mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-07-12 15:04:38 +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
|
|
@ -1,8 +1,7 @@
|
|||
datablock AudioProfile(PistolFireSound)
|
||||
{
|
||||
filename = "fx/vehicles/tank_chaingun.wav";
|
||||
description = AudioDefault3d;
|
||||
preload = true;
|
||||
datablock AudioProfile(PistolFireSound) {
|
||||
filename = "fx/vehicles/tank_chaingun.wav";
|
||||
description = AudioDefault3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
|
|
@ -10,217 +9,214 @@ datablock AudioProfile(PistolFireSound)
|
|||
//--------------------------------------------------------------------------
|
||||
|
||||
datablock TracerProjectileData(coltBullet) {
|
||||
doDynamicClientHits = true;
|
||||
doDynamicClientHits = true;
|
||||
|
||||
directDamage = 0.15; // z0dd - ZOD, 9-27-02. Was 0.0825
|
||||
directDamageType = $DamageType::pistol;
|
||||
explosion = "ChaingunExplosion";
|
||||
splash = ChaingunSplash;
|
||||
HeadMultiplier = 1.5;
|
||||
LegsMultiplier = 0.5;
|
||||
|
||||
ImageSource = "PistolImage";
|
||||
directDamage = 0.15; // z0dd - ZOD, 9-27-02. Was 0.0825
|
||||
directDamageType = $DamageType::pistol;
|
||||
explosion = "ChaingunExplosion";
|
||||
splash = ChaingunSplash;
|
||||
HeadMultiplier = 1.5;
|
||||
LegsMultiplier = 0.5;
|
||||
|
||||
kickBackStrength = 5.0;
|
||||
sound = ChaingunProjectile;
|
||||
ImageSource = "PistolImage";
|
||||
|
||||
//dryVelocity = 425.0;
|
||||
dryVelocity = 2000.0; // z0dd - ZOD, 8-12-02. Was 425.0
|
||||
wetVelocity = 1750.0;
|
||||
velInheritFactor = 0.0;
|
||||
fizzleTimeMS = 3000;
|
||||
lifetimeMS = 3000;
|
||||
explodeOnDeath = false;
|
||||
reflectOnWaterImpactAngle = 0.0;
|
||||
explodeOnWaterImpact = false;
|
||||
deflectionOnWaterImpact = 0.0;
|
||||
fizzleUnderwaterMS = 3000;
|
||||
kickBackStrength = 5.0;
|
||||
sound = ChaingunProjectile;
|
||||
|
||||
tracerLength = 25.0;
|
||||
tracerAlpha = false;
|
||||
tracerMinPixels = 6;
|
||||
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
|
||||
//dryVelocity = 425.0;
|
||||
dryVelocity = 2000.0; // z0dd - ZOD, 8-12-02. Was 425.0
|
||||
wetVelocity = 1750.0;
|
||||
velInheritFactor = 0.0;
|
||||
fizzleTimeMS = 3000;
|
||||
lifetimeMS = 3000;
|
||||
explodeOnDeath = false;
|
||||
reflectOnWaterImpactAngle = 0.0;
|
||||
explodeOnWaterImpact = false;
|
||||
deflectionOnWaterImpact = 0.0;
|
||||
fizzleUnderwaterMS = 3000;
|
||||
|
||||
tracerLength = 25.0;
|
||||
tracerAlpha = false;
|
||||
tracerMinPixels = 6;
|
||||
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
|
||||
tracerTex[0] = "special/tracer00";
|
||||
tracerTex[1] = "special/tracercross";
|
||||
tracerWidth = 0.09;
|
||||
crossSize = 0.20;
|
||||
crossViewAng = 0.990;
|
||||
renderCross = true;
|
||||
crossSize = 0.20;
|
||||
crossViewAng = 0.990;
|
||||
renderCross = true;
|
||||
|
||||
decalData[0] = ChaingunDecal1;
|
||||
decalData[1] = ChaingunDecal2;
|
||||
decalData[2] = ChaingunDecal3;
|
||||
decalData[3] = ChaingunDecal4;
|
||||
decalData[4] = ChaingunDecal5;
|
||||
decalData[5] = ChaingunDecal6;
|
||||
decalData[0] = ChaingunDecal1;
|
||||
decalData[1] = ChaingunDecal2;
|
||||
decalData[2] = ChaingunDecal3;
|
||||
decalData[3] = ChaingunDecal4;
|
||||
decalData[4] = ChaingunDecal5;
|
||||
decalData[5] = ChaingunDecal6;
|
||||
};
|
||||
|
||||
datablock ItemData(pistolAmmo)
|
||||
{
|
||||
className = Ammo;
|
||||
catagory = "Ammo";
|
||||
shapeFile = "ammo_chaingun.dts";
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
datablock ItemData(pistolAmmo) {
|
||||
className = Ammo;
|
||||
catagory = "Ammo";
|
||||
shapeFile = "ammo_chaingun.dts";
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "some .77mm bullets";
|
||||
|
||||
computeCRC = true;
|
||||
|
||||
computeCRC = true;
|
||||
};
|
||||
|
||||
datablock ItemData(pistol) {
|
||||
className = Weapon;
|
||||
catagory = "Spawn Items";
|
||||
shapeFile = "weapon_energy_vehicle.dts";
|
||||
image = pistolImage;
|
||||
mass = 2;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "a Colt Pistol";
|
||||
className = Weapon;
|
||||
catagory = "Spawn Items";
|
||||
shapeFile = "weapon_energy_vehicle.dts";
|
||||
image = pistolImage;
|
||||
mass = 2;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "a Colt Pistol";
|
||||
};
|
||||
|
||||
datablock ShapeBaseImageData(PistolImage)
|
||||
{
|
||||
className = WeaponImage;
|
||||
shapeFile = "weapon_energy_vehicle.dts";
|
||||
item = pistol;
|
||||
offset = "0 0 0";
|
||||
rotation = "0 1 0 180";
|
||||
mass = 4;
|
||||
datablock ShapeBaseImageData(PistolImage) {
|
||||
className = WeaponImage;
|
||||
shapeFile = "weapon_energy_vehicle.dts";
|
||||
item = pistol;
|
||||
offset = "0 0 0";
|
||||
rotation = "0 1 0 180";
|
||||
mass = 4;
|
||||
|
||||
ammo = pistolAmmo;
|
||||
ammo = pistolAmmo;
|
||||
|
||||
projectile = coltbullet;
|
||||
projectileType = tracerProjectile;
|
||||
projectileSpread = 10.0 / 1000.0;
|
||||
|
||||
//ClipStuff
|
||||
ClipName = "ColtClip";
|
||||
ClipPickupName["ColtClip"] = "Some .77MM Clips";
|
||||
ShowsClipInHud = 0;
|
||||
ClipReloadTime = 2;
|
||||
ClipReturn = 10;
|
||||
InitialClips = 950;
|
||||
HellClipCount = 10;
|
||||
//
|
||||
//Challenges
|
||||
HasChallenges = 1;
|
||||
ChallengeCt = 9;
|
||||
Challenge[1] = "Coltee\t25\t100\tGrip";
|
||||
Challenge[2] = "Coltist\t50\t150\tLaser";
|
||||
Challenge[3] = "Colt Expert\t100\t250\tSilencer";
|
||||
Challenge[4] = "Colt Master\t250\t500\tExcessive Duality";
|
||||
Challenge[5] = "Colt God\t500\t1000\tHSBullets";
|
||||
Challenge[6] = "Colt Bronze Commendation\t1000\t10000\tNone";
|
||||
Challenge[7] = "Colt Silver Commendation\t2500\t25000\tNone";
|
||||
Challenge[8] = "Colt Gold Commendation\t5000\t50000\tNone";
|
||||
Challenge[9] = "Colt Titan Commendation\t15000\t75000\tNone";
|
||||
Upgrade[1] = "Grip";
|
||||
Upgrade[2] = "Laser";
|
||||
Upgrade[3] = "Silencer";
|
||||
Upgrade[4] = "Excessive Duality";
|
||||
Upgrade[5] = "HSBullets";
|
||||
GunName = "Colt Pistol";
|
||||
//
|
||||
projectile = coltbullet;
|
||||
projectileType = tracerProjectile;
|
||||
projectileSpread = 10.0 / 1000.0;
|
||||
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateTimeoutValue[0] = 0.5;
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = PlasmaSwitchSound;
|
||||
//ClipStuff
|
||||
ClipName = "ColtClip";
|
||||
ClipPickupName["ColtClip"] = "Some .77MM Clips";
|
||||
ShowsClipInHud = 0;
|
||||
ClipReloadTime = 2;
|
||||
ClipReturn = 10;
|
||||
InitialClips = 950;
|
||||
HellClipCount = 10;
|
||||
//
|
||||
//Challenges
|
||||
HasChallenges = 1;
|
||||
ChallengeCt = 9;
|
||||
Challenge[1] = "Coltee\t25\t100\tGrip";
|
||||
Challenge[2] = "Coltist\t50\t150\tLaser";
|
||||
Challenge[3] = "Colt Expert\t100\t250\tSilencer";
|
||||
Challenge[4] = "Colt Master\t250\t500\tExcessive Duality";
|
||||
Challenge[5] = "Colt God\t500\t1000\tHSBullets";
|
||||
Challenge[6] = "Colt Bronze Commendation\t1000\t10000\tNone";
|
||||
Challenge[7] = "Colt Silver Commendation\t2500\t25000\tNone";
|
||||
Challenge[8] = "Colt Gold Commendation\t5000\t50000\tNone";
|
||||
Challenge[9] = "Colt Titan Commendation\t15000\t75000\tNone";
|
||||
Upgrade[1] = "Grip";
|
||||
Upgrade[2] = "Laser";
|
||||
Upgrade[3] = "Silencer";
|
||||
Upgrade[4] = "Excessive Duality";
|
||||
Upgrade[5] = "HSBullets";
|
||||
GunName = "Colt Pistol";
|
||||
//
|
||||
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnLoaded[1] = "Ready";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateTimeoutValue[0] = 0.5;
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = PlasmaSwitchSound;
|
||||
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "Fire";
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnLoaded[1] = "Ready";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Reload";
|
||||
stateTimeoutValue[3] = 0.1;
|
||||
stateFire[3] = true;
|
||||
stateEmitter[3] = "GunFireEffectEmitter";
|
||||
stateEmitterNode[3] = "muzzlepoint1";
|
||||
stateEmitterTime[3] = 1;
|
||||
stateRecoil[3] = LightRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateScript[3] = "onFire";
|
||||
stateEmitterTime[3] = 0.2;
|
||||
//stateSound[3] = PistolFireSound;
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "Fire";
|
||||
|
||||
stateName[4] = "Reload";
|
||||
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||||
stateTransitionOnTimeout[4] = "Ready";
|
||||
stateTimeoutValue[4] = 0.1;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateSequence[4] = "Reload";
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Reload";
|
||||
stateTimeoutValue[3] = 0.1;
|
||||
stateFire[3] = true;
|
||||
stateEmitter[3] = "GunFireEffectEmitter";
|
||||
stateEmitterNode[3] = "muzzlepoint1";
|
||||
stateEmitterTime[3] = 1;
|
||||
stateRecoil[3] = LightRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateScript[3] = "onFire";
|
||||
stateEmitterTime[3] = 0.2;
|
||||
//stateSound[3] = PistolFireSound;
|
||||
|
||||
stateName[5] = "NoAmmo";
|
||||
stateTransitionOnAmmo[5] = "Reload";
|
||||
stateSequence[5] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[5] = "DryFire";
|
||||
stateName[4] = "Reload";
|
||||
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||||
stateTransitionOnTimeout[4] = "Ready";
|
||||
stateTimeoutValue[4] = 0.1;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateSequence[4] = "Reload";
|
||||
|
||||
stateName[6] = "DryFire";
|
||||
stateSound[6] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[6] = 1.5;
|
||||
stateTransitionOnTimeout[6] = "NoAmmo";
|
||||
stateName[5] = "NoAmmo";
|
||||
stateTransitionOnAmmo[5] = "Reload";
|
||||
stateSequence[5] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[5] = "DryFire";
|
||||
|
||||
stateName[6] = "DryFire";
|
||||
stateSound[6] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[6] = 1.5;
|
||||
stateTransitionOnTimeout[6] = "NoAmmo";
|
||||
};
|
||||
|
||||
datablock ShapeBaseImageData(PistolImage2) : PistolImage {
|
||||
offset = "-0.5 0 0";
|
||||
offset = "-0.5 0 0";
|
||||
};
|
||||
|
||||
function PistolImage::onMount(%this,%obj,%slot) {
|
||||
Parent::onMount(%this, %obj, %slot);
|
||||
if(%obj.client.UpgradeOn("Excessive Duality", %this.getName())) {
|
||||
%obj.mountImage(PistolImage2, 5);
|
||||
}
|
||||
function PistolImage::onMount(%this, %obj, %slot) {
|
||||
Parent::onMount(%this, %obj, %slot);
|
||||
if(%obj.client.UpgradeOn("Excessive Duality", %this.getName())) {
|
||||
%obj.mountImage(PistolImage2, 5);
|
||||
}
|
||||
}
|
||||
|
||||
function PistolImage::onUnmount(%this,%obj,%slot) {
|
||||
%obj.unmountImage(5);
|
||||
Parent::onUnmount(%this, %obj, %slot);
|
||||
%obj.unmountImage(5);
|
||||
Parent::onUnmount(%this, %obj, %slot);
|
||||
}
|
||||
|
||||
function PistolImage::onFire(%data, %obj, %slot) {
|
||||
%p = Parent::onFire(%data, %obj, %slot);
|
||||
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
|
||||
//zero sound :p
|
||||
}
|
||||
else if(%obj.client.UpgradeOn("Excessive Duality", %data.getName())) {
|
||||
schedule(200, 0, "FirePistolShot", %data, %obj, %slot);
|
||||
ServerPlay3d(PistolFireSound, %obj.getPosition());
|
||||
}
|
||||
else {
|
||||
ServerPlay3d(PistolFireSound, %obj.getPosition());
|
||||
}
|
||||
%p = Parent::onFire(%data, %obj, %slot);
|
||||
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
|
||||
//zero sound :p
|
||||
}
|
||||
else if(%obj.client.UpgradeOn("Excessive Duality", %data.getName())) {
|
||||
schedule(200, 0, "FirePistolShot", %data, %obj, %slot);
|
||||
ServerPlay3d(PistolFireSound, %obj.getPosition());
|
||||
}
|
||||
else {
|
||||
ServerPlay3d(PistolFireSound, %obj.getPosition());
|
||||
}
|
||||
}
|
||||
|
||||
function FirePistolShot(%data, %obj, %slot) {
|
||||
serverPlay3d("PistolFireSound", %obj.getPosition());
|
||||
serverPlay3d("PistolFireSound", %obj.getPosition());
|
||||
|
||||
%vector = %obj.getMuzzleVector(%slot);
|
||||
%mp = %obj.getMuzzlePoint(%slot);
|
||||
%vector = %obj.getMuzzleVector(%slot);
|
||||
%mp = %obj.getMuzzlePoint(%slot);
|
||||
|
||||
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
|
||||
%newvector = MatrixMulVector(%mat, %vector);
|
||||
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
|
||||
%newvector = MatrixMulVector(%mat, %vector);
|
||||
|
||||
%p = new (%data.projectileType)() {
|
||||
dataBlock = %data.projectile;
|
||||
initialDirection = %newvector;
|
||||
initialPosition = %mp;
|
||||
sourceObject = %obj;
|
||||
damageFactor = 1;
|
||||
sourceSlot = %slot;
|
||||
};
|
||||
%p.ImageSource = "PistolImage";
|
||||
%p.WeaponImageSource = "PistolImage";
|
||||
%p = new (%data.projectileType)() {
|
||||
dataBlock = %data.projectile;
|
||||
initialDirection = %newvector;
|
||||
initialPosition = %mp;
|
||||
sourceObject = %obj;
|
||||
damageFactor = 1;
|
||||
sourceSlot = %slot;
|
||||
};
|
||||
%p.ImageSource = "PistolImage";
|
||||
%p.WeaponImageSource = "PistolImage";
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2,203 +2,199 @@
|
|||
// Projectile
|
||||
//--------------------------------------------------------------------------
|
||||
datablock TracerProjectileData(CHawkBullet) {
|
||||
doDynamicClientHits = true;
|
||||
doDynamicClientHits = true;
|
||||
|
||||
directDamage = 0.23; //reduced 0.5
|
||||
directDamageType = $DamageType::Hawk; //obviously change this
|
||||
directDamage = 0.17;
|
||||
directDamageType = $DamageType::CrimsonHawk; //obviously change this
|
||||
|
||||
explosion = "BlasterExplosion";
|
||||
splash = ChaingunSplash;
|
||||
explosion = "BlasterExplosion";
|
||||
splash = ChaingunSplash;
|
||||
|
||||
sound = ShrikeBlasterProjectileSound;
|
||||
sound = ShrikeBlasterProjectileSound;
|
||||
|
||||
dryVelocity = 425.0;
|
||||
wetVelocity = 100.0;
|
||||
velInheritFactor = 1.0;
|
||||
fizzleTimeMS = 1000;
|
||||
lifetimeMS = 1000;
|
||||
explodeOnDeath = false;
|
||||
reflectOnWaterImpactAngle = 0.0;
|
||||
explodeOnWaterImpact = false;
|
||||
deflectionOnWaterImpact = 0.0;
|
||||
fizzleUnderwaterMS = 3000;
|
||||
|
||||
ImageSource = "CrimsonHawkImage";
|
||||
dryVelocity = 425.0;
|
||||
wetVelocity = 100.0;
|
||||
velInheritFactor = 1.0;
|
||||
fizzleTimeMS = 500;
|
||||
lifetimeMS = 700;
|
||||
explodeOnDeath = false;
|
||||
reflectOnWaterImpactAngle = 0.0;
|
||||
explodeOnWaterImpact = false;
|
||||
deflectionOnWaterImpact = 0.0;
|
||||
fizzleUnderwaterMS = 3000;
|
||||
|
||||
tracerLength = 45.0;
|
||||
tracerAlpha = false;
|
||||
tracerMinPixels = 6;
|
||||
tracerColor = "1.0 0.0 0.0 1.0";
|
||||
ImageSource = "CrimsonHawkImage";
|
||||
|
||||
tracerLength = 45.0;
|
||||
tracerAlpha = false;
|
||||
tracerMinPixels = 6;
|
||||
tracerColor = "1.0 0.0 0.0 1.0";
|
||||
tracerTex[0] = "special/shrikeBolt";
|
||||
tracerTex[1] = "special/shrikeBoltCross";
|
||||
tracerWidth = 0.55;
|
||||
crossSize = 0.99;
|
||||
crossViewAng = 0.990;
|
||||
renderCross = true;
|
||||
|
||||
crossSize = 0.99;
|
||||
crossViewAng = 0.990;
|
||||
renderCross = true;
|
||||
};
|
||||
|
||||
datablock ItemData(CrimsonHawkAmmo)
|
||||
{
|
||||
className = Ammo;
|
||||
catagory = "Ammo";
|
||||
shapeFile = "ammo_chaingun.dts";
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
datablock ItemData(CrimsonHawkAmmo) {
|
||||
className = Ammo;
|
||||
catagory = "Ammo";
|
||||
shapeFile = "ammo_chaingun.dts";
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "some .77mm bullets";
|
||||
|
||||
computeCRC = true;
|
||||
|
||||
computeCRC = true;
|
||||
};
|
||||
|
||||
datablock ItemData(CrimsonHawk) {
|
||||
className = Weapon;
|
||||
catagory = "Spawn Items";
|
||||
shapeFile = "weapon_energy_vehicle.dts";
|
||||
image = CrimsonHawkImage;
|
||||
mass = 2;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "a CrimsonHawk Pistol";
|
||||
className = Weapon;
|
||||
catagory = "Spawn Items";
|
||||
shapeFile = "weapon_energy_vehicle.dts";
|
||||
image = CrimsonHawkImage;
|
||||
mass = 2;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "a Crimson Hawk Pistol";
|
||||
};
|
||||
|
||||
datablock ShapeBaseImageData(CrimsonHawkImage)
|
||||
{
|
||||
className = WeaponImage;
|
||||
shapeFile = "weapon_energy_vehicle.dts";
|
||||
item = CrimsonHawk;
|
||||
offset = "0 0 0";
|
||||
rotation = "0 1 0 180";
|
||||
mass = 4;
|
||||
datablock ShapeBaseImageData(CrimsonHawkImage) {
|
||||
className = WeaponImage;
|
||||
shapeFile = "weapon_energy_vehicle.dts";
|
||||
item = CrimsonHawk;
|
||||
offset = "0 0 0";
|
||||
rotation = "0 1 0 180";
|
||||
mass = 4;
|
||||
|
||||
ammo = CrimsonHawkAmmo;
|
||||
ammo = CrimsonHawkAmmo;
|
||||
|
||||
projectile = CHawkBullet;
|
||||
projectileType = tracerProjectile;
|
||||
projectileSpread = 5.0 / 1000.0;
|
||||
|
||||
//ClipStuff
|
||||
ClipName = "CrimsonHawkClip";
|
||||
ClipPickupName["CrimsonHawkClip"] = "Some .77MM Clips";
|
||||
ShowsClipInHud = 0;
|
||||
ClipReloadTime = 4;
|
||||
ClipReturn = 15;
|
||||
InitialClips = 950;
|
||||
HellClipCount = 10;
|
||||
//
|
||||
|
||||
//RankRequire = $TWM2::RankRequire["CrimsonHawk"];
|
||||
PrestigeRequire = 5;
|
||||
|
||||
//Challenges
|
||||
HasChallenges = 1;
|
||||
ChallengeCt = 9;
|
||||
Challenge[1] = "Crimson Hawk Novice\t25\t100\tNone";
|
||||
Challenge[2] = "Crimson Hawk Hunter\t50\t150\tGrip";
|
||||
Challenge[3] = "Crimson Hawk Expert\t100\t250\tLaser";
|
||||
Challenge[4] = "Crimson Hawk Master\t250\t500\tSilencer";
|
||||
Challenge[5] = "Crimson Hawk God\t500\t1000\tNone";
|
||||
Challenge[6] = "Crimson Hawk Bronze Commendation\t2500\t10000\tNone";
|
||||
Challenge[7] = "Crimson Hawk Silver Commendation\t7500\t25000\tNone";
|
||||
Challenge[8] = "Crimson Hawk Gold Commendation\t25000\t50000\tNone";
|
||||
Challenge[9] = "Crimson Hawk Titan Commendation\t50000\t75000\tNone";
|
||||
Upgrade[1] = "Grip";
|
||||
Upgrade[2] = "Laser";
|
||||
Upgrade[3] = "Silencer";
|
||||
GunName = "Crimson Hawk";
|
||||
//
|
||||
projectile = CHawkBullet;
|
||||
projectileType = tracerProjectile;
|
||||
projectileSpread = 5.0 / 1000.0;
|
||||
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateTimeoutValue[0] = 0.5;
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = PlasmaSwitchSound;
|
||||
//ClipStuff
|
||||
ClipName = "CrimsonHawkClip";
|
||||
ClipPickupName["CrimsonHawkClip"] = "Some .77MM Clips";
|
||||
ShowsClipInHud = 0;
|
||||
ClipReloadTime = 4;
|
||||
ClipReturn = 15;
|
||||
InitialClips = 950;
|
||||
HellClipCount = 10;
|
||||
//
|
||||
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnLoaded[1] = "Ready";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
//RankRequire = $TWM2::RankRequire["CrimsonHawk"];
|
||||
PrestigeRequire = 5;
|
||||
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "Fire";
|
||||
//Challenges
|
||||
HasChallenges = 1;
|
||||
ChallengeCt = 9;
|
||||
Challenge[1] = "Crimson Hawk Novice\t25\t100\tNone";
|
||||
Challenge[2] = "Crimson Hawk Hunter\t50\t150\tGrip";
|
||||
Challenge[3] = "Crimson Hawk Expert\t100\t250\tLaser";
|
||||
Challenge[4] = "Crimson Hawk Master\t250\t500\tSilencer";
|
||||
Challenge[5] = "Crimson Hawk God\t500\t1000\tNone";
|
||||
Challenge[6] = "Crimson Hawk Bronze Commendation\t2500\t10000\tNone";
|
||||
Challenge[7] = "Crimson Hawk Silver Commendation\t7500\t25000\tNone";
|
||||
Challenge[8] = "Crimson Hawk Gold Commendation\t25000\t50000\tNone";
|
||||
Challenge[9] = "Crimson Hawk Titan Commendation\t50000\t75000\tNone";
|
||||
Upgrade[1] = "Grip";
|
||||
Upgrade[2] = "Laser";
|
||||
Upgrade[3] = "Silencer";
|
||||
GunName = "Crimson Hawk";
|
||||
//
|
||||
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Fire2";
|
||||
stateTimeoutValue[3] = 0.1;
|
||||
stateFire[3] = true;
|
||||
stateRecoil[3] = LightRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateScript[3] = "onFire";
|
||||
stateEmitterTime[3] = 0.1;
|
||||
|
||||
stateName[4] = "Fire2";
|
||||
stateTransitionOnTimeout[4] = "Fire3";
|
||||
stateTimeoutValue[4] = 0.1;
|
||||
stateFire[4] = true;
|
||||
stateRecoil[4] = LightRecoil;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateScript[4] = "onFire";
|
||||
stateEmitterTime[4] = 0.1;
|
||||
|
||||
stateName[5] = "Fire3";
|
||||
stateTransitionOnTimeout[5] = "Fire4";
|
||||
stateTimeoutValue[5] = 0.1;
|
||||
stateFire[5] = true;
|
||||
stateRecoil[5] = LightRecoil;
|
||||
stateAllowImageChange[5] = false;
|
||||
stateScript[5] = "onFire";
|
||||
stateEmitterTime[5] = 0.1;
|
||||
|
||||
stateName[6] = "Fire4";
|
||||
stateTransitionOnTimeout[6] = "Fire5";
|
||||
stateTimeoutValue[6] = 0.1;
|
||||
stateFire[6] = true;
|
||||
stateRecoil[6] = LightRecoil;
|
||||
stateAllowImageChange[6] = false;
|
||||
stateScript[6] = "onFire";
|
||||
stateEmitterTime[6] = 0.1;
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateTimeoutValue[0] = 0.5;
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = PlasmaSwitchSound;
|
||||
|
||||
stateName[7] = "Fire5";
|
||||
stateTransitionOnTimeout[7] = "Reload";
|
||||
stateTimeoutValue[7] = 0.1;
|
||||
stateFire[7] = true;
|
||||
stateRecoil[7] = LightRecoil;
|
||||
stateAllowImageChange[7] = false;
|
||||
stateScript[7] = "onFire";
|
||||
stateEmitterTime[7] = 0.1;
|
||||
//stateSound[3] = PistolFireSound;
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnLoaded[1] = "Ready";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
|
||||
stateName[8] = "Reload";
|
||||
stateTransitionOnNoAmmo[8] = "NoAmmo";
|
||||
stateTransitionOnTimeout[8] = "Ready";
|
||||
stateTimeoutValue[8] = 0.1;
|
||||
stateAllowImageChange[8] = false;
|
||||
stateSequence[8] = "Reload";
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "Fire";
|
||||
|
||||
stateName[9] = "NoAmmo";
|
||||
stateTransitionOnAmmo[9] = "Reload";
|
||||
stateSequence[9] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[9] = "DryFire";
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Fire2";
|
||||
stateTimeoutValue[3] = 0.1;
|
||||
stateFire[3] = true;
|
||||
stateRecoil[3] = LightRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateScript[3] = "onFire";
|
||||
stateEmitterTime[3] = 0.1;
|
||||
|
||||
stateName[10] = "DryFire";
|
||||
stateSound[10] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[10] = 1.5;
|
||||
stateTransitionOnTimeout[10] = "NoAmmo";
|
||||
stateName[4] = "Fire2";
|
||||
stateTransitionOnTimeout[4] = "Fire3";
|
||||
stateTimeoutValue[4] = 0.1;
|
||||
stateFire[4] = true;
|
||||
stateRecoil[4] = LightRecoil;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateScript[4] = "onFire";
|
||||
stateEmitterTime[4] = 0.1;
|
||||
|
||||
stateName[5] = "Fire3";
|
||||
stateTransitionOnTimeout[5] = "Fire4";
|
||||
stateTimeoutValue[5] = 0.1;
|
||||
stateFire[5] = true;
|
||||
stateRecoil[5] = LightRecoil;
|
||||
stateAllowImageChange[5] = false;
|
||||
stateScript[5] = "onFire";
|
||||
stateEmitterTime[5] = 0.1;
|
||||
|
||||
stateName[6] = "Fire4";
|
||||
stateTransitionOnTimeout[6] = "Fire5";
|
||||
stateTimeoutValue[6] = 0.1;
|
||||
stateFire[6] = true;
|
||||
stateRecoil[6] = LightRecoil;
|
||||
stateAllowImageChange[6] = false;
|
||||
stateScript[6] = "onFire";
|
||||
stateEmitterTime[6] = 0.1;
|
||||
|
||||
stateName[7] = "Fire5";
|
||||
stateTransitionOnTimeout[7] = "Reload";
|
||||
stateTimeoutValue[7] = 0.1;
|
||||
stateFire[7] = true;
|
||||
stateRecoil[7] = LightRecoil;
|
||||
stateAllowImageChange[7] = false;
|
||||
stateScript[7] = "onFire";
|
||||
stateEmitterTime[7] = 0.1;
|
||||
//stateSound[3] = PistolFireSound;
|
||||
|
||||
stateName[8] = "Reload";
|
||||
stateTransitionOnNoAmmo[8] = "NoAmmo";
|
||||
stateTransitionOnTimeout[8] = "Ready";
|
||||
stateTimeoutValue[8] = 0.1;
|
||||
stateAllowImageChange[8] = false;
|
||||
stateSequence[8] = "Reload";
|
||||
|
||||
stateName[9] = "NoAmmo";
|
||||
stateTransitionOnAmmo[9] = "Reload";
|
||||
stateSequence[9] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[9] = "DryFire";
|
||||
|
||||
stateName[10] = "DryFire";
|
||||
stateSound[10] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[10] = 1.5;
|
||||
stateTransitionOnTimeout[10] = "NoAmmo";
|
||||
};
|
||||
|
||||
function CrimsonHawkImage::onMount(%this,%obj,%slot) {
|
||||
Parent::onMount(%this, %obj, %slot);
|
||||
Parent::onMount(%this, %obj, %slot);
|
||||
}
|
||||
|
||||
function CrimsonHawkImage::onFire(%data, %obj, %slot) {
|
||||
%p = Parent::onFire(%data, %obj, %slot);
|
||||
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
|
||||
//zero sound :p
|
||||
}
|
||||
else {
|
||||
ServerPlay3d(PistolFireSound, %obj.getPosition());
|
||||
}
|
||||
%p = Parent::onFire(%data, %obj, %slot);
|
||||
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
|
||||
//zero sound :p
|
||||
}
|
||||
else {
|
||||
ServerPlay3d(PistolFireSound, %obj.getPosition());
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,163 +1,161 @@
|
|||
datablock ItemData(LD06SavagerAmmo) {
|
||||
className = Ammo;
|
||||
catagory = "Ammo";
|
||||
shapeFile = "ammo_chaingun.dts";
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
className = Ammo;
|
||||
catagory = "Ammo";
|
||||
shapeFile = "ammo_chaingun.dts";
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "some LD06Savager rounds";
|
||||
|
||||
computeCRC = true;
|
||||
|
||||
computeCRC = true;
|
||||
};
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Weapon
|
||||
//--------------------------------------
|
||||
datablock ShapeBaseImageData(LD06SavagerImage) {
|
||||
className = WeaponImage;
|
||||
shapeFile = "weapon_plasma.dts";
|
||||
item = LD06Savager;
|
||||
ammo = LD06SavagerAmmo;
|
||||
projectile = Wp400Pellet;
|
||||
projectileType = TracerProjectile;
|
||||
emap = true;
|
||||
mass = 20;
|
||||
className = WeaponImage;
|
||||
shapeFile = "weapon_plasma.dts";
|
||||
item = LD06Savager;
|
||||
ammo = LD06SavagerAmmo;
|
||||
projectile = Wp400Pellet;
|
||||
projectileType = TracerProjectile;
|
||||
emap = true;
|
||||
mass = 20;
|
||||
|
||||
casing = ShellDebris;
|
||||
shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B
|
||||
shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
|
||||
shellExitVariance = 10.0;
|
||||
shellVelocity = 4.0;
|
||||
casing = ShellDebris;
|
||||
shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B
|
||||
shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
|
||||
shellExitVariance = 10.0;
|
||||
shellVelocity = 4.0;
|
||||
|
||||
//ClipStuff
|
||||
ClipName = "LD06SavagerClip";
|
||||
ClipPickupName["LD06SavagerClip"] = "some LD06Savager Clip Boxes";
|
||||
ShowsClipInHud = 0;
|
||||
ClipReloadTime = 5;
|
||||
ClipReturn = 10;
|
||||
InitialClips = 999;
|
||||
HellClipCount = 7;
|
||||
//
|
||||
HasChallenges = 1;
|
||||
ChallengeCt = 8;
|
||||
Challenge[1] = "LD06 Killer\t50\t100\tNone";
|
||||
Challenge[2] = "LD06 Expert\t100\t250\tNone";
|
||||
Challenge[3] = "LD06 Master\t250\t500\tNone";
|
||||
Challenge[4] = "LD06 God\t500\t1000\tSilencer";
|
||||
Challenge[5] = "LD06 Bronze Commendation\t1000\t10000\tNone";
|
||||
Challenge[6] = "LD06 Silver Commendation\t2500\t25000\tNone";
|
||||
Challenge[7] = "LD06 Gold Commendation\t5000\t50000\tNone";
|
||||
Challenge[8] = "LD06 Titan Commendation\t15000\t75000\tNone";
|
||||
Upgrade[1] = "Silencer";
|
||||
GunName = "LD06 Savager";
|
||||
|
||||
|
||||
MedalRequire = 1;
|
||||
|
||||
//ClipStuff
|
||||
ClipName = "LD06SavagerClip";
|
||||
ClipPickupName["LD06SavagerClip"] = "some LD06Savager Clip Boxes";
|
||||
ShowsClipInHud = 0;
|
||||
ClipReloadTime = 5;
|
||||
ClipReturn = 10;
|
||||
InitialClips = 999;
|
||||
HellClipCount = 7;
|
||||
//
|
||||
HasChallenges = 1;
|
||||
ChallengeCt = 8;
|
||||
Challenge[1] = "LD06 Killer\t50\t100\tNone";
|
||||
Challenge[2] = "LD06 Expert\t100\t250\tNone";
|
||||
Challenge[3] = "LD06 Master\t250\t500\tNone";
|
||||
Challenge[4] = "LD06 God\t500\t1000\tSilencer";
|
||||
Challenge[5] = "LD06 Bronze Commendation\t1000\t10000\tNone";
|
||||
Challenge[6] = "LD06 Silver Commendation\t2500\t25000\tNone";
|
||||
Challenge[7] = "LD06 Gold Commendation\t5000\t50000\tNone";
|
||||
Challenge[8] = "LD06 Titan Commendation\t15000\t75000\tNone";
|
||||
Upgrade[1] = "Silencer";
|
||||
GunName = "LD06 Savager";
|
||||
|
||||
projectileSpread = 10.0 / 1000.0;
|
||||
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateTimeoutValue[0] = 0.3;
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = ChaingunSwitchSound;
|
||||
MedalRequire = 1;
|
||||
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnLoaded[1] = "Ready";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "CheckWet";
|
||||
projectileSpread = 10.0 / 1000.0;
|
||||
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Reload";
|
||||
stateTimeoutValue[3] = 0.0001;
|
||||
stateFire[3] = true;
|
||||
stateEjectShell[3] = true;
|
||||
stateRecoil[3] = LightRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateScript[3] = "onFire";
|
||||
stateSound[3] = SniperFireSound;
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateTimeoutValue[0] = 0.3;
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = ChaingunSwitchSound;
|
||||
|
||||
stateName[4] = "Reload";
|
||||
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||||
stateTransitionOnTimeout[4] = "Ready";
|
||||
stateTimeoutValue[4] = 0.6;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateSequence[4] = "Reload";
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnLoaded[1] = "Ready";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
|
||||
stateName[5] = "NoAmmo";
|
||||
stateTransitionOnAmmo[5] = "Reload";
|
||||
stateSequence[5] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[5] = "DryFire";
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "CheckWet";
|
||||
|
||||
stateName[6] = "DryFire";
|
||||
stateSound[6] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[6] = 1.0;
|
||||
stateTransitionOnTimeout[6] = "NoAmmo";
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Reload";
|
||||
stateTimeoutValue[3] = 0.0001;
|
||||
stateFire[3] = true;
|
||||
stateEjectShell[3] = true;
|
||||
stateRecoil[3] = LightRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateScript[3] = "onFire";
|
||||
stateSound[3] = SniperFireSound;
|
||||
|
||||
stateName[7] = "WetFire";
|
||||
stateSound[7] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[7] = 1.0;
|
||||
stateTransitionOnTimeout[7] = "Ready";
|
||||
stateName[4] = "Reload";
|
||||
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||||
stateTransitionOnTimeout[4] = "Ready";
|
||||
stateTimeoutValue[4] = 0.6;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateSequence[4] = "Reload";
|
||||
|
||||
stateName[8] = "CheckWet";
|
||||
stateTransitionOnWet[8] = "WetFire";
|
||||
stateTransitionOnNotWet[8] = "Fire";
|
||||
stateName[5] = "NoAmmo";
|
||||
stateTransitionOnAmmo[5] = "Reload";
|
||||
stateSequence[5] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[5] = "DryFire";
|
||||
|
||||
stateName[6] = "DryFire";
|
||||
stateSound[6] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[6] = 1.0;
|
||||
stateTransitionOnTimeout[6] = "NoAmmo";
|
||||
|
||||
stateName[7] = "WetFire";
|
||||
stateSound[7] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[7] = 1.0;
|
||||
stateTransitionOnTimeout[7] = "Ready";
|
||||
|
||||
stateName[8] = "CheckWet";
|
||||
stateTransitionOnWet[8] = "WetFire";
|
||||
stateTransitionOnNotWet[8] = "Fire";
|
||||
};
|
||||
|
||||
datablock ItemData(LD06Savager)
|
||||
{
|
||||
className = Weapon;
|
||||
catagory = "Spawn Items";
|
||||
shapeFile = "weapon_plasma.dts";
|
||||
image = LD06SavagerImage;
|
||||
mass = 1.0;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "a LD06Savager";
|
||||
datablock ItemData(LD06Savager) {
|
||||
className = Weapon;
|
||||
catagory = "Spawn Items";
|
||||
shapeFile = "weapon_plasma.dts";
|
||||
image = LD06SavagerImage;
|
||||
mass = 1.0;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "a LD06Savager";
|
||||
|
||||
computeCRC = true;
|
||||
emap = true;
|
||||
computeCRC = true;
|
||||
emap = true;
|
||||
};
|
||||
|
||||
function LD06SavagerImage::onMount(%this,%obj,%slot) {
|
||||
Parent::onMount(%this, %obj, %slot);
|
||||
function LD06SavagerImage::onMount(%this, %obj, %slot) {
|
||||
Parent::onMount(%this, %obj, %slot);
|
||||
}
|
||||
|
||||
function LD06SavagerImage::onFire(%data,%obj,%slot) {
|
||||
%obj.applyKick(-250);
|
||||
%obj.decInventory(%data.ammo,1);
|
||||
|
||||
serverPlay3D(ShotgunFireSound, %obj.getPosition());
|
||||
%obj.applyKick(-250);
|
||||
%obj.decInventory(%data.ammo,1);
|
||||
|
||||
%vector = %obj.getMuzzleVector(%slot);
|
||||
%mp = %obj.getMuzzlePoint(%slot);
|
||||
serverPlay3D(ShotgunFireSound, %obj.getPosition());
|
||||
|
||||
%vector = %obj.getMuzzleVector(%slot);
|
||||
%mp = %obj.getMuzzlePoint(%slot);
|
||||
|
||||
for (%i=0; %i < 5; %i++) {
|
||||
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
|
||||
%newvector = MatrixMulVector(%mat, %vector);
|
||||
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
|
||||
%newvector = MatrixMulVector(%mat, %vector);
|
||||
|
||||
%p = new (%data.projectileType)() {
|
||||
dataBlock = %data.projectile;
|
||||
initialDirection = %newvector;
|
||||
initialPosition = %mp;
|
||||
sourceObject = %obj;
|
||||
damageFactor = 1;
|
||||
sourceSlot = %slot;
|
||||
};
|
||||
%p.WeaponImageSource = %data.getName();
|
||||
%p.ImageSource = "LD06SavagerImage";
|
||||
}
|
||||
if(%obj.inv[LD06SavagerAmmo] == 0) { //Added Phantom139, TWM2
|
||||
AttemptReload(%data, %obj, %slot);
|
||||
}
|
||||
%p = new (%data.projectileType)() {
|
||||
dataBlock = %data.projectile;
|
||||
initialDirection = %newvector;
|
||||
initialPosition = %mp;
|
||||
sourceObject = %obj;
|
||||
damageFactor = 1;
|
||||
sourceSlot = %slot;
|
||||
};
|
||||
%p.WeaponImageSource = %data.getName();
|
||||
%p.ImageSource = "LD06SavagerImage";
|
||||
}
|
||||
if(%obj.inv[LD06SavagerAmmo] == 0) { //Added Phantom139, TWM2
|
||||
AttemptReload(%data, %obj, %slot);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,195 +3,192 @@
|
|||
//--------------------------------------------------------------------------
|
||||
|
||||
datablock TracerProjectileData(m93Bullet) {
|
||||
doDynamicClientHits = true;
|
||||
doDynamicClientHits = true;
|
||||
|
||||
directDamage = 0.22; // reduced .26
|
||||
directDamageType = $DamageType::m93;
|
||||
explosion = "ChaingunExplosion";
|
||||
splash = ChaingunSplash;
|
||||
HeadMultiplier = 1.5;
|
||||
LegsMultiplier = 0.5;
|
||||
directDamage = 0.22; // reduced .26
|
||||
directDamageType = $DamageType::M93;
|
||||
explosion = "ChaingunExplosion";
|
||||
splash = ChaingunSplash;
|
||||
HeadMultiplier = 1.5;
|
||||
LegsMultiplier = 0.5;
|
||||
|
||||
kickBackStrength = 5.0;
|
||||
sound = ChaingunProjectile;
|
||||
|
||||
ImageSource = "m93Image";
|
||||
kickBackStrength = 5.0;
|
||||
sound = ChaingunProjectile;
|
||||
|
||||
//dryVelocity = 425.0;
|
||||
dryVelocity = 2000.0; // z0dd - ZOD, 8-12-02. Was 425.0
|
||||
wetVelocity = 1750.0;
|
||||
velInheritFactor = 0.0;
|
||||
fizzleTimeMS = 3000;
|
||||
lifetimeMS = 3000;
|
||||
explodeOnDeath = false;
|
||||
reflectOnWaterImpactAngle = 0.0;
|
||||
explodeOnWaterImpact = false;
|
||||
deflectionOnWaterImpact = 0.0;
|
||||
fizzleUnderwaterMS = 3000;
|
||||
ImageSource = "m93Image";
|
||||
|
||||
tracerLength = 25.0;
|
||||
tracerAlpha = false;
|
||||
tracerMinPixels = 6;
|
||||
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
|
||||
//dryVelocity = 425.0;
|
||||
dryVelocity = 2000.0; // z0dd - ZOD, 8-12-02. Was 425.0
|
||||
wetVelocity = 1750.0;
|
||||
velInheritFactor = 0.0;
|
||||
fizzleTimeMS = 3000;
|
||||
lifetimeMS = 3000;
|
||||
explodeOnDeath = false;
|
||||
reflectOnWaterImpactAngle = 0.0;
|
||||
explodeOnWaterImpact = false;
|
||||
deflectionOnWaterImpact = 0.0;
|
||||
fizzleUnderwaterMS = 3000;
|
||||
|
||||
tracerLength = 25.0;
|
||||
tracerAlpha = false;
|
||||
tracerMinPixels = 6;
|
||||
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
|
||||
tracerTex[0] = "special/tracer00";
|
||||
tracerTex[1] = "special/tracercross";
|
||||
tracerWidth = 0.09;
|
||||
crossSize = 0.20;
|
||||
crossViewAng = 0.990;
|
||||
renderCross = true;
|
||||
crossSize = 0.20;
|
||||
crossViewAng = 0.990;
|
||||
renderCross = true;
|
||||
|
||||
decalData[0] = ChaingunDecal1;
|
||||
decalData[1] = ChaingunDecal2;
|
||||
decalData[2] = ChaingunDecal3;
|
||||
decalData[3] = ChaingunDecal4;
|
||||
decalData[4] = ChaingunDecal5;
|
||||
decalData[5] = ChaingunDecal6;
|
||||
decalData[0] = ChaingunDecal1;
|
||||
decalData[1] = ChaingunDecal2;
|
||||
decalData[2] = ChaingunDecal3;
|
||||
decalData[3] = ChaingunDecal4;
|
||||
decalData[4] = ChaingunDecal5;
|
||||
decalData[5] = ChaingunDecal6;
|
||||
};
|
||||
|
||||
datablock ItemData(m93Ammo)
|
||||
{
|
||||
className = Ammo;
|
||||
catagory = "Ammo";
|
||||
shapeFile = "ammo_chaingun.dts";
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
datablock ItemData(m93Ammo) {
|
||||
className = Ammo;
|
||||
catagory = "Ammo";
|
||||
shapeFile = "ammo_chaingun.dts";
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "some .77mm bullets";
|
||||
|
||||
computeCRC = true;
|
||||
|
||||
computeCRC = true;
|
||||
};
|
||||
|
||||
datablock ItemData(m93) {
|
||||
className = Weapon;
|
||||
catagory = "Spawn Items";
|
||||
shapeFile = "weapon_energy_vehicle.dts";
|
||||
image = m93Image;
|
||||
mass = 2;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "a m93 Pistol";
|
||||
className = Weapon;
|
||||
catagory = "Spawn Items";
|
||||
shapeFile = "weapon_energy_vehicle.dts";
|
||||
image = m93Image;
|
||||
mass = 2;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "a m93 Pistol";
|
||||
};
|
||||
|
||||
datablock ShapeBaseImageData(m93Image)
|
||||
{
|
||||
className = WeaponImage;
|
||||
shapeFile = "weapon_energy_vehicle.dts";
|
||||
item = m93;
|
||||
offset = "0 0 0";
|
||||
rotation = "0 1 0 180";
|
||||
mass = 4;
|
||||
datablock ShapeBaseImageData(m93Image) {
|
||||
className = WeaponImage;
|
||||
shapeFile = "weapon_energy_vehicle.dts";
|
||||
item = m93;
|
||||
offset = "0 0 0";
|
||||
rotation = "0 1 0 180";
|
||||
mass = 4;
|
||||
|
||||
ammo = m93Ammo;
|
||||
ammo = m93Ammo;
|
||||
|
||||
projectile = m93bullet;
|
||||
projectileType = tracerProjectile;
|
||||
projectileSpread = 6.0 / 1000.0;
|
||||
|
||||
//ClipStuff
|
||||
ClipName = "m93Clip";
|
||||
ClipPickupName["m93Clip"] = "Some .77MM Clips";
|
||||
ShowsClipInHud = 0;
|
||||
ClipReloadTime = 4;
|
||||
ClipReturn = 15;
|
||||
InitialClips = 950;
|
||||
HellClipCount = 10;
|
||||
//
|
||||
|
||||
RankRequire = $TWM2::RankRequire["ALSWP"];
|
||||
PrestigeRequire = 2;
|
||||
|
||||
//Challenges
|
||||
HasChallenges = 1;
|
||||
ChallengeCt = 9;
|
||||
Challenge[1] = "m93 Novice\t25\t100\tNone";
|
||||
Challenge[2] = "m93 Hunter\t50\t150\tGrip";
|
||||
Challenge[3] = "m93 Expert\t100\t250\tLaser";
|
||||
Challenge[4] = "m93 Master\t250\t500\tSilencer";
|
||||
Challenge[5] = "m93 God\t500\t1000\tHSBullets";
|
||||
Challenge[6] = "m93 Bronze Commendation\t1000\t10000\tNone";
|
||||
Challenge[7] = "m93 Silver Commendation\t2500\t25000\tNone";
|
||||
Challenge[8] = "m93 Gold Commendation\t5000\t50000\tNone";
|
||||
Challenge[9] = "m93 Titan Commendation\t15000\t75000\tNone";
|
||||
Upgrade[1] = "Grip";
|
||||
Upgrade[2] = "Laser";
|
||||
Upgrade[3] = "Silencer";
|
||||
Upgrade[4] = "HSBullets";
|
||||
GunName = "M93 Pistol";
|
||||
//
|
||||
projectile = m93bullet;
|
||||
projectileType = tracerProjectile;
|
||||
projectileSpread = 6.0 / 1000.0;
|
||||
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateTimeoutValue[0] = 0.5;
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = PlasmaSwitchSound;
|
||||
//ClipStuff
|
||||
ClipName = "m93Clip";
|
||||
ClipPickupName["m93Clip"] = "Some .77MM Clips";
|
||||
ShowsClipInHud = 0;
|
||||
ClipReloadTime = 4;
|
||||
ClipReturn = 15;
|
||||
InitialClips = 950;
|
||||
HellClipCount = 10;
|
||||
//
|
||||
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnLoaded[1] = "Ready";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
RankRequire = $TWM2::RankRequire["ALSWP"];
|
||||
PrestigeRequire = 2;
|
||||
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "Fire";
|
||||
//Challenges
|
||||
HasChallenges = 1;
|
||||
ChallengeCt = 9;
|
||||
Challenge[1] = "m93 Novice\t25\t100\tNone";
|
||||
Challenge[2] = "m93 Hunter\t50\t150\tGrip";
|
||||
Challenge[3] = "m93 Expert\t100\t250\tLaser";
|
||||
Challenge[4] = "m93 Master\t250\t500\tSilencer";
|
||||
Challenge[5] = "m93 God\t500\t1000\tHSBullets";
|
||||
Challenge[6] = "m93 Bronze Commendation\t1000\t10000\tNone";
|
||||
Challenge[7] = "m93 Silver Commendation\t2500\t25000\tNone";
|
||||
Challenge[8] = "m93 Gold Commendation\t5000\t50000\tNone";
|
||||
Challenge[9] = "m93 Titan Commendation\t15000\t75000\tNone";
|
||||
Upgrade[1] = "Grip";
|
||||
Upgrade[2] = "Laser";
|
||||
Upgrade[3] = "Silencer";
|
||||
Upgrade[4] = "HSBullets";
|
||||
GunName = "M93 Pistol";
|
||||
//
|
||||
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Fire2";
|
||||
stateTimeoutValue[3] = 0.1;
|
||||
stateFire[3] = true;
|
||||
stateRecoil[3] = LightRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateScript[3] = "onFire";
|
||||
stateEmitterTime[3] = 0.1;
|
||||
|
||||
stateName[4] = "Fire2";
|
||||
stateTransitionOnTimeout[4] = "Fire3";
|
||||
stateTimeoutValue[4] = 0.1;
|
||||
stateFire[4] = true;
|
||||
stateRecoil[4] = LightRecoil;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateScript[4] = "onFire";
|
||||
stateEmitterTime[4] = 0.1;
|
||||
|
||||
stateName[5] = "Fire3";
|
||||
stateTransitionOnTimeout[5] = "Reload";
|
||||
stateTimeoutValue[5] = 0.1;
|
||||
stateFire[5] = true;
|
||||
stateRecoil[5] = LightRecoil;
|
||||
stateAllowImageChange[5] = false;
|
||||
stateScript[5] = "onFire";
|
||||
stateEmitterTime[5] = 0.1;
|
||||
//stateSound[3] = PistolFireSound;
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateTimeoutValue[0] = 0.5;
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = PlasmaSwitchSound;
|
||||
|
||||
stateName[6] = "Reload";
|
||||
stateTransitionOnNoAmmo[6] = "NoAmmo";
|
||||
stateTransitionOnTimeout[6] = "Ready";
|
||||
stateTimeoutValue[6] = 0.1;
|
||||
stateAllowImageChange[6] = false;
|
||||
stateSequence[6] = "Reload";
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnLoaded[1] = "Ready";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
|
||||
stateName[7] = "NoAmmo";
|
||||
stateTransitionOnAmmo[7] = "Reload";
|
||||
stateSequence[7] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[7] = "DryFire";
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "Fire";
|
||||
|
||||
stateName[8] = "DryFire";
|
||||
stateSound[8] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[8] = 1.5;
|
||||
stateTransitionOnTimeout[8] = "NoAmmo";
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Fire2";
|
||||
stateTimeoutValue[3] = 0.1;
|
||||
stateFire[3] = true;
|
||||
stateRecoil[3] = LightRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateScript[3] = "onFire";
|
||||
stateEmitterTime[3] = 0.1;
|
||||
|
||||
stateName[4] = "Fire2";
|
||||
stateTransitionOnTimeout[4] = "Fire3";
|
||||
stateTimeoutValue[4] = 0.1;
|
||||
stateFire[4] = true;
|
||||
stateRecoil[4] = LightRecoil;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateScript[4] = "onFire";
|
||||
stateEmitterTime[4] = 0.1;
|
||||
|
||||
stateName[5] = "Fire3";
|
||||
stateTransitionOnTimeout[5] = "Reload";
|
||||
stateTimeoutValue[5] = 0.1;
|
||||
stateFire[5] = true;
|
||||
stateRecoil[5] = LightRecoil;
|
||||
stateAllowImageChange[5] = false;
|
||||
stateScript[5] = "onFire";
|
||||
stateEmitterTime[5] = 0.1;
|
||||
//stateSound[3] = PistolFireSound;
|
||||
|
||||
stateName[6] = "Reload";
|
||||
stateTransitionOnNoAmmo[6] = "NoAmmo";
|
||||
stateTransitionOnTimeout[6] = "Ready";
|
||||
stateTimeoutValue[6] = 0.1;
|
||||
stateAllowImageChange[6] = false;
|
||||
stateSequence[6] = "Reload";
|
||||
|
||||
stateName[7] = "NoAmmo";
|
||||
stateTransitionOnAmmo[7] = "Reload";
|
||||
stateSequence[7] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[7] = "DryFire";
|
||||
|
||||
stateName[8] = "DryFire";
|
||||
stateSound[8] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[8] = 1.5;
|
||||
stateTransitionOnTimeout[8] = "NoAmmo";
|
||||
};
|
||||
|
||||
function m93Image::onMount(%this,%obj,%slot) {
|
||||
Parent::onMount(%this, %obj, %slot);
|
||||
Parent::onMount(%this, %obj, %slot);
|
||||
}
|
||||
|
||||
function m93Image::onFire(%data, %obj, %slot) {
|
||||
%p = Parent::onFire(%data, %obj, %slot);
|
||||
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
|
||||
//zero sound :p
|
||||
}
|
||||
else {
|
||||
ServerPlay3d(PistolFireSound, %obj.getPosition());
|
||||
}
|
||||
%p = Parent::onFire(%data, %obj, %slot);
|
||||
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
|
||||
//zero sound :p
|
||||
}
|
||||
else {
|
||||
ServerPlay3d(PistolFireSound, %obj.getPosition());
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,247 +1,245 @@
|
|||
// Pulse Phaser Weapon
|
||||
datablock AudioProfile(PPWFireSound)
|
||||
{
|
||||
filename = "fx/powered/turret_outdoor_fire.wav";
|
||||
description = AudioDefault3d;
|
||||
preload = true;
|
||||
datablock AudioProfile(PPWFireSound) {
|
||||
filename = "fx/powered/turret_outdoor_fire.wav";
|
||||
description = AudioDefault3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock LinearFlareProjectileData(phaserBolt) {
|
||||
directDamage = 0.2; //reduced 0.45
|
||||
directDamageType = $DamageType::Phaser;
|
||||
explosion = "BlasterExplosion";
|
||||
kickBackStrength = 0.0;
|
||||
directDamage = 0.26;
|
||||
directDamageType = $DamageType::ES77PulsePhaser;
|
||||
explosion = "BlasterExplosion";
|
||||
kickBackStrength = 0.0;
|
||||
|
||||
dryVelocity = 120.0;
|
||||
wetVelocity = 40.0;
|
||||
velInheritFactor = 0.5;
|
||||
fizzleTimeMS = 2000;
|
||||
lifetimeMS = 3000;
|
||||
explodeOnDeath = false;
|
||||
reflectOnWaterImpactAngle = 0.0;
|
||||
explodeOnWaterImpact = false;
|
||||
deflectionOnWaterImpact = 0.0;
|
||||
fizzleUnderwaterMS = 3000;
|
||||
|
||||
ImageSource = "PulsePhaserImage";
|
||||
dryVelocity = 160.0;
|
||||
wetVelocity = 40.0;
|
||||
velInheritFactor = 0.5;
|
||||
fizzleTimeMS = 1300;
|
||||
lifetimeMS = 1500;
|
||||
explodeOnDeath = false;
|
||||
reflectOnWaterImpactAngle = 0.0;
|
||||
explodeOnWaterImpact = false;
|
||||
deflectionOnWaterImpact = 0.0;
|
||||
fizzleUnderwaterMS = 3000;
|
||||
|
||||
numFlares = 20;
|
||||
size = 0.10;
|
||||
flareColor = "0 1 0";
|
||||
flareModTexture = "flaremod";
|
||||
flareBaseTexture = "flarebase";
|
||||
ImageSource = "PulsePhaserImage";
|
||||
|
||||
sound = BlasterProjectileSound;
|
||||
numFlares = 20;
|
||||
size = 0.10;
|
||||
flareColor = "0 1 0";
|
||||
flareModTexture = "flaremod";
|
||||
flareBaseTexture = "flarebase";
|
||||
|
||||
hasLight = true;
|
||||
lightRadius = 3.0;
|
||||
lightColor = "1 1 1";
|
||||
sound = BlasterProjectileSound;
|
||||
|
||||
hasLight = true;
|
||||
lightRadius = 3.0;
|
||||
lightColor = "1 1 1";
|
||||
};
|
||||
|
||||
datablock LinearFlareProjectileData(TrevorPhaserBolt) {
|
||||
directDamage = 0.21; //reduced .485
|
||||
directDamageType = $DamageType::Phaser;
|
||||
explosion = "BlasterExplosion";
|
||||
kickBackStrength = 0.0;
|
||||
directDamage = 0.3;
|
||||
directDamageType = $DamageType::ES77PulsePhaser;
|
||||
explosion = "BlasterExplosion";
|
||||
kickBackStrength = 0.0;
|
||||
|
||||
dryVelocity = 120.0;
|
||||
wetVelocity = 40.0;
|
||||
velInheritFactor = 0.5;
|
||||
fizzleTimeMS = 2000;
|
||||
lifetimeMS = 3000;
|
||||
explodeOnDeath = false;
|
||||
reflectOnWaterImpactAngle = 0.0;
|
||||
explodeOnWaterImpact = false;
|
||||
deflectionOnWaterImpact = 0.0;
|
||||
fizzleUnderwaterMS = 3000;
|
||||
dryVelocity = 160.0;
|
||||
wetVelocity = 40.0;
|
||||
velInheritFactor = 0.5;
|
||||
fizzleTimeMS = 1300;
|
||||
lifetimeMS = 1500;
|
||||
explodeOnDeath = false;
|
||||
reflectOnWaterImpactAngle = 0.0;
|
||||
explodeOnWaterImpact = false;
|
||||
deflectionOnWaterImpact = 0.0;
|
||||
fizzleUnderwaterMS = 3000;
|
||||
|
||||
ImageSource = "PulsePhaserImage";
|
||||
ImageSource = "PulsePhaserImage";
|
||||
|
||||
numFlares = 20;
|
||||
size = 0.10;
|
||||
flareColor = "0.5 0.1 0.9";
|
||||
flareModTexture = "flaremod";
|
||||
flareBaseTexture = "flarebase";
|
||||
numFlares = 20;
|
||||
size = 0.10;
|
||||
flareColor = "0.5 0.1 0.9";
|
||||
flareModTexture = "flaremod";
|
||||
flareBaseTexture = "flarebase";
|
||||
|
||||
sound = BlasterProjectileSound;
|
||||
sound = BlasterProjectileSound;
|
||||
|
||||
hasLight = true;
|
||||
lightRadius = 3.0;
|
||||
lightColor = "1 1 1";
|
||||
hasLight = true;
|
||||
lightRadius = 3.0;
|
||||
lightColor = "1 1 1";
|
||||
};
|
||||
|
||||
datablock ShapeBaseImageData(PulsePhaserImage) {
|
||||
className = WeaponImage;
|
||||
shapeFile = "weapon_energy.dts";
|
||||
item = PulsePhaser;
|
||||
projectile = phaserBolt;
|
||||
projectileType = LinearFlareProjectile;
|
||||
|
||||
HasChallenges = 1;
|
||||
ChallengeCt = 10;
|
||||
Challenge[1] = "Phaser Killer\t50\t100\tNone";
|
||||
Challenge[2] = "Phaser Hunter\t150\t250\tNone";
|
||||
Challenge[3] = "Phaser Expert\t250\t500\tLaser";
|
||||
Challenge[4] = "Phaser Master\t500\t1000\tTriple Burst";
|
||||
Challenge[5] = "Phaser God\t1000\t2000\tShotgun";
|
||||
Challenge[6] = "Phaser Legend\t1500\t5000\tPhaser Blades";
|
||||
Challenge[7] = "Phaser Bronze Commendation\t3000\t10000\tNone";
|
||||
Challenge[8] = "Phaser Silver Commendation\t6000\t25000\tNone";
|
||||
Challenge[9] = "Phaser Gold Commendation\t12500\t50000\tNone";
|
||||
Challenge[10] = "Phaser Titan Commendation\t35000\t75000\tNone";
|
||||
Upgrade[1] = "Laser";
|
||||
Upgrade[2] = "Triple Burst";
|
||||
Upgrade[3] = "Shotgun";
|
||||
Upgrade[4] = "Phaser Blades";
|
||||
GunName = "ES-77 Pulse Phaser";
|
||||
className = WeaponImage;
|
||||
shapeFile = "weapon_energy.dts";
|
||||
item = PulsePhaser;
|
||||
projectile = phaserBolt;
|
||||
projectileType = LinearFlareProjectile;
|
||||
|
||||
RankRequire = $TWM2::RankRequire["PulsePhaser"];
|
||||
HasChallenges = 1;
|
||||
ChallengeCt = 10;
|
||||
Challenge[1] = "Phaser Killer\t50\t100\tNone";
|
||||
Challenge[2] = "Phaser Hunter\t150\t250\tNone";
|
||||
Challenge[3] = "Phaser Expert\t250\t500\tLaser";
|
||||
Challenge[4] = "Phaser Master\t500\t1000\tTriple Burst";
|
||||
Challenge[5] = "Phaser God\t1000\t2000\tShotgun";
|
||||
Challenge[6] = "Phaser Legend\t1500\t5000\tPhaser Blades";
|
||||
Challenge[7] = "Phaser Bronze Commendation\t3000\t10000\tNone";
|
||||
Challenge[8] = "Phaser Silver Commendation\t6000\t25000\tNone";
|
||||
Challenge[9] = "Phaser Gold Commendation\t12500\t50000\tNone";
|
||||
Challenge[10] = "Phaser Titan Commendation\t35000\t75000\tNone";
|
||||
Upgrade[1] = "Laser";
|
||||
Upgrade[2] = "Triple Burst";
|
||||
Upgrade[3] = "Shotgun";
|
||||
Upgrade[4] = "Phaser Blades";
|
||||
GunName = "ES-77 Pulse Phaser";
|
||||
|
||||
usesEnergy = true;
|
||||
fireEnergy = 4;
|
||||
minEnergy = 4;
|
||||
RankRequire = $TWM2::RankRequire["PulsePhaser"];
|
||||
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateTimeoutValue[0] = 0.5;
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = BlasterSwitchSound;
|
||||
usesEnergy = true;
|
||||
fireEnergy = 4;
|
||||
minEnergy = 4;
|
||||
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnLoaded[1] = "Ready";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateTimeoutValue[0] = 0.5;
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = BlasterSwitchSound;
|
||||
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "Fire";
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnLoaded[1] = "Ready";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Reload";
|
||||
stateTimeoutValue[3] = 0.3;
|
||||
stateFire[3] = true;
|
||||
stateRecoil[3] = NoRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateSequence[3] = "Fire";
|
||||
stateSound[3] = PPWFireSound;
|
||||
stateScript[3] = "onFire";
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "Fire";
|
||||
|
||||
stateName[4] = "Reload";
|
||||
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||||
stateTransitionOnTimeout[4] = "Ready";
|
||||
stateAllowImageChange[4] = false;
|
||||
stateSequence[4] = "Reload";
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Reload";
|
||||
stateTimeoutValue[3] = 0.3;
|
||||
stateFire[3] = true;
|
||||
stateRecoil[3] = NoRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateSequence[3] = "Fire";
|
||||
stateSound[3] = PPWFireSound;
|
||||
stateScript[3] = "onFire";
|
||||
|
||||
stateName[5] = "NoAmmo";
|
||||
stateTransitionOnAmmo[5] = "Reload";
|
||||
stateSequence[5] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[5] = "DryFire";
|
||||
stateName[4] = "Reload";
|
||||
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||||
stateTransitionOnTimeout[4] = "Ready";
|
||||
stateAllowImageChange[4] = false;
|
||||
stateSequence[4] = "Reload";
|
||||
|
||||
stateName[6] = "DryFire";
|
||||
stateTimeoutValue[6] = 0.3;
|
||||
stateSound[6] = BlasterDryFireSound;
|
||||
stateTransitionOnTimeout[6] = "Ready";
|
||||
stateName[5] = "NoAmmo";
|
||||
stateTransitionOnAmmo[5] = "Reload";
|
||||
stateSequence[5] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[5] = "DryFire";
|
||||
|
||||
stateName[6] = "DryFire";
|
||||
stateTimeoutValue[6] = 0.3;
|
||||
stateSound[6] = BlasterDryFireSound;
|
||||
stateTransitionOnTimeout[6] = "Ready";
|
||||
};
|
||||
|
||||
datablock ItemData(PulsePhaser) {
|
||||
className = Weapon;
|
||||
catagory = "Spawn Items";
|
||||
shapeFile = "weapon_energy.dts";
|
||||
image = PulsePhaserImage;
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
className = Weapon;
|
||||
catagory = "Spawn Items";
|
||||
shapeFile = "weapon_energy.dts";
|
||||
image = PulsePhaserImage;
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "a Pulse Phaser";
|
||||
};
|
||||
|
||||
datablock ShapeBaseImageData(Phaser2Image) : PulsePhaserImage {
|
||||
shapeFile = "weapon_ELF.dts";
|
||||
offset = "0 0.3 0.2";
|
||||
rotation = "0 1 0 180";
|
||||
shapeFile = "weapon_ELF.dts";
|
||||
offset = "0 0.3 0.2";
|
||||
rotation = "0 1 0 180";
|
||||
};
|
||||
|
||||
datablock ShapeBaseImageData(Phaser3Image) : PulsePhaserImage {
|
||||
shapeFile = "weapon_ELF.dts";
|
||||
offset = "0 .5 0";
|
||||
shapeFile = "weapon_ELF.dts";
|
||||
offset = "0 .5 0";
|
||||
};
|
||||
|
||||
function PulsePhaserImage::onMount(%this, %obj, %slot) {
|
||||
Parent::onMount(%this, %obj, %slot);
|
||||
if(%obj.client.UpgradeOn("Phaser Blades", %this.getName())) {
|
||||
%obj.mountImage(Phaser2Image, 5);
|
||||
%obj.mountImage(Phaser3Image, 6);
|
||||
}
|
||||
Parent::onMount(%this, %obj, %slot);
|
||||
if(%obj.client.UpgradeOn("Phaser Blades", %this.getName())) {
|
||||
%obj.mountImage(Phaser2Image, 5);
|
||||
%obj.mountImage(Phaser3Image, 6);
|
||||
}
|
||||
}
|
||||
|
||||
function PulsePhaserImage::onUnmount(%this,%obj,%slot) {
|
||||
%obj.unmountImage(5);
|
||||
%obj.unmountImage(6);
|
||||
Parent::onUnmount(%this, %obj, %slot);
|
||||
%obj.unmountImage(5);
|
||||
%obj.unmountImage(6);
|
||||
Parent::onUnmount(%this, %obj, %slot);
|
||||
}
|
||||
|
||||
|
||||
function PulsePhaserImage::onFire(%data,%obj,%slot) {
|
||||
if(%obj.cannotFire) {
|
||||
return;
|
||||
}
|
||||
%vector = %obj.getMuzzleVector(%slot);
|
||||
%mp = %obj.getMuzzlePoint(%slot);
|
||||
if(%obj.client.UpgradeOn("Triple Burst", %data.getName())) {
|
||||
%p1 = Parent::OnFire(%data, %obj, %slot);
|
||||
if(%obj.cannotFire) {
|
||||
return;
|
||||
}
|
||||
%vector = %obj.getMuzzleVector(%slot);
|
||||
%mp = %obj.getMuzzlePoint(%slot);
|
||||
if(%obj.client.UpgradeOn("Triple Burst", %data.getName())) {
|
||||
%p1 = Parent::OnFire(%data, %obj, %slot);
|
||||
|
||||
%p2 = Schedule(100, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
|
||||
vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector, %obj);
|
||||
%p2.WeaponImageSource = "PulsePhaserImage";
|
||||
schedule(100, 0, "ServerPlay3D", "PPWFireSound", %obj.getPosition());
|
||||
%p2 = Schedule(100, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
|
||||
vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector, %obj);
|
||||
%p2.WeaponImageSource = "PulsePhaserImage";
|
||||
schedule(100, 0, "ServerPlay3D", "PPWFireSound", %obj.getPosition());
|
||||
|
||||
%p3 = Schedule(250, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
|
||||
vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector, %obj);
|
||||
%p3.WeaponImageSource = "PulsePhaserImage";
|
||||
schedule(250, 0, "ServerPlay3D", "PPWFireSound", %obj.getPosition());
|
||||
|
||||
ResetFireRestrict(%obj, 1);
|
||||
schedule(1350, 0, "ResetFireRestrict", %obj, 0);
|
||||
}
|
||||
else if(%obj.client.UpgradeOn("Shotgun", %data.getName())) {
|
||||
for (%i=0; %i < 3; %i++) {
|
||||
%x = (getRandom() - 0.5) * 2 * 3.1415926 * (11/1000);
|
||||
%y = (getRandom() - 0.5) * 2 * 3.1415926 * (11/1000);
|
||||
%z = (getRandom() - 0.5) * 2 * 3.1415926 * (11/1000);
|
||||
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
|
||||
%newvector = MatrixMulVector(%mat, %vector);
|
||||
%p3 = Schedule(250, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
|
||||
vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector, %obj);
|
||||
%p3.WeaponImageSource = "PulsePhaserImage";
|
||||
schedule(250, 0, "ServerPlay3D", "PPWFireSound", %obj.getPosition());
|
||||
|
||||
%p = new (%data.projectileType)() {
|
||||
dataBlock = %data.projectile;
|
||||
initialDirection = %newvector;
|
||||
initialPosition = %mp;
|
||||
sourceObject = %obj;
|
||||
damageFactor = 1;
|
||||
sourceSlot = %slot;
|
||||
};
|
||||
ResetFireRestrict(%obj, 1);
|
||||
schedule(1350, 0, "ResetFireRestrict", %obj, 0);
|
||||
}
|
||||
else if(%obj.client.UpgradeOn("Shotgun", %data.getName())) {
|
||||
for (%i=0; %i < 3; %i++) {
|
||||
%x = (getRandom() - 0.5) * 2 * 3.1415926 * (11/1000);
|
||||
%y = (getRandom() - 0.5) * 2 * 3.1415926 * (11/1000);
|
||||
%z = (getRandom() - 0.5) * 2 * 3.1415926 * (11/1000);
|
||||
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
|
||||
%newvector = MatrixMulVector(%mat, %vector);
|
||||
|
||||
%p.WeaponImageSource = "PulsePhaserImage";
|
||||
}
|
||||
ResetFireRestrict(%obj, 1);
|
||||
schedule(1200, 0, "ResetFireRestrict", %obj, 0);
|
||||
}
|
||||
else if(%obj.client.UpgradeOn("Phaser Blades", %data.getName())) {
|
||||
serverPlay3D("BomberTurretFireSound", %obj.getPosition());
|
||||
%p = new (%data.projectileType)() {
|
||||
dataBlock = TrevorPhaserBolt;
|
||||
initialDirection = %vector;
|
||||
initialPosition = %mp;
|
||||
sourceObject = %obj;
|
||||
damageFactor = 1;
|
||||
sourceSlot = %slot;
|
||||
};
|
||||
%p = new (%data.projectileType)() {
|
||||
dataBlock = %data.projectile;
|
||||
initialDirection = %newvector;
|
||||
initialPosition = %mp;
|
||||
sourceObject = %obj;
|
||||
damageFactor = 1;
|
||||
sourceSlot = %slot;
|
||||
};
|
||||
|
||||
%p.WeaponImageSource = "PulsePhaserImage";
|
||||
}
|
||||
else {
|
||||
%p = Parent::OnFire(%data,%obj,%slot);
|
||||
}
|
||||
%p.WeaponImageSource = "PulsePhaserImage";
|
||||
}
|
||||
ResetFireRestrict(%obj, 1);
|
||||
schedule(1200, 0, "ResetFireRestrict", %obj, 0);
|
||||
}
|
||||
else if(%obj.client.UpgradeOn("Phaser Blades", %data.getName())) {
|
||||
serverPlay3D("BomberTurretFireSound", %obj.getPosition());
|
||||
%p = new (%data.projectileType)() {
|
||||
dataBlock = TrevorPhaserBolt;
|
||||
initialDirection = %vector;
|
||||
initialPosition = %mp;
|
||||
sourceObject = %obj;
|
||||
damageFactor = 1;
|
||||
sourceSlot = %slot;
|
||||
};
|
||||
%p.WeaponImageSource = "PulsePhaserImage";
|
||||
}
|
||||
else {
|
||||
%p = Parent::OnFire(%data,%obj,%slot);
|
||||
}
|
||||
}
|
||||
|
||||
function ResetFireRestrict(%plyr, %onOff) {
|
||||
%plyr.cannotFire = %onOff;
|
||||
}
|
||||
%plyr.cannotFire = %onOff;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue