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

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

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

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

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

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

View file

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

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