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

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);
}
}

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@ -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;
}
}