mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-04-29 08:15:30 +00:00
November Changes
3.9.2 Balancing Pass, Armor System Adjustments, More Zombie Types Added
This commit is contained in:
parent
19be242dfd
commit
0954efcdc4
58 changed files with 7602 additions and 7354 deletions
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@ -1,58 +1,58 @@
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datablock SeekerProjectileData(JavelinMissile) {
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casingShapeName = "weapon_missile_casement.dts";
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projectileShapeName = "weapon_missile_projectile.dts";
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hasDamageRadius = true;
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indirectDamage = 1.8; //Requires Lock
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damageRadius = 18.0;
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radiusDamageType = $DamageType::Missile;
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kickBackStrength = 2000;
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ImageSource = "JavelinImage";
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casingShapeName = "weapon_missile_casement.dts";
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projectileShapeName = "weapon_missile_projectile.dts";
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hasDamageRadius = true;
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indirectDamage = 1.8; //Requires Lock
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damageRadius = 18.0;
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radiusDamageType = $DamageType::Javelin;
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kickBackStrength = 2000;
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explosion = "SatchelMainExplosion";
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splash = MissileSplash;
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velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
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// is cranked up to full so the missile doesn't start
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// out behind the player when the player is moving
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// very quickly - bramage
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ImageSource = "JavelinImage";
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baseEmitter = MissileSmokeEmitter;
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delayEmitter = MissileFireEmitter;
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puffEmitter = MissilePuffEmitter;
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bubbleEmitter = GrenadeBubbleEmitter;
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bubbleEmitTime = 1.0;
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explosion = "SatchelMainExplosion";
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splash = MissileSplash;
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velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
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// is cranked up to full so the missile doesn't start
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// out behind the player when the player is moving
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// very quickly - bramage
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exhaustEmitter = MissileLauncherExhaustEmitter;
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exhaustTimeMs = 300;
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exhaustNodeName = "muzzlePoint1";
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baseEmitter = MissileSmokeEmitter;
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delayEmitter = MissileFireEmitter;
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puffEmitter = MissilePuffEmitter;
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bubbleEmitter = GrenadeBubbleEmitter;
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bubbleEmitTime = 1.0;
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lifetimeMS = 30000;
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muzzleVelocity = 10.0;
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maxVelocity = 150.0;
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turningSpeed = 110.0;
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acceleration = 350.0;
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exhaustEmitter = MissileLauncherExhaustEmitter;
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exhaustTimeMs = 300;
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exhaustNodeName = "muzzlePoint1";
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proximityRadius = 3;
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lifetimeMS = 30000;
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muzzleVelocity = 10.0;
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maxVelocity = 150.0;
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turningSpeed = 110.0;
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acceleration = 350.0;
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terrainAvoidanceSpeed = 180;
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terrainScanAhead = 25;
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terrainHeightFail = 12;
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terrainAvoidanceRadius = 100;
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proximityRadius = 3;
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flareDistance = 200;
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flareAngle = 30;
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terrainAvoidanceSpeed = 180;
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terrainScanAhead = 25;
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terrainHeightFail = 12;
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terrainAvoidanceRadius = 100;
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sound = MissileProjectileSound;
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flareDistance = 200;
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flareAngle = 30;
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hasLight = true;
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lightRadius = 5.0;
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lightColor = "0.2 0.05 0";
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sound = MissileProjectileSound;
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useFlechette = true;
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flechetteDelayMs = 550;
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casingDeb = FlechetteDebris;
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hasLight = true;
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lightRadius = 5.0;
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lightColor = "0.2 0.05 0";
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explodeOnWaterImpact = false;
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useFlechette = true;
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flechetteDelayMs = 550;
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casingDeb = FlechetteDebris;
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explodeOnWaterImpact = false;
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};
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@ -61,183 +61,180 @@ datablock SeekerProjectileData(JavelinMissile) {
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// Ammo
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//--------------------------------------
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datablock ItemData(JavelinAmmo)
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{
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_missile.dts";
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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datablock ItemData(JavelinAmmo) {
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_missile.dts";
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "some javelin rockets";
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computeCRC = true;
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computeCRC = true;
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};
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//--------------------------------------------------------------------------
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// Weapon
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//--------------------------------------
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datablock ItemData(Javelin)
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{
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_mortar.dts";
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image = JavelinImage;
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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datablock ItemData(Javelin) {
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_mortar.dts";
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image = JavelinImage;
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "a javelin launcher";
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computeCRC = true;
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emap = true;
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computeCRC = true;
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emap = true;
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};
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datablock ShapeBaseImageData(JavelinImage) {
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className = WeaponImage;
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shapeFile = "weapon_mortar.dts";
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item = Javelin;
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ammo = JavelinAmmo;
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offset = "0 0 0";
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armThread = lookms;
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emap = true;
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className = WeaponImage;
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shapeFile = "weapon_mortar.dts";
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item = Javelin;
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ammo = JavelinAmmo;
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offset = "0 0 0";
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armThread = lookms;
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emap = true;
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projectile = JavelinMissile;
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projectileType = SeekerProjectile;
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projectile = JavelinMissile;
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projectileType = SeekerProjectile;
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isSeeker = true;
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seekRadius = 700;
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maxSeekAngle = 8;
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seekTime = 0.5;
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minSeekHeat = 0.01; // the heat that must be present on a target to lock it.
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//ClipStuff
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ClipName = "JavelinClip";
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ClipPickupName["JavelinClip"] = "A Few Javelin Missiles";
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ShowsClipInHud = 1;
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ClipReloadTime = 6;
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ClipReturn = 1;
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InitialClips = 2;
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//
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HasChallenges = 1;
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ChallengeCt = 7;
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Challenge[1] = "Javelin Hunter\t100\t500\tLaser";
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Challenge[2] = "Javelin Expert\t250\t1000\tNone";
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Challenge[3] = "Javelin Mastery\t500\t2500\tNone";
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Challenge[4] = "Javelin Bronze Commendation\t1000\t10000\tNone";
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Challenge[5] = "Javelin Silver Commendation\t2500\t25000\tNone";
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Challenge[6] = "Javelin Gold Commendation\t5000\t50000\tNone";
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Challenge[7] = "Javelin Titan Commendation\t10000\t75000\tNone";
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Upgrade[1] = "Laser";
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GunName = "Javelin";
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isSeeker = true;
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seekRadius = 700;
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maxSeekAngle = 8;
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seekTime = 0.5;
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minSeekHeat = 0.01; // the heat that must be present on a target to lock it.
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RankRequire = $TWM2::RankRequire["Javelin"];
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//ClipStuff
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ClipName = "JavelinClip";
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ClipPickupName["JavelinClip"] = "A Few Javelin Missiles";
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ShowsClipInHud = 1;
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ClipReloadTime = 6;
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ClipReturn = 1;
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InitialClips = 2;
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//
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HasChallenges = 1;
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ChallengeCt = 7;
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Challenge[1] = "Javelin Hunter\t100\t500\tLaser";
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Challenge[2] = "Javelin Expert\t250\t1000\tNone";
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Challenge[3] = "Javelin Mastery\t500\t2500\tNone";
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Challenge[4] = "Javelin Bronze Commendation\t1000\t10000\tNone";
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Challenge[5] = "Javelin Silver Commendation\t2500\t25000\tNone";
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Challenge[6] = "Javelin Gold Commendation\t5000\t50000\tNone";
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Challenge[7] = "Javelin Titan Commendation\t10000\t75000\tNone";
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Upgrade[1] = "Laser";
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GunName = "Javelin";
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// only target objects outside this range
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minTargetingDistance = 80;
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RankRequire = $TWM2::RankRequire["Javelin"];
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 0.5;
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stateSequence[0] = "Activate";
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stateSound[0] = MissileSwitchSound;
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// only target objects outside this range
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minTargetingDistance = 80;
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stateName[1] = "ActivateReady";
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stateTransitionOnLoaded[1] = "Ready";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 0.5;
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stateSequence[0] = "Activate";
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stateSound[0] = MissileSwitchSound;
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stateName[2] = "Ready";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateTransitionOnTriggerDown[2] = "CheckWet";
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stateName[1] = "ActivateReady";
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stateTransitionOnLoaded[1] = "Ready";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.4;
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stateFire[3] = true;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = false;
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stateSequence[3] = "Fire";
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stateScript[3] = "onFire";
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stateSound[3] = MissileFireSound;
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stateName[2] = "Ready";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateTransitionOnTriggerDown[2] = "CheckWet";
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateTimeoutValue[4] = 2.5;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateSound[4] = MissileReloadSound;
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.4;
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stateFire[3] = true;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = false;
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stateSequence[3] = "Fire";
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stateScript[3] = "onFire";
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stateSound[3] = MissileFireSound;
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stateName[5] = "NoAmmo";
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stateTransitionOnAmmo[5] = "Reload";
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stateSequence[5] = "NoAmmo";
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stateTransitionOnTriggerDown[5] = "DryFire";
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateTimeoutValue[4] = 2.5;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateSound[4] = MissileReloadSound;
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stateName[6] = "DryFire";
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stateSound[6] = MissileDryFireSound;
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stateTimeoutValue[6] = 1.0;
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stateTransitionOnTimeout[6] = "ActivateReady";
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stateName[5] = "NoAmmo";
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stateTransitionOnAmmo[5] = "Reload";
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stateSequence[5] = "NoAmmo";
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stateTransitionOnTriggerDown[5] = "DryFire";
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stateName[7] = "CheckTarget";
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stateTransitionOnNoTarget[7] = "DryFire";
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stateTransitionOnTarget[7] = "Fire";
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stateName[6] = "DryFire";
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stateSound[6] = MissileDryFireSound;
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stateTimeoutValue[6] = 1.0;
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stateTransitionOnTimeout[6] = "ActivateReady";
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stateName[8] = "CheckWet";
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stateTransitionOnWet[8] = "WetFire";
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stateTransitionOnNotWet[8] = "CheckTarget";
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stateName[7] = "CheckTarget";
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stateTransitionOnNoTarget[7] = "DryFire";
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stateTransitionOnTarget[7] = "Fire";
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stateName[9] = "WetFire";
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stateTransitionOnNoAmmo[9] = "NoAmmo";
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stateTransitionOnTimeout[9] = "Reload";
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stateSound[9] = MissileFireSound;
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stateRecoil[3] = LightRecoil;
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stateTimeoutValue[9] = 0.4;
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stateScript[9] = "onWetFire";
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stateAllowImageChange[9] = false;
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stateName[8] = "CheckWet";
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stateTransitionOnWet[8] = "WetFire";
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stateTransitionOnNotWet[8] = "CheckTarget";
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stateName[9] = "WetFire";
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stateTransitionOnNoAmmo[9] = "NoAmmo";
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stateTransitionOnTimeout[9] = "Reload";
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stateSound[9] = MissileFireSound;
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stateRecoil[3] = LightRecoil;
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stateTimeoutValue[9] = 0.4;
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stateScript[9] = "onWetFire";
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stateAllowImageChange[9] = false;
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};
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function JavelinImage::onFire(%data,%obj,%slot) {
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%obj.decInventory(%data.ammo,1);
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if(%obj.inv[%data.ammo] == 0) { //Added Phantom139, TWM2
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AttemptReload(%data, %obj, %slot);
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}
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%obj.decInventory(%data.ammo,1);
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if(%obj.inv[%data.ammo] == 0) { //Added Phantom139, TWM2
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AttemptReload(%data, %obj, %slot);
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}
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%p = new (SeekerProjectile)() {
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dataBlock = JavelinMissile;
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initialDirection = "0 0 10";
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initialPosition = %obj.getPosition();
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damageFactor = 1;
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sourceObject = %obj;
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};
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%p.WeaponImageSource = %data.getName();
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MissileSet.add(%p);
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%p = new (SeekerProjectile)() {
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dataBlock = JavelinMissile;
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initialDirection = "0 0 10";
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initialPosition = %obj.getPosition();
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damageFactor = 1;
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sourceObject = %obj;
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};
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%p.WeaponImageSource = %data.getName();
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%target = %obj.getLockedTarget();
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if(%target) {
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//go up first!!!
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//%p.setPositionTarget(vectorAdd(%obj.getPosition(), "0 0 200"));
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%p.schedule(3500, "setObjectTarget", %target);
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schedule(3501, 0, "SetMissileTargeted", %target, %p);
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}
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else if(%obj.isLocked()) {
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//%p.setPositionTarget(vectorAdd(%obj.getPosition(), "0 0 200"));
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//echo("Javelin Lock: "@%obj.getLockedPosition()@"");
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%p.JavBeac = new BeaconObject() {
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dataBlock = "BomberBeacon";
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beaconType = "vehicle";
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position = %obj.getLockedPosition();
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};
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%p.schedule(3500, "setObjectTarget", %p.JavBeac);
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schedule(3500, 0, "SetMissileTargeted", %p.JavBeac, %p);
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%p.JavBeac.schedule(10000, "Delete");
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}
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else {
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//no lock, this missile must self destruct...
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%p.setNoTarget();
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%p.getDatablock().onExplode(%p, %p.getPosition(), 1);
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}
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MissileSet.add(%p);
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%target = %obj.getLockedTarget();
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if(%target) {
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//go up first!!!
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//%p.setPositionTarget(vectorAdd(%obj.getPosition(), "0 0 200"));
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%p.schedule(3500, "setObjectTarget", %target);
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schedule(3501, 0, "SetMissileTargeted", %target, %p);
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}
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else if(%obj.isLocked()) {
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//%p.setPositionTarget(vectorAdd(%obj.getPosition(), "0 0 200"));
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//echo("Javelin Lock: "@%obj.getLockedPosition()@"");
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%p.JavBeac = new BeaconObject() {
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dataBlock = "BomberBeacon";
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beaconType = "vehicle";
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position = %obj.getLockedPosition();
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};
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%p.schedule(3500, "setObjectTarget", %p.JavBeac);
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schedule(3500, 0, "SetMissileTargeted", %p.JavBeac, %p);
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%p.JavBeac.schedule(10000, "Delete");
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}
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else {
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//no lock, this missile must self destruct...
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%p.setNoTarget();
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%p.getDatablock().onExplode(%p, %p.getPosition(), 1);
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}
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}
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@ -1,236 +1,229 @@
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datablock SeekerProjectileData(RPGMissile) {
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casingShapeName = "weapon_missile_casement.dts";
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projectileShapeName = "grenade.dts";
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hasDamageRadius = true;
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indirectDamage = 1.3; //TWM2 2.1, Increased to 1.3 from 0.8
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damageRadius = 8.0;
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radiusDamageType = $DamageType::RPG;
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kickBackStrength = 3500;
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casingShapeName = "weapon_missile_casement.dts";
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projectileShapeName = "grenade.dts";
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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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue