSpeed = 28;
horizResistFactor = 0.32;
maxJetForwardSpeed = 18;
upMaxSpeed = 80;
upResistSpeed = 30;
upResistFactor = 0.23;
upMaxSpeed = 80;
upResistSpeed = 30;
upResistFactor = 0.23;
minImpactSpeed = 45;
speedDamageScale = 0.006;
minImpactSpeed = 45;
speedDamageScale = 0.006;
jetSound = ArmorJetSound;
wetJetSound = ArmorWetJetSound;
jetSound = ArmorJetSound;
wetJetSound = ArmorWetJetSound;
jetEmitter = FlammerArmorJetEmitter; //Pyro jets
jetEffect = HumanMediumArmorJetEffect;
jetEmitter = FlammerArmorJetEmitter; //Pyro jets
jetEffect = HumanMediumArmorJetEffect;
boundingBox = "1.45 1.45 2.4";
pickupRadius = 0.75;
boundingBox = "1.45 1.45 2.4";
pickupRadius = 0.75;
// damage location details
boxNormalHeadPercentage = 0.83;
boxNormalTorsoPercentage = 0.49;
boxHeadLeftPercentage = 0;
boxHeadRightPercentage = 1;
boxHeadBackPercentage = 0;
boxHeadFrontPercentage = 1;
// damage location details
boxNormalHeadPercentage = 0.83;
boxNormalTorsoPercentage = 0.49;
boxHeadLeftPercentage = 0;
boxHeadRightPercentage = 1;
boxHeadBackPercentage = 0;
boxHeadFrontPercentage = 1;
//Foot Prints
decalData = MediumMaleFootprint;
decalOffset = 0.35;
//Foot Prints
decalData = MediumMaleFootprint;
decalOffset = 0.35;
footPuffEmitter = LightPuffEmitter;
footPuffNumParts = 15;
footPuffRadius = 0.25;
footPuffEmitter = LightPuffEmitter;
footPuffNumParts = 15;
footPuffRadius = 0.25;
dustEmitter = LiftoffDustEmitter;
dustEmitter = LiftoffDustEmitter;
splash = PlayerSplash;
splashVelocity = 4.0;
splashAngle = 67.0;
splashFreqMod = 300.0;
splashVelEpsilon = 0.60;
bubbleEmitTime = 0.4;
splashEmitter[0] = PlayerFoamDropletsEmitter;
splashEmitter[1] = PlayerFoamEmitter;
splashEmitter[2] = PlayerBubbleEmitter;
mediumSplashSoundVelocity = 10.0;
hardSplashSoundVelocity = 20.0;
exitSplashSoundVelocity = 5.0;
splash = PlayerSplash;
splashVelocity = 4.0;
splashAngle = 67.0;
splashFreqMod = 300.0;
splashVelEpsilon = 0.60;
bubbleEmitTime = 0.4;
splashEmitter[0] = PlayerFoamDropletsEmitter;
splashEmitter[1] = PlayerFoamEmitter;
splashEmitter[2] = PlayerBubbleEmitter;
mediumSplashSoundVelocity = 10.0;
hardSplashSoundVelocity = 20.0;
exitSplashSoundVelocity = 5.0;
footstepSplashHeight = 0.35;
//Footstep Sounds
LFootSoftSound = LFootMediumSoftSound;
RFootSoftSound = RFootMediumSoftSound;
LFootHardSound = LFootMediumHardSound;
RFootHardSound = RFootMediumHardSound;
LFootMetalSound = LFootMediumMetalSound;
RFootMetalSound = RFootMediumMetalSound;
LFootSnowSound = LFootMediumSnowSound;
RFootSnowSound = RFootMediumSnowSound;
LFootShallowSound = LFootMediumShallowSplashSound;
RFootShallowSound = RFootMediumShallowSplashSound;
LFootWadingSound = LFootMediumWadingSound;
RFootWadingSound = RFootMediumWadingSound;
LFootUnderwaterSound = LFootMediumUnderwaterSound;
RFootUnderwaterSound = RFootMediumUnderwaterSound;
LFootBubblesSound = LFootMediumBubblesSound;
RFootBubblesSound = RFootMediumBubblesSound;
movingBubblesSound = ArmorMoveBubblesSound;
waterBreathSound = WaterBreathMaleSound;
footstepSplashHeight = 0.35;
//Footstep Sounds
LFootSoftSound = LFootMediumSoftSound;
RFootSoftSound = RFootMediumSoftSound;
LFootHardSound = LFootMediumHardSound;
RFootHardSound = RFootMediumHardSound;
LFootMetalSound = LFootMediumMetalSound;
RFootMetalSound = RFootMediumMetalSound;
LFootSnowSound = LFootMediumSnowSound;
RFootSnowSound = RFootMediumSnowSound;
LFootShallowSound = LFootMediumShallowSplashSound;
RFootShallowSound = RFootMediumShallowSplashSound;
LFootWadingSound = LFootMediumWadingSound;
RFootWadingSound = RFootMediumWadingSound;
LFootUnderwaterSound = LFootMediumUnderwaterSound;
RFootUnderwaterSound = RFootMediumUnderwaterSound;
LFootBubblesSound = LFootMediumBubblesSound;
RFootBubblesSound = RFootMediumBubblesSound;
movingBubblesSound = ArmorMoveBubblesSound;
waterBreathSound = WaterBreathMaleSound;
impactSoftSound = ImpactMediumSoftSound;
impactHardSound = ImpactMediumHardSound;
impactMetalSound = ImpactMediumMetalSound;
impactSnowSound = ImpactMediumSnowSound;
impactSoftSound = ImpactMediumSoftSound;
impactHardSound = ImpactMediumHardSound;
impactMetalSound = ImpactMediumMetalSound;
impactSnowSound = ImpactMediumSnowSound;
skiSoftSound = SkiAllSoftSound;
skiHardSound = SkiAllHardSound;
skiMetalSound = SkiAllMetalSound;
skiSnowSound = SkiAllSnowSound;
skiSoftSound = SkiAllSoftSound;
skiHardSound = SkiAllHardSound;
skiMetalSound = SkiAllMetalSound;
skiSnowSound = SkiAllSnowSound;
impactWaterEasy = ImpactMediumWaterEasySound;
impactWaterMedium = ImpactMediumWaterMediumSound;
impactWaterHard = ImpactMediumWaterHardSound;
impactWaterEasy = ImpactMediumWaterEasySound;
impactWaterMedium = ImpactMediumWaterMediumSound;
impactWaterHard = ImpactMediumWaterHardSound;
groundImpactMinSpeed = 10.0;
groundImpactShakeFreq = "4.0 4.0 4.0";
groundImpactShakeAmp = "1.0 1.0 1.0";
groundImpactShakeDuration = 0.8;
groundImpactShakeFalloff = 10.0;
groundImpactMinSpeed = 10.0;
groundImpactShakeFreq = "4.0 4.0 4.0";
groundImpactShakeAmp = "1.0 1.0 1.0";
groundImpactShakeDuration = 0.8;
groundImpactShakeFalloff = 10.0;
exitingWater = ExitingWaterMediumSound;
exitingWater = ExitingWaterMediumSound;
maxWeapons = 2; // Max number of different weapons the player can have
maxGrenades = 1; // Max number of different grenades the player can have
maxMines = 1; // Max number of different mines the player can have
maxWeapons = 2; // Max number of different weapons the player can have
maxGrenades = 1; // Max number of different grenades the player can have
maxMines = 1; // Max number of different mines the player can have
damageScale[$DamageType::plasma] = 0.001;
damageScale[$DamageType::Burn] = 0.001;
damageScale[$DamageType::Fire] = 0.001;
damageScale[$DamageType::Bullet] = 0.10; //I deny you shrike n0bs
damageScale[$DamageType::plasma] = 0.001;
damageScale[$DamageType::Burn] = 0.001;
damageScale[$DamageType::Fire] = 0.001;
damageScale[$DamageType::Bullet] = 0.10; //I deny you shrike n0bs
// Inventory restrictions
max[RepairKit] = 4;
// Inventory restrictions
max[RepairKit] = 4;
max[Mine] = 0;
max[ZapMine] = 0;
max[CrispMine] = 5;
@ -390,7 +380,7 @@ datablock PlayerData(GhostFireArmor) : MediumPlayerDamageProfile
max[Pistol] = 1;
max[PistolAmmo] = 10;
max[Pistolclip] = 8;
max[PulsePhaser] = 1;
max[PulsePhaser] = 1;
max[flamer] = 1;
max[flamerAmmo] = 0;
max[Napalm] = 1;
@ -399,111 +389,113 @@ datablock PlayerData(GhostFireArmor) : MediumPlayerDamageProfile
max[BOV] = 1;
max[SOmelee] = 1;
max[IncindinaryGrenade] = 7;
max[Beacon] = 3;
// -END
max[Beacon] = 3;
// -END
observeParameters = "0.5 4.5 4.5";
observeParameters = "0.5 4.5 4.5";
shieldEffectScale = "0.7 0.7 1.0";
shieldEffectScale = "0.7 0.7 1.0";
};
//
function StartGhostFire(%pos) {
%Ghost = new player(){
Datablock = "GhostFireArmor";
Datablock = "GhostFireArmor";
};
%Ghost.setTransform(%pos);
%Ghost.team = 30;
%Ghost.hastarget = 1;
%Ghost.isGOF = 1;
%Ghost.isBoss = 1;
MissionCleanup.add(%Ghost);
%Ghost.target = createTarget(%Ghost, ""@$TWM2::BossName["GoF"]@"", "", "Male3", '', %Ghost.team, PlayerSensor);
setTargetSensorData(%Ghost.target, PlayerSensor);
setTargetSensorGroup(%Ghost.target, 30);
setTargetName(%Ghost.target, addtaggedstring($TWM2::BossName["GoF"]));
GOFAttack_FUNC("ConsiderFlamethrower", %Ghost);
GOFDoRandomAttacks(%ghost);
InitiateBoss(%ghost, "GhostOfFire");
%Ghost.setTransform(%pos);
%Ghost.team = 30;
%Ghost.hastarget = 1;
%Ghost.isGOF = 1;
%Ghost.isBoss = 1;
MissionCleanup.add(%Ghost);
%Ghost.target = createTarget(%Ghost, ""@$TWM2::BossName["GoF"]@"", "", "Male3", '', %Ghost.team, PlayerSensor);
setTargetSensorData(%Ghost.target, PlayerSensor);
setTargetSensorGroup(%Ghost.target, 30);
setTargetName(%Ghost.target, addtaggedstring($TWM2::BossName["GoF"]));
schedule(500, 0, "GOFLookforTarget", %Ghost);
GOFAttack_FUNC("ConsiderFlamethrower", %Ghost);
GOFDoRandomAttacks(%ghost);
InitiateBoss(%ghost, "GhostOfFire");
schedule(500, 0, "GOFLookforTarget", %Ghost);
}
function GOFLookforTarget(%Ghost) {
if(!isObject(%Ghost))
return;
if(%Ghost.getState() $= "dead")
return;
%pos = %Ghost.getposition();
%wbpos = %Ghost.getworldboxcenter();
%count = ClientGroup.getCount();
%closestClient = -1;
%closestDistance = 32767;
for(%i = 0; %i < %count; %i++) {
%cl = ClientGroup.getObject(%i);
if(isObject(%cl.player)){
%testPos = %cl.player.getWorldBoxCenter();
%distance = vectorDist(%wbpos, %testPos);
if (%distance > 0 && %distance < %closestDistance) {
%closestClient = %cl;
%closestDistance = %distance;
}
if(!isObject(%Ghost)) {
return;
}
}
if(%closestClient) {
GOFPerformMove(%Ghost,%closestClient,%closestDistance);
}
%Ghost.Targeting = schedule(500, %Ghost, "GOFLookforTarget", %Ghost);
if(%Ghost.getState() $= "dead") {
return;
}
%pos = %Ghost.getposition();
%wbpos = %Ghost.getworldboxcenter();
%count = ClientGroup.getCount();
%closestClient = -1;
%closestDistance = 32767;
for(%i = 0; %i < %count; %i++) {
%cl = ClientGroup.getObject(%i);
if(isObject(%cl.player)){
%testPos = %cl.player.getWorldBoxCenter();
%distance = vectorDist(%wbpos, %testPos);
if (%distance > 0 && %distance < %closestDistance) {
%closestClient = %cl;
%closestDistance = %distance;
}
}
}
if(%closestClient) {
GOFPerformMove(%Ghost,%closestClient,%closestDistance);
}
%Ghost.Targeting = schedule(500, %Ghost, "GOFLookforTarget", %Ghost);
}
function GOFPerformMove(%ghost,%closestClient,%closestDistance) {
%ghost.TargetCL = %closestClient;
%ghost.DistToTarg = %closestDistance;
%zposition = %ghost.getPosition();
%z = getWord(%zposition, 2);
if(%z < -300) {
%ghost.startFade(400, 0, true);
%ghost.startFade(1000, 0, false);
%ghost.setPosition(vectorAdd(vectoradd(%closestclient.player.getPosition(), "0 0 20"), TWM2Lib_MainControl("getRandomPosition", 25 TAB 1)));
%ghost.setVelocity("0 0 0");
MessageAll('msgBossAlertAttack', "\c4"@$TWM2::BossName["GoF"]@": My ghostly powers allow me to laugh aside your hopes of me falling to my death...");
}
%pos = %ghost.getworldboxcenter();
%closestClient = %closestClient.Player;
if(%closestDistance <= $zombie::detectDist){
if(%ghost.hastarget != 1){
%ghost.hastarget = 1;
%ghost.TargetCL = %closestClient;
%ghost.DistToTarg = %closestDistance;
%zposition = %ghost.getPosition();
%z = getWord(%zposition, 2);
if(%z < -300) {
%ghost.startFade(400, 0, true);
%ghost.startFade(1000, 0, false);
%ghost.setPosition(vectorAdd(vectoradd(%closestclient.player.getPosition(), "0 0 20"), TWM2Lib_MainControl("getRandomPosition", 25 TAB 1)));
%ghost.setVelocity("0 0 0");
MessageAll('msgBossAlertAttack', "\c4"@$TWM2::BossName["GoF"]@": My ghostly powers allow me to laugh aside your hopes of me falling to my death...");
}
//target is coming in for an easy kill, lets tele
if(%closestDistance < 15) {
GOFAttack_FUNC("BurnTeleport", %ghost);
}
%pos = %ghost.getworldboxcenter();
%closestClient = %closestClient.Player;
if(%closestDistance <= $zombie::detectDist){
if(%ghost.hastarget != 1){
%ghost.hastarget = 1;
}
//target is coming in for an easy kill, lets tele
if(%closestDistance < 15) {
GOFAttack_FUNC("BurnTeleport", %ghost);
}
%clpos = %closestClient.getPosition();
%vector = vectorNormalize(vectorSub(%clpos, %pos));
%v1 = getword(%vector, 0);
%v2 = getword(%vector, 1);
%nv1 = %v2;
%nv2 = (%v1 * -1);
%none = 0;
%vector2 = %nv1@" "@%nv2@" "@%none;
%ghost.setRotation(fullrot("0 0 0",%vector2));
%clpos = %closestClient.getPosition();
%vector = vectorNormalize(vectorSub(%clpos, %pos));
%v1 = getword(%vector, 0);
%v2 = getword(%vector, 1);
%nv1 = %v2;
%nv2 = (%v1 * -1);
%none = 0;
%vector2 = %nv1@" "@%nv2@" "@%none;
%ghost.setRotation(fullrot("0 0 0",%vector2));
%fmultiplier = $Zombie::ForwardSpeed;
%vector = vectorscale(%vector, %Fmultiplier);
%upvec = "150";
%fmultiplier = $Zombie::ForwardSpeed;
%vector = vectorscale(%vector, %Fmultiplier);
%upvec = "150";
%x = Getword(%vector,0);
%y = Getword(%vector,1);
%z = Getword(%vector,2);
if(%z >= 600)
%upvec = (%upvec * 5);
%vector = %x@" "@%y@" "@%upvec;
%ghost.applyImpulse(%pos, %vector);
}
%x = Getword(%vector,0);
%y = Getword(%vector,1);
%z = Getword(%vector,2);
if(%z >= 600) {
%upvec = (%upvec * 5);
}
%vector = %x@" "@%y@" "@%upvec;
%ghost.applyImpulse(%pos, %vector);
}
}
@ -683,25 +675,25 @@ function GOFAttack_FUNC(%att, %args) {
}
function GOFDoFlameCano(%g, %target) {
if(!isObject(%g) || %g.getState() $= "dead") {
return;
}
%g.setPosition(VectorAdd(%target.player.getPosition(), "0 0 70"));
%Pad = new StaticShape() {
dataBlock = DeployedSpine;
scale = ".1 .1 1";
position = VectorAdd(%target.player.getPosition(), "0 0 69");
};
%g.setMoveState(true);
%Pad.setCloaked(true);
%Pad.schedule(3000, "setPosition", vectorSub(%Pad.getPosition(), "0 0 10"));
%Pad.schedule(4000, "setPosition", vectorSub(%Pad.getPosition(), "0 0 20"));
%Pad.schedule(5000, "setPosition", vectorSub(%Pad.getPosition(), "0 0 30"));
%Pad.schedule(6000, "setPosition", vectorSub(%Pad.getPosition(), "0 0 40"));
%g.schedule(6500, "SetMoveState", false);
%pad.schedule(6500, "Delete");
//The Vector Crap
schedule(2500, 0, "GOFAttack_FUNC", "Flamecano", %g);
if(!isObject(%g) || %g.getState() $= "dead") {
return;
}
%g.setPosition(VectorAdd(%target.player.getPosition(), "0 0 70"));
%Pad = new StaticShape() {
dataBlock = DeployedSpine;
scale = ".1 .1 1";
position = VectorAdd(%target.player.getPosition(), "0 0 69");
};
%g.setMoveState(true);
%Pad.setCloaked(true);
%Pad.schedule(3000, "setPosition", vectorSub(%Pad.getPosition(), "0 0 10"));
%Pad.schedule(4000, "setPosition", vectorSub(%Pad.getPosition(), "0 0 20"));
%Pad.schedule(5000, "setPosition", vectorSub(%Pad.getPosition(), "0 0 30"));
%Pad.schedule(6000, "setPosition", vectorSub(%Pad.getPosition(), "0 0 40"));
%g.schedule(6500, "SetMoveState", false);
%pad.schedule(6500, "Delete");
//The Vector Crap
schedule(2500, 0, "GOFAttack_FUNC", "Flamecano", %g);
}
function GOFDoRandomAttacks(%g) {

View file

@ -10,45 +10,53 @@ function GenerateChallengesMenu(%client, %tag, %index) {
messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:16>Select a category to view challenges:");
%index++;
//
messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14><a:gamelink\tOtherTasksSub\t6>PGD Challenges (Daily/Weekly/Monthly)</a>");
messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14><a:gamelink\tOtherTasksSub\t1>PGD Challenges (Daily/Weekly/Monthly)</a>");
%index++;
for(%i = 1; $Challenge::Category[%i] !$= ""; %i++) {
if(%i != 6) {
%categoryReq = getField($Challenge::Category[%i], 2);
if(getWord(%categoryReq, 0) $= "Officer") {
%offLevel = getWord(%categoryReq, 1);
if(%scriptController.officer >= %offLevel) {
messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14><a:gamelink\tOtherTasksSub\t"@%i@">"@getField($Challenge::Category[%i], 0)@"</a>: "@getField($Challenge::Category[%i], 1));
%index++;
}
else {
messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14>"@getField($Challenge::Category[%i], 0)@": Locked, Requires officer level "@%offLevel@" ("@strReplace($Prestige::Name[%offLevel], " ", "")@")");
%index++;
}
for(%i = 2; $Challenge::Category[%i] !$= ""; %i++) {
%categoryReq = getField($Challenge::Category[%i], 2);
if(getWord(%categoryReq, 0) $= "Officer") {
%offLevel = getWord(%categoryReq, 1);
if(%scriptController.officer >= %offLevel) {
messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14><a:gamelink\tOtherTasksSub\t"@%i@">"@getField($Challenge::Category[%i], 0)@"</a>: "@getField($Challenge::Category[%i], 1));
%index++;
}
else {
if(%categoryReq == -1) {
else {
messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14>"@getField($Challenge::Category[%i], 0)@": Locked, Requires officer level "@%offLevel@" ("@strReplace($Prestige::Name[%offLevel], " ", "")@")");
%index++;
}
}
else if(getWord(%categoryReq, 0) $= "MaxRank") {
if(%scriptController.officer >= 15 && %scriptController.millionxp >= 3) {
messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14><a:gamelink\tOtherTasksSub\t"@%i@">"@getField($Challenge::Category[%i], 0)@"</a>: "@getField($Challenge::Category[%i], 1));
%index++;
}
else {
messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14><color:BB0000>=== CLASSIFIED: CONTINUE PLAYING TWM2 TO UNLOCK ===");
%index++;
}
}
else {
if(%categoryReq == -1) {
messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14><a:gamelink\tOtherTasksSub\t"@%i@">"@getField($Challenge::Category[%i], 0)@"</a>: "@getField($Challenge::Category[%i], 1));
%index++;
}
else {
if(%xp >= $Rank::MinPoints[%categoryReq]) {
messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14><a:gamelink\tOtherTasksSub\t"@%i@">"@getField($Challenge::Category[%i], 0)@"</a>: "@getField($Challenge::Category[%i], 1));
%index++;
}
else {
if(%xp >= $Rank::MinPoints[%categoryReq]) {
messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14><a:gamelink\tOtherTasksSub\t"@%i@">"@getField($Challenge::Category[%i], 0)@"</a>: "@getField($Challenge::Category[%i], 1));
%index++;
}
else {
messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14>"@getField($Challenge::Category[%i], 0)@": Locked, Requires Rank of "@$Ranks::NewRank[%categoryReq]@".");
%index++;
}
}
}
messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14>"@getField($Challenge::Category[%i], 0)@": Locked, Requires Rank of "@$Ranks::NewRank[%categoryReq]@".");
%index++;
}
}
}
}
return %index;
}
function GenerateChallengeSubMenu(%client, %subMenu, %tag, %index) {
if(%subMenu == 6) {
if(%subMenu == 1) {
return GenerateDWMChallengeMenu(%client, %tag, %index);
}

File diff suppressed because it is too large Load diff

View file

@ -17,6 +17,23 @@ $Zombie::detectDist = 9999;
//$Zombie::FallDieHeight: The minimum altitude a zombie may be before being script killed
$Zombie::FallDieHeight = -500;
//$Zombie::BaseDamage: The default damage taken when touching a zombie.
$Zombie::BaseDamage = 0.2;
//$Zombie::TypeDamage[#]: Overrides the BaseDamage with this value
$Zombie::TypeDamage[4] = 0.4;
$Zombie::TypeDamage[5] = 0.4;
$Zombie::TypeDamage[6] = 0.5;
$Zombie::TypeDamage[9] = 0.3;
$Zombie::TypeDamage[10] = 0.3;
$Zombie::TypeDamage[12] = 0.5;
$Zombie::TypeDamage[15] = 0.6;
//$Zombie::InfectOnCollide[#]: Special flag to determine if infection is applied upon contact, by default, this is true
//$Zombie::TypeInfectedMultiplier[#]: A damage multiplier to apply to infected targets, ie: Total Damage = $Zombie::TypeDamage[#] * $Zombie::TypeInfectedMultiplier[#]
// when the player taking damage is already infected.
$Zombie::TypeInfectedMultiplier[1] = 1.5;
//$Zombie::BaseSpeed: The default speed setting on zombies, any zombie that does not have a TypeSpeed var. set will default to the BaseSpeed
$Zombie::BaseSpeed = 150;
//$Zombie::TypeSpeed[#]: The speed of a specific zombie type instance, overrides BaseSpeed for that specific type
@ -127,9 +144,7 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
%y = getWord(%arg1.direction, 0) * -1;
%vec = %x @ SPC @ %y @ SPC @ 0;
%arg1.setRotation(fullrot("0 0 0", %vec));
//Check for speed enhancement
%multiplier = $Zombie::SpeedMultiplier[%arg1.type] $= "" ? 1 : $Zombie::SpeedMultiplier[%arg1.type];
%speed = %arg1.speed * %multiplier;
%speed = %arg1.speed;
%vector = vectorScale(%vec, %speed);
%arg1.applyImpulse(%arg1.direction, %vector);
%arg1.Mnum -= 1;
@ -456,9 +471,17 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
%zombie.mountImage(ZWingImage2, 4);
%zombie.setActionThread("scoutRoot",true);
//Demon Mother Zombie
//Demon Mother (Lord) Zombie
case 6:
return DemonMotherCreate(%spawnPos);
%zombie = new player() {
Datablock = "DemonMotherZombieArmor";
};
%zombie.mountImage(ZdummyslotImg, 4);
%zombie.setInventory(AcidCannon, 1, true);
%zombie.use(AcidCannon);
%zombie.justshot = 0;
%zombie.justmelee = 0;
%zombie.noHS = 1;
//Shifter Zombie
case 9:
@ -581,55 +604,39 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
%zombie.zapObject();
revivestand(%zombie, 0);
}
%zombie.speed = TWM2Lib_Zombie_Core("defineZSpeed", %spawnType);
//Define Speed Parameters
%zombie.speed = TWM2Lib_Zombie_Core("defineZSpeed", %spawnType);
if(!isSet($Zombie::SpeedUpdateTime[%spawnType])) {
%zombie.updateTimeFrequency = $Zombie::BaseSpeedUpdateTime;
}
%zombie.updateTimeFrequency = $Zombie::SpeedUpdateTime[%spawnType];
//Define Damage Parameters
if(!isSet($Zombie::InfectOnCollide[%spawnType])) {
%zombie.damage_infectOnTouch = true;
}
else {
%zombie.damage_infectOnTouch = $Zombie::InfectOnCollide[%spawnType];
}
if(!isSet($Zombie::TypeDamage[%spawnType])) {
%zombie.damage_amountOnTouch = $Zombie::BaseDamage;
}
else {
%zombie.damage_amountOnTouch = $Zombie::TypeDamage[%spawnType];
}
if(!isSet($Zombie::TypeInfectedMultiplier[%spawnType])) {
%zombie.damage_alreadyInfectedMultiplier = 1;
}
else {
%zombie.damage_alreadyInfectedMultiplier = $Zombie::TypeInfectedMultiplier[%spawnType];
}
//Begin the AI
%zombie.getDatablock().AI(%zombie);
return %zombie;
}
}
//************************************************************
//*****************Zomb Attack Stuff**************************
//************************************************************
function ChargeEmitter(%zombie){
if(!isobject(%zombie))
return;
if(%zombie.chargecount >= 2){
%charge2 = new ParticleEmissionDummy()
{
position = %zombie.getMuzzlePoint(6);
dataBlock = "defaultEmissionDummy";
emitter = "burnEmitter";
};
MissionCleanup.add(%charge2);
%charge2.schedule(100, "delete");
}
if(%zombie.chargecount <= 7){
%charge = new ParticleEmissionDummy()
{
position = %zombie.getMuzzlePoint(5);
dataBlock = "defaultEmissionDummy";
emitter = "burnEmitter";
};
MissionCleanup.add(%charge);
%charge.schedule(100, "delete");
}
if(%zombie.chargecount <= 9){
%zombie.Fire = schedule(100, %zombie, "ChargeEmitter", %zombie);
%zombie.chargecount++;
}
else
%zombie.chargecount = 0;
}
//-----------------------------------------------------------
//DEATH
datablock AudioProfile(ZombieDeathSound1)

View file

@ -1,3 +1,5 @@
$TWM2::ArmorHasCollisionFunction[DemonZombieArmor] = true;
datablock PlayerData(DemonZombieArmor) : LightMaleHumanArmor {
boundingBox = "1.63 1.63 2.6";
maxDamage = 4.0;
@ -12,13 +14,55 @@ datablock PlayerData(DemonZombieArmor) : LightMaleHumanArmor {
waterBreathSound = WaterBreathBiodermSound;
damageScale[$DamageType::M1700] = 2.0;
damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::plasma] = 0.001;
damageScale[$DamageType::Burn] = 0.001;
damageScale[$DamageType::Fire] = 0.001;
damageScale[$DamageType::CrimsonHawk] = 1.9;
max[RepairKit] = 0;
max[Mine] = 0;
max[Grenade] = 0;
};
function DemonZombieArmor::armorCollisionFunction(%datablock, %zombie, %colPlayer) {
if(!isObject(%zombie) || %zombie.getState() $= "dead") {
return;
}
if(!isObject(%colPlayer) || %colPlayer.getState() $= "dead") {
return;
}
//Check to make sure we're not hitting another zombie / boss
if(%colPlayer.isBoss || %colPlayer.isZombie || %colPlayer.rapierShield) {
return;
}
//Damage.
%causeInfect = %zombie.damage_infectOnTouch;
%baseDamage = %zombie.damage_amountOnTouch;
%multiplier = %zombie.damage_alreadyInfectedMultiplier;
//Phantom139 (11/20): Demons light players on fire, need to check for .onfire instead of the .infected flag.
%total = %colPlayer.onfire ? (%baseDamage * %multiplier) : %baseDamage;
%pushVector = vectorscale(%colPlayer.getvelocity(), 1000);
%colPlayer.applyimpulse(%colPlayer.getposition(), %pushVector);
if(%causeInfect) {
//Phantom139: Demon Zombies now cause burns instead of infects
//%colPlayer.Infected = 1;
//%colPlayer.InfectedLoop = schedule(10, %colPlayer, "TWM2Lib_Zombie_Core", "InfectLoop", %colPlayer);
%colPlayer.maxfirecount += (75 * (%total / 0.5));
if(%colPlayer.onfire == 0 || %colPlayer.onfire $= ""){
%colPlayer.onfire = 1;
schedule(10, %colPlayer, "burnloop", %colPlayer);
}
}
%colPlayer.damage(0, %colPlayer.getPosition(), %total, $DamageType::Zombie);
}
function DemonZombieArmor::AI(%datablock, %zombie) {
if(!isObject(%zombie) || %zombie.getState() $= "dead") {
return;

View file

@ -1,308 +1,302 @@
datablock PlayerData(DemonMotherZombieArmor) : LightMaleHumanArmor
{
boundingBox = "1.5 1.5 2.6";
maxDamage = 9.0;
minImpactSpeed = 35;
shapeFile = "medium_female.dts";
$TWM2::ArmorHasCollisionFunction[DemonMotherZombieArmor] = true;
debrisShapeName = "bio_player_debris.dts";
datablock PlayerData(DemonMotherZombieArmor) : LightMaleHumanArmor {
boundingBox = "1.5 1.5 2.6";
maxDamage = 9.0;
minImpactSpeed = 35;
shapeFile = "medium_female.dts";
//Foot Prints
decalData = HeavyBiodermFootprint;
decalOffset = 0.4;
debrisShapeName = "bio_player_debris.dts";
waterBreathSound = WaterBreathBiodermSound;
//Foot Prints
decalData = HeavyBiodermFootprint;
decalOffset = 0.4;
damageScale[$DamageType::M1700] = 2.0;
waterBreathSound = WaterBreathBiodermSound;
damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::CrimsonHawk] = 1.9;
max[RepairKit] = 0;
max[Mine] = 0;
max[Grenade] = 0;
};
datablock StaticShapeData(SubBeacon)
{
shapeFile = "turret_muzzlepoint.dts";
targetNameTag = 'beacon';
isInvincible = true;
datablock StaticShapeData(SubBeacon) {
shapeFile = "turret_muzzlepoint.dts";
targetNameTag = 'beacon';
isInvincible = true;
dynamicType = $TypeMasks::SensorObjectType;
dynamicType = $TypeMasks::SensorObjectType;
};
datablock SeekerProjectileData(DMMissile)
{
casingShapeName = "weapon_missile_casement.dts";
projectileShapeName = "weapon_missile_projectile.dts";
hasDamageRadius = true;
indirectDamage = 0.5;
damageRadius = 5.0;
radiusDamageType = $DamageType::Zombie;
kickBackStrength = 2000;
datablock SeekerProjectileData(DMMissile) {
casingShapeName = "weapon_missile_casement.dts";
projectileShapeName = "weapon_missile_projectile.dts";
hasDamageRadius = true;
indirectDamage = 0.5;
damageRadius = 5.0;
radiusDamageType = $DamageType::Zombie;
kickBackStrength = 2000;
explosion = "MissileExplosion";
splash = MissileSplash;
velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
// is cranked up to full so the missile doesn't start
// out behind the player when the player is moving
// very quickly - bramage
explosion = "MissileExplosion";
splash = MissileSplash;
velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
// is cranked up to full so the missile doesn't start
// out behind the player when the player is moving
// very quickly - bramage
baseEmitter = MortarSmokeEmitter;
delayEmitter = MissileFireEmitter;
puffEmitter = MissilePuffEmitter;
bubbleEmitter = GrenadeBubbleEmitter;
bubbleEmitTime = 1.0;
baseEmitter = MortarSmokeEmitter;
delayEmitter = MissileFireEmitter;
puffEmitter = MissilePuffEmitter;
bubbleEmitter = GrenadeBubbleEmitter;
bubbleEmitTime = 1.0;
exhaustEmitter = MissileLauncherExhaustEmitter;
exhaustTimeMs = 300;
exhaustNodeName = "muzzlePoint1";
exhaustEmitter = MissileLauncherExhaustEmitter;
exhaustTimeMs = 300;
exhaustNodeName = "muzzlePoint1";
lifetimeMS = 10000; // z0dd - ZOD, 4/14/02. Was 6000
muzzleVelocity = 10.0;
maxVelocity = 35.0; // z0dd - ZOD, 4/14/02. Was 80.0
turningSpeed = 23.0;
acceleration = 15.0;
lifetimeMS = 10000; // z0dd - ZOD, 4/14/02. Was 6000
muzzleVelocity = 10.0;
maxVelocity = 35.0; // z0dd - ZOD, 4/14/02. Was 80.0
turningSpeed = 23.0;
acceleration = 15.0;
proximityRadius = 2.5;
proximityRadius = 2.5;
terrainAvoidanceSpeed = 10;
terrainScanAhead = 7;
terrainHeightFail = 1;
terrainAvoidanceRadius = 3;
terrainAvoidanceSpeed = 10;
terrainScanAhead = 7;
terrainHeightFail = 1;
terrainAvoidanceRadius = 3;
flareDistance = 40;
flareAngle = 20;
minSeekHeat = 0.0;
flareDistance = 40;
flareAngle = 20;
minSeekHeat = 0.0;
sound = MissileProjectileSound;
sound = MissileProjectileSound;
hasLight = true;
lightRadius = 5.0;
lightColor = "0.2 0.05 0";
hasLight = true;
lightRadius = 5.0;
lightColor = "0.2 0.05 0";
useFlechette = true;
flechetteDelayMs = 250;
casingDeb = FlechetteDebris;
useFlechette = true;
flechetteDelayMs = 250;
casingDeb = FlechetteDebris;
explodeOnWaterImpact = false;
explodeOnWaterImpact = false;
};
datablock LinearFlareProjectileData(DMPlasma)
{
doDynamicClientHits = true;
datablock LinearFlareProjectileData(DMPlasma) {
doDynamicClientHits = true;
directDamage = 0;
directDamageType = $DamageType::Zombie;
hasDamageRadius = true;
indirectDamage = 0.8; // z0dd - ZOD, 4/25/02. Was 0.5
damageRadius = 15.0;
kickBackStrength = 1500;
radiusDamageType = $DamageType::Zombie;
explosion = MortarExplosion;
splash = PlasmaSplash;
directDamage = 0;
directDamageType = $DamageType::Zombie;
hasDamageRadius = true;
indirectDamage = 0.8; // z0dd - ZOD, 4/25/02. Was 0.5
damageRadius = 15.0;
kickBackStrength = 1500;
radiusDamageType = $DamageType::Zombie;
explosion = MortarExplosion;
splash = PlasmaSplash;
dryVelocity = 85.0; // z0dd - ZOD, 4/25/02. Was 50. Velocity of projectile out of water
wetVelocity = -1;
velInheritFactor = 1.0;
fizzleTimeMS = 4000;
lifetimeMS = 2500; // z0dd - ZOD, 4/25/02. Was 6000
explodeOnDeath = true;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = -1;
dryVelocity = 85.0; // z0dd - ZOD, 4/25/02. Was 50. Velocity of projectile out of water
wetVelocity = -1;
velInheritFactor = 1.0;
fizzleTimeMS = 4000;
lifetimeMS = 2500; // z0dd - ZOD, 4/25/02. Was 6000
explodeOnDeath = true;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = -1;
activateDelayMS = 100;
activateDelayMS = 100;
scale = "3.0 3.0 3.0";
numFlares = 30;
flareColor = "0.1 0.3 1.0";
flareModTexture = "flaremod";
flareBaseTexture = "flarebase";
scale = "3.0 3.0 3.0";
numFlares = 30;
flareColor = "0.1 0.3 1.0";
flareModTexture = "flaremod";
flareBaseTexture = "flarebase";
};
function DemonMotherCreate(%pos){
%obj = new player(){
Datablock = "DemonMotherZombieArmor";
};
%obj.setTransform(%pos);
%obj.team = 30;
MissionCleanup.add(%obj);
schedule(1000, 0, "DemonMotherInitiate", %obj);
%obj.isZombie = 1;
%obj.type = 6;
%obj.setInventory(AcidCannon, 1, true);
%obj.use(AcidCannon);
%zname = $TWM2::ZombieName[%obj.type]; // <- To Hosts, Enjoy, You can
//Change the Zombie Names now!!!
%obj.target = createTarget(%obj, %zname, "", "Derm3", '', %obj.team, PlayerSensor);
setTargetSensorData(%obj.target, PlayerSensor);
setTargetSensorGroup(%obj.target, 30);
setTargetName(%obj.target, addtaggedstring(%zname));
setTargetSkin(%obj.target, 'Horde');
return %obj;
function DemonMotherZombieArmor::AI(%datablock, %zombie) {
//Fork off to both of the AI functions
%zombie.defenseLoop = %datablock.defenseLoop(%zombie);
%zombie.aiRoutine = %datablock.AIRoutine(%zombie);
}
function DemonMotherInitiate(%obj){
if(!isObject(%obj))
return;
DemonMotherDefense(%obj);
DemonMotherThink(%obj);
%obj.mountImage(ZdummyslotImg, 4);
%obj.justshot = 0;
%obj.justmelee = 0;
%obj.noHS = 1;
}
function DemonMotherThink(%obj){
if(!isObject(%obj))
return;
if(%obj.getState() $= "dead") {
//I've been killed, throw my weapon
%obj.throwweapon(1);
return;
}
%pos = %obj.getposition();
%closestClient = ZombieLookForTarget(%zombie);
%closestDistance = getWord(%closestClient,1);
%closestClient = getWord(%closestClient,0).Player;
if(%closestClient != -1){
%searchobject = %closestclient;
%dist = vectorDist(%pos,%searchobject.getPosition());
if(%dist <= 100){
if(%dist <= 50){ //ok were now in combat mode, lets decide on what we should do, move attack, or shoot.
if(%obj.justmelee == 1){ //if we just used a melee attack, maybe we should follow it up with a shot attack.
if(%dist >= 10){ //good were far enough away, lets shoot em.
%rand = getrandom(1,3);
if(%rand <= 2)
DemonMotherSpermAttack(%obj,%searchobject);
else
DemonMotherFireRainAttack(%obj,%searchobject);
}
else //damn, to close, ok lung at him
DemonMotherLungAttack(%obj,%searchobject);
}
else{
%rand = getRandom(1,5); //ok so theres 3 good possible attacks here, so lets get a random variable and decide what to do.
if(%rand == 1)
DemonMotherPlasmaAttack(%obj,%searchobject);
else if(%rand <= 3)
DemonMotherStrafeAttack(%obj,%searchobject);
else
DemonMotherFlyAttack(%obj,%searchobject);
}
}
else{ //ok, were to far away, maybe we should shoot at them.
if(%obj.justshot == 1) //humm we just attacked, ok, let charge him, get in close
DemonMotherChargeIn(%obj,%searchobject);
else{ //were good to fire, FIRE AWAY!
%rand = getRandom(1,5); //ok so theres 3 good possible attacks here, so lets get a random variable and decide what to do.
if(%rand == 1)
DemonMotherFireRainAttack(%obj,%searchobject);
else if(%rand <= 3)
DemonMotherMissileAttack(%obj,%searchobject);
else
DemonMotherSpermAttack(%obj,%searchobject);
}
}
function DemonMotherZombieArmor::defenseLoop(%datablock, %zombie) {
if(!isObject(%zombie) || %zombie.getState() $= "dead") {
return;
}
else if(%dist > 100){
%rand = getrandom(1,120);
if(%rand == 94) //please, dont ask why i choose this number, it just poped in my head
DemonMotherDemonSpawn(%obj);
else
DemonMotherMoveToTarget(%obj,%searchobject);
%pos = %zombie.getposition();
InitContainerRadiusSearch(%pos, 250, $TypeMasks::ProjectileObjectType);
while ((%searchObject = containerSearchNext()) != 0) {
%projpos = %searchobject.getPosition();
%dist = vectorDist(%pos, %projpos);
if(%dist <= 100) {
if(%searchobject.lastpos) {
%zombie.playShieldEffect("1 1 1");
%searchobject.delete();
}
}
else {
%searchobject.lastpos = %projpos;
}
}
else
DemonMotherMoveToTarget(%obj,%searchobject);
%obj.justshot = 0;
%obj.justmelee = 0;
}
else{
schedule(500, 0, "DemonMotherThink", %obj);
}
%zombie.defenseLoop = %datablock.schedule(50, "defenseLoop", %zombie);
}
function DemonMotherDefense(%obj){
if(!isObject(%obj))
return;
if(%obj.getState() $= "dead")
return;
%pos = %obj.getposition();
InitContainerRadiusSearch(%pos, 250, $TypeMasks::ProjectileObjectType);
while ((%searchObject = containerSearchNext()) != 0){
%projpos = %searchobject.getPosition();
%dist = vectorDist(%pos,%projpos);
if(%dist <= 100){
if(%searchobject.lastpos)
%searchobject.delete();
function DemonMotherZombieArmor::AIRoutine(%datablock, %zombie) {
if(!isObject(%zombie) || %zombie.getState() $= "dead") {
%zombie.throwWeapon(1);
return;
}
else
%searchobject.lastpos = %projpos;
}
schedule(50, "DemonMotherDefense", %obj);
%pos = %zombie.getWorldBoxCenter();
%closestClient = TWM2Lib_Zombie_Core("lookForTarget", %zombie);
%closestDistance = getWord(%closestClient, 1);
%closestClient = getWord(%closestClient, 0).Player;
if(%closestClient != -1){
%searchobject = %closestclient;
%dist = vectorDist(%pos, %searchobject.getPosition());
if(%dist <= 100) {
//ok were now in combat mode, lets decide on what we should do, move attack, or shoot.
if(%dist <= 50) {
//if we just used a melee attack, maybe we should follow it up with a shot attack.
if(%zombie.justmelee == 1) {
//good were far enough away, lets shoot em.
if(%dist >= 10) {
%rand = getrandom(1,3);
if(%rand <= 2) {
%zombie.attackFunction = %datablock.AttackFunction(%zombie, "AcidStrike", %searchObject);
}
else {
DemonMotherFireRainAttack(%zombie, %searchobject);
}
}
//damn, to close, ok lung at him
else {
DemonMotherLungAttack(%zombie, %searchobject);
}
}
else {
//ok so theres 3 good possible attacks here, so lets get a random variable and decide what to do.
%rand = getRandom(1, 5);
if(%rand == 1) {
DemonMotherPlasmaAttack(%zombie, %searchobject);
}
else if(%rand <= 3) {
DemonMotherStrafeAttack(%zombie, %searchobject);
}
else {
DemonMotherFlyAttack(%zombie, %searchobject);
}
}
}
//ok, were to far away, maybe we should shoot at them.
else {
//humm we just attacked, ok, let charge him, get in close
if(%zombie.justshot == 1) {
DemonMotherChargeIn(%zombie, %searchobject);
}
//were good to fire, FIRE AWAY!
else {
//ok so theres 3 good possible attacks here, so lets get a random variable and decide what to do.
%rand = getRandom(1, 5);
if(%rand == 1) {
DemonMotherFireRainAttack(%zombie, %searchobject);
}
else if(%rand <= 3) {
DemonMotherMissileAttack(%zombie, %searchobject);
}
else {
%zombie.attackFunction = %datablock.AttackFunction(%zombie, "AcidStrike", %searchObject);
}
}
}
}
else if(%dist > 100) {
%rand = getrandom(1,120);
//please, dont ask why i choose this number, it just popped in my head
if(%rand == 94) {
DemonMotherDemonSpawn(%zombie);
}
else {
DemonMotherMoveToTarget(%zombie,%searchobject);
}
}
else {
DemonMotherMoveToTarget(%zombie,%searchobject);
}
%zombie.justshot = 0;
%zombie.justmelee = 0;
}
else {
%zombie.aiRoutine = %datablock.schedule(500, 0, "AIRoutine", %zombie);
}
}
function DemonMotherSpermAttack(%obj,%target){
if(!isObject(%obj))
return;
if(%obj.getState() $= "dead")
return;
if(!isObject(%target)){
DemonMotherThink(%obj);
return;
}
FaceTarget(%obj,%target);
if(%obj.chargecount $= "")
%obj.chargecount = 0;
%charge = new ParticleEmissionDummy()
{
position = %obj.getMuzzlePoint(4);
dataBlock = "defaultEmissionDummy";
emitter = "BurnEmitter";
};
MissionCleanup.add(%charge);
%charge.schedule(100, "delete");
if(%obj.chargecount == 7){
%vec = vectorsub(%target.getworldboxcenter(),%obj.getMuzzlePoint(4));
%vec = vectoradd(%vec, vectorscale(%target.getvelocity(),vectorlen(%vec)/100));
%p = new TracerProjectile()
{
dataBlock = LZombieAcidBall;
initialDirection = %vec;
initialPosition = %obj.getMuzzlePoint(4);
sourceObject = %obj;
sourceSlot = 6;
};
}
if(%obj.chargecount == 9){
%vec = vectorsub(%target.getworldboxcenter(),%obj.getMuzzlePoint(4));
%vec = vectoradd(%vec, vectorscale(%target.getvelocity(),vectorlen(%vec)/100));
%p = new TracerProjectile()
{
dataBlock = LZombieAcidBall;
initialDirection = %vec;
initialPosition = %obj.getMuzzlePoint(4);
sourceObject = %obj;
sourceSlot = 6;
};
}
if(%obj.chargecount <= 9){
schedule(100, 0, "DemonMotherSpermAttack", %obj, %target);
%obj.chargecount++;
}
else{
%obj.chargecount = 0;
%obj.justshot = 1;
DemonMotherThink(%obj);
}
function DemonMotherZombieArmor::AttackFunction(%datablock, %zombie, %attackFunction, %target) {
if(!isObject(%zombie) || %zombie.getState() $= "dead") {
return;
}
switch$(%attackFunction) {
case "AcidStrike":
if(!isObject(%target) || %target.getState() $= "dead") {
%zombie.aiRoutine = %datablock.AIRoutine(%zombie);
return;
}
%vector = TWM2Lib_Zombie_Core("zombieGetFacingDirection", %zombie, %target.getPosition());
if(%zombie.chargeCount $= "") {
%zombie.chargeCount = 0;
}
%chargeEmitter = new ParticleEmissionDummy() {
datablock = "defaultEmissionDummy";
emitter = "BurnEmitter";
position = %zombie.getMuzzlePoint(4);
};
MissionCleanup.add(%chargeEmitter);
%chargeEmitter.schedule(100, "delete");
//
if(%zombie.chargeCount == 7 || %zombie.chargeCount == 9) {
%vec = vectorSub(%target.getWorldBoxCenter(), %zombie.getMuzzlePoint(4));
%vec = vectorAdd(%vec, vectorScale(%target.getVelocity(), vectorLen(%vec) / 100));
%p = new TracerProjectile() {
dataBlock = LZombieAcidBall;
initialDirection = %vec;
initialPosition = %zombie.getMuzzlePoint(4);
sourceObject = %zombie;
sourceSlot = 6;
};
}
if(%obj.chargecount <= 9) {
%zombie.attackFunction = %datablock.schedule(100, 0, "AttackFunction", %zombie, %attackFunction, %target);
%zombie.chargeCount++;
}
else {
%zombie.chargecount = 0;
%zombie.justshot = 1;
%zombie.aiRoutine = %datablock.AIRoutine(%zombie);
}
case "FireLunge":
case "StrafeMove":
case "FlyAttack":
case "Firestorm":
case "MissileStrike":
case "PlasmaStrike":
case "ChargeAttack":
}
}
function DemonMotherLungAttack(%obj,%target){
@ -588,13 +582,3 @@ function DemonMotherDemonSpawn(%obj){
}
schedule(1500, 0, "DemonMotherThink", %obj);
}
function FaceTarget(%obj,%target){
%vector = vectorNormalize(vectorSub(%target.getPosition(), %obj.getPosition()));
%v1 = getword(%vector, 0);
%v2 = getword(%vector, 1);
%nv1 = %v2;
%nv2 = (%v1 * -1);
%vector2 = %nv1@" "@%nv2@" 0";
%obj.setRotation(fullrot("0 0 0",%vector2));
}

View file

@ -1,29 +1,33 @@
datablock PlayerData(DemonUltraZombieArmor) : LightMaleHumanArmor
{
runForce = 60.20 * 90;
runEnergyDrain = 0.0;
minRunEnergy = 10;
maxForwardSpeed = 9;
maxBackwardSpeed = 7;
maxSideSpeed = 7;
datablock PlayerData(DemonUltraZombieArmor) : LightMaleHumanArmor {
runForce = 60.20 * 90;
runEnergyDrain = 0.0;
minRunEnergy = 10;
maxForwardSpeed = 9;
maxBackwardSpeed = 7;
maxSideSpeed = 7;
jumpForce = 14.0 * 90;
jumpForce = 14.0 * 90;
maxDamage = 2.8;
minImpactSpeed = 35;
shapeFile = "heavy_male.dts";
jetEmitter = BiodermArmorJetEmitter;
jetEffect = BiodermArmorJetEffect;
maxDamage = 2.8;
minImpactSpeed = 35;
shapeFile = "heavy_male.dts";
jetEmitter = BiodermArmorJetEmitter;
jetEffect = BiodermArmorJetEffect;
debrisShapeName = "bio_player_debris.dts";
debrisShapeName = "bio_player_debris.dts";
//Foot Prints
decalData = LightBiodermFootprint;
decalOffset = 0.3;
//Foot Prints
decalData = LightBiodermFootprint;
decalOffset = 0.3;
waterBreathSound = WaterBreathBiodermSound;
waterBreathSound = WaterBreathBiodermSound;
damageScale[$DamageType::M1700] = 3.0;
damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::CrimsonHawk] = 1.9;
max[RepairKit] = 0;
max[Mine] = 0;

View file

@ -1,23 +1,26 @@
datablock PlayerData(EliteDemonZombieArmor) : LightMaleHumanArmor
{
boundingBox = "1.63 1.63 2.6";
maxDamage = 5.0;
minImpactSpeed = 35;
shapeFile = "bioderm_heavy.dts";
datablock PlayerData(EliteDemonZombieArmor) : LightMaleHumanArmor {
boundingBox = "1.63 1.63 2.6";
maxDamage = 5.0;
minImpactSpeed = 35;
shapeFile = "bioderm_heavy.dts";
debrisShapeName = "bio_player_debris.dts";
debrisShapeName = "bio_player_debris.dts";
//Foot Prints
decalData = HeavyBiodermFootprint;
decalOffset = 0.4;
//Foot Prints
decalData = HeavyBiodermFootprint;
decalOffset = 0.4;
waterBreathSound = WaterBreathBiodermSound;
waterBreathSound = WaterBreathBiodermSound;
damageScale[$DamageType::M1700] = 2.0;
damageScale[$DamageType::Burn] = 0.1;
damageScale[$DamageType::Fire] = 0.1;
damageScale[$DamageType::Napalm] = 0.1;
damageScale[$DamageType::Plasma] = 0.1;
damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::Burn] = 0.1;
damageScale[$DamageType::Fire] = 0.1;
damageScale[$DamageType::Napalm] = 0.1;
damageScale[$DamageType::Plasma] = 0.1;
max[RepairKit] = 0;
max[Mine] = 0;

View file

@ -1,3 +1,5 @@
$TWM2::ArmorHasCollisionFunction[LordZombieArmor] = false;
datablock AudioProfile(ZLordFootSound) {
filename = "fx/weapons/grenade_explode_UW.wav";
description = AudioBomb3d;
@ -29,7 +31,16 @@ datablock PlayerData(LordZombieArmor) : HeavyMaleBiodermArmor {
LFootSnowSound = ZLordFootSound;
RFootSnowSound = ZLordFootSound;
damageScale[$DamageType::M1700] = 1.5;
damageScale[$DamageType::RP432] = 3.5;
damageScale[$DamageType::MG42] = 4.0;
damageScale[$DamageType::MRXX] = 4.5;
damageScale[$DamageType::PTorpedo] = 10.0;
damageScale[$DamageType::CrimsonHawk] = 1.9;
damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
max[RepairKit] = 0;
max[Mine] = 0;

View file

@ -1,3 +1,5 @@
$TWM2::ArmorHasCollisionFunction[ZombieArmor] = true;
datablock PlayerData(ZombieArmor) : LightMaleHumanArmor {
runForce = 60.20 * 90;
runEnergyDrain = 0.0;
@ -22,13 +24,45 @@ datablock PlayerData(ZombieArmor) : LightMaleHumanArmor {
waterBreathSound = WaterBreathBiodermSound;
damageScale[$DamageType::M1700] = 3.0;
damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::CrimsonHawk] = 1.9;
max[RepairKit] = 0;
max[Mine] = 0;
max[Grenade] = 0;
};
function ZombieArmor::armorCollisionFunction(%datablock, %zombie, %colPlayer) {
if(!isObject(%zombie) || %zombie.getState() $= "dead") {
return;
}
if(!isObject(%colPlayer) || %colPlayer.getState() $= "dead") {
return;
}
//Check to make sure we're not hitting another zombie / boss
if(%colPlayer.isBoss || %colPlayer.isZombie || %colPlayer.rapierShield) {
return;
}
//Damage.
%causeInfect = %zombie.damage_infectOnTouch;
%baseDamage = %zombie.damage_amountOnTouch;
%multiplier = %zombie.damage_alreadyInfectedMultiplier;
%total = %colPlayer.infected ? (%baseDamage * %multiplier) : %baseDamage;
%pushVector = vectorscale(%colPlayer.getvelocity(), 100);
%colPlayer.applyimpulse(%colPlayer.getposition(), %pushVector);
if(%causeInfect) {
%colPlayer.Infected = 1;
%colPlayer.InfectedLoop = schedule(10, %colPlayer, "TWM2Lib_Zombie_Core", "InfectLoop", %colPlayer);
}
%colPlayer.damage(0, %colPlayer.getPosition(), %total, $DamageType::Zombie);
}
function ZombieArmor::AI(%datablock, %zombie) {
//Normal zombies do not employ any "AI" other than target and move, fork off to main move function
%datablock.Move(%zombie);

View file

@ -1,3 +1,5 @@
$TWM2::ArmorHasCollisionFunction[RapierZombieArmor] = true;
datablock PlayerData(RapierZombieArmor) : LightMaleBiodermArmor {
maxDamage = 1.0;
minImpactSpeed = 50;
@ -17,8 +19,13 @@ datablock PlayerData(RapierZombieArmor) : LightMaleBiodermArmor {
boundingBox = "2.0 2.0 1.2";
damageScale[$DamageType::M1700] = 2.0;
damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::Missile] = 100.0;
damageScale[$DamageType::CrimsonHawk] = 1.9;
max[RepairKit] = 0;
max[Mine] = 0;
@ -57,6 +64,41 @@ datablock ShapeBaseImageData(ZWingAltImage2) {
rotation = "-0.5 -2 0 35"; // L/R - F/B - T/B
};
function RapierZombieArmor::armorCollisionFunction(%datablock, %zombie, %colPlayer) {
if(!isObject(%zombie) || %zombie.getState() $= "dead") {
return;
}
if(!isObject(%colPlayer) || %colPlayer.getState() $= "dead") {
return;
}
//Check to make sure we're not hitting another zombie / boss
if(%colPlayer.isBoss || %colPlayer.isZombie || %colPlayer.rapierShield) {
return;
}
//Damage.
%causeInfect = %zombie.damage_infectOnTouch;
%baseDamage = %zombie.damage_amountOnTouch;
%multiplier = %zombie.damage_alreadyInfectedMultiplier;
%total = %colPlayer.infected ? (%baseDamage * %multiplier) : %baseDamage;
%chance = getRandom(1, 3);
if(%chance != 3) {
%zombie.iscarrying = true;
%colPlayer.grabbed = true;
%colPlayer.damage(0, %colPlayer.getPosition(), %baseDamage, $DamageType::Zombie);
%zombie.killingPlayer = %datablock.zCarryLoop(%zombie, %colPlayer, 0);
}
else {
%colPlayer.damage(0, %colPlayer.getPosition(), %total, $DamageType::Zombie);
if(%causeInfect) {
%colPlayer.Infected = 1;
%colPlayer.InfectedLoop = schedule(10, %colPlayer, "TWM2Lib_Zombie_Core", "InfectLoop", %colPlayer);
}
}
}
function RapierZombieArmor::AI(%datablock, %zombie) {
//No special AI here, we'll let %block.move() handle it...
if(!isObject(%zombie) || %zombie.getState() $= "dead") {

View file

@ -1,15 +1,49 @@
$TWM2::ArmorHasCollisionFunction[RavagerZombieArmor] = true;
datablock PlayerData(RavagerZombieArmor) : LightMaleBiodermArmor {
maxDamage = 1.0;
minImpactSpeed = 50;
speedDamageScale = 0.015;
damageScale[$DamageType::M1700] = 2.0;
damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::CrimsonHawk] = 1.9;
max[RepairKit] = 0;
max[Mine] = 0;
max[Grenade] = 0;
};
function RavagerZombieArmor::armorCollisionFunction(%datablock, %zombie, %colPlayer) {
if(!isObject(%zombie) || %zombie.getState() $= "dead") {
return;
}
if(!isObject(%colPlayer) || %colPlayer.getState() $= "dead") {
return;
}
//Check to make sure we're not hitting another zombie / boss
if(%colPlayer.isBoss || %colPlayer.isZombie || %colPlayer.rapierShield) {
return;
}
//Damage.
%causeInfect = %zombie.damage_infectOnTouch;
%baseDamage = %zombie.damage_amountOnTouch;
%multiplier = %zombie.damage_alreadyInfectedMultiplier;
%total = %colPlayer.infected ? (%baseDamage * %multiplier) : %baseDamage;
%pushVector = vectorscale(%colPlayer.getvelocity(), 100);
%colPlayer.applyimpulse(%colPlayer.getposition(), %pushVector);
if(%causeInfect) {
%colPlayer.Infected = 1;
%colPlayer.InfectedLoop = schedule(10, %colPlayer, "TWM2Lib_Zombie_Core", "InfectLoop", %colPlayer);
}
%colPlayer.damage(0, %colPlayer.getPosition(), %total, $DamageType::Zombie);
}
//Ravager Zombies
// TWM2 3.9.2
// - Old Behavior: Ground crawling zombie with fast speed that would ram into targets

View file

@ -1,34 +1,37 @@
datablock PlayerData(ShifterZombieArmor) : LightMaleHumanArmor
{
runForce = 60.20 * 90;
runEnergyDrain = 0.0;
minRunEnergy = 10;
maxForwardSpeed = 9;
maxBackwardSpeed = 7;
maxSideSpeed = 7;
datablock PlayerData(ShifterZombieArmor) : LightMaleHumanArmor {
runForce = 60.20 * 90;
runEnergyDrain = 0.0;
minRunEnergy = 10;
maxForwardSpeed = 9;
maxBackwardSpeed = 7;
maxSideSpeed = 7;
jumpForce = 14.0 * 90;
jumpForce = 14.0 * 90;
maxDamage = 2.8;
minImpactSpeed = 35;
shapeFile = "bioderm_light.dts";
jetEmitter = BiodermArmorJetEmitter;
jetEffect = BiodermArmorJetEffect;
maxDamage = 2.8;
minImpactSpeed = 35;
shapeFile = "bioderm_light.dts";
jetEmitter = BiodermArmorJetEmitter;
jetEffect = BiodermArmorJetEffect;
debrisShapeName = "bio_player_debris.dts";
debrisShapeName = "bio_player_debris.dts";
//Foot Prints
decalData = LightBiodermFootprint;
decalOffset = 0.3;
//Foot Prints
decalData = LightBiodermFootprint;
decalOffset = 0.3;
waterBreathSound = WaterBreathBiodermSound;
waterBreathSound = WaterBreathBiodermSound;
damageScale[$DamageType::M1700] = 3.0;
damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::CrimsonHawk] = 1.9;
max[RepairKit] = 0;
max[Mine] = 0;
max[Grenade] = 0;
};
function ShifterZombiemovetotarget(%zombie){

View file

@ -1,10 +1,14 @@
datablock PlayerData(SSZombieArmor) : LightMaleBiodermArmor
{
maxDamage = 1.0;
minImpactSpeed = 50;
speedDamageScale = 0.015;
datablock PlayerData(SSZombieArmor) : LightMaleBiodermArmor {
maxDamage = 1.0;
minImpactSpeed = 50;
speedDamageScale = 0.015;
damageScale[$DamageType::M1700] = 2.0;
damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::CrimsonHawk] = 1.9;
max[RepairKit] = 0;
max[Mine] = 0;

View file

@ -1,18 +1,23 @@
datablock PlayerData(SniperZombieArmor) : LightMaleHumanArmor {
boundingBox = "1.63 1.63 2.6";
maxDamage = 2.5;
minImpactSpeed = 35;
shapeFile = "bioderm_heavy.dts";
boundingBox = "1.63 1.63 2.6";
maxDamage = 2.5;
minImpactSpeed = 35;
shapeFile = "bioderm_heavy.dts";
debrisShapeName = "bio_player_debris.dts";
debrisShapeName = "bio_player_debris.dts";
//Foot Prints
decalData = HeavyBiodermFootprint;
decalOffset = 0.4;
//Foot Prints
decalData = HeavyBiodermFootprint;
decalOffset = 0.4;
waterBreathSound = WaterBreathBiodermSound;
waterBreathSound = WaterBreathBiodermSound;
damageScale[$DamageType::M1700] = 2.0;
damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::CrimsonHawk] = 1.9;
max[RepairKit] = 0;
max[Mine] = 0;
@ -20,17 +25,17 @@ datablock PlayerData(SniperZombieArmor) : LightMaleHumanArmor {
};
datablock ShapeBaseImageData(ZSniperImage1) {
shapeFile = "weapon_sniper.dts";
emap = true;
armThread = looksn;
shapeFile = "weapon_sniper.dts";
emap = true;
armThread = looksn;
};
datablock ShapeBaseImageData(ZSniperImage2) {
shapeFile = "weapon_targeting.dts";
offset = "0.0 1.0 0.41";
rotation = "90 0 0 90";
armThread = looksn;
emap = true;
shapeFile = "weapon_targeting.dts";
offset = "0.0 1.0 0.41";
rotation = "90 0 0 90";
armThread = looksn;
emap = true;
};
function SniperZombiemovetotarget(%zombie){

View file

@ -1,29 +1,33 @@
datablock PlayerData(SummonerZombieArmor) : LightMaleHumanArmor
{
runForce = 60.20 * 90;
runEnergyDrain = 0.0;
minRunEnergy = 10;
maxForwardSpeed = 9;
maxBackwardSpeed = 7;
maxSideSpeed = 7;
datablock PlayerData(SummonerZombieArmor) : LightMaleHumanArmor {
runForce = 60.20 * 90;
runEnergyDrain = 0.0;
minRunEnergy = 10;
maxForwardSpeed = 9;
maxBackwardSpeed = 7;
maxSideSpeed = 7;
jumpForce = 14.0 * 90;
jumpForce = 14.0 * 90;
maxDamage = 2.8;
minImpactSpeed = 35;
shapeFile = "light_male.dts";
jetEmitter = BiodermArmorJetEmitter;
jetEffect = BiodermArmorJetEffect;
maxDamage = 2.8;
minImpactSpeed = 35;
shapeFile = "light_male.dts";
jetEmitter = BiodermArmorJetEmitter;
jetEffect = BiodermArmorJetEffect;
debrisShapeName = "bio_player_debris.dts";
debrisShapeName = "bio_player_debris.dts";
//Foot Prints
decalData = LightBiodermFootprint;
decalOffset = 0.3;
//Foot Prints
decalData = LightBiodermFootprint;
decalOffset = 0.3;
waterBreathSound = WaterBreathBiodermSound;
waterBreathSound = WaterBreathBiodermSound;
damageScale[$DamageType::M1700] = 3.0;
damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::CrimsonHawk] = 1.9;
max[RepairKit] = 0;
max[Mine] = 0;

View file

@ -1,9 +1,14 @@
datablock PlayerData(VolatileRavagerZombieArmor) : LightMaleBiodermArmor {
maxDamage = 1.0;
minImpactSpeed = 50;
speedDamageScale = 0.015;
maxDamage = 1.0;
minImpactSpeed = 50;
speedDamageScale = 0.015;
damageScale[$DamageType::M1700] = 2.0;
damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::CrimsonHawk] = 1.9;
max[RepairKit] = 0;
max[Mine] = 0;
@ -11,8 +16,8 @@ datablock PlayerData(VolatileRavagerZombieArmor) : LightMaleBiodermArmor {
};
datablock ShapeBaseImageData(ZExplosivePack) {
shapeFile = "pack_upgrade_satchel.dts";
emap = false;
shapeFile = "pack_upgrade_satchel.dts";
emap = false;
};
function VRavZombiemovetotarget(%zombie){

View file

@ -1,23 +1,27 @@
datablock PlayerData(WraithZombieArmor) : LightMaleHumanArmor
{
boundingBox = "1.63 1.63 2.6";
maxDamage = 4.0;
minImpactSpeed = 35;
shapeFile = "bioderm_heavy.dts";
datablock PlayerData(WraithZombieArmor) : LightMaleHumanArmor {
boundingBox = "1.63 1.63 2.6";
maxDamage = 4.0;
minImpactSpeed = 35;
shapeFile = "bioderm_heavy.dts";
//shields mo-fo's
shieldHealthCharge = 0.05;
maxShieldLevel = 4.0;
//shields mo-fo's
shieldHealthCharge = 0.05;
maxShieldLevel = 4.0;
debrisShapeName = "bio_player_debris.dts";
debrisShapeName = "bio_player_debris.dts";
//Foot Prints
decalData = HeavyBiodermFootprint;
decalOffset = 0.4;
//Foot Prints
decalData = HeavyBiodermFootprint;
decalOffset = 0.4;
waterBreathSound = WaterBreathBiodermSound;
waterBreathSound = WaterBreathBiodermSound;
damageScale[$DamageType::M1700] = 2.0;
damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::CrimsonHawk] = 1.9;
max[RepairKit] = 0;
max[Mine] = 0;

View file

@ -57,7 +57,7 @@ $DamageType::ZombieL = 58;
$DamageType::Pistol = 59;
$DamageType::Melee = 60;
$DamageType::S3 = 61;
$DamageType::W1700 = 62;
$DamageType::M1700 = 62;
$DamageType::G41 = 63;
$DamageType::R700 = 64;
$DamageType::MP26 = 65;
@ -75,14 +75,30 @@ $DamageType::deserteagle = 76;
$DamageType::FissionBomb = 77;
$DamageType::RapierShield = 78;
//Phantom139: TWM2 3.9.2: Added in damage types for every weapon, attack, etc for balancing individually
$DamageType::Javelin = 79;
$DamageType::Stinger = 80;
$DamageType::StaticGrenade = 81;
$DamageType::Plasmasaber = 82;
$DamageType::BladeOfVengance_Assassination = 83;
$DamageType::MG42 = 84;
$DamageType::MRXX = 85;
$DamageType::PTorpedo = 86;
$DamageType::CrimsonHawk = 87;
$DamageType::M93 = 88;
$DamageType::ES77PulsePhaser = 89;
$DamageType::Wp400 = 90;
$DamageType::SCD343 = 91;
$DamageType::Model1887 = 92;
//Phantom139: TWM2 3.9.2: Updated these "special" damage types to have much higher index values
// DMM -- added so MPBs that blow up under water get a message
$DamageType::Water = 97;
$DamageType::Water = 997;
//Tinman - used in Hunters for cheap bastards ;)
$DamageType::NexusCamping = 98;
$DamageType::NexusCamping = 998;
// MES -- added so CTRL-K can get a distinctive message
$DamageType::Suicide = 99;
$DamageType::Suicide = 999;
// Etc, etc.
@ -120,14 +136,14 @@ $DamageTypeText[30] = 'tank mortar';
$DamageTypeText[31] = 'satchel charge';
$DamageTypeText[32] = 'MPB missile';
$DamageTypeText[33] = 'lighting';
$DamageTypeText[35] = 'ForceField';
$DamageTypeText[35] = 'Force Field';
$DamageTypeText[36] = 'Crash';
$DamageTypeText[50] = 'Meteor';
$DamageTypeText[51] = 'Cursing';
$DamageTypeText[52] = 'Idiocy';
$DamageTypeText[53] = 'SuperChaingun';
$DamageTypeText[54] = 'KillerFog';
$DamageTypeText[53] = 'Super Chaingun';
$DamageTypeText[54] = 'Killer Fog';
$DamageTypeText[55] = 'Zombie';
$DamageTypeText[56] = 'ZAcid';
@ -144,18 +160,24 @@ $DamageTypeText[66] = 'Pg700';
$DamageTypeText[67] = 'FellOff';
$DamageTypeText[68] = 'M1';
$DamageTypeText[69] = 'RP432';
$DamageTypeText[70] = 'BladeOfVengance';
$DamageTypeText[70] = 'Blade Of Vengance';
$DamageTypeText[71] = 'RPG';
$DamageTypeText[72] = 'GravBolt';
$DamageTypeText[73] = 'LaserRifle';
$DamageTypeText[72] = 'Grav Bolt';
$DamageTypeText[73] = 'Laser Rifle';
$DamageTypeText[74] = 'Burn';
$DamageTypeText[75] = 'SA2400';
$DamageTypeText[76] = 'deserteagle';
$DamageTypeText[77] = 'FissionBomb';
$DamageTypeText[78] = 'RapierShield';
$DamageTypeText[76] = 'desert eagle';
$DamageTypeText[77] = 'Fission Bomb';
$DamageTypeText[78] = 'Rapier Shield';
$DamageTypeText[98] = 'nexus camping';
$DamageTypeText[99] = 'suicide';
$DamageTypeText[79] = 'Javelin';
$DamageTypeText[80] = 'Stinger';
$DamageTypeText[81] = 'Static Grenade';
$DamageTypeText[82] = 'Plasmasaber';
$DamageTypeText[998] = 'water';
$DamageTypeText[998] = 'nexus camping';
$DamageTypeText[999] = 'suicide';
// ##### PLEASE DO NOT REORDER THE DAMAGE PROFILE TABLES BELOW #####

View file

@ -115,11 +115,55 @@ $DeathMessageSelfKill[$DamageType::Fire, 2] = '\c0%1 burns %2self with %3 flamet
$DeathMessageSelfKill[$DamageType::Fire, 3] = '\c0%1 burns %2self down to cinders.';
$DeathMessageSelfKill[$DamageType::Fire, 4] = '\c0%1 engulfs %2self in flames.';
$DeathMessageSelfKill[$DamageType::FissionBomb, 0] = '\c0%1 Unleashed a fission bomb.';
$DeathMessageSelfKill[$DamageType::FissionBomb, 1] = '\c0%1 Unleashed a fission bomb.';
$DeathMessageSelfKill[$DamageType::FissionBomb, 2] = '\c0%1 Unleashed a fission bomb.';
$DeathMessageSelfKill[$DamageType::FissionBomb, 3] = '\c0%1 Unleashed a fission bomb.';
$DeathMessageSelfKill[$DamageType::FissionBomb, 4] = '\c0%1 Unleashed a fission bomb.';
$DeathMessageSelfKill[$DamageType::FissionBomb, 0] = '\c0%1\'s super powered fission bomb turned on it\'s owner with lethal ferocity.';
$DeathMessageSelfKill[$DamageType::FissionBomb, 1] = '\c0%1 stared a bit too long at the bright fission bomb flash.';
$DeathMessageSelfKill[$DamageType::FissionBomb, 2] = '\c0%1 pushed the big red button, and then didn\'t run.';
$DeathMessageSelfKill[$DamageType::FissionBomb, 3] = '\c0%1 forgot to execute the third step of fission bomb operation, running.';
$DeathMessageSelfKill[$DamageType::FissionBomb, 4] = '\c0%1 sets off a bright reaction of decimation, upon %2self.';
$DeathMessageSelfKill[$DamageType::Javelin, 0] = '\c0%1 obtained long range missile locking upon %2self.';
$DeathMessageSelfKill[$DamageType::Javelin, 1] = '\c0%1 pointed the javelin launching tube in the wrong direction.';
$DeathMessageSelfKill[$DamageType::Javelin, 2] = '\c0%1 obliterates %2self with %3 javelin.';
$DeathMessageSelfKill[$DamageType::Javelin, 3] = '\c0%1 looks up in the sky at %3 javelin rocket as it goes up... and then back down.';
$DeathMessageSelfKill[$DamageType::Javelin, 4] = '\c0%1 took self-artillery javelin practice too literally...';
$DeathMessageSelfKill[$DamageType::Stinger, 0] = '\c0%1 performed the ritual of anti-anti-aircraft upon %2self.';
$DeathMessageSelfKill[$DamageType::Stinger, 1] = '\c0%1 obtains missile locking upon %2self.';
$DeathMessageSelfKill[$DamageType::Stinger, 2] = '\c0%1 punts the stinger missile out of the park, along with %3 life.';
$DeathMessageSelfKill[$DamageType::Stinger, 3] = '\c0%1\'s missile launching skills have been increased to explosively spectacular levels.';
$DeathMessageSelfKill[$DamageType::Stinger, 4] = '\c0%1 blows %2self away with a stinger rocket';
$DeathMessageSelfKill[$DamageType::StaticGrenade, 0] = '\c0%1 took electrically induced explosives to a whole new meaning.';
$DeathMessageSelfKill[$DamageType::StaticGrenade, 1] = '\c0%1 pulled the pin on a static grenade, and then walked into it.';
$DeathMessageSelfKill[$DamageType::StaticGrenade, 2] = '\c0%1 tossed a static grenade and then performed boomerang logic on it.';
$DeathMessageSelfKill[$DamageType::StaticGrenade, 3] = '\c0%1\'s static grenade tossing skills have exploded into new proportions.';
$DeathMessageSelfKill[$DamageType::StaticGrenade, 4] = '\c0%1 blows %2self away with a static grenade';
//These three are impossible deaths, but w/e
$DeathMessageSelfKill[$DamageType::Plasmasaber, 0] = '\c0%1 turned %3 plasma energy sword upon %2self.';
$DeathMessageSelfKill[$DamageType::Plasmasaber, 1] = '\c0%1 turned %3 plasma energy sword upon %2self.';
$DeathMessageSelfKill[$DamageType::Plasmasaber, 2] = '\c0%1 turned %3 plasma energy sword upon %2self.';
$DeathMessageSelfKill[$DamageType::Plasmasaber, 3] = '\c0%1 turned %3 plasma energy sword upon %2self.';
$DeathMessageSelfKill[$DamageType::Plasmasaber, 4] = '\c0%1 turned %3 plasma energy sword upon %2self.';
$DeathMessageSelfKill[$DamageType::BladeOfVengance, 0] = '\c0%1 turned %3 blade of vengeance upon %2self.';
$DeathMessageSelfKill[$DamageType::BladeOfVengance, 1] = '\c0%1 turned %3 blade of vengeance upon %2self.';
$DeathMessageSelfKill[$DamageType::BladeOfVengance, 2] = '\c0%1 turned %3 blade of vengeance upon %2self.';
$DeathMessageSelfKill[$DamageType::BladeOfVengance, 3] = '\c0%1 turned %3 blade of vengeance upon %2self.';
$DeathMessageSelfKill[$DamageType::BladeOfVengance, 4] = '\c0%1 turned %3 blade of vengeance upon %2self.';
$DeathMessageSelfKill[$DamageType::BladeOfVengance_Assassination, 0] = '\c0%1 turned %3 blade of vengeance upon %2self.';
$DeathMessageSelfKill[$DamageType::BladeOfVengance_Assassination, 1] = '\c0%1 turned %3 blade of vengeance upon %2self.';
$DeathMessageSelfKill[$DamageType::BladeOfVengance_Assassination, 2] = '\c0%1 turned %3 blade of vengeance upon %2self.';
$DeathMessageSelfKill[$DamageType::BladeOfVengance_Assassination, 3] = '\c0%1 turned %3 blade of vengeance upon %2self.';
$DeathMessageSelfKill[$DamageType::BladeOfVengance_Assassination, 4] = '\c0%1 turned %3 blade of vengeance upon %2self.';
$DeathMessageSelfKill[$DamageType::PTorpedo, 0] = '\c0%1 pointed %3 proton torpedo cannon in the wrong direction.';
$DeathMessageSelfKill[$DamageType::PTorpedo, 1] = '\c0%1 decimates %3 local area with a proton torpedo cannon.';
$DeathMessageSelfKill[$DamageType::PTorpedo, 2] = '\c0%1 took proton detonation to a whole new level.';
$DeathMessageSelfKill[$DamageType::PTorpedo, 3] = '\c0%1\'s proton torpedo aiming skills are self-evident.';
$DeathMessageSelfKill[$DamageType::PTorpedo, 4] = '\c0%1 annihilates %2self into dust with a proton torpedo';
//used when a player is killed by a teammate
$DeathMessageTeamKillCount = 1;
@ -138,7 +182,7 @@ $DeathMessageTeamKill[$DamageType::SatchelCharge, 0] = '\c0%4 blew up TEAMMATE %
$DeathMessageTeamKill[$DamageType::Impact, 0] = '\c0%4 runs down TEAMMATE %1!';
$DeathMessageTeamKill[$DamageType::SuperChaingun, 0] = '\c0%4 TEAMKILLED %1 with a super chaingun!';
$DeathMessageTeamKill[$DamageType::Pistol, 0] = '\c0%4 TEAMKILLED %1 with a colt pistol!';
$DeathMessageTeamKill[$DamageType::Melee, 0] = '\c0%4 Swings at TEAMMATE %1, and doesn\'t stop in time!';
$DeathMessageTeamKill[$DamageType::Melee, 0] = '\c0%4 swings for the fences in the general direction of TEAMMATE %1.';
$DeathMessageTeamKill[$DamageType::S3, 0] = '\c0%4 Nailed TEAMMATE %1 with an S3 Combat Rifle!';
$DeathMessageTeamKill[$DamageType::W1700, 0] = '\c0%4 Blasts TEAMMATE %1 with a W1700 Shotgun!';
$DeathMessageTeamKill[$DamageType::G41, 0] = '\c0%4 Kills TEAMMATE %1 with Semi-Automatic G41 Fire!';
@ -149,12 +193,23 @@ $DeathMessageTeamKill[$DamageType::M1, 0] = '\c0%4 Nails TEAMMATE %1 with an M1
$DeathMessageTeamKill[$DamageType::RP432, 0] = '\c0%4 Shreds up TEAMMATE %1 with %6 RP432 MG!';
$DeathMessageTeamKill[$DamageType::RPG, 0] = '\c0%4 Blows TEAMMATE %1 away with an RPG!';
$DeathMessageTeamKill[$DamageType::GravBolt, 0] = '\c0%4 ships TEAMMATE %1 to the upper atmosphere with a grav cannon!';
$DeathMessageTeamKill[$DamageType::LaserRifle, 0] = '\c0%4 burns TEAMMATE %1 with %6 RSA Laser Rifle';
$DeathMessageTeamKill[$DamageType::LaserRifle, 0] = '\c0%4 burns TEAMMATE %1 with %6 UR-22 Laser Rifle';
$DeathMessageTeamKill[$DamageType::Fire, 0] = '\c0%4 burns TEAMMATE %1 with a flamethrower';
$DeathMessageTeamKill[$DamageType::SA2400, 0] = '\c0%4 Nails TEAMMATE %1 with a SA2400';
$DeathMessageTeamKill[$DamageType::DesertEagle, 0] = '\c0%4 blasts TEAMMATE %1 with a desert eagle pistol';
$DeathMessageTeamKill[$DamageType::FissionBomb, 0] = '\c0%4 kills %1 with a Fission Bomb.';
$DeathMessageTeamKill[$DamageType::FissionBomb, 0] = '\c0%4 annihilates TEAMMATE %1 with a Fission Bomb.';
$DeathMessageTeamKill[$DamageType::Javelin, 0] = '\c0%4 nails TEAMMATE %1 with a javelin rocket.';
$DeathMessageTeamKill[$DamageType::Stinger, 0] = '\c0%4 ends TEAMMATE %1\'s vehicle experience with a stinger missile.';
$DeathMessageTeamKill[$DamageType::StaticGrenade, 0] = '\c0%4 TEAMKILLED %1 with a static grenade.';
$DeathMessageTeamKill[$DamageType::Plasmasaber, 0] = '\c0%4 strikes down TEAMMATE %1 with a plasmasaber.';
$DeathMessageTeamKill[$DamageType::BladeOfVengance, 0] = '\c0%4 strikes down TEAMMATE %1 with %6 blade of vengeance.';
$DeathMessageTeamKill[$DamageType::BladeOfVengance_Assassination, 0] = '\c0%4 assassinated TEAMMATE %1 with %6 blade of vengeance, oops.';
$DeathMessageTeamKill[$DamageType::MG42, 0] = '\c0%4 guns down TEAMMATE %1 with %6 MG42!';
$DeathMessageTeamKill[$DamageType::MRXX, 0] = '\c0%4 perforates TEAMMATE %1 with %6 MRXX ZC4 machine gun!';
$DeathMessageTeamKill[$DamageType::PTorpedo, 0] = '\c0%4 vaporized TEAMMATE %1 with a proton torpedo cannon!';
$DeathMessageTeamKill[$DamageType::CrimsonHawk, 0] = '\c0%4 eliminates TEAMMATE %1 with %6 crimson hawk pistol!';
$DeathMessageTeamKill[$DamageType::M93, 0] = '\c0%4 nails TEAMMATE %1 with a burst fired M93 pistol!';
$DeathMessageTeamKill[$DamageType::ES77PulsePhaser, 0] = '\c0%4 eliminates TEAMMATE %1 with %6 ES-77 Pulse Phaser!';
//these used when a player is killed by an enemy
$DeathMessageCount = 5;
@ -526,7 +581,7 @@ $DeathMessage[$DamageType::Pg700, 4] = '\c0%1 is rapidly gunned down from %4\'s
$DeathMessage[$DamageType::FellOff, 0] = '\c0%1 began %3 high flying sky diving career a little too close to the ground.';//
$DeathMessage[$DamageType::FellOff, 1] = '\c0%1 must have thougt staying close to the edge was a great idea.';//
$DeathMessage[$DamageType::FellOff, 2] = '\c0%1 now realizes that gravity is the law, and everyone must obey it.';//
$DeathMessage[$DamageType::FellOff, 2] = '\c0%1 learned about Newton\'s Law of Gravity a bit too late.';//
$DeathMessage[$DamageType::FellOff, 3] = '\c0%1 couldn\'t handle the gravity of the situation.';//
$DeathMessage[$DamageType::FellOff, 4] = '\c0%1 takes a nice long trip down the edge.';//
@ -548,10 +603,10 @@ $DeathMessage[$DamageType::RPG, 2] = '\c0%4 blasted %1 with %6 RPG';
$DeathMessage[$DamageType::RPG, 3] = '\c0%4 blows %1 into epic explosive proportions.';
$DeathMessage[$DamageType::RPG, 4] = '\c0%1 died after taking a RPG to the face from %4.';
$DeathMessage[$DamageType::LaserRifle, 0] = '\c0%4 beamed down %1 with an RSA Laser Rifle.';
$DeathMessage[$DamageType::LaserRifle, 0] = '\c0%4 beamed down %1 with a Laser Rifle.';
$DeathMessage[$DamageType::LaserRifle, 1] = '\c0%4 blasts ultimate laser beams into %1.';
$DeathMessage[$DamageType::LaserRifle, 2] = '\c0%4 utilizes advanced RSA Laser Technology on %1';
$DeathMessage[$DamageType::LaserRifle, 3] = '\c0%4 burns holes into %1 from %6 RSA laser rifle.';
$DeathMessage[$DamageType::LaserRifle, 2] = '\c0%4 utilizes advanced Laser Technology on %1';
$DeathMessage[$DamageType::LaserRifle, 3] = '\c0%4 burns holes into %1 from %6 laser rifle.';
$DeathMessage[$DamageType::LaserRifle, 4] = '\c0%4 gives %1 some laser therapy, too bad it was lethal.';
$DeathMessage[$DamageType::Burn, 0] = '\c0%1 screams fire, nobody comes to aid %2.';
@ -573,10 +628,10 @@ $DeathMessage[$DamageType::SA2400, 3] = '\c0%4 unloads a full clip of buckshot u
$DeathMessage[$DamageType::SA2400, 4] = '\c0%1 has many tiny buckshot holes from %4 in %2.';
$DeathMessage[$DamageType::deserteagle, 0] = '\c0%4 blows %1 away with a desert eagle pistol.';
$DeathMessage[$DamageType::deserteagle, 1] = '\c0%4 blasts a pistol shot that %1 will never forger.';
$DeathMessage[$DamageType::deserteagle, 2] = '\c0%4 uses the most powerful pistol on %1';
$DeathMessage[$DamageType::deserteagle, 1] = '\c0%4 blasts a pistol shot that %1 will never forget.';
$DeathMessage[$DamageType::deserteagle, 2] = '\c0%4 unleashes the most powerful pistol on %1';
$DeathMessage[$DamageType::deserteagle, 3] = '\c0%4 shows %1 some desert eagle skillz.';
$DeathMessage[$DamageType::deserteagle, 4] = '\c0%4 gives %1 some D.Eagle bullets, they are murderous.';
$DeathMessage[$DamageType::deserteagle, 4] = '\c0%4 gives %1 a rocking wonderful time with a desert eagle barrage.';
$DeathMessage[$DamageType::FissionBomb, 0] = '\c0%4 kills %1 with a Fission Bomb..';
$DeathMessage[$DamageType::FissionBomb, 1] = '\c0%4 kills %1 with a Fission Bomb..';
@ -584,3 +639,74 @@ $DeathMessage[$DamageType::FissionBomb, 2] = '\c0%4 kills %1 with a Fission Bomb
$DeathMessage[$DamageType::FissionBomb, 3] = '\c0%4 kills %1 with a Fission Bomb..';
$DeathMessage[$DamageType::FissionBomb, 4] = '\c0%4 kills %1 with a Fission Bomb..';
$DeathMessage[$DamageType::Javelin, 0] = '\c0%4 fires a rocket which goes up.. %1 stares in astonishment as it comes back down.';
$DeathMessage[$DamageType::Javelin, 1] = '\c0%1 was blasted out of existence by %4\'s javelin rocket.';
$DeathMessage[$DamageType::Javelin, 2] = '\c0%1 has been scattered across the battlefield thanks to %4\'s javelin.';
$DeathMessage[$DamageType::Javelin, 3] = '\c0%4 strikes down %1 with a javelin rocket from afar.';
$DeathMessage[$DamageType::Javelin, 4] = '\c0%1 experiences explosive javelin decomposition from %4.';
$DeathMessage[$DamageType::Stinger, 0] = '\c0%4 ends %1\'s vehicular journey with a stinger missile.';
$DeathMessage[$DamageType::Stinger, 1] = '\c0%1 is knocked out of the sky by %4\'s stinger missile.';
$DeathMessage[$DamageType::Stinger, 2] = '\c0%1\'s floating bits and remains rain down from %4\'s stinger missile.';
$DeathMessage[$DamageType::Stinger, 3] = '\c0%4 shoots %1 out of the sky with a stinger missile.';
$DeathMessage[$DamageType::Stinger, 4] = '\c0%1 gets that seeking feeling from %4\'s stinger missile.';
$DeathMessage[$DamageType::StaticGrenade, 0] = '\c0%4 ends %1 with an electrical explosive charge.';
$DeathMessage[$DamageType::StaticGrenade, 1] = '\c0%1 experiences violent electrical fury thanks to %4.';
$DeathMessage[$DamageType::StaticGrenade, 2] = '\c0%4 tosses the static grenade of life ending power at %1.';
$DeathMessage[$DamageType::StaticGrenade, 3] = '\c0%4 nails %1 with a static grenade.';
$DeathMessage[$DamageType::StaticGrenade, 4] = '\c0%1\'s life ends with violent electrical blasts, curtosey of %4.';
$DeathMessage[$DamageType::Plasmasaber, 0] = '\c0%4 strikes down %1 with %6 plasmasaber.';
$DeathMessage[$DamageType::Plasmasaber, 1] = '\c0%1 endures lethal heated stab wounds courtesy of %4\'s plasmasaber.';
$DeathMessage[$DamageType::Plasmasaber, 2] = '\c0%4 swings to the fences with a plasmasaber in %1\'s general direction.';
$DeathMessage[$DamageType::Plasmasaber, 3] = '\c0%4 nails %1 with a plasmasaber.';
$DeathMessage[$DamageType::Plasmasaber, 4] = '\c0%1\'s death was swift and vengeful, thanks to %4\'s saber skills.';
$DeathMessage[$DamageType::BladeOfVengance, 0] = '\c0%4 strikes down %1 with %6 blade of vengeance.';
$DeathMessage[$DamageType::BladeOfVengance, 1] = '\c0%1 endures lethal sword wounds from %4.';
$DeathMessage[$DamageType::BladeOfVengance, 2] = '\c0%4 stabs %1 lethaly with the blade of vengeance.';
$DeathMessage[$DamageType::BladeOfVengance, 3] = '\c0%4 hacks and slashes at %1 with a blade of vengeance.';
$DeathMessage[$DamageType::BladeOfVengance, 4] = '\c0%1\'s swordmanship skills were outmatched by %4 and %6 blade of vengeance.';
$DeathMessage[$DamageType::BladeOfVengance_Assassination, 0] = '\c0%4 holds %1 in that close, rear, and stabtastic aspect.';
$DeathMessage[$DamageType::BladeOfVengance_Assassination, 1] = '\c0%1 takes a sword to the back courtesy of %4.';
$DeathMessage[$DamageType::BladeOfVengance_Assassination, 2] = '\c0%4 assassinated %1 with %6 blade of vengeance.';
$DeathMessage[$DamageType::BladeOfVengance_Assassination, 3] = '\c0%4 strikes down %1 in that lethal backstabbing fashion.';
$DeathMessage[$DamageType::BladeOfVengance_Assassination, 4] = '\c0%1\'s unexpected blade of vengeance death came quickly from %4.';
$DeathMessage[$DamageType::MG42, 0] = '\c0%4 unleashes the full power of %6 MG42 upon %1.';
$DeathMessage[$DamageType::MG42, 1] = '\c0%4 tears apart %1 with an MG42 machine gun.';
$DeathMessage[$DamageType::MG42, 2] = '\c0%4 shows %1 the full power of an MG42 machine gun';
$DeathMessage[$DamageType::MG42, 3] = '\c0%4 blows numerous holes into %1, MG42 sized holes.';
$DeathMessage[$DamageType::MG42, 4] = '\c0%1 is rapidly perforated by %4\'s MG42.';
$DeathMessage[$DamageType::MRXX, 0] = '\c0%4 turns %6 trusted harbinger machine gun in %1\'s general direction.';
$DeathMessage[$DamageType::MRXX, 1] = '\c0%4 annihilates %1 with %6 MRXX ZC4 machine gun.';
$DeathMessage[$DamageType::MRXX, 2] = '\c0%4 shreds %1 with an MRXX ZC4 machine gun.';
$DeathMessage[$DamageType::MRXX, 3] = '\c0%4 rips apart %1 with an MRXX ZC4.';
$DeathMessage[$DamageType::MRXX, 4] = '\c0%1 is shown the power of harbinger machine gun weaponry by %4.';
$DeathMessage[$DamageType::PTorpedo, 0] = '\c0%4 aims down the scope on %6 proton torpedo cannon, %1 ceased to exist.';
$DeathMessage[$DamageType::PTorpedo, 1] = '\c0%4 vaporizes %1 with %6 proton torpedo cannon.';
$DeathMessage[$DamageType::PTorpedo, 2] = '\c0%4 turns %1 to dust with a single proton torpedo strike.';
$DeathMessage[$DamageType::PTorpedo, 3] = '\c0%4 ended the existence of %1 with a proton torpedo cannon.';
$DeathMessage[$DamageType::PTorpedo, 4] = '\c0%1 gets one sight of a flash, followed by the destructive end thanks to %4.';
$DeathMessage[$DamageType::CrimsonHawk, 0] = '\c0%4 strikes down %1 with %6 crimson hawk pulse pistol.';
$DeathMessage[$DamageType::CrimsonHawk, 1] = '\c0%4 takes down %1 with rapid energy pulses from a crimson hawk.';
$DeathMessage[$DamageType::CrimsonHawk, 2] = '\c0%4 shows %1 what happens when you face down Trevor Haliade\'s pistol.';
$DeathMessage[$DamageType::CrimsonHawk, 3] = '\c0%4 unloads rapid pulse bursts upon %1 with a crimson hawk pistol.';
$DeathMessage[$DamageType::CrimsonHawk, 4] = '\c0%1 has nowhere to run or hide once %4\'s rapid fire pulses engage.';
$DeathMessage[$DamageType::M93, 0] = '\c0%4 unleashes burst fired pistol rounds upon %1.';
$DeathMessage[$DamageType::M93, 1] = '\c0%4 eliminates %1 with %6 M93 pistol.';
$DeathMessage[$DamageType::M93, 2] = '\c0%4 hits %1 with burst fired precision small arms fire.';
$DeathMessage[$DamageType::M93, 3] = '\c0%4 overpowers %1 with %6 M93 burst fire pistol.';
$DeathMessage[$DamageType::M93, 4] = '\c0%1 is put down by %4\'s M93 bursts.';
$DeathMessage[$DamageType::ES77PulsePhaser, 0] = '\c0%4 nails %1 with repeated heated energy pulses.';
$DeathMessage[$DamageType::ES77PulsePhaser, 1] = '\c0%4 eliminates %1 with %6 ES-77 Pulse Phaser.';
$DeathMessage[$DamageType::ES77PulsePhaser, 2] = '\c0%4 shows %1 the power of the pulse phaser.';
$DeathMessage[$DamageType::ES77PulsePhaser, 3] = '\c0%4 fires off superheated pulse shots in %1\'s direction.';
$DeathMessage[$DamageType::ES77PulsePhaser, 4] = '\c0%4 makes short work of %1 with a pulse phaser.';

View file

@ -38,7 +38,7 @@ $NameToInv["Tech"] = "Tech";
$InvWeapon[0] = "S3 Combat Rifle";
$InvWeapon[1] = "G41 S.A. Rifle";
$InvWeapon[2] = "M4A1";
$InvWeapon[3] = "RSA Laser Rifle";
$InvWeapon[3] = "UR-22 Laser Rifle";
$InvWeapon[4] = "Sh4d3 Rifle";
$InvWeapon[5] = "LUST Ion Rifle";
$InvWeapon[6] = "Pulse Rifle";
@ -95,7 +95,7 @@ $NameToInv["LX53 AV Launcher"] = "MissileLauncher";
$NameToInv["RP-432 MG"] = "RP432";
$NameToInv["Mini-Chaingun"] = "MiniChaingun";
$NameToInv["Wp400 Shotgun"] = "Wp400";
$NameToInv["RSA Laser Rifle"] = "lasergun";
$NameToInv["UR-22 Laser Rifle"] = "lasergun";
$NameToInv["RPG-7"] = "RPG";
$NameToInv["Manipulator Tool"] = "EditTool";
$NameToInv["LUX-4 Ion Launcher"] = "IonLauncher";

View file

@ -2691,462 +2691,366 @@ $ammoType[47] = "Model1887Ammo";
$ammoType[48] = "NapalmAmmo";
function Armor::onCollision(%this,%obj,%col,%forceVehicleNode)
{
if (%obj.getState() $= "Dead")
return;
%dataBlock = %col.getDataBlock();
%colarmortype = %Datablock.getname();
%className = %dataBlock.className;
%objarmortype = %obj.getdatablock().getname();
%client = %obj.client;
// player collided with a vehicle
%node = -1;
if (%forceVehicleNode !$= "" || (%className $= WheeledVehicleData || %className $= FlyingVehicleData || %className $= HoverVehicleData) &&
%obj.mountVehicle && %obj.getState() $= "Move" && %col.mountable && !%obj.inStation && %col.getDamageState() !$= "Destroyed") {
// Escape pod
if (%dataBlock == EscapePodVehicle.getID()) {
if (%dataBlock.isBlocked(%col,%obj)) {
if (%col.blockedTime + 1000 < getSimTime()) {
%col.blockedTime = getSimTime();
%col.play3D(TelePadAccessDeniedSound);
messageClient(%obj.client,'msgClient','\c2Unable to launch, escape pod is blocked!');
}
return;
}
function Armor::onCollision(%this, %obj, %col, %forceVehicleNode) {
if (%obj.getState() $= "Dead") {
return;
}
//if the player is an AI, he should snap to the mount points in node order,
//to ensure they mount the turret before the passenger seat, regardless of where they collide...
if (!%obj.isZombie && %obj.client.isAIControlled())
{
%transform = %col.getTransform();
%dataBlock = %col.getDataBlock();
%colarmortype = %Datablock.getname();
%className = %dataBlock.className;
%objarmortype = %obj.getdatablock().getname();
%client = %obj.client;
// player collided with a vehicle
%node = -1;
if (%forceVehicleNode !$= "" || (%className $= WheeledVehicleData || %className $= FlyingVehicleData || %className $= HoverVehicleData)
&& %obj.mountVehicle && %obj.getState() $= "Move" && %col.mountable && !%obj.inStation && %col.getDamageState() !$= "Destroyed") {
//either the AI is *required* to pilot, or they'll pick the first available passenger seat
if (%client.pilotVehicle)
{
//make sure the bot is in light armor
if (%client.player.getArmorSize() $= "Light")
{
//make sure the pilot seat is empty
if (!%col.getMountNodeObject(0))
%node = 0;
}
}
else
%node = findAIEmptySeat(%col, %obj);
}
else
%node = findEmptySeat(%col, %obj, %forceVehicleNode);
// Escape pod
if (%dataBlock == EscapePodVehicle.getID()) {
if (%dataBlock.isBlocked(%col,%obj)) {
if (%col.blockedTime + 1000 < getSimTime()) {
%col.blockedTime = getSimTime();
%col.play3D(TelePadAccessDeniedSound);
messageClient(%obj.client,'msgClient','\c2Unable to launch, escape pod is blocked!');
}
return;
}
}
//now mount the player in the vehicle
if(%node >= 0)
{
// players can't be pilots, bombardiers or turreteers if they have
// "large" packs -- stations, turrets, turret barrels
if(hasLargePack(%obj)) {
// check to see if attempting to enter a "sitting" node
if(nodeIsSitting(%datablock, %node)) {
// send the player a message -- can't sit here with large pack
if(!%obj.noSitMessage)
{
%obj.noSitMessage = true;
%obj.schedule(2000, "resetSitMessage");
messageClient(%obj.client, 'MsgCantSitHere', '\c2Pack too large, can\'t occupy this seat.~wfx/misc/misc.error.wav');
}
return;
}
}
if(%col.noEnemyControl && %obj.team != %col.team)
return;
//if the player is an AI, he should snap to the mount points in node order,
//to ensure they mount the turret before the passenger seat, regardless of where they collide...
if (!%obj.isZombie && %obj.client.isAIControlled()) {
%transform = %col.getTransform();
//either the AI is *required* to pilot, or they'll pick the first available passenger seat
if (%client.pilotVehicle) {
//make sure the bot is in light armor
if (%client.player.getArmorSize() $= "Light") {
//make sure the pilot seat is empty
if (!%col.getMountNodeObject(0)) {
%node = 0;
}
}
}
else {
%node = findAIEmptySeat(%col, %obj);
}
}
else {
%node = findEmptySeat(%col, %obj, %forceVehicleNode);
}
commandToClient(%obj.client,'SetDefaultVehicleKeys', true);
//If pilot or passenger then bind a few extra keys
if(%node == 0)
commandToClient(%obj.client,'SetPilotVehicleKeys', true);
else
commandToClient(%obj.client,'SetPassengerVehicleKeys', true);
//now mount the player in the vehicle
if(%node >= 0) {
// players can't be pilots, bombardiers or turreteers if they have
// "large" packs -- stations, turrets, turret barrels
if(hasLargePack(%obj)) {
// check to see if attempting to enter a "sitting" node
if(nodeIsSitting(%datablock, %node)) {
// send the player a message -- can't sit here with large pack
if(!%obj.noSitMessage) {
%obj.noSitMessage = true;
%obj.schedule(2000, "resetSitMessage");
messageClient(%obj.client, 'MsgCantSitHere', '\c2Pack too large, can\'t occupy this seat.~wfx/misc/misc.error.wav');
}
return;
}
}
if(%col.noEnemyControl && %obj.team != %col.team) {
return;
}
if(!%obj.inStation)
%col.lastWeapon = ( %col.getMountedImage($WeaponSlot) == 0 ) ? "" : %col.getMountedImage($WeaponSlot).getName().item;
else
%col.lastWeapon = %obj.lastWeapon;
commandToClient(%obj.client,'SetDefaultVehicleKeys', true);
//If pilot or passenger then bind a few extra keys
if(%node == 0) {
commandToClient(%obj.client,'SetPilotVehicleKeys', true);
}
else {
commandToClient(%obj.client,'SetPassengerVehicleKeys', true);
}
%obj.preVehicleMountPos = %obj.getPosition();
if(!%obj.inStation) {
%col.lastWeapon = ( %col.getMountedImage($WeaponSlot) == 0 ) ? "" : %col.getMountedImage($WeaponSlot).getName().item;
}
else {
%col.lastWeapon = %obj.lastWeapon;
}
%obj.preVehicleMountPos = %obj.getPosition();
%col.mountObject(%obj,%node);
%col.playAudio(0, MountVehicleSound);
%obj.mVehicle = %col;
%col.mountObject(%obj,%node);
%col.playAudio(0, MountVehicleSound);
%obj.mVehicle = %col;
// if player is repairing something, stop it
if(%obj.repairing)
if(%obj.repairing) {
stopRepairing(%obj);
//this will setup the huds as well...
%dataBlock.playerMounted(%col,%obj, %node);
}
}
}
//this will setup the huds as well...
%dataBlock.playerMounted(%col, %obj, %node);
}
}
// TODO - keep these up to date
else if (%className $= "wall" || %className $= "wwall" || %className $= "spine" || %className $= "mspine" || %className $= "floor") {
%obj.playAudio(0,(GetRandom()*2 >1) ? LFootMediumMetalSound : RFootMediumMetalSound);
%obj.lastDepCol = %col;
%obj.lastDepColPos = %obj.getPosition();
if (%className $= "wall")
doorfunction(%obj,%col);
if (%className $= "wall") {
doorfunction(%obj, %col);
}
}
else if (%className $= "Armor") {
// player has collided with another player
if(%obj.isZombie) {
%objiszomb = 1;
}
else {
%objiszomb = 0;
}
if(%col.onfire == 1 && %obj.onfire != 1 && !%obj.rapierShield){
%obj.maxfirecount = (%col.maxfirecount - %col.firecount);
%obj.onfire = 1;
schedule(10, %obj, "burnloop", %obj);
}
if(%col.getState() $= "Dead" && !%objiszomb) {
%obj.lasttouchedcorpse = %col;
%gotSomething = false;
// it's corpse-looting time!
// weapons -- don't pick up more than you are allowed to carry!
for(%i = 0; ( %obj.weaponCount < %obj.getDatablock().maxWeapons ) && $InvWeapon[%i] !$= ""; %i++)
{
%weap = $NameToInv[$InvWeapon[%i]];
if ( %col.hasInventory( %weap ) )
{
if ( %obj.incInventory(%weap, 1) > 0 )
{
%col.decInventory(%weap, 1);
%gotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', %weap.pickUpName);
}
//New Clip Stuff
%WImg = %weap @ "Image"; //I love how there are so many ways
//To get The WeaponImage with only
//Ammo or NameToInv :p -Phantom
%ClipsLeft = %obj.ClipCount[%WImg.ClipName];
%MaxClips = %WImg.InitialClips; //Initial == Max?
%ColClipsLeft = %col.ClipCount[%WImg.ClipName];
//AHA! Pickup time
if(%ClipsLeft < %MaxClips) {
%clipsToAdd = %MaxClips - %ClipsLeft;
//this if checks the dead player's remaining clips
//If needed is more than what we have, we go to the
//else, otherwise, we add it.
if(%ColClipsLeft > 1 && (%ColClipsLeft - %clipsToAdd >= 0)) {
%ClipPickUpName = %WImg.ClipPickupName[%WImg.ClipName];
%col.ClipCount[%WImg.ClipName] -= %clipsToAdd;
%obj.ClipCount[%WImg.ClipName] += %clipsToAdd;
%GotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', "\c0You picked up "@%ClipPickUpName@".");
//check if reload needs to be done?
}
else {
%clipsToAdd = %ColClipsLeft;
%ClipPickUpName = %WImg.ClipPickupName[%WImg.ClipName];
%col.ClipCount[%WImg.ClipName] -= %clipsToAdd;
%obj.ClipCount[%WImg.ClipName] += %clipsToAdd;
%GotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', "\c0You picked up "@%ClipPickUpName@".");
}
}
}
}
// targeting laser:
if ( %col.hasInventory( "TargetingLaser" ) )
{
if ( %obj.incInventory( "TargetingLaser", 1 ) > 0 )
{
%col.decInventory( "TargetingLaser", 1 );
%gotSomething = true;
messageClient( %obj.client, 'MsgItemPickup', '\c0You picked up a targeting laser.' );
}
}
// ammo
for(%j = 0; $ammoType[%j] !$= ""; %j++)
{
%ammoAmt = %col.inv[$ammoType[%j]];
if(%ammoAmt)
{
// incInventory returns the amount of stuff successfully grabbed
%grabAmt = %obj.incInventory($ammoType[%j], %ammoAmt);
if(%grabAmt > 0)
{
%col.decInventory($ammoType[%j], %grabAmt);
%gotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', $ammoType[%j].pickUpName);
%obj.client.setWeaponsHudAmmo($ammoType[%j], %obj.getInventory($ammoType[%j]));
}
}
}
// figure out what type, if any, grenades the (live) player has
%playerGrenType = "None";
for(%x = 0; $InvGrenade[%x] !$= ""; %x++) {
%gren = $NameToInv[$InvGrenade[%x]];
%playerGrenAmt = %obj.inv[%gren];
if(%playerGrenAmt > 0)
{
%playerGrenType = %gren;
break;
}
}
// grenades
for(%k = 0; $InvGrenade[%k] !$= ""; %k++)
{
%gren = $NameToInv[$InvGrenade[%k]];
%corpseGrenAmt = %col.inv[%gren];
// does the corpse hold any of this grenade type?
if(%corpseGrenAmt)
{
// can the player pick up this grenade type?
if((%playerGrenType $= "None") || (%playerGrenType $= %gren))
{
%taken = %obj.incInventory(%gren, %corpseGrenAmt);
if(%taken > 0)
{
%col.decInventory(%gren, %taken);
%gotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', %gren.pickUpName);
%obj.client.setInventoryHudAmount(%gren, %obj.getInventory(%gren));
}
}
break;
}
}
// figure out what type, if any, mines the (live) player has
%playerMineType = "None";
for(%y = 0; $InvMine[%y] !$= ""; %y++)
{
%mType = $NameToInv[$InvMine[%y]];
%playerMineAmt = %obj.inv[%mType];
if(%playerMineAmt > 0)
{
%playerMineType = %mType;
break;
}
}
// mines
for(%l = 0; $InvMine[%l] !$= ""; %l++)
{
%mine = $NameToInv[$InvMine[%l]];
%mineAmt = %col.inv[%mine];
if(%mineAmt) {
if((%playerMineType $= "None") || (%playerMineType $= %mine))
{
%grabbed = %obj.incInventory(%mine, %mineAmt);
if(%grabbed > 0)
{
%col.decInventory(%mine, %grabbed);
%gotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', %mine.pickUpName);
%obj.client.setInventoryHudAmount(%mine, %obj.getInventory(%mine));
}
}
break;
}
}
// beacons
%beacAmt = %col.inv[Beacon];
if(%beacAmt)
{
%bTaken = %obj.incInventory(Beacon, %beacAmt);
if(%bTaken > 0)
{
%col.decInventory(Beacon, %bTaken);
%gotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', Beacon.pickUpName);
%obj.client.setInventoryHudAmount(Beacon, %obj.getInventory(Beacon));
}
}
// repair kit
%rkAmt = %col.inv[RepairKit];
if(%rkAmt)
{
%rkTaken = %obj.incInventory(RepairKit, %rkAmt);
if(%rkTaken > 0)
{
%col.decInventory(RepairKit, %rkTaken);
%gotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', RepairKit.pickUpName);
%obj.client.setInventoryHudAmount(RepairKit, %obj.getInventory(RepairKit));
}
}
}
else if((%colarmortype $= "ZombieArmor" || %col.canZkill == 1) && %obj.Infected != 1 && %objiszomb != 1 && !%obj.rapierShield){
%Vector = vectorscale(%col.getvelocity(), 100);
%obj.applyimpulse(%obj.getposition(), %Vector);
%obj.Infected = 1;
%obj.InfectedLoop = schedule(10, %obj, "TWM2Lib_Zombie_Core", "InfectLoop", %obj);
%obj.damage(0, %obj.position, 0.2, $DamageType::Zombie);
}
else if(%colarmortype $= "RavagerZombieArmor" && %obj.Infected != 1 && %objiszomb != 1 && !%obj.rapierShield){
if(%obj.hit $= ""){
%obj.hit = 1;
%obj.setWhiteOut("0.5");
playPain(%obj);
}
else if(%obj.hit == 1){
%obj.Infected = 1;
%obj.InfectedLoop = schedule(10, %obj, "TWM2Lib_Zombie_Core", "InfectLoop", %obj);
}
%Vector = vectorscale(%col.getvelocity(), 100);
%obj.applyimpulse(%obj.getposition(), %Vector);
%obj.damage(0, %obj.position, 0.2, $DamageType::Zombie);
}
else if(%colarmortype $= "DemonZombieArmor" && %obj.Infected != 1 && %objiszomb != 1 && !%obj.rapierShield){
%Vector = vectorscale(%col.getvelocity(), 100);
%obj.applyimpulse(%obj.getposition(), %Vector);
%obj.Infected = 1;
%obj.InfectedLoop = schedule(10, %obj, "TWM2Lib_Zombie_Core", "InfectLoop", %obj);
%obj.damage(0, %obj.position, 0.4, $DamageType::Zombie);
}
else if(%colarmortype $= "RapierZombieArmor" && %obj.grabbed != 1 && %objiszomb != 1 && !%obj.rapierShield){
%chance = getRandom(1,3);
if(%chance == 3 && %obj.Infected != 1){
%obj.damage(0, %obj.position, 0.4, $DamageType::Zombie);
%obj.Infected = 1;
%obj.InfectedLoop = schedule(10, %obj, "TWM2Lib_Zombie_Core", "InfectLoop", %obj);
}
else {
%col.iscarrying = 1;
%obj.grabbed = 1;
%obj.damage(0, %obj.position, 0.2, $DamageType::Zombie);
%col.killingPlayer = %col.getDatablock().zCarryLoop(%col, %obj, 0); // schedule(10, 0, "RkillLoop", %col, %obj, 0);
}
}
else if(%colarmortype $= "ShifterZombieArmor" && %obj.Infected != 1 && %objiszomb != 1 && !%obj.rapierShield){
%Vector = vectorscale(%col.getvelocity(), 100);
%obj.applyimpulse(%obj.getposition(), %Vector);
%obj.Infected = 1;
%obj.InfectedLoop = schedule(10, %obj, "TWM2Lib_Zombie_Core", "InfectLoop", %obj);
%obj.damage(0, %obj.position, 0.3, $DamageType::Zombie);
}
else if(%colarmortype $= "SummonerZombieArmor" && %obj.Infected != 1 && %objiszomb != 1 && !%obj.rapierShield){
%Vector = vectorscale(%col.getvelocity(), 100);
%obj.applyimpulse(%obj.getposition(), %Vector);
%obj.Infected = 1;
%obj.InfectedLoop = schedule(10, %obj, "TWM2Lib_Zombie_Core", "InfectLoop", %obj);
%obj.damage(0, %obj.position, 0.3, $DamageType::Zombie);
}
else if(%colarmortype $= "DemonUltraZombieArmor" && %obj.Infected != 1 && %objiszomb != 1 && !%obj.rapierShield){
%Vector = vectorscale(%col.getvelocity(), 100);
%obj.applyimpulse(%obj.getposition(), %Vector);
%obj.Infected = 1;
%obj.InfectedLoop = schedule(10, %obj, "TWM2Lib_Zombie_Core", "InfectLoop", %obj);
%obj.damage(0, %obj.position, 0.5, $DamageType::Zombie);
}
else if((%colarmortype $= "LordRogZombieArmor" && %objiszomb != 1 && !%obj.rapierShield)) {
if(%col.isAllyBot && !%col.isAttacking) {
return;
}
%obj.scriptkill($DamageType::Admin);
%col.setDamageLevel(%col.getDamageLevel() - 10.0);
%col.setVelocity("0 0 0");
if(!%obj.iszombie) {
ServerPlay3d(BOVHitSound, %obj.getPosition());
%randMessage = getrandom(3)+1;
switch(%randMessage) {
case 1:
MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[8]@": Slice And Dice "@%obj.client.namebase@"!");
case 2:
MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[8]@": Die... "@%obj.client.namebase@" Painfully.");
case 3:
MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[8]@": Your life "@%obj.client.namebase@", is now mine!");
default:
MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[8]@": Slice And Dice "@%obj.client.namebase@"!");
}
}
}
else if((%colarmortype $= "ROGZombieArmor" && %objiszomb != 1 && !%obj.rapierShield && !%col.isPlayerRog)) {
if(%col.isAllyBot && !%col.isAttacking) {
return;
}
%obj.scriptkill($DamageType::Admin);
%col.setDamageLevel(%col.getDamageLevel() - 10.0);
%col.setVelocity("0 0 0");
if(!%obj.iszombie) {
ServerPlay3d(BOVHitSound, %obj.getPosition());
%randMessage = getrandom(3)+1;
switch(%randMessage) {
case 1:
MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[16]@": Slice And Dice "@%obj.client.namebase@"!");
case 2:
MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[16]@": Die... "@%obj.client.namebase@" Painfully.");
case 3:
MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[16]@": Your life "@%obj.client.namebase@", is now mine!");
default:
MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[16]@": Slice And Dice "@%obj.client.namebase@"!");
}
}
}
else if((%colarmortype $= "ZombieArmor" || %col.canZkill == 1) && %objiszomb != 1 && !%obj.rapierShield) {
%obj.damage(0, %obj.position, 0.2, $DamageType::Zombie);
}
else if(%colarmortype $= "FZombieArmor" && %objiszomb != 1 && !%obj.rapierShield) {
%obj.damage(0, %obj.position, 0.4, $DamageType::Zombie);
}
else if((%colarmortype $= "DemonZombieArmor" || %colarmortype $= "WraithZombieArmor") && %objiszomb != 1 && !%obj.rapierShield) {
%obj.damage(0, %obj.position, 0.4, $DamageType::Zombie);
}
else if(%colarmortype $= "DemonMotherZombieArmor" && %objiszomb != 1 && !%obj.rapierShield) {
if(%obj.Infected != 1) {
%obj.Infected = 1;
%obj.damage(0, %obj.position, 0.8, $DamageType::Zombie);
%obj.InfectedLoop = schedule(10, %obj, "TWM2Lib_Zombie_Core", "InfectLoop", %obj);
}
else {
%obj.damage(0, %obj.position, 1.2, $DamageType::Zombie);
}
}
else if ($PlayerSnapTo == true) {
if (!isObject(%col.getMountedObject(0))) {
if (!isObject(%obj.getMountedObject(0)) || %obj.getMountedObject(0) != %col) {
%col.mountObject(%obj,$BackPackSlot);
%gotSomething = true;
else if (%className $= "Armor") {
// player has collided with another player
if(%col.onfire == 1 && %obj.onfire != 1 && !%obj.rapierShield){
%obj.maxfirecount = (%col.maxfirecount - %col.firecount);
%obj.onfire = 1;
schedule(10, %obj, "burnloop", %obj);
}
if(%col.getState() $= "Dead" && (!%obj.isZombie && !%col.isZombie)) {
%obj.lasttouchedcorpse = %col;
%gotSomething = false;
// it's corpse-looting time!
// weapons -- don't pick up more than you are allowed to carry!
for(%i = 0; ( %obj.weaponCount < %obj.getDatablock().maxWeapons ) && $InvWeapon[%i] !$= ""; %i++) {
%weap = $NameToInv[$InvWeapon[%i]];
if ( %col.hasInventory( %weap ) ) {
if ( %obj.incInventory(%weap, 1) > 0 ) {
%col.decInventory(%weap, 1);
%gotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', %weap.pickUpName);
}
//New Clip Stuff
%WImg = %weap @ "Image"; //I love how there are so many ways
//To get The WeaponImage with only
//Ammo or NameToInv :p -Phantom
%ClipsLeft = %obj.ClipCount[%WImg.ClipName];
%MaxClips = %WImg.InitialClips; //Initial == Max?
%ColClipsLeft = %col.ClipCount[%WImg.ClipName];
//AHA! Pickup time
if(%ClipsLeft < %MaxClips) {
%clipsToAdd = %MaxClips - %ClipsLeft;
//this if checks the dead player's remaining clips
//If needed is more than what we have, we go to the
//else, otherwise, we add it.
if(%ColClipsLeft > 1 && (%ColClipsLeft - %clipsToAdd >= 0)) {
%ClipPickUpName = %WImg.ClipPickupName[%WImg.ClipName];
%col.ClipCount[%WImg.ClipName] -= %clipsToAdd;
%obj.ClipCount[%WImg.ClipName] += %clipsToAdd;
%GotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', "\c0You picked up "@%ClipPickUpName@".");
//check if reload needs to be done?
if(%col.inv[%WImg.ammo] == 0) {
AttemptReload(%WImg, %obj, $WeaponSlot);
}
}
else {
%clipsToAdd = %ColClipsLeft;
%ClipPickUpName = %WImg.ClipPickupName[%WImg.ClipName];
%col.ClipCount[%WImg.ClipName] -= %clipsToAdd;
%obj.ClipCount[%WImg.ClipName] += %clipsToAdd;
%GotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', "\c0You picked up "@%ClipPickUpName@".");
}
}
}
}
// targeting laser:
if ( %col.hasInventory( "TargetingLaser" ) ) {
if ( %obj.incInventory( "TargetingLaser", 1 ) > 0 ) {
%col.decInventory( "TargetingLaser", 1 );
%gotSomething = true;
messageClient( %obj.client, 'MsgItemPickup', '\c0You picked up a targeting laser.' );
}
}
// ammo
for(%j = 0; $ammoType[%j] !$= ""; %j++) {
%ammoAmt = %col.inv[$ammoType[%j]];
if(%ammoAmt) {
// incInventory returns the amount of stuff successfully grabbed
%grabAmt = %obj.incInventory($ammoType[%j], %ammoAmt);
if(%grabAmt > 0) {
%col.decInventory($ammoType[%j], %grabAmt);
%gotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', $ammoType[%j].pickUpName);
%obj.client.setWeaponsHudAmmo($ammoType[%j], %obj.getInventory($ammoType[%j]));
}
}
}
// figure out what type, if any, grenades the (live) player has
%playerGrenType = "None";
for(%x = 0; $InvGrenade[%x] !$= ""; %x++) {
%gren = $NameToInv[$InvGrenade[%x]];
%playerGrenAmt = %obj.inv[%gren];
if(%playerGrenAmt > 0) {
%playerGrenType = %gren;
break;
}
}
// grenades
for(%k = 0; $InvGrenade[%k] !$= ""; %k++) {
%gren = $NameToInv[$InvGrenade[%k]];
%corpseGrenAmt = %col.inv[%gren];
// does the corpse hold any of this grenade type?
if(%corpseGrenAmt) {
// can the player pick up this grenade type?
if((%playerGrenType $= "None") || (%playerGrenType $= %gren)) {
%taken = %obj.incInventory(%gren, %corpseGrenAmt);
if(%taken > 0) {
%col.decInventory(%gren, %taken);
%gotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', %gren.pickUpName);
%obj.client.setInventoryHudAmount(%gren, %obj.getInventory(%gren));
}
}
break;
}
}
// figure out what type, if any, mines the (live) player has
%playerMineType = "None";
for(%y = 0; $InvMine[%y] !$= ""; %y++) {
%mType = $NameToInv[$InvMine[%y]];
%playerMineAmt = %obj.inv[%mType];
if(%playerMineAmt > 0) {
%playerMineType = %mType;
break;
}
}
// mines
for(%l = 0; $InvMine[%l] !$= ""; %l++) {
%mine = $NameToInv[$InvMine[%l]];
%mineAmt = %col.inv[%mine];
if(%mineAmt) {
if((%playerMineType $= "None") || (%playerMineType $= %mine)) {
%grabbed = %obj.incInventory(%mine, %mineAmt);
if(%grabbed > 0) {
%col.decInventory(%mine, %grabbed);
%gotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', %mine.pickUpName);
%obj.client.setInventoryHudAmount(%mine, %obj.getInventory(%mine));
}
}
break;
}
}
// beacons
%beacAmt = %col.inv[Beacon];
if(%beacAmt) {
%bTaken = %obj.incInventory(Beacon, %beacAmt);
if(%bTaken > 0) {
%col.decInventory(Beacon, %bTaken);
%gotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', Beacon.pickUpName);
%obj.client.setInventoryHudAmount(Beacon, %obj.getInventory(Beacon));
}
}
// repair kit
%rkAmt = %col.inv[RepairKit];
if(%rkAmt) {
%rkTaken = %obj.incInventory(RepairKit, %rkAmt);
if(%rkTaken > 0) {
%col.decInventory(RepairKit, %rkTaken);
%gotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', RepairKit.pickUpName);
%obj.client.setInventoryHudAmount(RepairKit, %obj.getInventory(RepairKit));
}
}
}
}
else if ($NaughtyMode == true) {
playPain(%obj);
playPain(%col);
}
else if ($AngstMode == true) {
playDeathCry(%obj);
playDeathCry(%col);
}
if ($JumpyMode == true) {
%obj.applyImpulse(%obj.getPosition(),"0 0 500");
%col.applyImpulse(%col.getPosition(),"0 0 500");
}
if (%obj.client.race $= "Human" && $SexChangeMode == true) {
if (%obj.client.oldSex $= "")
%obj.client.oldSex = %obj.client.sex;
if (%obj.client.oldVoice $= "")
%obj.client.oldVoice = %obj.client.voice;
%voice = getTaggedString(getTargetVoice(%obj.client.target));
%voiceNum = getSubStr(%voice,strLen(%voice)-1,1);
if (%obj.client.sex $= "Male") {
%obj.client.sex = "Female";
%obj.client.voiceTag = addTaggedString("Fem" @ %voiceNum);
setTargetVoice(%obj.client.target,%obj.client.voiceTag);
// Phantom139:
// TWM2 3.9.2: Major cleaning of zombie logic
// All zombie damage on collision is now handled by the individual datablocks in the zombieTypes/*.cs files.
// These #'s can be tweaked via the ZombieCore.cs file in the globals list at the top.
else if($TWM2::ArmorHasCollisionFunction[%colarmortype]) {
%datablock.armorCollisionFunction(%col, %obj);
}
else {
%obj.client.sex = "Male";
%obj.client.voiceTag = addTaggedString("Male" @ %voiceNum);
setTargetVoice(%obj.client.target,%obj.client.voiceTag);
else if ($PlayerSnapTo == true) {
if (!isObject(%col.getMountedObject(0))) {
if (!isObject(%obj.getMountedObject(0)) || %obj.getMountedObject(0) != %col) {
%col.mountObject(%obj,$BackPackSlot);
%gotSomething = true;
}
}
}
else if ($NaughtyMode == true) {
playPain(%obj);
playPain(%col);
}
else if ($AngstMode == true) {
playDeathCry(%obj);
playDeathCry(%col);
}
if ($JumpyMode == true) {
%obj.applyImpulse(%obj.getPosition(),"0 0 500");
%col.applyImpulse(%col.getPosition(),"0 0 500");
}
if (%obj.client.race $= "Human" && $SexChangeMode == true) {
if (%obj.client.oldSex $= "") {
%obj.client.oldSex = %obj.client.sex;
}
if (%obj.client.oldVoice $= "") {
%obj.client.oldVoice = %obj.client.voice;
}
%voice = getTaggedString(getTargetVoice(%obj.client.target));
%voiceNum = getSubStr(%voice,strLen(%voice)-1,1);
if (%obj.client.sex $= "Male") {
%obj.client.sex = "Female";
%obj.client.voiceTag = addTaggedString("Fem" @ %voiceNum);
setTargetVoice(%obj.client.target,%obj.client.voiceTag);
}
else {
%obj.client.sex = "Male";
%obj.client.voiceTag = addTaggedString("Male" @ %voiceNum);
setTargetVoice(%obj.client.target,%obj.client.voiceTag);
}
%obj.setArmor(%client.armor);
}
if(%gotSomething) {
%col.playAudio(0, CorpseLootingSound);
}
%obj.setArmor(%client.armor);
}
if(%gotSomething)
%col.playAudio(0, CorpseLootingSound);
}
}
//else if((%colarmortype $= "LordRogZombieArmor" && %objiszomb != 1 && !%obj.rapierShield)) {
// if(%col.isAllyBot && !%col.isAttacking) {
// return;
// }
// %obj.scriptkill($DamageType::Admin);
// %col.setDamageLevel(%col.getDamageLevel() - 10.0);
// %col.setVelocity("0 0 0");
// if(!%obj.iszombie) {
// ServerPlay3d(BOVHitSound, %obj.getPosition());
// %randMessage = getrandom(3)+1;
// switch(%randMessage) {
// case 1:
// MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[8]@": Slice And Dice "@%obj.client.namebase@"!");
// case 2:
// MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[8]@": Die... "@%obj.client.namebase@" Painfully.");
// case 3:
// MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[8]@": Your life "@%obj.client.namebase@", is now mine!");
// default:
// MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[8]@": Slice And Dice "@%obj.client.namebase@"!");
// }
// }
//}
//else if((%colarmortype $= "ROGZombieArmor" && %objiszomb != 1 && !%obj.rapierShield && !%col.isPlayerRog)) {
// if(%col.isAllyBot && !%col.isAttacking) {
// return;
// }
// %obj.scriptkill($DamageType::Admin);
// %col.setDamageLevel(%col.getDamageLevel() - 10.0);
// %col.setVelocity("0 0 0");
// if(!%obj.iszombie) {
// ServerPlay3d(BOVHitSound, %obj.getPosition());
// %randMessage = getrandom(3)+1;
// switch(%randMessage) {
// case 1:
// MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[16]@": Slice And Dice "@%obj.client.namebase@"!");
// case 2:
// MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[16]@": Die... "@%obj.client.namebase@" Painfully.");
// case 3:
// MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[16]@": Your life "@%obj.client.namebase@", is now mine!");
// default:
// MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[16]@": Slice And Dice "@%obj.client.namebase@"!");
// }
// }
//}
function Player::resetSitMessage(%obj)
{

View file

@ -1,58 +1,58 @@
datablock SeekerProjectileData(JavelinMissile) {
casingShapeName = "weapon_missile_casement.dts";
projectileShapeName = "weapon_missile_projectile.dts";
hasDamageRadius = true;
indirectDamage = 1.8; //Requires Lock
damageRadius = 18.0;
radiusDamageType = $DamageType::Missile;
kickBackStrength = 2000;
ImageSource = "JavelinImage";
casingShapeName = "weapon_missile_casement.dts";
projectileShapeName = "weapon_missile_projectile.dts";
hasDamageRadius = true;
indirectDamage = 1.8; //Requires Lock
damageRadius = 18.0;
radiusDamageType = $DamageType::Javelin;
kickBackStrength = 2000;
explosion = "SatchelMainExplosion";
splash = MissileSplash;
velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
// is cranked up to full so the missile doesn't start
// out behind the player when the player is moving
// very quickly - bramage
ImageSource = "JavelinImage";
baseEmitter = MissileSmokeEmitter;
delayEmitter = MissileFireEmitter;
puffEmitter = MissilePuffEmitter;
bubbleEmitter = GrenadeBubbleEmitter;
bubbleEmitTime = 1.0;
explosion = "SatchelMainExplosion";
splash = MissileSplash;
velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
// is cranked up to full so the missile doesn't start
// out behind the player when the player is moving
// very quickly - bramage
exhaustEmitter = MissileLauncherExhaustEmitter;
exhaustTimeMs = 300;
exhaustNodeName = "muzzlePoint1";
baseEmitter = MissileSmokeEmitter;
delayEmitter = MissileFireEmitter;
puffEmitter = MissilePuffEmitter;
bubbleEmitter = GrenadeBubbleEmitter;
bubbleEmitTime = 1.0;
lifetimeMS = 30000;
muzzleVelocity = 10.0;
maxVelocity = 150.0;
turningSpeed = 110.0;
acceleration = 350.0;
exhaustEmitter = MissileLauncherExhaustEmitter;
exhaustTimeMs = 300;
exhaustNodeName = "muzzlePoint1";
proximityRadius = 3;
lifetimeMS = 30000;
muzzleVelocity = 10.0;
maxVelocity = 150.0;
turningSpeed = 110.0;
acceleration = 350.0;
terrainAvoidanceSpeed = 180;
terrainScanAhead = 25;
terrainHeightFail = 12;
terrainAvoidanceRadius = 100;
proximityRadius = 3;
flareDistance = 200;
flareAngle = 30;
terrainAvoidanceSpeed = 180;
terrainScanAhead = 25;
terrainHeightFail = 12;
terrainAvoidanceRadius = 100;
sound = MissileProjectileSound;
flareDistance = 200;
flareAngle = 30;
hasLight = true;
lightRadius = 5.0;
lightColor = "0.2 0.05 0";
sound = MissileProjectileSound;
useFlechette = true;
flechetteDelayMs = 550;
casingDeb = FlechetteDebris;
hasLight = true;
lightRadius = 5.0;
lightColor = "0.2 0.05 0";
explodeOnWaterImpact = false;
useFlechette = true;
flechetteDelayMs = 550;
casingDeb = FlechetteDebris;
explodeOnWaterImpact = false;
};
@ -61,183 +61,180 @@ datablock SeekerProjectileData(JavelinMissile) {
// Ammo
//--------------------------------------
datablock ItemData(JavelinAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_missile.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(JavelinAmmo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_missile.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some javelin rockets";
computeCRC = true;
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ItemData(Javelin)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_mortar.dts";
image = JavelinImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(Javelin) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_mortar.dts";
image = JavelinImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a javelin launcher";
computeCRC = true;
emap = true;
computeCRC = true;
emap = true;
};
datablock ShapeBaseImageData(JavelinImage) {
className = WeaponImage;
shapeFile = "weapon_mortar.dts";
item = Javelin;
ammo = JavelinAmmo;
offset = "0 0 0";
armThread = lookms;
emap = true;
className = WeaponImage;
shapeFile = "weapon_mortar.dts";
item = Javelin;
ammo = JavelinAmmo;
offset = "0 0 0";
armThread = lookms;
emap = true;
projectile = JavelinMissile;
projectileType = SeekerProjectile;
projectile = JavelinMissile;
projectileType = SeekerProjectile;
isSeeker = true;
seekRadius = 700;
maxSeekAngle = 8;
seekTime = 0.5;
minSeekHeat = 0.01; // the heat that must be present on a target to lock it.
//ClipStuff
ClipName = "JavelinClip";
ClipPickupName["JavelinClip"] = "A Few Javelin Missiles";
ShowsClipInHud = 1;
ClipReloadTime = 6;
ClipReturn = 1;
InitialClips = 2;
//
HasChallenges = 1;
ChallengeCt = 7;
Challenge[1] = "Javelin Hunter\t100\t500\tLaser";
Challenge[2] = "Javelin Expert\t250\t1000\tNone";
Challenge[3] = "Javelin Mastery\t500\t2500\tNone";
Challenge[4] = "Javelin Bronze Commendation\t1000\t10000\tNone";
Challenge[5] = "Javelin Silver Commendation\t2500\t25000\tNone";
Challenge[6] = "Javelin Gold Commendation\t5000\t50000\tNone";
Challenge[7] = "Javelin Titan Commendation\t10000\t75000\tNone";
Upgrade[1] = "Laser";
GunName = "Javelin";
isSeeker = true;
seekRadius = 700;
maxSeekAngle = 8;
seekTime = 0.5;
minSeekHeat = 0.01; // the heat that must be present on a target to lock it.
RankRequire = $TWM2::RankRequire["Javelin"];
//ClipStuff
ClipName = "JavelinClip";
ClipPickupName["JavelinClip"] = "A Few Javelin Missiles";
ShowsClipInHud = 1;
ClipReloadTime = 6;
ClipReturn = 1;
InitialClips = 2;
//
HasChallenges = 1;
ChallengeCt = 7;
Challenge[1] = "Javelin Hunter\t100\t500\tLaser";
Challenge[2] = "Javelin Expert\t250\t1000\tNone";
Challenge[3] = "Javelin Mastery\t500\t2500\tNone";
Challenge[4] = "Javelin Bronze Commendation\t1000\t10000\tNone";
Challenge[5] = "Javelin Silver Commendation\t2500\t25000\tNone";
Challenge[6] = "Javelin Gold Commendation\t5000\t50000\tNone";
Challenge[7] = "Javelin Titan Commendation\t10000\t75000\tNone";
Upgrade[1] = "Laser";
GunName = "Javelin";
// only target objects outside this range
minTargetingDistance = 80;
RankRequire = $TWM2::RankRequire["Javelin"];
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = MissileSwitchSound;
// only target objects outside this range
minTargetingDistance = 80;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = MissileSwitchSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.4;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateSound[3] = MissileFireSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 2.5;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateSound[4] = MissileReloadSound;
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.4;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateSound[3] = MissileFireSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 2.5;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateSound[4] = MissileReloadSound;
stateName[6] = "DryFire";
stateSound[6] = MissileDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "ActivateReady";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[7] = "CheckTarget";
stateTransitionOnNoTarget[7] = "DryFire";
stateTransitionOnTarget[7] = "Fire";
stateName[6] = "DryFire";
stateSound[6] = MissileDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "ActivateReady";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "CheckTarget";
stateName[7] = "CheckTarget";
stateTransitionOnNoTarget[7] = "DryFire";
stateTransitionOnTarget[7] = "Fire";
stateName[9] = "WetFire";
stateTransitionOnNoAmmo[9] = "NoAmmo";
stateTransitionOnTimeout[9] = "Reload";
stateSound[9] = MissileFireSound;
stateRecoil[3] = LightRecoil;
stateTimeoutValue[9] = 0.4;
stateScript[9] = "onWetFire";
stateAllowImageChange[9] = false;
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "CheckTarget";
stateName[9] = "WetFire";
stateTransitionOnNoAmmo[9] = "NoAmmo";
stateTransitionOnTimeout[9] = "Reload";
stateSound[9] = MissileFireSound;
stateRecoil[3] = LightRecoil;
stateTimeoutValue[9] = 0.4;
stateScript[9] = "onWetFire";
stateAllowImageChange[9] = false;
};
function JavelinImage::onFire(%data,%obj,%slot) {
%obj.decInventory(%data.ammo,1);
if(%obj.inv[%data.ammo] == 0) { //Added Phantom139, TWM2
AttemptReload(%data, %obj, %slot);
}
%obj.decInventory(%data.ammo,1);
if(%obj.inv[%data.ammo] == 0) { //Added Phantom139, TWM2
AttemptReload(%data, %obj, %slot);
}
%p = new (SeekerProjectile)() {
dataBlock = JavelinMissile;
initialDirection = "0 0 10";
initialPosition = %obj.getPosition();
damageFactor = 1;
sourceObject = %obj;
};
%p.WeaponImageSource = %data.getName();
MissileSet.add(%p);
%p = new (SeekerProjectile)() {
dataBlock = JavelinMissile;
initialDirection = "0 0 10";
initialPosition = %obj.getPosition();
damageFactor = 1;
sourceObject = %obj;
};
%p.WeaponImageSource = %data.getName();
%target = %obj.getLockedTarget();
if(%target) {
//go up first!!!
//%p.setPositionTarget(vectorAdd(%obj.getPosition(), "0 0 200"));
%p.schedule(3500, "setObjectTarget", %target);
schedule(3501, 0, "SetMissileTargeted", %target, %p);
}
else if(%obj.isLocked()) {
//%p.setPositionTarget(vectorAdd(%obj.getPosition(), "0 0 200"));
//echo("Javelin Lock: "@%obj.getLockedPosition()@"");
%p.JavBeac = new BeaconObject() {
dataBlock = "BomberBeacon";
beaconType = "vehicle";
position = %obj.getLockedPosition();
};
%p.schedule(3500, "setObjectTarget", %p.JavBeac);
schedule(3500, 0, "SetMissileTargeted", %p.JavBeac, %p);
%p.JavBeac.schedule(10000, "Delete");
}
else {
//no lock, this missile must self destruct...
%p.setNoTarget();
%p.getDatablock().onExplode(%p, %p.getPosition(), 1);
}
MissileSet.add(%p);
%target = %obj.getLockedTarget();
if(%target) {
//go up first!!!
//%p.setPositionTarget(vectorAdd(%obj.getPosition(), "0 0 200"));
%p.schedule(3500, "setObjectTarget", %target);
schedule(3501, 0, "SetMissileTargeted", %target, %p);
}
else if(%obj.isLocked()) {
//%p.setPositionTarget(vectorAdd(%obj.getPosition(), "0 0 200"));
//echo("Javelin Lock: "@%obj.getLockedPosition()@"");
%p.JavBeac = new BeaconObject() {
dataBlock = "BomberBeacon";
beaconType = "vehicle";
position = %obj.getLockedPosition();
};
%p.schedule(3500, "setObjectTarget", %p.JavBeac);
schedule(3500, 0, "SetMissileTargeted", %p.JavBeac, %p);
%p.JavBeac.schedule(10000, "Delete");
}
else {
//no lock, this missile must self destruct...
%p.setNoTarget();
%p.getDatablock().onExplode(%p, %p.getPosition(), 1);
}
}

View file

@ -1,236 +1,229 @@
datablock SeekerProjectileData(RPGMissile) {
casingShapeName = "weapon_missile_casement.dts";
projectileShapeName = "grenade.dts";
hasDamageRadius = true;
indirectDamage = 1.3; //TWM2 2.1, Increased to 1.3 from 0.8
damageRadius = 8.0;
radiusDamageType = $DamageType::RPG;
kickBackStrength = 3500;
casingShapeName = "weapon_missile_casement.dts";
projectileShapeName = "grenade.dts";
hasDamageRadius = true;
indirectDamage = 1.3; //TWM2 2.1, Increased to 1.3 from 0.8
damageRadius = 8.0;
radiusDamageType = $DamageType::RPG;
kickBackStrength = 3500;
ImageSource = "RPGImage";
ImageSource = "RPGImage";
explosion = "HandGrenadeExplosion";
splash = MissileSplash;
velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
// is cranked up to full so the missile doesn't start
// out behind the player when the player is moving
// very quickly - bramage
explosion = "HandGrenadeExplosion";
splash = MissileSplash;
velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
// is cranked up to full so the missile doesn't start
// out behind the player when the player is moving
// very quickly - bramage
baseEmitter = MissileSmokeEmitter;
delayEmitter = MissileFireEmitter;
puffEmitter = MissilePuffEmitter;
bubbleEmitter = GrenadeBubbleEmitter;
bubbleEmitTime = 1.0;
baseEmitter = MissileSmokeEmitter;
delayEmitter = MissileFireEmitter;
puffEmitter = MissilePuffEmitter;
bubbleEmitter = GrenadeBubbleEmitter;
bubbleEmitTime = 1.0;
exhaustEmitter = MissileLauncherExhaustEmitter;
exhaustTimeMs = 300;
exhaustNodeName = "muzzlePoint1";
exhaustEmitter = MissileLauncherExhaustEmitter;
exhaustTimeMs = 300;
exhaustNodeName = "muzzlePoint1";
lifetimeMS = 5000; // z0dd - ZOD, 4/14/02. Was 6000
muzzleVelocity = 100.0;
maxVelocity = 350.0; // z0dd - ZOD, 4/14/02. Was 80.0
turningSpeed = 54.0;
acceleration = 50.0;
lifetimeMS = 5000; // z0dd - ZOD, 4/14/02. Was 6000
muzzleVelocity = 100.0;
maxVelocity = 350.0; // z0dd - ZOD, 4/14/02. Was 80.0
turningSpeed = 54.0;
acceleration = 50.0;
explodeOnDeath = true;
explodeOnDeath = true;
proximityRadius = 3;
proximityRadius = 3;
sound = MissileProjectileSound;
sound = MissileProjectileSound;
hasLight = true;
lightRadius = 3.0;
lightColor = "0.2 0.05 0";
hasLight = true;
lightRadius = 3.0;
lightColor = "0.2 0.05 0";
useFlechette = true;
flechetteDelayMs = 10;
casingDeb = FlechetteDebris;
useFlechette = true;
flechetteDelayMs = 10;
casingDeb = FlechetteDebris;
explodeOnWaterImpact = true;
explodeOnWaterImpact = true;
};
//--------------------------------------------------------------------------
// Ammo
//--------------------------------------
datablock ItemData(RPGAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_missile.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(RPGAmmo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_missile.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "Some RPGs";
computeCRC = true;
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ItemData(RPG)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_grenade_launcher.dts";
image = RPGImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "an RPG";
datablock ItemData(RPG) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_grenade_launcher.dts";
image = RPGImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "an RPG";
computeCRC = true;
emap = true;
computeCRC = true;
emap = true;
};
datablock ShapeBaseImageData(RPGImage)
{
className = WeaponImage;
shapeFile = "weapon_grenade_launcher.dts";
item = RPG;
ammo = RPGAmmo;
offset = "0 -1 0";
armThread = lookms;
emap = true;
datablock ShapeBaseImageData(RPGImage) {
className = WeaponImage;
shapeFile = "weapon_grenade_launcher.dts";
item = RPG;
ammo = RPGAmmo;
offset = "0 -1 0";
armThread = lookms;
emap = true;
projectile = RPGMissile;
projectileType = seekerprojectile;
projectileSpread = 1.0 / 1000.0;
//ClipStuff
ClipName = "RPGClip";
ClipPickupName["RPGClip"] = "A Few RPGs";
ShowsClipInHud = 1;
ClipReloadTime = 5;
ClipReturn = 1;
InitialClips = 7;
//
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "RPG Killer\t50\t100\tNone";
Challenge[2] = "RPG Extremist\t100\t150\tNone";
Challenge[3] = "RPG Expert\t250\t250\tNone";
Challenge[4] = "RPG Master\t500\t500\tEnhanced Explosives";
Challenge[5] = "RPG Legend\t1000\t1000\tSpread Neutralizer";
Challenge[6] = "RPG Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "RPG Silver Commendation\t5000\t25000\tNone";
Challenge[8] = "RPG Gold Commendation\t10000\t50000\tNone";
Challenge[9] = "RPG Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "RPG Explosives";
Upgrade[2] = "Spread Neutralizer";
GunName = "RPG-7";
RankRequire = $TWM2::RankRequire["RPG7"];
projectile = RPGMissile;
projectileType = seekerprojectile;
projectileSpread = 1.0 / 1000.0;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 2.0;
stateSequence[0] = "Activate";
stateSound[0] = MissileSwitchSound;
//ClipStuff
ClipName = "RPGClip";
ClipPickupName["RPGClip"] = "A Few RPGs";
ShowsClipInHud = 1;
ClipReloadTime = 5;
ClipReturn = 1;
InitialClips = 7;
//
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "RPG Killer\t50\t100\tNone";
Challenge[2] = "RPG Extremist\t100\t150\tNone";
Challenge[3] = "RPG Expert\t250\t250\tNone";
Challenge[4] = "RPG Master\t500\t500\tEnhanced Explosives";
Challenge[5] = "RPG Legend\t1000\t1000\tSpread Neutralizer";
Challenge[6] = "RPG Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "RPG Silver Commendation\t5000\t25000\tNone";
Challenge[8] = "RPG Gold Commendation\t10000\t50000\tNone";
Challenge[9] = "RPG Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "RPG Explosives";
Upgrade[2] = "Spread Neutralizer";
GunName = "RPG-7";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
RankRequire = $TWM2::RankRequire["RPG7"];
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 2.0;
stateSequence[0] = "Activate";
stateSound[0] = MissileSwitchSound;
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.4;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateSound[3] = MissileFireSound;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.1;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateSound[4] = MissileReloadSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.4;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateSound[3] = MissileFireSound;
stateName[6] = "DryFire";
stateSound[6] = MissileDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "ActivateReady";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.1;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateSound[4] = MissileReloadSound;
stateName[7] = "CheckTarget";
stateTransitionOnNoTarget[7] = "Fire";
stateTransitionOnTarget[7] = "Fire";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "DryFire";
stateTransitionOnNotWet[8] = "CheckTarget";
stateName[6] = "DryFire";
stateSound[6] = MissileDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "ActivateReady";
stateName[9] = "WetFire";
stateTransitionOnNoAmmo[9] = "NoAmmo";
stateTransitionOnTimeout[9] = "Reload";
stateTimeoutValue[9] = 0.4;
stateScript[9] = "onWetFire";
stateAllowImageChange[9] = false;
stateName[7] = "CheckTarget";
stateTransitionOnNoTarget[7] = "Fire";
stateTransitionOnTarget[7] = "Fire";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "DryFire";
stateTransitionOnNotWet[8] = "CheckTarget";
stateName[9] = "WetFire";
stateTransitionOnNoAmmo[9] = "NoAmmo";
stateTransitionOnTimeout[9] = "Reload";
stateTimeoutValue[9] = 0.4;
stateScript[9] = "onWetFire";
stateAllowImageChange[9] = false;
};
function RPGImage::OnFire(%data, %obj, %slot) {
// if($TWM2::PlayingSabo) { Inv. Ban lifted TWM2 1.8
// MessageClient(%thrower.client, 'MsgC4IsBanned', "\c5RPGs are banned in this game mode");
// return;
// }
%p = Parent::OnFire(%data, %obj, %slot);
if(!%obj.client.UpgradeOn("Spread Neutralizer", %data.getName())) {
schedule(500, 0, "RPGRandomMovement", %p);
}
if(%obj.client.UpgradeOn("Enhanced Explosives", %data.getName())) {
%p.damageFactor = 5; //heh
}
%p.ticksleft = 10;
// if($TWM2::PlayingSabo) { Inv. Ban lifted TWM2 1.8
// MessageClient(%thrower.client, 'MsgC4IsBanned', "\c5RPGs are banned in this game mode");
// return;
// }
%p = Parent::OnFire(%data, %obj, %slot);
if(!%obj.client.UpgradeOn("Spread Neutralizer", %data.getName())) {
schedule(500, 0, "RPGRandomMovement", %p);
}
if(%obj.client.UpgradeOn("Enhanced Explosives", %data.getName())) {
%p.damageFactor = 5; //heh
}
%p.ticksleft = 10;
}
function RPGRandomMovement(%p) {
if(!isObject(%p)) {
return;
}
%fw = %p.initialDirection; //current direction
%x = (getRandom() - 0.5) * 2 * 3.1415926 * (25/1000);
%y = (getRandom() - 0.5) * 2 * 3.1415926 * (25/1000);
%z = (getRandom() - 0.5) * 2 * 3.1415926 * (10/1000);
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %fw);
//now lets use basic torque operations to spawn a new RPG missile going the new direction
%pnew = new (SeekerProjectile)() {
dataBlock = RPGMissile;
initialDirection = %newvector;
initialPosition = %p.getPosition();
damageFactor = %p.damageFactor;
//sourceObject = %p.sourceObject; // <-- done below to prevent spawning suicidal missiles
};
MissionCleanup.add(%pnew);
%pnew.sourceObject = %p.sourceObject;
%pnew.WeaponImageSource = %p.WeaponImageSource;
%pnew.ticksleft = %p.ticksleft - 1;
%pnew.ImageSource = "RPGImage";
//echo(%pnew.ticksleft);
if(%pnew.ticksleft <= 0) { //time up!
%pnew.getDatablock().onExplode(%pnew, %pnew.getPosition(), 1);
%p.delete();
%pnew.delete();
//echo("end");
return;
}
else {
%p.delete();
schedule(500, 0, "RPGRandomMovement", %pnew);
}
if(!isObject(%p)) {
return;
}
if(%p.ticksleft <= 0) { //time up!
%p.getDatablock().onExplode(%p, %p.getPosition(), 1);
%p.delete();
return;
}
%fw = %p.initialDirection; //current direction
%x = (getRandom() - 0.5) * 2 * 3.1415926 * (25/1000);
%y = (getRandom() - 0.5) * 2 * 3.1415926 * (25/1000);
%z = (getRandom() - 0.5) * 2 * 3.1415926 * (10/1000);
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %fw);
//now lets use basic torque operations to spawn a new RPG missile going the new direction
%pnew = new (SeekerProjectile)() {
dataBlock = RPGMissile;
initialDirection = %newvector;
initialPosition = %p.getPosition();
damageFactor = %p.damageFactor;
//sourceObject = %p.sourceObject; // <-- done below to prevent spawning suicidal missiles
};
MissionCleanup.add(%pnew);
%pnew.sourceObject = %p.sourceObject;
%pnew.WeaponImageSource = %p.WeaponImageSource;
%pnew.ticksleft = %p.ticksleft - 1;
%pnew.ImageSource = "RPGImage";
//echo(%pnew.ticksleft);
%p.delete();
schedule(500, 0, "RPGRandomMovement", %pnew);
}

View file

@ -1,58 +1,58 @@
datablock SeekerProjectileData(StingerMissile) {
casingShapeName = "weapon_missile_casement.dts";
projectileShapeName = "weapon_missile_projectile.dts";
hasDamageRadius = true;
indirectDamage = 1.4; //Requires Lock
damageRadius = 18.0;
radiusDamageType = $DamageType::Missile;
kickBackStrength = 1000;
ImageSource = "StingerImage";
casingShapeName = "weapon_missile_casement.dts";
projectileShapeName = "weapon_missile_projectile.dts";
hasDamageRadius = true;
indirectDamage = 1.4; //Requires Lock
damageRadius = 18.0;
radiusDamageType = $DamageType::Stinger;
kickBackStrength = 1000;
explosion = "SatchelMainExplosion";
splash = MissileSplash;
velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
// is cranked up to full so the missile doesn't start
// out behind the player when the player is moving
// very quickly - bramage
ImageSource = "StingerImage";
baseEmitter = MissileSmokeEmitter;
delayEmitter = MissileFireEmitter;
puffEmitter = MissilePuffEmitter;
bubbleEmitter = GrenadeBubbleEmitter;
bubbleEmitTime = 1.0;
explosion = "SatchelMainExplosion";
splash = MissileSplash;
velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
// is cranked up to full so the missile doesn't start
// out behind the player when the player is moving
// very quickly - bramage
exhaustEmitter = MissileLauncherExhaustEmitter;
exhaustTimeMs = 300;
exhaustNodeName = "muzzlePoint1";
baseEmitter = MissileSmokeEmitter;
delayEmitter = MissileFireEmitter;
puffEmitter = MissilePuffEmitter;
bubbleEmitter = GrenadeBubbleEmitter;
bubbleEmitTime = 1.0;
lifetimeMS = 30000;
muzzleVelocity = 10.0;
maxVelocity = 150.0;
turningSpeed = 110.0;
acceleration = 350.0;
exhaustEmitter = MissileLauncherExhaustEmitter;
exhaustTimeMs = 300;
exhaustNodeName = "muzzlePoint1";
proximityRadius = 3;
lifetimeMS = 30000;
muzzleVelocity = 10.0;
maxVelocity = 150.0;
turningSpeed = 110.0;
acceleration = 350.0;
terrainAvoidanceSpeed = 180;
terrainScanAhead = 25;
terrainHeightFail = 12;
terrainAvoidanceRadius = 100;
proximityRadius = 3;
flareDistance = 200;
flareAngle = 30;
terrainAvoidanceSpeed = 180;
terrainScanAhead = 25;
terrainHeightFail = 12;
terrainAvoidanceRadius = 100;
sound = MissileProjectileSound;
flareDistance = 200;
flareAngle = 30;
hasLight = true;
lightRadius = 5.0;
lightColor = "0.2 0.05 0";
sound = MissileProjectileSound;
useFlechette = true;
flechetteDelayMs = 550;
casingDeb = FlechetteDebris;
hasLight = true;
lightRadius = 5.0;
lightColor = "0.2 0.05 0";
explodeOnWaterImpact = false;
useFlechette = true;
flechetteDelayMs = 550;
casingDeb = FlechetteDebris;
explodeOnWaterImpact = false;
};
@ -61,170 +61,165 @@ datablock SeekerProjectileData(StingerMissile) {
// Ammo
//--------------------------------------
datablock ItemData(StingerAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_missile.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(StingerAmmo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_missile.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some Stinger rockets";
computeCRC = true;
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ItemData(Stinger)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_mortar.dts";
image = StingerImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(Stinger) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_mortar.dts";
image = StingerImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a Stinger launcher";
computeCRC = true;
emap = true;
computeCRC = true;
emap = true;
};
datablock ShapeBaseImageData(StingerImage) {
className = WeaponImage;
shapeFile = "weapon_grenade_launcher.dts";
item = Stinger;
ammo = StingerAmmo;
offset = "0 0 0";
armThread = lookms;
emap = true;
className = WeaponImage;
shapeFile = "weapon_grenade_launcher.dts";
item = Stinger;
ammo = StingerAmmo;
offset = "0 0 0";
armThread = lookms;
emap = true;
projectile = StingerMissile;
projectileType = SeekerProjectile;
projectile = StingerMissile;
projectileType = SeekerProjectile;
isSeeker = true;
seekRadius = 700;
maxSeekAngle = 8;
seekTime = 0.5;
minSeekHeat = 0.01; // the heat that must be present on a target to lock it.
//ClipStuff
ClipName = "StingerClip";
ClipPickupName["StingerClip"] = "A Few Stinger Missiles";
ShowsClipInHud = 1;
ClipReloadTime = 4;
ClipReturn = 1;
InitialClips = 4;
//
HasChallenges = 1;
ChallengeCt = 7;
Challenge[1] = "Stinger Hunter\t100\t500\tNone";
Challenge[2] = "Stinger Expert\t250\t1000\tNone";
Challenge[3] = "Stinger Mastery\t500\t2500\tNone";
Challenge[4] = "Stinger Bronze Commendation\t1000\t10000\tNone";
Challenge[5] = "Stinger Silver Commendation\t2500\t25000\tNone";
Challenge[6] = "Stinger Gold Commendation\t5000\t50000\tNone";
Challenge[7] = "Stinger Titan Commendation\t10000\t75000\tNone";
GunName = "Stinger";
isSeeker = true;
seekRadius = 700;
maxSeekAngle = 8;
seekTime = 0.5;
minSeekHeat = 0.01; // the heat that must be present on a target to lock it.
RankRequire = $TWM2::RankRequire["Stinger"];
//ClipStuff
ClipName = "StingerClip";
ClipPickupName["StingerClip"] = "A Few Stinger Missiles";
ShowsClipInHud = 1;
ClipReloadTime = 4;
ClipReturn = 1;
InitialClips = 4;
//
HasChallenges = 1;
ChallengeCt = 7;
Challenge[1] = "Stinger Hunter\t100\t500\tNone";
Challenge[2] = "Stinger Expert\t250\t1000\tNone";
Challenge[3] = "Stinger Mastery\t500\t2500\tNone";
Challenge[4] = "Stinger Bronze Commendation\t1000\t10000\tNone";
Challenge[5] = "Stinger Silver Commendation\t2500\t25000\tNone";
Challenge[6] = "Stinger Gold Commendation\t5000\t50000\tNone";
Challenge[7] = "Stinger Titan Commendation\t10000\t75000\tNone";
GunName = "Stinger";
// only target objects outside this range
minTargetingDistance = 80;
RankRequire = $TWM2::RankRequire["Stinger"];
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = MissileSwitchSound;
// only target objects outside this range
minTargetingDistance = 80;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = MissileSwitchSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.4;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateSound[3] = MissileFireSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 2.5;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateSound[4] = MissileReloadSound;
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.4;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateSound[3] = MissileFireSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 2.5;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateSound[4] = MissileReloadSound;
stateName[6] = "DryFire";
stateSound[6] = MissileDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "ActivateReady";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[7] = "CheckTarget";
stateTransitionOnNoTarget[7] = "DryFire";
stateTransitionOnTarget[7] = "Fire";
stateName[6] = "DryFire";
stateSound[6] = MissileDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "ActivateReady";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "CheckTarget";
stateName[7] = "CheckTarget";
stateTransitionOnNoTarget[7] = "DryFire";
stateTransitionOnTarget[7] = "Fire";
stateName[9] = "WetFire";
stateTransitionOnNoAmmo[9] = "NoAmmo";
stateTransitionOnTimeout[9] = "Reload";
stateSound[9] = MissileFireSound;
stateRecoil[3] = LightRecoil;
stateTimeoutValue[9] = 0.4;
stateScript[9] = "onWetFire";
stateAllowImageChange[9] = false;
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "CheckTarget";
stateName[9] = "WetFire";
stateTransitionOnNoAmmo[9] = "NoAmmo";
stateTransitionOnTimeout[9] = "Reload";
stateSound[9] = MissileFireSound;
stateRecoil[3] = LightRecoil;
stateTimeoutValue[9] = 0.4;
stateScript[9] = "onWetFire";
stateAllowImageChange[9] = false;
};
function StingerImage::onFire(%data,%obj,%slot) {
%obj.decInventory(%data.ammo,1);
if(%obj.inv[%data.ammo] == 0) { //Added Phantom139, TWM2
AttemptReload(%data, %obj, %slot);
}
function StingerImage::onFire(%data, %obj, %slot) {
if(%obj.inv[%data.ammo] == 0) { //Added Phantom139, TWM2
AttemptReload(%data, %obj, %slot);
}
%target = %obj.getLockedTarget();
//requires lock
if(%target) {
%p = new (SeekerProjectile)() {
dataBlock = StingerMissile;
initialDirection = "0 0 10";
initialPosition = %obj.getPosition();
damageFactor = 1;
sourceObject = %obj;
};
%p.WeaponImageSource = %data.getName();
%target = %obj.getLockedTarget();
//requires lock
if(%target) {
%p = new (SeekerProjectile)() {
dataBlock = StingerMissile;
initialDirection = "0 0 10";
initialPosition = %obj.getPosition();
damageFactor = 1;
sourceObject = %obj;
};
%p.WeaponImageSource = %data.getName();
MissileSet.add(%p);
MissileSet.add(%p);
%p.schedule(500, "setObjectTarget", %target);
schedule(501, 0, "SetMissileTargeted", %target, %p);
}
else if(%obj.isLocked()) {
return;
}
else {
return;
}
%p.schedule(500, "setObjectTarget", %target);
schedule(501, 0, "SetMissileTargeted", %target, %p);
%obj.decInventory(%data.ammo,1);
}
else if(%obj.isLocked()) {
return;
}
}

View file

@ -1,54 +1,49 @@
datablock ItemData(StaticGrenadeThrown)
{
datablock ItemData(StaticGrenadeThrown) {
className = Weapon;
shapeFile = "ammo_plasma.dts";
mass = 0.4;
elasticity = 0.2;
friction = 1;
pickupRadius = 2;
maxDamage = 0.5;
friction = 1;
pickupRadius = 2;
maxDamage = 0.5;
explosion = PlasmaBarrelBoltExplosion;
underwaterExplosion = PlasmaBarrelBoltExplosion;
indirectDamage = 0.4;
damageRadius = 10.0;
radiusDamageType = $DamageType::Grenade;
kickBackStrength = 2000;
computeCRC = true;
indirectDamage = 0.4;
damageRadius = 10.0;
radiusDamageType = $DamageType::StaticGrenade;
kickBackStrength = 2000;
computeCRC = true;
};
datablock ItemData(StaticGrenade)
{
datablock ItemData(StaticGrenade) {
className = HandInventory;
catagory = "Handheld";
shapeFile = "ammo_plasma.dts";
mass = 0.4;
elasticity = 0.2;
friction = 1;
pickupRadius = 2;
thrownItem = StaticGrenadeThrown;
friction = 1;
pickupRadius = 2;
thrownItem = StaticGrenadeThrown;
pickUpName = "some static grenades";
isGrenade = true;
computeCRC = true;
computeCRC = true;
};
function StaticGrenadeThrown::onThrow(%this, %gren) {
AIGrenadeThrown(%gren);
%gren.detThread = schedule(3000, %gren, "detonateGrenade", %gren);
AIGrenadeThrown(%gren);
%gren.detThread = schedule(3000, %gren, "detonateGrenade", %gren);
}
function StaticGrenadeThrown::onCollision(%data, %obj, %col) {
%cn = %col.getDatablock().getClassName();
if(%cn $= "PlayerData" || strstr(%cn, "Vehicle") != -1) {
//BOOM!
detonateGrenade(%obj);
//Die now...
if(!%col.isBoss && !%col.isGOF) {
RadiusExplosion( %obj, %obj.getPosition(), 1, 100, 1000,
%obj.sourceObject, $DamageType::Grenade);
}
}
%cn = %col.getDatablock().getClassName();
if(%cn $= "PlayerData" || strstr(%cn, "Vehicle") != -1) {
//BOOM!
detonateGrenade(%obj);
//Die now...
if(!%col.isBoss && !%col.isGOF) {
RadiusExplosion( %obj, %obj.getPosition(), 1, 100, 1000, %obj.sourceObject, $DamageType::StaticGrenade);
}
}
}

View file

@ -1,229 +1,226 @@
datablock TracerProjectileData(MG42Bullet) {
doDynamicClientHits = true;
doDynamicClientHits = true;
directDamage = 0.063;
directDamageType = $DamageType::MG42;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.5;
ImageSource = "MG42Image";
directDamage = 0.063;
directDamageType = $DamageType::MG42;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.5;
kickBackStrength = 50.0;
sound = ChaingunProjectile;
ImageSource = "MG42Image";
dryVelocity = 3000.0;
wetVelocity = 1000.0;
velInheritFactor = 1.0;
fizzleTimeMS = 3000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
kickBackStrength = 50.0;
sound = ChaingunProjectile;
tracerLength = 40.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 10.0/255.0 @ " " @ 30.0/255.0 @ " " @ 240.0/255.0 @ " 0.75";
dryVelocity = 3000.0;
wetVelocity = 1000.0;
velInheritFactor = 1.0;
fizzleTimeMS = 3000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 40.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 10.0/255.0 @ " " @ 30.0/255.0 @ " " @ 240.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.2;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
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;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6;
};
//--------------------------------------------------------------------------
// Ammo
//--------------------------------------
datablock ItemData(MG42Ammo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 3;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some PCT ammo";
computeCRC = true;
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 3;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some mg42 rounds";
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(MG42Image) {
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
item = MG42;
ammo = MG42Ammo;
projectile = MG42Bullet;
projectileType = TracerProjectile;
emap = true;
mass = 26;
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
item = MG42;
ammo = MG42Ammo;
projectile = MG42Bullet;
projectileType = TracerProjectile;
emap = true;
mass = 26;
offset = "0.08 0.22 0.15"; // L/R - F/B - T/B
offset = "0.08 0.22 0.15"; // L/R - F/B - T/B
casing = ShellDebris;
shellExitDir = "0.5 0 1";
shellExitOffset = "0.0 0.75 0.0";
shellExitVariance = 5.0;
shellVelocity = 4.5;
//ClipStuff
ClipName = "MG42Clip";
ClipPickupName["MG42Clip"] = "Some MG42 Clip Boxes";
ShowsClipInHud = 1;
ClipReloadTime = 7;
ClipReturn = 200;
InitialClips = 4;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "MG42 Hunter\t100\t250\tNone";
Challenge[2] = "MG42 Expert\t250\t500\tGrip";
Challenge[3] = "MG42 Master\t750\t1000\tNone";
Challenge[4] = "MG42 God\t1500\t2000\tSilencer";
Challenge[5] = "MG42 Bronze Commendation\t3000\t10000\tNone";
Challenge[6] = "MG42 Silver Commendation\t6000\t25000\tNone";
Challenge[7] = "MG42 Gold Commendation\t12500\t50000\tNone";
Challenge[8] = "MG42 Titan Commendation\t35000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Silencer";
GunName = "MG42 Machine Gun";
//
casing = ShellDebris;
shellExitDir = "0.5 0 1";
shellExitOffset = "0.0 0.75 0.0";
shellExitVariance = 5.0;
shellVelocity = 4.5;
RankRequire = $TWM2::RankRequire["MG42"];
projectileSpread = 12.5 / 1000.0;
//ClipStuff
ClipName = "MG42Clip";
ClipPickupName["MG42Clip"] = "Some MG42 Clip Boxes";
ShowsClipInHud = 1;
ClipReloadTime = 7;
ClipReturn = 200;
InitialClips = 4;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "MG42 Hunter\t100\t250\tNone";
Challenge[2] = "MG42 Expert\t250\t500\tGrip";
Challenge[3] = "MG42 Master\t750\t1000\tNone";
Challenge[4] = "MG42 God\t1500\t2000\tSilencer";
Challenge[5] = "MG42 Bronze Commendation\t3000\t10000\tNone";
Challenge[6] = "MG42 Silver Commendation\t6000\t25000\tNone";
Challenge[7] = "MG42 Gold Commendation\t12500\t50000\tNone";
Challenge[8] = "MG42 Titan Commendation\t35000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Silencer";
GunName = "MG42 Machine Gun";
//
//--------------------------------------
stateName[0] = "Activate";
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
stateAllowImageChange[0] = false;
//
stateTimeoutValue[0] = 0.5;
stateTransitionOnTimeout[0] = "Ready";
stateTransitionOnNoAmmo[0] = "NoAmmo";
RankRequire = $TWM2::RankRequire["MG42"];
//--------------------------------------
stateName[1] = "Ready";
stateSpinThread[1] = Stop;
//
stateTransitionOnTriggerDown[1] = "Spinup";
stateTransitionOnNoAmmo[1] = "NoAmmo";
projectileSpread = 12.5 / 1000.0;
//--------------------------------------
stateName[2] = "NoAmmo";
stateTransitionOnAmmo[2] = "Ready";
stateSpinThread[2] = Stop;
stateTransitionOnTriggerDown[2] = "DryFire";
//--------------------------------------
stateName[0] = "Activate";
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
stateAllowImageChange[0] = false;
//
stateTimeoutValue[0] = 0.5;
stateTransitionOnTimeout[0] = "Ready";
stateTransitionOnNoAmmo[0] = "NoAmmo";
//--------------------------------------
stateName[3] = "Spinup";
stateSpinThread[3] = SpinUp;
stateSound[3] = ChaingunSpinupSound;
//
stateTimeoutValue[3] = 0.1;
stateWaitForTimeout[3] = false;
stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Spindown";
//--------------------------------------
stateName[1] = "Ready";
stateSpinThread[1] = Stop;
//
stateTransitionOnTriggerDown[1] = "Spinup";
stateTransitionOnNoAmmo[1] = "NoAmmo";
//--------------------------------------
stateName[4] = "Fire";
stateSequence[4] = "Fire";
stateSequenceRandomFlash[4] = true;
stateSpinThread[4] = FullSpeed;
//stateSound[4] = ChaingunFireSound;
stateAllowImageChange[4] = false;
stateScript[4] = "onFire";
stateFire[4] = true;
stateEjectShell[4] = true;
stateTimeoutValue[4] = 0.02;
stateTransitionOnTimeout[4] = "Fire";
stateTransitionOnTriggerUp[4] = "Spindown";
stateTransitionOnNoAmmo[4] = "EmptySpindown";
//--------------------------------------
stateName[2] = "NoAmmo";
stateTransitionOnAmmo[2] = "Ready";
stateSpinThread[2] = Stop;
stateTransitionOnTriggerDown[2] = "DryFire";
//--------------------------------------
stateName[5] = "Spindown";
stateSound[5] = ChaingunSpinDownSound;
stateSpinThread[5] = SpinDown;
//
stateTimeoutValue[5] = 0.1;
stateWaitForTimeout[5] = true;
stateTransitionOnTimeout[5] = "Ready";
stateTransitionOnTriggerDown[5] = "Spinup";
//--------------------------------------
stateName[3] = "Spinup";
stateSpinThread[3] = SpinUp;
stateSound[3] = ChaingunSpinupSound;
//
stateTimeoutValue[3] = 0.1;
stateWaitForTimeout[3] = false;
stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Spindown";
//--------------------------------------
stateName[6] = "EmptySpindown";
stateSound[6] = ChaingunSpinDownSound;
stateSpinThread[6] = SpinDown;
//
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
//--------------------------------------
stateName[4] = "Fire";
stateSequence[4] = "Fire";
stateSequenceRandomFlash[4] = true;
stateSpinThread[4] = FullSpeed;
//stateSound[4] = ChaingunFireSound;
stateAllowImageChange[4] = false;
stateScript[4] = "onFire";
stateFire[4] = true;
stateEjectShell[4] = true;
stateTimeoutValue[4] = 0.02;
stateTransitionOnTimeout[4] = "Fire";
stateTransitionOnTriggerUp[4] = "Spindown";
stateTransitionOnNoAmmo[4] = "EmptySpindown";
//--------------------------------------
stateName[7] = "DryFire";
stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 0.5;
stateTransitionOnTimeout[7] = "NoAmmo";
//--------------------------------------
stateName[5] = "Spindown";
stateSound[5] = ChaingunSpinDownSound;
stateSpinThread[5] = SpinDown;
//
stateTimeoutValue[5] = 0.1;
stateWaitForTimeout[5] = true;
stateTransitionOnTimeout[5] = "Ready";
stateTransitionOnTriggerDown[5] = "Spinup";
//--------------------------------------
stateName[6] = "EmptySpindown";
stateSound[6] = ChaingunSpinDownSound;
stateSpinThread[6] = SpinDown;
//
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
//--------------------------------------
stateName[7] = "DryFire";
stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 0.5;
stateTransitionOnTimeout[7] = "NoAmmo";
};
datablock ItemData(MG42) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "turret_tank_barrelchain.dts";
image = MG42Image;
mass = 1.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a Portible Chaingun Turret";
className = Weapon;
catagory = "Spawn Items";
shapeFile = "turret_tank_barrelchain.dts";
image = MG42Image;
mass = 1.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a MG42 machine gun";
computeCRC = true;
emap = true;
computeCRC = true;
emap = true;
};
datablock ShapeBaseImageData(MG42Image1) : MG42Image {
className = WeaponImage;
className = WeaponImage;
shapeFile = "weapon_missile.dts";
rotation = "0 0 1 180";
offset = "0.01 0.04 0.0"; // L/R - F/B - T/B
shapeFile = "weapon_missile.dts";
rotation = "0 0 1 180";
offset = "0.01 0.04 0.0"; // L/R - F/B - T/B
};
function MG42Image::onMount(%this,%obj,%slot) {
Parent::onMount(%this, %obj, %slot);
%obj.mountImage(MG42Image1, 3);
Parent::onMount(%this, %obj, %slot);
%obj.mountImage(MG42Image1, 3);
}
function MG42Image::onUnmount(%this,%obj,%slot) {
Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(3);
Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(3);
}
function MG42Image::onFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(ChaingunFireSound, %obj.getPosition());
}
}
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(ChaingunFireSound, %obj.getPosition());
}
}

View file

@ -1,204 +1,202 @@
datablock TracerProjectileData(MRXXBullet) {
doDynamicClientHits = true;
doDynamicClientHits = true;
directDamage = 0.043;
directDamageType = $DamageType::MRXX;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.25;
LegsMultiplier = 0.75;
ImageSource = "MRXXImage";
directDamage = 0.043;
directDamageType = $DamageType::MRXX;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.25;
LegsMultiplier = 0.75;
kickBackStrength = 15.0;
sound = ChaingunProjectile;
ImageSource = "MRXXImage";
dryVelocity = 1750.0;
wetVelocity = 1500.0;
velInheritFactor = 0.0;
fizzleTimeMS = 3000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
kickBackStrength = 15.0;
sound = ChaingunProjectile;
tracerLength = 9.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
dryVelocity = 1750.0;
wetVelocity = 1500.0;
velInheritFactor = 0.0;
fizzleTimeMS = 3000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 9.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.09;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
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;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6;
};
datablock ItemData(MRXXAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 3;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(MRXXAmmo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 3;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some MRXX ammo";
computeCRC = true;
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(MRXXImage) {
className = WeaponImage;
shapeFile = "weapon_mortar.dts";
item = MRXX;
ammo = MRXXAmmo;
projectile = MRXXBullet;
projectileType = TracerProjectile;
emap = true;
mass = 26;
className = WeaponImage;
shapeFile = "weapon_mortar.dts";
item = MRXX;
ammo = MRXXAmmo;
projectile = MRXXBullet;
projectileType = TracerProjectile;
emap = true;
mass = 26;
//ClipStuff
ClipName = "MRXXClip";
ClipPickupName["MRXXClip"] = "some MRXX Clip Boxes";
ShowsClipInHud = 1;
ClipReloadTime = 9;
ClipReturn = 150;
InitialClips = 5;
//
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "MRXX ZC4 Killer\t50\t100\tNone";
Challenge[2] = "MRXX ZC4 Expert\t100\t250\tNone";
Challenge[3] = "MRXX ZC4 Master\t250\t500\tGrip";
Challenge[4] = "MRXX ZC4 God\t500\t1000\tSilencer";
Challenge[5] = "MRXX ZC4 Bronze Commendation\t1500\t10000\tNone";
Challenge[6] = "MRXX ZC4 Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "MRXX ZC4 Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "MRXX ZC4 Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Silencer";
GunName = "MRXX ZC4 Machine Gun";
//ClipStuff
ClipName = "MRXXClip";
ClipPickupName["MRXXClip"] = "some MRXX Clip Boxes";
ShowsClipInHud = 1;
ClipReloadTime = 9;
ClipReturn = 150;
InitialClips = 5;
//
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "MRXX ZC4 Killer\t50\t100\tNone";
Challenge[2] = "MRXX ZC4 Expert\t100\t250\tNone";
Challenge[3] = "MRXX ZC4 Master\t250\t500\tGrip";
Challenge[4] = "MRXX ZC4 God\t500\t1000\tSilencer";
Challenge[5] = "MRXX ZC4 Bronze Commendation\t1500\t10000\tNone";
Challenge[6] = "MRXX ZC4 Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "MRXX ZC4 Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "MRXX ZC4 Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Silencer";
GunName = "MRXX ZC4 Machine Gun";
RankRequire = $TWM2::RankRequire["MRXX"];
RankRequire = $TWM2::RankRequire["MRXX"];
casing = ShellDebris;
shellExitDir = "0.5 0 1";
shellExitOffset = "0.0 0.75 0.0";
shellExitVariance = 5.0;
shellVelocity = 4.5;
casing = ShellDebris;
shellExitDir = "0.5 0 1";
shellExitOffset = "0.0 0.75 0.0";
shellExitVariance = 5.0;
shellVelocity = 4.5;
projectileSpread = 10.0 / 1000.0;
projectileSpread = 10.0 / 1000.0;
//--------------------------------------
stateName[0] = "Activate";
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
stateAllowImageChange[0] = false;
//
stateTimeoutValue[0] = 0.5;
stateTransitionOnTimeout[0] = "Ready";
stateTransitionOnNoAmmo[0] = "NoAmmo";
//--------------------------------------
stateName[0] = "Activate";
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
stateAllowImageChange[0] = false;
//
stateTimeoutValue[0] = 0.5;
stateTransitionOnTimeout[0] = "Ready";
stateTransitionOnNoAmmo[0] = "NoAmmo";
//--------------------------------------
stateName[1] = "Ready";
stateSpinThread[1] = Stop;
//
stateTransitionOnTriggerDown[1] = "Spinup";
stateTransitionOnNoAmmo[1] = "NoAmmo";
//--------------------------------------
stateName[1] = "Ready";
stateSpinThread[1] = Stop;
//
stateTransitionOnTriggerDown[1] = "Spinup";
stateTransitionOnNoAmmo[1] = "NoAmmo";
//--------------------------------------
stateName[2] = "NoAmmo";
stateTransitionOnAmmo[2] = "Ready";
stateSpinThread[2] = Stop;
stateTransitionOnTriggerDown[2] = "DryFire";
//--------------------------------------
stateName[2] = "NoAmmo";
stateTransitionOnAmmo[2] = "Ready";
stateSpinThread[2] = Stop;
stateTransitionOnTriggerDown[2] = "DryFire";
//--------------------------------------
stateName[3] = "Spinup";
stateSpinThread[3] = SpinUp;
stateSound[3] = ChaingunSpinupSound;
//
stateTimeoutValue[3] = 0.1;
stateWaitForTimeout[3] = false;
stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Spindown";
//--------------------------------------
stateName[3] = "Spinup";
stateSpinThread[3] = SpinUp;
stateSound[3] = ChaingunSpinupSound;
//
stateTimeoutValue[3] = 0.1;
stateWaitForTimeout[3] = false;
stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Spindown";
//--------------------------------------
stateName[4] = "Fire";
stateSequence[4] = "Fire";
stateSequenceRandomFlash[4] = true;
stateSpinThread[4] = FullSpeed;
//stateSound[4] = MRXXFireSound;
//--------------------------------------
stateName[4] = "Fire";
stateSequence[4] = "Fire";
stateSequenceRandomFlash[4] = true;
stateSpinThread[4] = FullSpeed;
//stateSound[4] = MRXXFireSound;
stateAllowImageChange[4] = false;
stateScript[4] = "onFire";
stateFire[4] = true;
stateEjectShell[4] = true;
stateTimeoutValue[4] = 0.02;
stateTransitionOnTimeout[4] = "Fire";
stateTransitionOnTriggerUp[4] = "Spindown";
stateTransitionOnNoAmmo[4] = "EmptySpindown";
stateAllowImageChange[4] = false;
stateScript[4] = "onFire";
stateFire[4] = true;
stateEjectShell[4] = true;
stateTimeoutValue[4] = 0.02;
stateTransitionOnTimeout[4] = "Fire";
stateTransitionOnTriggerUp[4] = "Spindown";
stateTransitionOnNoAmmo[4] = "EmptySpindown";
//--------------------------------------
stateName[5] = "Spindown";
stateSound[5] = ChaingunSpinDownSound;
stateSpinThread[5] = SpinDown;
//
stateTimeoutValue[5] = 0.1;
stateWaitForTimeout[5] = true;
stateTransitionOnTimeout[5] = "Ready";
stateTransitionOnTriggerDown[5] = "Spinup";
//--------------------------------------
stateName[5] = "Spindown";
stateSound[5] = ChaingunSpinDownSound;
stateSpinThread[5] = SpinDown;
//
stateTimeoutValue[5] = 0.1;
stateWaitForTimeout[5] = true;
stateTransitionOnTimeout[5] = "Ready";
stateTransitionOnTriggerDown[5] = "Spinup";
//--------------------------------------
stateName[6] = "EmptySpindown";
stateSound[6] = ChaingunSpinDownSound;
stateSpinThread[6] = SpinDown;
//
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
//--------------------------------------
stateName[6] = "EmptySpindown";
stateSound[6] = ChaingunSpinDownSound;
stateSpinThread[6] = SpinDown;
//
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
//--------------------------------------
stateName[7] = "DryFire";
stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 0.5;
stateTransitionOnTimeout[7] = "NoAmmo";
//--------------------------------------
stateName[7] = "DryFire";
stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 0.5;
stateTransitionOnTimeout[7] = "NoAmmo";
};
datablock ItemData(MRXX) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "turret_tank_barrelchain.dts";
image = MRXXImage;
mass = 1.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a MRXX ZC4 MG";
className = Weapon;
catagory = "Spawn Items";
shapeFile = "turret_tank_barrelchain.dts";
image = MRXXImage;
mass = 1.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a MRXX ZC4 MG";
computeCRC = true;
emap = true;
computeCRC = true;
emap = true;
};
function MRXXImage::onFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(ChaingunFireSound, %obj.getPosition());
}
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(ChaingunFireSound, %obj.getPosition());
}
}

View file

@ -1,304 +1,273 @@
datablock AudioProfile(BOVHitSound) {
filename = "fx/misc/flag_snatch.wav";
description = AudioClose3d;
preload = true;
filename = "fx/misc/flag_snatch.wav";
description = AudioClose3d;
preload = true;
};
datablock ShapeBaseImageData(BOVButt)
{
shapeFile = "weapon_disc.dts";
mountPoint = 1;
datablock ShapeBaseImageData(BOVButt) {
shapeFile = "weapon_disc.dts";
mountPoint = 1;
offset = "0.0 0.8 0.55"; // L/R - F/B - T/B
rotation = "2.0 -2.0 3.0 45"; // L/R - F/B - T/B
offset = "0.0 0.8 0.55"; // L/R - F/B - T/B
rotation = "2.0 -2.0 3.0 45"; // L/R - F/B - T/B
};
datablock ShapeBaseImageData(BoVSwing) {
shapeFile = "weapon_disc.dts";
mountPoint = 1;
offset = "0.0 1.45 -0.4"; // L/R - F/B - T/B
rotation = "0 0 1 180"; // L/R - F/B - T/B
};
function swingbackbov(%obj) {
%obj.unmountImage(6);
%obj.mountImage(BOVButt, 5);
%obj.unmountImage(6);
%obj.mountImage(BOVButt, 5);
}
datablock LinearProjectileData(BOVhit) {
projectileShapeName = "disc.dts";
emitterDelay = -1;
directDamage = 100.0;
radiusDamageType = $DamageType::Admin;
kickBackStrength = 1750;
ImageSource = "BOVImage";
projectileShapeName = "disc.dts";
emitterDelay = -1;
directDamage = 0.9;
radiusDamageType = $DamageType::BladeOfVengance;
kickBackStrength = 1750;
sound = discProjectileSound;
explosion = "ChaingunExplosion";
underwaterExplosion = "ChaingunExplosion";
splash = DiscSplash;
ImageSource = "BOVImage";
dryVelocity = 50;
wetVelocity = 30;
velInheritFactor = 0.5;
fizzleTimeMS = 100;
lifetimeMS = 100;
explodeOnDeath = true;
reflectOnWaterImpactAngle = 15.0;
explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 5000;
sound = discProjectileSound;
explosion = "ChaingunExplosion";
underwaterExplosion = "ChaingunExplosion";
splash = DiscSplash;
activateDelayMS = 200;
dryVelocity = 200;
wetVelocity = 200;
velInheritFactor = 0.5;
fizzleTimeMS = 25;
lifetimeMS = 25;
explodeOnDeath = true;
reflectOnWaterImpactAngle = 15.0;
explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 5000;
hasLight = true;
lightRadius = 6.0;
lightColor = "0.175 0.175 0.5";
activateDelayMS = 200;
hasLight = true;
lightRadius = 6.0;
lightColor = "0.175 0.175 0.5";
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(BOVImage)
{
className = WeaponImage;
shapeFile = "turret_muzzlepoint.dts";
item = BOV;
projectile = BOVhit;
projectileType = LinearProjectile;
datablock ShapeBaseImageData(BOVImage) {
className = WeaponImage;
shapeFile = "turret_muzzlepoint.dts";
item = BOV;
projectile = BOVhit;
projectileType = LinearProjectile;
usesEnergy = true;
fireEnergy = 20;
minEnergy = 30;
MedalRequire = 1;
usesEnergy = true;
fireEnergy = 20;
minEnergy = 30;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 1.0;
stateSequence[0] = "Activate";
stateSound[0] = BlasterSwitchSound;
MedalRequire = 1;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 1.0;
stateSequence[0] = "Activate";
stateSound[0] = BlasterSwitchSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.5;
stateFire[3] = true;
stateRecoil[3] = NoRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.5;
stateFire[3] = true;
stateRecoil[3] = NoRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[6] = "DryFire";
stateTimeoutValue[6] = 1.0;
stateSound[6] = BlasterDryFireSound;
stateTransitionOnTimeout[6] = "Ready";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateTimeoutValue[6] = 1.0;
stateSound[6] = BlasterDryFireSound;
stateTransitionOnTimeout[6] = "Ready";
};
datablock ItemData(BOV)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_disc.dts";
image = BOVImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(BOV) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_disc.dts";
image = BOVImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a blade of vengance";
};
function BOVImage::onMount(%data, %obj, %node)
{
%obj.meleeIMG = %obj.mountImage(BOVButt, 5);
function BOVImage::onMount(%data, %obj, %node) {
if(!%obj.client.hasMedal(11) && !%obj.client.isAiControlled()) {
%obj.throwweapon(1);
%obj.throwweapon(0);
messageClient(%obj.client, 'MsgClient', "\c3You must aquire the 'Revenge Avoided Again' Medal to use this.");
return;
}
%obj.meleeIMG = %obj.mountImage(BOVButt, 5);
}
function BOVImage::onUnMount(%data, %obj, %node)
{
%obj.unmountImage(5);
function BOVImage::onUnMount(%data, %obj, %node) {
%obj.unmountImage(5);
}
datablock ShapeBaseImageData(BoVSwing)
{
shapeFile = "weapon_disc.dts";
mountPoint = 1;
offset = "0.0 1.45 -0.4"; // L/R - F/B - T/B
rotation = "0 0 1 180"; // L/R - F/B - T/B
};
function BOVImage::onFire(%data, %obj, %node) {
//dumbass use
//Person without the medal
if(!%obj.client.hasMedal(11) && !%obj.client.isAiControlled()) {
messageClient(%obj.client, 'MsgClient', "\c3You must aquire the 'Revenge Avoided Again' Medal to use this.");
messageall('MsgDummy', "\c0In an effort to use the blade of vengance, "@ %obj.client.namebase@" stabbed himself!");
%obj.scriptKill($DamageType::Admin);
return;
}
if(%obj.cannotuseBOV) { //in the kill anim?
return;
}
//
%obj.unmountImage(5);
%obj.meleeIMG = %obj.mountImage(BoVSwing, 6);
%obj.backswing = schedule(300, 0, "swingbackbov", %obj);
if(!%obj.client.hasMedal(11) && !%obj.client.isAiControlled()) {
messageClient(%obj.client, 'MsgClient', "\c3You must aquire the 'Revenge Avoided Again' Medal to use this.");
return;
}
if(%obj.cannotuseBOV) { //in the kill anim?
return;
}
//
%obj.unmountImage(5);
%obj.meleeIMG = %obj.mountImage(BoVSwing, 6);
%obj.backswing = schedule(300, 0, "swingbackbov", %obj);
if(!%obj.client.IsActivePerk("Blade Sweep")) {
%p = new (LinearProjectile)() {
dataBlock = BOVhit;
initialDirection = %obj.getMuzzleVector(%slot);
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
};
MissionCleanup.add(%p);
}
else {
for (%i = 0; %i < 7; %i++) {
%x = (getRandom() - 0.5) * 2 * 3.1415926 * (6/1000);
%y = (getRandom() - 0.5) * 2 * 3.1415926 * (6/1000);
%z = 0;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %vector);
%p = new (LinearProjectile)() {
dataBlock = BOVhit;
initialDirection = %newvector;
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
damageFactor = 1;
sourceSlot = %slot;
};
%p.WeaponImageSource = %data.getName();
}
}
%p = new (LinearProjectile)() {
dataBlock = BOVhit;
initialDirection = %obj.getMuzzleVector(%slot);
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
};
MissionCleanup.add(%p);
}
function BOVhit::onCollision(%data, %projectile, %targetObject, %modifier, %position, %normal) {
if(%targetObject.isBoss) {
%targetObject.playShieldEffect("1 1 1");
MessageClient(%projectile.sourceObject.client, 'MsgDeflect', "The Boss Deflects The Swipe");
return;
}
%dMod = 1;
//
if(%targetObject.rapierShield) {
MessageClient(%projectile.sourceObject.client, 'MsgDeflect', "The Target Is Immortal.");
return;
}
%source = %projectile.SourceObject;
%hitObj = %targetObject;
//
if(%targetObject.isBoss) {
%dMod += 7;
}
if(%targetObject.isZombie) {
%dMod += 100;
}
%source = %projectile.SourceObject;
%hitObj = %targetObject;
%muzzlePos = %source.getMuzzlePoint(0);
%muzzleVec = %source.getMuzzleVector(0);
%muzzlePos = %source.getMuzzlePoint(0);
%muzzleVec = %source.getMuzzleVector(0);
// extra damage for head shot or less for close range shots
if(!(%hitObj.getType() & ($TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType)) &&
(%hitObj.getDataBlock().getClassName() $= "PlayerData")) {
if(%hitObj.getDataBlock().getClassName() $= "PlayerData") {
// Now we see if we hit from behind...
%forwardVec = %hitobj.getForwardVector();
%objDir2D = getWord(%forwardVec, 0) @ " " @ getWord(%forwardVec,1) @ " " @ "0.0";
%objPos = %hitObj.getPosition();
%dif = VectorSub(%objPos, %muzzlePos);
%dif = getWord(%dif, 0) @ " " @ getWord(%dif, 1) @ " 0";
%dif = VectorNormalize(%dif);
%dot = VectorDot(%dif, %objDir2D);
// 120 Deg angle test...
// 1.05 == 60 degrees in radians
if (%dot >= mCos(1.05)) {
// Rear hit
%source.applyRepair("0.45"); //we get a bonus repair for rear
if(%source.team == %hitObj.team && !$TeamDamage) {
ServerPlay3d(BOVHitSound, %targetObject.getPosition());
return; //stops shredding
}
%source.cannotuseBOV = 1;
if(!%hitObj.IsinvincibleC) {
DoBOVRearKill(%source, %hitObj, 0);
}
return;
}
}
ServerPlay3d(BOVHitSound, %targetObject.getPosition());
//The Blade Only Works On Players
%targetObject.damage(%projectile.sourceObject, %position, %data.directDamage, %data.directDamageType);
if(isObject(%source) || %source.getState() !$= "dead") {
%source.applyRepair("0.15"); //15%
}
if(%targetObject.client !$= "") { //a Player.. goodie
if(%targetObject.getState() $= "dead") {
MessageAll('MessageAll', "\c0"@%targetObject.client.namebase@" was stabbed by "@%source.client.namebase@"'s Sword.");
}
}
}
if(!(%hitObj.getType() & ($TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType)) && (%hitObj.getDataBlock().getClassName() $= "PlayerData")) {
if(%hitObj.getDataBlock().getClassName() $= "PlayerData") {
// Now we see if we hit from behind...
%forwardVec = %hitobj.getForwardVector();
%objDir2D = getWord(%forwardVec, 0) @ " " @ getWord(%forwardVec,1) @ " " @ "0.0";
%objPos = %hitObj.getPosition();
%dif = VectorSub(%objPos, %muzzlePos);
%dif = getWord(%dif, 0) @ " " @ getWord(%dif, 1) @ " 0";
%dif = VectorNormalize(%dif);
%dot = VectorDot(%dif, %objDir2D);
// 120 Deg angle test...
// 1.05 == 60 degrees in radians
if (%dot >= mCos(1.05)) {
// Rear hit
%source.applyRepair("0.45"); //we get a bonus repair for rear
if(%source.team == %hitObj.team && !$TeamDamage) {
ServerPlay3d(BOVHitSound, %targetObject.getPosition());
return;
}
%source.cannotuseBOV = 1;
if(!%hitObj.IsinvincibleC) {
DoBOVRearKill(%source, %hitObj, 0);
}
return;
}
}
ServerPlay3d(BOVHitSound, %targetObject.getPosition());
//The Blade Only Works On Players
%totalDamage = %data.directDamage * dMod;
%targetObject.damage(%projectile.sourceObject, %position, %totalDamage, %data.directDamageType);
if(isObject(%source) || %source.getState() !$= "dead") {
%source.applyRepair("0.15"); //15%
}
}
}
function DoBOVRearKill(%source, %target, %count) {
%count++;
if(!isObject(%source) || %source.getState() $= "dead") {
%target.setMoveState(false);
return;
}
%source.setMoveState(true);
%target.setMoveState(true);
%target.clearInventory(); //ha, no guns for You!
//lift
if(%count <= 15) {
%ZPos = %count * 0.025;
%newpos = vectoradd(%target.getPosition(),"0 0 "@%ZPos@"");
%target.setTransform(%newpos);
%target.setvelocity("0 0 0");
}
else if(%count == 16) {
//MessageAll('MsgDIE', "\c4"@%source.client.namebase@": You're so.... weak...");
%newpos = vectoradd(%target.getPosition(),"0 0 "@%ZPos * -1@"");
%target.setTransform(%newpos);
%target.setvelocity("0 0 0");
}
else if(%count == 17) {
if(%target.isZombie) {
recordAction(%source.client, "BACK", "zombie");
if(%target.isPlayerRog && %target.getControllingClient() !$= "") {
if(!%source.client.CheckNWChallengeCompletion("CompletelyUnexpected")) {
CompleteNWChallenge(%source.client, "CompletelyUnexpected");
}
}
}
else {
recordAction(%source.client, "BACK", "player");
if(!%source.client.CheckNWChallengeCompletion("Assassin")) {
CompleteNWChallenge(%source.client, "Assassin");
}
}
//%target.blowup();//BAM!
ServerPlay3d(BOVHitSound, %target.getPosition());
ServerPlay3d(BOVHitSound, %target.getPosition());
ServerPlay3d(BOVHitSound, %target.getPosition());
%target.damage(%source, %target.getposition(), 9999, $DamageType::BladeOfVengance);
//
if(%target.client !$= "") { //a Player.. goodie
MessageAll('MessageAll', "\c0"@%target.client.namebase@" was assassinated by "@%source.client.namebase@".");
}
//Challenges...
%source.cannotuseBOV = 0;
%source.setMoveState(false);
return;
}
schedule(100,0,"DoBOVRearKill", %source, %target, %count);
%count++;
if(!isObject(%source) || %source.getState() $= "dead") {
%target.setMoveState(false);
return;
}
%source.setMoveState(true);
%target.setMoveState(true);
%target.clearInventory(); //ha, no guns for You!
//lift
if(%count <= 15) {
%ZPos = %count * 0.025;
%newpos = vectoradd(%target.getPosition(),"0 0 "@%ZPos@"");
%target.setTransform(%newpos);
%target.setvelocity("0 0 0");
}
else if(%count == 16) {
%newpos = vectoradd(%target.getPosition(),"0 0 "@%ZPos * -1@"");
%target.setTransform(%newpos);
%target.setvelocity("0 0 0");
}
else if(%count == 17) {
if(%target.isZombie) {
recordAction(%source.client, "BACK", "zombie");
if(%target.isPlayerRog && %target.getControllingClient() !$= "") {
if(!%source.client.CheckNWChallengeCompletion("CompletelyUnexpected")) {
CompleteNWChallenge(%source.client, "CompletelyUnexpected");
}
}
}
else {
recordAction(%source.client, "BACK", "player");
if(!%source.client.CheckNWChallengeCompletion("Assassin")) {
CompleteNWChallenge(%source.client, "Assassin");
}
}
ServerPlay3d(BOVHitSound, %target.getPosition());
ServerPlay3d(BOVHitSound, %target.getPosition());
ServerPlay3d(BOVHitSound, %target.getPosition());
%target.damage(%source, %target.getposition(), 9999, $DamageType::BladeOfVengance_Assassination);
//
if(%target.client !$= "") { //a Player.. goodie
MessageAll('MessageAll', "\c0"@%target.client.namebase@" was assassinated by "@%source.client.namebase@".");
}
//Challenges...
%source.cannotuseBOV = 0;
%source.setMoveState(false);
return;
}
schedule(100,0,"DoBOVRearKill", %source, %target, %count);
}

View file

@ -1,31 +1,28 @@
//ALL CREDIT TO THE HALO MOD
// ORIGINALLY CODED BY: SoldierOfLight
datablock AudioProfile(BeamExpSound)
{
filename = "fx/vehicles/shrike_blaster_projectile_impact.wav";
description = AudioClosest3d;
preload = true;
datablock AudioProfile(BeamExpSound) {
filename = "fx/vehicles/shrike_blaster_projectile_impact.wav";
description = AudioClosest3d;
preload = true;
};
datablock ExplosionData(PlasmasaberExplosion)
{
explosionShape = "disc_explosion.dts";
faceViewer = true;
explosionscale = 0.1;
scale = 0.1;
soundProfile = BeamExpSound;
datablock ExplosionData(PlasmasaberExplosion) {
explosionShape = "disc_explosion.dts";
faceViewer = true;
explosionscale = 0.1;
scale = 0.1;
soundProfile = BeamExpSound;
playSpeed = 2;
playSpeed = 2;
sizes[0] = 0.1;
sizes[1] = 0.1;
times[0] = 0.0;
times[1] = 1.0;
sizes[0] = 0.1;
sizes[1] = 0.1;
times[0] = 0.0;
times[1] = 1.0;
};
datablock TracerProjectileData(PlasmasaberExpCreater)
{
datablock TracerProjectileData(PlasmasaberExpCreater) {
className = "TracerProjectileData";
Explosion = "PlasmasaberExplosion";
dryVelocity = "0.1";
@ -35,211 +32,192 @@ datablock TracerProjectileData(PlasmasaberExpCreater)
explodeOnDeath = "1";
crossSize = "0.1";
renderCross = "0";
isFXUnit = "1";
isFXUnit = "1";
};
datablock TargetProjectileData(PlasmasaberBeam)
{
directDamage = 0.0;
hasDamageRadius = false;
indirectDamage = 0.0;
damageRadius = 0.0;
velInheritFactor = 1.0;
datablock TargetProjectileData(PlasmasaberBeam) {
directDamage = 0.0;
hasDamageRadius = false;
indirectDamage = 0.0;
damageRadius = 0.0;
velInheritFactor = 1.0;
maxRifleRange = 1.5;
beamColor = "0 1 1";
maxRifleRange = 1.5;
beamColor = "1 1 0";
startBeamWidth = 0.1;
pulseBeamWidth = 0.1;
beamFlareAngle = 3.0;
minFlareSize = 0.0;
maxFlareSize = 0.0;
pulseSpeed = 0.0;
pulseLength = 0.0;
startBeamWidth = 0.1;
pulseBeamWidth = 0.1;
beamFlareAngle = 3.0;
minFlareSize = 0.0;
maxFlareSize = 0.0;
pulseSpeed = 0.0;
pulseLength = 0.0;
textureName[0] = "special/nonlingradient";
textureName[1] = "special/flare";
textureName[2] = "special/pulse";
textureName[3] = "skins/glow_Red";
textureName[0] = "special/nonlingradient";
textureName[1] = "special/flare";
textureName[2] = "special/pulse";
textureName[3] = "skins/glow_Red";
};
PlasmasaberBeam.maxRifleRange = 1.5;
datablock ItemData(Plasmasaber)
{
className = Weapon;
catagory = "Spawn Items";
//$$ TODO - real shape file
shapeFile = "stackable4m.dts";
image = PlasmasaberImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(Plasmasaber) {
className = Weapon;
catagory = "Spawn Items";
//$$ TODO - real shape file
shapeFile = "stackable4m.dts";
image = PlasmasaberImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a beam sword";
computeCRC = true;
emap=true;
computeCRC = true;
emap = true;
};
datablock ShapeBaseImageData(PlasmasaberImage)
{
className = WeaponImage;
shapeFile = "turret_muzzlepoint.dts";
offset = "0.1 0.7 0.2";
item = Plasmasaber;
emap = true;
projectile = EnergyBolt;
projectileType = EnergyProjectile;
MedalRequire = 1;
datablock ShapeBaseImageData(PlasmasaberImage) {
className = WeaponImage;
shapeFile = "turret_muzzlepoint.dts";
offset = "0.1 0.7 0.2";
item = Plasmasaber;
emap = true;
projectile = EnergyBolt;
projectileType = EnergyProjectile;
// State Data
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.2;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
MedalRequire = 1;
stateName[1] = "ActivateReady";
stateTimeoutValue[1] = 0.01;
stateScript[1] = "onActivateReady";
stateTransitionOnTimeout[1] = "Ready";
// State Data
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.2;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
stateName[2] = "Ready";
stateScript[2] = "onReady";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[1] = "ActivateReady";
stateTimeoutValue[1] = 0.01;
stateScript[1] = "onActivateReady";
stateTransitionOnTimeout[1] = "Ready";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateName[2] = "Ready";
stateScript[2] = "onReady";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[4] = "Reload";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 1.5;
stateAllowImageChange[4] = false;
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateName[4] = "Reload";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 1.5;
stateAllowImageChange[4] = false;
};
datablock ShapeBaseImageData(PlasmasaberImage2)
{
shapeFile = "weapon_energy_vehicle.dts";
offset = "0.1 0.2 0";
rotation = "1 0 0 -10";
datablock ShapeBaseImageData(PlasmasaberImage2) {
shapeFile = "weapon_energy_vehicle.dts";
offset = "0.1 0.2 0";
rotation = "1 0 0 -10";
};
function PlasmasaberImage::onMount(%data,%obj,%slot)
{
if(%obj.isZombie || %obj.isBoss) {
%obj.setInventory(Plasmasaber, 0, true);
}
Parent::onMount(%data,%obj,%slot);
%obj.mountImage(PlasmasaberImage2,4);
%obj.usingPlasmasaber = 1;
function PlasmasaberImage::onMount(%data, %obj, %slot) {
if(%obj.isZombie || %obj.isBoss) {
%obj.setInventory(Plasmasaber, 0, true);
}
Parent::onMount(%data,%obj,%slot);
%obj.mountImage(PlasmasaberImage2, 4);
%obj.usingPlasmasaber = 1;
}
function PlasmasaberImage::onUnmount(%data,%obj,%slot)
{
Parent::onUnmount(%data,%obj,%slot);
%obj.unMountImage(4);
%obj.usingPlasmasaber = 0;
cancel(%obj.Plasmasaberloop);
if(isObject(%obj.beam1))
{
%obj.beam1.delete();
%obj.beam1 = "";
}
function PlasmasaberImage::onUnmount(%data, %obj, %slot) {
Parent::onUnmount(%data,%obj,%slot);
%obj.unMountImage(4);
%obj.usingPlasmasaber = 0;
cancel(%obj.Plasmasaberloop);
if(isObject(%obj.beam1)) {
%obj.beam1.delete();
%obj.beam1 = "";
}
}
function PlasmasaberImage::onActivateReady(%data,%obj,%slot) //small explosion
{
%p = new TracerProjectile()
{
datablock = "PlasmasaberExpCreater";
initialPosition = %obj.getMuzzlePoint(%slot);
initialDirection = %obj.getMuzzleVector(%slot);
sourceObject = %obj;
};
function PlasmasaberImage::onActivateReady(%data, %obj, %slot) { //small explosion
%p = new TracerProjectile() {
datablock = "PlasmasaberExpCreater";
initialPosition = %obj.getMuzzlePoint(%slot);
initialDirection = %obj.getMuzzleVector(%slot);
sourceObject = %obj;
};
}
function PlasmasaberImage::onReady(%data,%obj,%slot) //create beams
{
Plasmasaberloop(%obj);
function PlasmasaberImage::onReady(%data, %obj, %slot) { //create beams
Plasmasaberloop(%obj);
}
function PlasmasaberLoop(%obj)
{
if(!isObject(%obj) || %obj.getState() $= "dead") {
return;
}
if(%obj.usingPlasmasaber == 0)
{
if(isObject(%obj.beam1))
%obj.beam1.delete();
return;
}
%vec1 = %obj.getMuzzleVector(4);
%vec = %obj.getMuzzleVector(0);
%vec2d = getWords(%vec,0,1) SPC "0";
%left = vectorCross(%vec2d,"0 0 1");
%up = vectorCross(%vec,%left);
%up = vectorScale(%up,0.2);
%down = vectorScale(%up,-1);
%pos1 = %obj.getMuzzlePoint(5);
%dir1 = vectorAdd(%vec1,%down);
if(!isObject(%obj.beam1) && !%obj.isCloaked())
{
%obj.beam1 = new TargetProjectile()
{
datablock = "PlasmasaberBeam";
initialPosition = %pos1;
initialDirection = %dir1;
sourceSlot = 4;
sourceObject = %obj;
};
}
%obj.Plasmasaberloop = schedule(25,0,Plasmasaberloop,%obj);
function PlasmasaberLoop(%obj) {
if(!isObject(%obj) || %obj.getState() $= "dead") {
return;
}
if(%obj.usingPlasmasaber == 0) {
if(isObject(%obj.beam1)) {
%obj.beam1.delete();
}
return;
}
%vec1 = %obj.getMuzzleVector(4);
%vec = %obj.getMuzzleVector(0);
%vec2d = getWords(%vec,0,1) SPC "0";
%left = vectorCross(%vec2d,"0 0 1");
%up = vectorCross(%vec,%left);
%up = vectorScale(%up,0.2);
%down = vectorScale(%up,-1);
%pos1 = %obj.getMuzzlePoint(5);
%dir1 = vectorAdd(%vec1,%down);
if(!isObject(%obj.beam1) && !%obj.isCloaked()) {
%obj.beam1 = new TargetProjectile() {
datablock = "PlasmasaberBeam";
initialPosition = %pos1;
initialDirection = %dir1;
sourceSlot = 4;
sourceObject = %obj;
};
}
%obj.Plasmasaberloop = schedule(25, 0, Plasmasaberloop, %obj);
}
function PlasmasaberImage::onFire(%data,%obj,%slot) //apply damage
{
%vec = %obj.getMuzzleVector(%slot);
%pos = %obj.getMuzzlePoint(%slot);
%vec = vectorScale(%vec,1.5);
%end = vectorAdd(%pos,%vec);
%mask = $TypeMasks::VehicleObjectType | $TypeMasks::PlayerObjectType | $TypeMasks::StaticShapeObjectType;
initContainerRadiusSearch(%end,1.0,%mask);
while((%target = containerSearchNext()) != 0) {
if(%target == %obj) //you can never be too careful
return;
if(!%target.isBoss) {
%target.damage(%obj,%target.getWorldBoxCenter(), 10.4, $DamageType::Plasmasaber);
}
else {
%target.damage(%obj,%target.getWorldBoxCenter(), 0.4, $DamageType::Plasmasaber);
}
%p = new TracerProjectile()
{
datablock = "PlasmasaberExpCreater";
initialPosition = %target.getPosition();
initialDirection = %obj.getMuzzleVector(%slot); //who cares?
sourceObject = %obj;
};
}
//play anim
// %obj.disableMove(true); //don't screw up the kewl animation ;)
// %obj.schedule(500,disableMove,false);
function PlasmasaberImage::onFire(%data, %obj, %slot) { //apply damage
%vec = %obj.getMuzzleVector(%slot);
%pos = %obj.getMuzzlePoint(%slot);
%vec = vectorScale(%vec, 1.5);
%end = vectorAdd(%pos, %vec);
%mask = $TypeMasks::VehicleObjectType | $TypeMasks::PlayerObjectType | $TypeMasks::StaticShapeObjectType;
initContainerRadiusSearch(%end, 1.0, %mask);
while((%target = containerSearchNext()) != 0) {
if(%target == %obj) {
return;
}
//if(!%target.isBoss) {
// %target.damage(%obj, %target.getWorldBoxCenter(), 10.4, $DamageType::Plasmasaber);
//}
//else {
// %target.damage(%obj, %target.getWorldBoxCenter(), 0.4, $DamageType::Plasmasaber);
//}
//TWM2 3.9.2: Balance Update, Bump Up Plasmasaber damage for all enemies
%target.damage(%obj, %target.getWorldBoxCenter(), 5.0, $DamageType::Plasmasaber);
%p = new TracerProjectile() {
datablock = "PlasmasaberExpCreater";
initialPosition = %target.getPosition();
initialDirection = %obj.getMuzzleVector(%slot); //who cares?
sourceObject = %obj;
};
}
}
function Plasmasaber::onThrow(%data,%obj,%plyr)
{
%pos = %obj.getPosition();
%p = new TracerProjectile()
{
datablock = "PlasmasaberExpCreater";
initialPosition = %pos;
initialDirection = "0 0 1";
sourceObject = %obj;
};
function Plasmasaber::onThrow(%data, %obj, %plyr) {
%pos = %obj.getPosition();
%p = new TracerProjectile() {
datablock = "PlasmasaberExpCreater";
initialPosition = %pos;
initialDirection = "0 0 1";
sourceObject = %obj;
};
}

View file

@ -155,49 +155,6 @@ datablock TracerProjectileData(LZombieAcidBall) {
emap = true;
};
datablock TracerProjectileData(EliteRapierAcidBomb) {
doDynamicClientHits = true;
projectileShapeName = "";
directDamage = 0.0;
directDamageType = $DamageType::ZAcid;
hasDamageRadius = true;
indirectDamage = 0.6;
damageRadius = 7.5;
kickBackStrength = 0.0;
radiusDamageType = $DamageType::ZAcid;
sound = BlasterProjectileSound;
explosion = ZAcidBombExplosion;
ImageSource = "AcidCannonImage";
dryVelocity = 100.0;
wetVelocity = 100.0;
velInheritFactor = 1.0;
fizzleTimeMS = 4000;
lifetimeMS = 1000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = -1;
activateDelayMS = 100;
tracerLength = 10;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = "0 1 0 1";
tracerTex[0] = "special/landSpikeBolt";
tracerTex[1] = "special/landSpikeBoltCross";
tracerWidth = 0.8;
crossSize = 0.79;
crossViewAng = 0.990;
renderCross = true;
emap = true;
};
datablock TracerProjectileData(SSZombieAcidBall) {
doDynamicClientHits = true;

View file

@ -1,146 +1,146 @@
datablock ItemData(IonLauncherAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_missile.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(IonLauncherAmmo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_missile.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "Some Ion Launcher Missiles";
computeCRC = true;
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ItemData(IonLauncher)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_grenade_launcher.dts";
image = IonLauncherImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "an Ion Launcher";
datablock ItemData(IonLauncher) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_grenade_launcher.dts";
image = IonLauncherImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "an Ion Launcher";
computeCRC = true;
emap = true;
computeCRC = true;
emap = true;
};
datablock ShapeBaseImageData(IonLauncherImage)
{
className = WeaponImage;
shapeFile = "weapon_grenade_launcher.dts";
item = IonLauncher;
ammo = IonLauncherAmmo;
offset = "0 -1 0";
armThread = lookms;
emap = true;
datablock ShapeBaseImageData(IonLauncherImage) {
className = WeaponImage;
shapeFile = "weapon_grenade_launcher.dts";
item = IonLauncher;
ammo = IonLauncherAmmo;
offset = "0 -1 0";
armThread = lookms;
emap = true;
projectile = IonMissile;
projectileType = seekerprojectile;
projectileSpread = 1.0 / 1000.0;
projectile = IonMissile;
projectileType = seekerprojectile;
projectileSpread = 1.0 / 1000.0;
//ClipStuff
ClipName = "IonLauncherClip";
ClipPickupName["IonLauncherClip"] = "A Few Ion Missile boxes";
ShowsClipInHud = 1;
ClipReloadTime = 6;
ClipReturn = 2;
InitialClips = 7;
GunName = "LUX-4 Ion Launcher";
//
MedalRequire = 1;
isSeeker = true;
seekRadius = 1000;
maxSeekAngle = 8;
seekTime = 0.5;
minSeekHeat = 0.1; // the heat that must be present on a target to lock it.
//ClipStuff
ClipName = "IonLauncherClip";
ClipPickupName["IonLauncherClip"] = "A Few Ion Missile boxes";
ShowsClipInHud = 1;
ClipReloadTime = 6;
ClipReturn = 2;
InitialClips = 7;
// only target objects outside this range
minTargetingDistance = 40;
GunName = "LUX-4 Ion Launcher";
//
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 2.0;
stateSequence[0] = "Activate";
stateSound[0] = MissileSwitchSound;
MedalRequire = 1;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
isSeeker = true;
seekRadius = 1000;
maxSeekAngle = 8;
seekTime = 0.5;
minSeekHeat = 0.1; // the heat that must be present on a target to lock it.
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
// only target objects outside this range
minTargetingDistance = 40;
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.4;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateSound[3] = MissileFireSound;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 2.0;
stateSequence[0] = "Activate";
stateSound[0] = MissileSwitchSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 4.5;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateSound[4] = MissileReloadSound;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[6] = "DryFire";
stateSound[6] = MissileDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "ActivateReady";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.4;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateSound[3] = MissileFireSound;
stateName[7] = "CheckTarget";
stateTransitionOnNoTarget[7] = "Fire";
stateTransitionOnTarget[7] = "Fire";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 4.5;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateSound[4] = MissileReloadSound;
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "DryFire";
stateTransitionOnNotWet[8] = "CheckTarget";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[9] = "WetFire";
stateTransitionOnNoAmmo[9] = "NoAmmo";
stateTransitionOnTimeout[9] = "Reload";
stateTimeoutValue[9] = 0.4;
stateScript[9] = "onWetFire";
stateAllowImageChange[9] = false;
stateName[6] = "DryFire";
stateSound[6] = MissileDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "ActivateReady";
stateName[7] = "CheckTarget";
stateTransitionOnNoTarget[7] = "Fire";
stateTransitionOnTarget[7] = "Fire";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "DryFire";
stateTransitionOnNotWet[8] = "CheckTarget";
stateName[9] = "WetFire";
stateTransitionOnNoAmmo[9] = "NoAmmo";
stateTransitionOnTimeout[9] = "Reload";
stateTimeoutValue[9] = 0.4;
stateScript[9] = "onWetFire";
stateAllowImageChange[9] = false;
};
function IonLauncherImage::onFire(%data,%obj,%slot) {
%p = Parent::onFire(%data, %obj, %slot);
MissileSet.add(%p);
%p = Parent::onFire(%data, %obj, %slot);
MissileSet.add(%p);
%target = %obj.getLockedTarget();
if(%target)
%p.setObjectTarget(%target);
else if(%obj.isLocked())
%p.setPositionTarget(%obj.getLockedPosition());
else
%p.setNoTarget();
%target = %obj.getLockedTarget();
if(%target) {
%p.setObjectTarget(%target);
}
else if(%obj.isLocked()) {
%p.setPositionTarget(%obj.getLockedPosition());
}
else {
%p.setNoTarget();
}
}
function IonLauncherImage::onWetFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot);
MissileSet.add(%p);
%p = Parent::onFire(%data, %obj, %slot);
MissileSet.add(%p);
%p.setObjectTarget(0);
%p.setObjectTarget(0);
}

View file

@ -1,96 +1,97 @@
datablock ItemData(IonRifle) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = IonRifleImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a sniper rifle";
computeCRC = true;
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = IonRifleImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a LUX Ion Rifle";
computeCRC = true;
};
datablock ShapeBaseImageData(IonRifleImage) {
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
item = IonRifle;
projectile = ShockBeam;
projectileType = SniperProjectile;
armThread = looksn;
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
item = IonRifle;
projectile = ShockBeam;
projectileType = SniperProjectile;
armThread = looksn;
MedalRequire = 1;
MedalRequire = 1;
usesEnergy = true;
minEnergy = 6;
usesEnergy = true;
minEnergy = 6;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateSound[0] = SniperRifleSwitchSound;
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateSound[0] = SniperRifleSwitchSound;
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.5;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.5;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateName[4] = "Reload";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.5;
stateAllowImageChange[4] = false;
stateName[4] = "Reload";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.5;
stateAllowImageChange[4] = false;
stateName[5] = "CheckWet";
stateTransitionOnWet[5] = "DryFire";
stateTransitionOnNotWet[5] = "Fire";
stateName[5] = "CheckWet";
stateTransitionOnWet[5] = "DryFire";
stateTransitionOnNotWet[5] = "Fire";
stateName[6] = "NoAmmo";
stateTransitionOnAmmo[6] = "Reload";
stateTransitionOnTriggerDown[6] = "DryFire";
stateSequence[6] = "NoAmmo";
stateName[6] = "NoAmmo";
stateTransitionOnAmmo[6] = "Reload";
stateTransitionOnTriggerDown[6] = "DryFire";
stateSequence[6] = "NoAmmo";
stateName[7] = "DryFire";
stateSound[7] = SniperRifleDryFireSound;
stateTimeoutValue[7] = 0.5;
stateTransitionOnTimeout[7] = "Ready";
stateName[7] = "DryFire";
stateSound[7] = SniperRifleDryFireSound;
stateTimeoutValue[7] = 0.5;
stateTransitionOnTimeout[7] = "Ready";
};
function IonRifleImage::OnFire(%data, %obj, %slot) {
ServerPlay3D(thunderCrash2, %obj.getPosition());
%pos = %obj.getMuzzlePoint(%slot);
%vec = %obj.getMuzzleVector(%slot);
%res = containerRayCast(%pos,vectorAdd(%pos,vectorScale(%vec,2000)), $TypeMasks::PlayerObjectType | $TypeMasks::TerrainObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::StaticObjectType,%obj);
%HObj = getWord(%res, 0);
if(%HObj !$= "" && %HObj != 0) {
if(!(%HObj.getType() & ($TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType))) {
%cn = %HObj.getDatablock().getClassName();
if(%cn $= "PlayerData" || strstr(%cn, "Vehicle") != -1) {
%HObj.getDataBlock().damageObject(%HObj, %obj, %HObj.getPosition(), 0.45, $DamageType::Lightning);
}
}
}
if (%res)
%hitLoc = getWords(%res,1,3);
else
%hitLoc = vectorAdd(%pos,vectorScale(%vec,2000));
%p = discharge(%pos,%vec);
%p.setEnergyPercentage(1);
createLifeLight(%hitLoc,1,1000);
addToShock(%p);
%p.schedule(1000,"delete");
zap(0,25,%hitLoc);
ServerPlay3D(thunderCrash2, %hitLoc);
ServerPlay3D(thunderCrash2, %obj.getPosition());
%pos = %obj.getMuzzlePoint(%slot);
%vec = %obj.getMuzzleVector(%slot);
%res = containerRayCast(%pos,vectorAdd(%pos,vectorScale(%vec,2000)), $TypeMasks::PlayerObjectType | $TypeMasks::TerrainObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::StaticObjectType,%obj);
%HObj = getWord(%res, 0);
if(%HObj !$= "" && %HObj != 0) {
if(!(%HObj.getType() & ($TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType))) {
%cn = %HObj.getDatablock().getClassName();
if(%cn $= "PlayerData" || strstr(%cn, "Vehicle") != -1) {
%HObj.getDataBlock().damageObject(%HObj, %obj, %HObj.getPosition(), 0.45, $DamageType::Lightning);
}
}
}
if (%res) {
%hitLoc = getWords(%res,1,3);
}
else {
%hitLoc = vectorAdd(%pos,vectorScale(%vec,2000));
}
%p = discharge(%pos,%vec);
%p.setEnergyPercentage(1);
createLifeLight(%hitLoc,1,1000);
addToShock(%p);
%p.schedule(1000,"delete");
zap(0,25,%hitLoc);
ServerPlay3D(thunderCrash2, %hitLoc);
}

View file

@ -1,111 +1,111 @@
datablock ShapeBaseImageData(MiniColliderCannonImage) {
className = WeaponImage;
shapeFile = "turret_mortar_large.dts";
item = MiniColliderCannon;
usesenergy = true;
className = WeaponImage;
shapeFile = "turret_mortar_large.dts";
item = MiniColliderCannon;
usesenergy = true;
projectile = MiniColliderShell;
projectileType = GrenadeProjectile;
projectile = MiniColliderShell;
projectileType = GrenadeProjectile;
emap = true;
emap = true;
MedalRequire = 1;
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "Collider Hunter\t100\t100\tNone";
Challenge[2] = "Collider Expert\t250\t500\tNone";
Challenge[3] = "Collider Master\t500\t1000\tDouble Burst";
Challenge[4] = "Collider God\t1000\t2000\tTriple Burst";
Challenge[5] = "Collider Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "Collider Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "Collider Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "Collider Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Double Burst";
Upgrade[2] = "Triple Burst";
GunName = "PRTCL-995 MCC";
MedalRequire = 1;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = MortarReloadSound;
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "Collider Hunter\t100\t100\tNone";
Challenge[2] = "Collider Expert\t250\t500\tNone";
Challenge[3] = "Collider Master\t500\t1000\tDouble Burst";
Challenge[4] = "Collider God\t1000\t2000\tTriple Burst";
Challenge[5] = "Collider Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "Collider Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "Collider Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "Collider Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Double Burst";
Upgrade[2] = "Triple Burst";
GunName = "PRTCL-995 MCC";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = MortarReloadSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 4.6;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateSound[3] = CentaurArtilleryFireSound;
stateScript[3] = "onFire";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateSound[4] = MortarSwitchSound;
stateEjectShell[4] = true;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 4.6;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateSound[3] = CentaurArtilleryFireSound;
stateScript[3] = "onFire";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateSound[4] = MortarSwitchSound;
stateEjectShell[4] = true;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[6] = "DryFire";
stateTimeoutValue[6] = 0.3;
stateSound[6] = ChaingunDryFireSound;
stateTransitionOnTimeout[6] = "Ready";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateTimeoutValue[6] = 0.3;
stateSound[6] = ChaingunDryFireSound;
stateTransitionOnTimeout[6] = "Ready";
};
//item//
datablock ItemData(MiniColliderCannon) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "turret_mortar_large.dts";
image = MiniColliderCannonImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a PRTCL-995 Mini Collider Cannon";
className = Weapon;
catagory = "Spawn Items";
shapeFile = "turret_mortar_large.dts";
image = MiniColliderCannonImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a PRTCL-995 Mini Collider Cannon";
computeCRC = true;
emap = true;
computeCRC = true;
emap = true;
};
function MiniColliderCannonImage::onFire(%data, %obj, %slot) {
%vector = %obj.getMuzzleVector(%slot);
%mp = %obj.getMuzzlePoint(%slot);
if(%obj.client.UpgradeOn("Double Burst", %data.getName())) {
%p1 = Parent::OnFire(%data, %obj, %slot);
%p2 = Schedule(100, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
%obj.getMuzzlePoint(%slot), %vector, %obj);
%p2.WeaponImageSource = "MiniColliderCannonImage";
schedule(100, 0, "ServerPlay3D", "CentaurArtilleryFireSound", %obj.getPosition());
}
else if(%obj.client.UpgradeOn("Triple Burst", %data.getName())) {
%p1 = Parent::OnFire(%data, %obj, %slot);
%p2 = Schedule(100, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
%obj.getMuzzlePoint(%slot), %vector, %obj);
%p2.WeaponImageSource = "MiniColliderCannonImage";
schedule(100, 0, "ServerPlay3D", "CentaurArtilleryFireSound", %obj.getPosition());
%p3 = Schedule(200, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
%obj.getMuzzlePoint(%slot), %vector, %obj);
%p3.WeaponImageSource = "MiniColliderCannonImage";
schedule(100, 0, "ServerPlay3D", "CentaurArtilleryFireSound", %obj.getPosition());
}
else {
%p = Parent::OnFire(%data, %obj, %slot);
}
%vector = %obj.getMuzzleVector(%slot);
%mp = %obj.getMuzzlePoint(%slot);
if(%obj.client.UpgradeOn("Double Burst", %data.getName())) {
%p1 = Parent::OnFire(%data, %obj, %slot);
%p2 = Schedule(100, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
%obj.getMuzzlePoint(%slot), %vector, %obj);
%p2.WeaponImageSource = "MiniColliderCannonImage";
schedule(100, 0, "ServerPlay3D", "CentaurArtilleryFireSound", %obj.getPosition());
}
else if(%obj.client.UpgradeOn("Triple Burst", %data.getName())) {
%p1 = Parent::OnFire(%data, %obj, %slot);
%p2 = Schedule(100, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
%obj.getMuzzlePoint(%slot), %vector, %obj);
%p2.WeaponImageSource = "MiniColliderCannonImage";
schedule(100, 0, "ServerPlay3D", "CentaurArtilleryFireSound", %obj.getPosition());
%p3 = Schedule(200, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
%obj.getMuzzlePoint(%slot), %vector, %obj);
%p3.WeaponImageSource = "MiniColliderCannonImage";
schedule(200, 0, "ServerPlay3D", "CentaurArtilleryFireSound", %obj.getPosition());
}
else {
%p = Parent::OnFire(%data, %obj, %slot);
}
}

View file

@ -1,117 +1,113 @@
datablock ItemData(NapalmAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_grenade.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some Napalm";
datablock ItemData(NapalmAmmo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_grenade.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some Napalm";
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(NapalmImage)
{
className = WeaponImage;
shapeFile = "ammo_grenade.dts";
item = Napalm;
ammo = NapalmAmmo;
offset = "0 0 0";
armThread = lookms;
emap = true;
datablock ShapeBaseImageData(NapalmImage) {
className = WeaponImage;
shapeFile = "ammo_grenade.dts";
item = Napalm;
ammo = NapalmAmmo;
offset = "0 0 0";
armThread = lookms;
emap = true;
projectileSpread = 0;
projectileSpread = 0;
projectile = NapalmShot;
projectileType = LinearProjectile;
RankRequire = $TWM2::RankRequire["NapalmLauncher"];
MedalRequire = 1;
//ClipStuff
ClipName = "NapalmClip";
ClipPickupName["NapalmClip"] = "some napalm fuel clusters";
ShowsClipInHud = 1;
ClipReloadTime = 5;
ClipReturn = 1;
InitialClips = 6;
projectile = NapalmShot;
projectileType = LinearProjectile;
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "Napalm Novice\t25\t100\tNone";
Challenge[2] = "Napalm Hunter\t50\t150\tNone";
Challenge[3] = "Napalm Expert\t100\t250\tNone";
Challenge[4] = "Napalm Master\t250\t500\tNone";
Challenge[5] = "Napalm God\t500\t1000\tNone";
Challenge[6] = "Napalm Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "Napalm Silver Commendation\t5000\t25000\tNone";
Challenge[8] = "Napalm Gold Commendation\t10000\t50000\tNone";
Challenge[9] = "Napalm Titan Commendation\t25000\t75000\tNone";
GunName = "ZH7C8 Napalm Launcher";
//
RankRequire = $TWM2::RankRequire["NapalmLauncher"];
MedalRequire = 1;
// State Data
stateName[0] = "ActivateReady";
stateTransitionOnLoaded[0] = "Activate";
stateTransitionOnNoAmmo[0] = "NoAmmo";
//ClipStuff
ClipName = "NapalmClip";
ClipPickupName["NapalmClip"] = "some napalm fuel clusters";
ShowsClipInHud = 1;
ClipReloadTime = 5;
ClipReturn = 1;
InitialClips = 6;
stateName[1] = "Activate";
stateTransitionOnTimeout[1] = "Ready";
stateTimeoutValue[1] = 0.5;
stateSequence[1] = "Activated";
stateSound[1] = PlasmaSwitchSound;
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "Napalm Novice\t25\t100\tNone";
Challenge[2] = "Napalm Hunter\t50\t150\tNone";
Challenge[3] = "Napalm Expert\t100\t250\tNone";
Challenge[4] = "Napalm Master\t250\t500\tNone";
Challenge[5] = "Napalm God\t500\t1000\tNone";
Challenge[6] = "Napalm Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "Napalm Silver Commendation\t5000\t25000\tNone";
Challenge[8] = "Napalm Gold Commendation\t10000\t50000\tNone";
Challenge[9] = "Napalm Titan Commendation\t25000\t75000\tNone";
GunName = "ZH7C8 Napalm Launcher";
//
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateSequence[2] = "DiscSpin";
// stateSound[2] = DiscLoopSound;
// State Data
stateName[0] = "ActivateReady";
stateTransitionOnLoaded[0] = "Activate";
stateTransitionOnNoAmmo[0] = "NoAmmo";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.3;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateSound[3] = MortarFireSound;
stateName[1] = "Activate";
stateTransitionOnTimeout[1] = "Ready";
stateTimeoutValue[1] = 0.5;
stateSequence[1] = "Activated";
stateSound[1] = PlasmaSwitchSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 2.2; // 0.25 load, 0.25 spinup
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
// stateSound[4] = DiscReloadSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateSequence[2] = "DiscSpin";
// stateSound[2] = DiscLoopSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.3;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateSound[3] = MortarFireSound;
stateName[6] = "DryFire";
stateSound[6] = GrenadeDryFireSound;
stateTimeoutValue[6] = 0.3;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 2.2; // 0.25 load, 0.25 spinup
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
// stateSound[4] = DiscReloadSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = GrenadeDryFireSound;
stateTimeoutValue[6] = 0.3;
stateTransitionOnTimeout[6] = "NoAmmo";
};
datablock ItemData(Napalm)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "ammo_grenade.dts";
image = NapalmImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a Napalm Gun";
emap = true;
};
datablock ItemData(Napalm) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "ammo_grenade.dts";
image = NapalmImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a Napalm Gun";
emap = true;
};

View file

@ -1,126 +1,123 @@
datablock TracerProjectileData(PlasmaTorpedoProjectile) {
doDynamicClientHits = true;
doDynamicClientHits = true;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 1.5;
damageRadius = 25.0;
kickBackStrength = 4000;
radiusDamageType = $DamageType::PTorpdeo; //obviously change this
ImageSource = "PlasmaTorpedoImage";
explosion = "SatchelMainExplosion";
splash = ChaingunSplash;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 1.5;
damageRadius = 25.0;
kickBackStrength = 4000;
radiusDamageType = $DamageType::PTorpdeo;
sound = ShrikeBlasterProjectileSound;
ImageSource = "PlasmaTorpedoImage";
dryVelocity = 425.0;
wetVelocity = 100.0;
velInheritFactor = 1.0;
fizzleTimeMS = 1000;
lifetimeMS = 1000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
explosion = "SatchelMainExplosion";
splash = ChaingunSplash;
tracerLength = 45.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = "1.0 0.0 0.0 0.0";
sound = ShrikeBlasterProjectileSound;
dryVelocity = 425.0;
wetVelocity = 100.0;
velInheritFactor = 1.0;
fizzleTimeMS = 1000;
lifetimeMS = 1000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 45.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = "1.0 0.0 0.0 0.0";
tracerTex[0] = "special/shrikeBolt";
tracerTex[1] = "special/shrikeBoltCross";
tracerWidth = 0.55;
crossSize = 0.99;
crossViewAng = 0.990;
renderCross = true;
crossSize = 0.99;
crossViewAng = 0.990;
renderCross = true;
};
datablock ShapeBaseImageData(PlasmaTorpedoImage) {
className = WeaponImage;
shapeFile = "turret_fusion_large.dts";
item = PlasmaTorpedo;
usesenergy = true;
className = WeaponImage;
shapeFile = "turret_fusion_large.dts";
item = PlasmaTorpedo;
usesenergy = true;
projectile = PlasmaTorpedoProjectile;
projectileType = TracerProjectile;
projectile = PlasmaTorpedoProjectile;
projectileType = TracerProjectile;
emap = true;
emap = true;
//RankRequire = $TWM2::RankRequire["SCD343"];
PrestigeRequire = 9;
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "PTC Hunter\t100\t100\tNone";
Challenge[2] = "PTC Expert\t250\t500\tNone";
Challenge[3] = "PTC Master\t500\t1000\tNone";
Challenge[4] = "PTC God\t1000\t2000\tNone";
Challenge[5] = "PTC Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "PTC Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "PTC Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "PTC Titan Commendation\t25000\t75000\tNone";
GunName = "Plasma Torpedo Cannon";
//RankRequire = $TWM2::RankRequire["SCD343"];
PrestigeRequire = 9;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = MortarReloadSound;
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "PTC Hunter\t100\t100\tNone";
Challenge[2] = "PTC Expert\t250\t500\tNone";
Challenge[3] = "PTC Master\t500\t1000\tNone";
Challenge[4] = "PTC God\t1000\t2000\tNone";
Challenge[5] = "PTC Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "PTC Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "PTC Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "PTC Titan Commendation\t25000\t75000\tNone";
GunName = "Plasma Torpedo Cannon";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = MortarReloadSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 7.6;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateSound[3] = CentaurArtilleryFireSound;
stateScript[3] = "onFire";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateSound[4] = MortarSwitchSound;
stateEjectShell[4] = true;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 7.6;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateSound[3] = CentaurArtilleryFireSound;
stateScript[3] = "onFire";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateSound[4] = MortarSwitchSound;
stateEjectShell[4] = true;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[6] = "DryFire";
stateTimeoutValue[6] = 0.3;
stateSound[6] = ChaingunDryFireSound;
stateTransitionOnTimeout[6] = "Ready";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateTimeoutValue[6] = 0.3;
stateSound[6] = ChaingunDryFireSound;
stateTransitionOnTimeout[6] = "Ready";
};
//item//
datablock ItemData(PlasmaTorpedo) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "turret_mortar_large.dts";
image = PlasmaTorpedoImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a Plasma Torpedo Cannon";
computeCRC = true;
emap = true;
};
className = Weapon;
catagory = "Spawn Items";
shapeFile = "turret_mortar_large.dts";
image = PlasmaTorpedoImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a Plasma Torpedo Cannon";
computeCRC = true;
emap = true;
};

View file

@ -1,167 +1,166 @@
datablock LinearFlareProjectileData(ShadowRifleBolt) {
projectileShapeName = "turret_muzzlepoint.dts";
scale = "1.0 1.0 1.0";
faceViewer = true;
directDamage = 0.02;
hasDamageRadius = true;
indirectDamage = 0.1;
damageRadius = 4.0;
kickBackStrength = 0.0;
radiusDamageType = $DamageType::Shadow;
projectileShapeName = "turret_muzzlepoint.dts";
scale = "1.0 1.0 1.0";
faceViewer = true;
directDamage = 0.02;
hasDamageRadius = true;
indirectDamage = 0.1;
damageRadius = 4.0;
kickBackStrength = 0.0;
radiusDamageType = $DamageType::Shadow;
explosion = "BlasterExplosion";
splash = PlasmaSplash;
explosion = "BlasterExplosion";
splash = PlasmaSplash;
baseEmitter = NMMissileBaseEmitter;
ImageSource = "ShadowRifleImage";
baseEmitter = NMMissileBaseEmitter;
dryVelocity = 120.0; // z0dd - ZOD, 7/20/02. Faster plasma projectile. was 55
wetVelocity = -1;
velInheritFactor = 0.3;
fizzleTimeMS = 250;
lifetimeMS = 8000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = -1;
ImageSource = "ShadowRifleImage";
//activateDelayMS = 100;
activateDelayMS = -1;
dryVelocity = 120.0; // z0dd - ZOD, 7/20/02. Faster plasma projectile. was 55
wetVelocity = -1;
velInheritFactor = 0.3;
fizzleTimeMS = 250;
lifetimeMS = 8000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = -1;
size[0] = 0.2;
size[1] = 0.5;
size[2] = 0.1;
//activateDelayMS = 100;
activateDelayMS = -1;
size[0] = 0.2;
size[1] = 0.5;
size[2] = 0.1;
numFlares = 35;
flareColor = "1 0.18 0.03";
flareModTexture = "flaremod";
flareBaseTexture = "flarebase";
numFlares = 35;
flareColor = "1 0.18 0.03";
flareModTexture = "flaremod";
flareBaseTexture = "flarebase";
sound = PlasmaProjectileSound;
fireSound = FlamethrowerFireSound;
wetFireSound = PlasmaFireWetSound;
fireSound = FlamethrowerFireSound;
wetFireSound = PlasmaFireWetSound;
hasLight = true;
lightRadius = 10.0;
lightColor = "0.94 0.03 0.12";
hasLight = true;
lightRadius = 10.0;
lightColor = "0.94 0.03 0.12";
};
datablock ItemData(ShadowRifle) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = ShadowRifleImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = ShadowRifleImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a shadow rifle";
computeCRC = true;
computeCRC = true;
};
datablock ShapeBaseImageData(ShadowRifleImage) {
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
item = ShadowRifle;
projectile = ShadowRifleBolt;
projectileType = LinearFlareProjectile;
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
item = ShadowRifle;
projectile = ShadowRifleBolt;
projectileType = LinearFlareProjectile;
MedalRequire = 1;
MedalRequire = 1;
usesEnergy = true;
minEnergy = 6;
usesEnergy = true;
minEnergy = 6;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateSound[0] = SniperRifleSwitchSound;
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateSound[0] = SniperRifleSwitchSound;
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.5;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.5;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateName[4] = "Reload";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 2.5;
stateAllowImageChange[4] = false;
stateName[4] = "Reload";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 2.5;
stateAllowImageChange[4] = false;
stateName[5] = "CheckWet";
stateTransitionOnWet[5] = "DryFire";
stateTransitionOnNotWet[5] = "Fire";
stateName[5] = "CheckWet";
stateTransitionOnWet[5] = "DryFire";
stateTransitionOnNotWet[5] = "Fire";
stateName[6] = "NoAmmo";
stateTransitionOnAmmo[6] = "Reload";
stateTransitionOnTriggerDown[6] = "DryFire";
stateSequence[6] = "NoAmmo";
stateName[6] = "NoAmmo";
stateTransitionOnAmmo[6] = "Reload";
stateTransitionOnTriggerDown[6] = "DryFire";
stateSequence[6] = "NoAmmo";
stateName[7] = "DryFire";
stateSound[7] = SniperRifleDryFireSound;
stateTimeoutValue[7] = 0.5;
stateTransitionOnTimeout[7] = "Ready";
stateName[7] = "DryFire";
stateSound[7] = SniperRifleDryFireSound;
stateTimeoutValue[7] = 0.5;
stateTransitionOnTimeout[7] = "Ready";
};
function ShadowRifleBolt::onCollision(%data,%projectile,%targetObject,%modifier,%position,%normal) {
Parent::OnCollision(%data,%projectile,%targetObject,%modifier,%position,%normal);
%cn = %targetObject.getClassName();
if(%cn $= "Player") {
if($Host::TeamDamageOn == 0) {
if(%targetObject.team == %projectile.sourceObject.team) {
return;
}
}
if(%targetObject.beingSapped) {
return;
}
if(%targetObject.isBoss) {
%targetObject.playShieldEffect("1 1 1");
%vec = vectorsub(%projectile.sourceObject.getworldboxcenter(),vectorAdd(%targetObject.getPosition(), "0 0 1"));
%vec = vectoradd(%vec, vectorscale(%projectile.sourceObject.getvelocity(),vectorlen(%vec)/100));
%p = new LinearFlareProjectile() {
dataBlock = ShadowRifleBolt; //burn :)
initialDirection = %vec;
initialPosition = vectorAdd(%targetObject.getPosition(), "0 0 1");
sourceObject = %targetObject;
sourceSlot = 0;
};
messageClient(%projectile.sourceObject.client, 'MsgWarn', "WARNING: The boss deflects the pulse back at you!");
return;
}
else {
%targetObject.beingSapped = 1;
SapLoop(%projectile.sourceObject, %targetObject);
}
}
Parent::OnCollision(%data,%projectile,%targetObject,%modifier,%position,%normal);
%cn = %targetObject.getClassName();
if(%cn $= "Player") {
if($Host::TeamDamageOn == 0) {
if(%targetObject.team == %projectile.sourceObject.team) {
return;
}
}
if(%targetObject.beingSapped) {
return;
}
if(%targetObject.isBoss) {
%targetObject.playShieldEffect("1 1 1");
%vec = vectorsub(%projectile.sourceObject.getworldboxcenter(),vectorAdd(%targetObject.getPosition(), "0 0 1"));
%vec = vectoradd(%vec, vectorscale(%projectile.sourceObject.getvelocity(),vectorlen(%vec)/100));
%p = new LinearFlareProjectile() {
dataBlock = ShadowRifleBolt; //burn :)
initialDirection = %vec;
initialPosition = vectorAdd(%targetObject.getPosition(), "0 0 1");
sourceObject = %targetObject;
sourceSlot = 0;
};
messageClient(%projectile.sourceObject.client, 'MsgWarn', "WARNING: The boss deflects the pulse back at you!");
return;
}
else {
%targetObject.beingSapped = 1;
SapLoop(%projectile.sourceObject, %targetObject);
}
}
}
function SapLoop(%source, %target) {
if(!%source.isAlive()) {
return;
}
if(!%target.isAlive()) {
createBlood(%target);
return;
}
%target.zapObject();
%target.getDatablock().damageObject(%target, %source, %source.getPosition, 0.05, $DamageType::Shadow);
%target.lastDamagedImage = "ShadowRifleImage";
%source.applyRepair(0.05);
schedule(500, 0, "SapLoop", %source, %target);
}
if(!%source.isAlive()) {
return;
}
if(!%target.isAlive()) {
createBlood(%target);
return;
}
%target.zapObject();
%target.getDatablock().damageObject(%target, %source, %source.getPosition, 0.05, $DamageType::Shadow);
%target.lastDamagedImage = "ShadowRifleImage";
%source.applyRepair(0.05);
schedule(500, 0, "SapLoop", %source, %target);
}

View file

@ -1,8 +1,7 @@
datablock AudioProfile(PistolFireSound)
{
filename = "fx/vehicles/tank_chaingun.wav";
description = AudioDefault3d;
preload = true;
datablock AudioProfile(PistolFireSound) {
filename = "fx/vehicles/tank_chaingun.wav";
description = AudioDefault3d;
preload = true;
};
//--------------------------------------------------------------------------
@ -10,217 +9,214 @@ datablock AudioProfile(PistolFireSound)
//--------------------------------------------------------------------------
datablock TracerProjectileData(coltBullet) {
doDynamicClientHits = true;
doDynamicClientHits = true;
directDamage = 0.15; // z0dd - ZOD, 9-27-02. Was 0.0825
directDamageType = $DamageType::pistol;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.5;
ImageSource = "PistolImage";
directDamage = 0.15; // z0dd - ZOD, 9-27-02. Was 0.0825
directDamageType = $DamageType::pistol;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.5;
kickBackStrength = 5.0;
sound = ChaingunProjectile;
ImageSource = "PistolImage";
//dryVelocity = 425.0;
dryVelocity = 2000.0; // z0dd - ZOD, 8-12-02. Was 425.0
wetVelocity = 1750.0;
velInheritFactor = 0.0;
fizzleTimeMS = 3000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
kickBackStrength = 5.0;
sound = ChaingunProjectile;
tracerLength = 25.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
//dryVelocity = 425.0;
dryVelocity = 2000.0; // z0dd - ZOD, 8-12-02. Was 425.0
wetVelocity = 1750.0;
velInheritFactor = 0.0;
fizzleTimeMS = 3000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 25.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.09;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
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;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6;
};
datablock ItemData(pistolAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(pistolAmmo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some .77mm bullets";
computeCRC = true;
computeCRC = true;
};
datablock ItemData(pistol) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_energy_vehicle.dts";
image = pistolImage;
mass = 2;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a Colt Pistol";
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_energy_vehicle.dts";
image = pistolImage;
mass = 2;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a Colt Pistol";
};
datablock ShapeBaseImageData(PistolImage)
{
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = pistol;
offset = "0 0 0";
rotation = "0 1 0 180";
mass = 4;
datablock ShapeBaseImageData(PistolImage) {
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = pistol;
offset = "0 0 0";
rotation = "0 1 0 180";
mass = 4;
ammo = pistolAmmo;
ammo = pistolAmmo;
projectile = coltbullet;
projectileType = tracerProjectile;
projectileSpread = 10.0 / 1000.0;
//ClipStuff
ClipName = "ColtClip";
ClipPickupName["ColtClip"] = "Some .77MM Clips";
ShowsClipInHud = 0;
ClipReloadTime = 2;
ClipReturn = 10;
InitialClips = 950;
HellClipCount = 10;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "Coltee\t25\t100\tGrip";
Challenge[2] = "Coltist\t50\t150\tLaser";
Challenge[3] = "Colt Expert\t100\t250\tSilencer";
Challenge[4] = "Colt Master\t250\t500\tExcessive Duality";
Challenge[5] = "Colt God\t500\t1000\tHSBullets";
Challenge[6] = "Colt Bronze Commendation\t1000\t10000\tNone";
Challenge[7] = "Colt Silver Commendation\t2500\t25000\tNone";
Challenge[8] = "Colt Gold Commendation\t5000\t50000\tNone";
Challenge[9] = "Colt Titan Commendation\t15000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Laser";
Upgrade[3] = "Silencer";
Upgrade[4] = "Excessive Duality";
Upgrade[5] = "HSBullets";
GunName = "Colt Pistol";
//
projectile = coltbullet;
projectileType = tracerProjectile;
projectileSpread = 10.0 / 1000.0;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = PlasmaSwitchSound;
//ClipStuff
ClipName = "ColtClip";
ClipPickupName["ColtClip"] = "Some .77MM Clips";
ShowsClipInHud = 0;
ClipReloadTime = 2;
ClipReturn = 10;
InitialClips = 950;
HellClipCount = 10;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "Coltee\t25\t100\tGrip";
Challenge[2] = "Coltist\t50\t150\tLaser";
Challenge[3] = "Colt Expert\t100\t250\tSilencer";
Challenge[4] = "Colt Master\t250\t500\tExcessive Duality";
Challenge[5] = "Colt God\t500\t1000\tHSBullets";
Challenge[6] = "Colt Bronze Commendation\t1000\t10000\tNone";
Challenge[7] = "Colt Silver Commendation\t2500\t25000\tNone";
Challenge[8] = "Colt Gold Commendation\t5000\t50000\tNone";
Challenge[9] = "Colt Titan Commendation\t15000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Laser";
Upgrade[3] = "Silencer";
Upgrade[4] = "Excessive Duality";
Upgrade[5] = "HSBullets";
GunName = "Colt Pistol";
//
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = PlasmaSwitchSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.1;
stateFire[3] = true;
stateEmitter[3] = "GunFireEffectEmitter";
stateEmitterNode[3] = "muzzlepoint1";
stateEmitterTime[3] = 1;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
//stateSound[3] = PistolFireSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.1;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.1;
stateFire[3] = true;
stateEmitter[3] = "GunFireEffectEmitter";
stateEmitterNode[3] = "muzzlepoint1";
stateEmitterTime[3] = 1;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
//stateSound[3] = PistolFireSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.1;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.5;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.5;
stateTransitionOnTimeout[6] = "NoAmmo";
};
datablock ShapeBaseImageData(PistolImage2) : PistolImage {
offset = "-0.5 0 0";
offset = "-0.5 0 0";
};
function PistolImage::onMount(%this,%obj,%slot) {
Parent::onMount(%this, %obj, %slot);
if(%obj.client.UpgradeOn("Excessive Duality", %this.getName())) {
%obj.mountImage(PistolImage2, 5);
}
function PistolImage::onMount(%this, %obj, %slot) {
Parent::onMount(%this, %obj, %slot);
if(%obj.client.UpgradeOn("Excessive Duality", %this.getName())) {
%obj.mountImage(PistolImage2, 5);
}
}
function PistolImage::onUnmount(%this,%obj,%slot) {
%obj.unmountImage(5);
Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(5);
Parent::onUnmount(%this, %obj, %slot);
}
function PistolImage::onFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else if(%obj.client.UpgradeOn("Excessive Duality", %data.getName())) {
schedule(200, 0, "FirePistolShot", %data, %obj, %slot);
ServerPlay3d(PistolFireSound, %obj.getPosition());
}
else {
ServerPlay3d(PistolFireSound, %obj.getPosition());
}
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else if(%obj.client.UpgradeOn("Excessive Duality", %data.getName())) {
schedule(200, 0, "FirePistolShot", %data, %obj, %slot);
ServerPlay3d(PistolFireSound, %obj.getPosition());
}
else {
ServerPlay3d(PistolFireSound, %obj.getPosition());
}
}
function FirePistolShot(%data, %obj, %slot) {
serverPlay3d("PistolFireSound", %obj.getPosition());
serverPlay3d("PistolFireSound", %obj.getPosition());
%vector = %obj.getMuzzleVector(%slot);
%mp = %obj.getMuzzlePoint(%slot);
%vector = %obj.getMuzzleVector(%slot);
%mp = %obj.getMuzzlePoint(%slot);
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %vector);
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %vector);
%p = new (%data.projectileType)() {
dataBlock = %data.projectile;
initialDirection = %newvector;
initialPosition = %mp;
sourceObject = %obj;
damageFactor = 1;
sourceSlot = %slot;
};
%p.ImageSource = "PistolImage";
%p.WeaponImageSource = "PistolImage";
%p = new (%data.projectileType)() {
dataBlock = %data.projectile;
initialDirection = %newvector;
initialPosition = %mp;
sourceObject = %obj;
damageFactor = 1;
sourceSlot = %slot;
};
%p.ImageSource = "PistolImage";
%p.WeaponImageSource = "PistolImage";
}

View file

@ -2,203 +2,199 @@
// Projectile
//--------------------------------------------------------------------------
datablock TracerProjectileData(CHawkBullet) {
doDynamicClientHits = true;
doDynamicClientHits = true;
directDamage = 0.23; //reduced 0.5
directDamageType = $DamageType::Hawk; //obviously change this
directDamage = 0.17;
directDamageType = $DamageType::CrimsonHawk; //obviously change this
explosion = "BlasterExplosion";
splash = ChaingunSplash;
explosion = "BlasterExplosion";
splash = ChaingunSplash;
sound = ShrikeBlasterProjectileSound;
sound = ShrikeBlasterProjectileSound;
dryVelocity = 425.0;
wetVelocity = 100.0;
velInheritFactor = 1.0;
fizzleTimeMS = 1000;
lifetimeMS = 1000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
ImageSource = "CrimsonHawkImage";
dryVelocity = 425.0;
wetVelocity = 100.0;
velInheritFactor = 1.0;
fizzleTimeMS = 500;
lifetimeMS = 700;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 45.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = "1.0 0.0 0.0 1.0";
ImageSource = "CrimsonHawkImage";
tracerLength = 45.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = "1.0 0.0 0.0 1.0";
tracerTex[0] = "special/shrikeBolt";
tracerTex[1] = "special/shrikeBoltCross";
tracerWidth = 0.55;
crossSize = 0.99;
crossViewAng = 0.990;
renderCross = true;
crossSize = 0.99;
crossViewAng = 0.990;
renderCross = true;
};
datablock ItemData(CrimsonHawkAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(CrimsonHawkAmmo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some .77mm bullets";
computeCRC = true;
computeCRC = true;
};
datablock ItemData(CrimsonHawk) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_energy_vehicle.dts";
image = CrimsonHawkImage;
mass = 2;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a CrimsonHawk Pistol";
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_energy_vehicle.dts";
image = CrimsonHawkImage;
mass = 2;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a Crimson Hawk Pistol";
};
datablock ShapeBaseImageData(CrimsonHawkImage)
{
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = CrimsonHawk;
offset = "0 0 0";
rotation = "0 1 0 180";
mass = 4;
datablock ShapeBaseImageData(CrimsonHawkImage) {
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = CrimsonHawk;
offset = "0 0 0";
rotation = "0 1 0 180";
mass = 4;
ammo = CrimsonHawkAmmo;
ammo = CrimsonHawkAmmo;
projectile = CHawkBullet;
projectileType = tracerProjectile;
projectileSpread = 5.0 / 1000.0;
//ClipStuff
ClipName = "CrimsonHawkClip";
ClipPickupName["CrimsonHawkClip"] = "Some .77MM Clips";
ShowsClipInHud = 0;
ClipReloadTime = 4;
ClipReturn = 15;
InitialClips = 950;
HellClipCount = 10;
//
//RankRequire = $TWM2::RankRequire["CrimsonHawk"];
PrestigeRequire = 5;
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "Crimson Hawk Novice\t25\t100\tNone";
Challenge[2] = "Crimson Hawk Hunter\t50\t150\tGrip";
Challenge[3] = "Crimson Hawk Expert\t100\t250\tLaser";
Challenge[4] = "Crimson Hawk Master\t250\t500\tSilencer";
Challenge[5] = "Crimson Hawk God\t500\t1000\tNone";
Challenge[6] = "Crimson Hawk Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "Crimson Hawk Silver Commendation\t7500\t25000\tNone";
Challenge[8] = "Crimson Hawk Gold Commendation\t25000\t50000\tNone";
Challenge[9] = "Crimson Hawk Titan Commendation\t50000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Laser";
Upgrade[3] = "Silencer";
GunName = "Crimson Hawk";
//
projectile = CHawkBullet;
projectileType = tracerProjectile;
projectileSpread = 5.0 / 1000.0;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = PlasmaSwitchSound;
//ClipStuff
ClipName = "CrimsonHawkClip";
ClipPickupName["CrimsonHawkClip"] = "Some .77MM Clips";
ShowsClipInHud = 0;
ClipReloadTime = 4;
ClipReturn = 15;
InitialClips = 950;
HellClipCount = 10;
//
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
//RankRequire = $TWM2::RankRequire["CrimsonHawk"];
PrestigeRequire = 5;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "Crimson Hawk Novice\t25\t100\tNone";
Challenge[2] = "Crimson Hawk Hunter\t50\t150\tGrip";
Challenge[3] = "Crimson Hawk Expert\t100\t250\tLaser";
Challenge[4] = "Crimson Hawk Master\t250\t500\tSilencer";
Challenge[5] = "Crimson Hawk God\t500\t1000\tNone";
Challenge[6] = "Crimson Hawk Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "Crimson Hawk Silver Commendation\t7500\t25000\tNone";
Challenge[8] = "Crimson Hawk Gold Commendation\t25000\t50000\tNone";
Challenge[9] = "Crimson Hawk Titan Commendation\t50000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Laser";
Upgrade[3] = "Silencer";
GunName = "Crimson Hawk";
//
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Fire2";
stateTimeoutValue[3] = 0.1;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.1;
stateName[4] = "Fire2";
stateTransitionOnTimeout[4] = "Fire3";
stateTimeoutValue[4] = 0.1;
stateFire[4] = true;
stateRecoil[4] = LightRecoil;
stateAllowImageChange[4] = false;
stateScript[4] = "onFire";
stateEmitterTime[4] = 0.1;
stateName[5] = "Fire3";
stateTransitionOnTimeout[5] = "Fire4";
stateTimeoutValue[5] = 0.1;
stateFire[5] = true;
stateRecoil[5] = LightRecoil;
stateAllowImageChange[5] = false;
stateScript[5] = "onFire";
stateEmitterTime[5] = 0.1;
stateName[6] = "Fire4";
stateTransitionOnTimeout[6] = "Fire5";
stateTimeoutValue[6] = 0.1;
stateFire[6] = true;
stateRecoil[6] = LightRecoil;
stateAllowImageChange[6] = false;
stateScript[6] = "onFire";
stateEmitterTime[6] = 0.1;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = PlasmaSwitchSound;
stateName[7] = "Fire5";
stateTransitionOnTimeout[7] = "Reload";
stateTimeoutValue[7] = 0.1;
stateFire[7] = true;
stateRecoil[7] = LightRecoil;
stateAllowImageChange[7] = false;
stateScript[7] = "onFire";
stateEmitterTime[7] = 0.1;
//stateSound[3] = PistolFireSound;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[8] = "Reload";
stateTransitionOnNoAmmo[8] = "NoAmmo";
stateTransitionOnTimeout[8] = "Ready";
stateTimeoutValue[8] = 0.1;
stateAllowImageChange[8] = false;
stateSequence[8] = "Reload";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[9] = "NoAmmo";
stateTransitionOnAmmo[9] = "Reload";
stateSequence[9] = "NoAmmo";
stateTransitionOnTriggerDown[9] = "DryFire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Fire2";
stateTimeoutValue[3] = 0.1;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.1;
stateName[10] = "DryFire";
stateSound[10] = ChaingunDryFireSound;
stateTimeoutValue[10] = 1.5;
stateTransitionOnTimeout[10] = "NoAmmo";
stateName[4] = "Fire2";
stateTransitionOnTimeout[4] = "Fire3";
stateTimeoutValue[4] = 0.1;
stateFire[4] = true;
stateRecoil[4] = LightRecoil;
stateAllowImageChange[4] = false;
stateScript[4] = "onFire";
stateEmitterTime[4] = 0.1;
stateName[5] = "Fire3";
stateTransitionOnTimeout[5] = "Fire4";
stateTimeoutValue[5] = 0.1;
stateFire[5] = true;
stateRecoil[5] = LightRecoil;
stateAllowImageChange[5] = false;
stateScript[5] = "onFire";
stateEmitterTime[5] = 0.1;
stateName[6] = "Fire4";
stateTransitionOnTimeout[6] = "Fire5";
stateTimeoutValue[6] = 0.1;
stateFire[6] = true;
stateRecoil[6] = LightRecoil;
stateAllowImageChange[6] = false;
stateScript[6] = "onFire";
stateEmitterTime[6] = 0.1;
stateName[7] = "Fire5";
stateTransitionOnTimeout[7] = "Reload";
stateTimeoutValue[7] = 0.1;
stateFire[7] = true;
stateRecoil[7] = LightRecoil;
stateAllowImageChange[7] = false;
stateScript[7] = "onFire";
stateEmitterTime[7] = 0.1;
//stateSound[3] = PistolFireSound;
stateName[8] = "Reload";
stateTransitionOnNoAmmo[8] = "NoAmmo";
stateTransitionOnTimeout[8] = "Ready";
stateTimeoutValue[8] = 0.1;
stateAllowImageChange[8] = false;
stateSequence[8] = "Reload";
stateName[9] = "NoAmmo";
stateTransitionOnAmmo[9] = "Reload";
stateSequence[9] = "NoAmmo";
stateTransitionOnTriggerDown[9] = "DryFire";
stateName[10] = "DryFire";
stateSound[10] = ChaingunDryFireSound;
stateTimeoutValue[10] = 1.5;
stateTransitionOnTimeout[10] = "NoAmmo";
};
function CrimsonHawkImage::onMount(%this,%obj,%slot) {
Parent::onMount(%this, %obj, %slot);
Parent::onMount(%this, %obj, %slot);
}
function CrimsonHawkImage::onFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(PistolFireSound, %obj.getPosition());
}
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(PistolFireSound, %obj.getPosition());
}
}

View file

@ -1,163 +1,161 @@
datablock ItemData(LD06SavagerAmmo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some LD06Savager rounds";
computeCRC = true;
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(LD06SavagerImage) {
className = WeaponImage;
shapeFile = "weapon_plasma.dts";
item = LD06Savager;
ammo = LD06SavagerAmmo;
projectile = Wp400Pellet;
projectileType = TracerProjectile;
emap = true;
mass = 20;
className = WeaponImage;
shapeFile = "weapon_plasma.dts";
item = LD06Savager;
ammo = LD06SavagerAmmo;
projectile = Wp400Pellet;
projectileType = TracerProjectile;
emap = true;
mass = 20;
casing = ShellDebris;
shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B
shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
shellExitVariance = 10.0;
shellVelocity = 4.0;
casing = ShellDebris;
shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B
shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
shellExitVariance = 10.0;
shellVelocity = 4.0;
//ClipStuff
ClipName = "LD06SavagerClip";
ClipPickupName["LD06SavagerClip"] = "some LD06Savager Clip Boxes";
ShowsClipInHud = 0;
ClipReloadTime = 5;
ClipReturn = 10;
InitialClips = 999;
HellClipCount = 7;
//
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "LD06 Killer\t50\t100\tNone";
Challenge[2] = "LD06 Expert\t100\t250\tNone";
Challenge[3] = "LD06 Master\t250\t500\tNone";
Challenge[4] = "LD06 God\t500\t1000\tSilencer";
Challenge[5] = "LD06 Bronze Commendation\t1000\t10000\tNone";
Challenge[6] = "LD06 Silver Commendation\t2500\t25000\tNone";
Challenge[7] = "LD06 Gold Commendation\t5000\t50000\tNone";
Challenge[8] = "LD06 Titan Commendation\t15000\t75000\tNone";
Upgrade[1] = "Silencer";
GunName = "LD06 Savager";
MedalRequire = 1;
//ClipStuff
ClipName = "LD06SavagerClip";
ClipPickupName["LD06SavagerClip"] = "some LD06Savager Clip Boxes";
ShowsClipInHud = 0;
ClipReloadTime = 5;
ClipReturn = 10;
InitialClips = 999;
HellClipCount = 7;
//
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "LD06 Killer\t50\t100\tNone";
Challenge[2] = "LD06 Expert\t100\t250\tNone";
Challenge[3] = "LD06 Master\t250\t500\tNone";
Challenge[4] = "LD06 God\t500\t1000\tSilencer";
Challenge[5] = "LD06 Bronze Commendation\t1000\t10000\tNone";
Challenge[6] = "LD06 Silver Commendation\t2500\t25000\tNone";
Challenge[7] = "LD06 Gold Commendation\t5000\t50000\tNone";
Challenge[8] = "LD06 Titan Commendation\t15000\t75000\tNone";
Upgrade[1] = "Silencer";
GunName = "LD06 Savager";
projectileSpread = 10.0 / 1000.0;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.3;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
MedalRequire = 1;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
projectileSpread = 10.0 / 1000.0;
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.0001;
stateFire[3] = true;
stateEjectShell[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateSound[3] = SniperFireSound;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.3;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.6;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.0001;
stateFire[3] = true;
stateEjectShell[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateSound[3] = SniperFireSound;
stateName[7] = "WetFire";
stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.6;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire";
stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
};
datablock ItemData(LD06Savager)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_plasma.dts";
image = LD06SavagerImage;
mass = 1.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a LD06Savager";
datablock ItemData(LD06Savager) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_plasma.dts";
image = LD06SavagerImage;
mass = 1.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a LD06Savager";
computeCRC = true;
emap = true;
computeCRC = true;
emap = true;
};
function LD06SavagerImage::onMount(%this,%obj,%slot) {
Parent::onMount(%this, %obj, %slot);
function LD06SavagerImage::onMount(%this, %obj, %slot) {
Parent::onMount(%this, %obj, %slot);
}
function LD06SavagerImage::onFire(%data,%obj,%slot) {
%obj.applyKick(-250);
%obj.decInventory(%data.ammo,1);
serverPlay3D(ShotgunFireSound, %obj.getPosition());
%obj.applyKick(-250);
%obj.decInventory(%data.ammo,1);
%vector = %obj.getMuzzleVector(%slot);
%mp = %obj.getMuzzlePoint(%slot);
serverPlay3D(ShotgunFireSound, %obj.getPosition());
%vector = %obj.getMuzzleVector(%slot);
%mp = %obj.getMuzzlePoint(%slot);
for (%i=0; %i < 5; %i++) {
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %vector);
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %vector);
%p = new (%data.projectileType)() {
dataBlock = %data.projectile;
initialDirection = %newvector;
initialPosition = %mp;
sourceObject = %obj;
damageFactor = 1;
sourceSlot = %slot;
};
%p.WeaponImageSource = %data.getName();
%p.ImageSource = "LD06SavagerImage";
}
if(%obj.inv[LD06SavagerAmmo] == 0) { //Added Phantom139, TWM2
AttemptReload(%data, %obj, %slot);
}
%p = new (%data.projectileType)() {
dataBlock = %data.projectile;
initialDirection = %newvector;
initialPosition = %mp;
sourceObject = %obj;
damageFactor = 1;
sourceSlot = %slot;
};
%p.WeaponImageSource = %data.getName();
%p.ImageSource = "LD06SavagerImage";
}
if(%obj.inv[LD06SavagerAmmo] == 0) { //Added Phantom139, TWM2
AttemptReload(%data, %obj, %slot);
}
}

View file

@ -3,195 +3,192 @@
//--------------------------------------------------------------------------
datablock TracerProjectileData(m93Bullet) {
doDynamicClientHits = true;
doDynamicClientHits = true;
directDamage = 0.22; // reduced .26
directDamageType = $DamageType::m93;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.5;
directDamage = 0.22; // reduced .26
directDamageType = $DamageType::M93;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.5;
kickBackStrength = 5.0;
sound = ChaingunProjectile;
ImageSource = "m93Image";
kickBackStrength = 5.0;
sound = ChaingunProjectile;
//dryVelocity = 425.0;
dryVelocity = 2000.0; // z0dd - ZOD, 8-12-02. Was 425.0
wetVelocity = 1750.0;
velInheritFactor = 0.0;
fizzleTimeMS = 3000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
ImageSource = "m93Image";
tracerLength = 25.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
//dryVelocity = 425.0;
dryVelocity = 2000.0; // z0dd - ZOD, 8-12-02. Was 425.0
wetVelocity = 1750.0;
velInheritFactor = 0.0;
fizzleTimeMS = 3000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 25.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.09;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
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;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6;
};
datablock ItemData(m93Ammo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(m93Ammo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some .77mm bullets";
computeCRC = true;
computeCRC = true;
};
datablock ItemData(m93) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_energy_vehicle.dts";
image = m93Image;
mass = 2;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a m93 Pistol";
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_energy_vehicle.dts";
image = m93Image;
mass = 2;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a m93 Pistol";
};
datablock ShapeBaseImageData(m93Image)
{
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = m93;
offset = "0 0 0";
rotation = "0 1 0 180";
mass = 4;
datablock ShapeBaseImageData(m93Image) {
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = m93;
offset = "0 0 0";
rotation = "0 1 0 180";
mass = 4;
ammo = m93Ammo;
ammo = m93Ammo;
projectile = m93bullet;
projectileType = tracerProjectile;
projectileSpread = 6.0 / 1000.0;
//ClipStuff
ClipName = "m93Clip";
ClipPickupName["m93Clip"] = "Some .77MM Clips";
ShowsClipInHud = 0;
ClipReloadTime = 4;
ClipReturn = 15;
InitialClips = 950;
HellClipCount = 10;
//
RankRequire = $TWM2::RankRequire["ALSWP"];
PrestigeRequire = 2;
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "m93 Novice\t25\t100\tNone";
Challenge[2] = "m93 Hunter\t50\t150\tGrip";
Challenge[3] = "m93 Expert\t100\t250\tLaser";
Challenge[4] = "m93 Master\t250\t500\tSilencer";
Challenge[5] = "m93 God\t500\t1000\tHSBullets";
Challenge[6] = "m93 Bronze Commendation\t1000\t10000\tNone";
Challenge[7] = "m93 Silver Commendation\t2500\t25000\tNone";
Challenge[8] = "m93 Gold Commendation\t5000\t50000\tNone";
Challenge[9] = "m93 Titan Commendation\t15000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Laser";
Upgrade[3] = "Silencer";
Upgrade[4] = "HSBullets";
GunName = "M93 Pistol";
//
projectile = m93bullet;
projectileType = tracerProjectile;
projectileSpread = 6.0 / 1000.0;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = PlasmaSwitchSound;
//ClipStuff
ClipName = "m93Clip";
ClipPickupName["m93Clip"] = "Some .77MM Clips";
ShowsClipInHud = 0;
ClipReloadTime = 4;
ClipReturn = 15;
InitialClips = 950;
HellClipCount = 10;
//
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
RankRequire = $TWM2::RankRequire["ALSWP"];
PrestigeRequire = 2;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "m93 Novice\t25\t100\tNone";
Challenge[2] = "m93 Hunter\t50\t150\tGrip";
Challenge[3] = "m93 Expert\t100\t250\tLaser";
Challenge[4] = "m93 Master\t250\t500\tSilencer";
Challenge[5] = "m93 God\t500\t1000\tHSBullets";
Challenge[6] = "m93 Bronze Commendation\t1000\t10000\tNone";
Challenge[7] = "m93 Silver Commendation\t2500\t25000\tNone";
Challenge[8] = "m93 Gold Commendation\t5000\t50000\tNone";
Challenge[9] = "m93 Titan Commendation\t15000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Laser";
Upgrade[3] = "Silencer";
Upgrade[4] = "HSBullets";
GunName = "M93 Pistol";
//
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Fire2";
stateTimeoutValue[3] = 0.1;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.1;
stateName[4] = "Fire2";
stateTransitionOnTimeout[4] = "Fire3";
stateTimeoutValue[4] = 0.1;
stateFire[4] = true;
stateRecoil[4] = LightRecoil;
stateAllowImageChange[4] = false;
stateScript[4] = "onFire";
stateEmitterTime[4] = 0.1;
stateName[5] = "Fire3";
stateTransitionOnTimeout[5] = "Reload";
stateTimeoutValue[5] = 0.1;
stateFire[5] = true;
stateRecoil[5] = LightRecoil;
stateAllowImageChange[5] = false;
stateScript[5] = "onFire";
stateEmitterTime[5] = 0.1;
//stateSound[3] = PistolFireSound;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = PlasmaSwitchSound;
stateName[6] = "Reload";
stateTransitionOnNoAmmo[6] = "NoAmmo";
stateTransitionOnTimeout[6] = "Ready";
stateTimeoutValue[6] = 0.1;
stateAllowImageChange[6] = false;
stateSequence[6] = "Reload";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[7] = "NoAmmo";
stateTransitionOnAmmo[7] = "Reload";
stateSequence[7] = "NoAmmo";
stateTransitionOnTriggerDown[7] = "DryFire";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[8] = "DryFire";
stateSound[8] = ChaingunDryFireSound;
stateTimeoutValue[8] = 1.5;
stateTransitionOnTimeout[8] = "NoAmmo";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Fire2";
stateTimeoutValue[3] = 0.1;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.1;
stateName[4] = "Fire2";
stateTransitionOnTimeout[4] = "Fire3";
stateTimeoutValue[4] = 0.1;
stateFire[4] = true;
stateRecoil[4] = LightRecoil;
stateAllowImageChange[4] = false;
stateScript[4] = "onFire";
stateEmitterTime[4] = 0.1;
stateName[5] = "Fire3";
stateTransitionOnTimeout[5] = "Reload";
stateTimeoutValue[5] = 0.1;
stateFire[5] = true;
stateRecoil[5] = LightRecoil;
stateAllowImageChange[5] = false;
stateScript[5] = "onFire";
stateEmitterTime[5] = 0.1;
//stateSound[3] = PistolFireSound;
stateName[6] = "Reload";
stateTransitionOnNoAmmo[6] = "NoAmmo";
stateTransitionOnTimeout[6] = "Ready";
stateTimeoutValue[6] = 0.1;
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] = 1.5;
stateTransitionOnTimeout[8] = "NoAmmo";
};
function m93Image::onMount(%this,%obj,%slot) {
Parent::onMount(%this, %obj, %slot);
Parent::onMount(%this, %obj, %slot);
}
function m93Image::onFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(PistolFireSound, %obj.getPosition());
}
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(PistolFireSound, %obj.getPosition());
}
}

View file

@ -1,247 +1,245 @@
// Pulse Phaser Weapon
datablock AudioProfile(PPWFireSound)
{
filename = "fx/powered/turret_outdoor_fire.wav";
description = AudioDefault3d;
preload = true;
datablock AudioProfile(PPWFireSound) {
filename = "fx/powered/turret_outdoor_fire.wav";
description = AudioDefault3d;
preload = true;
};
datablock LinearFlareProjectileData(phaserBolt) {
directDamage = 0.2; //reduced 0.45
directDamageType = $DamageType::Phaser;
explosion = "BlasterExplosion";
kickBackStrength = 0.0;
directDamage = 0.26;
directDamageType = $DamageType::ES77PulsePhaser;
explosion = "BlasterExplosion";
kickBackStrength = 0.0;
dryVelocity = 120.0;
wetVelocity = 40.0;
velInheritFactor = 0.5;
fizzleTimeMS = 2000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
ImageSource = "PulsePhaserImage";
dryVelocity = 160.0;
wetVelocity = 40.0;
velInheritFactor = 0.5;
fizzleTimeMS = 1300;
lifetimeMS = 1500;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
numFlares = 20;
size = 0.10;
flareColor = "0 1 0";
flareModTexture = "flaremod";
flareBaseTexture = "flarebase";
ImageSource = "PulsePhaserImage";
sound = BlasterProjectileSound;
numFlares = 20;
size = 0.10;
flareColor = "0 1 0";
flareModTexture = "flaremod";
flareBaseTexture = "flarebase";
hasLight = true;
lightRadius = 3.0;
lightColor = "1 1 1";
sound = BlasterProjectileSound;
hasLight = true;
lightRadius = 3.0;
lightColor = "1 1 1";
};
datablock LinearFlareProjectileData(TrevorPhaserBolt) {
directDamage = 0.21; //reduced .485
directDamageType = $DamageType::Phaser;
explosion = "BlasterExplosion";
kickBackStrength = 0.0;
directDamage = 0.3;
directDamageType = $DamageType::ES77PulsePhaser;
explosion = "BlasterExplosion";
kickBackStrength = 0.0;
dryVelocity = 120.0;
wetVelocity = 40.0;
velInheritFactor = 0.5;
fizzleTimeMS = 2000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
dryVelocity = 160.0;
wetVelocity = 40.0;
velInheritFactor = 0.5;
fizzleTimeMS = 1300;
lifetimeMS = 1500;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
ImageSource = "PulsePhaserImage";
ImageSource = "PulsePhaserImage";
numFlares = 20;
size = 0.10;
flareColor = "0.5 0.1 0.9";
flareModTexture = "flaremod";
flareBaseTexture = "flarebase";
numFlares = 20;
size = 0.10;
flareColor = "0.5 0.1 0.9";
flareModTexture = "flaremod";
flareBaseTexture = "flarebase";
sound = BlasterProjectileSound;
sound = BlasterProjectileSound;
hasLight = true;
lightRadius = 3.0;
lightColor = "1 1 1";
hasLight = true;
lightRadius = 3.0;
lightColor = "1 1 1";
};
datablock ShapeBaseImageData(PulsePhaserImage) {
className = WeaponImage;
shapeFile = "weapon_energy.dts";
item = PulsePhaser;
projectile = phaserBolt;
projectileType = LinearFlareProjectile;
HasChallenges = 1;
ChallengeCt = 10;
Challenge[1] = "Phaser Killer\t50\t100\tNone";
Challenge[2] = "Phaser Hunter\t150\t250\tNone";
Challenge[3] = "Phaser Expert\t250\t500\tLaser";
Challenge[4] = "Phaser Master\t500\t1000\tTriple Burst";
Challenge[5] = "Phaser God\t1000\t2000\tShotgun";
Challenge[6] = "Phaser Legend\t1500\t5000\tPhaser Blades";
Challenge[7] = "Phaser Bronze Commendation\t3000\t10000\tNone";
Challenge[8] = "Phaser Silver Commendation\t6000\t25000\tNone";
Challenge[9] = "Phaser Gold Commendation\t12500\t50000\tNone";
Challenge[10] = "Phaser Titan Commendation\t35000\t75000\tNone";
Upgrade[1] = "Laser";
Upgrade[2] = "Triple Burst";
Upgrade[3] = "Shotgun";
Upgrade[4] = "Phaser Blades";
GunName = "ES-77 Pulse Phaser";
className = WeaponImage;
shapeFile = "weapon_energy.dts";
item = PulsePhaser;
projectile = phaserBolt;
projectileType = LinearFlareProjectile;
RankRequire = $TWM2::RankRequire["PulsePhaser"];
HasChallenges = 1;
ChallengeCt = 10;
Challenge[1] = "Phaser Killer\t50\t100\tNone";
Challenge[2] = "Phaser Hunter\t150\t250\tNone";
Challenge[3] = "Phaser Expert\t250\t500\tLaser";
Challenge[4] = "Phaser Master\t500\t1000\tTriple Burst";
Challenge[5] = "Phaser God\t1000\t2000\tShotgun";
Challenge[6] = "Phaser Legend\t1500\t5000\tPhaser Blades";
Challenge[7] = "Phaser Bronze Commendation\t3000\t10000\tNone";
Challenge[8] = "Phaser Silver Commendation\t6000\t25000\tNone";
Challenge[9] = "Phaser Gold Commendation\t12500\t50000\tNone";
Challenge[10] = "Phaser Titan Commendation\t35000\t75000\tNone";
Upgrade[1] = "Laser";
Upgrade[2] = "Triple Burst";
Upgrade[3] = "Shotgun";
Upgrade[4] = "Phaser Blades";
GunName = "ES-77 Pulse Phaser";
usesEnergy = true;
fireEnergy = 4;
minEnergy = 4;
RankRequire = $TWM2::RankRequire["PulsePhaser"];
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = BlasterSwitchSound;
usesEnergy = true;
fireEnergy = 4;
minEnergy = 4;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = BlasterSwitchSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.3;
stateFire[3] = true;
stateRecoil[3] = NoRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateSound[3] = PPWFireSound;
stateScript[3] = "onFire";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.3;
stateFire[3] = true;
stateRecoil[3] = NoRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateSound[3] = PPWFireSound;
stateScript[3] = "onFire";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[6] = "DryFire";
stateTimeoutValue[6] = 0.3;
stateSound[6] = BlasterDryFireSound;
stateTransitionOnTimeout[6] = "Ready";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateTimeoutValue[6] = 0.3;
stateSound[6] = BlasterDryFireSound;
stateTransitionOnTimeout[6] = "Ready";
};
datablock ItemData(PulsePhaser) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_energy.dts";
image = PulsePhaserImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_energy.dts";
image = PulsePhaserImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a Pulse Phaser";
};
datablock ShapeBaseImageData(Phaser2Image) : PulsePhaserImage {
shapeFile = "weapon_ELF.dts";
offset = "0 0.3 0.2";
rotation = "0 1 0 180";
shapeFile = "weapon_ELF.dts";
offset = "0 0.3 0.2";
rotation = "0 1 0 180";
};
datablock ShapeBaseImageData(Phaser3Image) : PulsePhaserImage {
shapeFile = "weapon_ELF.dts";
offset = "0 .5 0";
shapeFile = "weapon_ELF.dts";
offset = "0 .5 0";
};
function PulsePhaserImage::onMount(%this, %obj, %slot) {
Parent::onMount(%this, %obj, %slot);
if(%obj.client.UpgradeOn("Phaser Blades", %this.getName())) {
%obj.mountImage(Phaser2Image, 5);
%obj.mountImage(Phaser3Image, 6);
}
Parent::onMount(%this, %obj, %slot);
if(%obj.client.UpgradeOn("Phaser Blades", %this.getName())) {
%obj.mountImage(Phaser2Image, 5);
%obj.mountImage(Phaser3Image, 6);
}
}
function PulsePhaserImage::onUnmount(%this,%obj,%slot) {
%obj.unmountImage(5);
%obj.unmountImage(6);
Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(5);
%obj.unmountImage(6);
Parent::onUnmount(%this, %obj, %slot);
}
function PulsePhaserImage::onFire(%data,%obj,%slot) {
if(%obj.cannotFire) {
return;
}
%vector = %obj.getMuzzleVector(%slot);
%mp = %obj.getMuzzlePoint(%slot);
if(%obj.client.UpgradeOn("Triple Burst", %data.getName())) {
%p1 = Parent::OnFire(%data, %obj, %slot);
if(%obj.cannotFire) {
return;
}
%vector = %obj.getMuzzleVector(%slot);
%mp = %obj.getMuzzlePoint(%slot);
if(%obj.client.UpgradeOn("Triple Burst", %data.getName())) {
%p1 = Parent::OnFire(%data, %obj, %slot);
%p2 = Schedule(100, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector, %obj);
%p2.WeaponImageSource = "PulsePhaserImage";
schedule(100, 0, "ServerPlay3D", "PPWFireSound", %obj.getPosition());
%p2 = Schedule(100, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector, %obj);
%p2.WeaponImageSource = "PulsePhaserImage";
schedule(100, 0, "ServerPlay3D", "PPWFireSound", %obj.getPosition());
%p3 = Schedule(250, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector, %obj);
%p3.WeaponImageSource = "PulsePhaserImage";
schedule(250, 0, "ServerPlay3D", "PPWFireSound", %obj.getPosition());
ResetFireRestrict(%obj, 1);
schedule(1350, 0, "ResetFireRestrict", %obj, 0);
}
else if(%obj.client.UpgradeOn("Shotgun", %data.getName())) {
for (%i=0; %i < 3; %i++) {
%x = (getRandom() - 0.5) * 2 * 3.1415926 * (11/1000);
%y = (getRandom() - 0.5) * 2 * 3.1415926 * (11/1000);
%z = (getRandom() - 0.5) * 2 * 3.1415926 * (11/1000);
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %vector);
%p3 = Schedule(250, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector, %obj);
%p3.WeaponImageSource = "PulsePhaserImage";
schedule(250, 0, "ServerPlay3D", "PPWFireSound", %obj.getPosition());
%p = new (%data.projectileType)() {
dataBlock = %data.projectile;
initialDirection = %newvector;
initialPosition = %mp;
sourceObject = %obj;
damageFactor = 1;
sourceSlot = %slot;
};
ResetFireRestrict(%obj, 1);
schedule(1350, 0, "ResetFireRestrict", %obj, 0);
}
else if(%obj.client.UpgradeOn("Shotgun", %data.getName())) {
for (%i=0; %i < 3; %i++) {
%x = (getRandom() - 0.5) * 2 * 3.1415926 * (11/1000);
%y = (getRandom() - 0.5) * 2 * 3.1415926 * (11/1000);
%z = (getRandom() - 0.5) * 2 * 3.1415926 * (11/1000);
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %vector);
%p.WeaponImageSource = "PulsePhaserImage";
}
ResetFireRestrict(%obj, 1);
schedule(1200, 0, "ResetFireRestrict", %obj, 0);
}
else if(%obj.client.UpgradeOn("Phaser Blades", %data.getName())) {
serverPlay3D("BomberTurretFireSound", %obj.getPosition());
%p = new (%data.projectileType)() {
dataBlock = TrevorPhaserBolt;
initialDirection = %vector;
initialPosition = %mp;
sourceObject = %obj;
damageFactor = 1;
sourceSlot = %slot;
};
%p = new (%data.projectileType)() {
dataBlock = %data.projectile;
initialDirection = %newvector;
initialPosition = %mp;
sourceObject = %obj;
damageFactor = 1;
sourceSlot = %slot;
};
%p.WeaponImageSource = "PulsePhaserImage";
}
else {
%p = Parent::OnFire(%data,%obj,%slot);
}
%p.WeaponImageSource = "PulsePhaserImage";
}
ResetFireRestrict(%obj, 1);
schedule(1200, 0, "ResetFireRestrict", %obj, 0);
}
else if(%obj.client.UpgradeOn("Phaser Blades", %data.getName())) {
serverPlay3D("BomberTurretFireSound", %obj.getPosition());
%p = new (%data.projectileType)() {
dataBlock = TrevorPhaserBolt;
initialDirection = %vector;
initialPosition = %mp;
sourceObject = %obj;
damageFactor = 1;
sourceSlot = %slot;
};
%p.WeaponImageSource = "PulsePhaserImage";
}
else {
%p = Parent::OnFire(%data,%obj,%slot);
}
}
function ResetFireRestrict(%plyr, %onOff) {
%plyr.cannotFire = %onOff;
}
%plyr.cannotFire = %onOff;
}

View file

@ -1,210 +1,206 @@
datablock AudioProfile(ALSWPFireSound) {
filename = "fx/weapons/cg_hard1.wav";
description = AudioDefault3d;
preload = true;
datablock AudioProfile(ALSWPFireSound) {
filename = "fx/weapons/cg_hard1.wav";
description = AudioDefault3d;
preload = true;
};
datablock TracerProjectileData(ALSWPBullet){
doDynamicClientHits = true;
doDynamicClientHits = true;
directDamage = 0.5;
directDamageType = $DamageType::ALSWP;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.35;
directDamage = 0.5;
directDamageType = $DamageType::ALSWP;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.35;
HeadShotKill = 0;
ImageSource = "ALSWPSniperRifleImage";
HeadShotKill = 0;
kickBackStrength = 15.0;
sound = ChaingunProjectile;
ImageSource = "ALSWPSniperRifleImage";
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;
kickBackStrength = 15.0;
sound = ChaingunProjectile;
tracerLength = 20.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
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";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.09;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
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;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6;
};
datablock ItemData(ALSWPSniperRifleAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(ALSWPSniperRifleAmmo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "Some ALSWP Sniper Rifle Ammo";
computeCRC = true;
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(ALSWPSniperRifleImage) {
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = ALSWPSniperRifle;
ammo = ALSWPSniperRifleAmmo;
projectile = ALSWPBullet;
projectileType = TracerProjectile;
emap = true;
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = ALSWPSniperRifle;
ammo = ALSWPSniperRifleAmmo;
projectile = ALSWPBullet;
projectileType = TracerProjectile;
emap = true;
armThread = looksn;
armThread = looksn;
//ClipStuff
ClipName = "ALSWPClip";
ClipPickupName["ALSWPClip"] = "A Few Boxes Of ALSWP Sniper Bullets";
ShowsClipInHud = 1;
ClipReloadTime = 5;
ClipReturn = 10;
InitialClips = 6;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "ALSWP Hunter\t100\t150\tNone";
Challenge[2] = "ALSWP Expert\t200\t250\tNone";
Challenge[3] = "ALSWP Master\t500\t500\tLaser";
Challenge[4] = "ALSWP God\t1000\t1000\tSilencer";
Challenge[5] = "ALSWP Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "ALSWP Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "ALSWP Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "ALSWP Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Laser";
Upgrade[2] = "Silencer";
GunName = "ALSWP Sniper Rifle";
//
//ClipStuff
ClipName = "ALSWPClip";
ClipPickupName["ALSWPClip"] = "A Few Boxes Of ALSWP Sniper Bullets";
ShowsClipInHud = 1;
ClipReloadTime = 5;
ClipReturn = 10;
InitialClips = 6;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "ALSWP Hunter\t100\t150\tNone";
Challenge[2] = "ALSWP Expert\t200\t250\tNone";
Challenge[3] = "ALSWP Master\t500\t500\tLaser";
Challenge[4] = "ALSWP God\t1000\t1000\tSilencer";
Challenge[5] = "ALSWP Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "ALSWP Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "ALSWP Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "ALSWP Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Laser";
Upgrade[2] = "Silencer";
GunName = "ALSWP Sniper Rifle";
//
RankRequire = $TWM2::RankRequire["ALSWP"];
RankRequire = $TWM2::RankRequire["ALSWP"];
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
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[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
//stateSound[3] = "ALSWPFireSound";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
//stateSound[3] = "ALSWPFireSound";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.6;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.6;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
};
datablock ItemData(ALSWPSniperRifle)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = ALSWPSniperRifleImage;
mass = 1.0;
elasticity = 0.0;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a ALSWP Sniper Rifle";
datablock ItemData(ALSWPSniperRifle) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = ALSWPSniperRifleImage;
mass = 1.0;
elasticity = 0.0;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a ALSWP Sniper Rifle";
computeCRC = true;
emap = true;
computeCRC = true;
emap = true;
};
function ALSWPSniperRifleImage::onMount(%this,%obj,%slot) {
if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1);
%obj.throwweapon(0);
}
Parent::onMount(%this, %obj, %slot);
if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1);
%obj.throwweapon(0);
}
Parent::onMount(%this, %obj, %slot);
}
function ALSWPSniperRifleImage::onUnmount(%this,%obj,%slot) {
Parent::onUnmount(%this, %obj, %slot);
Parent::onUnmount(%this, %obj, %slot);
}
function ALSWPSniperRifleImage::onFire(%data, %obj, %slot) {
if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1);
%obj.throwweapon(0);
}
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(ALSWPFireSound, %obj.getPosition());
}
if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1);
%obj.throwweapon(0);
}
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(ALSWPFireSound, %obj.getPosition());
}
}

View file

@ -1,225 +1,221 @@
datablock AudioProfile(G17FireSound) {
filename = "fx/weapons/cg_metal4.wav";
description = AudioDefault3d;
preload = true;
filename = "fx/weapons/cg_metal4.wav";
description = AudioDefault3d;
preload = true;
};
datablock TracerProjectileData(G17Bullet){
doDynamicClientHits = true;
doDynamicClientHits = true;
directDamage = 0.25;
directDamageType = $DamageType::G17;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.35;
directDamage = 0.55;
directDamageType = $DamageType::G17;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.35;
HeadShotKill = 1;
ImageSource = "G17SniperRifleImage";
HeadShotKill = 1;
kickBackStrength = 15.0;
sound = ChaingunProjectile;
ImageSource = "G17SniperRifleImage";
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;
kickBackStrength = 15.0;
sound = ChaingunProjectile;
tracerLength = 20.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
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";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.09;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
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;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6;
};
datablock ItemData(G17SniperRifleAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(G17SniperRifleAmmo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "Some G17 Sniper Rifle Ammo";
computeCRC = true;
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(G17SniperRifleImage) {
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = G17SniperRifle;
ammo = G17SniperRifleAmmo;
projectile = G17Bullet;
projectileType = TracerProjectile;
emap = true;
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = G17SniperRifle;
ammo = G17SniperRifleAmmo;
projectile = G17Bullet;
projectileType = TracerProjectile;
emap = true;
armThread = looksn;
armThread = looksn;
//ClipStuff
ClipName = "G17Clip";
ClipPickupName["G17Clip"] = "A Few Boxes Of G17 Sniper Bullets";
ShowsClipInHud = 1;
ClipReloadTime = 4;
ClipReturn = 1;
InitialClips = 10;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "G17 Hunter\t100\t150\tNone";
Challenge[2] = "G17 Expert\t200\t250\tNone";
Challenge[3] = "G17 Master\t500\t500\tLaser";
Challenge[4] = "G17 God\t1000\t1000\tSilencer";
Challenge[5] = "G17 Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "G17 Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "G17 Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "G17 Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Laser";
Upgrade[2] = "Silencer";
GunName = "G17 Sniper Rifle";
//
//ClipStuff
ClipName = "G17Clip";
ClipPickupName["G17Clip"] = "A Few Boxes Of G17 Sniper Bullets";
ShowsClipInHud = 1;
ClipReloadTime = 4;
ClipReturn = 1;
InitialClips = 10;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "G17 Hunter\t100\t150\tNone";
Challenge[2] = "G17 Expert\t200\t250\tNone";
Challenge[3] = "G17 Master\t500\t500\tLaser";
Challenge[4] = "G17 God\t1000\t1000\tSilencer";
Challenge[5] = "G17 Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "G17 Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "G17 Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "G17 Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Laser";
Upgrade[2] = "Silencer";
GunName = "G17 Sniper Rifle";
//
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
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[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
//stateSound[3] = "G17FireSound";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
//stateSound[3] = "G17FireSound";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 1.1;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.7;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
};
datablock ItemData(G17SniperRifle)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = G17SniperRifleImage;
mass = 1.0;
elasticity = 0.0;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a G17 Sniper Rifle";
datablock ItemData(G17SniperRifle) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = G17SniperRifleImage;
mass = 1.0;
elasticity = 0.0;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a G17 Sniper Rifle";
computeCRC = true;
emap = true;
computeCRC = true;
emap = true;
};
//Two images make the scope
datablock ShapeBaseImageData(G17ScopeImage) : G17SniperRifleImage {
shapeFile = "turret_belly_barrell.dts";
offset = "0 0.25 0.25";
rotation = "1 0 0 180";
shapeFile = "turret_belly_barrell.dts";
offset = "0 0.25 0.25";
rotation = "1 0 0 180";
};
datablock ShapeBaseImageData(G17ScopeImage2) : G17SniperRifleImage {
shapeFile = "turret_belly_barrell.dts";
offset = "0 0.3 0.25";
rotation = "1 0 0 0";
shapeFile = "turret_belly_barrell.dts";
offset = "0 0.3 0.25";
rotation = "1 0 0 0";
};
function G17SniperRifleImage::onMount(%this,%obj,%slot) {
if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1);
%obj.throwweapon(0);
}
Parent::onMount(%this, %obj, %slot);
%obj.mountImage(G17ScopeImage, 5);
%obj.mountImage(G17ScopeImage2, 6);
if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1);
%obj.throwweapon(0);
}
Parent::onMount(%this, %obj, %slot);
%obj.mountImage(G17ScopeImage, 5);
%obj.mountImage(G17ScopeImage2, 6);
}
function G17SniperRifleImage::onUnmount(%this,%obj,%slot) {
Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(5);
%obj.unmountImage(6);
Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(5);
%obj.unmountImage(6);
}
function G17SniperRifleImage::onFire(%data, %obj, %slot) {
if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1);
%obj.throwweapon(0);
}
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(G17FireSound, %obj.getPosition());
}
}
if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1);
%obj.throwweapon(0);
}
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(G17FireSound, %obj.getPosition());
}
}

View file

@ -1,183 +1,178 @@
datablock TracerProjectileData(G41Bullet)
{
doDynamicClientHits = true;
datablock TracerProjectileData(G41Bullet) {
doDynamicClientHits = true;
directDamage = 0.3;
directDamageType = $DamageType::G41;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.1;
LegsMultiplier = 0.35;
directDamage = 0.44;
directDamageType = $DamageType::G41;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.1;
LegsMultiplier = 0.35;
ImageSource = "G41RifleImage";
ImageSource = "G41RifleImage";
kickBackStrength = 15.0;
sound = ChaingunProjectile;
kickBackStrength = 15.0;
sound = ChaingunProjectile;
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;
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";
tracerLength = 20.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.09;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
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;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6;
};
datablock ItemData(G41RifleAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(G41RifleAmmo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "Some G41 Rifle Bullets";
computeCRC = true;
computeCRC = true;
};
datablock ShapeBaseImageData(G41RifleImage)
{
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = G41Rifle;
ammo = G41RifleAmmo;
projectile = G41Bullet;
projectileType = TracerProjectile;
emap = true;
datablock ShapeBaseImageData(G41RifleImage) {
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = G41Rifle;
ammo = G41RifleAmmo;
projectile = G41Bullet;
projectileType = TracerProjectile;
emap = true;
//ClipStuff
ClipName = "G41RifleClip";
ClipPickupName["G41RifleClip"] = "some G41 Clip Cartons";
ShowsClipInHud = 1;
ClipReloadTime = 5;
ClipReturn = 20;
InitialClips = 7;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "G41 Hunter\t75\t150\tNone";
Challenge[2] = "G41 Expert\t150\t250\tGrip";
Challenge[3] = "G41 Master\t350\t500\tLaser";
Challenge[4] = "G41 God\t600\t1000\tSilencer";
Challenge[5] = "G41 Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "G41 Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "G41 Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "G41 Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Laser";
Upgrade[3] = "Silencer";
GunName = "G41 Semi-Automatic Rifle";
//
RankRequire = $TWM2::RankRequire["G41"];
//ClipStuff
ClipName = "G41RifleClip";
ClipPickupName["G41RifleClip"] = "some G41 Clip Cartons";
ShowsClipInHud = 1;
ClipReloadTime = 5;
ClipReturn = 20;
InitialClips = 7;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "G41 Hunter\t75\t150\tNone";
Challenge[2] = "G41 Expert\t150\t250\tGrip";
Challenge[3] = "G41 Master\t350\t500\tLaser";
Challenge[4] = "G41 God\t600\t1000\tSilencer";
Challenge[5] = "G41 Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "G41 Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "G41 Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "G41 Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Laser";
Upgrade[3] = "Silencer";
GunName = "G41 Semi-Automatic Rifle";
//
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
RankRequire = $TWM2::RankRequire["G41"];
projectileSpread = 3.0 / 1000.0;
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
projectileSpread = 2.0 / 1000.0;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
//stateSound[3] = S3FireSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.3;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
//stateSound[3] = S3FireSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.15;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
};
datablock ItemData(G41Rifle)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = G41RifleImage;
mass = 1.0;
elasticity = 0.0;
friction = 0.6;
pickupRadius = 2;
pickUpName = "an G41 Semi-Automatic Rifle";
datablock ItemData(G41Rifle) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = G41RifleImage;
mass = 1.0;
elasticity = 0.0;
friction = 0.6;
pickupRadius = 2;
pickUpName = "an G41 Semi-Automatic Rifle";
computeCRC = true;
emap = true;
computeCRC = true;
emap = true;
};
function G41RifleImage::onFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(S3FireSound, %obj.getPosition());
}
}
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(S3FireSound, %obj.getPosition());
}
}

View file

@ -1,227 +1,223 @@
datablock AudioProfile(M1FireSound) {
filename = "fx/weapons/cg_metal2.wav";
description = AudioDefault3d;
preload = true;
filename = "fx/weapons/cg_metal2.wav";
description = AudioDefault3d;
preload = true;
};
datablock TracerProjectileData(M1Bullet){
doDynamicClientHits = true;
datablock TracerProjectileData(M1Bullet) {
doDynamicClientHits = true;
directDamage = 0.3;
directDamageType = $DamageType::M1;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.35;
directDamage = 0.65;
directDamageType = $DamageType::M1;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.35;
HeadShotKill = 1;
ImageSource = "M1SniperRifleImage";
HeadShotKill = 1;
kickBackStrength = 15.0;
sound = ChaingunProjectile;
ImageSource = "M1SniperRifleImage";
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;
kickBackStrength = 15.0;
sound = ChaingunProjectile;
tracerLength = 20.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
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";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.09;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
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;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6;
};
datablock ItemData(M1SniperRifleAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(M1SniperRifleAmmo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "Some M1 Sniper Rifle Ammo";
computeCRC = true;
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(M1SniperRifleImage) {
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = M1SniperRifle;
ammo = M1SniperRifleAmmo;
projectile = M1Bullet;
projectileType = TracerProjectile;
emap = true;
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = M1SniperRifle;
ammo = M1SniperRifleAmmo;
projectile = M1Bullet;
projectileType = TracerProjectile;
emap = true;
armThread = looksn;
armThread = looksn;
//ClipStuff
ClipName = "M1Clip";
ClipPickupName["M1Clip"] = "A Few Boxes Of M1 Sniper Bullets";
ShowsClipInHud = 1;
ClipReloadTime = 4;
ClipReturn = 5;
InitialClips = 5;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "M1 Hunter\t100\t150\tNone";
Challenge[2] = "M1 Expert\t200\t250\tNone";
Challenge[3] = "M1 Master\t500\t500\tLaser";
Challenge[4] = "M1 God\t1000\t1000\tSilencer";
Challenge[5] = "M1 Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "M1 Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "M1 Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "M1 Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Laser";
Upgrade[2] = "Silencer";
GunName = "M1 Sniper Rifle";
//
//ClipStuff
ClipName = "M1Clip";
ClipPickupName["M1Clip"] = "A Few Boxes Of M1 Sniper Bullets";
ShowsClipInHud = 1;
ClipReloadTime = 5;
ClipReturn = 5;
InitialClips = 5;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "M1 Hunter\t100\t150\tNone";
Challenge[2] = "M1 Expert\t200\t250\tNone";
Challenge[3] = "M1 Master\t500\t500\tLaser";
Challenge[4] = "M1 God\t1000\t1000\tSilencer";
Challenge[5] = "M1 Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "M1 Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "M1 Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "M1 Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Laser";
Upgrade[2] = "Silencer";
GunName = "M1 Sniper Rifle";
//
RankRequire = $TWM2::RankRequire["M1"];
RankRequire = $TWM2::RankRequire["M1"];
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
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[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
//stateSound[3] = "M1FireSound";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
//stateSound[3] = "M1FireSound";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 1.1;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.9;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
};
datablock ItemData(M1SniperRifle)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = M1SniperRifleImage;
mass = 1.0;
elasticity = 0.0;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a M1 Sniper Rifle";
datablock ItemData(M1SniperRifle) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = M1SniperRifleImage;
mass = 1.0;
elasticity = 0.0;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a M1 Sniper Rifle";
computeCRC = true;
emap = true;
computeCRC = true;
emap = true;
};
//Two images make the scope
datablock ShapeBaseImageData(M1ScopeImage) : M1SniperRifleImage {
shapeFile = "turret_belly_barrell.dts";
offset = "0 0.25 0.25";
rotation = "1 0 0 180";
shapeFile = "turret_belly_barrell.dts";
offset = "0 0.25 0.25";
rotation = "1 0 0 180";
};
datablock ShapeBaseImageData(M1ScopeImage2) : M1SniperRifleImage {
shapeFile = "turret_belly_barrell.dts";
offset = "0 0.3 0.25";
rotation = "1 0 0 0";
shapeFile = "turret_belly_barrell.dts";
offset = "0 0.3 0.25";
rotation = "1 0 0 0";
};
function M1SniperRifleImage::onMount(%this,%obj,%slot) {
if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1);
%obj.throwweapon(0);
}
Parent::onMount(%this, %obj, %slot);
%obj.mountImage(M1ScopeImage, 5);
%obj.mountImage(M1ScopeImage2, 6);
if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1);
%obj.throwweapon(0);
}
Parent::onMount(%this, %obj, %slot);
%obj.mountImage(M1ScopeImage, 5);
%obj.mountImage(M1ScopeImage2, 6);
}
function M1SniperRifleImage::onUnmount(%this,%obj,%slot) {
Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(5);
%obj.unmountImage(6);
Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(5);
%obj.unmountImage(6);
}
function M1SniperRifleImage::onFire(%data, %obj, %slot) {
if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1);
%obj.throwweapon(0);
}
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(M1FireSound, %obj.getPosition());
}
}
if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1);
%obj.throwweapon(0);
}
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(M1FireSound, %obj.getPosition());
}
}

View file

@ -1,267 +1,264 @@
datablock TracerProjectileData(M4A1Bullet) {
doDynamicClientHits = true;
doDynamicClientHits = true;
directDamage = 0.09;
directDamageType = $DamageType::M4A1;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.25;
LegsMultiplier = 0.75;
directDamage = 0.085;
directDamageType = $DamageType::M4A1;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.25;
LegsMultiplier = 0.75;
kickBackStrength = 15.0;
sound = ChaingunProjectile;
ImageSource = "M4A1Image";
kickBackStrength = 15.0;
sound = ChaingunProjectile;
dryVelocity = 1750.0;
wetVelocity = 1500.0;
velInheritFactor = 0.0;
fizzleTimeMS = 3000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
ImageSource = "M4A1Image";
tracerLength = 9.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
dryVelocity = 1750.0;
wetVelocity = 1500.0;
velInheritFactor = 0.0;
fizzleTimeMS = 3000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 9.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.09;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
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;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6;
};
//--------------------------------------------------------------------------
// Ammo
//--------------------------------------
datablock ItemData(M4A1Ammo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(M4A1Ammo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some M4A1 ammo";
computeCRC = true;
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(M4A1Image)
{
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = M4A1;
ammo = M4A1Ammo;
projectile = M4A1Bullet;
projectileType = TracerProjectile;
emap = true;
offset = "0 0.5 0"; // L/R - F/B - T/B
rotation = "0 1 0 180";
mass = 11;
//ClipStuff
ClipName = "M4A1Clip";
ClipPickupName["M4A1Clip"] = "some M4A1 Magazines";
ShowsClipInHud = 1;
ClipReloadTime = 4;
ClipReturn = 30;
InitialClips = 7;
//
HasChallenges = 1;
ChallengeCt = 11;
Challenge[1] = "M4A1 Killer\t50\t100\tGrip";
Challenge[2] = "M4A1 Hunter\t100\t250\tLaser";
Challenge[3] = "M4A1 Expert\t250\t500\tShotgun Attachment";
Challenge[4] = "M4A1 Master\t500\t1000\tGrenade Launcher Attachment";
Challenge[5] = "M4A1 Legend\t750\t1500\tMini-Launcher Attachment";
Challenge[6] = "M4A1 God\t1000\t2000\tSilencer";
Challenge[7] = "M4A1 Supremacy\t2500\t5000\tUnlimited Attachment Ammo";
Challenge[8] = "M4A1 Bronze Commendation\t5000\t10000\tNone";
Challenge[9] = "M4A1 Silver Commendation\t12500\t25000\tNone";
Challenge[10] = "M4A1 Gold Commendation\t25000\t50000\tNone";
Challenge[11] = "M4A1 Titan Commendation\t50000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Laser";
Upgrade[3] = "Shotgun Attachment";
Upgrade[4] = "Grenade Launcher Attachment";
Upgrade[5] = "Mini-Launcher Attachment";
Upgrade[6] = "Silencer";
GunName = "M4A1 Assault Rifle";
RankRequire = $TWM2::RankRequire["M4A1"];
datablock ShapeBaseImageData(M4A1Image) {
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = M4A1;
ammo = M4A1Ammo;
projectile = M4A1Bullet;
projectileType = TracerProjectile;
emap = true;
offset = "0 0.5 0"; // L/R - F/B - T/B
rotation = "0 1 0 180";
mass = 11;
//ClipStuff
ClipName = "M4A1Clip";
ClipPickupName["M4A1Clip"] = "some M4A1 Magazines";
ShowsClipInHud = 1;
ClipReloadTime = 6;
ClipReturn = 30;
InitialClips = 7;
//
HasChallenges = 1;
ChallengeCt = 11;
Challenge[1] = "M4A1 Killer\t50\t100\tGrip";
Challenge[2] = "M4A1 Hunter\t100\t250\tLaser";
Challenge[3] = "M4A1 Expert\t250\t500\tShotgun Attachment";
Challenge[4] = "M4A1 Master\t500\t1000\tGrenade Launcher Attachment";
Challenge[5] = "M4A1 Legend\t750\t1500\tMini-Launcher Attachment";
Challenge[6] = "M4A1 God\t1000\t2000\tSilencer";
Challenge[7] = "M4A1 Supremacy\t2500\t5000\tUnlimited Attachment Ammo";
Challenge[8] = "M4A1 Bronze Commendation\t5000\t10000\tNone";
Challenge[9] = "M4A1 Silver Commendation\t12500\t25000\tNone";
Challenge[10] = "M4A1 Gold Commendation\t25000\t50000\tNone";
Challenge[11] = "M4A1 Titan Commendation\t50000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Laser";
Upgrade[3] = "Shotgun Attachment";
Upgrade[4] = "Grenade Launcher Attachment";
Upgrade[5] = "Mini-Launcher Attachment";
Upgrade[6] = "Silencer";
GunName = "M4A1 Assault Rifle";
RankRequire = $TWM2::RankRequire["M4A1"];
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
projectileSpread = 8.0 / 1000.0;
projectileSpread = 8.0 / 1000.0;
//--------------------------------------
stateName[0] = "Activate";
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
stateAllowImageChange[0] = false;
//
stateTimeoutValue[0] = 0.5;
stateTransitionOnTimeout[0] = "Ready";
stateTransitionOnNoAmmo[0] = "NoAmmo";
//--------------------------------------
stateName[0] = "Activate";
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
stateAllowImageChange[0] = false;
//
stateTimeoutValue[0] = 0.5;
stateTransitionOnTimeout[0] = "Ready";
stateTransitionOnNoAmmo[0] = "NoAmmo";
//--------------------------------------
stateName[1] = "Ready";
stateSpinThread[1] = Stop;
//
stateTransitionOnTriggerDown[1] = "Spinup";
stateTransitionOnNoAmmo[1] = "NoAmmo";
//--------------------------------------
stateName[1] = "Ready";
stateSpinThread[1] = Stop;
//
stateTransitionOnTriggerDown[1] = "Spinup";
stateTransitionOnNoAmmo[1] = "NoAmmo";
//--------------------------------------
stateName[2] = "NoAmmo";
stateTransitionOnAmmo[2] = "Ready";
stateSpinThread[2] = Stop;
stateTransitionOnTriggerDown[2] = "DryFire";
//--------------------------------------
stateName[2] = "NoAmmo";
stateTransitionOnAmmo[2] = "Ready";
stateSpinThread[2] = Stop;
stateTransitionOnTriggerDown[2] = "DryFire";
//--------------------------------------
stateName[3] = "Spinup";
stateSpinThread[3] = SpinUp;
stateSound[3] = ChaingunSpinupSound;
//
stateTimeoutValue[3] = 0.01;
stateWaitForTimeout[3] = false;
stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Spindown";
//--------------------------------------
stateName[3] = "Spinup";
stateSpinThread[3] = SpinUp;
stateSound[3] = ChaingunSpinupSound;
//
stateTimeoutValue[3] = 0.01;
stateWaitForTimeout[3] = false;
stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Spindown";
//--------------------------------------
stateName[4] = "Fire";
stateSequence[4] = "Fire";
stateSequenceRandomFlash[4] = true;
stateSpinThread[4] = FullSpeed;
//stateSound[4] = ChaingunFireSound;
stateRecoil[4] = LightRecoil;
stateAllowImageChange[4] = false;
stateScript[4] = "onFire";
stateFire[4] = true;
stateEjectShell[4] = true;
//
stateTimeoutValue[4] = 0.08;
stateTransitionOnTimeout[4] = "Fire";
stateTransitionOnTriggerUp[4] = "Spindown";
stateTransitionOnNoAmmo[4] = "EmptySpindown";
//--------------------------------------
stateName[4] = "Fire";
stateSequence[4] = "Fire";
stateSequenceRandomFlash[4] = true;
stateSpinThread[4] = FullSpeed;
//stateSound[4] = ChaingunFireSound;
stateRecoil[4] = LightRecoil;
stateAllowImageChange[4] = false;
stateScript[4] = "onFire";
stateFire[4] = true;
stateEjectShell[4] = true;
//
stateTimeoutValue[4] = 0.08;
stateTransitionOnTimeout[4] = "Fire";
stateTransitionOnTriggerUp[4] = "Spindown";
stateTransitionOnNoAmmo[4] = "EmptySpindown";
//--------------------------------------
stateName[5] = "Spindown";
stateSound[5] = ChaingunSpinDownSound;
stateSpinThread[5] = SpinDown;
//
stateTimeoutValue[5] = 0.05;
stateWaitForTimeout[5] = true;
stateTransitionOnTimeout[5] = "Ready";
stateTransitionOnTriggerDown[5] = "Spinup";
//--------------------------------------
stateName[5] = "Spindown";
stateSound[5] = ChaingunSpinDownSound;
stateSpinThread[5] = SpinDown;
//
stateTimeoutValue[5] = 0.05;
stateWaitForTimeout[5] = true;
stateTransitionOnTimeout[5] = "Ready";
stateTransitionOnTriggerDown[5] = "Spinup";
//--------------------------------------
stateName[6] = "EmptySpindown";
stateSound[6] = ChaingunSpinDownSound;
stateSpinThread[6] = SpinDown;
//
stateTimeoutValue[6] = 0.5;
stateTransitionOnTimeout[6] = "NoAmmo";
//--------------------------------------
stateName[6] = "EmptySpindown";
stateSound[6] = ChaingunSpinDownSound;
stateSpinThread[6] = SpinDown;
//
stateTimeoutValue[6] = 0.5;
stateTransitionOnTimeout[6] = "NoAmmo";
//--------------------------------------
stateName[7] = "DryFire";
stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 0.5;
stateTransitionOnTimeout[7] = "NoAmmo";
//--------------------------------------
stateName[7] = "DryFire";
stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 0.5;
stateTransitionOnTimeout[7] = "NoAmmo";
};
datablock ItemData(M4A1)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_energy_vehicle.dts";
image = M4A1Image;
mass = 1.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "an M4A1";
datablock ItemData(M4A1) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_energy_vehicle.dts";
image = M4A1Image;
mass = 1.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "an M4A1";
computeCRC = true;
emap = true;
computeCRC = true;
emap = true;
};
function M4A1::onInventory(%this,%obj,%amount) {
Parent::onInventory(%this, %obj, %amount);
%obj.canUseM4A1Attachment = 1;
if(%obj.client.UpgradeOn("Shotgun Attachment", M4A1Image)) {
%obj.M4A1ShotgunClip = 5;
}
if(%obj.client.UpgradeOn("Grenade Launcher Attachment", M4A1Image)) {
%obj.M4A1GLClip = 3;
}
if(%obj.client.UpgradeOn("Mini-Launcher Attachment", M4A1Image)) {
%obj.M4A1MLClip = 3;
}
Parent::onInventory(%this, %obj, %amount);
%obj.canUseM4A1Attachment = 1;
if(%obj.client.UpgradeOn("Shotgun Attachment", M4A1Image)) {
%obj.M4A1ShotgunClip = 5;
}
if(%obj.client.UpgradeOn("Grenade Launcher Attachment", M4A1Image)) {
%obj.M4A1GLClip = 3;
}
if(%obj.client.UpgradeOn("Mini-Launcher Attachment", M4A1Image)) {
%obj.M4A1MLClip = 3;
}
}
datablock ShapeBaseImageData(M4A1BarrelImage) {
ammo = M4A1Ammo;
shapeFile = "weapon_targeting.dts";
offset = "0.0 0.0 0.0";
emap = true;
ammo = M4A1Ammo;
shapeFile = "weapon_targeting.dts";
offset = "0.0 0.0 0.0";
emap = true;
};
datablock ShapeBaseImageData(M4A1ScopeImage) {
className = WeaponImage;
shapeFile = "weapon_targeting.dts";
offset = "0.0 1.4 0.4";
rotation = "180 0 0 90";
className = WeaponImage;
shapeFile = "weapon_targeting.dts";
offset = "0.0 1.4 0.4";
rotation = "180 0 0 90";
ammo = M4A1Ammo;
ammo = M4A1Ammo;
emap = true;
emap = true;
};
function M4A1Image::onMount(%this,%obj,%slot) {
Parent::onMount(%this, %obj, %slot);
%obj.mountImage(M4A1BarrelImage, 3);
%obj.mountImage(M4A1ScopeImage, 4);
Parent::onMount(%this, %obj, %slot);
%obj.mountImage(M4A1BarrelImage, 3);
%obj.mountImage(M4A1ScopeImage, 4);
}
function M4A1Image::onUnmount(%this,%obj,%slot) {
Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(3);
%obj.unmountImage(4);
Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(3);
%obj.unmountImage(4);
}
function M4A1Image::onFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(ChaingunFireSound, %obj.getPosition());
}
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(ChaingunFireSound, %obj.getPosition());
}
}
function M4A1RefreshAttachment(%obj) {
%obj.canUseM4A1Attachment = 1;
}
%obj.canUseM4A1Attachment = 1;
}

View file

@ -1,176 +1,171 @@
datablock TracerProjectileData(PulseRifleBullet) {
doDynamicClientHits = true;
doDynamicClientHits = true;
directDamage = 0.2;
explosion = "BlasterExplosion";
splash = ChaingunSplash;
directDamage = 0.38;
explosion = "BlasterExplosion";
splash = ChaingunSplash;
directDamageType = $DamageType::ShrikeBlaster;
kickBackStrength = 0.0;
directDamageType = $DamageType::ShrikeBlaster;
kickBackStrength = 0.0;
sound = ShrikeBlasterProjectileSound;
ImageSource = "PulseRifleImage";
sound = ShrikeBlasterProjectileSound;
dryVelocity = 425.0;
wetVelocity = 100.0;
velInheritFactor = 1.0;
fizzleTimeMS = 1000;
lifetimeMS = 1000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
ImageSource = "PulseRifleImage";
tracerLength = 45.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = "1.0 0.0 0.0 0.0";
dryVelocity = 425.0;
wetVelocity = 100.0;
velInheritFactor = 1.0;
fizzleTimeMS = 1000;
lifetimeMS = 1000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 45.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = "1.0 0.0 0.0 0.0";
tracerTex[0] = "special/shrikeBolt";
tracerTex[1] = "special/shrikeBoltCross";
tracerWidth = 0.55;
crossSize = 0.99;
crossViewAng = 0.990;
renderCross = true;
crossSize = 0.99;
crossViewAng = 0.990;
renderCross = true;
};
datablock ItemData(PulseRifleAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(PulseRifleAmmo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "Some Pulse Rifle Bullets";
computeCRC = true;
computeCRC = true;
};
datablock ShapeBaseImageData(PulseRifleImage)
{
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = PulseRifle;
ammo = PulseRifleAmmo;
projectile = PulseRifleBullet;
projectileType = TracerProjectile;
emap = true;
datablock ShapeBaseImageData(PulseRifleImage) {
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = PulseRifle;
ammo = PulseRifleAmmo;
projectile = PulseRifleBullet;
projectileType = TracerProjectile;
emap = true;
//ClipStuff
ClipName = "PulseRifleClip";
ClipPickupName["PulseRifleClip"] = "some Pulse Clip Cartons";
ShowsClipInHud = 1;
ClipReloadTime = 5;
ClipReturn = 20;
InitialClips = 7;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "Pulse Hunter\t75\t150\tNone";
Challenge[2] = "Pulse Expert\t150\t250\tGrip";
Challenge[3] = "Pulse Master\t350\t500\tLaser";
Challenge[4] = "Pulse God\t600\t1000\tSilencer";
Challenge[5] = "Pulse Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "Pulse Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "Pulse Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "Pulse Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Laser";
Upgrade[3] = "Silencer";
GunName = "Pulse Semi-Automatic Rifle";
//
//ClipStuff
ClipName = "PulseRifleClip";
ClipPickupName["PulseRifleClip"] = "some Pulse Clip Cartons";
ShowsClipInHud = 1;
ClipReloadTime = 5;
ClipReturn = 20;
InitialClips = 7;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "Pulse Hunter\t75\t150\tNone";
Challenge[2] = "Pulse Expert\t150\t250\tGrip";
Challenge[3] = "Pulse Master\t350\t500\tLaser";
Challenge[4] = "Pulse God\t600\t1000\tSilencer";
Challenge[5] = "Pulse Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "Pulse Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "Pulse Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "Pulse Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Laser";
Upgrade[3] = "Silencer";
GunName = "Pulse Semi-Automatic Rifle";
//
//RankRequire = $TWM2::RankRequire["G41"];
PrestigeRequire = 2;
//RankRequire = $TWM2::RankRequire["G41"];
PrestigeRequire = 2;
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
projectileSpread = 2.0 / 1000.0;
projectileSpread = 2.0 / 1000.0;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
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[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
//stateSound[3] = S3FireSound;
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
//stateSound[3] = S3FireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.3;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.1;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
};
datablock ItemData(PulseRifle)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = PulseRifleImage;
mass = 1.0;
elasticity = 0.0;
friction = 0.6;
pickupRadius = 2;
pickUpName = "an Pulse Semi-Automatic Rifle";
datablock ItemData(PulseRifle) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = PulseRifleImage;
mass = 1.0;
elasticity = 0.0;
friction = 0.6;
pickupRadius = 2;
pickUpName = "an Pulse Semi-Automatic Rifle";
computeCRC = true;
emap = true;
computeCRC = true;
emap = true;
};
function PulseRifleImage::onFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(S3FireSound, %obj.getPosition());
}
}
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(S3FireSound, %obj.getPosition());
}
}

View file

@ -1,111 +1,90 @@
datablock AudioProfile(R700FireSound) {
filename = "fx/weapons/cg_metal3.wav";
description = AudioDefault3d;
preload = true;
filename = "fx/weapons/cg_metal3.wav";
description = AudioDefault3d;
preload = true;
};
datablock ParticleData(R700SmokeParticle)
{
dragCoeffiecient = 0.0;
gravityCoefficient = -0.02;
inheritedVelFactor = 0.1;
datablock ParticleData(R700SmokeParticle) {
dragCoeffiecient = 0.0;
gravityCoefficient = -0.02;
inheritedVelFactor = 0.1;
lifetimeMS = 1200;
lifetimeVarianceMS = 100;
lifetimeMS = 1200;
lifetimeVarianceMS = 100;
textureName = "particleTest";
textureName = "particleTest";
useInvAlpha = false;
spinRandomMin = -90.0;
spinRandomMax = 90.0;
colors[0] = "1 1 1";
colors[1] = "1 1 1";
colors[2] = "1 1 1";
sizes[0] = 1;
sizes[1] = 1.2;
sizes[2] = 1.4;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 1.0;
useInvAlpha = false;
spinRandomMin = -90.0;
spinRandomMax = 90.0;
colors[0] = "1 1 1";
colors[1] = "1 1 1";
colors[2] = "1 1 1";
sizes[0] = 1;
sizes[1] = 1.2;
sizes[2] = 1.4;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 1.0;
};
datablock ParticleEmitterData(R700SmokeEmitter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 0;
datablock ParticleEmitterData(R700SmokeEmitter) {
ejectionPeriodMS = 10;
periodVarianceMS = 0;
ejectionVelocity = 1.5;
velocityVariance = 0.3;
ejectionVelocity = 1.5;
velocityVariance = 0.3;
thetaMin = 0.0;
thetaMax = 50.0;
thetaMin = 0.0;
thetaMax = 50.0;
particles = "R700SmokeParticle";
particles = "R700SmokeParticle";
};
datablock LinearFlareProjectileData(R700Bullet)
{
projectileShapeName = "weapon_missile_projectile.dts";
scale = "1.0 1.0 1.0";
faceViewer = true;
directDamage = 0.62;
kickBackStrength = 6400;
radiusDamageType = $DamageType::R700;
HeadMultiplier = 1.5;
LegsMultiplier = 0.35;
datablock GrenadeProjectileData(R700Bullet) {
projectileShapeName = "weapon_missile_projectile.dts";
emitterDelay = -1;
directDamage = 0.62;
hasDamageRadius = false;
directDamageType = $DamageType::R700;
kickBackStrength = 6400;
bubbleEmitTime = 1.0;
HeadShotKill = 1;
HeadMultiplier = 1.5;
LegsMultiplier = 0.35;
ImageSource = "R700SniperRifleImage";
HeadShotKill = 1;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
ImageSource = "R700SniperRifleImage";
baseEmitter = R700SmokeEmitter;
sound = ChaingunProjectile;
explosion = "ChaingunExplosion";
underwaterExplosion = "ChaingunExplosion";
velInheritFactor = 0.5;
splash = ChaingunSplash;
dryVelocity = 2000.0;
wetVelocity = 2000.0;
velInheritFactor = 1.0;
fizzleTimeMS = 1000;
lifetimeMS = 1000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
baseEmitter = R700SmokeEmitter;
bubbleEmitter = R700SmokeEmitter;
//activateDelayMS = 100;
activateDelayMS = -1;
size[0] = 0.2;
size[1] = 0.5;
size[2] = 0.1;
numFlares = 5; //less flares = less lag
flareColor = "1 0.18 0.03";
flareModTexture = "flaremod";
flareBaseTexture = "flarebase";
hasLight = true;
lightRadius = 10.0;
lightColor = "0.94 0.03 0.12";
grenadeElasticity = 0.35;
grenadeFriction = 0.2;
armingDelayMS = 1;
muzzleVelocity = 2000.00;
drag = 0.1;
};
datablock ItemData(R700SniperRifleAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(R700SniperRifleAmmo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "Some R700 Sniper Rifle Ammo";
computeCRC = true;
computeCRC = true;
};
@ -113,156 +92,154 @@ datablock ItemData(R700SniperRifleAmmo)
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(R700SniperRifleImage) {
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = R700SniperRifle;
ammo = R700SniperRifleAmmo;
projectile = R700Bullet;
projectileType = GrenadeProjectile;
emap = true;
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = R700SniperRifle;
ammo = R700SniperRifleAmmo;
projectile = R700Bullet;
projectileType = LinearFlareProjectile;
emap = true;
armThread = looksn;
armThread = looksn;
//ClipStuff
ClipName = "R700Clip";
ClipPickupName["R700Clip"] = "A Few Boxes Of R700 Sniper Bullets";
ShowsClipInHud = 1;
ClipReloadTime = 7;
ClipReturn = 4;
InitialClips = 6;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "R700 Hunter\t100\t150\tNone";
Challenge[2] = "R700 Expert\t200\t250\tNone";
Challenge[3] = "R700 Master\t500\t500\tLaser";
Challenge[4] = "R700 God\t1000\t1000\tSilencer";
Challenge[5] = "R700 Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "R700 Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "R700 Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "R700 Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Laser";
Upgrade[2] = "Silencer";
GunName = "R700 Sniper Rifle";
//
//ClipStuff
ClipName = "R700Clip";
ClipPickupName["R700Clip"] = "A Few Boxes Of R700 Sniper Bullets";
ShowsClipInHud = 1;
ClipReloadTime = 7;
ClipReturn = 4;
InitialClips = 6;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "R700 Hunter\t100\t150\tNone";
Challenge[2] = "R700 Expert\t200\t250\tNone";
Challenge[3] = "R700 Master\t500\t500\tLaser";
Challenge[4] = "R700 God\t1000\t1000\tSilencer";
Challenge[5] = "R700 Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "R700 Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "R700 Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "R700 Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Laser";
Upgrade[2] = "Silencer";
GunName = "R700 Sniper Rifle";
//
RankRequire = $TWM2::RankRequire["R700"];
RankRequire = $TWM2::RankRequire["R700"];
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
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[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
//stateSound[3] = "R700FireSound";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
//stateSound[3] = "R700FireSound";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 1.2;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 1.2;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
};
datablock ItemData(R700SniperRifle)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = R700SniperRifleImage;
mass = 1.0;
elasticity = 0.0;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a R700 Sniper Rifle";
datablock ItemData(R700SniperRifle) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = R700SniperRifleImage;
mass = 1.0;
elasticity = 0.0;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a R700 Sniper Rifle";
computeCRC = true;
emap = true;
computeCRC = true;
emap = true;
};
datablock ShapeBaseImageData(R700ScopeImage) {
className = WeaponImage;
shapeFile = "weapon_targeting.dts";
offset = "0.0 1.0 0.4";
rotation = "180 0 0 90";
ammo = R700SniperRifleAmmo;
armThread = looksn;
emap = true;
className = WeaponImage;
shapeFile = "weapon_targeting.dts";
offset = "0.0 1.0 0.4";
rotation = "180 0 0 90";
ammo = R700SniperRifleAmmo;
armThread = looksn;
emap = true;
};
function R700SniperRifleImage::onMount(%this,%obj,%slot) {
if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1);
%obj.throwweapon(0);
}
Parent::onMount(%this, %obj, %slot);
%obj.mountImage(R700ScopeImage, 5);
if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1);
%obj.throwweapon(0);
}
Parent::onMount(%this, %obj, %slot);
%obj.mountImage(R700ScopeImage, 5);
}
function R700SniperRifleImage::onUnmount(%this,%obj,%slot) {
Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(5);
Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(5);
}
function R700SniperRifleImage::onFire(%data, %obj, %slot) {
if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1);
%obj.throwweapon(0);
}
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(R700FireSound, %obj.getPosition());
}
}
if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1);
%obj.throwweapon(0);
}
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(R700FireSound, %obj.getPosition());
}
}

View file

@ -1,248 +1,238 @@
datablock AudioProfile(LaserRifleFireSound)
{
filename = "fx/weapons/sniper_fire.wav";
description = AudioClose3d;
preload = true;
datablock AudioProfile(LaserRifleFireSound) {
filename = "fx/weapons/sniper_fire.wav";
description = AudioClose3d;
preload = true;
};
datablock ParticleData(RedFlareParticle)
{
dragCoeffiecient = 0.0;
gravityCoefficient = 0.15;
inheritedVelFactor = 0.5;
datablock ParticleData(RedFlareParticle) {
dragCoeffiecient = 0.0;
gravityCoefficient = 0.15;
inheritedVelFactor = 0.5;
lifetimeMS = 1800;
lifetimeVarianceMS = 200;
lifetimeMS = 1800;
lifetimeVarianceMS = 200;
textureName = "special/flareSpark";
textureName = "special/flareSpark";
colors[0] = "1.0 1.0 1.0 1.0";
colors[1] = "1.0 1.0 1.0 1.0";
colors[2] = "1.0 1.0 1.0 0.0";
colors[0] = "1.0 1.0 1.0 1.0";
colors[1] = "1.0 1.0 1.0 1.0";
colors[2] = "1.0 1.0 1.0 0.0";
sizes[0] = 0.6;
sizes[1] = 0.3;
sizes[2] = 0.1;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
sizes[0] = 0.6;
sizes[1] = 0.3;
sizes[2] = 0.1;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(RedFlareemmiter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 0;
datablock ParticleEmitterData(RedFlareemmiter){
ejectionPeriodMS = 10;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
velocityVariance = 0.0;
ejectionVelocity = 1.0;
velocityVariance = 0.0;
thetaMin = 0.0;
thetaMax = 90.0;
thetaMin = 0.0;
thetaMax = 90.0;
orientParticles = true;
orientOnVelocity = false;
orientParticles = true;
orientOnVelocity = false;
particles = "RedFlareParticle";
particles = "RedFlareParticle";
};
datablock LinearFlareProjectileData(LaserShot)
{
scale = "1.0 1.0 1.0";
faceViewer = false;
directDamage = 0.6;
kickBackStrength = 100.0;
directDamageType = $DamageType::LaserRifle;
datablock LinearFlareProjectileData(LaserShot) {
scale = "1.0 1.0 1.0";
faceViewer = false;
directDamage = 0.6;
kickBackStrength = 100.0;
directDamageType = $DamageType::LaserRifle;
explosion = "BlasterExplosion";
splash = PlasmaSplash;
explosion = "BlasterExplosion";
splash = PlasmaSplash;
ImageSource = "lasergunImage";
ImageSource = "lasergunImage";
dryVelocity = 200.0;
wetVelocity = 10;
velInheritFactor = 0.5;
fizzleTimeMS = 30000;
lifetimeMS = 30000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = -1;
dryVelocity = 200.0;
wetVelocity = 10;
velInheritFactor = 0.5;
fizzleTimeMS = 30000;
lifetimeMS = 30000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = -1;
baseEmitter = RedFlareemmiter;
delayEmitter = RedFlareemmiter;
bubbleEmitter = RedFlareemmiter;
baseEmitter = RedFlareemmiter;
delayEmitter = RedFlareemmiter;
bubbleEmitter = RedFlareemmiter;
//activateDelayMS = 100;
activateDelayMS = -1;
//activateDelayMS = 100;
activateDelayMS = -1;
size[0] = 0.2;
size[1] = 0.2;
size[2] = 0.2;
size[0] = 0.2;
size[1] = 0.2;
size[2] = 0.2;
numFlares = 15;
flareColor = "1 0 0";
flareModTexture = "flaremod";
flareBaseTexture = "flarebase";
numFlares = 15;
flareColor = "1 0 0";
flareModTexture = "flaremod";
flareBaseTexture = "flarebase";
sound = MissileProjectileSound;
fireSound = PlasmaFireSound;
wetFireSound = PlasmaFireWetSound;
hasLight = true;
lightRadius = 3.0;
lightColor = "1 0 0";
sound = MissileProjectileSound;
fireSound = PlasmaFireSound;
wetFireSound = PlasmaFireWetSound;
hasLight = true;
lightRadius = 3.0;
lightColor = "1 0 0";
};
//--------------------------------------------------------------------------
// Ammo
//--------------------------------------
datablock ItemData(lasergunAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(lasergunAmmo){
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some laser rifle ammo";
computeCRC = true;
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(lasergunImage)
{
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
item = lasergun;
ammo = lasergunAmmo;
projectile = LaserShot;
projectileType = LinearFlareProjectile;
emap = true;
datablock ShapeBaseImageData(lasergunImage) {
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
item = lasergun;
ammo = lasergunAmmo;
projectile = LaserShot;
projectileType = LinearFlareProjectile;
emap = true;
armThread = looksn;
mass = 10;
mass = 10;
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
//ClipStuff
ClipName = "lasergunClip";
ClipPickupName["lasergunClip"] = "A Photonic Laser Battery";
ShowsClipInHud = 1;
ClipReloadTime = 6;
ClipReturn = 10;
InitialClips = 5;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "Laser Rifle Blaster\t100\t250\tNone";
Challenge[2] = "Laser Rifle Expert\t250\t500\tGrip";
Challenge[3] = "Laser Rifle Master\t750\t1000\tLaser";
Challenge[4] = "Laser Rifle God\t1500\t2000\tSilencer";
Challenge[5] = "Laser Rifle Bronze Commendation\t5000\t10000\tNone";
Challenge[6] = "Laser Rifle Silver Commendation\t10000\t25000\tNone";
Challenge[7] = "Laser Rifle Gold Commendation\t25000\t50000\tNone";
Challenge[8] = "Laser Rifle Titan Commendation\t50000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Laser";
Upgrade[3] = "Silencer";
GunName = "RSA Laser Rifle";
//
//ClipStuff
ClipName = "lasergunClip";
ClipPickupName["lasergunClip"] = "A Photonic Laser Battery";
ShowsClipInHud = 1;
ClipReloadTime = 6;
ClipReturn = 10;
InitialClips = 5;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "Laser Rifle Blaster\t100\t250\tNone";
Challenge[2] = "Laser Rifle Expert\t250\t500\tGrip";
Challenge[3] = "Laser Rifle Master\t750\t1000\tLaser";
Challenge[4] = "Laser Rifle God\t1500\t2000\tSilencer";
Challenge[5] = "Laser Rifle Bronze Commendation\t5000\t10000\tNone";
Challenge[6] = "Laser Rifle Silver Commendation\t10000\t25000\tNone";
Challenge[7] = "Laser Rifle Gold Commendation\t25000\t50000\tNone";
Challenge[8] = "Laser Rifle Titan Commendation\t50000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Laser";
Upgrade[3] = "Silencer";
GunName = "UR-22 Laser Rifle";
//
RankRequire = $TWM2::RankRequire["RSALaserRifle"];
RankRequire = $TWM2::RankRequire["RSALaserRifle"];
maxSpread = 10.0 / 1000.0;
maxSpread = 10.0 / 1000.0;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
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[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.0001;
stateFire[3] = true;
stateEmitter[3] = "GunFireEffectEmitter";
stateEmitterNode[3] = "muzzlepoint1";
stateEmitterTime[3] = 1;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.1;
//stateSound[3] = LaserRifleFireSound;
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.0001;
stateFire[3] = true;
stateEmitter[3] = "GunFireEffectEmitter";
stateEmitterNode[3] = "muzzlepoint1";
stateEmitterTime[3] = 1;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.1;
//stateSound[3] = LaserRifleFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.7;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.7;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 0.2;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 0.2;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire";
stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 0.2;
stateTransitionOnTimeout[7] = "Ready";
stateName[7] = "WetFire";
stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 0.2;
stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
};
datablock ItemData(lasergun)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_chaingun.dts";
image = lasergunImage;
mass = 1.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a Laser Rifle";
datablock ItemData(lasergun) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_chaingun.dts";
image = lasergunImage;
mass = 1.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a UR-22 Laser Rifle";
computeCRC = true;
emap = true;
computeCRC = true;
emap = true;
};
function lasergunImage::onFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(LaserRifleFireSound, %obj.getPosition());
}
}
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(LaserRifleFireSound, %obj.getPosition());
}
}

View file

@ -1,225 +1,217 @@
datablock AudioProfile(S3FireSound)
{
filename = "fx/vehicles/tank_chaingun.wav";
description = AudioDefault3d;
preload = true;
datablock AudioProfile(S3FireSound) {
filename = "fx/vehicles/tank_chaingun.wav";
description = AudioDefault3d;
preload = true;
};
datablock TracerProjectileData(S3Bullet)
{
doDynamicClientHits = true;
datablock TracerProjectileData(S3Bullet) {
doDynamicClientHits = true;
directDamage = 0.7;
directDamageType = $DamageType::S3;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.35;
directDamage = 0.5;
directDamageType = $DamageType::S3;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.35;
HeadShotKill = 1;
HeadShotKill = 1;
kickBackStrength = 15.0;
sound = ChaingunProjectile;
kickBackStrength = 15.0;
sound = ChaingunProjectile;
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;
ImageSource = "S3RifleImage";
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";
ImageSource = "S3RifleImage";
tracerLength = 20.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.09;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
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;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6;
};
datablock ItemData(S3RifleAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(S3RifleAmmo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "Some S3 Rifle Bullets";
computeCRC = true;
computeCRC = true;
};
datablock ShapeBaseImageData(S3RifleImage)
{
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = S3Rifle;
ammo = S3RifleAmmo;
projectile = S3Bullet;
projectileType = TracerProjectile;
emap = true;
//ClipStuff
ClipName = "S3RifleClip";
ClipPickupName["S3RifleClip"] = "some S3 Clip Cartridges";
ShowsClipInHud = 1;
ClipReloadTime = 4;
ClipReturn = 10;
InitialClips = 6;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "S3 Killer\t50\t100\tNone";
Challenge[2] = "S3 Extremist\t100\t150\tGrip";
Challenge[3] = "S3 Expert\t250\t250\tLaser";
Challenge[4] = "S3 Master\t500\t500\tSilencer";
Challenge[5] = "S3 God\t1500\t1000\tBurst Clip";
Challenge[6] = "S3 Bronze Commendation\t5000\t10000\tNone";
Challenge[7] = "S3 Silver Commendation\t10000\t25000\tNone";
Challenge[8] = "S3 Gold Commendation\t25000\t50000\tNone";
Challenge[9] = "S3 Titan Commendation\t50000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Laser";
Upgrade[3] = "Silencer";
Upgrade[4] = "Burst Clip";
GunName = "S3 Combat Rifle";
//
datablock ShapeBaseImageData(S3RifleImage) {
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = S3Rifle;
ammo = S3RifleAmmo;
projectile = S3Bullet;
projectileType = TracerProjectile;
emap = true;
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
//ClipStuff
ClipName = "S3RifleClip";
ClipPickupName["S3RifleClip"] = "some S3 Clip Cartridges";
ShowsClipInHud = 1;
ClipReloadTime = 4;
ClipReturn = 10;
InitialClips = 6;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "S3 Killer\t50\t100\tNone";
Challenge[2] = "S3 Extremist\t100\t150\tGrip";
Challenge[3] = "S3 Expert\t250\t250\tLaser";
Challenge[4] = "S3 Master\t500\t500\tSilencer";
Challenge[5] = "S3 God\t1500\t1000\tBurst Clip";
Challenge[6] = "S3 Bronze Commendation\t5000\t10000\tNone";
Challenge[7] = "S3 Silver Commendation\t10000\t25000\tNone";
Challenge[8] = "S3 Gold Commendation\t25000\t50000\tNone";
Challenge[9] = "S3 Titan Commendation\t50000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Laser";
Upgrade[3] = "Silencer";
Upgrade[4] = "Burst Clip";
GunName = "S3 Combat Rifle";
//
projectileSpread = 3.0 / 1000.0;
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
projectileSpread = 2.5 / 1000.0;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
//stateSound[3] = S3FireSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.9;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.01;
//stateSound[3] = S3FireSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.4;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
};
datablock ItemData(S3Rifle)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = S3RifleImage;
mass = 1.0;
elasticity = 0.0;
friction = 0.6;
pickupRadius = 2;
pickUpName = "an S3 Combat Rifle";
datablock ItemData(S3Rifle) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = S3RifleImage;
mass = 1.0;
elasticity = 0.0;
friction = 0.6;
pickupRadius = 2;
pickUpName = "an S3 Combat Rifle";
computeCRC = true;
emap = true;
computeCRC = true;
emap = true;
};
function S3RifleImage::OnFire(%data, %obj, %slot) {
if(%obj.client.UpgradeOn("Burst Clip", %data.getName())) {
%spread = %data.projectileSpread;
if(%obj.client !$= "") {
if(%obj.client.IsActivePerk("Advanced Grip")) {
%spread = %spread / 2.5;
}
}
%vec2 = %obj.getMuzzleVector(%slot);
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%vector2 = MatrixMulVector(%mat, %vec2);
%vec3 = %obj.getMuzzleVector(%slot);
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%vector3 = MatrixMulVector(%mat, %vec3);
%p1 = Parent::OnFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Burst Clip", %data.getName())) {
%spread = %data.projectileSpread;
if(%obj.client !$= "") {
if(%obj.client.IsActivePerk("Advanced Grip")) {
%spread = %spread / 2.5;
}
}
%vec2 = %obj.getMuzzleVector(%slot);
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%vector2 = MatrixMulVector(%mat, %vec2);
%p2 = Schedule(100, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType, vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector2, %obj);
%p2.WeaponImageSource = "S3RifleImage";
schedule(100, 0, "ServerPlay3D", "S3FireSound", %obj.getPosition());
%vec3 = %obj.getMuzzleVector(%slot);
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%vector3 = MatrixMulVector(%mat, %vec3);
%p3 = Schedule(250, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType, vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector3, %obj);
%p3.WeaponImageSource = "S3RifleImage";
schedule(250, 0, "ServerPlay3D", "S3FireSound", %obj.getPosition());
}
else if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
%p = Parent::OnFire(%data, %obj, %slot);
}
else {
%p = Parent::OnFire(%data, %obj, %slot);
serverPlay3d(S3FireSound, %obj.getPosition());
}
%p1 = Parent::OnFire(%data, %obj, %slot);
%p2 = Schedule(100, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType, vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector2, %obj);
%p2.WeaponImageSource = "S3RifleImage";
schedule(100, 0, "ServerPlay3D", "S3FireSound", %obj.getPosition());
%p3 = Schedule(250, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType, vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector3, %obj);
%p3.WeaponImageSource = "S3RifleImage";
schedule(250, 0, "ServerPlay3D", "S3FireSound", %obj.getPosition());
}
else if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
%p = Parent::OnFire(%data, %obj, %slot);
}
else {
%p = Parent::OnFire(%data, %obj, %slot);
serverPlay3d(S3FireSound, %obj.getPosition());
}
}

View file

@ -1,176 +1,172 @@
datablock TracerProjectileData(S3SBullet) {
doDynamicClientHits = true;
doDynamicClientHits = true;
directDamage = 0.45;
directDamageType = $DamageType::S3;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.35;
directDamage = 0.45;
directDamageType = $DamageType::S3;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.35;
HeadShotKill = 1;
HeadShotKill = 1;
kickBackStrength = 15.0;
sound = ChaingunProjectile;
ImageSource = "S3SRifleImage";
kickBackStrength = 15.0;
sound = ChaingunProjectile;
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;
ImageSource = "S3SRifleImage";
tracerLength = 20.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
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";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.09;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
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;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6;
};
datablock ItemData(S3SRifleAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(S3SRifleAmmo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "Some S3S Rifle Bullets";
computeCRC = true;
computeCRC = true;
};
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;
//
datablock ShapeBaseImageData(S3SRifleImage) {
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = S3SRifle;
ammo = S3SRifleAmmo;
projectile = S3SBullet;
projectileType = TracerProjectile;
emap = true;
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
//ClipStuff
ClipName = "S3SRifleClip";
ClipPickupName["S3SRifleClip"] = "some S3S Clip Cartridges";
ShowsClipInHud = 1;
ClipReloadTime = 4;
ClipReturn = 30;
InitialClips = 6;
//
projectileSpread = 2.0 / 1000.0;
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
projectileSpread = 2.0 / 1000.0;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
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[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
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[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[6] = "Reload";
stateTransitionOnNoAmmo[6] = "NoAmmo";
stateTransitionOnTimeout[6] = "Ready";
stateTimeoutValue[6] = 0.9;
stateAllowImageChange[6] = false;
stateSequence[6] = "Reload";
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[7] = "NoAmmo";
stateTransitionOnAmmo[7] = "Reload";
stateSequence[7] = "NoAmmo";
stateTransitionOnTriggerDown[7] = "DryFire";
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[8] = "DryFire";
stateSound[8] = ChaingunDryFireSound;
stateTimeoutValue[8] = 1.0;
stateTransitionOnTimeout[8] = "NoAmmo";
stateName[6] = "Reload";
stateTransitionOnNoAmmo[6] = "NoAmmo";
stateTransitionOnTimeout[6] = "Ready";
stateTimeoutValue[6] = 0.9;
stateAllowImageChange[6] = false;
stateSequence[6] = "Reload";
stateName[9] = "WetFire";
stateSound[9] = PlasmaFireWetSound;
stateTimeoutValue[9] = 1.0;
stateTransitionOnTimeout[9] = "Ready";
stateName[7] = "NoAmmo";
stateTransitionOnAmmo[7] = "Reload";
stateSequence[7] = "NoAmmo";
stateTransitionOnTriggerDown[7] = "DryFire";
stateName[10] = "CheckWet";
stateTransitionOnWet[10] = "WetFire";
stateTransitionOnNotWet[10] = "Fire";
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";
};
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";
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;
};
computeCRC = true;
emap = true;
};

View file

@ -1,224 +1,219 @@
datablock AudioProfile(ShotgunFireSound) {
filename = "fx/weapons/TR2spinfusor_fire.wav";
description = AudioClosest3d;
preload = true;
filename = "fx/weapons/TR2spinfusor_fire.wav";
description = AudioClosest3d;
preload = true;
};
datablock TracerProjectileData(M1700Pellet)
{
doDynamicClientHits = true;
datablock TracerProjectileData(M1700Pellet) {
doDynamicClientHits = true;
directDamage = (0.075 * 1.5);
directDamageType = $DamageType::M1700;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.2;
LegsMultiplier = 0.75;
ImageSource = "M1700Image";
directDamage = 0.13;
directDamageType = $DamageType::M1700;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.2;
LegsMultiplier = 0.75;
longRangeMultiplier = 0.75;
kickBackStrength = 0.0;
sound = ChaingunProjectile;
ImageSource = "M1700Image";
dryVelocity = 1500.0;
wetVelocity = 1000.0;
velInheritFactor = 0.0;
fizzleTimeMS = 1000;
lifetimeMS = 1000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
longRangeMultiplier = 0.75;
kickBackStrength = 0.0;
sound = ChaingunProjectile;
tracerLength = 5.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
dryVelocity = 1500.0;
wetVelocity = 1000.0;
velInheritFactor = 0.0;
fizzleTimeMS = 100;
lifetimeMS = 150;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 5.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.09;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
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;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6;
};
//--------------------------------------------------------------------------
// Ammo
//--------------------------------------
datablock ItemData(M1700Ammo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(M1700Ammo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some M1700 rounds";
computeCRC = true;
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(M1700Image)
{
className = WeaponImage;
shapeFile = "weapon_plasma.dts";
item = M1700;
ammo = M1700Ammo;
projectile = M1700Pellet;
projectileType = TracerProjectile;
emap = true;
mass = 20;
datablock ShapeBaseImageData(M1700Image) {
className = WeaponImage;
shapeFile = "weapon_plasma.dts";
item = M1700;
ammo = M1700Ammo;
projectile = M1700Pellet;
projectileType = TracerProjectile;
emap = true;
mass = 20;
casing = ShellDebris;
shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B
shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
shellExitVariance = 10.0;
shellVelocity = 4.0;
casing = ShellDebris;
shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B
shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
shellExitVariance = 10.0;
shellVelocity = 4.0;
//ClipStuff
ClipName = "M1700Clip";
ClipPickupName["M1700Clip"] = "some M1700 Clip Boxes";
ShowsClipInHud = 1;
ClipReloadTime = 2;
ClipReturn = 1;
InitialClips = 15;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "M1700 Killer\t50\t100\tNone";
Challenge[2] = "M1700 Extremist\t100\t150\tNone";
Challenge[3] = "M1700 Expert\t250\t250\tNone";
Challenge[4] = "M1700 Master\t500\t500\tNone";
Challenge[5] = "M1700 God\t1000\t1000\tNone";
Challenge[6] = "M1700 Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "M1700 Silver Commendation\t5000\t25000\tNone";
Challenge[8] = "M1700 Gold Commendation\t10000\t50000\tNone";
Challenge[9] = "M1700 Titan Commendation\t25000\t75000\tNone";
GunName = "M1700 Shotgun";
//
//ClipStuff
ClipName = "M1700Clip";
ClipPickupName["M1700Clip"] = "some M1700 Clip Boxes";
ShowsClipInHud = 1;
ClipReloadTime = 3;
ClipReturn = 1;
InitialClips = 15;
//
projectileSpread = 11.0 / 1000.0;
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "M1700 Killer\t50\t100\tNone";
Challenge[2] = "M1700 Extremist\t100\t150\tNone";
Challenge[3] = "M1700 Expert\t250\t250\tNone";
Challenge[4] = "M1700 Master\t500\t500\tNone";
Challenge[5] = "M1700 God\t1000\t1000\tNone";
Challenge[6] = "M1700 Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "M1700 Silver Commendation\t5000\t25000\tNone";
Challenge[8] = "M1700 Gold Commendation\t10000\t50000\tNone";
Challenge[9] = "M1700 Titan Commendation\t25000\t75000\tNone";
GunName = "M1700 Shotgun";
//
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
projectileSpread = 11.0 / 1000.0;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.0001;
stateFire[3] = true;
stateEjectShell[3] = true;
stateEmitter[3] = "GunFireEffectEmitter";
stateEmitterNode[3] = "muzzlepoint1";
stateEmitterTime[3] = 1;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
stateSound[3] = SniperFireSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.5;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.0001;
stateFire[3] = true;
stateEjectShell[3] = true;
stateEmitter[3] = "GunFireEffectEmitter";
stateEmitterNode[3] = "muzzlepoint1";
stateEmitterTime[3] = 1;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
stateSound[3] = SniperFireSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.5;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[7] = "WetFire";
stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
stateName[7] = "WetFire";
stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
};
datablock ItemData(M1700)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_plasma.dts";
image = M1700Image;
mass = 1.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a M1700";
datablock ItemData(M1700) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_plasma.dts";
image = M1700Image;
mass = 1.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a M1700";
computeCRC = true;
emap = true;
computeCRC = true;
emap = true;
};
function M1700Image::onMount(%this,%obj,%slot) {
Parent::onMount(%this, %obj, %slot);
Parent::onMount(%this, %obj, %slot);
}
function M1700Image::onFire(%data,%obj,%slot) {
serverPlay3D(ShotgunFireSound, %obj.getPosition());
serverPlay3D(ShotgunFireSound, %obj.getPosition());
%obj.applyKick(-250);
%obj.decInventory(%data.ammo,1);
%obj.applyKick(-250);
%obj.decInventory(%data.ammo,1);
%vector = %obj.getMuzzleVector(%slot);
%mp = %obj.getMuzzlePoint(%slot);
%vector = %obj.getMuzzleVector(%slot);
%mp = %obj.getMuzzlePoint(%slot);
for (%i=0; %i < 12; %i++) {
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %vector);
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %vector);
%p = new (%data.projectileType)() {
dataBlock = %data.projectile;
initialDirection = %newvector;
initialPosition = %mp;
sourceObject = %obj;
damageFactor = 1;
sourceSlot = %slot;
};
%p.WeaponImageSource = %data.getName();
}
if(%obj.inv[M1700Ammo] == 0) { //Added Phantom139, TWM2
AttemptReload(%data, %obj, %slot);
}
%p = new (%data.projectileType)() {
dataBlock = %data.projectile;
initialDirection = %newvector;
initialPosition = %mp;
sourceObject = %obj;
damageFactor = 1;
sourceSlot = %slot;
};
%p.WeaponImageSource = %data.getName();
}
if(%obj.inv[M1700Ammo] == 0) { //Added Phantom139, TWM2
AttemptReload(%data, %obj, %slot);
}
}

View file

@ -1,218 +1,213 @@
datablock TracerProjectileData(Model1887Pellet)
{
doDynamicClientHits = true;
datablock TracerProjectileData(Model1887Pellet) {
doDynamicClientHits = true;
directDamage = (0.064 * 1.5);
directDamageType = $DamageType::Model1887;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.2;
LegsMultiplier = 0.75;
directDamage = 0.11;
directDamageType = $DamageType::Model1887;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.2;
LegsMultiplier = 0.75;
longRangeMultiplier = 0.75;
kickBackStrength = 0.0;
sound = ChaingunProjectile;
ImageSource = "Model1887Image";
longRangeMultiplier = 0.75;
kickBackStrength = 0.0;
sound = ChaingunProjectile;
dryVelocity = 1500.0;
wetVelocity = 1000.0;
velInheritFactor = 0.0;
fizzleTimeMS = 500;
lifetimeMS = 500;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
ImageSource = "Model1887Image";
tracerLength = 5.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
dryVelocity = 1500.0;
wetVelocity = 1000.0;
velInheritFactor = 0.0;
fizzleTimeMS = 100;
lifetimeMS = 125;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 5.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.09;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
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;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6;
};
//--------------------------------------------------------------------------
// Ammo
//--------------------------------------
datablock ItemData(Model1887Ammo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(Model1887Ammo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some Model 1887 rounds";
computeCRC = true;
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(Model1887Image)
{
className = WeaponImage;
shapeFile = "weapon_disc.dts";
item = Model1887;
ammo = Model1887Ammo;
projectile = Model1887Pellet;
projectileType = TracerProjectile;
emap = true;
mass = 20;
datablock ShapeBaseImageData(Model1887Image) {
className = WeaponImage;
shapeFile = "weapon_disc.dts";
item = Model1887;
ammo = Model1887Ammo;
projectile = Model1887Pellet;
projectileType = TracerProjectile;
emap = true;
mass = 20;
casing = ShellDebris;
shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B
shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
shellExitVariance = 10.0;
shellVelocity = 4.0;
casing = ShellDebris;
shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B
shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
shellExitVariance = 10.0;
shellVelocity = 4.0;
//ClipStuff
ClipName = "Model1887Clip";
ClipPickupName["Model1887Clip"] = "some Model 1887 Clip Boxes";
ShowsClipInHud = 1;
ClipReloadTime = 9;
ClipReturn = 7;
InitialClips = 3;
ReloadSingle = 1;
SingleShotAdd = 1;
//
RankRequire = $TWM2::RankRequire["RSALaserRifle"];
PrestigeRequire = 1;
//ClipStuff
ClipName = "Model1887Clip";
ClipPickupName["Model1887Clip"] = "some Model 1887 Clip Boxes";
ShowsClipInHud = 1;
ClipReloadTime = 9;
ClipReturn = 7;
InitialClips = 3;
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "Model 1887 Killer\t50\t100\tNone";
Challenge[2] = "Model 1887 Extremist\t100\t150\tNone";
Challenge[3] = "Model 1887 Expert\t250\t250\tNone";
Challenge[4] = "Model 1887 Master\t500\t500\tNone";
Challenge[5] = "Model 1887 God\t1000\t1000\tNone";
Challenge[6] = "Model 1887 Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "Model 1887 Silver Commendation\t5000\t25000\tNone";
Challenge[8] = "Model 1887 Gold Commendation\t10000\t50000\tNone";
Challenge[9] = "Model 1887 Titan Commendation\t25000\t75000\tNone";
GunName = "Model 1887 Shotgun";
//
ReloadSingle = 1;
SingleShotAdd = 1;
//
RankRequire = $TWM2::RankRequire["RSALaserRifle"];
PrestigeRequire = 1;
projectileSpread = 7.0 / 1000.0;
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "Model 1887 Killer\t50\t100\tNone";
Challenge[2] = "Model 1887 Extremist\t100\t150\tNone";
Challenge[3] = "Model 1887 Expert\t250\t250\tNone";
Challenge[4] = "Model 1887 Master\t500\t500\tNone";
Challenge[5] = "Model 1887 God\t1000\t1000\tNone";
Challenge[6] = "Model 1887 Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "Model 1887 Silver Commendation\t5000\t25000\tNone";
Challenge[8] = "Model 1887 Gold Commendation\t10000\t50000\tNone";
Challenge[9] = "Model 1887 Titan Commendation\t25000\t75000\tNone";
GunName = "Model 1887 Shotgun";
//
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
projectileSpread = 7.0 / 1000.0;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.0001;
stateFire[3] = true;
stateEjectShell[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 1.0;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.0001;
stateFire[3] = true;
stateEjectShell[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 1.0;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[7] = "WetFire";
stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
stateName[7] = "WetFire";
stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
};
datablock ItemData(Model1887)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_plasma.dts";
image = Model1887Image;
mass = 1.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a Model 1887";
datablock ItemData(Model1887 {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_plasma.dts";
image = Model1887Image;
mass = 1.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a Model 1887";
computeCRC = true;
emap = true;
computeCRC = true;
emap = true;
};
function Model1887Image::onMount(%this,%obj,%slot) {
Parent::onMount(%this, %obj, %slot);
Parent::onMount(%this, %obj, %slot);
}
function Model1887Image::onFire(%data,%obj,%slot) {
serverPlay3D(ShotgunFireSound, %obj.getPosition());
serverPlay3D(ShotgunFireSound, %obj.getPosition());
%obj.applyKick(-250);
%obj.decInventory(%data.ammo,1);
%obj.applyKick(-250);
%obj.decInventory(%data.ammo,1);
%vector = %obj.getMuzzleVector(%slot);
%mp = %obj.getMuzzlePoint(%slot);
%vector = %obj.getMuzzleVector(%slot);
%mp = %obj.getMuzzlePoint(%slot);
for (%i = 0; %i < 14; %i++) {
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %vector);
for (%i = 0; %i < 18; %i++) {
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %vector);
%p = new (%data.projectileType)() {
dataBlock = %data.projectile;
initialDirection = %newvector;
initialPosition = %mp;
sourceObject = %obj;
damageFactor = 1;
sourceSlot = %slot;
};
%p = new (%data.projectileType)() {
dataBlock = %data.projectile;
initialDirection = %newvector;
initialPosition = %mp;
sourceObject = %obj;
damageFactor = 1;
sourceSlot = %slot;
};
%p.WeaponImageSource = %data.getName();
}
if(%obj.inv[Model1887Ammo] == 0) { //Added Phantom139, TWM2
AttemptReload(%data, %obj, %slot);
}
}
%p.WeaponImageSource = %data.getName();
}
if(%obj.inv[Model1887Ammo] == 0) { //Added Phantom139, TWM2
AttemptReload(%data, %obj, %slot);
}
}

View file

@ -8,23 +8,22 @@
//--------------------------------------
datablock DebrisData( SemiAutoShellDebris )
{
shapeName = "weapon_chaingun_ammocasing.dts";
datablock DebrisData( SemiAutoShellDebris ) {
shapeName = "weapon_chaingun_ammocasing.dts";
lifetime = 7.0;
lifetime = 7.0;
minSpinSpeed = 600.0;
maxSpinSpeed = 800.0;
minSpinSpeed = 600.0;
maxSpinSpeed = 800.0;
elasticity = 0.8;
friction = 0.3;
elasticity = 0.8;
friction = 0.3;
numBounces = 5;
numBounces = 5;
fade = true;
staticOnMaxBounce = true;
snapOnMaxBounce = true;
fade = true;
staticOnMaxBounce = true;
snapOnMaxBounce = true;
};
@ -32,295 +31,288 @@ datablock DebrisData( SemiAutoShellDebris )
// Projectile
//--------------------------------------
datablock TracerProjectileData( SA2400Slug )
{
doDynamicClientHits = true;
datablock TracerProjectileData( SA2400Slug ) {
doDynamicClientHits = true;
directDamage = 0.3;
directDamageType = $DamageType::SA2400;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.9;
directDamage = 0.3;
directDamageType = $DamageType::SA2400;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
kickBackStrength = 428.0;
sound = ChaingunProjectile;
HeadMultiplier = 1.9;
ImageSource = "SA2400Image";
kickBackStrength = 428.0;
sound = ChaingunProjectile;
dryVelocity = 2561.0;
wetVelocity = 586.0;
velInheritFactor = 1.0;
fizzleTimeMS = 3000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 40.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 40.0;
fizzleUnderwaterMS = 3000;
ImageSource = "SA2400Image";
tracerLength = 37.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
dryVelocity = 2561.0;
wetVelocity = 586.0;
velInheritFactor = 1.0;
fizzleTimeMS = 150;
lifetimeMS = 200;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 40.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 40.0;
fizzleUnderwaterMS = 3000;
tracerLength = 37.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.10;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal1;
decalData[2] = ChaingunDecal1;
decalData[3] = ChaingunDecal1;
decalData[4] = ChaingunDecal1;
decalData[5] = ChaingunDecal1;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal1;
decalData[2] = ChaingunDecal1;
decalData[3] = ChaingunDecal1;
decalData[4] = ChaingunDecal1;
decalData[5] = ChaingunDecal1;
};
//--------------------------------------------------------------------------
// Ammo
//--------------------------------------
datablock ItemData( SA2400Ammo )
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData( SA2400Ammo ) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some chaingun ammo";
computeCRC = true;
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData( SA2400Image )
{
className = WeaponImage;
shapeFile = "weapon_grenade_launcher.dts";
item = SA2400;
ammo = SA2400Ammo;
offset = "0 0 0";
emap = true;
datablock ShapeBaseImageData( SA2400Image ) {
className = WeaponImage;
shapeFile = "weapon_grenade_launcher.dts";
item = SA2400;
ammo = SA2400Ammo;
casing = SemiAutoShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 30.0;
offset = "0 0 0";
emap = true;
projectile = SA2400Slug;
projectileType = TracerProjectile;
//ClipStuff
ClipName = "SA2400Clip";
ClipPickupName["SA2400Clip"] = "some SA2400 Slugs";
ShowsClipInHud = 1;
ClipReloadTime = 6;
ClipReturn = 21;
InitialClips = 8;
ReloadSingle = 1;
SingleShotAdd = 7;
//
RankRequire = $TWM2::RankRequire["SA2400"];
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "SA2400 Killer\t50\t100\tNone";
Challenge[2] = "SA2400 Extremist\t100\t150\tNone";
Challenge[3] = "SA2400 Expert\t250\t250\tNone";
Challenge[4] = "SA2400 Master\t500\t500\tNone";
Challenge[5] = "SA2400 God\t1000\t1000\tNone";
Challenge[6] = "SA2400 Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "SA2400 Silver Commendation\t5000\t25000\tNone";
Challenge[8] = "SA2400 Gold Commendation\t10000\t50000\tNone";
Challenge[9] = "SA2400 Titan Commendation\t25000\t75000\tNone";
GunName = "SA2400 Shotgun";
//
projectileSpread = 3.0 / 1000.0;
//----------------------------------------------------------------------------\\
//State Data\\
//----------------------------------------------------------------------------\\
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateSequence[0] = "Activate";
stateTimeoutValue[0] = 0.2;
stateSound[0] = ChaingunSwitchSound;
//----------------------------------------------------\\
stateName[1] = "Ready";
stateSequence[1] = "Ready";
stateTimeoutValue[1] = 0.2;
stateTransitionOnTriggerDown[1] = "FireFirstRound";
stateTransitionOnNoAmmo[1] = "NoAmmo";
//----------------------------------------------------\\
stateName[2] = "Reload";
stateSequence[2] = "Reload";
stateTransitionOnTimeout[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTimeoutValue[2] = 4.0;
stateAllowImageChange[2] = false;
stateSound[2] = DiscDryFireSound;
//----------------------------------------------------\\
stateName[3] = "NoAmmo";
stateSequence[3] = "NoAmmo";
stateTimeoutValue[3] = 0.2;
stateTransitionOnTriggerDown[3] = "DryFire";
stateTransitionOnAmmo[3] = "Reload";
//----------------------------------------------------\\
stateName[4] = "DryFire";
stateSequence[4] = "DryFire";
stateTransitionOnTimeout[4] = "NoAmmo";
stateTimeoutValue[4] = 0.5;
stateSound[4] = DiscSwitchSound;
//----------------------------------------------------\\
stateName[5] = "FireFirstRound";
stateSequence[5] = "Fire";
stateRecoil[5] = LightRecoil;
stateTransitionOnTimeout[5] = "FireSecondRound";
stateTransitionOnTriggerUp[5] = "ReadySecondRound";
stateTransitionOnNoAmmo[5] = "NoAmmo";
stateTimeoutValue[5] = 0.2;
stateFire[5] = true;
stateEjectShell[5] = true;
stateAllowImageChange[5] = false;
stateSound[5] = ShotgunFireSound;
stateScript[5] = "onFire";
//----------------------------------------------------\\
stateName[6] = "FireSecondRound";
stateSequence[6] = "Fire";
stateRecoil[6] = LightRecoil;
stateTransitionOnTimeout[6] = "FireThirdRound";
stateTransitionOnTriggerUp[6] = "ReadyThirdRound";
stateTransitionOnNoAmmo[6] = "NoAmmo";
stateTimeoutValue[6] = 0.2;
stateFire[6] = true;
stateEjectShell[6] = true;
stateAllowImageChange[6] = false;
stateSound[6] = ShotgunFireSound;
stateScript[6] = "onFire";
//----------------------------------------------------\\
stateName[7] = "FireThirdRound";
stateSequence[7] = "Fire";
stateRecoil[7] = LightRecoil;
stateTransitionOnTimeout[7] = "FireFourthRound";
stateTransitionOnTriggerUp[7] = "ReadyFourthRound";
stateTransitionOnNoAmmo[7] = "NoAmmo";
stateTimeoutValue[7] = 0.2;
stateFire[7] = true;
stateEjectShell[7] = true;
stateAllowImageChange[7] = false;
stateSound[7] = ShotgunFireSound;
stateScript[7] = "onFire";
//----------------------------------------------------\\
stateName[8] = "FireFourthRound";
stateSequence[8] = "Fire";
stateRecoil[8] = LightRecoil;
stateTransitionOnTimeout[8] = "FireFifthRound";
stateTransitionOnTriggerUp[8] = "ReadyFifthRound";
stateTransitionOnNoAmmo[8] = "NoAmmo";
stateTimeoutValue[8] = 0.2;
stateFire[8] = true;
stateEjectShell[8] = true;
stateAllowImageChange[8] = false;
stateSound[8] = ShotgunFireSound;
stateScript[8] = "onFire";
//----------------------------------------------------\\
stateName[9] = "FireFifthRound";
stateSequence[9] = "Fire";
stateRecoil[9] = LightRecoil;
stateTransitionOnTimeout[9] = "FireSixthRound";
stateTransitionOnTriggerUp[9] = "ReadySixthRound";
stateTransitionOnNoAmmo[9] = "NoAmmo";
stateTimeoutValue[9] = 0.2;
stateFire[9] = true;
stateEjectShell[9] = true;
stateAllowImageChange[9] = false;
stateSound[9] = ShotgunFireSound;
stateScript[9] = "onFire";
//----------------------------------------------------\\
stateName[10] = "FireSixthRound";
stateSequence[10] = "Fire";
stateRecoil[10] = LightRecoil;
stateTransitionOnTimeout[10] = "FireSeventhRound";
stateTransitionOnTriggerUp[10] = "ReadySeventhRound";
stateTransitionOnNoAmmo[10] = "NoAmmo";
stateTimeoutValue[10] = 0.2;
stateFire[10] = true;
stateEjectShell[10] = true;
stateAllowImageChange[10] = false;
stateSound[10] = ShotgunFireSound;
stateScript[10] = "onFire";
//----------------------------------------------------\\
stateName[11] = "FireSeventhRound";
stateSequence[11] = "Fire";
stateRecoil[11] = LightRecoil;
stateTransitionOnTimeout[11] = "Reload";
stateTransitionOnTriggerUp[11] = "Reload";
stateTransitionOnNoAmmo[11] = "NoAmmo";
stateTimeoutValue[11] = 0.2;
stateFire[11] = true;
stateEjectShell[11] = true;
stateAllowImageChange[11] = false;
stateSound[11] = ShotgunFireSound;
stateScript[11] = "onFire";
//----------------------------------------------------\\
stateName[12] = "ReadySecondRound";
stateSequence[12] = "ReadySecondRound";
stateTransitionOnTriggerDown[12] = "FireSecondRound";
stateTransitionOnNoAmmo[12] = "NoAmmo";
//----------------------------------------------------\\
stateName[13] = "ReadyThirdRound";
stateSequence[13] = "ReadyThirdRound";
stateTransitionOnTriggerDown[13] = "FireThirdRound";
stateTransitionOnNoAmmo[13] = "NoAmmo";
//----------------------------------------------------\\
stateName[14] = "ReadyFourthRound";
stateSequence[14] = "ReadyFourthRound";
stateTransitionOnTriggerDown[14] = "FireFourthRound";
stateTransitionOnNoAmmo[14] = "NoAmmo";
//----------------------------------------------------\\
stateName[15] = "ReadyFifthRound";
stateSequence[15] = "ReadyFifthRound";
stateTransitionOnTriggerDown[15] = "FireFifthRound";
stateTransitionOnNoAmmo[15] = "NoAmmo";
//----------------------------------------------------\\
stateName[16] = "ReadySixthRound";
stateSequence[16] = "ReadySixthRound";
stateTransitionOnTriggerDown[16] = "FireSixthRound";
stateTransitionOnNoAmmo[16] = "NoAmmo";
//----------------------------------------------------\\
stateName[17] = "ReadySeventhRound";
stateSequence[17] = "ReadySeventhRound";
stateTransitionOnTriggerDown[17] = "FireSeventhRound";
stateTransitionOnNoAmmo[17] = "NoAmmo";
//----------------------------------------------------\\
stateName[18] = "ActivateReady";
stateTransitionOnLoaded[18] = "Ready";
stateTransitionOnNoAmmo[18] = "NoAmmo";
//----------------------------------------------------------------------------\\
//----------------------------------------------------------------------------\\
casing = SemiAutoShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 30.0;
projectile = SA2400Slug;
projectileType = TracerProjectile;
//ClipStuff
ClipName = "SA2400Clip";
ClipPickupName["SA2400Clip"] = "some SA2400 Slugs";
ShowsClipInHud = 1;
ClipReloadTime = 6;
ClipReturn = 21;
InitialClips = 8;
ReloadSingle = 1;
SingleShotAdd = 7;
//
RankRequire = $TWM2::RankRequire["SA2400"];
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "SA2400 Killer\t50\t100\tNone";
Challenge[2] = "SA2400 Extremist\t100\t150\tNone";
Challenge[3] = "SA2400 Expert\t250\t250\tNone";
Challenge[4] = "SA2400 Master\t500\t500\tNone";
Challenge[5] = "SA2400 God\t1000\t1000\tNone";
Challenge[6] = "SA2400 Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "SA2400 Silver Commendation\t5000\t25000\tNone";
Challenge[8] = "SA2400 Gold Commendation\t10000\t50000\tNone";
Challenge[9] = "SA2400 Titan Commendation\t25000\t75000\tNone";
GunName = "SA2400 Shotgun";
//
projectileSpread = 3.0 / 1000.0;
//----------------------------------------------------------------------------\\
//State Data\\
//----------------------------------------------------------------------------\\
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateSequence[0] = "Activate";
stateTimeoutValue[0] = 0.2;
stateSound[0] = ChaingunSwitchSound;
//----------------------------------------------------\\
stateName[1] = "Ready";
stateSequence[1] = "Ready";
stateTimeoutValue[1] = 0.2;
stateTransitionOnTriggerDown[1] = "FireFirstRound";
stateTransitionOnNoAmmo[1] = "NoAmmo";
//----------------------------------------------------\\
stateName[2] = "Reload";
stateSequence[2] = "Reload";
stateTransitionOnTimeout[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTimeoutValue[2] = 4.0;
stateAllowImageChange[2] = false;
stateSound[2] = DiscDryFireSound;
//----------------------------------------------------\\
stateName[3] = "NoAmmo";
stateSequence[3] = "NoAmmo";
stateTimeoutValue[3] = 0.2;
stateTransitionOnTriggerDown[3] = "DryFire";
stateTransitionOnAmmo[3] = "Reload";
//----------------------------------------------------\\
stateName[4] = "DryFire";
stateSequence[4] = "DryFire";
stateTransitionOnTimeout[4] = "NoAmmo";
stateTimeoutValue[4] = 0.5;
stateSound[4] = DiscSwitchSound;
//----------------------------------------------------\\
stateName[5] = "FireFirstRound";
stateSequence[5] = "Fire";
stateRecoil[5] = LightRecoil;
stateTransitionOnTimeout[5] = "FireSecondRound";
stateTransitionOnTriggerUp[5] = "ReadySecondRound";
stateTransitionOnNoAmmo[5] = "NoAmmo";
stateTimeoutValue[5] = 0.14;
stateFire[5] = true;
stateEjectShell[5] = true;
stateAllowImageChange[5] = false;
stateSound[5] = ShotgunFireSound;
stateScript[5] = "onFire";
//----------------------------------------------------\\
stateName[6] = "FireSecondRound";
stateSequence[6] = "Fire";
stateRecoil[6] = LightRecoil;
stateTransitionOnTimeout[6] = "FireThirdRound";
stateTransitionOnTriggerUp[6] = "ReadyThirdRound";
stateTransitionOnNoAmmo[6] = "NoAmmo";
stateTimeoutValue[6] = 0.14;
stateFire[6] = true;
stateEjectShell[6] = true;
stateAllowImageChange[6] = false;
stateSound[6] = ShotgunFireSound;
stateScript[6] = "onFire";
//----------------------------------------------------\\
stateName[7] = "FireThirdRound";
stateSequence[7] = "Fire";
stateRecoil[7] = LightRecoil;
stateTransitionOnTimeout[7] = "FireFourthRound";
stateTransitionOnTriggerUp[7] = "ReadyFourthRound";
stateTransitionOnNoAmmo[7] = "NoAmmo";
stateTimeoutValue[7] = 0.14;
stateFire[7] = true;
stateEjectShell[7] = true;
stateAllowImageChange[7] = false;
stateSound[7] = ShotgunFireSound;
stateScript[7] = "onFire";
//----------------------------------------------------\\
stateName[8] = "FireFourthRound";
stateSequence[8] = "Fire";
stateRecoil[8] = LightRecoil;
stateTransitionOnTimeout[8] = "FireFifthRound";
stateTransitionOnTriggerUp[8] = "ReadyFifthRound";
stateTransitionOnNoAmmo[8] = "NoAmmo";
stateTimeoutValue[8] = 0.14;
stateFire[8] = true;
stateEjectShell[8] = true;
stateAllowImageChange[8] = false;
stateSound[8] = ShotgunFireSound;
stateScript[8] = "onFire";
//----------------------------------------------------\\
stateName[9] = "FireFifthRound";
stateSequence[9] = "Fire";
stateRecoil[9] = LightRecoil;
stateTransitionOnTimeout[9] = "FireSixthRound";
stateTransitionOnTriggerUp[9] = "ReadySixthRound";
stateTransitionOnNoAmmo[9] = "NoAmmo";
stateTimeoutValue[9] = 0.14;
stateFire[9] = true;
stateEjectShell[9] = true;
stateAllowImageChange[9] = false;
stateSound[9] = ShotgunFireSound;
stateScript[9] = "onFire";
//----------------------------------------------------\\
stateName[10] = "FireSixthRound";
stateSequence[10] = "Fire";
stateRecoil[10] = LightRecoil;
stateTransitionOnTimeout[10] = "FireSeventhRound";
stateTransitionOnTriggerUp[10] = "ReadySeventhRound";
stateTransitionOnNoAmmo[10] = "NoAmmo";
stateTimeoutValue[10] = 0.14;
stateFire[10] = true;
stateEjectShell[10] = true;
stateAllowImageChange[10] = false;
stateSound[10] = ShotgunFireSound;
stateScript[10] = "onFire";
//----------------------------------------------------\\
stateName[11] = "FireSeventhRound";
stateSequence[11] = "Fire";
stateRecoil[11] = LightRecoil;
stateTransitionOnTimeout[11] = "Reload";
stateTransitionOnTriggerUp[11] = "Reload";
stateTransitionOnNoAmmo[11] = "NoAmmo";
stateTimeoutValue[11] = 0.14;
stateFire[11] = true;
stateEjectShell[11] = true;
stateAllowImageChange[11] = false;
stateSound[11] = ShotgunFireSound;
stateScript[11] = "onFire";
//----------------------------------------------------\\
stateName[12] = "ReadySecondRound";
stateSequence[12] = "ReadySecondRound";
stateTransitionOnTriggerDown[12] = "FireSecondRound";
stateTransitionOnNoAmmo[12] = "NoAmmo";
//----------------------------------------------------\\
stateName[13] = "ReadyThirdRound";
stateSequence[13] = "ReadyThirdRound";
stateTransitionOnTriggerDown[13] = "FireThirdRound";
stateTransitionOnNoAmmo[13] = "NoAmmo";
//----------------------------------------------------\\
stateName[14] = "ReadyFourthRound";
stateSequence[14] = "ReadyFourthRound";
stateTransitionOnTriggerDown[14] = "FireFourthRound";
stateTransitionOnNoAmmo[14] = "NoAmmo";
//----------------------------------------------------\\
stateName[15] = "ReadyFifthRound";
stateSequence[15] = "ReadyFifthRound";
stateTransitionOnTriggerDown[15] = "FireFifthRound";
stateTransitionOnNoAmmo[15] = "NoAmmo";
//----------------------------------------------------\\
stateName[16] = "ReadySixthRound";
stateSequence[16] = "ReadySixthRound";
stateTransitionOnTriggerDown[16] = "FireSixthRound";
stateTransitionOnNoAmmo[16] = "NoAmmo";
//----------------------------------------------------\\
stateName[17] = "ReadySeventhRound";
stateSequence[17] = "ReadySeventhRound";
stateTransitionOnTriggerDown[17] = "FireSeventhRound";
stateTransitionOnNoAmmo[17] = "NoAmmo";
//----------------------------------------------------\\
stateName[18] = "ActivateReady";
stateTransitionOnLoaded[18] = "Ready";
stateTransitionOnNoAmmo[18] = "NoAmmo";
};
datablock ItemData( SA2400 )
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_grenade_launcher.dts";
image = SA2400Image;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a Semi-Automatic Shotgun";
datablock ItemData( SA2400 ) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_grenade_launcher.dts";
image = SA2400Image;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a Semi-Automatic Shotgun";
computeCRC = true;
emap = true;
};
computeCRC = true;
emap = true;
};

View file

@ -1,219 +1,214 @@
datablock TracerProjectileData(SCD343Pellet)
{
doDynamicClientHits = true;
datablock TracerProjectileData(SCD343Pellet) {
doDynamicClientHits = true;
directDamage = (0.075 * 1.4);
directDamageType = $DamageType::SCD343;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.2;
LegsMultiplier = 0.75;
ImageSource = "SCD343Image";
directDamage = 0.17;
directDamageType = $DamageType::SCD343;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.2;
LegsMultiplier = 0.75;
longRangeMultiplier = 0.75;
kickBackStrength = 0.0;
sound = ChaingunProjectile;
ImageSource = "SCD343Image";
dryVelocity = 1500.0;
wetVelocity = 1000.0;
velInheritFactor = 0.0;
fizzleTimeMS = 1000;
lifetimeMS = 1000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
longRangeMultiplier = 0.75;
kickBackStrength = 0.0;
sound = ChaingunProjectile;
tracerLength = 5.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
dryVelocity = 1500.0;
wetVelocity = 1000.0;
velInheritFactor = 0.0;
fizzleTimeMS = 75;
lifetimeMS = 100;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 5.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.09;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
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;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6;
};
//--------------------------------------------------------------------------
// Ammo
//--------------------------------------
datablock ItemData(SCD343Ammo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(SCD343Ammo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some SCD343 rounds";
computeCRC = true;
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(SCD343Image)
{
className = WeaponImage;
shapeFile = "weapon_plasma.dts";
item = SCD343;
ammo = SCD343Ammo;
projectile = SCD343Pellet;
projectileType = TracerProjectile;
emap = true;
mass = 20;
datablock ShapeBaseImageData(SCD343Image) {
className = WeaponImage;
shapeFile = "weapon_plasma.dts";
item = SCD343;
ammo = SCD343Ammo;
projectile = SCD343Pellet;
projectileType = TracerProjectile;
emap = true;
mass = 20;
casing = ShellDebris;
shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B
shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
shellExitVariance = 10.0;
shellVelocity = 4.0;
casing = ShellDebris;
shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B
shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
shellExitVariance = 10.0;
shellVelocity = 4.0;
//ClipStuff
ClipName = "SCD343Clip";
ClipPickupName["SCD343Clip"] = "some SCD343 Clip Boxes";
ShowsClipInHud = 1;
ClipReloadTime = 4;
ClipReturn = 1;
InitialClips = 8;
//
RankRequire = $TWM2::RankRequire["SCD343"];
//ClipStuff
ClipName = "SCD343Clip";
ClipPickupName["SCD343Clip"] = "some SCD343 Clip Boxes";
ShowsClipInHud = 1;
ClipReloadTime = 4;
ClipReturn = 1;
InitialClips = 8;
//
RankRequire = $TWM2::RankRequire["SCD343"];
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "SCD343 Killer\t50\t100\tNone";
Challenge[2] = "SCD343 Extremist\t100\t150\tNone";
Challenge[3] = "SCD343 Expert\t250\t250\tNone";
Challenge[4] = "SCD343 Master\t500\t500\tNone";
Challenge[5] = "SCD343 God\t1000\t1000\tNone";
Challenge[6] = "SCD343 Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "SCD343 Silver Commendation\t5000\t25000\tNone";
Challenge[8] = "SCD343 Gold Commendation\t10000\t50000\tNone";
Challenge[9] = "SCD343 Titan Commendation\t25000\t75000\tNone";
GunName = "SCD343 Shotgun";
//
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "SCD343 Killer\t50\t100\tNone";
Challenge[2] = "SCD343 Extremist\t100\t150\tNone";
Challenge[3] = "SCD343 Expert\t250\t250\tNone";
Challenge[4] = "SCD343 Master\t500\t500\tNone";
Challenge[5] = "SCD343 God\t1000\t1000\tNone";
Challenge[6] = "SCD343 Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "SCD343 Silver Commendation\t5000\t25000\tNone";
Challenge[8] = "SCD343 Gold Commendation\t10000\t50000\tNone";
Challenge[9] = "SCD343 Titan Commendation\t25000\t75000\tNone";
GunName = "SCD343 Shotgun";
//
projectileSpread = 6.0 / 1000.0;
projectileSpread = 10.0 / 1000.0;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
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[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.0001;
stateFire[3] = true;
stateEjectShell[3] = true;
stateEmitter[3] = "GunFireEffectEmitter";
stateEmitterNode[3] = "muzzlepoint1";
stateEmitterTime[3] = 1;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
stateSound[3] = SniperFireSound;
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.0001;
stateFire[3] = true;
stateEjectShell[3] = true;
stateEmitter[3] = "GunFireEffectEmitter";
stateEmitterNode[3] = "muzzlepoint1";
stateEmitterTime[3] = 1;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
stateSound[3] = SniperFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.5;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.5;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire";
stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[7] = "WetFire";
stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
};
datablock ItemData(SCD343)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_plasma.dts";
image = SCD343Image;
mass = 1.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a SCD343";
datablock ItemData(SCD343) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_plasma.dts";
image = SCD343Image;
mass = 1.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a SCD343";
computeCRC = true;
emap = true;
computeCRC = true;
emap = true;
};
function SCD343Image::onMount(%this,%obj,%slot) {
Parent::onMount(%this, %obj, %slot);
Parent::onMount(%this, %obj, %slot);
}
function SCD343Image::onFire(%data,%obj,%slot) {
serverPlay3D(ShotgunFireSound, %obj.getPosition());
serverPlay3D(ShotgunFireSound, %obj.getPosition());
%obj.applyKick(-250);
%obj.decInventory(%data.ammo,1);
%obj.applyKick(-250);
%obj.decInventory(%data.ammo,1);
%vector = %obj.getMuzzleVector(%slot);
%mp = %obj.getMuzzlePoint(%slot);
%vector = %obj.getMuzzleVector(%slot);
%mp = %obj.getMuzzlePoint(%slot);
for (%i=0; %i < 16; %i++) {
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %vector);
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %vector);
%p = new (%data.projectileType)() {
dataBlock = %data.projectile;
initialDirection = %newvector;
initialPosition = %mp;
sourceObject = %obj;
damageFactor = 1;
sourceSlot = %slot;
};
%p = new (%data.projectileType)() {
dataBlock = %data.projectile;
initialDirection = %newvector;
initialPosition = %mp;
sourceObject = %obj;
damageFactor = 1;
sourceSlot = %slot;
};
%p.WeaponImageSource = %data.getName();
}
if(%obj.inv[SCD343Ammo] == 0) { //Added Phantom139, TWM2
AttemptReload(%data, %obj, %slot);
}
}
%p.WeaponImageSource = %data.getName();
}
if(%obj.inv[SCD343Ammo] == 0) { //Added Phantom139, TWM2
AttemptReload(%data, %obj, %slot);
}
}

View file

@ -1,165 +1,161 @@
datablock TracerProjectileData(Wp400Pellet)
{
doDynamicClientHits = true;
datablock TracerProjectileData(Wp400Pellet) {
doDynamicClientHits = true;
directDamage = (0.075 * 1.5);
directDamageType = $DamageType::Wp400;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.2;
LegsMultiplier = 0.75;
directDamage = 0.1125;
directDamageType = $DamageType::Wp400;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.2;
LegsMultiplier = 0.75;
longRangeMultiplier = 0.75;
kickBackStrength = 0.0;
sound = ChaingunProjectile;
ImageSource = "Wp400Image";
longRangeMultiplier = 0.75;
kickBackStrength = 0.0;
sound = ChaingunProjectile;
dryVelocity = 1500.0;
wetVelocity = 1000.0;
velInheritFactor = 0.0;
fizzleTimeMS = 1000;
lifetimeMS = 1000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
ImageSource = "Wp400Image";
tracerLength = 5.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
dryVelocity = 1500.0;
wetVelocity = 1000.0;
velInheritFactor = 0.0;
fizzleTimeMS = 75;
lifetimeMS = 100;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 5.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.09;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
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;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6;
};
//--------------------------------------------------------------------------
// Ammo
//--------------------------------------
datablock ItemData(Wp400Ammo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(Wp400Ammo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some Wp400 rounds";
computeCRC = true;
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(Wp400Image)
{
className = WeaponImage;
shapeFile = "weapon_plasma.dts";
item = Wp400;
ammo = Wp400Ammo;
projectile = Wp400Pellet;
projectileType = TracerProjectile;
emap = true;
mass = 20;
datablock ShapeBaseImageData(Wp400Image) {
className = WeaponImage;
shapeFile = "weapon_plasma.dts";
item = Wp400;
ammo = Wp400Ammo;
projectile = Wp400Pellet;
projectileType = TracerProjectile;
emap = true;
mass = 20;
casing = ShellDebris;
shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B
shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
shellExitVariance = 10.0;
shellVelocity = 4.0;
casing = ShellDebris;
shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B
shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
shellExitVariance = 10.0;
shellVelocity = 4.0;
//ClipStuff
ClipName = "Wp400Clip";
ClipPickupName["Wp400Clip"] = "some Wp400 Clip Boxes";
ShowsClipInHud = 1;
ClipReloadTime = 4;
ClipReturn = 5;
InitialClips = 6;
//
RankRequire = $TWM2::RankRequire["Wp400"];
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "Wp400 Killer\t50\t100\tNone";
Challenge[2] = "Wp400 Extremist\t100\t150\tNone";
Challenge[3] = "Wp400 Expert\t250\t250\tNone";
Challenge[4] = "Wp400 Master\t500\t500\tNone";
Challenge[5] = "Wp400 God\t1000\t1000\tNone";
Challenge[6] = "Wp400 Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "Wp400 Silver Commendation\t5000\t25000\tNone";
Challenge[8] = "Wp400 Gold Commendation\t10000\t50000\tNone";
Challenge[9] = "Wp400 Titan Commendation\t25000\t75000\tNone";
GunName = "Wp400 Shotgun";
//
//ClipStuff
ClipName = "Wp400Clip";
ClipPickupName["Wp400Clip"] = "some Wp400 Clip Boxes";
ShowsClipInHud = 1;
ClipReloadTime = 7;
ClipReturn = 5;
InitialClips = 6;
//
RankRequire = $TWM2::RankRequire["Wp400"];
projectileSpread = 10.0 / 1000.0;
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "Wp400 Killer\t50\t100\tNone";
Challenge[2] = "Wp400 Extremist\t100\t150\tNone";
Challenge[3] = "Wp400 Expert\t250\t250\tNone";
Challenge[4] = "Wp400 Master\t500\t500\tNone";
Challenge[5] = "Wp400 God\t1000\t1000\tNone";
Challenge[6] = "Wp400 Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "Wp400 Silver Commendation\t5000\t25000\tNone";
Challenge[8] = "Wp400 Gold Commendation\t10000\t50000\tNone";
Challenge[9] = "Wp400 Titan Commendation\t25000\t75000\tNone";
GunName = "Wp400 Shotgun";
//
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.3;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
projectileSpread = 15.0 / 1000.0;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.3;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.0001;
stateFire[3] = true;
stateEjectShell[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateSound[3] = SniperFireSound;
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.9;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.0001;
stateFire[3] = true;
stateEjectShell[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateSound[3] = SniperFireSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.5;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[7] = "WetFire";
stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
stateName[7] = "WetFire";
stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
};
datablock ItemData(Wp400)