November Changes

3.9.2 Balancing Pass, Armor System Adjustments, More Zombie Types Added
This commit is contained in:
Robert Fritzen 2017-11-30 19:43:22 -06:00
parent 19be242dfd
commit 0954efcdc4
58 changed files with 7602 additions and 7354 deletions

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@ -1,224 +1,219 @@
datablock AudioProfile(ShotgunFireSound) {
filename = "fx/weapons/TR2spinfusor_fire.wav";
description = AudioClosest3d;
preload = true;
filename = "fx/weapons/TR2spinfusor_fire.wav";
description = AudioClosest3d;
preload = true;
};
datablock TracerProjectileData(M1700Pellet)
{
doDynamicClientHits = true;
datablock TracerProjectileData(M1700Pellet) {
doDynamicClientHits = true;
directDamage = (0.075 * 1.5);
directDamageType = $DamageType::M1700;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.2;
LegsMultiplier = 0.75;
ImageSource = "M1700Image";
directDamage = 0.13;
directDamageType = $DamageType::M1700;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.2;
LegsMultiplier = 0.75;
longRangeMultiplier = 0.75;
kickBackStrength = 0.0;
sound = ChaingunProjectile;
ImageSource = "M1700Image";
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 = 100;
lifetimeMS = 150;
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(M1700Ammo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
datablock ItemData(M1700Ammo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some M1700 rounds";
computeCRC = true;
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(M1700Image)
{
className = WeaponImage;
shapeFile = "weapon_plasma.dts";
item = M1700;
ammo = M1700Ammo;
projectile = M1700Pellet;
projectileType = TracerProjectile;
emap = true;
mass = 20;
datablock ShapeBaseImageData(M1700Image) {
className = WeaponImage;
shapeFile = "weapon_plasma.dts";
item = M1700;
ammo = M1700Ammo;
projectile = M1700Pellet;
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 = "M1700Clip";
ClipPickupName["M1700Clip"] = "some M1700 Clip Boxes";
ShowsClipInHud = 1;
ClipReloadTime = 2;
ClipReturn = 1;
InitialClips = 15;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "M1700 Killer\t50\t100\tNone";
Challenge[2] = "M1700 Extremist\t100\t150\tNone";
Challenge[3] = "M1700 Expert\t250\t250\tNone";
Challenge[4] = "M1700 Master\t500\t500\tNone";
Challenge[5] = "M1700 God\t1000\t1000\tNone";
Challenge[6] = "M1700 Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "M1700 Silver Commendation\t5000\t25000\tNone";
Challenge[8] = "M1700 Gold Commendation\t10000\t50000\tNone";
Challenge[9] = "M1700 Titan Commendation\t25000\t75000\tNone";
GunName = "M1700 Shotgun";
//
//ClipStuff
ClipName = "M1700Clip";
ClipPickupName["M1700Clip"] = "some M1700 Clip Boxes";
ShowsClipInHud = 1;
ClipReloadTime = 3;
ClipReturn = 1;
InitialClips = 15;
//
projectileSpread = 11.0 / 1000.0;
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "M1700 Killer\t50\t100\tNone";
Challenge[2] = "M1700 Extremist\t100\t150\tNone";
Challenge[3] = "M1700 Expert\t250\t250\tNone";
Challenge[4] = "M1700 Master\t500\t500\tNone";
Challenge[5] = "M1700 God\t1000\t1000\tNone";
Challenge[6] = "M1700 Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "M1700 Silver Commendation\t5000\t25000\tNone";
Challenge[8] = "M1700 Gold Commendation\t10000\t50000\tNone";
Challenge[9] = "M1700 Titan Commendation\t25000\t75000\tNone";
GunName = "M1700 Shotgun";
//
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
projectileSpread = 11.0 / 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;
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[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.5;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
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[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(M1700)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_plasma.dts";
image = M1700Image;
mass = 1.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a M1700";
datablock ItemData(M1700) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_plasma.dts";
image = M1700Image;
mass = 1.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a M1700";
computeCRC = true;
emap = true;
computeCRC = true;
emap = true;
};
function M1700Image::onMount(%this,%obj,%slot) {
Parent::onMount(%this, %obj, %slot);
Parent::onMount(%this, %obj, %slot);
}
function M1700Image::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 < 12; %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();
}
if(%obj.inv[M1700Ammo] == 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();
}
if(%obj.inv[M1700Ammo] == 0) { //Added Phantom139, TWM2
AttemptReload(%data, %obj, %slot);
}
}

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@ -1,218 +1,213 @@
datablock TracerProjectileData(Model1887Pellet)
{
doDynamicClientHits = true;
datablock TracerProjectileData(Model1887Pellet) {
doDynamicClientHits = true;
directDamage = (0.064 * 1.5);
directDamageType = $DamageType::Model1887;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.2;
LegsMultiplier = 0.75;
directDamage = 0.11;
directDamageType = $DamageType::Model1887;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.2;
LegsMultiplier = 0.75;
longRangeMultiplier = 0.75;
kickBackStrength = 0.0;
sound = ChaingunProjectile;
ImageSource = "Model1887Image";
longRangeMultiplier = 0.75;
kickBackStrength = 0.0;
sound = ChaingunProjectile;
dryVelocity = 1500.0;
wetVelocity = 1000.0;
velInheritFactor = 0.0;
fizzleTimeMS = 500;
lifetimeMS = 500;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
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);
}
}

View file

@ -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;
};

View file

@ -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);
}
}

View file

@ -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)