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
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@ -1,224 +1,219 @@
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datablock AudioProfile(ShotgunFireSound) {
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filename = "fx/weapons/TR2spinfusor_fire.wav";
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description = AudioClosest3d;
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preload = true;
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filename = "fx/weapons/TR2spinfusor_fire.wav";
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description = AudioClosest3d;
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preload = true;
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};
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datablock TracerProjectileData(M1700Pellet)
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{
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doDynamicClientHits = true;
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datablock TracerProjectileData(M1700Pellet) {
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doDynamicClientHits = true;
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directDamage = (0.075 * 1.5);
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directDamageType = $DamageType::M1700;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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HeadMultiplier = 1.2;
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LegsMultiplier = 0.75;
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ImageSource = "M1700Image";
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directDamage = 0.13;
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directDamageType = $DamageType::M1700;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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HeadMultiplier = 1.2;
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LegsMultiplier = 0.75;
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longRangeMultiplier = 0.75;
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kickBackStrength = 0.0;
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sound = ChaingunProjectile;
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ImageSource = "M1700Image";
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dryVelocity = 1500.0;
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wetVelocity = 1000.0;
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velInheritFactor = 0.0;
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fizzleTimeMS = 1000;
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lifetimeMS = 1000;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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deflectionOnWaterImpact = 0.0;
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fizzleUnderwaterMS = 3000;
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longRangeMultiplier = 0.75;
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kickBackStrength = 0.0;
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sound = ChaingunProjectile;
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tracerLength = 5.0;
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tracerAlpha = false;
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tracerMinPixels = 6;
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tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
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dryVelocity = 1500.0;
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wetVelocity = 1000.0;
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velInheritFactor = 0.0;
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fizzleTimeMS = 100;
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lifetimeMS = 150;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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deflectionOnWaterImpact = 0.0;
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fizzleUnderwaterMS = 3000;
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tracerLength = 5.0;
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tracerAlpha = false;
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tracerMinPixels = 6;
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tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
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tracerTex[0] = "special/tracer00";
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tracerTex[1] = "special/tracercross";
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tracerWidth = 0.09;
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crossSize = 0.20;
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crossViewAng = 0.990;
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renderCross = true;
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crossSize = 0.20;
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crossViewAng = 0.990;
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renderCross = true;
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decalData[0] = ChaingunDecal1;
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decalData[1] = ChaingunDecal2;
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decalData[2] = ChaingunDecal3;
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decalData[3] = ChaingunDecal4;
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decalData[4] = ChaingunDecal5;
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decalData[5] = ChaingunDecal6;
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decalData[0] = ChaingunDecal1;
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decalData[1] = ChaingunDecal2;
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decalData[2] = ChaingunDecal3;
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decalData[3] = ChaingunDecal4;
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decalData[4] = ChaingunDecal5;
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decalData[5] = ChaingunDecal6;
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};
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//--------------------------------------------------------------------------
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// Ammo
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//--------------------------------------
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datablock ItemData(M1700Ammo)
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{
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_chaingun.dts";
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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datablock ItemData(M1700Ammo) {
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_chaingun.dts";
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "some M1700 rounds";
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computeCRC = true;
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computeCRC = true;
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};
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//--------------------------------------------------------------------------
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// Weapon
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//--------------------------------------
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datablock ShapeBaseImageData(M1700Image)
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{
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className = WeaponImage;
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shapeFile = "weapon_plasma.dts";
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item = M1700;
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ammo = M1700Ammo;
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projectile = M1700Pellet;
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projectileType = TracerProjectile;
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emap = true;
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mass = 20;
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datablock ShapeBaseImageData(M1700Image) {
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className = WeaponImage;
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shapeFile = "weapon_plasma.dts";
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item = M1700;
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ammo = M1700Ammo;
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projectile = M1700Pellet;
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projectileType = TracerProjectile;
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emap = true;
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mass = 20;
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casing = ShellDebris;
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shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B
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shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
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shellExitVariance = 10.0;
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shellVelocity = 4.0;
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casing = ShellDebris;
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shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B
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shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
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shellExitVariance = 10.0;
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shellVelocity = 4.0;
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//ClipStuff
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ClipName = "M1700Clip";
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ClipPickupName["M1700Clip"] = "some M1700 Clip Boxes";
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ShowsClipInHud = 1;
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ClipReloadTime = 2;
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ClipReturn = 1;
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InitialClips = 15;
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//
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//Challenges
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HasChallenges = 1;
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ChallengeCt = 9;
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Challenge[1] = "M1700 Killer\t50\t100\tNone";
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Challenge[2] = "M1700 Extremist\t100\t150\tNone";
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Challenge[3] = "M1700 Expert\t250\t250\tNone";
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Challenge[4] = "M1700 Master\t500\t500\tNone";
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Challenge[5] = "M1700 God\t1000\t1000\tNone";
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Challenge[6] = "M1700 Bronze Commendation\t2500\t10000\tNone";
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Challenge[7] = "M1700 Silver Commendation\t5000\t25000\tNone";
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Challenge[8] = "M1700 Gold Commendation\t10000\t50000\tNone";
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Challenge[9] = "M1700 Titan Commendation\t25000\t75000\tNone";
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GunName = "M1700 Shotgun";
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//
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//ClipStuff
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ClipName = "M1700Clip";
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ClipPickupName["M1700Clip"] = "some M1700 Clip Boxes";
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ShowsClipInHud = 1;
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ClipReloadTime = 3;
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ClipReturn = 1;
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InitialClips = 15;
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//
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projectileSpread = 11.0 / 1000.0;
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//Challenges
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HasChallenges = 1;
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ChallengeCt = 9;
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Challenge[1] = "M1700 Killer\t50\t100\tNone";
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Challenge[2] = "M1700 Extremist\t100\t150\tNone";
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Challenge[3] = "M1700 Expert\t250\t250\tNone";
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Challenge[4] = "M1700 Master\t500\t500\tNone";
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Challenge[5] = "M1700 God\t1000\t1000\tNone";
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Challenge[6] = "M1700 Bronze Commendation\t2500\t10000\tNone";
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Challenge[7] = "M1700 Silver Commendation\t5000\t25000\tNone";
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Challenge[8] = "M1700 Gold Commendation\t10000\t50000\tNone";
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Challenge[9] = "M1700 Titan Commendation\t25000\t75000\tNone";
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GunName = "M1700 Shotgun";
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//
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 0.5;
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stateSequence[0] = "Activate";
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stateSound[0] = ChaingunSwitchSound;
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projectileSpread = 11.0 / 1000.0;
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stateName[1] = "ActivateReady";
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stateTransitionOnLoaded[1] = "Ready";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 0.5;
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stateSequence[0] = "Activate";
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stateSound[0] = ChaingunSwitchSound;
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stateName[2] = "Ready";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateTransitionOnTriggerDown[2] = "CheckWet";
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stateName[1] = "ActivateReady";
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stateTransitionOnLoaded[1] = "Ready";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.0001;
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stateFire[3] = true;
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stateEjectShell[3] = true;
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stateEmitter[3] = "GunFireEffectEmitter";
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stateEmitterNode[3] = "muzzlepoint1";
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stateEmitterTime[3] = 1;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = false;
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stateScript[3] = "onFire";
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stateEmitterTime[3] = 0.2;
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stateSound[3] = SniperFireSound;
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stateName[2] = "Ready";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateTransitionOnTriggerDown[2] = "CheckWet";
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateTimeoutValue[4] = 0.5;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.0001;
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stateFire[3] = true;
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stateEjectShell[3] = true;
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stateEmitter[3] = "GunFireEffectEmitter";
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stateEmitterNode[3] = "muzzlepoint1";
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stateEmitterTime[3] = 1;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = false;
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stateScript[3] = "onFire";
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stateEmitterTime[3] = 0.2;
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stateSound[3] = SniperFireSound;
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stateName[5] = "NoAmmo";
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stateTransitionOnAmmo[5] = "Reload";
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stateSequence[5] = "NoAmmo";
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stateTransitionOnTriggerDown[5] = "DryFire";
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateTimeoutValue[4] = 0.5;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateName[6] = "DryFire";
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stateSound[6] = ChaingunDryFireSound;
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stateTimeoutValue[6] = 1.0;
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stateTransitionOnTimeout[6] = "NoAmmo";
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stateName[5] = "NoAmmo";
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stateTransitionOnAmmo[5] = "Reload";
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stateSequence[5] = "NoAmmo";
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stateTransitionOnTriggerDown[5] = "DryFire";
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stateName[7] = "WetFire";
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stateSound[7] = ChaingunDryFireSound;
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stateTimeoutValue[7] = 1.0;
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stateTransitionOnTimeout[7] = "Ready";
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stateName[6] = "DryFire";
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stateSound[6] = ChaingunDryFireSound;
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stateTimeoutValue[6] = 1.0;
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stateTransitionOnTimeout[6] = "NoAmmo";
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stateName[8] = "CheckWet";
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stateTransitionOnWet[8] = "WetFire";
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stateTransitionOnNotWet[8] = "Fire";
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stateName[7] = "WetFire";
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stateSound[7] = ChaingunDryFireSound;
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stateTimeoutValue[7] = 1.0;
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stateTransitionOnTimeout[7] = "Ready";
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stateName[8] = "CheckWet";
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stateTransitionOnWet[8] = "WetFire";
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stateTransitionOnNotWet[8] = "Fire";
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};
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datablock ItemData(M1700)
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{
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_plasma.dts";
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image = M1700Image;
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mass = 1.0;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "a M1700";
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datablock ItemData(M1700) {
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_plasma.dts";
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image = M1700Image;
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mass = 1.0;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "a M1700";
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computeCRC = true;
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emap = true;
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computeCRC = true;
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emap = true;
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};
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function M1700Image::onMount(%this,%obj,%slot) {
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Parent::onMount(%this, %obj, %slot);
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Parent::onMount(%this, %obj, %slot);
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}
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function M1700Image::onFire(%data,%obj,%slot) {
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serverPlay3D(ShotgunFireSound, %obj.getPosition());
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serverPlay3D(ShotgunFireSound, %obj.getPosition());
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%obj.applyKick(-250);
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%obj.decInventory(%data.ammo,1);
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%obj.applyKick(-250);
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%obj.decInventory(%data.ammo,1);
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%vector = %obj.getMuzzleVector(%slot);
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%mp = %obj.getMuzzlePoint(%slot);
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%vector = %obj.getMuzzleVector(%slot);
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%mp = %obj.getMuzzlePoint(%slot);
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for (%i=0; %i < 12; %i++) {
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%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
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%newvector = MatrixMulVector(%mat, %vector);
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%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
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%newvector = MatrixMulVector(%mat, %vector);
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%p = new (%data.projectileType)() {
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dataBlock = %data.projectile;
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initialDirection = %newvector;
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initialPosition = %mp;
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sourceObject = %obj;
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damageFactor = 1;
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sourceSlot = %slot;
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};
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%p.WeaponImageSource = %data.getName();
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}
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if(%obj.inv[M1700Ammo] == 0) { //Added Phantom139, TWM2
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AttemptReload(%data, %obj, %slot);
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}
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%p = new (%data.projectileType)() {
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dataBlock = %data.projectile;
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initialDirection = %newvector;
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initialPosition = %mp;
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sourceObject = %obj;
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damageFactor = 1;
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sourceSlot = %slot;
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};
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%p.WeaponImageSource = %data.getName();
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}
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if(%obj.inv[M1700Ammo] == 0) { //Added Phantom139, TWM2
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AttemptReload(%data, %obj, %slot);
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}
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}
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@ -1,218 +1,213 @@
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datablock TracerProjectileData(Model1887Pellet)
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{
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doDynamicClientHits = true;
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datablock TracerProjectileData(Model1887Pellet) {
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doDynamicClientHits = true;
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directDamage = (0.064 * 1.5);
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directDamageType = $DamageType::Model1887;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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HeadMultiplier = 1.2;
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LegsMultiplier = 0.75;
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directDamage = 0.11;
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directDamageType = $DamageType::Model1887;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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HeadMultiplier = 1.2;
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LegsMultiplier = 0.75;
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longRangeMultiplier = 0.75;
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kickBackStrength = 0.0;
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sound = ChaingunProjectile;
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ImageSource = "Model1887Image";
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longRangeMultiplier = 0.75;
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kickBackStrength = 0.0;
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sound = ChaingunProjectile;
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dryVelocity = 1500.0;
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wetVelocity = 1000.0;
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velInheritFactor = 0.0;
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fizzleTimeMS = 500;
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lifetimeMS = 500;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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deflectionOnWaterImpact = 0.0;
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fizzleUnderwaterMS = 3000;
|
||||
ImageSource = "Model1887Image";
|
||||
|
||||
tracerLength = 5.0;
|
||||
tracerAlpha = false;
|
||||
tracerMinPixels = 6;
|
||||
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
|
||||
dryVelocity = 1500.0;
|
||||
wetVelocity = 1000.0;
|
||||
velInheritFactor = 0.0;
|
||||
fizzleTimeMS = 100;
|
||||
lifetimeMS = 125;
|
||||
explodeOnDeath = false;
|
||||
reflectOnWaterImpactAngle = 0.0;
|
||||
explodeOnWaterImpact = false;
|
||||
deflectionOnWaterImpact = 0.0;
|
||||
fizzleUnderwaterMS = 3000;
|
||||
|
||||
tracerLength = 5.0;
|
||||
tracerAlpha = false;
|
||||
tracerMinPixels = 6;
|
||||
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
|
||||
tracerTex[0] = "special/tracer00";
|
||||
tracerTex[1] = "special/tracercross";
|
||||
tracerWidth = 0.09;
|
||||
crossSize = 0.20;
|
||||
crossViewAng = 0.990;
|
||||
renderCross = true;
|
||||
crossSize = 0.20;
|
||||
crossViewAng = 0.990;
|
||||
renderCross = true;
|
||||
|
||||
decalData[0] = ChaingunDecal1;
|
||||
decalData[1] = ChaingunDecal2;
|
||||
decalData[2] = ChaingunDecal3;
|
||||
decalData[3] = ChaingunDecal4;
|
||||
decalData[4] = ChaingunDecal5;
|
||||
decalData[5] = ChaingunDecal6;
|
||||
decalData[0] = ChaingunDecal1;
|
||||
decalData[1] = ChaingunDecal2;
|
||||
decalData[2] = ChaingunDecal3;
|
||||
decalData[3] = ChaingunDecal4;
|
||||
decalData[4] = ChaingunDecal5;
|
||||
decalData[5] = ChaingunDecal6;
|
||||
};
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Ammo
|
||||
//--------------------------------------
|
||||
|
||||
datablock ItemData(Model1887Ammo)
|
||||
{
|
||||
className = Ammo;
|
||||
catagory = "Ammo";
|
||||
shapeFile = "ammo_chaingun.dts";
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
datablock ItemData(Model1887Ammo) {
|
||||
className = Ammo;
|
||||
catagory = "Ammo";
|
||||
shapeFile = "ammo_chaingun.dts";
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "some Model 1887 rounds";
|
||||
|
||||
computeCRC = true;
|
||||
|
||||
computeCRC = true;
|
||||
};
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Weapon
|
||||
//--------------------------------------
|
||||
datablock ShapeBaseImageData(Model1887Image)
|
||||
{
|
||||
className = WeaponImage;
|
||||
shapeFile = "weapon_disc.dts";
|
||||
item = Model1887;
|
||||
ammo = Model1887Ammo;
|
||||
projectile = Model1887Pellet;
|
||||
projectileType = TracerProjectile;
|
||||
emap = true;
|
||||
mass = 20;
|
||||
datablock ShapeBaseImageData(Model1887Image) {
|
||||
className = WeaponImage;
|
||||
shapeFile = "weapon_disc.dts";
|
||||
item = Model1887;
|
||||
ammo = Model1887Ammo;
|
||||
projectile = Model1887Pellet;
|
||||
projectileType = TracerProjectile;
|
||||
emap = true;
|
||||
mass = 20;
|
||||
|
||||
casing = ShellDebris;
|
||||
shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B
|
||||
shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
|
||||
shellExitVariance = 10.0;
|
||||
shellVelocity = 4.0;
|
||||
casing = ShellDebris;
|
||||
shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B
|
||||
shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
|
||||
shellExitVariance = 10.0;
|
||||
shellVelocity = 4.0;
|
||||
|
||||
//ClipStuff
|
||||
ClipName = "Model1887Clip";
|
||||
ClipPickupName["Model1887Clip"] = "some Model 1887 Clip Boxes";
|
||||
ShowsClipInHud = 1;
|
||||
ClipReloadTime = 9;
|
||||
ClipReturn = 7;
|
||||
InitialClips = 3;
|
||||
|
||||
ReloadSingle = 1;
|
||||
SingleShotAdd = 1;
|
||||
//
|
||||
RankRequire = $TWM2::RankRequire["RSALaserRifle"];
|
||||
PrestigeRequire = 1;
|
||||
//ClipStuff
|
||||
ClipName = "Model1887Clip";
|
||||
ClipPickupName["Model1887Clip"] = "some Model 1887 Clip Boxes";
|
||||
ShowsClipInHud = 1;
|
||||
ClipReloadTime = 9;
|
||||
ClipReturn = 7;
|
||||
InitialClips = 3;
|
||||
|
||||
//Challenges
|
||||
HasChallenges = 1;
|
||||
ChallengeCt = 9;
|
||||
Challenge[1] = "Model 1887 Killer\t50\t100\tNone";
|
||||
Challenge[2] = "Model 1887 Extremist\t100\t150\tNone";
|
||||
Challenge[3] = "Model 1887 Expert\t250\t250\tNone";
|
||||
Challenge[4] = "Model 1887 Master\t500\t500\tNone";
|
||||
Challenge[5] = "Model 1887 God\t1000\t1000\tNone";
|
||||
Challenge[6] = "Model 1887 Bronze Commendation\t2500\t10000\tNone";
|
||||
Challenge[7] = "Model 1887 Silver Commendation\t5000\t25000\tNone";
|
||||
Challenge[8] = "Model 1887 Gold Commendation\t10000\t50000\tNone";
|
||||
Challenge[9] = "Model 1887 Titan Commendation\t25000\t75000\tNone";
|
||||
GunName = "Model 1887 Shotgun";
|
||||
//
|
||||
ReloadSingle = 1;
|
||||
SingleShotAdd = 1;
|
||||
//
|
||||
RankRequire = $TWM2::RankRequire["RSALaserRifle"];
|
||||
PrestigeRequire = 1;
|
||||
|
||||
projectileSpread = 7.0 / 1000.0;
|
||||
//Challenges
|
||||
HasChallenges = 1;
|
||||
ChallengeCt = 9;
|
||||
Challenge[1] = "Model 1887 Killer\t50\t100\tNone";
|
||||
Challenge[2] = "Model 1887 Extremist\t100\t150\tNone";
|
||||
Challenge[3] = "Model 1887 Expert\t250\t250\tNone";
|
||||
Challenge[4] = "Model 1887 Master\t500\t500\tNone";
|
||||
Challenge[5] = "Model 1887 God\t1000\t1000\tNone";
|
||||
Challenge[6] = "Model 1887 Bronze Commendation\t2500\t10000\tNone";
|
||||
Challenge[7] = "Model 1887 Silver Commendation\t5000\t25000\tNone";
|
||||
Challenge[8] = "Model 1887 Gold Commendation\t10000\t50000\tNone";
|
||||
Challenge[9] = "Model 1887 Titan Commendation\t25000\t75000\tNone";
|
||||
GunName = "Model 1887 Shotgun";
|
||||
//
|
||||
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateTimeoutValue[0] = 0.5;
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = ChaingunSwitchSound;
|
||||
projectileSpread = 7.0 / 1000.0;
|
||||
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnLoaded[1] = "Ready";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateTimeoutValue[0] = 0.5;
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = ChaingunSwitchSound;
|
||||
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "CheckWet";
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnLoaded[1] = "Ready";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Reload";
|
||||
stateTimeoutValue[3] = 0.0001;
|
||||
stateFire[3] = true;
|
||||
stateEjectShell[3] = true;
|
||||
stateRecoil[3] = LightRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateScript[3] = "onFire";
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "CheckWet";
|
||||
|
||||
stateName[4] = "Reload";
|
||||
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||||
stateTransitionOnTimeout[4] = "Ready";
|
||||
stateTimeoutValue[4] = 1.0;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateSequence[4] = "Reload";
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Reload";
|
||||
stateTimeoutValue[3] = 0.0001;
|
||||
stateFire[3] = true;
|
||||
stateEjectShell[3] = true;
|
||||
stateRecoil[3] = LightRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateScript[3] = "onFire";
|
||||
|
||||
stateName[5] = "NoAmmo";
|
||||
stateTransitionOnAmmo[5] = "Reload";
|
||||
stateSequence[5] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[5] = "DryFire";
|
||||
stateName[4] = "Reload";
|
||||
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||||
stateTransitionOnTimeout[4] = "Ready";
|
||||
stateTimeoutValue[4] = 1.0;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateSequence[4] = "Reload";
|
||||
|
||||
stateName[6] = "DryFire";
|
||||
stateSound[6] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[6] = 1.0;
|
||||
stateTransitionOnTimeout[6] = "NoAmmo";
|
||||
stateName[5] = "NoAmmo";
|
||||
stateTransitionOnAmmo[5] = "Reload";
|
||||
stateSequence[5] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[5] = "DryFire";
|
||||
|
||||
stateName[7] = "WetFire";
|
||||
stateSound[7] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[7] = 1.0;
|
||||
stateTransitionOnTimeout[7] = "Ready";
|
||||
stateName[6] = "DryFire";
|
||||
stateSound[6] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[6] = 1.0;
|
||||
stateTransitionOnTimeout[6] = "NoAmmo";
|
||||
|
||||
stateName[8] = "CheckWet";
|
||||
stateTransitionOnWet[8] = "WetFire";
|
||||
stateTransitionOnNotWet[8] = "Fire";
|
||||
stateName[7] = "WetFire";
|
||||
stateSound[7] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[7] = 1.0;
|
||||
stateTransitionOnTimeout[7] = "Ready";
|
||||
|
||||
stateName[8] = "CheckWet";
|
||||
stateTransitionOnWet[8] = "WetFire";
|
||||
stateTransitionOnNotWet[8] = "Fire";
|
||||
};
|
||||
|
||||
datablock ItemData(Model1887)
|
||||
{
|
||||
className = Weapon;
|
||||
catagory = "Spawn Items";
|
||||
shapeFile = "weapon_plasma.dts";
|
||||
image = Model1887Image;
|
||||
mass = 1.0;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "a Model 1887";
|
||||
datablock ItemData(Model1887 {
|
||||
className = Weapon;
|
||||
catagory = "Spawn Items";
|
||||
shapeFile = "weapon_plasma.dts";
|
||||
image = Model1887Image;
|
||||
mass = 1.0;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "a Model 1887";
|
||||
|
||||
computeCRC = true;
|
||||
emap = true;
|
||||
computeCRC = true;
|
||||
emap = true;
|
||||
};
|
||||
|
||||
function Model1887Image::onMount(%this,%obj,%slot) {
|
||||
Parent::onMount(%this, %obj, %slot);
|
||||
Parent::onMount(%this, %obj, %slot);
|
||||
}
|
||||
|
||||
function Model1887Image::onFire(%data,%obj,%slot) {
|
||||
serverPlay3D(ShotgunFireSound, %obj.getPosition());
|
||||
serverPlay3D(ShotgunFireSound, %obj.getPosition());
|
||||
|
||||
%obj.applyKick(-250);
|
||||
%obj.decInventory(%data.ammo,1);
|
||||
%obj.applyKick(-250);
|
||||
%obj.decInventory(%data.ammo,1);
|
||||
|
||||
%vector = %obj.getMuzzleVector(%slot);
|
||||
%mp = %obj.getMuzzlePoint(%slot);
|
||||
%vector = %obj.getMuzzleVector(%slot);
|
||||
%mp = %obj.getMuzzlePoint(%slot);
|
||||
|
||||
for (%i = 0; %i < 14; %i++) {
|
||||
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
|
||||
%newvector = MatrixMulVector(%mat, %vector);
|
||||
for (%i = 0; %i < 18; %i++) {
|
||||
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
|
||||
%newvector = MatrixMulVector(%mat, %vector);
|
||||
|
||||
%p = new (%data.projectileType)() {
|
||||
dataBlock = %data.projectile;
|
||||
initialDirection = %newvector;
|
||||
initialPosition = %mp;
|
||||
sourceObject = %obj;
|
||||
damageFactor = 1;
|
||||
sourceSlot = %slot;
|
||||
};
|
||||
%p = new (%data.projectileType)() {
|
||||
dataBlock = %data.projectile;
|
||||
initialDirection = %newvector;
|
||||
initialPosition = %mp;
|
||||
sourceObject = %obj;
|
||||
damageFactor = 1;
|
||||
sourceSlot = %slot;
|
||||
};
|
||||
|
||||
%p.WeaponImageSource = %data.getName();
|
||||
}
|
||||
if(%obj.inv[Model1887Ammo] == 0) { //Added Phantom139, TWM2
|
||||
AttemptReload(%data, %obj, %slot);
|
||||
}
|
||||
}
|
||||
%p.WeaponImageSource = %data.getName();
|
||||
}
|
||||
if(%obj.inv[Model1887Ammo] == 0) { //Added Phantom139, TWM2
|
||||
AttemptReload(%data, %obj, %slot);
|
||||
}
|
||||
}
|
||||
|
|
@ -8,23 +8,22 @@
|
|||
//--------------------------------------
|
||||
|
||||
|
||||
datablock DebrisData( SemiAutoShellDebris )
|
||||
{
|
||||
shapeName = "weapon_chaingun_ammocasing.dts";
|
||||
datablock DebrisData( SemiAutoShellDebris ) {
|
||||
shapeName = "weapon_chaingun_ammocasing.dts";
|
||||
|
||||
lifetime = 7.0;
|
||||
lifetime = 7.0;
|
||||
|
||||
minSpinSpeed = 600.0;
|
||||
maxSpinSpeed = 800.0;
|
||||
minSpinSpeed = 600.0;
|
||||
maxSpinSpeed = 800.0;
|
||||
|
||||
elasticity = 0.8;
|
||||
friction = 0.3;
|
||||
elasticity = 0.8;
|
||||
friction = 0.3;
|
||||
|
||||
numBounces = 5;
|
||||
numBounces = 5;
|
||||
|
||||
fade = true;
|
||||
staticOnMaxBounce = true;
|
||||
snapOnMaxBounce = true;
|
||||
fade = true;
|
||||
staticOnMaxBounce = true;
|
||||
snapOnMaxBounce = true;
|
||||
};
|
||||
|
||||
|
||||
|
|
@ -32,295 +31,288 @@ datablock DebrisData( SemiAutoShellDebris )
|
|||
// Projectile
|
||||
//--------------------------------------
|
||||
|
||||
datablock TracerProjectileData( SA2400Slug )
|
||||
{
|
||||
doDynamicClientHits = true;
|
||||
datablock TracerProjectileData( SA2400Slug ) {
|
||||
doDynamicClientHits = true;
|
||||
|
||||
directDamage = 0.3;
|
||||
directDamageType = $DamageType::SA2400;
|
||||
explosion = "ChaingunExplosion";
|
||||
splash = ChaingunSplash;
|
||||
|
||||
HeadMultiplier = 1.9;
|
||||
directDamage = 0.3;
|
||||
directDamageType = $DamageType::SA2400;
|
||||
explosion = "ChaingunExplosion";
|
||||
splash = ChaingunSplash;
|
||||
|
||||
kickBackStrength = 428.0;
|
||||
sound = ChaingunProjectile;
|
||||
HeadMultiplier = 1.9;
|
||||
|
||||
ImageSource = "SA2400Image";
|
||||
kickBackStrength = 428.0;
|
||||
sound = ChaingunProjectile;
|
||||
|
||||
dryVelocity = 2561.0;
|
||||
wetVelocity = 586.0;
|
||||
velInheritFactor = 1.0;
|
||||
fizzleTimeMS = 3000;
|
||||
lifetimeMS = 3000;
|
||||
explodeOnDeath = false;
|
||||
reflectOnWaterImpactAngle = 40.0;
|
||||
explodeOnWaterImpact = false;
|
||||
deflectionOnWaterImpact = 40.0;
|
||||
fizzleUnderwaterMS = 3000;
|
||||
ImageSource = "SA2400Image";
|
||||
|
||||
tracerLength = 37.0;
|
||||
tracerAlpha = false;
|
||||
tracerMinPixels = 6;
|
||||
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
|
||||
dryVelocity = 2561.0;
|
||||
wetVelocity = 586.0;
|
||||
velInheritFactor = 1.0;
|
||||
fizzleTimeMS = 150;
|
||||
lifetimeMS = 200;
|
||||
explodeOnDeath = false;
|
||||
reflectOnWaterImpactAngle = 40.0;
|
||||
explodeOnWaterImpact = false;
|
||||
deflectionOnWaterImpact = 40.0;
|
||||
fizzleUnderwaterMS = 3000;
|
||||
|
||||
tracerLength = 37.0;
|
||||
tracerAlpha = false;
|
||||
tracerMinPixels = 6;
|
||||
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
|
||||
tracerTex[0] = "special/tracer00";
|
||||
tracerTex[1] = "special/tracercross";
|
||||
tracerWidth = 0.10;
|
||||
crossSize = 0.20;
|
||||
crossViewAng = 0.990;
|
||||
renderCross = true;
|
||||
crossSize = 0.20;
|
||||
crossViewAng = 0.990;
|
||||
renderCross = true;
|
||||
|
||||
decalData[0] = ChaingunDecal1;
|
||||
decalData[1] = ChaingunDecal1;
|
||||
decalData[2] = ChaingunDecal1;
|
||||
decalData[3] = ChaingunDecal1;
|
||||
decalData[4] = ChaingunDecal1;
|
||||
decalData[5] = ChaingunDecal1;
|
||||
decalData[0] = ChaingunDecal1;
|
||||
decalData[1] = ChaingunDecal1;
|
||||
decalData[2] = ChaingunDecal1;
|
||||
decalData[3] = ChaingunDecal1;
|
||||
decalData[4] = ChaingunDecal1;
|
||||
decalData[5] = ChaingunDecal1;
|
||||
};
|
||||
//--------------------------------------------------------------------------
|
||||
// Ammo
|
||||
//--------------------------------------
|
||||
|
||||
datablock ItemData( SA2400Ammo )
|
||||
{
|
||||
className = Ammo;
|
||||
catagory = "Ammo";
|
||||
shapeFile = "ammo_chaingun.dts";
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
datablock ItemData( SA2400Ammo ) {
|
||||
className = Ammo;
|
||||
catagory = "Ammo";
|
||||
shapeFile = "ammo_chaingun.dts";
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "some chaingun ammo";
|
||||
|
||||
computeCRC = true;
|
||||
|
||||
computeCRC = true;
|
||||
};
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Weapon
|
||||
//--------------------------------------
|
||||
datablock ShapeBaseImageData( SA2400Image )
|
||||
{
|
||||
className = WeaponImage;
|
||||
shapeFile = "weapon_grenade_launcher.dts";
|
||||
item = SA2400;
|
||||
ammo = SA2400Ammo;
|
||||
|
||||
offset = "0 0 0";
|
||||
emap = true;
|
||||
datablock ShapeBaseImageData( SA2400Image ) {
|
||||
className = WeaponImage;
|
||||
shapeFile = "weapon_grenade_launcher.dts";
|
||||
item = SA2400;
|
||||
ammo = SA2400Ammo;
|
||||
|
||||
casing = SemiAutoShellDebris;
|
||||
shellExitDir = "1.0 0.3 1.0";
|
||||
shellExitOffset = "0.15 -0.56 -0.1";
|
||||
shellExitVariance = 15.0;
|
||||
shellVelocity = 30.0;
|
||||
offset = "0 0 0";
|
||||
emap = true;
|
||||
|
||||
projectile = SA2400Slug;
|
||||
projectileType = TracerProjectile;
|
||||
|
||||
//ClipStuff
|
||||
ClipName = "SA2400Clip";
|
||||
ClipPickupName["SA2400Clip"] = "some SA2400 Slugs";
|
||||
ShowsClipInHud = 1;
|
||||
ClipReloadTime = 6;
|
||||
ClipReturn = 21;
|
||||
InitialClips = 8;
|
||||
ReloadSingle = 1;
|
||||
SingleShotAdd = 7;
|
||||
//
|
||||
RankRequire = $TWM2::RankRequire["SA2400"];
|
||||
|
||||
//Challenges
|
||||
HasChallenges = 1;
|
||||
ChallengeCt = 9;
|
||||
Challenge[1] = "SA2400 Killer\t50\t100\tNone";
|
||||
Challenge[2] = "SA2400 Extremist\t100\t150\tNone";
|
||||
Challenge[3] = "SA2400 Expert\t250\t250\tNone";
|
||||
Challenge[4] = "SA2400 Master\t500\t500\tNone";
|
||||
Challenge[5] = "SA2400 God\t1000\t1000\tNone";
|
||||
Challenge[6] = "SA2400 Bronze Commendation\t2500\t10000\tNone";
|
||||
Challenge[7] = "SA2400 Silver Commendation\t5000\t25000\tNone";
|
||||
Challenge[8] = "SA2400 Gold Commendation\t10000\t50000\tNone";
|
||||
Challenge[9] = "SA2400 Titan Commendation\t25000\t75000\tNone";
|
||||
GunName = "SA2400 Shotgun";
|
||||
//
|
||||
|
||||
projectileSpread = 3.0 / 1000.0;
|
||||
//----------------------------------------------------------------------------\\
|
||||
//State Data\\
|
||||
//----------------------------------------------------------------------------\\
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateSequence[0] = "Activate";
|
||||
stateTimeoutValue[0] = 0.2;
|
||||
stateSound[0] = ChaingunSwitchSound;
|
||||
//----------------------------------------------------\\
|
||||
stateName[1] = "Ready";
|
||||
stateSequence[1] = "Ready";
|
||||
stateTimeoutValue[1] = 0.2;
|
||||
stateTransitionOnTriggerDown[1] = "FireFirstRound";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
//----------------------------------------------------\\
|
||||
stateName[2] = "Reload";
|
||||
stateSequence[2] = "Reload";
|
||||
stateTransitionOnTimeout[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTimeoutValue[2] = 4.0;
|
||||
stateAllowImageChange[2] = false;
|
||||
stateSound[2] = DiscDryFireSound;
|
||||
//----------------------------------------------------\\
|
||||
stateName[3] = "NoAmmo";
|
||||
stateSequence[3] = "NoAmmo";
|
||||
stateTimeoutValue[3] = 0.2;
|
||||
stateTransitionOnTriggerDown[3] = "DryFire";
|
||||
stateTransitionOnAmmo[3] = "Reload";
|
||||
//----------------------------------------------------\\
|
||||
stateName[4] = "DryFire";
|
||||
stateSequence[4] = "DryFire";
|
||||
stateTransitionOnTimeout[4] = "NoAmmo";
|
||||
stateTimeoutValue[4] = 0.5;
|
||||
stateSound[4] = DiscSwitchSound;
|
||||
//----------------------------------------------------\\
|
||||
stateName[5] = "FireFirstRound";
|
||||
stateSequence[5] = "Fire";
|
||||
stateRecoil[5] = LightRecoil;
|
||||
stateTransitionOnTimeout[5] = "FireSecondRound";
|
||||
stateTransitionOnTriggerUp[5] = "ReadySecondRound";
|
||||
stateTransitionOnNoAmmo[5] = "NoAmmo";
|
||||
stateTimeoutValue[5] = 0.2;
|
||||
stateFire[5] = true;
|
||||
stateEjectShell[5] = true;
|
||||
stateAllowImageChange[5] = false;
|
||||
stateSound[5] = ShotgunFireSound;
|
||||
stateScript[5] = "onFire";
|
||||
//----------------------------------------------------\\
|
||||
stateName[6] = "FireSecondRound";
|
||||
stateSequence[6] = "Fire";
|
||||
stateRecoil[6] = LightRecoil;
|
||||
stateTransitionOnTimeout[6] = "FireThirdRound";
|
||||
stateTransitionOnTriggerUp[6] = "ReadyThirdRound";
|
||||
stateTransitionOnNoAmmo[6] = "NoAmmo";
|
||||
stateTimeoutValue[6] = 0.2;
|
||||
stateFire[6] = true;
|
||||
stateEjectShell[6] = true;
|
||||
stateAllowImageChange[6] = false;
|
||||
stateSound[6] = ShotgunFireSound;
|
||||
stateScript[6] = "onFire";
|
||||
//----------------------------------------------------\\
|
||||
stateName[7] = "FireThirdRound";
|
||||
stateSequence[7] = "Fire";
|
||||
stateRecoil[7] = LightRecoil;
|
||||
stateTransitionOnTimeout[7] = "FireFourthRound";
|
||||
stateTransitionOnTriggerUp[7] = "ReadyFourthRound";
|
||||
stateTransitionOnNoAmmo[7] = "NoAmmo";
|
||||
stateTimeoutValue[7] = 0.2;
|
||||
stateFire[7] = true;
|
||||
stateEjectShell[7] = true;
|
||||
stateAllowImageChange[7] = false;
|
||||
stateSound[7] = ShotgunFireSound;
|
||||
stateScript[7] = "onFire";
|
||||
//----------------------------------------------------\\
|
||||
stateName[8] = "FireFourthRound";
|
||||
stateSequence[8] = "Fire";
|
||||
stateRecoil[8] = LightRecoil;
|
||||
stateTransitionOnTimeout[8] = "FireFifthRound";
|
||||
stateTransitionOnTriggerUp[8] = "ReadyFifthRound";
|
||||
stateTransitionOnNoAmmo[8] = "NoAmmo";
|
||||
stateTimeoutValue[8] = 0.2;
|
||||
stateFire[8] = true;
|
||||
stateEjectShell[8] = true;
|
||||
stateAllowImageChange[8] = false;
|
||||
stateSound[8] = ShotgunFireSound;
|
||||
stateScript[8] = "onFire";
|
||||
//----------------------------------------------------\\
|
||||
stateName[9] = "FireFifthRound";
|
||||
stateSequence[9] = "Fire";
|
||||
stateRecoil[9] = LightRecoil;
|
||||
stateTransitionOnTimeout[9] = "FireSixthRound";
|
||||
stateTransitionOnTriggerUp[9] = "ReadySixthRound";
|
||||
stateTransitionOnNoAmmo[9] = "NoAmmo";
|
||||
stateTimeoutValue[9] = 0.2;
|
||||
stateFire[9] = true;
|
||||
stateEjectShell[9] = true;
|
||||
stateAllowImageChange[9] = false;
|
||||
stateSound[9] = ShotgunFireSound;
|
||||
stateScript[9] = "onFire";
|
||||
//----------------------------------------------------\\
|
||||
stateName[10] = "FireSixthRound";
|
||||
stateSequence[10] = "Fire";
|
||||
stateRecoil[10] = LightRecoil;
|
||||
stateTransitionOnTimeout[10] = "FireSeventhRound";
|
||||
stateTransitionOnTriggerUp[10] = "ReadySeventhRound";
|
||||
stateTransitionOnNoAmmo[10] = "NoAmmo";
|
||||
stateTimeoutValue[10] = 0.2;
|
||||
stateFire[10] = true;
|
||||
stateEjectShell[10] = true;
|
||||
stateAllowImageChange[10] = false;
|
||||
stateSound[10] = ShotgunFireSound;
|
||||
stateScript[10] = "onFire";
|
||||
//----------------------------------------------------\\
|
||||
stateName[11] = "FireSeventhRound";
|
||||
stateSequence[11] = "Fire";
|
||||
stateRecoil[11] = LightRecoil;
|
||||
stateTransitionOnTimeout[11] = "Reload";
|
||||
stateTransitionOnTriggerUp[11] = "Reload";
|
||||
stateTransitionOnNoAmmo[11] = "NoAmmo";
|
||||
stateTimeoutValue[11] = 0.2;
|
||||
stateFire[11] = true;
|
||||
stateEjectShell[11] = true;
|
||||
stateAllowImageChange[11] = false;
|
||||
stateSound[11] = ShotgunFireSound;
|
||||
stateScript[11] = "onFire";
|
||||
//----------------------------------------------------\\
|
||||
stateName[12] = "ReadySecondRound";
|
||||
stateSequence[12] = "ReadySecondRound";
|
||||
stateTransitionOnTriggerDown[12] = "FireSecondRound";
|
||||
stateTransitionOnNoAmmo[12] = "NoAmmo";
|
||||
//----------------------------------------------------\\
|
||||
stateName[13] = "ReadyThirdRound";
|
||||
stateSequence[13] = "ReadyThirdRound";
|
||||
stateTransitionOnTriggerDown[13] = "FireThirdRound";
|
||||
stateTransitionOnNoAmmo[13] = "NoAmmo";
|
||||
//----------------------------------------------------\\
|
||||
stateName[14] = "ReadyFourthRound";
|
||||
stateSequence[14] = "ReadyFourthRound";
|
||||
stateTransitionOnTriggerDown[14] = "FireFourthRound";
|
||||
stateTransitionOnNoAmmo[14] = "NoAmmo";
|
||||
//----------------------------------------------------\\
|
||||
stateName[15] = "ReadyFifthRound";
|
||||
stateSequence[15] = "ReadyFifthRound";
|
||||
stateTransitionOnTriggerDown[15] = "FireFifthRound";
|
||||
stateTransitionOnNoAmmo[15] = "NoAmmo";
|
||||
//----------------------------------------------------\\
|
||||
stateName[16] = "ReadySixthRound";
|
||||
stateSequence[16] = "ReadySixthRound";
|
||||
stateTransitionOnTriggerDown[16] = "FireSixthRound";
|
||||
stateTransitionOnNoAmmo[16] = "NoAmmo";
|
||||
//----------------------------------------------------\\
|
||||
stateName[17] = "ReadySeventhRound";
|
||||
stateSequence[17] = "ReadySeventhRound";
|
||||
stateTransitionOnTriggerDown[17] = "FireSeventhRound";
|
||||
stateTransitionOnNoAmmo[17] = "NoAmmo";
|
||||
//----------------------------------------------------\\
|
||||
stateName[18] = "ActivateReady";
|
||||
stateTransitionOnLoaded[18] = "Ready";
|
||||
stateTransitionOnNoAmmo[18] = "NoAmmo";
|
||||
//----------------------------------------------------------------------------\\
|
||||
//----------------------------------------------------------------------------\\
|
||||
casing = SemiAutoShellDebris;
|
||||
shellExitDir = "1.0 0.3 1.0";
|
||||
shellExitOffset = "0.15 -0.56 -0.1";
|
||||
shellExitVariance = 15.0;
|
||||
shellVelocity = 30.0;
|
||||
|
||||
projectile = SA2400Slug;
|
||||
projectileType = TracerProjectile;
|
||||
|
||||
//ClipStuff
|
||||
ClipName = "SA2400Clip";
|
||||
ClipPickupName["SA2400Clip"] = "some SA2400 Slugs";
|
||||
ShowsClipInHud = 1;
|
||||
ClipReloadTime = 6;
|
||||
ClipReturn = 21;
|
||||
InitialClips = 8;
|
||||
ReloadSingle = 1;
|
||||
SingleShotAdd = 7;
|
||||
//
|
||||
RankRequire = $TWM2::RankRequire["SA2400"];
|
||||
|
||||
//Challenges
|
||||
HasChallenges = 1;
|
||||
ChallengeCt = 9;
|
||||
Challenge[1] = "SA2400 Killer\t50\t100\tNone";
|
||||
Challenge[2] = "SA2400 Extremist\t100\t150\tNone";
|
||||
Challenge[3] = "SA2400 Expert\t250\t250\tNone";
|
||||
Challenge[4] = "SA2400 Master\t500\t500\tNone";
|
||||
Challenge[5] = "SA2400 God\t1000\t1000\tNone";
|
||||
Challenge[6] = "SA2400 Bronze Commendation\t2500\t10000\tNone";
|
||||
Challenge[7] = "SA2400 Silver Commendation\t5000\t25000\tNone";
|
||||
Challenge[8] = "SA2400 Gold Commendation\t10000\t50000\tNone";
|
||||
Challenge[9] = "SA2400 Titan Commendation\t25000\t75000\tNone";
|
||||
GunName = "SA2400 Shotgun";
|
||||
//
|
||||
|
||||
projectileSpread = 3.0 / 1000.0;
|
||||
//----------------------------------------------------------------------------\\
|
||||
//State Data\\
|
||||
//----------------------------------------------------------------------------\\
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateSequence[0] = "Activate";
|
||||
stateTimeoutValue[0] = 0.2;
|
||||
stateSound[0] = ChaingunSwitchSound;
|
||||
//----------------------------------------------------\\
|
||||
stateName[1] = "Ready";
|
||||
stateSequence[1] = "Ready";
|
||||
stateTimeoutValue[1] = 0.2;
|
||||
stateTransitionOnTriggerDown[1] = "FireFirstRound";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
//----------------------------------------------------\\
|
||||
stateName[2] = "Reload";
|
||||
stateSequence[2] = "Reload";
|
||||
stateTransitionOnTimeout[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTimeoutValue[2] = 4.0;
|
||||
stateAllowImageChange[2] = false;
|
||||
stateSound[2] = DiscDryFireSound;
|
||||
//----------------------------------------------------\\
|
||||
stateName[3] = "NoAmmo";
|
||||
stateSequence[3] = "NoAmmo";
|
||||
stateTimeoutValue[3] = 0.2;
|
||||
stateTransitionOnTriggerDown[3] = "DryFire";
|
||||
stateTransitionOnAmmo[3] = "Reload";
|
||||
//----------------------------------------------------\\
|
||||
stateName[4] = "DryFire";
|
||||
stateSequence[4] = "DryFire";
|
||||
stateTransitionOnTimeout[4] = "NoAmmo";
|
||||
stateTimeoutValue[4] = 0.5;
|
||||
stateSound[4] = DiscSwitchSound;
|
||||
//----------------------------------------------------\\
|
||||
stateName[5] = "FireFirstRound";
|
||||
stateSequence[5] = "Fire";
|
||||
stateRecoil[5] = LightRecoil;
|
||||
stateTransitionOnTimeout[5] = "FireSecondRound";
|
||||
stateTransitionOnTriggerUp[5] = "ReadySecondRound";
|
||||
stateTransitionOnNoAmmo[5] = "NoAmmo";
|
||||
stateTimeoutValue[5] = 0.14;
|
||||
stateFire[5] = true;
|
||||
stateEjectShell[5] = true;
|
||||
stateAllowImageChange[5] = false;
|
||||
stateSound[5] = ShotgunFireSound;
|
||||
stateScript[5] = "onFire";
|
||||
//----------------------------------------------------\\
|
||||
stateName[6] = "FireSecondRound";
|
||||
stateSequence[6] = "Fire";
|
||||
stateRecoil[6] = LightRecoil;
|
||||
stateTransitionOnTimeout[6] = "FireThirdRound";
|
||||
stateTransitionOnTriggerUp[6] = "ReadyThirdRound";
|
||||
stateTransitionOnNoAmmo[6] = "NoAmmo";
|
||||
stateTimeoutValue[6] = 0.14;
|
||||
stateFire[6] = true;
|
||||
stateEjectShell[6] = true;
|
||||
stateAllowImageChange[6] = false;
|
||||
stateSound[6] = ShotgunFireSound;
|
||||
stateScript[6] = "onFire";
|
||||
//----------------------------------------------------\\
|
||||
stateName[7] = "FireThirdRound";
|
||||
stateSequence[7] = "Fire";
|
||||
stateRecoil[7] = LightRecoil;
|
||||
stateTransitionOnTimeout[7] = "FireFourthRound";
|
||||
stateTransitionOnTriggerUp[7] = "ReadyFourthRound";
|
||||
stateTransitionOnNoAmmo[7] = "NoAmmo";
|
||||
stateTimeoutValue[7] = 0.14;
|
||||
stateFire[7] = true;
|
||||
stateEjectShell[7] = true;
|
||||
stateAllowImageChange[7] = false;
|
||||
stateSound[7] = ShotgunFireSound;
|
||||
stateScript[7] = "onFire";
|
||||
//----------------------------------------------------\\
|
||||
stateName[8] = "FireFourthRound";
|
||||
stateSequence[8] = "Fire";
|
||||
stateRecoil[8] = LightRecoil;
|
||||
stateTransitionOnTimeout[8] = "FireFifthRound";
|
||||
stateTransitionOnTriggerUp[8] = "ReadyFifthRound";
|
||||
stateTransitionOnNoAmmo[8] = "NoAmmo";
|
||||
stateTimeoutValue[8] = 0.14;
|
||||
stateFire[8] = true;
|
||||
stateEjectShell[8] = true;
|
||||
stateAllowImageChange[8] = false;
|
||||
stateSound[8] = ShotgunFireSound;
|
||||
stateScript[8] = "onFire";
|
||||
//----------------------------------------------------\\
|
||||
stateName[9] = "FireFifthRound";
|
||||
stateSequence[9] = "Fire";
|
||||
stateRecoil[9] = LightRecoil;
|
||||
stateTransitionOnTimeout[9] = "FireSixthRound";
|
||||
stateTransitionOnTriggerUp[9] = "ReadySixthRound";
|
||||
stateTransitionOnNoAmmo[9] = "NoAmmo";
|
||||
stateTimeoutValue[9] = 0.14;
|
||||
stateFire[9] = true;
|
||||
stateEjectShell[9] = true;
|
||||
stateAllowImageChange[9] = false;
|
||||
stateSound[9] = ShotgunFireSound;
|
||||
stateScript[9] = "onFire";
|
||||
//----------------------------------------------------\\
|
||||
stateName[10] = "FireSixthRound";
|
||||
stateSequence[10] = "Fire";
|
||||
stateRecoil[10] = LightRecoil;
|
||||
stateTransitionOnTimeout[10] = "FireSeventhRound";
|
||||
stateTransitionOnTriggerUp[10] = "ReadySeventhRound";
|
||||
stateTransitionOnNoAmmo[10] = "NoAmmo";
|
||||
stateTimeoutValue[10] = 0.14;
|
||||
stateFire[10] = true;
|
||||
stateEjectShell[10] = true;
|
||||
stateAllowImageChange[10] = false;
|
||||
stateSound[10] = ShotgunFireSound;
|
||||
stateScript[10] = "onFire";
|
||||
//----------------------------------------------------\\
|
||||
stateName[11] = "FireSeventhRound";
|
||||
stateSequence[11] = "Fire";
|
||||
stateRecoil[11] = LightRecoil;
|
||||
stateTransitionOnTimeout[11] = "Reload";
|
||||
stateTransitionOnTriggerUp[11] = "Reload";
|
||||
stateTransitionOnNoAmmo[11] = "NoAmmo";
|
||||
stateTimeoutValue[11] = 0.14;
|
||||
stateFire[11] = true;
|
||||
stateEjectShell[11] = true;
|
||||
stateAllowImageChange[11] = false;
|
||||
stateSound[11] = ShotgunFireSound;
|
||||
stateScript[11] = "onFire";
|
||||
//----------------------------------------------------\\
|
||||
stateName[12] = "ReadySecondRound";
|
||||
stateSequence[12] = "ReadySecondRound";
|
||||
stateTransitionOnTriggerDown[12] = "FireSecondRound";
|
||||
stateTransitionOnNoAmmo[12] = "NoAmmo";
|
||||
//----------------------------------------------------\\
|
||||
stateName[13] = "ReadyThirdRound";
|
||||
stateSequence[13] = "ReadyThirdRound";
|
||||
stateTransitionOnTriggerDown[13] = "FireThirdRound";
|
||||
stateTransitionOnNoAmmo[13] = "NoAmmo";
|
||||
//----------------------------------------------------\\
|
||||
stateName[14] = "ReadyFourthRound";
|
||||
stateSequence[14] = "ReadyFourthRound";
|
||||
stateTransitionOnTriggerDown[14] = "FireFourthRound";
|
||||
stateTransitionOnNoAmmo[14] = "NoAmmo";
|
||||
//----------------------------------------------------\\
|
||||
stateName[15] = "ReadyFifthRound";
|
||||
stateSequence[15] = "ReadyFifthRound";
|
||||
stateTransitionOnTriggerDown[15] = "FireFifthRound";
|
||||
stateTransitionOnNoAmmo[15] = "NoAmmo";
|
||||
//----------------------------------------------------\\
|
||||
stateName[16] = "ReadySixthRound";
|
||||
stateSequence[16] = "ReadySixthRound";
|
||||
stateTransitionOnTriggerDown[16] = "FireSixthRound";
|
||||
stateTransitionOnNoAmmo[16] = "NoAmmo";
|
||||
//----------------------------------------------------\\
|
||||
stateName[17] = "ReadySeventhRound";
|
||||
stateSequence[17] = "ReadySeventhRound";
|
||||
stateTransitionOnTriggerDown[17] = "FireSeventhRound";
|
||||
stateTransitionOnNoAmmo[17] = "NoAmmo";
|
||||
//----------------------------------------------------\\
|
||||
stateName[18] = "ActivateReady";
|
||||
stateTransitionOnLoaded[18] = "Ready";
|
||||
stateTransitionOnNoAmmo[18] = "NoAmmo";
|
||||
};
|
||||
|
||||
datablock ItemData( SA2400 )
|
||||
{
|
||||
className = Weapon;
|
||||
catagory = "Spawn Items";
|
||||
shapeFile = "weapon_grenade_launcher.dts";
|
||||
image = SA2400Image;
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "a Semi-Automatic Shotgun";
|
||||
datablock ItemData( SA2400 ) {
|
||||
className = Weapon;
|
||||
catagory = "Spawn Items";
|
||||
shapeFile = "weapon_grenade_launcher.dts";
|
||||
image = SA2400Image;
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "a Semi-Automatic Shotgun";
|
||||
|
||||
computeCRC = true;
|
||||
emap = true;
|
||||
};
|
||||
computeCRC = true;
|
||||
emap = true;
|
||||
};
|
||||
|
|
@ -1,219 +1,214 @@
|
|||
datablock TracerProjectileData(SCD343Pellet)
|
||||
{
|
||||
doDynamicClientHits = true;
|
||||
datablock TracerProjectileData(SCD343Pellet) {
|
||||
doDynamicClientHits = true;
|
||||
|
||||
directDamage = (0.075 * 1.4);
|
||||
directDamageType = $DamageType::SCD343;
|
||||
explosion = "ChaingunExplosion";
|
||||
splash = ChaingunSplash;
|
||||
HeadMultiplier = 1.2;
|
||||
LegsMultiplier = 0.75;
|
||||
|
||||
ImageSource = "SCD343Image";
|
||||
directDamage = 0.17;
|
||||
directDamageType = $DamageType::SCD343;
|
||||
explosion = "ChaingunExplosion";
|
||||
splash = ChaingunSplash;
|
||||
HeadMultiplier = 1.2;
|
||||
LegsMultiplier = 0.75;
|
||||
|
||||
longRangeMultiplier = 0.75;
|
||||
kickBackStrength = 0.0;
|
||||
sound = ChaingunProjectile;
|
||||
ImageSource = "SCD343Image";
|
||||
|
||||
dryVelocity = 1500.0;
|
||||
wetVelocity = 1000.0;
|
||||
velInheritFactor = 0.0;
|
||||
fizzleTimeMS = 1000;
|
||||
lifetimeMS = 1000;
|
||||
explodeOnDeath = false;
|
||||
reflectOnWaterImpactAngle = 0.0;
|
||||
explodeOnWaterImpact = false;
|
||||
deflectionOnWaterImpact = 0.0;
|
||||
fizzleUnderwaterMS = 3000;
|
||||
longRangeMultiplier = 0.75;
|
||||
kickBackStrength = 0.0;
|
||||
sound = ChaingunProjectile;
|
||||
|
||||
tracerLength = 5.0;
|
||||
tracerAlpha = false;
|
||||
tracerMinPixels = 6;
|
||||
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
|
||||
dryVelocity = 1500.0;
|
||||
wetVelocity = 1000.0;
|
||||
velInheritFactor = 0.0;
|
||||
fizzleTimeMS = 75;
|
||||
lifetimeMS = 100;
|
||||
explodeOnDeath = false;
|
||||
reflectOnWaterImpactAngle = 0.0;
|
||||
explodeOnWaterImpact = false;
|
||||
deflectionOnWaterImpact = 0.0;
|
||||
fizzleUnderwaterMS = 3000;
|
||||
|
||||
tracerLength = 5.0;
|
||||
tracerAlpha = false;
|
||||
tracerMinPixels = 6;
|
||||
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
|
||||
tracerTex[0] = "special/tracer00";
|
||||
tracerTex[1] = "special/tracercross";
|
||||
tracerWidth = 0.09;
|
||||
crossSize = 0.20;
|
||||
crossViewAng = 0.990;
|
||||
renderCross = true;
|
||||
crossSize = 0.20;
|
||||
crossViewAng = 0.990;
|
||||
renderCross = true;
|
||||
|
||||
decalData[0] = ChaingunDecal1;
|
||||
decalData[1] = ChaingunDecal2;
|
||||
decalData[2] = ChaingunDecal3;
|
||||
decalData[3] = ChaingunDecal4;
|
||||
decalData[4] = ChaingunDecal5;
|
||||
decalData[5] = ChaingunDecal6;
|
||||
decalData[0] = ChaingunDecal1;
|
||||
decalData[1] = ChaingunDecal2;
|
||||
decalData[2] = ChaingunDecal3;
|
||||
decalData[3] = ChaingunDecal4;
|
||||
decalData[4] = ChaingunDecal5;
|
||||
decalData[5] = ChaingunDecal6;
|
||||
};
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Ammo
|
||||
//--------------------------------------
|
||||
|
||||
datablock ItemData(SCD343Ammo)
|
||||
{
|
||||
className = Ammo;
|
||||
catagory = "Ammo";
|
||||
shapeFile = "ammo_chaingun.dts";
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
datablock ItemData(SCD343Ammo) {
|
||||
className = Ammo;
|
||||
catagory = "Ammo";
|
||||
shapeFile = "ammo_chaingun.dts";
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "some SCD343 rounds";
|
||||
|
||||
computeCRC = true;
|
||||
|
||||
computeCRC = true;
|
||||
};
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Weapon
|
||||
//--------------------------------------
|
||||
datablock ShapeBaseImageData(SCD343Image)
|
||||
{
|
||||
className = WeaponImage;
|
||||
shapeFile = "weapon_plasma.dts";
|
||||
item = SCD343;
|
||||
ammo = SCD343Ammo;
|
||||
projectile = SCD343Pellet;
|
||||
projectileType = TracerProjectile;
|
||||
emap = true;
|
||||
mass = 20;
|
||||
datablock ShapeBaseImageData(SCD343Image) {
|
||||
className = WeaponImage;
|
||||
shapeFile = "weapon_plasma.dts";
|
||||
item = SCD343;
|
||||
ammo = SCD343Ammo;
|
||||
projectile = SCD343Pellet;
|
||||
projectileType = TracerProjectile;
|
||||
emap = true;
|
||||
mass = 20;
|
||||
|
||||
casing = ShellDebris;
|
||||
shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B
|
||||
shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
|
||||
shellExitVariance = 10.0;
|
||||
shellVelocity = 4.0;
|
||||
casing = ShellDebris;
|
||||
shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B
|
||||
shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
|
||||
shellExitVariance = 10.0;
|
||||
shellVelocity = 4.0;
|
||||
|
||||
//ClipStuff
|
||||
ClipName = "SCD343Clip";
|
||||
ClipPickupName["SCD343Clip"] = "some SCD343 Clip Boxes";
|
||||
ShowsClipInHud = 1;
|
||||
ClipReloadTime = 4;
|
||||
ClipReturn = 1;
|
||||
InitialClips = 8;
|
||||
//
|
||||
RankRequire = $TWM2::RankRequire["SCD343"];
|
||||
//ClipStuff
|
||||
ClipName = "SCD343Clip";
|
||||
ClipPickupName["SCD343Clip"] = "some SCD343 Clip Boxes";
|
||||
ShowsClipInHud = 1;
|
||||
ClipReloadTime = 4;
|
||||
ClipReturn = 1;
|
||||
InitialClips = 8;
|
||||
//
|
||||
RankRequire = $TWM2::RankRequire["SCD343"];
|
||||
|
||||
//Challenges
|
||||
HasChallenges = 1;
|
||||
ChallengeCt = 9;
|
||||
Challenge[1] = "SCD343 Killer\t50\t100\tNone";
|
||||
Challenge[2] = "SCD343 Extremist\t100\t150\tNone";
|
||||
Challenge[3] = "SCD343 Expert\t250\t250\tNone";
|
||||
Challenge[4] = "SCD343 Master\t500\t500\tNone";
|
||||
Challenge[5] = "SCD343 God\t1000\t1000\tNone";
|
||||
Challenge[6] = "SCD343 Bronze Commendation\t2500\t10000\tNone";
|
||||
Challenge[7] = "SCD343 Silver Commendation\t5000\t25000\tNone";
|
||||
Challenge[8] = "SCD343 Gold Commendation\t10000\t50000\tNone";
|
||||
Challenge[9] = "SCD343 Titan Commendation\t25000\t75000\tNone";
|
||||
GunName = "SCD343 Shotgun";
|
||||
//
|
||||
//Challenges
|
||||
HasChallenges = 1;
|
||||
ChallengeCt = 9;
|
||||
Challenge[1] = "SCD343 Killer\t50\t100\tNone";
|
||||
Challenge[2] = "SCD343 Extremist\t100\t150\tNone";
|
||||
Challenge[3] = "SCD343 Expert\t250\t250\tNone";
|
||||
Challenge[4] = "SCD343 Master\t500\t500\tNone";
|
||||
Challenge[5] = "SCD343 God\t1000\t1000\tNone";
|
||||
Challenge[6] = "SCD343 Bronze Commendation\t2500\t10000\tNone";
|
||||
Challenge[7] = "SCD343 Silver Commendation\t5000\t25000\tNone";
|
||||
Challenge[8] = "SCD343 Gold Commendation\t10000\t50000\tNone";
|
||||
Challenge[9] = "SCD343 Titan Commendation\t25000\t75000\tNone";
|
||||
GunName = "SCD343 Shotgun";
|
||||
//
|
||||
|
||||
projectileSpread = 6.0 / 1000.0;
|
||||
projectileSpread = 10.0 / 1000.0;
|
||||
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateTimeoutValue[0] = 0.5;
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = ChaingunSwitchSound;
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateTimeoutValue[0] = 0.5;
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = ChaingunSwitchSound;
|
||||
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnLoaded[1] = "Ready";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnLoaded[1] = "Ready";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "CheckWet";
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "CheckWet";
|
||||
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Reload";
|
||||
stateTimeoutValue[3] = 0.0001;
|
||||
stateFire[3] = true;
|
||||
stateEjectShell[3] = true;
|
||||
stateEmitter[3] = "GunFireEffectEmitter";
|
||||
stateEmitterNode[3] = "muzzlepoint1";
|
||||
stateEmitterTime[3] = 1;
|
||||
stateRecoil[3] = LightRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateScript[3] = "onFire";
|
||||
stateEmitterTime[3] = 0.2;
|
||||
stateSound[3] = SniperFireSound;
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Reload";
|
||||
stateTimeoutValue[3] = 0.0001;
|
||||
stateFire[3] = true;
|
||||
stateEjectShell[3] = true;
|
||||
stateEmitter[3] = "GunFireEffectEmitter";
|
||||
stateEmitterNode[3] = "muzzlepoint1";
|
||||
stateEmitterTime[3] = 1;
|
||||
stateRecoil[3] = LightRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateScript[3] = "onFire";
|
||||
stateEmitterTime[3] = 0.2;
|
||||
stateSound[3] = SniperFireSound;
|
||||
|
||||
stateName[4] = "Reload";
|
||||
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||||
stateTransitionOnTimeout[4] = "Ready";
|
||||
stateTimeoutValue[4] = 0.5;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateSequence[4] = "Reload";
|
||||
stateName[4] = "Reload";
|
||||
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||||
stateTransitionOnTimeout[4] = "Ready";
|
||||
stateTimeoutValue[4] = 0.5;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateSequence[4] = "Reload";
|
||||
|
||||
stateName[5] = "NoAmmo";
|
||||
stateTransitionOnAmmo[5] = "Reload";
|
||||
stateSequence[5] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[5] = "DryFire";
|
||||
stateName[5] = "NoAmmo";
|
||||
stateTransitionOnAmmo[5] = "Reload";
|
||||
stateSequence[5] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[5] = "DryFire";
|
||||
|
||||
stateName[6] = "DryFire";
|
||||
stateSound[6] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[6] = 1.0;
|
||||
stateTransitionOnTimeout[6] = "NoAmmo";
|
||||
stateName[6] = "DryFire";
|
||||
stateSound[6] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[6] = 1.0;
|
||||
stateTransitionOnTimeout[6] = "NoAmmo";
|
||||
|
||||
stateName[7] = "WetFire";
|
||||
stateSound[7] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[7] = 1.0;
|
||||
stateTransitionOnTimeout[7] = "Ready";
|
||||
stateName[7] = "WetFire";
|
||||
stateSound[7] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[7] = 1.0;
|
||||
stateTransitionOnTimeout[7] = "Ready";
|
||||
|
||||
stateName[8] = "CheckWet";
|
||||
stateTransitionOnWet[8] = "WetFire";
|
||||
stateTransitionOnNotWet[8] = "Fire";
|
||||
stateName[8] = "CheckWet";
|
||||
stateTransitionOnWet[8] = "WetFire";
|
||||
stateTransitionOnNotWet[8] = "Fire";
|
||||
};
|
||||
|
||||
datablock ItemData(SCD343)
|
||||
{
|
||||
className = Weapon;
|
||||
catagory = "Spawn Items";
|
||||
shapeFile = "weapon_plasma.dts";
|
||||
image = SCD343Image;
|
||||
mass = 1.0;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "a SCD343";
|
||||
datablock ItemData(SCD343) {
|
||||
className = Weapon;
|
||||
catagory = "Spawn Items";
|
||||
shapeFile = "weapon_plasma.dts";
|
||||
image = SCD343Image;
|
||||
mass = 1.0;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "a SCD343";
|
||||
|
||||
computeCRC = true;
|
||||
emap = true;
|
||||
computeCRC = true;
|
||||
emap = true;
|
||||
};
|
||||
|
||||
function SCD343Image::onMount(%this,%obj,%slot) {
|
||||
Parent::onMount(%this, %obj, %slot);
|
||||
Parent::onMount(%this, %obj, %slot);
|
||||
}
|
||||
|
||||
function SCD343Image::onFire(%data,%obj,%slot) {
|
||||
serverPlay3D(ShotgunFireSound, %obj.getPosition());
|
||||
serverPlay3D(ShotgunFireSound, %obj.getPosition());
|
||||
|
||||
%obj.applyKick(-250);
|
||||
%obj.decInventory(%data.ammo,1);
|
||||
%obj.applyKick(-250);
|
||||
%obj.decInventory(%data.ammo,1);
|
||||
|
||||
%vector = %obj.getMuzzleVector(%slot);
|
||||
%mp = %obj.getMuzzlePoint(%slot);
|
||||
%vector = %obj.getMuzzleVector(%slot);
|
||||
%mp = %obj.getMuzzlePoint(%slot);
|
||||
|
||||
for (%i=0; %i < 16; %i++) {
|
||||
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
|
||||
%newvector = MatrixMulVector(%mat, %vector);
|
||||
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
|
||||
%newvector = MatrixMulVector(%mat, %vector);
|
||||
|
||||
%p = new (%data.projectileType)() {
|
||||
dataBlock = %data.projectile;
|
||||
initialDirection = %newvector;
|
||||
initialPosition = %mp;
|
||||
sourceObject = %obj;
|
||||
damageFactor = 1;
|
||||
sourceSlot = %slot;
|
||||
};
|
||||
%p = new (%data.projectileType)() {
|
||||
dataBlock = %data.projectile;
|
||||
initialDirection = %newvector;
|
||||
initialPosition = %mp;
|
||||
sourceObject = %obj;
|
||||
damageFactor = 1;
|
||||
sourceSlot = %slot;
|
||||
};
|
||||
|
||||
%p.WeaponImageSource = %data.getName();
|
||||
}
|
||||
if(%obj.inv[SCD343Ammo] == 0) { //Added Phantom139, TWM2
|
||||
AttemptReload(%data, %obj, %slot);
|
||||
}
|
||||
}
|
||||
%p.WeaponImageSource = %data.getName();
|
||||
}
|
||||
if(%obj.inv[SCD343Ammo] == 0) { //Added Phantom139, TWM2
|
||||
AttemptReload(%data, %obj, %slot);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,165 +1,161 @@
|
|||
datablock TracerProjectileData(Wp400Pellet)
|
||||
{
|
||||
doDynamicClientHits = true;
|
||||
datablock TracerProjectileData(Wp400Pellet) {
|
||||
doDynamicClientHits = true;
|
||||
|
||||
directDamage = (0.075 * 1.5);
|
||||
directDamageType = $DamageType::Wp400;
|
||||
explosion = "ChaingunExplosion";
|
||||
splash = ChaingunSplash;
|
||||
HeadMultiplier = 1.2;
|
||||
LegsMultiplier = 0.75;
|
||||
directDamage = 0.1125;
|
||||
directDamageType = $DamageType::Wp400;
|
||||
explosion = "ChaingunExplosion";
|
||||
splash = ChaingunSplash;
|
||||
HeadMultiplier = 1.2;
|
||||
LegsMultiplier = 0.75;
|
||||
|
||||
longRangeMultiplier = 0.75;
|
||||
kickBackStrength = 0.0;
|
||||
sound = ChaingunProjectile;
|
||||
|
||||
ImageSource = "Wp400Image";
|
||||
longRangeMultiplier = 0.75;
|
||||
kickBackStrength = 0.0;
|
||||
sound = ChaingunProjectile;
|
||||
|
||||
dryVelocity = 1500.0;
|
||||
wetVelocity = 1000.0;
|
||||
velInheritFactor = 0.0;
|
||||
fizzleTimeMS = 1000;
|
||||
lifetimeMS = 1000;
|
||||
explodeOnDeath = false;
|
||||
reflectOnWaterImpactAngle = 0.0;
|
||||
explodeOnWaterImpact = false;
|
||||
deflectionOnWaterImpact = 0.0;
|
||||
fizzleUnderwaterMS = 3000;
|
||||
ImageSource = "Wp400Image";
|
||||
|
||||
tracerLength = 5.0;
|
||||
tracerAlpha = false;
|
||||
tracerMinPixels = 6;
|
||||
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
|
||||
dryVelocity = 1500.0;
|
||||
wetVelocity = 1000.0;
|
||||
velInheritFactor = 0.0;
|
||||
fizzleTimeMS = 75;
|
||||
lifetimeMS = 100;
|
||||
explodeOnDeath = false;
|
||||
reflectOnWaterImpactAngle = 0.0;
|
||||
explodeOnWaterImpact = false;
|
||||
deflectionOnWaterImpact = 0.0;
|
||||
fizzleUnderwaterMS = 3000;
|
||||
|
||||
tracerLength = 5.0;
|
||||
tracerAlpha = false;
|
||||
tracerMinPixels = 6;
|
||||
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
|
||||
tracerTex[0] = "special/tracer00";
|
||||
tracerTex[1] = "special/tracercross";
|
||||
tracerWidth = 0.09;
|
||||
crossSize = 0.20;
|
||||
crossViewAng = 0.990;
|
||||
renderCross = true;
|
||||
crossSize = 0.20;
|
||||
crossViewAng = 0.990;
|
||||
renderCross = true;
|
||||
|
||||
decalData[0] = ChaingunDecal1;
|
||||
decalData[1] = ChaingunDecal2;
|
||||
decalData[2] = ChaingunDecal3;
|
||||
decalData[3] = ChaingunDecal4;
|
||||
decalData[4] = ChaingunDecal5;
|
||||
decalData[5] = ChaingunDecal6;
|
||||
decalData[0] = ChaingunDecal1;
|
||||
decalData[1] = ChaingunDecal2;
|
||||
decalData[2] = ChaingunDecal3;
|
||||
decalData[3] = ChaingunDecal4;
|
||||
decalData[4] = ChaingunDecal5;
|
||||
decalData[5] = ChaingunDecal6;
|
||||
};
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Ammo
|
||||
//--------------------------------------
|
||||
|
||||
datablock ItemData(Wp400Ammo)
|
||||
{
|
||||
className = Ammo;
|
||||
catagory = "Ammo";
|
||||
shapeFile = "ammo_chaingun.dts";
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
datablock ItemData(Wp400Ammo) {
|
||||
className = Ammo;
|
||||
catagory = "Ammo";
|
||||
shapeFile = "ammo_chaingun.dts";
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "some Wp400 rounds";
|
||||
|
||||
computeCRC = true;
|
||||
|
||||
computeCRC = true;
|
||||
};
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Weapon
|
||||
//--------------------------------------
|
||||
datablock ShapeBaseImageData(Wp400Image)
|
||||
{
|
||||
className = WeaponImage;
|
||||
shapeFile = "weapon_plasma.dts";
|
||||
item = Wp400;
|
||||
ammo = Wp400Ammo;
|
||||
projectile = Wp400Pellet;
|
||||
projectileType = TracerProjectile;
|
||||
emap = true;
|
||||
mass = 20;
|
||||
datablock ShapeBaseImageData(Wp400Image) {
|
||||
className = WeaponImage;
|
||||
shapeFile = "weapon_plasma.dts";
|
||||
item = Wp400;
|
||||
ammo = Wp400Ammo;
|
||||
projectile = Wp400Pellet;
|
||||
projectileType = TracerProjectile;
|
||||
emap = true;
|
||||
mass = 20;
|
||||
|
||||
casing = ShellDebris;
|
||||
shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B
|
||||
shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
|
||||
shellExitVariance = 10.0;
|
||||
shellVelocity = 4.0;
|
||||
casing = ShellDebris;
|
||||
shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B
|
||||
shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
|
||||
shellExitVariance = 10.0;
|
||||
shellVelocity = 4.0;
|
||||
|
||||
//ClipStuff
|
||||
ClipName = "Wp400Clip";
|
||||
ClipPickupName["Wp400Clip"] = "some Wp400 Clip Boxes";
|
||||
ShowsClipInHud = 1;
|
||||
ClipReloadTime = 4;
|
||||
ClipReturn = 5;
|
||||
InitialClips = 6;
|
||||
//
|
||||
RankRequire = $TWM2::RankRequire["Wp400"];
|
||||
|
||||
//Challenges
|
||||
HasChallenges = 1;
|
||||
ChallengeCt = 9;
|
||||
Challenge[1] = "Wp400 Killer\t50\t100\tNone";
|
||||
Challenge[2] = "Wp400 Extremist\t100\t150\tNone";
|
||||
Challenge[3] = "Wp400 Expert\t250\t250\tNone";
|
||||
Challenge[4] = "Wp400 Master\t500\t500\tNone";
|
||||
Challenge[5] = "Wp400 God\t1000\t1000\tNone";
|
||||
Challenge[6] = "Wp400 Bronze Commendation\t2500\t10000\tNone";
|
||||
Challenge[7] = "Wp400 Silver Commendation\t5000\t25000\tNone";
|
||||
Challenge[8] = "Wp400 Gold Commendation\t10000\t50000\tNone";
|
||||
Challenge[9] = "Wp400 Titan Commendation\t25000\t75000\tNone";
|
||||
GunName = "Wp400 Shotgun";
|
||||
//
|
||||
//ClipStuff
|
||||
ClipName = "Wp400Clip";
|
||||
ClipPickupName["Wp400Clip"] = "some Wp400 Clip Boxes";
|
||||
ShowsClipInHud = 1;
|
||||
ClipReloadTime = 7;
|
||||
ClipReturn = 5;
|
||||
InitialClips = 6;
|
||||
//
|
||||
RankRequire = $TWM2::RankRequire["Wp400"];
|
||||
|
||||
projectileSpread = 10.0 / 1000.0;
|
||||
//Challenges
|
||||
HasChallenges = 1;
|
||||
ChallengeCt = 9;
|
||||
Challenge[1] = "Wp400 Killer\t50\t100\tNone";
|
||||
Challenge[2] = "Wp400 Extremist\t100\t150\tNone";
|
||||
Challenge[3] = "Wp400 Expert\t250\t250\tNone";
|
||||
Challenge[4] = "Wp400 Master\t500\t500\tNone";
|
||||
Challenge[5] = "Wp400 God\t1000\t1000\tNone";
|
||||
Challenge[6] = "Wp400 Bronze Commendation\t2500\t10000\tNone";
|
||||
Challenge[7] = "Wp400 Silver Commendation\t5000\t25000\tNone";
|
||||
Challenge[8] = "Wp400 Gold Commendation\t10000\t50000\tNone";
|
||||
Challenge[9] = "Wp400 Titan Commendation\t25000\t75000\tNone";
|
||||
GunName = "Wp400 Shotgun";
|
||||
//
|
||||
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateTimeoutValue[0] = 0.3;
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = ChaingunSwitchSound;
|
||||
projectileSpread = 15.0 / 1000.0;
|
||||
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnLoaded[1] = "Ready";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateTimeoutValue[0] = 0.3;
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = ChaingunSwitchSound;
|
||||
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "CheckWet";
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnLoaded[1] = "Ready";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Reload";
|
||||
stateTimeoutValue[3] = 0.0001;
|
||||
stateFire[3] = true;
|
||||
stateEjectShell[3] = true;
|
||||
stateRecoil[3] = LightRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateScript[3] = "onFire";
|
||||
stateSound[3] = SniperFireSound;
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "CheckWet";
|
||||
|
||||
stateName[4] = "Reload";
|
||||
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||||
stateTransitionOnTimeout[4] = "Ready";
|
||||
stateTimeoutValue[4] = 0.9;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateSequence[4] = "Reload";
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Reload";
|
||||
stateTimeoutValue[3] = 0.0001;
|
||||
stateFire[3] = true;
|
||||
stateEjectShell[3] = true;
|
||||
stateRecoil[3] = LightRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateScript[3] = "onFire";
|
||||
stateSound[3] = SniperFireSound;
|
||||
|
||||
stateName[5] = "NoAmmo";
|
||||
stateTransitionOnAmmo[5] = "Reload";
|
||||
stateSequence[5] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[5] = "DryFire";
|
||||
stateName[4] = "Reload";
|
||||
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||||
stateTransitionOnTimeout[4] = "Ready";
|
||||
stateTimeoutValue[4] = 0.5;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateSequence[4] = "Reload";
|
||||
|
||||
stateName[6] = "DryFire";
|
||||
stateSound[6] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[6] = 1.0;
|
||||
stateTransitionOnTimeout[6] = "NoAmmo";
|
||||
stateName[5] = "NoAmmo";
|
||||
stateTransitionOnAmmo[5] = "Reload";
|
||||
stateSequence[5] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[5] = "DryFire";
|
||||
|
||||
stateName[7] = "WetFire";
|
||||
stateSound[7] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[7] = 1.0;
|
||||
stateTransitionOnTimeout[7] = "Ready";
|
||||
stateName[6] = "DryFire";
|
||||
stateSound[6] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[6] = 1.0;
|
||||
stateTransitionOnTimeout[6] = "NoAmmo";
|
||||
|
||||
stateName[8] = "CheckWet";
|
||||
stateTransitionOnWet[8] = "WetFire";
|
||||
stateTransitionOnNotWet[8] = "Fire";
|
||||
stateName[7] = "WetFire";
|
||||
stateSound[7] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[7] = 1.0;
|
||||
stateTransitionOnTimeout[7] = "Ready";
|
||||
|
||||
stateName[8] = "CheckWet";
|
||||
stateTransitionOnWet[8] = "WetFire";
|
||||
stateTransitionOnNotWet[8] = "Fire";
|
||||
};
|
||||
|
||||
datablock ItemData(Wp400)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue