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

129
README.md
View file

@ -83,6 +83,10 @@ PLEASE NOTE: I've moved all old changelogs into the version_history folder. This
* Replaced the acid cannon with an anti-tank photon cannon * Replaced the acid cannon with an anti-tank photon cannon
* Zombie lords will now preferential target enemy ground armor before infantry, and engage their photon cannon on targets * Zombie lords will now preferential target enemy ground armor before infantry, and engage their photon cannon on targets
* Zombie lords can now activate a defensive barrier to protect themselves and allies from damage temporarily... enjoy this new rage inducing mechanic :) * Zombie lords can now activate a defensive barrier to protect themselves and allies from damage temporarily... enjoy this new rage inducing mechanic :)
* Demon
* Increased resistance to fire damage to 1000% from 3%
* Demon Zombies now light players on fire instead of infecting them on collision
* Players will be knocked back with a higher force when hit by demon zombies
* Air Rapier * Air Rapier
* Modified the damage scalar of missiles to be a OHK on rapier zombies * Modified the damage scalar of missiles to be a OHK on rapier zombies
* Added Boss Proficiency * Added Boss Proficiency
@ -112,7 +116,132 @@ PLEASE NOTE: I've moved all old changelogs into the version_history folder. This
* Re-did his ground detection script to "hopefully" eradicate those funny moments when he suicide bombs the ground, ending the fight * Re-did his ground detection script to "hopefully" eradicate those funny moments when he suicide bombs the ground, ending the fight
* Lord Vardison * Lord Vardison
* Fixed an erraneous text prompt that would appear when the shadow rift detonated outside of WTF difficulty stating vardison had healed when in fact he did not * Fixed an erraneous text prompt that would appear when the shadow rift detonated outside of WTF difficulty stating vardison had healed when in fact he did not
* General Enhancements
* Modified the vote logic in admin.cs to clean up a ton of redundant if/else paths
* Re-did the player collision logic in player.cs to make things a whole lot easier to modify in the future
* Did a pass through all of the weapon files, cleaning the code up and making each unique weapon have its own damage type.
* Some projectiles are still tied to bosses and killstreaks, these were not altered.
* For the updated damage types, death messages were added to the system such that PvP kills will be more easily tracked now.
* Gameplay Changes * Gameplay Changes
* The Helljump 'Oh Lordy' modifier has been changed to 'Reduces the cooldown time of the Zombie Lord's Photon Cannon by 50%'. * The Helljump 'Oh Lordy' modifier has been changed to 'Reduces the cooldown time of the Zombie Lord's Photon Cannon by 50%'.
* The RSA Laser Rifle has been renamed to the 'UR-22 Laser Rifle'
* General Bug Fixes * General Bug Fixes
* Addressed the issue when gaining more than 1 million EXP that would result in your total EXP being reset by the difference between 1 million exp and your current exp. * Addressed the issue when gaining more than 1 million EXP that would result in your total EXP being reset by the difference between 1 million exp and your current exp.
* Fixed the bug in which picking up weapon clips with an empty weapon would not automatically trigger weapon reload on that weapon.
* Fixed a typo in the damage types for the M1700 shotgun
* Weapon Balancing Pass (3.9.2)
* The 3.9.2 content update is bringing with it a full balance pass on the entire mod's arsenal, targeting for the most part weapons that have been underused in my personal opinion.
* Most of the changes are power up changes (As is my prefered choice of balancing), but a few high end outliers have been tuned down just a bit.
* Melee Weapons
* This weapon class is one that needed a pass the most, as soon as players get the blade of vengenace, they drop every other choice and only use the BoV, this is unintended
* The balance pass here should help to make the other two choices a little more enticing without ruining the power of the BoV for the players loyal to it.
* Blade of Vengenace
* Reduced damage from 100.0 to 0.9 (No longer OHKs in PvP)
* Assassination is still a OHK
* Added a 100.0 damage modifier to all zombie types for Blade of Vengeance
* This includes player zombies.
* Removed the clause that bosses could not be damaged by the Blade of Vengeance
* Bosses now take 65HP damage from the blade.
* Plasmasaber
* Removed the damage flag on player type
* Now deals a flat damage of 5.0 to all targets (OHK to all players, low tier zombies), 500HP damage to bosses.
* Sidearms
* At the moment, the two statistical outliers in the pool (Crimson Hawk and Pulse Phaser) feel close to being perfect, some minor tuning will help get them there.
* Crimson Hawk Pistol
* Trevor Haliade's personal sidearm is still pretty high on the lethality end of the spectrum.
* Reduced pulse damage from 0.23 to 0.17
* I also tweaked with the weapon's range a bit.
* Reduced the projectile life from 1 second to 0.7 seconds
* Added a 1.9 damage modifier to all zombie types
* This works out to ~0.32 damage per shot which is about a 40% damage increase against zombies
* ES-77 Pulse Phaser
* Last time I touched this weapon, I nearly started I riot amongst the entire Tribes 2 community, lol.
* After looking at how this weapon has performed between 3.3 and 3.9.1, I feel it needs a slight bump.
* Increased the base damage of the pulse phaser from 0.2 to 0.26
* Increased the damage of the phaser blade pulse from 0.21 to 0.3
* The strength of this weapon was it's incredible reach and long lasting projectile life time, this has been toned down a little
* Reduced the projectile lifetime from 3 seconds to 1.5 seconds
* Increased the projectile base speed from 120 to 160.
* The end result with be a stronger pulse phaser at the close range that loses out on the far reach aspect.
* Sniper Rifles
* The sniper rifle class has always been one of the stronger ones in TWM2, and I feel no reason to neuter it now.
* The goal of this update is to tweak the other sniper options to add more viable choices instead of just dropping the R700 as soon as you get it.
* G17 Sniper Rifle
* This heavy marksman rifle for the longest time has stood in the shadow of the almighty R700, I figured it's time to power it up a bit
* Increased the direct impact damage of the bullet from 0.25 to 0.55
* Reduced the round rechamber time from 1.1 seconds to 0.7 seconds
* M1 Sniper Rifle
* As with the G17, the M1 typically goes into the bin once players unlock the R700, this should still be a viable choice in the arsenal
* Increased the direct impact damage from 0.3 to 0.65
* Reduced the clip reload time from 5 seconds to 4 seconds
* Reduced the round rechamber time from 1.1 seconds to 0.9 seconds
* R700
* The monstrous R700 sniper rifle has for the most part, gone completely unchallenged since the release of the mod
* This weapon is about to get a lesson in Newton's Law of Gravity.
* Changed the projectile type from Tracer to Grenade
* Bullets will now drop as they travel, reducing the effective range with the same look angle.
* Players will now need to aim their shots based on distance too.
* Assault Rifles
* Assault Rifles have always felt good in TWM2, the strong jack of all trade weapons good for most ranges, while being outperformed in the range of other tools
* Only minor tweaking is needed here to help some of the unused tools get up to speed
* G-41
* For the most part, this rifle has been collecting dust in the bin of unused weapons due to other tools such as the S3 and R700 in the pool
* This weapon has been in need of a long coming tweak of power to make it a more viable choice
* Increased the bullet impact damage from 0.3 to 0.44
* Reduced the round rechamber time from 0.3 seconds to 0.15 seconds
* Reduced the spread factor of the weapon from 3:1000 to 2:1000
* M4A1
* This jack of all trades weapon currently sits as a power outlier in the assault rifle bin due to the various attachments it has
* Coupled with a high base round damage, this weapon would have turned into the go-to gun without adjustments
* Reduced the damage of the rounds from 0.09 to 0.085
* Increased the clip reload time from 4 seconds to 6 seconds
* Pulse Rifle
* As it stands right now, the pulse rifle is one of the weakest weapons in the mod, with the only advantage being the fastest and most accurate semi-auto in the pool
* With the enhancements to the G-41, the pulse rifle will also follow suit, which should make it a more viable choice in mid to long range fights
* Increased the shot damage from 0.2 to 0.38
* Reduced the round rechamber time from 0.3 seconds to 0.1 seconds
* S3 Rifle
* The weapon every player starts with in the mod has remained untouched since the first release of the mod.
* However, after a long hard thought on this one, I feel as if this weapon has actually been acting more like a sniper rifle than a semi-auto.
* With the changes to the G-41 and the Pulse Rifle however, the S3 still needs to be a viable tool, otherwise it will fall flat in the endgame
* The following adjustments have been made
* Reduced the direct impact damage from 0.7 to 0.5
* Reduced the round rechamber time from 0.9 seconds to 0.4 seconds
* Removed the delay between round fire and round rechambering (Shaving another 0.2 seconds off the rechamber time)
* Reduced the spread factor from 3:1000 to 2.5:1000
* Shotguns
* The buckshot tools of TWM2 have always been in a good place in terms of PvP, however I've noticed a sad trend of these being tossed aside in PvE aspects
* This update will mainly focus on tuning the damage up a bit in PvE, but balancing the range and spread for PvP.
* M1700
* The mod's first shotgun is a powerhouse in close range, with a heavy hitting OHK lurking for anyone foolish enough to come close.
* It's a bit strong in PvP right now, but it doesn't do quite enough in PvE
* Increased the pellet damage from 0.1125 to 0.13
* Increased the clip reload time from 2 seconds to 3 seconds
* Increased the damage modifier against zombies from 2.0/3.0 (Depending on the type) to a flat 4.5 across all types
* Cut the projectile lifetime from 1 second to 0.15 seconds
* Wp-400
* The semi-auto powerhouse shotgun is also getting some tuning done on it.
* Reduced the projectile lifetime from 1 second to 0.1 seconds (Slightly less range than the M1700)
* Increased the spread factor from 10:1000 to 15:1000
* Reduced the round rechamber time from 0.9 to 0.5
* Added a damage factor of 4.0 to all zombie types
* Increased the clip reload time from 4 seconds to 7 seconds
* SCD-343
* This monstrous one-shot machine has been the bane of my close quarters players since I unveiled this weapon.
* I have no plans to change this aspect, but to line it up with the other shotguns, I've made some tuning adjustments
* Increased the pellet damage from 0.1125 to 0.17
* Reduced the projectile lifetime from 1 second to 0.1 seconds
* Increased the spread factor from 6:1000 to 10:1000
* Added a damage factor of 4.0 to all zombie types
* SA-2400
* The SA-2400 is the wildcard of the shotgun class, firing slugs at a rapid speed versus standard spreads
* This weapon has been highly ineffective against zombie combatants, but no longer
* Reduced the time between slug shots from 0.2 seconds to 0.14 seconds
* Added a damage factor of 5.0 to all zombie types
* Reduced the projectile lifetime from 3 seconds (wtf?) to 0.2 seconds
* Model-1887
* The high end of the shotgun spectrum is the 1887, although a statisical look at the weapon really revealed that it was the weakest numerically
* Increased the pellet damage from 0.096 to 0.11
* Increased the number of pellets from 14 to 18
* Reduced the projectile lifetime from 0.5 s to 0.15 seconds
* Added a damage factor of 4.0 to all zombie types

View file

@ -1,386 +1,376 @@
//DBs //DBs
datablock ParticleData(GhostflameParticle) datablock ParticleData(GhostflameParticle) {
{ dragCoeffiecient = 0.0;
dragCoeffiecient = 0.0; gravityCoefficient = -0.1;
gravityCoefficient = -0.1; inheritedVelFactor = 0.1;
inheritedVelFactor = 0.1;
lifetimeMS = 500; lifetimeMS = 500;
lifetimeVarianceMS = 50; lifetimeVarianceMS = 50;
textureName = "particleTest"; textureName = "particleTest";
spinRandomMin = -10.0; spinRandomMin = -10.0;
spinRandomMax = 10.0; spinRandomMax = 10.0;
colors[0] = "0 1 0 0.4"; colors[0] = "0 1 0 0.4";
colors[1] = "0 1 0 0.3"; colors[1] = "0 1 0 0.3";
colors[2] = "0 1 0 0.0"; colors[2] = "0 1 0 0.0";
sizes[0] = 2.0; sizes[0] = 2.0;
sizes[1] = 1.0; sizes[1] = 1.0;
sizes[2] = 0.8; sizes[2] = 0.8;
times[0] = 0.0; times[0] = 0.0;
times[1] = 0.6; times[1] = 0.6;
times[2] = 1.0; times[2] = 1.0;
}; };
datablock ParticleEmitterData(GhostflameEmitter) datablock ParticleEmitterData(GhostflameEmitter) {
{ ejectionPeriodMS = 3;
ejectionPeriodMS = 3; periodVarianceMS = 0;
periodVarianceMS = 0;
ejectionOffset = 0.2; ejectionOffset = 0.2;
ejectionVelocity = 10.0; ejectionVelocity = 10.0;
velocityVariance = 0.0; velocityVariance = 0.0;
thetaMin = 0.0; thetaMin = 0.0;
thetaMax = 10.0; thetaMax = 10.0;
particles = "GhostflameParticle"; particles = "GhostflameParticle";
}; };
datablock LinearFlareProjectileData(GhostFlameboltMain) datablock LinearFlareProjectileData(GhostFlameboltMain) {
{ projectileShapeName = "turret_muzzlepoint.dts";
projectileShapeName = "turret_muzzlepoint.dts"; scale = "1.0 1.0 1.0";
scale = "1.0 1.0 1.0"; faceViewer = true;
faceViewer = true; directDamage = 0.05;
directDamage = 0.05; hasDamageRadius = true;
hasDamageRadius = true; indirectDamage = 0.1;
indirectDamage = 0.1; damageRadius = 4.0;
damageRadius = 4.0; kickBackStrength = 0.0;
kickBackStrength = 0.0; radiusDamageType = $DamageType::Plasma;
radiusDamageType = $DamageType::Plasma;
explosion = "ThrowerExplosion"; explosion = "ThrowerExplosion";
splash = PlasmaSplash; splash = PlasmaSplash;
baseEmitter = GhostflameEmitter; baseEmitter = GhostflameEmitter;
dryVelocity = 50.0; // z0dd - ZOD, 7/20/02. Faster plasma projectile. was 55 dryVelocity = 50.0; // z0dd - ZOD, 7/20/02. Faster plasma projectile. was 55
wetVelocity = -1; wetVelocity = -1;
velInheritFactor = 0.3; velInheritFactor = 0.3;
fizzleTimeMS = 250; fizzleTimeMS = 250;
lifetimeMS = 30000; lifetimeMS = 30000;
explodeOnDeath = false; explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0; reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = true; explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0; deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = -1; fizzleUnderwaterMS = -1;
//activateDelayMS = 100; //activateDelayMS = 100;
activateDelayMS = -1; activateDelayMS = -1;
size[0] = 0.2; size[0] = 0.2;
size[1] = 0.5; size[1] = 0.5;
size[2] = 0.1; size[2] = 0.1;
numFlares = 35;
numFlares = 35; flareColor = "1 0.18 0.03";
flareColor = "1 0.18 0.03"; flareModTexture = "flaremod";
flareModTexture = "flaremod"; flareBaseTexture = "flarebase";
flareBaseTexture = "flarebase";
sound = PlasmaProjectileSound; sound = PlasmaProjectileSound;
fireSound = FlamethrowerFireSound; fireSound = FlamethrowerFireSound;
wetFireSound = PlasmaFireWetSound; wetFireSound = PlasmaFireWetSound;
hasLight = true; hasLight = true;
lightRadius = 10.0; lightRadius = 10.0;
lightColor = "0.94 0.03 0.12"; lightColor = "0.94 0.03 0.12";
}; };
datablock ParticleData(NapalmExplosionParticle) datablock ParticleData(NapalmExplosionParticle) {
{ dragCoefficient = 2;
dragCoefficient = 2; gravityCoefficient = 0.2;
gravityCoefficient = 0.2; inheritedVelFactor = 0.2;
inheritedVelFactor = 0.2; constantAcceleration = 0.0;
constantAcceleration = 0.0; lifetimeMS = 450;
lifetimeMS = 450; lifetimeVarianceMS = 150;
lifetimeVarianceMS = 150; textureName = "particleTest";
textureName = "particleTest"; colors[0] = "1 0 0";
colors[0] = "1 0 0"; colors[1] = "1 0 0";
colors[1] = "1 0 0"; sizes[0] = 0.5;
sizes[0] = 0.5; sizes[1] = 2;
sizes[1] = 2;
}; };
datablock ParticleEmitterData(NapalmExplosionEmitter) datablock ParticleEmitterData(NapalmExplosionEmitter) {
{ ejectionPeriodMS = 7;
ejectionPeriodMS = 7; periodVarianceMS = 0;
periodVarianceMS = 0; ejectionVelocity = 5;
ejectionVelocity = 5; velocityVariance = 1.0;
velocityVariance = 1.0; ejectionOffset = 0.0;
ejectionOffset = 0.0; thetaMin = 0;
thetaMin = 0; thetaMax = 60;
thetaMax = 60; phiReferenceVel = 0;
phiReferenceVel = 0; phiVariance = 360;
phiVariance = 360; overrideAdvances = false;
overrideAdvances = false; particles = "NapalmExplosionParticle";
particles = "NapalmExplosionParticle";
}; };
datablock ExplosionData(NapalmExplosion) datablock ExplosionData(NapalmExplosion) {
{ explosionShape = "effect_plasma_explosion.dts";
explosionShape = "effect_plasma_explosion.dts"; soundProfile = plasmaExpSound;
soundProfile = plasmaExpSound; particleEmitter = NapalmExplosionEmitter;
particleEmitter = NapalmExplosionEmitter; particleDensity = 150;
particleDensity = 150; particleRadius = 1.25;
particleRadius = 1.25; faceViewer = true;
faceViewer = true;
sizes[0] = "3.0 3.0 3.0"; sizes[0] = "3.0 3.0 3.0";
sizes[1] = "3.0 3.0 3.0"; sizes[1] = "3.0 3.0 3.0";
times[0] = 0.0; times[0] = 0.0;
times[1] = 1.5; times[1] = 1.5;
}; };
//-------------------------------------- //--------------------------------------
//Napalm projectile //Napalm projectile
//-------------------------------------- //--------------------------------------
datablock LinearProjectileData(NapalmShot) datablock LinearProjectileData(NapalmShot) {
{ projectileShapeName = "mortar_projectile.dts";
projectileShapeName = "mortar_projectile.dts"; emitterDelay = -1;
emitterDelay = -1; directDamage = 0.0;
directDamage = 0.0; hasDamageRadius = true;
hasDamageRadius = true; indirectDamage = 0.5;
indirectDamage = 0.5; damageRadius = 20.0;
damageRadius = 20.0; radiusDamageType = $DamageType::Plasma;
radiusDamageType = $DamageType::Plasma; kickBackStrength = 3000;
kickBackStrength = 3000;
explosion = "NapalmExplosion"; explosion = "NapalmExplosion";
// underwaterExplosion = "UnderwaterNapalmExplosion"; // underwaterExplosion = "UnderwaterNapalmExplosion";
velInheritFactor = 0.5; velInheritFactor = 0.5;
// splash = NapalmSplash; // splash = NapalmSplash;
depthTolerance = 10.0; // depth at which it uses underwater explosion depthTolerance = 10.0; // depth at which it uses underwater explosion
baseEmitter = MissileFireEmitter; baseEmitter = MissileFireEmitter;
bubbleEmitter = GrenadeBubbleEmitter; bubbleEmitter = GrenadeBubbleEmitter;
grenadeElasticity = 0.15; grenadeElasticity = 0.15;
grenadeFriction = 0.4; grenadeFriction = 0.4;
armingDelayMS = 2000; armingDelayMS = 2000;
muzzleVelocity = 63.7; muzzleVelocity = 63.7;
drag = 0.1; drag = 0.1;
sound = MortarProjectileSound; sound = MortarProjectileSound;
hasLight = true; hasLight = true;
lightRadius = 4; lightRadius = 4;
lightColor = "1.00 0.9 1.00"; lightColor = "1.00 0.9 1.00";
hasLightUnderwaterColor = true; hasLightUnderwaterColor = true;
underWaterLightColor = "0.05 0.075 0.2"; underWaterLightColor = "0.05 0.075 0.2";
dryVelocity = 90;
wetVelocity = 50;
velInheritFactor = 0.5;
fizzleTimeMS = 5000;
lifetimeMS = 2700;
explodeOnDeath = true;
reflectOnWaterImpactAngle = 15.0;
explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 5000;
dryVelocity = 90;
wetVelocity = 50;
velInheritFactor = 0.5;
fizzleTimeMS = 5000;
lifetimeMS = 2700;
explodeOnDeath = true;
reflectOnWaterImpactAngle = 15.0;
explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 5000;
}; };
datablock PlayerData(GhostFireArmor) : MediumPlayerDamageProfile datablock PlayerData(GhostFireArmor) : MediumPlayerDamageProfile {
{ emap = true;
emap = true;
className = Armor; className = Armor;
shapeFile = "medium_male.dts"; shapeFile = "medium_male.dts";
cameraMaxDist = 3; cameraMaxDist = 3;
computeCRC = true; computeCRC = true;
debrisShapeName = "debris_player.dts"; debrisShapeName = "debris_player.dts";
debris = HumanRedPlayerDebris; debris = HumanRedPlayerDebris;
canObserve = true; canObserve = true;
cmdCategory = "Clients"; cmdCategory = "Clients";
cmdIcon = CMDPlayerIcon; cmdIcon = CMDPlayerIcon;
cmdMiniIconName = "commander/MiniIcons/com_player_grey"; cmdMiniIconName = "commander/MiniIcons/com_player_grey";
hudImageNameFriendly[0] = "gui/hud_playertriangle"; hudImageNameFriendly[0] = "gui/hud_playertriangle";
hudImageNameEnemy[0] = "gui/hud_playertriangle_enemy"; hudImageNameEnemy[0] = "gui/hud_playertriangle_enemy";
hudRenderModulated[0] = true; hudRenderModulated[0] = true;
hudImageNameFriendly[1] = "commander/MiniIcons/com_flag_grey"; hudImageNameFriendly[1] = "commander/MiniIcons/com_flag_grey";
hudImageNameEnemy[1] = "commander/MiniIcons/com_flag_grey"; hudImageNameEnemy[1] = "commander/MiniIcons/com_flag_grey";
hudRenderModulated[1] = true; hudRenderModulated[1] = true;
hudRenderAlways[1] = true; hudRenderAlways[1] = true;
hudRenderCenter[1] = true; hudRenderCenter[1] = true;
hudRenderDistance[1] = true; hudRenderDistance[1] = true;
hudImageNameFriendly[2] = "commander/MiniIcons/com_flag_grey"; hudImageNameFriendly[2] = "commander/MiniIcons/com_flag_grey";
hudImageNameEnemy[2] = "commander/MiniIcons/com_flag_grey"; hudImageNameEnemy[2] = "commander/MiniIcons/com_flag_grey";
hudRenderModulated[2] = true; hudRenderModulated[2] = true;
hudRenderAlways[2] = true; hudRenderAlways[2] = true;
hudRenderCenter[2] = true; hudRenderCenter[2] = true;
hudRenderDistance[2] = true; hudRenderDistance[2] = true;
aiAvoidThis = true; aiAvoidThis = true;
minLookAngle = -1.5; minLookAngle = -1.5;
maxLookAngle = 1.5; maxLookAngle = 1.5;
maxFreelookAngle = 3.0; maxFreelookAngle = 3.0;
mass = 70; mass = 70;
drag = 0.3; drag = 0.3;
maxdrag = 0.5; maxdrag = 0.5;
density = 10; density = 10;
maxDamage = 500.0; maxDamage = 500.0;
maxEnergy = 400; maxEnergy = 400;
repairRate = 0.0053; repairRate = 0.0053;
energyPerDamagePoint = 75.0; // shield energy required to block one point of damage energyPerDamagePoint = 75.0; // shield energy required to block one point of damage
rechargeRate = 0.456; rechargeRate = 0.456;
jetForce = 21.22 * 230; jetForce = 21.22 * 230;
underwaterJetForce = 25.22 * 130 * 1.5; underwaterJetForce = 25.22 * 130 * 1.5;
underwaterVertJetFactor = 1.5; underwaterVertJetFactor = 1.5;
jetEnergyDrain = 4.0; jetEnergyDrain = 4.0;
underwaterJetEnergyDrain = 1.0; underwaterJetEnergyDrain = 1.0;
minJetEnergy = 10; minJetEnergy = 10;
maxJetHorizontalPercentage = 0.8; maxJetHorizontalPercentage = 0.8;
runForce = 60 * 150; runForce = 60 * 150;
runEnergyDrain = 0; runEnergyDrain = 0;
minRunEnergy = 0; minRunEnergy = 0;
maxForwardSpeed = 18; maxForwardSpeed = 18;
maxBackwardSpeed = 18; maxBackwardSpeed = 18;
maxSideSpeed = 18; maxSideSpeed = 18;
maxUnderwaterForwardSpeed = 10.5; maxUnderwaterForwardSpeed = 10.5;
maxUnderwaterBackwardSpeed = 9.5; maxUnderwaterBackwardSpeed = 9.5;
maxUnderwaterSideSpeed = 9.5; maxUnderwaterSideSpeed = 9.5;
recoverDelay = 4; recoverDelay = 4;
recoverRunForceScale = 0.7; recoverRunForceScale = 0.7;
// heat inc'ers and dec'ers // heat inc'ers and dec'ers
heatDecayPerSec = 1.0 / 5.0; // takes 4 seconds to clear heat sig. heatDecayPerSec = 1.0 / 5.0; // takes 4 seconds to clear heat sig.
heatIncreasePerSec = 1.0 / 2.0; // takes 3.0 seconds of constant jet to get full heat sig. heatIncreasePerSec = 1.0 / 2.0; // takes 3.0 seconds of constant jet to get full heat sig.
jumpForce = 8.3 * 130; jumpForce = 8.3 * 130;
jumpEnergyDrain = 0; jumpEnergyDrain = 0;
minJumpEnergy = 0; minJumpEnergy = 0;
jumpSurfaceAngle = 75; jumpSurfaceAngle = 75;
jumpDelay = 0; jumpDelay = 0;
// Controls over slope of runnable/jumpable surfaces // Controls over slope of runnable/jumpable surfaces
runSurfaceAngle = 85; runSurfaceAngle = 85;
jumpSurfaceAngle = 85; jumpSurfaceAngle = 85;
minJumpSpeed = 25; minJumpSpeed = 25;
maxJumpSpeed = 35; maxJumpSpeed = 35;
horizMaxSpeed = 70; horizMaxSpeed = 70;
horizResistSpeed = 28; horizResistSpeed = 28;
horizResistFactor = 0.32; horizResistFactor = 0.32;
maxJetForwardSpeed = 18; maxJetForwardSpeed = 18;
upMaxSpeed = 80; upMaxSpeed = 80;
upResistSpeed = 30; upResistSpeed = 30;
upResistFactor = 0.23; upResistFactor = 0.23;
minImpactSpeed = 45; minImpactSpeed = 45;
speedDamageScale = 0.006; speedDamageScale = 0.006;
jetSound = ArmorJetSound; jetSound = ArmorJetSound;
wetJetSound = ArmorWetJetSound; wetJetSound = ArmorWetJetSound;
jetEmitter = FlammerArmorJetEmitter; //Pyro jets jetEmitter = FlammerArmorJetEmitter; //Pyro jets
jetEffect = HumanMediumArmorJetEffect; jetEffect = HumanMediumArmorJetEffect;
boundingBox = "1.45 1.45 2.4"; boundingBox = "1.45 1.45 2.4";
pickupRadius = 0.75; pickupRadius = 0.75;
// damage location details // damage location details
boxNormalHeadPercentage = 0.83; boxNormalHeadPercentage = 0.83;
boxNormalTorsoPercentage = 0.49; boxNormalTorsoPercentage = 0.49;
boxHeadLeftPercentage = 0; boxHeadLeftPercentage = 0;
boxHeadRightPercentage = 1; boxHeadRightPercentage = 1;
boxHeadBackPercentage = 0; boxHeadBackPercentage = 0;
boxHeadFrontPercentage = 1; boxHeadFrontPercentage = 1;
//Foot Prints //Foot Prints
decalData = MediumMaleFootprint; decalData = MediumMaleFootprint;
decalOffset = 0.35; decalOffset = 0.35;
footPuffEmitter = LightPuffEmitter; footPuffEmitter = LightPuffEmitter;
footPuffNumParts = 15; footPuffNumParts = 15;
footPuffRadius = 0.25; footPuffRadius = 0.25;
dustEmitter = LiftoffDustEmitter; dustEmitter = LiftoffDustEmitter;
splash = PlayerSplash; splash = PlayerSplash;
splashVelocity = 4.0; splashVelocity = 4.0;
splashAngle = 67.0; splashAngle = 67.0;
splashFreqMod = 300.0; splashFreqMod = 300.0;
splashVelEpsilon = 0.60; splashVelEpsilon = 0.60;
bubbleEmitTime = 0.4; bubbleEmitTime = 0.4;
splashEmitter[0] = PlayerFoamDropletsEmitter; splashEmitter[0] = PlayerFoamDropletsEmitter;
splashEmitter[1] = PlayerFoamEmitter; splashEmitter[1] = PlayerFoamEmitter;
splashEmitter[2] = PlayerBubbleEmitter; splashEmitter[2] = PlayerBubbleEmitter;
mediumSplashSoundVelocity = 10.0; mediumSplashSoundVelocity = 10.0;
hardSplashSoundVelocity = 20.0; hardSplashSoundVelocity = 20.0;
exitSplashSoundVelocity = 5.0; exitSplashSoundVelocity = 5.0;
footstepSplashHeight = 0.35; footstepSplashHeight = 0.35;
//Footstep Sounds //Footstep Sounds
LFootSoftSound = LFootMediumSoftSound; LFootSoftSound = LFootMediumSoftSound;
RFootSoftSound = RFootMediumSoftSound; RFootSoftSound = RFootMediumSoftSound;
LFootHardSound = LFootMediumHardSound; LFootHardSound = LFootMediumHardSound;
RFootHardSound = RFootMediumHardSound; RFootHardSound = RFootMediumHardSound;
LFootMetalSound = LFootMediumMetalSound; LFootMetalSound = LFootMediumMetalSound;
RFootMetalSound = RFootMediumMetalSound; RFootMetalSound = RFootMediumMetalSound;
LFootSnowSound = LFootMediumSnowSound; LFootSnowSound = LFootMediumSnowSound;
RFootSnowSound = RFootMediumSnowSound; RFootSnowSound = RFootMediumSnowSound;
LFootShallowSound = LFootMediumShallowSplashSound; LFootShallowSound = LFootMediumShallowSplashSound;
RFootShallowSound = RFootMediumShallowSplashSound; RFootShallowSound = RFootMediumShallowSplashSound;
LFootWadingSound = LFootMediumWadingSound; LFootWadingSound = LFootMediumWadingSound;
RFootWadingSound = RFootMediumWadingSound; RFootWadingSound = RFootMediumWadingSound;
LFootUnderwaterSound = LFootMediumUnderwaterSound; LFootUnderwaterSound = LFootMediumUnderwaterSound;
RFootUnderwaterSound = RFootMediumUnderwaterSound; RFootUnderwaterSound = RFootMediumUnderwaterSound;
LFootBubblesSound = LFootMediumBubblesSound; LFootBubblesSound = LFootMediumBubblesSound;
RFootBubblesSound = RFootMediumBubblesSound; RFootBubblesSound = RFootMediumBubblesSound;
movingBubblesSound = ArmorMoveBubblesSound; movingBubblesSound = ArmorMoveBubblesSound;
waterBreathSound = WaterBreathMaleSound; waterBreathSound = WaterBreathMaleSound;
impactSoftSound = ImpactMediumSoftSound; impactSoftSound = ImpactMediumSoftSound;
impactHardSound = ImpactMediumHardSound; impactHardSound = ImpactMediumHardSound;
impactMetalSound = ImpactMediumMetalSound; impactMetalSound = ImpactMediumMetalSound;
impactSnowSound = ImpactMediumSnowSound; impactSnowSound = ImpactMediumSnowSound;
skiSoftSound = SkiAllSoftSound; skiSoftSound = SkiAllSoftSound;
skiHardSound = SkiAllHardSound; skiHardSound = SkiAllHardSound;
skiMetalSound = SkiAllMetalSound; skiMetalSound = SkiAllMetalSound;
skiSnowSound = SkiAllSnowSound; skiSnowSound = SkiAllSnowSound;
impactWaterEasy = ImpactMediumWaterEasySound; impactWaterEasy = ImpactMediumWaterEasySound;
impactWaterMedium = ImpactMediumWaterMediumSound; impactWaterMedium = ImpactMediumWaterMediumSound;
impactWaterHard = ImpactMediumWaterHardSound; impactWaterHard = ImpactMediumWaterHardSound;
groundImpactMinSpeed = 10.0; groundImpactMinSpeed = 10.0;
groundImpactShakeFreq = "4.0 4.0 4.0"; groundImpactShakeFreq = "4.0 4.0 4.0";
groundImpactShakeAmp = "1.0 1.0 1.0"; groundImpactShakeAmp = "1.0 1.0 1.0";
groundImpactShakeDuration = 0.8; groundImpactShakeDuration = 0.8;
groundImpactShakeFalloff = 10.0; groundImpactShakeFalloff = 10.0;
exitingWater = ExitingWaterMediumSound; exitingWater = ExitingWaterMediumSound;
maxWeapons = 2; // Max number of different weapons the player can have maxWeapons = 2; // Max number of different weapons the player can have
maxGrenades = 1; // Max number of different grenades the player can have maxGrenades = 1; // Max number of different grenades the player can have
maxMines = 1; // Max number of different mines the player can have maxMines = 1; // Max number of different mines the player can have
damageScale[$DamageType::plasma] = 0.001; damageScale[$DamageType::plasma] = 0.001;
damageScale[$DamageType::Burn] = 0.001; damageScale[$DamageType::Burn] = 0.001;
damageScale[$DamageType::Fire] = 0.001; damageScale[$DamageType::Fire] = 0.001;
damageScale[$DamageType::Bullet] = 0.10; //I deny you shrike n0bs damageScale[$DamageType::Bullet] = 0.10; //I deny you shrike n0bs
// Inventory restrictions // Inventory restrictions
max[RepairKit] = 4; max[RepairKit] = 4;
max[Mine] = 0; max[Mine] = 0;
max[ZapMine] = 0; max[ZapMine] = 0;
max[CrispMine] = 5; max[CrispMine] = 5;
@ -390,7 +380,7 @@ datablock PlayerData(GhostFireArmor) : MediumPlayerDamageProfile
max[Pistol] = 1; max[Pistol] = 1;
max[PistolAmmo] = 10; max[PistolAmmo] = 10;
max[Pistolclip] = 8; max[Pistolclip] = 8;
max[PulsePhaser] = 1; max[PulsePhaser] = 1;
max[flamer] = 1; max[flamer] = 1;
max[flamerAmmo] = 0; max[flamerAmmo] = 0;
max[Napalm] = 1; max[Napalm] = 1;
@ -399,111 +389,113 @@ datablock PlayerData(GhostFireArmor) : MediumPlayerDamageProfile
max[BOV] = 1; max[BOV] = 1;
max[SOmelee] = 1; max[SOmelee] = 1;
max[IncindinaryGrenade] = 7; max[IncindinaryGrenade] = 7;
max[Beacon] = 3; max[Beacon] = 3;
// -END // -END
observeParameters = "0.5 4.5 4.5"; observeParameters = "0.5 4.5 4.5";
shieldEffectScale = "0.7 0.7 1.0"; shieldEffectScale = "0.7 0.7 1.0";
}; };
// //
function StartGhostFire(%pos) { function StartGhostFire(%pos) {
%Ghost = new player(){ %Ghost = new player(){
Datablock = "GhostFireArmor"; Datablock = "GhostFireArmor";
}; };
%Ghost.setTransform(%pos); %Ghost.setTransform(%pos);
%Ghost.team = 30; %Ghost.team = 30;
%Ghost.hastarget = 1; %Ghost.hastarget = 1;
%Ghost.isGOF = 1; %Ghost.isGOF = 1;
%Ghost.isBoss = 1; %Ghost.isBoss = 1;
MissionCleanup.add(%Ghost); MissionCleanup.add(%Ghost);
%Ghost.target = createTarget(%Ghost, ""@$TWM2::BossName["GoF"]@"", "", "Male3", '', %Ghost.team, PlayerSensor); %Ghost.target = createTarget(%Ghost, ""@$TWM2::BossName["GoF"]@"", "", "Male3", '', %Ghost.team, PlayerSensor);
setTargetSensorData(%Ghost.target, PlayerSensor); setTargetSensorData(%Ghost.target, PlayerSensor);
setTargetSensorGroup(%Ghost.target, 30); setTargetSensorGroup(%Ghost.target, 30);
setTargetName(%Ghost.target, addtaggedstring($TWM2::BossName["GoF"])); setTargetName(%Ghost.target, addtaggedstring($TWM2::BossName["GoF"]));
GOFAttack_FUNC("ConsiderFlamethrower", %Ghost); GOFAttack_FUNC("ConsiderFlamethrower", %Ghost);
GOFDoRandomAttacks(%ghost); GOFDoRandomAttacks(%ghost);
InitiateBoss(%ghost, "GhostOfFire"); InitiateBoss(%ghost, "GhostOfFire");
schedule(500, 0, "GOFLookforTarget", %Ghost); schedule(500, 0, "GOFLookforTarget", %Ghost);
} }
function GOFLookforTarget(%Ghost) { function GOFLookforTarget(%Ghost) {
if(!isObject(%Ghost)) if(!isObject(%Ghost)) {
return; return;
if(%Ghost.getState() $= "dead")
return;
%pos = %Ghost.getposition();
%wbpos = %Ghost.getworldboxcenter();
%count = ClientGroup.getCount();
%closestClient = -1;
%closestDistance = 32767;
for(%i = 0; %i < %count; %i++) {
%cl = ClientGroup.getObject(%i);
if(isObject(%cl.player)){
%testPos = %cl.player.getWorldBoxCenter();
%distance = vectorDist(%wbpos, %testPos);
if (%distance > 0 && %distance < %closestDistance) {
%closestClient = %cl;
%closestDistance = %distance;
}
} }
} if(%Ghost.getState() $= "dead") {
if(%closestClient) { return;
GOFPerformMove(%Ghost,%closestClient,%closestDistance); }
} %pos = %Ghost.getposition();
%Ghost.Targeting = schedule(500, %Ghost, "GOFLookforTarget", %Ghost); %wbpos = %Ghost.getworldboxcenter();
%count = ClientGroup.getCount();
%closestClient = -1;
%closestDistance = 32767;
for(%i = 0; %i < %count; %i++) {
%cl = ClientGroup.getObject(%i);
if(isObject(%cl.player)){
%testPos = %cl.player.getWorldBoxCenter();
%distance = vectorDist(%wbpos, %testPos);
if (%distance > 0 && %distance < %closestDistance) {
%closestClient = %cl;
%closestDistance = %distance;
}
}
}
if(%closestClient) {
GOFPerformMove(%Ghost,%closestClient,%closestDistance);
}
%Ghost.Targeting = schedule(500, %Ghost, "GOFLookforTarget", %Ghost);
} }
function GOFPerformMove(%ghost,%closestClient,%closestDistance) { function GOFPerformMove(%ghost,%closestClient,%closestDistance) {
%ghost.TargetCL = %closestClient; %ghost.TargetCL = %closestClient;
%ghost.DistToTarg = %closestDistance; %ghost.DistToTarg = %closestDistance;
%zposition = %ghost.getPosition(); %zposition = %ghost.getPosition();
%z = getWord(%zposition, 2); %z = getWord(%zposition, 2);
if(%z < -300) { if(%z < -300) {
%ghost.startFade(400, 0, true); %ghost.startFade(400, 0, true);
%ghost.startFade(1000, 0, false); %ghost.startFade(1000, 0, false);
%ghost.setPosition(vectorAdd(vectoradd(%closestclient.player.getPosition(), "0 0 20"), TWM2Lib_MainControl("getRandomPosition", 25 TAB 1))); %ghost.setPosition(vectorAdd(vectoradd(%closestclient.player.getPosition(), "0 0 20"), TWM2Lib_MainControl("getRandomPosition", 25 TAB 1)));
%ghost.setVelocity("0 0 0"); %ghost.setVelocity("0 0 0");
MessageAll('msgBossAlertAttack', "\c4"@$TWM2::BossName["GoF"]@": My ghostly powers allow me to laugh aside your hopes of me falling to my death..."); MessageAll('msgBossAlertAttack', "\c4"@$TWM2::BossName["GoF"]@": My ghostly powers allow me to laugh aside your hopes of me falling to my death...");
}
%pos = %ghost.getworldboxcenter();
%closestClient = %closestClient.Player;
if(%closestDistance <= $zombie::detectDist){
if(%ghost.hastarget != 1){
%ghost.hastarget = 1;
} }
%pos = %ghost.getworldboxcenter();
%closestClient = %closestClient.Player;
if(%closestDistance <= $zombie::detectDist){
if(%ghost.hastarget != 1){
%ghost.hastarget = 1;
}
//target is coming in for an easy kill, lets tele
if(%closestDistance < 15) {
GOFAttack_FUNC("BurnTeleport", %ghost);
}
//target is coming in for an easy kill, lets tele %clpos = %closestClient.getPosition();
if(%closestDistance < 15) { %vector = vectorNormalize(vectorSub(%clpos, %pos));
GOFAttack_FUNC("BurnTeleport", %ghost); %v1 = getword(%vector, 0);
} %v2 = getword(%vector, 1);
%nv1 = %v2;
%nv2 = (%v1 * -1);
%none = 0;
%vector2 = %nv1@" "@%nv2@" "@%none;
%ghost.setRotation(fullrot("0 0 0",%vector2));
%clpos = %closestClient.getPosition(); %fmultiplier = $Zombie::ForwardSpeed;
%vector = vectorNormalize(vectorSub(%clpos, %pos)); %vector = vectorscale(%vector, %Fmultiplier);
%v1 = getword(%vector, 0); %upvec = "150";
%v2 = getword(%vector, 1);
%nv1 = %v2;
%nv2 = (%v1 * -1);
%none = 0;
%vector2 = %nv1@" "@%nv2@" "@%none;
%ghost.setRotation(fullrot("0 0 0",%vector2));
%fmultiplier = $Zombie::ForwardSpeed; %x = Getword(%vector,0);
%vector = vectorscale(%vector, %Fmultiplier); %y = Getword(%vector,1);
%upvec = "150"; %z = Getword(%vector,2);
if(%z >= 600) {
%x = Getword(%vector,0); %upvec = (%upvec * 5);
%y = Getword(%vector,1); }
%z = Getword(%vector,2); %vector = %x@" "@%y@" "@%upvec;
if(%z >= 600) %ghost.applyImpulse(%pos, %vector);
%upvec = (%upvec * 5); }
%vector = %x@" "@%y@" "@%upvec;
%ghost.applyImpulse(%pos, %vector);
}
} }
@ -683,25 +675,25 @@ function GOFAttack_FUNC(%att, %args) {
} }
function GOFDoFlameCano(%g, %target) { function GOFDoFlameCano(%g, %target) {
if(!isObject(%g) || %g.getState() $= "dead") { if(!isObject(%g) || %g.getState() $= "dead") {
return; return;
} }
%g.setPosition(VectorAdd(%target.player.getPosition(), "0 0 70")); %g.setPosition(VectorAdd(%target.player.getPosition(), "0 0 70"));
%Pad = new StaticShape() { %Pad = new StaticShape() {
dataBlock = DeployedSpine; dataBlock = DeployedSpine;
scale = ".1 .1 1"; scale = ".1 .1 1";
position = VectorAdd(%target.player.getPosition(), "0 0 69"); position = VectorAdd(%target.player.getPosition(), "0 0 69");
}; };
%g.setMoveState(true); %g.setMoveState(true);
%Pad.setCloaked(true); %Pad.setCloaked(true);
%Pad.schedule(3000, "setPosition", vectorSub(%Pad.getPosition(), "0 0 10")); %Pad.schedule(3000, "setPosition", vectorSub(%Pad.getPosition(), "0 0 10"));
%Pad.schedule(4000, "setPosition", vectorSub(%Pad.getPosition(), "0 0 20")); %Pad.schedule(4000, "setPosition", vectorSub(%Pad.getPosition(), "0 0 20"));
%Pad.schedule(5000, "setPosition", vectorSub(%Pad.getPosition(), "0 0 30")); %Pad.schedule(5000, "setPosition", vectorSub(%Pad.getPosition(), "0 0 30"));
%Pad.schedule(6000, "setPosition", vectorSub(%Pad.getPosition(), "0 0 40")); %Pad.schedule(6000, "setPosition", vectorSub(%Pad.getPosition(), "0 0 40"));
%g.schedule(6500, "SetMoveState", false); %g.schedule(6500, "SetMoveState", false);
%pad.schedule(6500, "Delete"); %pad.schedule(6500, "Delete");
//The Vector Crap //The Vector Crap
schedule(2500, 0, "GOFAttack_FUNC", "Flamecano", %g); schedule(2500, 0, "GOFAttack_FUNC", "Flamecano", %g);
} }
function GOFDoRandomAttacks(%g) { function GOFDoRandomAttacks(%g) {

View file

@ -10,36 +10,44 @@ function GenerateChallengesMenu(%client, %tag, %index) {
messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:16>Select a category to view challenges:"); messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:16>Select a category to view challenges:");
%index++; %index++;
// //
messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14><a:gamelink\tOtherTasksSub\t6>PGD Challenges (Daily/Weekly/Monthly)</a>"); messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14><a:gamelink\tOtherTasksSub\t1>PGD Challenges (Daily/Weekly/Monthly)</a>");
%index++; %index++;
for(%i = 1; $Challenge::Category[%i] !$= ""; %i++) { for(%i = 2; $Challenge::Category[%i] !$= ""; %i++) {
if(%i != 6) { %categoryReq = getField($Challenge::Category[%i], 2);
%categoryReq = getField($Challenge::Category[%i], 2); if(getWord(%categoryReq, 0) $= "Officer") {
if(getWord(%categoryReq, 0) $= "Officer") { %offLevel = getWord(%categoryReq, 1);
%offLevel = getWord(%categoryReq, 1); if(%scriptController.officer >= %offLevel) {
if(%scriptController.officer >= %offLevel) { messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14><a:gamelink\tOtherTasksSub\t"@%i@">"@getField($Challenge::Category[%i], 0)@"</a>: "@getField($Challenge::Category[%i], 1));
messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14><a:gamelink\tOtherTasksSub\t"@%i@">"@getField($Challenge::Category[%i], 0)@"</a>: "@getField($Challenge::Category[%i], 1)); %index++;
%index++;
}
else {
messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14>"@getField($Challenge::Category[%i], 0)@": Locked, Requires officer level "@%offLevel@" ("@strReplace($Prestige::Name[%offLevel], " ", "")@")");
%index++;
}
} }
else { else {
if(%categoryReq == -1) { messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14>"@getField($Challenge::Category[%i], 0)@": Locked, Requires officer level "@%offLevel@" ("@strReplace($Prestige::Name[%offLevel], " ", "")@")");
%index++;
}
}
else if(getWord(%categoryReq, 0) $= "MaxRank") {
if(%scriptController.officer >= 15 && %scriptController.millionxp >= 3) {
messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14><a:gamelink\tOtherTasksSub\t"@%i@">"@getField($Challenge::Category[%i], 0)@"</a>: "@getField($Challenge::Category[%i], 1));
%index++;
}
else {
messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14><color:BB0000>=== CLASSIFIED: CONTINUE PLAYING TWM2 TO UNLOCK ===");
%index++;
}
}
else {
if(%categoryReq == -1) {
messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14><a:gamelink\tOtherTasksSub\t"@%i@">"@getField($Challenge::Category[%i], 0)@"</a>: "@getField($Challenge::Category[%i], 1));
%index++;
}
else {
if(%xp >= $Rank::MinPoints[%categoryReq]) {
messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14><a:gamelink\tOtherTasksSub\t"@%i@">"@getField($Challenge::Category[%i], 0)@"</a>: "@getField($Challenge::Category[%i], 1)); messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14><a:gamelink\tOtherTasksSub\t"@%i@">"@getField($Challenge::Category[%i], 0)@"</a>: "@getField($Challenge::Category[%i], 1));
%index++; %index++;
} }
else { else {
if(%xp >= $Rank::MinPoints[%categoryReq]) { messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14>"@getField($Challenge::Category[%i], 0)@": Locked, Requires Rank of "@$Ranks::NewRank[%categoryReq]@".");
messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14><a:gamelink\tOtherTasksSub\t"@%i@">"@getField($Challenge::Category[%i], 0)@"</a>: "@getField($Challenge::Category[%i], 1)); %index++;
%index++;
}
else {
messageClient( %client, 'SetLineHud', "", %tag, %index, "<font:arial:14>"@getField($Challenge::Category[%i], 0)@": Locked, Requires Rank of "@$Ranks::NewRank[%categoryReq]@".");
%index++;
}
} }
} }
} }
@ -48,7 +56,7 @@ function GenerateChallengesMenu(%client, %tag, %index) {
} }
function GenerateChallengeSubMenu(%client, %subMenu, %tag, %index) { function GenerateChallengeSubMenu(%client, %subMenu, %tag, %index) {
if(%subMenu == 6) { if(%subMenu == 1) {
return GenerateDWMChallengeMenu(%client, %tag, %index); return GenerateDWMChallengeMenu(%client, %tag, %index);
} }

File diff suppressed because it is too large Load diff

View file

@ -17,6 +17,23 @@ $Zombie::detectDist = 9999;
//$Zombie::FallDieHeight: The minimum altitude a zombie may be before being script killed //$Zombie::FallDieHeight: The minimum altitude a zombie may be before being script killed
$Zombie::FallDieHeight = -500; $Zombie::FallDieHeight = -500;
//$Zombie::BaseDamage: The default damage taken when touching a zombie.
$Zombie::BaseDamage = 0.2;
//$Zombie::TypeDamage[#]: Overrides the BaseDamage with this value
$Zombie::TypeDamage[4] = 0.4;
$Zombie::TypeDamage[5] = 0.4;
$Zombie::TypeDamage[6] = 0.5;
$Zombie::TypeDamage[9] = 0.3;
$Zombie::TypeDamage[10] = 0.3;
$Zombie::TypeDamage[12] = 0.5;
$Zombie::TypeDamage[15] = 0.6;
//$Zombie::InfectOnCollide[#]: Special flag to determine if infection is applied upon contact, by default, this is true
//$Zombie::TypeInfectedMultiplier[#]: A damage multiplier to apply to infected targets, ie: Total Damage = $Zombie::TypeDamage[#] * $Zombie::TypeInfectedMultiplier[#]
// when the player taking damage is already infected.
$Zombie::TypeInfectedMultiplier[1] = 1.5;
//$Zombie::BaseSpeed: The default speed setting on zombies, any zombie that does not have a TypeSpeed var. set will default to the BaseSpeed //$Zombie::BaseSpeed: The default speed setting on zombies, any zombie that does not have a TypeSpeed var. set will default to the BaseSpeed
$Zombie::BaseSpeed = 150; $Zombie::BaseSpeed = 150;
//$Zombie::TypeSpeed[#]: The speed of a specific zombie type instance, overrides BaseSpeed for that specific type //$Zombie::TypeSpeed[#]: The speed of a specific zombie type instance, overrides BaseSpeed for that specific type
@ -127,9 +144,7 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
%y = getWord(%arg1.direction, 0) * -1; %y = getWord(%arg1.direction, 0) * -1;
%vec = %x @ SPC @ %y @ SPC @ 0; %vec = %x @ SPC @ %y @ SPC @ 0;
%arg1.setRotation(fullrot("0 0 0", %vec)); %arg1.setRotation(fullrot("0 0 0", %vec));
//Check for speed enhancement %speed = %arg1.speed;
%multiplier = $Zombie::SpeedMultiplier[%arg1.type] $= "" ? 1 : $Zombie::SpeedMultiplier[%arg1.type];
%speed = %arg1.speed * %multiplier;
%vector = vectorScale(%vec, %speed); %vector = vectorScale(%vec, %speed);
%arg1.applyImpulse(%arg1.direction, %vector); %arg1.applyImpulse(%arg1.direction, %vector);
%arg1.Mnum -= 1; %arg1.Mnum -= 1;
@ -456,9 +471,17 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
%zombie.mountImage(ZWingImage2, 4); %zombie.mountImage(ZWingImage2, 4);
%zombie.setActionThread("scoutRoot",true); %zombie.setActionThread("scoutRoot",true);
//Demon Mother Zombie //Demon Mother (Lord) Zombie
case 6: case 6:
return DemonMotherCreate(%spawnPos); %zombie = new player() {
Datablock = "DemonMotherZombieArmor";
};
%zombie.mountImage(ZdummyslotImg, 4);
%zombie.setInventory(AcidCannon, 1, true);
%zombie.use(AcidCannon);
%zombie.justshot = 0;
%zombie.justmelee = 0;
%zombie.noHS = 1;
//Shifter Zombie //Shifter Zombie
case 9: case 9:
@ -581,55 +604,39 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
%zombie.zapObject(); %zombie.zapObject();
revivestand(%zombie, 0); revivestand(%zombie, 0);
} }
//Define Speed Parameters
%zombie.speed = TWM2Lib_Zombie_Core("defineZSpeed", %spawnType); %zombie.speed = TWM2Lib_Zombie_Core("defineZSpeed", %spawnType);
if(!isSet($Zombie::SpeedUpdateTime[%spawnType])) { if(!isSet($Zombie::SpeedUpdateTime[%spawnType])) {
%zombie.updateTimeFrequency = $Zombie::BaseSpeedUpdateTime; %zombie.updateTimeFrequency = $Zombie::BaseSpeedUpdateTime;
} }
%zombie.updateTimeFrequency = $Zombie::SpeedUpdateTime[%spawnType]; %zombie.updateTimeFrequency = $Zombie::SpeedUpdateTime[%spawnType];
//Define Damage Parameters
if(!isSet($Zombie::InfectOnCollide[%spawnType])) {
%zombie.damage_infectOnTouch = true;
}
else {
%zombie.damage_infectOnTouch = $Zombie::InfectOnCollide[%spawnType];
}
if(!isSet($Zombie::TypeDamage[%spawnType])) {
%zombie.damage_amountOnTouch = $Zombie::BaseDamage;
}
else {
%zombie.damage_amountOnTouch = $Zombie::TypeDamage[%spawnType];
}
if(!isSet($Zombie::TypeInfectedMultiplier[%spawnType])) {
%zombie.damage_alreadyInfectedMultiplier = 1;
}
else {
%zombie.damage_alreadyInfectedMultiplier = $Zombie::TypeInfectedMultiplier[%spawnType];
}
//Begin the AI
%zombie.getDatablock().AI(%zombie); %zombie.getDatablock().AI(%zombie);
return %zombie; return %zombie;
} }
} }
//************************************************************
//*****************Zomb Attack Stuff**************************
//************************************************************
function ChargeEmitter(%zombie){
if(!isobject(%zombie))
return;
if(%zombie.chargecount >= 2){
%charge2 = new ParticleEmissionDummy()
{
position = %zombie.getMuzzlePoint(6);
dataBlock = "defaultEmissionDummy";
emitter = "burnEmitter";
};
MissionCleanup.add(%charge2);
%charge2.schedule(100, "delete");
}
if(%zombie.chargecount <= 7){
%charge = new ParticleEmissionDummy()
{
position = %zombie.getMuzzlePoint(5);
dataBlock = "defaultEmissionDummy";
emitter = "burnEmitter";
};
MissionCleanup.add(%charge);
%charge.schedule(100, "delete");
}
if(%zombie.chargecount <= 9){
%zombie.Fire = schedule(100, %zombie, "ChargeEmitter", %zombie);
%zombie.chargecount++;
}
else
%zombie.chargecount = 0;
}
//----------------------------------------------------------- //-----------------------------------------------------------
//DEATH //DEATH
datablock AudioProfile(ZombieDeathSound1) datablock AudioProfile(ZombieDeathSound1)

View file

@ -1,3 +1,5 @@
$TWM2::ArmorHasCollisionFunction[DemonZombieArmor] = true;
datablock PlayerData(DemonZombieArmor) : LightMaleHumanArmor { datablock PlayerData(DemonZombieArmor) : LightMaleHumanArmor {
boundingBox = "1.63 1.63 2.6"; boundingBox = "1.63 1.63 2.6";
maxDamage = 4.0; maxDamage = 4.0;
@ -12,13 +14,55 @@ datablock PlayerData(DemonZombieArmor) : LightMaleHumanArmor {
waterBreathSound = WaterBreathBiodermSound; waterBreathSound = WaterBreathBiodermSound;
damageScale[$DamageType::M1700] = 2.0; damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::plasma] = 0.001;
damageScale[$DamageType::Burn] = 0.001;
damageScale[$DamageType::Fire] = 0.001;
damageScale[$DamageType::CrimsonHawk] = 1.9;
max[RepairKit] = 0; max[RepairKit] = 0;
max[Mine] = 0; max[Mine] = 0;
max[Grenade] = 0; max[Grenade] = 0;
}; };
function DemonZombieArmor::armorCollisionFunction(%datablock, %zombie, %colPlayer) {
if(!isObject(%zombie) || %zombie.getState() $= "dead") {
return;
}
if(!isObject(%colPlayer) || %colPlayer.getState() $= "dead") {
return;
}
//Check to make sure we're not hitting another zombie / boss
if(%colPlayer.isBoss || %colPlayer.isZombie || %colPlayer.rapierShield) {
return;
}
//Damage.
%causeInfect = %zombie.damage_infectOnTouch;
%baseDamage = %zombie.damage_amountOnTouch;
%multiplier = %zombie.damage_alreadyInfectedMultiplier;
//Phantom139 (11/20): Demons light players on fire, need to check for .onfire instead of the .infected flag.
%total = %colPlayer.onfire ? (%baseDamage * %multiplier) : %baseDamage;
%pushVector = vectorscale(%colPlayer.getvelocity(), 1000);
%colPlayer.applyimpulse(%colPlayer.getposition(), %pushVector);
if(%causeInfect) {
//Phantom139: Demon Zombies now cause burns instead of infects
//%colPlayer.Infected = 1;
//%colPlayer.InfectedLoop = schedule(10, %colPlayer, "TWM2Lib_Zombie_Core", "InfectLoop", %colPlayer);
%colPlayer.maxfirecount += (75 * (%total / 0.5));
if(%colPlayer.onfire == 0 || %colPlayer.onfire $= ""){
%colPlayer.onfire = 1;
schedule(10, %colPlayer, "burnloop", %colPlayer);
}
}
%colPlayer.damage(0, %colPlayer.getPosition(), %total, $DamageType::Zombie);
}
function DemonZombieArmor::AI(%datablock, %zombie) { function DemonZombieArmor::AI(%datablock, %zombie) {
if(!isObject(%zombie) || %zombie.getState() $= "dead") { if(!isObject(%zombie) || %zombie.getState() $= "dead") {
return; return;

View file

@ -1,308 +1,302 @@
datablock PlayerData(DemonMotherZombieArmor) : LightMaleHumanArmor $TWM2::ArmorHasCollisionFunction[DemonMotherZombieArmor] = true;
{
boundingBox = "1.5 1.5 2.6";
maxDamage = 9.0;
minImpactSpeed = 35;
shapeFile = "medium_female.dts";
debrisShapeName = "bio_player_debris.dts"; datablock PlayerData(DemonMotherZombieArmor) : LightMaleHumanArmor {
boundingBox = "1.5 1.5 2.6";
maxDamage = 9.0;
minImpactSpeed = 35;
shapeFile = "medium_female.dts";
//Foot Prints debrisShapeName = "bio_player_debris.dts";
decalData = HeavyBiodermFootprint;
decalOffset = 0.4;
waterBreathSound = WaterBreathBiodermSound; //Foot Prints
decalData = HeavyBiodermFootprint;
decalOffset = 0.4;
damageScale[$DamageType::M1700] = 2.0; waterBreathSound = WaterBreathBiodermSound;
damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::CrimsonHawk] = 1.9;
max[RepairKit] = 0; max[RepairKit] = 0;
max[Mine] = 0; max[Mine] = 0;
max[Grenade] = 0; max[Grenade] = 0;
}; };
datablock StaticShapeData(SubBeacon) datablock StaticShapeData(SubBeacon) {
{ shapeFile = "turret_muzzlepoint.dts";
shapeFile = "turret_muzzlepoint.dts"; targetNameTag = 'beacon';
targetNameTag = 'beacon'; isInvincible = true;
isInvincible = true;
dynamicType = $TypeMasks::SensorObjectType; dynamicType = $TypeMasks::SensorObjectType;
}; };
datablock SeekerProjectileData(DMMissile) datablock SeekerProjectileData(DMMissile) {
{ casingShapeName = "weapon_missile_casement.dts";
casingShapeName = "weapon_missile_casement.dts"; projectileShapeName = "weapon_missile_projectile.dts";
projectileShapeName = "weapon_missile_projectile.dts"; hasDamageRadius = true;
hasDamageRadius = true; indirectDamage = 0.5;
indirectDamage = 0.5; damageRadius = 5.0;
damageRadius = 5.0; radiusDamageType = $DamageType::Zombie;
radiusDamageType = $DamageType::Zombie; kickBackStrength = 2000;
kickBackStrength = 2000;
explosion = "MissileExplosion"; explosion = "MissileExplosion";
splash = MissileSplash; splash = MissileSplash;
velInheritFactor = 1.0; // to compensate for slow starting velocity, this value velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
// is cranked up to full so the missile doesn't start // is cranked up to full so the missile doesn't start
// out behind the player when the player is moving // out behind the player when the player is moving
// very quickly - bramage // very quickly - bramage
baseEmitter = MortarSmokeEmitter; baseEmitter = MortarSmokeEmitter;
delayEmitter = MissileFireEmitter; delayEmitter = MissileFireEmitter;
puffEmitter = MissilePuffEmitter; puffEmitter = MissilePuffEmitter;
bubbleEmitter = GrenadeBubbleEmitter; bubbleEmitter = GrenadeBubbleEmitter;
bubbleEmitTime = 1.0; bubbleEmitTime = 1.0;
exhaustEmitter = MissileLauncherExhaustEmitter; exhaustEmitter = MissileLauncherExhaustEmitter;
exhaustTimeMs = 300; exhaustTimeMs = 300;
exhaustNodeName = "muzzlePoint1"; exhaustNodeName = "muzzlePoint1";
lifetimeMS = 10000; // z0dd - ZOD, 4/14/02. Was 6000 lifetimeMS = 10000; // z0dd - ZOD, 4/14/02. Was 6000
muzzleVelocity = 10.0; muzzleVelocity = 10.0;
maxVelocity = 35.0; // z0dd - ZOD, 4/14/02. Was 80.0 maxVelocity = 35.0; // z0dd - ZOD, 4/14/02. Was 80.0
turningSpeed = 23.0; turningSpeed = 23.0;
acceleration = 15.0; acceleration = 15.0;
proximityRadius = 2.5; proximityRadius = 2.5;
terrainAvoidanceSpeed = 10; terrainAvoidanceSpeed = 10;
terrainScanAhead = 7; terrainScanAhead = 7;
terrainHeightFail = 1; terrainHeightFail = 1;
terrainAvoidanceRadius = 3; terrainAvoidanceRadius = 3;
flareDistance = 40; flareDistance = 40;
flareAngle = 20; flareAngle = 20;
minSeekHeat = 0.0; minSeekHeat = 0.0;
sound = MissileProjectileSound; sound = MissileProjectileSound;
hasLight = true; hasLight = true;
lightRadius = 5.0; lightRadius = 5.0;
lightColor = "0.2 0.05 0"; lightColor = "0.2 0.05 0";
useFlechette = true; useFlechette = true;
flechetteDelayMs = 250; flechetteDelayMs = 250;
casingDeb = FlechetteDebris; casingDeb = FlechetteDebris;
explodeOnWaterImpact = false; explodeOnWaterImpact = false;
}; };
datablock LinearFlareProjectileData(DMPlasma) datablock LinearFlareProjectileData(DMPlasma) {
{ doDynamicClientHits = true;
doDynamicClientHits = true;
directDamage = 0; directDamage = 0;
directDamageType = $DamageType::Zombie; directDamageType = $DamageType::Zombie;
hasDamageRadius = true; hasDamageRadius = true;
indirectDamage = 0.8; // z0dd - ZOD, 4/25/02. Was 0.5 indirectDamage = 0.8; // z0dd - ZOD, 4/25/02. Was 0.5
damageRadius = 15.0; damageRadius = 15.0;
kickBackStrength = 1500; kickBackStrength = 1500;
radiusDamageType = $DamageType::Zombie; radiusDamageType = $DamageType::Zombie;
explosion = MortarExplosion; explosion = MortarExplosion;
splash = PlasmaSplash; splash = PlasmaSplash;
dryVelocity = 85.0; // z0dd - ZOD, 4/25/02. Was 50. Velocity of projectile out of water dryVelocity = 85.0; // z0dd - ZOD, 4/25/02. Was 50. Velocity of projectile out of water
wetVelocity = -1; wetVelocity = -1;
velInheritFactor = 1.0; velInheritFactor = 1.0;
fizzleTimeMS = 4000; fizzleTimeMS = 4000;
lifetimeMS = 2500; // z0dd - ZOD, 4/25/02. Was 6000 lifetimeMS = 2500; // z0dd - ZOD, 4/25/02. Was 6000
explodeOnDeath = true; explodeOnDeath = true;
reflectOnWaterImpactAngle = 0.0; reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = true; explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0; deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = -1; fizzleUnderwaterMS = -1;
activateDelayMS = 100; activateDelayMS = 100;
scale = "3.0 3.0 3.0"; scale = "3.0 3.0 3.0";
numFlares = 30; numFlares = 30;
flareColor = "0.1 0.3 1.0"; flareColor = "0.1 0.3 1.0";
flareModTexture = "flaremod"; flareModTexture = "flaremod";
flareBaseTexture = "flarebase"; flareBaseTexture = "flarebase";
}; };
function DemonMotherCreate(%pos){ function DemonMotherZombieArmor::AI(%datablock, %zombie) {
%obj = new player(){ //Fork off to both of the AI functions
Datablock = "DemonMotherZombieArmor"; %zombie.defenseLoop = %datablock.defenseLoop(%zombie);
}; %zombie.aiRoutine = %datablock.AIRoutine(%zombie);
%obj.setTransform(%pos);
%obj.team = 30;
MissionCleanup.add(%obj);
schedule(1000, 0, "DemonMotherInitiate", %obj);
%obj.isZombie = 1;
%obj.type = 6;
%obj.setInventory(AcidCannon, 1, true);
%obj.use(AcidCannon);
%zname = $TWM2::ZombieName[%obj.type]; // <- To Hosts, Enjoy, You can
//Change the Zombie Names now!!!
%obj.target = createTarget(%obj, %zname, "", "Derm3", '', %obj.team, PlayerSensor);
setTargetSensorData(%obj.target, PlayerSensor);
setTargetSensorGroup(%obj.target, 30);
setTargetName(%obj.target, addtaggedstring(%zname));
setTargetSkin(%obj.target, 'Horde');
return %obj;
} }
function DemonMotherInitiate(%obj){ function DemonMotherZombieArmor::defenseLoop(%datablock, %zombie) {
if(!isObject(%obj)) if(!isObject(%zombie) || %zombie.getState() $= "dead") {
return; return;
DemonMotherDefense(%obj);
DemonMotherThink(%obj);
%obj.mountImage(ZdummyslotImg, 4);
%obj.justshot = 0;
%obj.justmelee = 0;
%obj.noHS = 1;
}
function DemonMotherThink(%obj){
if(!isObject(%obj))
return;
if(%obj.getState() $= "dead") {
//I've been killed, throw my weapon
%obj.throwweapon(1);
return;
}
%pos = %obj.getposition();
%closestClient = ZombieLookForTarget(%zombie);
%closestDistance = getWord(%closestClient,1);
%closestClient = getWord(%closestClient,0).Player;
if(%closestClient != -1){
%searchobject = %closestclient;
%dist = vectorDist(%pos,%searchobject.getPosition());
if(%dist <= 100){
if(%dist <= 50){ //ok were now in combat mode, lets decide on what we should do, move attack, or shoot.
if(%obj.justmelee == 1){ //if we just used a melee attack, maybe we should follow it up with a shot attack.
if(%dist >= 10){ //good were far enough away, lets shoot em.
%rand = getrandom(1,3);
if(%rand <= 2)
DemonMotherSpermAttack(%obj,%searchobject);
else
DemonMotherFireRainAttack(%obj,%searchobject);
}
else //damn, to close, ok lung at him
DemonMotherLungAttack(%obj,%searchobject);
}
else{
%rand = getRandom(1,5); //ok so theres 3 good possible attacks here, so lets get a random variable and decide what to do.
if(%rand == 1)
DemonMotherPlasmaAttack(%obj,%searchobject);
else if(%rand <= 3)
DemonMotherStrafeAttack(%obj,%searchobject);
else
DemonMotherFlyAttack(%obj,%searchobject);
}
}
else{ //ok, were to far away, maybe we should shoot at them.
if(%obj.justshot == 1) //humm we just attacked, ok, let charge him, get in close
DemonMotherChargeIn(%obj,%searchobject);
else{ //were good to fire, FIRE AWAY!
%rand = getRandom(1,5); //ok so theres 3 good possible attacks here, so lets get a random variable and decide what to do.
if(%rand == 1)
DemonMotherFireRainAttack(%obj,%searchobject);
else if(%rand <= 3)
DemonMotherMissileAttack(%obj,%searchobject);
else
DemonMotherSpermAttack(%obj,%searchobject);
}
}
} }
else if(%dist > 100){ %pos = %zombie.getposition();
%rand = getrandom(1,120); InitContainerRadiusSearch(%pos, 250, $TypeMasks::ProjectileObjectType);
if(%rand == 94) //please, dont ask why i choose this number, it just poped in my head while ((%searchObject = containerSearchNext()) != 0) {
DemonMotherDemonSpawn(%obj); %projpos = %searchobject.getPosition();
else %dist = vectorDist(%pos, %projpos);
DemonMotherMoveToTarget(%obj,%searchobject); if(%dist <= 100) {
if(%searchobject.lastpos) {
%zombie.playShieldEffect("1 1 1");
%searchobject.delete();
}
}
else {
%searchobject.lastpos = %projpos;
}
} }
else %zombie.defenseLoop = %datablock.schedule(50, "defenseLoop", %zombie);
DemonMotherMoveToTarget(%obj,%searchobject);
%obj.justshot = 0;
%obj.justmelee = 0;
}
else{
schedule(500, 0, "DemonMotherThink", %obj);
}
} }
function DemonMotherDefense(%obj){ function DemonMotherZombieArmor::AIRoutine(%datablock, %zombie) {
if(!isObject(%obj)) if(!isObject(%zombie) || %zombie.getState() $= "dead") {
return; %zombie.throwWeapon(1);
if(%obj.getState() $= "dead") return;
return; }
%pos = %obj.getposition(); %pos = %zombie.getWorldBoxCenter();
InitContainerRadiusSearch(%pos, 250, $TypeMasks::ProjectileObjectType); %closestClient = TWM2Lib_Zombie_Core("lookForTarget", %zombie);
while ((%searchObject = containerSearchNext()) != 0){ %closestDistance = getWord(%closestClient, 1);
%projpos = %searchobject.getPosition(); %closestClient = getWord(%closestClient, 0).Player;
%dist = vectorDist(%pos,%projpos); if(%closestClient != -1){
if(%dist <= 100){ %searchobject = %closestclient;
if(%searchobject.lastpos) %dist = vectorDist(%pos, %searchobject.getPosition());
%searchobject.delete(); if(%dist <= 100) {
//ok were now in combat mode, lets decide on what we should do, move attack, or shoot.
if(%dist <= 50) {
//if we just used a melee attack, maybe we should follow it up with a shot attack.
if(%zombie.justmelee == 1) {
//good were far enough away, lets shoot em.
if(%dist >= 10) {
%rand = getrandom(1,3);
if(%rand <= 2) {
%zombie.attackFunction = %datablock.AttackFunction(%zombie, "AcidStrike", %searchObject);
}
else {
DemonMotherFireRainAttack(%zombie, %searchobject);
}
}
//damn, to close, ok lung at him
else {
DemonMotherLungAttack(%zombie, %searchobject);
}
}
else {
//ok so theres 3 good possible attacks here, so lets get a random variable and decide what to do.
%rand = getRandom(1, 5);
if(%rand == 1) {
DemonMotherPlasmaAttack(%zombie, %searchobject);
}
else if(%rand <= 3) {
DemonMotherStrafeAttack(%zombie, %searchobject);
}
else {
DemonMotherFlyAttack(%zombie, %searchobject);
}
}
}
//ok, were to far away, maybe we should shoot at them.
else {
//humm we just attacked, ok, let charge him, get in close
if(%zombie.justshot == 1) {
DemonMotherChargeIn(%zombie, %searchobject);
}
//were good to fire, FIRE AWAY!
else {
//ok so theres 3 good possible attacks here, so lets get a random variable and decide what to do.
%rand = getRandom(1, 5);
if(%rand == 1) {
DemonMotherFireRainAttack(%zombie, %searchobject);
}
else if(%rand <= 3) {
DemonMotherMissileAttack(%zombie, %searchobject);
}
else {
%zombie.attackFunction = %datablock.AttackFunction(%zombie, "AcidStrike", %searchObject);
}
}
}
}
else if(%dist > 100) {
%rand = getrandom(1,120);
//please, dont ask why i choose this number, it just popped in my head
if(%rand == 94) {
DemonMotherDemonSpawn(%zombie);
}
else {
DemonMotherMoveToTarget(%zombie,%searchobject);
}
}
else {
DemonMotherMoveToTarget(%zombie,%searchobject);
}
%zombie.justshot = 0;
%zombie.justmelee = 0;
}
else {
%zombie.aiRoutine = %datablock.schedule(500, 0, "AIRoutine", %zombie);
} }
else
%searchobject.lastpos = %projpos;
}
schedule(50, "DemonMotherDefense", %obj);
} }
function DemonMotherSpermAttack(%obj,%target){ function DemonMotherZombieArmor::AttackFunction(%datablock, %zombie, %attackFunction, %target) {
if(!isObject(%obj)) if(!isObject(%zombie) || %zombie.getState() $= "dead") {
return; return;
if(%obj.getState() $= "dead") }
return; switch$(%attackFunction) {
if(!isObject(%target)){ case "AcidStrike":
DemonMotherThink(%obj); if(!isObject(%target) || %target.getState() $= "dead") {
return; %zombie.aiRoutine = %datablock.AIRoutine(%zombie);
} return;
FaceTarget(%obj,%target); }
if(%obj.chargecount $= "") %vector = TWM2Lib_Zombie_Core("zombieGetFacingDirection", %zombie, %target.getPosition());
%obj.chargecount = 0; if(%zombie.chargeCount $= "") {
%charge = new ParticleEmissionDummy() %zombie.chargeCount = 0;
{ }
position = %obj.getMuzzlePoint(4); %chargeEmitter = new ParticleEmissionDummy() {
dataBlock = "defaultEmissionDummy"; datablock = "defaultEmissionDummy";
emitter = "BurnEmitter"; emitter = "BurnEmitter";
}; position = %zombie.getMuzzlePoint(4);
MissionCleanup.add(%charge); };
%charge.schedule(100, "delete"); MissionCleanup.add(%chargeEmitter);
%chargeEmitter.schedule(100, "delete");
//
if(%zombie.chargeCount == 7 || %zombie.chargeCount == 9) {
%vec = vectorSub(%target.getWorldBoxCenter(), %zombie.getMuzzlePoint(4));
%vec = vectorAdd(%vec, vectorScale(%target.getVelocity(), vectorLen(%vec) / 100));
%p = new TracerProjectile() {
dataBlock = LZombieAcidBall;
initialDirection = %vec;
initialPosition = %zombie.getMuzzlePoint(4);
sourceObject = %zombie;
sourceSlot = 6;
};
}
if(%obj.chargecount <= 9) {
%zombie.attackFunction = %datablock.schedule(100, 0, "AttackFunction", %zombie, %attackFunction, %target);
%zombie.chargeCount++;
}
else {
%zombie.chargecount = 0;
%zombie.justshot = 1;
%zombie.aiRoutine = %datablock.AIRoutine(%zombie);
}
if(%obj.chargecount == 7){ case "FireLunge":
%vec = vectorsub(%target.getworldboxcenter(),%obj.getMuzzlePoint(4));
%vec = vectoradd(%vec, vectorscale(%target.getvelocity(),vectorlen(%vec)/100));
%p = new TracerProjectile()
{
dataBlock = LZombieAcidBall;
initialDirection = %vec;
initialPosition = %obj.getMuzzlePoint(4);
sourceObject = %obj;
sourceSlot = 6;
};
}
if(%obj.chargecount == 9){
%vec = vectorsub(%target.getworldboxcenter(),%obj.getMuzzlePoint(4));
%vec = vectoradd(%vec, vectorscale(%target.getvelocity(),vectorlen(%vec)/100));
%p = new TracerProjectile()
{
dataBlock = LZombieAcidBall;
initialDirection = %vec;
initialPosition = %obj.getMuzzlePoint(4);
sourceObject = %obj;
sourceSlot = 6;
};
}
if(%obj.chargecount <= 9){ case "StrafeMove":
schedule(100, 0, "DemonMotherSpermAttack", %obj, %target);
%obj.chargecount++; case "FlyAttack":
}
else{ case "Firestorm":
%obj.chargecount = 0;
%obj.justshot = 1; case "MissileStrike":
DemonMotherThink(%obj);
} case "PlasmaStrike":
case "ChargeAttack":
}
} }
function DemonMotherLungAttack(%obj,%target){ function DemonMotherLungAttack(%obj,%target){
@ -588,13 +582,3 @@ function DemonMotherDemonSpawn(%obj){
} }
schedule(1500, 0, "DemonMotherThink", %obj); schedule(1500, 0, "DemonMotherThink", %obj);
} }
function FaceTarget(%obj,%target){
%vector = vectorNormalize(vectorSub(%target.getPosition(), %obj.getPosition()));
%v1 = getword(%vector, 0);
%v2 = getword(%vector, 1);
%nv1 = %v2;
%nv2 = (%v1 * -1);
%vector2 = %nv1@" "@%nv2@" 0";
%obj.setRotation(fullrot("0 0 0",%vector2));
}

View file

@ -1,29 +1,33 @@
datablock PlayerData(DemonUltraZombieArmor) : LightMaleHumanArmor datablock PlayerData(DemonUltraZombieArmor) : LightMaleHumanArmor {
{ runForce = 60.20 * 90;
runForce = 60.20 * 90; runEnergyDrain = 0.0;
runEnergyDrain = 0.0; minRunEnergy = 10;
minRunEnergy = 10; maxForwardSpeed = 9;
maxForwardSpeed = 9; maxBackwardSpeed = 7;
maxBackwardSpeed = 7; maxSideSpeed = 7;
maxSideSpeed = 7;
jumpForce = 14.0 * 90; jumpForce = 14.0 * 90;
maxDamage = 2.8; maxDamage = 2.8;
minImpactSpeed = 35; minImpactSpeed = 35;
shapeFile = "heavy_male.dts"; shapeFile = "heavy_male.dts";
jetEmitter = BiodermArmorJetEmitter; jetEmitter = BiodermArmorJetEmitter;
jetEffect = BiodermArmorJetEffect; jetEffect = BiodermArmorJetEffect;
debrisShapeName = "bio_player_debris.dts"; debrisShapeName = "bio_player_debris.dts";
//Foot Prints //Foot Prints
decalData = LightBiodermFootprint; decalData = LightBiodermFootprint;
decalOffset = 0.3; decalOffset = 0.3;
waterBreathSound = WaterBreathBiodermSound; waterBreathSound = WaterBreathBiodermSound;
damageScale[$DamageType::M1700] = 3.0; damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::CrimsonHawk] = 1.9;
max[RepairKit] = 0; max[RepairKit] = 0;
max[Mine] = 0; max[Mine] = 0;

View file

@ -1,23 +1,26 @@
datablock PlayerData(EliteDemonZombieArmor) : LightMaleHumanArmor datablock PlayerData(EliteDemonZombieArmor) : LightMaleHumanArmor {
{ boundingBox = "1.63 1.63 2.6";
boundingBox = "1.63 1.63 2.6"; maxDamage = 5.0;
maxDamage = 5.0; minImpactSpeed = 35;
minImpactSpeed = 35; shapeFile = "bioderm_heavy.dts";
shapeFile = "bioderm_heavy.dts";
debrisShapeName = "bio_player_debris.dts"; debrisShapeName = "bio_player_debris.dts";
//Foot Prints //Foot Prints
decalData = HeavyBiodermFootprint; decalData = HeavyBiodermFootprint;
decalOffset = 0.4; decalOffset = 0.4;
waterBreathSound = WaterBreathBiodermSound; waterBreathSound = WaterBreathBiodermSound;
damageScale[$DamageType::M1700] = 2.0; damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Burn] = 0.1; damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::Fire] = 0.1; damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::Napalm] = 0.1; damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Plasma] = 0.1; damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::Burn] = 0.1;
damageScale[$DamageType::Fire] = 0.1;
damageScale[$DamageType::Napalm] = 0.1;
damageScale[$DamageType::Plasma] = 0.1;
max[RepairKit] = 0; max[RepairKit] = 0;
max[Mine] = 0; max[Mine] = 0;

View file

@ -1,3 +1,5 @@
$TWM2::ArmorHasCollisionFunction[LordZombieArmor] = false;
datablock AudioProfile(ZLordFootSound) { datablock AudioProfile(ZLordFootSound) {
filename = "fx/weapons/grenade_explode_UW.wav"; filename = "fx/weapons/grenade_explode_UW.wav";
description = AudioBomb3d; description = AudioBomb3d;
@ -29,7 +31,16 @@ datablock PlayerData(LordZombieArmor) : HeavyMaleBiodermArmor {
LFootSnowSound = ZLordFootSound; LFootSnowSound = ZLordFootSound;
RFootSnowSound = ZLordFootSound; RFootSnowSound = ZLordFootSound;
damageScale[$DamageType::M1700] = 1.5; damageScale[$DamageType::RP432] = 3.5;
damageScale[$DamageType::MG42] = 4.0;
damageScale[$DamageType::MRXX] = 4.5;
damageScale[$DamageType::PTorpedo] = 10.0;
damageScale[$DamageType::CrimsonHawk] = 1.9;
damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
max[RepairKit] = 0; max[RepairKit] = 0;
max[Mine] = 0; max[Mine] = 0;

View file

@ -1,3 +1,5 @@
$TWM2::ArmorHasCollisionFunction[ZombieArmor] = true;
datablock PlayerData(ZombieArmor) : LightMaleHumanArmor { datablock PlayerData(ZombieArmor) : LightMaleHumanArmor {
runForce = 60.20 * 90; runForce = 60.20 * 90;
runEnergyDrain = 0.0; runEnergyDrain = 0.0;
@ -22,13 +24,45 @@ datablock PlayerData(ZombieArmor) : LightMaleHumanArmor {
waterBreathSound = WaterBreathBiodermSound; waterBreathSound = WaterBreathBiodermSound;
damageScale[$DamageType::M1700] = 3.0; damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::CrimsonHawk] = 1.9;
max[RepairKit] = 0; max[RepairKit] = 0;
max[Mine] = 0; max[Mine] = 0;
max[Grenade] = 0; max[Grenade] = 0;
}; };
function ZombieArmor::armorCollisionFunction(%datablock, %zombie, %colPlayer) {
if(!isObject(%zombie) || %zombie.getState() $= "dead") {
return;
}
if(!isObject(%colPlayer) || %colPlayer.getState() $= "dead") {
return;
}
//Check to make sure we're not hitting another zombie / boss
if(%colPlayer.isBoss || %colPlayer.isZombie || %colPlayer.rapierShield) {
return;
}
//Damage.
%causeInfect = %zombie.damage_infectOnTouch;
%baseDamage = %zombie.damage_amountOnTouch;
%multiplier = %zombie.damage_alreadyInfectedMultiplier;
%total = %colPlayer.infected ? (%baseDamage * %multiplier) : %baseDamage;
%pushVector = vectorscale(%colPlayer.getvelocity(), 100);
%colPlayer.applyimpulse(%colPlayer.getposition(), %pushVector);
if(%causeInfect) {
%colPlayer.Infected = 1;
%colPlayer.InfectedLoop = schedule(10, %colPlayer, "TWM2Lib_Zombie_Core", "InfectLoop", %colPlayer);
}
%colPlayer.damage(0, %colPlayer.getPosition(), %total, $DamageType::Zombie);
}
function ZombieArmor::AI(%datablock, %zombie) { function ZombieArmor::AI(%datablock, %zombie) {
//Normal zombies do not employ any "AI" other than target and move, fork off to main move function //Normal zombies do not employ any "AI" other than target and move, fork off to main move function
%datablock.Move(%zombie); %datablock.Move(%zombie);

View file

@ -1,3 +1,5 @@
$TWM2::ArmorHasCollisionFunction[RapierZombieArmor] = true;
datablock PlayerData(RapierZombieArmor) : LightMaleBiodermArmor { datablock PlayerData(RapierZombieArmor) : LightMaleBiodermArmor {
maxDamage = 1.0; maxDamage = 1.0;
minImpactSpeed = 50; minImpactSpeed = 50;
@ -17,8 +19,13 @@ datablock PlayerData(RapierZombieArmor) : LightMaleBiodermArmor {
boundingBox = "2.0 2.0 1.2"; boundingBox = "2.0 2.0 1.2";
damageScale[$DamageType::M1700] = 2.0; damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::Missile] = 100.0; damageScale[$DamageType::Missile] = 100.0;
damageScale[$DamageType::CrimsonHawk] = 1.9;
max[RepairKit] = 0; max[RepairKit] = 0;
max[Mine] = 0; max[Mine] = 0;
@ -57,6 +64,41 @@ datablock ShapeBaseImageData(ZWingAltImage2) {
rotation = "-0.5 -2 0 35"; // L/R - F/B - T/B rotation = "-0.5 -2 0 35"; // L/R - F/B - T/B
}; };
function RapierZombieArmor::armorCollisionFunction(%datablock, %zombie, %colPlayer) {
if(!isObject(%zombie) || %zombie.getState() $= "dead") {
return;
}
if(!isObject(%colPlayer) || %colPlayer.getState() $= "dead") {
return;
}
//Check to make sure we're not hitting another zombie / boss
if(%colPlayer.isBoss || %colPlayer.isZombie || %colPlayer.rapierShield) {
return;
}
//Damage.
%causeInfect = %zombie.damage_infectOnTouch;
%baseDamage = %zombie.damage_amountOnTouch;
%multiplier = %zombie.damage_alreadyInfectedMultiplier;
%total = %colPlayer.infected ? (%baseDamage * %multiplier) : %baseDamage;
%chance = getRandom(1, 3);
if(%chance != 3) {
%zombie.iscarrying = true;
%colPlayer.grabbed = true;
%colPlayer.damage(0, %colPlayer.getPosition(), %baseDamage, $DamageType::Zombie);
%zombie.killingPlayer = %datablock.zCarryLoop(%zombie, %colPlayer, 0);
}
else {
%colPlayer.damage(0, %colPlayer.getPosition(), %total, $DamageType::Zombie);
if(%causeInfect) {
%colPlayer.Infected = 1;
%colPlayer.InfectedLoop = schedule(10, %colPlayer, "TWM2Lib_Zombie_Core", "InfectLoop", %colPlayer);
}
}
}
function RapierZombieArmor::AI(%datablock, %zombie) { function RapierZombieArmor::AI(%datablock, %zombie) {
//No special AI here, we'll let %block.move() handle it... //No special AI here, we'll let %block.move() handle it...
if(!isObject(%zombie) || %zombie.getState() $= "dead") { if(!isObject(%zombie) || %zombie.getState() $= "dead") {

View file

@ -1,15 +1,49 @@
$TWM2::ArmorHasCollisionFunction[RavagerZombieArmor] = true;
datablock PlayerData(RavagerZombieArmor) : LightMaleBiodermArmor { datablock PlayerData(RavagerZombieArmor) : LightMaleBiodermArmor {
maxDamage = 1.0; maxDamage = 1.0;
minImpactSpeed = 50; minImpactSpeed = 50;
speedDamageScale = 0.015; speedDamageScale = 0.015;
damageScale[$DamageType::M1700] = 2.0; damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::CrimsonHawk] = 1.9;
max[RepairKit] = 0; max[RepairKit] = 0;
max[Mine] = 0; max[Mine] = 0;
max[Grenade] = 0; max[Grenade] = 0;
}; };
function RavagerZombieArmor::armorCollisionFunction(%datablock, %zombie, %colPlayer) {
if(!isObject(%zombie) || %zombie.getState() $= "dead") {
return;
}
if(!isObject(%colPlayer) || %colPlayer.getState() $= "dead") {
return;
}
//Check to make sure we're not hitting another zombie / boss
if(%colPlayer.isBoss || %colPlayer.isZombie || %colPlayer.rapierShield) {
return;
}
//Damage.
%causeInfect = %zombie.damage_infectOnTouch;
%baseDamage = %zombie.damage_amountOnTouch;
%multiplier = %zombie.damage_alreadyInfectedMultiplier;
%total = %colPlayer.infected ? (%baseDamage * %multiplier) : %baseDamage;
%pushVector = vectorscale(%colPlayer.getvelocity(), 100);
%colPlayer.applyimpulse(%colPlayer.getposition(), %pushVector);
if(%causeInfect) {
%colPlayer.Infected = 1;
%colPlayer.InfectedLoop = schedule(10, %colPlayer, "TWM2Lib_Zombie_Core", "InfectLoop", %colPlayer);
}
%colPlayer.damage(0, %colPlayer.getPosition(), %total, $DamageType::Zombie);
}
//Ravager Zombies //Ravager Zombies
// TWM2 3.9.2 // TWM2 3.9.2
// - Old Behavior: Ground crawling zombie with fast speed that would ram into targets // - Old Behavior: Ground crawling zombie with fast speed that would ram into targets

View file

@ -1,34 +1,37 @@
datablock PlayerData(ShifterZombieArmor) : LightMaleHumanArmor datablock PlayerData(ShifterZombieArmor) : LightMaleHumanArmor {
{ runForce = 60.20 * 90;
runForce = 60.20 * 90; runEnergyDrain = 0.0;
runEnergyDrain = 0.0; minRunEnergy = 10;
minRunEnergy = 10; maxForwardSpeed = 9;
maxForwardSpeed = 9; maxBackwardSpeed = 7;
maxBackwardSpeed = 7; maxSideSpeed = 7;
maxSideSpeed = 7;
jumpForce = 14.0 * 90; jumpForce = 14.0 * 90;
maxDamage = 2.8; maxDamage = 2.8;
minImpactSpeed = 35; minImpactSpeed = 35;
shapeFile = "bioderm_light.dts"; shapeFile = "bioderm_light.dts";
jetEmitter = BiodermArmorJetEmitter; jetEmitter = BiodermArmorJetEmitter;
jetEffect = BiodermArmorJetEffect; jetEffect = BiodermArmorJetEffect;
debrisShapeName = "bio_player_debris.dts"; debrisShapeName = "bio_player_debris.dts";
//Foot Prints //Foot Prints
decalData = LightBiodermFootprint; decalData = LightBiodermFootprint;
decalOffset = 0.3; decalOffset = 0.3;
waterBreathSound = WaterBreathBiodermSound; waterBreathSound = WaterBreathBiodermSound;
damageScale[$DamageType::M1700] = 3.0; damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::CrimsonHawk] = 1.9;
max[RepairKit] = 0; max[RepairKit] = 0;
max[Mine] = 0; max[Mine] = 0;
max[Grenade] = 0; max[Grenade] = 0;
}; };
function ShifterZombiemovetotarget(%zombie){ function ShifterZombiemovetotarget(%zombie){

View file

@ -1,10 +1,14 @@
datablock PlayerData(SSZombieArmor) : LightMaleBiodermArmor datablock PlayerData(SSZombieArmor) : LightMaleBiodermArmor {
{ maxDamage = 1.0;
maxDamage = 1.0; minImpactSpeed = 50;
minImpactSpeed = 50; speedDamageScale = 0.015;
speedDamageScale = 0.015;
damageScale[$DamageType::M1700] = 2.0; damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::CrimsonHawk] = 1.9;
max[RepairKit] = 0; max[RepairKit] = 0;
max[Mine] = 0; max[Mine] = 0;

View file

@ -1,18 +1,23 @@
datablock PlayerData(SniperZombieArmor) : LightMaleHumanArmor { datablock PlayerData(SniperZombieArmor) : LightMaleHumanArmor {
boundingBox = "1.63 1.63 2.6"; boundingBox = "1.63 1.63 2.6";
maxDamage = 2.5; maxDamage = 2.5;
minImpactSpeed = 35; minImpactSpeed = 35;
shapeFile = "bioderm_heavy.dts"; shapeFile = "bioderm_heavy.dts";
debrisShapeName = "bio_player_debris.dts"; debrisShapeName = "bio_player_debris.dts";
//Foot Prints //Foot Prints
decalData = HeavyBiodermFootprint; decalData = HeavyBiodermFootprint;
decalOffset = 0.4; decalOffset = 0.4;
waterBreathSound = WaterBreathBiodermSound; waterBreathSound = WaterBreathBiodermSound;
damageScale[$DamageType::M1700] = 2.0; damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::CrimsonHawk] = 1.9;
max[RepairKit] = 0; max[RepairKit] = 0;
max[Mine] = 0; max[Mine] = 0;
@ -20,17 +25,17 @@ datablock PlayerData(SniperZombieArmor) : LightMaleHumanArmor {
}; };
datablock ShapeBaseImageData(ZSniperImage1) { datablock ShapeBaseImageData(ZSniperImage1) {
shapeFile = "weapon_sniper.dts"; shapeFile = "weapon_sniper.dts";
emap = true; emap = true;
armThread = looksn; armThread = looksn;
}; };
datablock ShapeBaseImageData(ZSniperImage2) { datablock ShapeBaseImageData(ZSniperImage2) {
shapeFile = "weapon_targeting.dts"; shapeFile = "weapon_targeting.dts";
offset = "0.0 1.0 0.41"; offset = "0.0 1.0 0.41";
rotation = "90 0 0 90"; rotation = "90 0 0 90";
armThread = looksn; armThread = looksn;
emap = true; emap = true;
}; };
function SniperZombiemovetotarget(%zombie){ function SniperZombiemovetotarget(%zombie){

View file

@ -1,29 +1,33 @@
datablock PlayerData(SummonerZombieArmor) : LightMaleHumanArmor datablock PlayerData(SummonerZombieArmor) : LightMaleHumanArmor {
{ runForce = 60.20 * 90;
runForce = 60.20 * 90; runEnergyDrain = 0.0;
runEnergyDrain = 0.0; minRunEnergy = 10;
minRunEnergy = 10; maxForwardSpeed = 9;
maxForwardSpeed = 9; maxBackwardSpeed = 7;
maxBackwardSpeed = 7; maxSideSpeed = 7;
maxSideSpeed = 7;
jumpForce = 14.0 * 90; jumpForce = 14.0 * 90;
maxDamage = 2.8; maxDamage = 2.8;
minImpactSpeed = 35; minImpactSpeed = 35;
shapeFile = "light_male.dts"; shapeFile = "light_male.dts";
jetEmitter = BiodermArmorJetEmitter; jetEmitter = BiodermArmorJetEmitter;
jetEffect = BiodermArmorJetEffect; jetEffect = BiodermArmorJetEffect;
debrisShapeName = "bio_player_debris.dts"; debrisShapeName = "bio_player_debris.dts";
//Foot Prints //Foot Prints
decalData = LightBiodermFootprint; decalData = LightBiodermFootprint;
decalOffset = 0.3; decalOffset = 0.3;
waterBreathSound = WaterBreathBiodermSound; waterBreathSound = WaterBreathBiodermSound;
damageScale[$DamageType::M1700] = 3.0; damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::CrimsonHawk] = 1.9;
max[RepairKit] = 0; max[RepairKit] = 0;
max[Mine] = 0; max[Mine] = 0;

View file

@ -1,9 +1,14 @@
datablock PlayerData(VolatileRavagerZombieArmor) : LightMaleBiodermArmor { datablock PlayerData(VolatileRavagerZombieArmor) : LightMaleBiodermArmor {
maxDamage = 1.0; maxDamage = 1.0;
minImpactSpeed = 50; minImpactSpeed = 50;
speedDamageScale = 0.015; speedDamageScale = 0.015;
damageScale[$DamageType::M1700] = 2.0; damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::CrimsonHawk] = 1.9;
max[RepairKit] = 0; max[RepairKit] = 0;
max[Mine] = 0; max[Mine] = 0;
@ -11,8 +16,8 @@ datablock PlayerData(VolatileRavagerZombieArmor) : LightMaleBiodermArmor {
}; };
datablock ShapeBaseImageData(ZExplosivePack) { datablock ShapeBaseImageData(ZExplosivePack) {
shapeFile = "pack_upgrade_satchel.dts"; shapeFile = "pack_upgrade_satchel.dts";
emap = false; emap = false;
}; };
function VRavZombiemovetotarget(%zombie){ function VRavZombiemovetotarget(%zombie){

View file

@ -1,23 +1,27 @@
datablock PlayerData(WraithZombieArmor) : LightMaleHumanArmor datablock PlayerData(WraithZombieArmor) : LightMaleHumanArmor {
{ boundingBox = "1.63 1.63 2.6";
boundingBox = "1.63 1.63 2.6"; maxDamage = 4.0;
maxDamage = 4.0; minImpactSpeed = 35;
minImpactSpeed = 35; shapeFile = "bioderm_heavy.dts";
shapeFile = "bioderm_heavy.dts";
//shields mo-fo's //shields mo-fo's
shieldHealthCharge = 0.05; shieldHealthCharge = 0.05;
maxShieldLevel = 4.0; maxShieldLevel = 4.0;
debrisShapeName = "bio_player_debris.dts"; debrisShapeName = "bio_player_debris.dts";
//Foot Prints //Foot Prints
decalData = HeavyBiodermFootprint; decalData = HeavyBiodermFootprint;
decalOffset = 0.4; decalOffset = 0.4;
waterBreathSound = WaterBreathBiodermSound; waterBreathSound = WaterBreathBiodermSound;
damageScale[$DamageType::M1700] = 2.0; damageScale[$DamageType::M1700] = 4.5;
damageScale[$DamageType::Wp400] = 4.0;
damageScale[$DamageType::SCD343] = 4.0;
damageScale[$DamageType::SA2400] = 5.0;
damageScale[$DamageType::Model1887] = 4.0;
damageScale[$DamageType::CrimsonHawk] = 1.9;
max[RepairKit] = 0; max[RepairKit] = 0;
max[Mine] = 0; max[Mine] = 0;

View file

@ -57,7 +57,7 @@ $DamageType::ZombieL = 58;
$DamageType::Pistol = 59; $DamageType::Pistol = 59;
$DamageType::Melee = 60; $DamageType::Melee = 60;
$DamageType::S3 = 61; $DamageType::S3 = 61;
$DamageType::W1700 = 62; $DamageType::M1700 = 62;
$DamageType::G41 = 63; $DamageType::G41 = 63;
$DamageType::R700 = 64; $DamageType::R700 = 64;
$DamageType::MP26 = 65; $DamageType::MP26 = 65;
@ -75,14 +75,30 @@ $DamageType::deserteagle = 76;
$DamageType::FissionBomb = 77; $DamageType::FissionBomb = 77;
$DamageType::RapierShield = 78; $DamageType::RapierShield = 78;
//Phantom139: TWM2 3.9.2: Added in damage types for every weapon, attack, etc for balancing individually
$DamageType::Javelin = 79;
$DamageType::Stinger = 80;
$DamageType::StaticGrenade = 81;
$DamageType::Plasmasaber = 82;
$DamageType::BladeOfVengance_Assassination = 83;
$DamageType::MG42 = 84;
$DamageType::MRXX = 85;
$DamageType::PTorpedo = 86;
$DamageType::CrimsonHawk = 87;
$DamageType::M93 = 88;
$DamageType::ES77PulsePhaser = 89;
$DamageType::Wp400 = 90;
$DamageType::SCD343 = 91;
$DamageType::Model1887 = 92;
//Phantom139: TWM2 3.9.2: Updated these "special" damage types to have much higher index values
// DMM -- added so MPBs that blow up under water get a message // DMM -- added so MPBs that blow up under water get a message
$DamageType::Water = 97; $DamageType::Water = 997;
//Tinman - used in Hunters for cheap bastards ;) //Tinman - used in Hunters for cheap bastards ;)
$DamageType::NexusCamping = 98; $DamageType::NexusCamping = 998;
// MES -- added so CTRL-K can get a distinctive message // MES -- added so CTRL-K can get a distinctive message
$DamageType::Suicide = 99; $DamageType::Suicide = 999;
// Etc, etc. // Etc, etc.
@ -120,14 +136,14 @@ $DamageTypeText[30] = 'tank mortar';
$DamageTypeText[31] = 'satchel charge'; $DamageTypeText[31] = 'satchel charge';
$DamageTypeText[32] = 'MPB missile'; $DamageTypeText[32] = 'MPB missile';
$DamageTypeText[33] = 'lighting'; $DamageTypeText[33] = 'lighting';
$DamageTypeText[35] = 'ForceField'; $DamageTypeText[35] = 'Force Field';
$DamageTypeText[36] = 'Crash'; $DamageTypeText[36] = 'Crash';
$DamageTypeText[50] = 'Meteor'; $DamageTypeText[50] = 'Meteor';
$DamageTypeText[51] = 'Cursing'; $DamageTypeText[51] = 'Cursing';
$DamageTypeText[52] = 'Idiocy'; $DamageTypeText[52] = 'Idiocy';
$DamageTypeText[53] = 'SuperChaingun'; $DamageTypeText[53] = 'Super Chaingun';
$DamageTypeText[54] = 'KillerFog'; $DamageTypeText[54] = 'Killer Fog';
$DamageTypeText[55] = 'Zombie'; $DamageTypeText[55] = 'Zombie';
$DamageTypeText[56] = 'ZAcid'; $DamageTypeText[56] = 'ZAcid';
@ -144,18 +160,24 @@ $DamageTypeText[66] = 'Pg700';
$DamageTypeText[67] = 'FellOff'; $DamageTypeText[67] = 'FellOff';
$DamageTypeText[68] = 'M1'; $DamageTypeText[68] = 'M1';
$DamageTypeText[69] = 'RP432'; $DamageTypeText[69] = 'RP432';
$DamageTypeText[70] = 'BladeOfVengance'; $DamageTypeText[70] = 'Blade Of Vengance';
$DamageTypeText[71] = 'RPG'; $DamageTypeText[71] = 'RPG';
$DamageTypeText[72] = 'GravBolt'; $DamageTypeText[72] = 'Grav Bolt';
$DamageTypeText[73] = 'LaserRifle'; $DamageTypeText[73] = 'Laser Rifle';
$DamageTypeText[74] = 'Burn'; $DamageTypeText[74] = 'Burn';
$DamageTypeText[75] = 'SA2400'; $DamageTypeText[75] = 'SA2400';
$DamageTypeText[76] = 'deserteagle'; $DamageTypeText[76] = 'desert eagle';
$DamageTypeText[77] = 'FissionBomb'; $DamageTypeText[77] = 'Fission Bomb';
$DamageTypeText[78] = 'RapierShield'; $DamageTypeText[78] = 'Rapier Shield';
$DamageTypeText[98] = 'nexus camping'; $DamageTypeText[79] = 'Javelin';
$DamageTypeText[99] = 'suicide'; $DamageTypeText[80] = 'Stinger';
$DamageTypeText[81] = 'Static Grenade';
$DamageTypeText[82] = 'Plasmasaber';
$DamageTypeText[998] = 'water';
$DamageTypeText[998] = 'nexus camping';
$DamageTypeText[999] = 'suicide';
// ##### PLEASE DO NOT REORDER THE DAMAGE PROFILE TABLES BELOW ##### // ##### PLEASE DO NOT REORDER THE DAMAGE PROFILE TABLES BELOW #####

View file

@ -115,11 +115,55 @@ $DeathMessageSelfKill[$DamageType::Fire, 2] = '\c0%1 burns %2self with %3 flamet
$DeathMessageSelfKill[$DamageType::Fire, 3] = '\c0%1 burns %2self down to cinders.'; $DeathMessageSelfKill[$DamageType::Fire, 3] = '\c0%1 burns %2self down to cinders.';
$DeathMessageSelfKill[$DamageType::Fire, 4] = '\c0%1 engulfs %2self in flames.'; $DeathMessageSelfKill[$DamageType::Fire, 4] = '\c0%1 engulfs %2self in flames.';
$DeathMessageSelfKill[$DamageType::FissionBomb, 0] = '\c0%1 Unleashed a fission bomb.'; $DeathMessageSelfKill[$DamageType::FissionBomb, 0] = '\c0%1\'s super powered fission bomb turned on it\'s owner with lethal ferocity.';
$DeathMessageSelfKill[$DamageType::FissionBomb, 1] = '\c0%1 Unleashed a fission bomb.'; $DeathMessageSelfKill[$DamageType::FissionBomb, 1] = '\c0%1 stared a bit too long at the bright fission bomb flash.';
$DeathMessageSelfKill[$DamageType::FissionBomb, 2] = '\c0%1 Unleashed a fission bomb.'; $DeathMessageSelfKill[$DamageType::FissionBomb, 2] = '\c0%1 pushed the big red button, and then didn\'t run.';
$DeathMessageSelfKill[$DamageType::FissionBomb, 3] = '\c0%1 Unleashed a fission bomb.'; $DeathMessageSelfKill[$DamageType::FissionBomb, 3] = '\c0%1 forgot to execute the third step of fission bomb operation, running.';
$DeathMessageSelfKill[$DamageType::FissionBomb, 4] = '\c0%1 Unleashed a fission bomb.'; $DeathMessageSelfKill[$DamageType::FissionBomb, 4] = '\c0%1 sets off a bright reaction of decimation, upon %2self.';
$DeathMessageSelfKill[$DamageType::Javelin, 0] = '\c0%1 obtained long range missile locking upon %2self.';
$DeathMessageSelfKill[$DamageType::Javelin, 1] = '\c0%1 pointed the javelin launching tube in the wrong direction.';
$DeathMessageSelfKill[$DamageType::Javelin, 2] = '\c0%1 obliterates %2self with %3 javelin.';
$DeathMessageSelfKill[$DamageType::Javelin, 3] = '\c0%1 looks up in the sky at %3 javelin rocket as it goes up... and then back down.';
$DeathMessageSelfKill[$DamageType::Javelin, 4] = '\c0%1 took self-artillery javelin practice too literally...';
$DeathMessageSelfKill[$DamageType::Stinger, 0] = '\c0%1 performed the ritual of anti-anti-aircraft upon %2self.';
$DeathMessageSelfKill[$DamageType::Stinger, 1] = '\c0%1 obtains missile locking upon %2self.';
$DeathMessageSelfKill[$DamageType::Stinger, 2] = '\c0%1 punts the stinger missile out of the park, along with %3 life.';
$DeathMessageSelfKill[$DamageType::Stinger, 3] = '\c0%1\'s missile launching skills have been increased to explosively spectacular levels.';
$DeathMessageSelfKill[$DamageType::Stinger, 4] = '\c0%1 blows %2self away with a stinger rocket';
$DeathMessageSelfKill[$DamageType::StaticGrenade, 0] = '\c0%1 took electrically induced explosives to a whole new meaning.';
$DeathMessageSelfKill[$DamageType::StaticGrenade, 1] = '\c0%1 pulled the pin on a static grenade, and then walked into it.';
$DeathMessageSelfKill[$DamageType::StaticGrenade, 2] = '\c0%1 tossed a static grenade and then performed boomerang logic on it.';
$DeathMessageSelfKill[$DamageType::StaticGrenade, 3] = '\c0%1\'s static grenade tossing skills have exploded into new proportions.';
$DeathMessageSelfKill[$DamageType::StaticGrenade, 4] = '\c0%1 blows %2self away with a static grenade';
//These three are impossible deaths, but w/e
$DeathMessageSelfKill[$DamageType::Plasmasaber, 0] = '\c0%1 turned %3 plasma energy sword upon %2self.';
$DeathMessageSelfKill[$DamageType::Plasmasaber, 1] = '\c0%1 turned %3 plasma energy sword upon %2self.';
$DeathMessageSelfKill[$DamageType::Plasmasaber, 2] = '\c0%1 turned %3 plasma energy sword upon %2self.';
$DeathMessageSelfKill[$DamageType::Plasmasaber, 3] = '\c0%1 turned %3 plasma energy sword upon %2self.';
$DeathMessageSelfKill[$DamageType::Plasmasaber, 4] = '\c0%1 turned %3 plasma energy sword upon %2self.';
$DeathMessageSelfKill[$DamageType::BladeOfVengance, 0] = '\c0%1 turned %3 blade of vengeance upon %2self.';
$DeathMessageSelfKill[$DamageType::BladeOfVengance, 1] = '\c0%1 turned %3 blade of vengeance upon %2self.';
$DeathMessageSelfKill[$DamageType::BladeOfVengance, 2] = '\c0%1 turned %3 blade of vengeance upon %2self.';
$DeathMessageSelfKill[$DamageType::BladeOfVengance, 3] = '\c0%1 turned %3 blade of vengeance upon %2self.';
$DeathMessageSelfKill[$DamageType::BladeOfVengance, 4] = '\c0%1 turned %3 blade of vengeance upon %2self.';
$DeathMessageSelfKill[$DamageType::BladeOfVengance_Assassination, 0] = '\c0%1 turned %3 blade of vengeance upon %2self.';
$DeathMessageSelfKill[$DamageType::BladeOfVengance_Assassination, 1] = '\c0%1 turned %3 blade of vengeance upon %2self.';
$DeathMessageSelfKill[$DamageType::BladeOfVengance_Assassination, 2] = '\c0%1 turned %3 blade of vengeance upon %2self.';
$DeathMessageSelfKill[$DamageType::BladeOfVengance_Assassination, 3] = '\c0%1 turned %3 blade of vengeance upon %2self.';
$DeathMessageSelfKill[$DamageType::BladeOfVengance_Assassination, 4] = '\c0%1 turned %3 blade of vengeance upon %2self.';
$DeathMessageSelfKill[$DamageType::PTorpedo, 0] = '\c0%1 pointed %3 proton torpedo cannon in the wrong direction.';
$DeathMessageSelfKill[$DamageType::PTorpedo, 1] = '\c0%1 decimates %3 local area with a proton torpedo cannon.';
$DeathMessageSelfKill[$DamageType::PTorpedo, 2] = '\c0%1 took proton detonation to a whole new level.';
$DeathMessageSelfKill[$DamageType::PTorpedo, 3] = '\c0%1\'s proton torpedo aiming skills are self-evident.';
$DeathMessageSelfKill[$DamageType::PTorpedo, 4] = '\c0%1 annihilates %2self into dust with a proton torpedo';
//used when a player is killed by a teammate //used when a player is killed by a teammate
$DeathMessageTeamKillCount = 1; $DeathMessageTeamKillCount = 1;
@ -138,7 +182,7 @@ $DeathMessageTeamKill[$DamageType::SatchelCharge, 0] = '\c0%4 blew up TEAMMATE %
$DeathMessageTeamKill[$DamageType::Impact, 0] = '\c0%4 runs down TEAMMATE %1!'; $DeathMessageTeamKill[$DamageType::Impact, 0] = '\c0%4 runs down TEAMMATE %1!';
$DeathMessageTeamKill[$DamageType::SuperChaingun, 0] = '\c0%4 TEAMKILLED %1 with a super chaingun!'; $DeathMessageTeamKill[$DamageType::SuperChaingun, 0] = '\c0%4 TEAMKILLED %1 with a super chaingun!';
$DeathMessageTeamKill[$DamageType::Pistol, 0] = '\c0%4 TEAMKILLED %1 with a colt pistol!'; $DeathMessageTeamKill[$DamageType::Pistol, 0] = '\c0%4 TEAMKILLED %1 with a colt pistol!';
$DeathMessageTeamKill[$DamageType::Melee, 0] = '\c0%4 Swings at TEAMMATE %1, and doesn\'t stop in time!'; $DeathMessageTeamKill[$DamageType::Melee, 0] = '\c0%4 swings for the fences in the general direction of TEAMMATE %1.';
$DeathMessageTeamKill[$DamageType::S3, 0] = '\c0%4 Nailed TEAMMATE %1 with an S3 Combat Rifle!'; $DeathMessageTeamKill[$DamageType::S3, 0] = '\c0%4 Nailed TEAMMATE %1 with an S3 Combat Rifle!';
$DeathMessageTeamKill[$DamageType::W1700, 0] = '\c0%4 Blasts TEAMMATE %1 with a W1700 Shotgun!'; $DeathMessageTeamKill[$DamageType::W1700, 0] = '\c0%4 Blasts TEAMMATE %1 with a W1700 Shotgun!';
$DeathMessageTeamKill[$DamageType::G41, 0] = '\c0%4 Kills TEAMMATE %1 with Semi-Automatic G41 Fire!'; $DeathMessageTeamKill[$DamageType::G41, 0] = '\c0%4 Kills TEAMMATE %1 with Semi-Automatic G41 Fire!';
@ -149,12 +193,23 @@ $DeathMessageTeamKill[$DamageType::M1, 0] = '\c0%4 Nails TEAMMATE %1 with an M1
$DeathMessageTeamKill[$DamageType::RP432, 0] = '\c0%4 Shreds up TEAMMATE %1 with %6 RP432 MG!'; $DeathMessageTeamKill[$DamageType::RP432, 0] = '\c0%4 Shreds up TEAMMATE %1 with %6 RP432 MG!';
$DeathMessageTeamKill[$DamageType::RPG, 0] = '\c0%4 Blows TEAMMATE %1 away with an RPG!'; $DeathMessageTeamKill[$DamageType::RPG, 0] = '\c0%4 Blows TEAMMATE %1 away with an RPG!';
$DeathMessageTeamKill[$DamageType::GravBolt, 0] = '\c0%4 ships TEAMMATE %1 to the upper atmosphere with a grav cannon!'; $DeathMessageTeamKill[$DamageType::GravBolt, 0] = '\c0%4 ships TEAMMATE %1 to the upper atmosphere with a grav cannon!';
$DeathMessageTeamKill[$DamageType::LaserRifle, 0] = '\c0%4 burns TEAMMATE %1 with %6 RSA Laser Rifle'; $DeathMessageTeamKill[$DamageType::LaserRifle, 0] = '\c0%4 burns TEAMMATE %1 with %6 UR-22 Laser Rifle';
$DeathMessageTeamKill[$DamageType::Fire, 0] = '\c0%4 burns TEAMMATE %1 with a flamethrower'; $DeathMessageTeamKill[$DamageType::Fire, 0] = '\c0%4 burns TEAMMATE %1 with a flamethrower';
$DeathMessageTeamKill[$DamageType::SA2400, 0] = '\c0%4 Nails TEAMMATE %1 with a SA2400'; $DeathMessageTeamKill[$DamageType::SA2400, 0] = '\c0%4 Nails TEAMMATE %1 with a SA2400';
$DeathMessageTeamKill[$DamageType::DesertEagle, 0] = '\c0%4 blasts TEAMMATE %1 with a desert eagle pistol'; $DeathMessageTeamKill[$DamageType::DesertEagle, 0] = '\c0%4 blasts TEAMMATE %1 with a desert eagle pistol';
$DeathMessageTeamKill[$DamageType::FissionBomb, 0] = '\c0%4 kills %1 with a Fission Bomb.'; $DeathMessageTeamKill[$DamageType::FissionBomb, 0] = '\c0%4 annihilates TEAMMATE %1 with a Fission Bomb.';
$DeathMessageTeamKill[$DamageType::Javelin, 0] = '\c0%4 nails TEAMMATE %1 with a javelin rocket.';
$DeathMessageTeamKill[$DamageType::Stinger, 0] = '\c0%4 ends TEAMMATE %1\'s vehicle experience with a stinger missile.';
$DeathMessageTeamKill[$DamageType::StaticGrenade, 0] = '\c0%4 TEAMKILLED %1 with a static grenade.';
$DeathMessageTeamKill[$DamageType::Plasmasaber, 0] = '\c0%4 strikes down TEAMMATE %1 with a plasmasaber.';
$DeathMessageTeamKill[$DamageType::BladeOfVengance, 0] = '\c0%4 strikes down TEAMMATE %1 with %6 blade of vengeance.';
$DeathMessageTeamKill[$DamageType::BladeOfVengance_Assassination, 0] = '\c0%4 assassinated TEAMMATE %1 with %6 blade of vengeance, oops.';
$DeathMessageTeamKill[$DamageType::MG42, 0] = '\c0%4 guns down TEAMMATE %1 with %6 MG42!';
$DeathMessageTeamKill[$DamageType::MRXX, 0] = '\c0%4 perforates TEAMMATE %1 with %6 MRXX ZC4 machine gun!';
$DeathMessageTeamKill[$DamageType::PTorpedo, 0] = '\c0%4 vaporized TEAMMATE %1 with a proton torpedo cannon!';
$DeathMessageTeamKill[$DamageType::CrimsonHawk, 0] = '\c0%4 eliminates TEAMMATE %1 with %6 crimson hawk pistol!';
$DeathMessageTeamKill[$DamageType::M93, 0] = '\c0%4 nails TEAMMATE %1 with a burst fired M93 pistol!';
$DeathMessageTeamKill[$DamageType::ES77PulsePhaser, 0] = '\c0%4 eliminates TEAMMATE %1 with %6 ES-77 Pulse Phaser!';
//these used when a player is killed by an enemy //these used when a player is killed by an enemy
$DeathMessageCount = 5; $DeathMessageCount = 5;
@ -526,7 +581,7 @@ $DeathMessage[$DamageType::Pg700, 4] = '\c0%1 is rapidly gunned down from %4\'s
$DeathMessage[$DamageType::FellOff, 0] = '\c0%1 began %3 high flying sky diving career a little too close to the ground.';// $DeathMessage[$DamageType::FellOff, 0] = '\c0%1 began %3 high flying sky diving career a little too close to the ground.';//
$DeathMessage[$DamageType::FellOff, 1] = '\c0%1 must have thougt staying close to the edge was a great idea.';// $DeathMessage[$DamageType::FellOff, 1] = '\c0%1 must have thougt staying close to the edge was a great idea.';//
$DeathMessage[$DamageType::FellOff, 2] = '\c0%1 now realizes that gravity is the law, and everyone must obey it.';// $DeathMessage[$DamageType::FellOff, 2] = '\c0%1 learned about Newton\'s Law of Gravity a bit too late.';//
$DeathMessage[$DamageType::FellOff, 3] = '\c0%1 couldn\'t handle the gravity of the situation.';// $DeathMessage[$DamageType::FellOff, 3] = '\c0%1 couldn\'t handle the gravity of the situation.';//
$DeathMessage[$DamageType::FellOff, 4] = '\c0%1 takes a nice long trip down the edge.';// $DeathMessage[$DamageType::FellOff, 4] = '\c0%1 takes a nice long trip down the edge.';//
@ -548,10 +603,10 @@ $DeathMessage[$DamageType::RPG, 2] = '\c0%4 blasted %1 with %6 RPG';
$DeathMessage[$DamageType::RPG, 3] = '\c0%4 blows %1 into epic explosive proportions.'; $DeathMessage[$DamageType::RPG, 3] = '\c0%4 blows %1 into epic explosive proportions.';
$DeathMessage[$DamageType::RPG, 4] = '\c0%1 died after taking a RPG to the face from %4.'; $DeathMessage[$DamageType::RPG, 4] = '\c0%1 died after taking a RPG to the face from %4.';
$DeathMessage[$DamageType::LaserRifle, 0] = '\c0%4 beamed down %1 with an RSA Laser Rifle.'; $DeathMessage[$DamageType::LaserRifle, 0] = '\c0%4 beamed down %1 with a Laser Rifle.';
$DeathMessage[$DamageType::LaserRifle, 1] = '\c0%4 blasts ultimate laser beams into %1.'; $DeathMessage[$DamageType::LaserRifle, 1] = '\c0%4 blasts ultimate laser beams into %1.';
$DeathMessage[$DamageType::LaserRifle, 2] = '\c0%4 utilizes advanced RSA Laser Technology on %1'; $DeathMessage[$DamageType::LaserRifle, 2] = '\c0%4 utilizes advanced Laser Technology on %1';
$DeathMessage[$DamageType::LaserRifle, 3] = '\c0%4 burns holes into %1 from %6 RSA laser rifle.'; $DeathMessage[$DamageType::LaserRifle, 3] = '\c0%4 burns holes into %1 from %6 laser rifle.';
$DeathMessage[$DamageType::LaserRifle, 4] = '\c0%4 gives %1 some laser therapy, too bad it was lethal.'; $DeathMessage[$DamageType::LaserRifle, 4] = '\c0%4 gives %1 some laser therapy, too bad it was lethal.';
$DeathMessage[$DamageType::Burn, 0] = '\c0%1 screams fire, nobody comes to aid %2.'; $DeathMessage[$DamageType::Burn, 0] = '\c0%1 screams fire, nobody comes to aid %2.';
@ -573,10 +628,10 @@ $DeathMessage[$DamageType::SA2400, 3] = '\c0%4 unloads a full clip of buckshot u
$DeathMessage[$DamageType::SA2400, 4] = '\c0%1 has many tiny buckshot holes from %4 in %2.'; $DeathMessage[$DamageType::SA2400, 4] = '\c0%1 has many tiny buckshot holes from %4 in %2.';
$DeathMessage[$DamageType::deserteagle, 0] = '\c0%4 blows %1 away with a desert eagle pistol.'; $DeathMessage[$DamageType::deserteagle, 0] = '\c0%4 blows %1 away with a desert eagle pistol.';
$DeathMessage[$DamageType::deserteagle, 1] = '\c0%4 blasts a pistol shot that %1 will never forger.'; $DeathMessage[$DamageType::deserteagle, 1] = '\c0%4 blasts a pistol shot that %1 will never forget.';
$DeathMessage[$DamageType::deserteagle, 2] = '\c0%4 uses the most powerful pistol on %1'; $DeathMessage[$DamageType::deserteagle, 2] = '\c0%4 unleashes the most powerful pistol on %1';
$DeathMessage[$DamageType::deserteagle, 3] = '\c0%4 shows %1 some desert eagle skillz.'; $DeathMessage[$DamageType::deserteagle, 3] = '\c0%4 shows %1 some desert eagle skillz.';
$DeathMessage[$DamageType::deserteagle, 4] = '\c0%4 gives %1 some D.Eagle bullets, they are murderous.'; $DeathMessage[$DamageType::deserteagle, 4] = '\c0%4 gives %1 a rocking wonderful time with a desert eagle barrage.';
$DeathMessage[$DamageType::FissionBomb, 0] = '\c0%4 kills %1 with a Fission Bomb..'; $DeathMessage[$DamageType::FissionBomb, 0] = '\c0%4 kills %1 with a Fission Bomb..';
$DeathMessage[$DamageType::FissionBomb, 1] = '\c0%4 kills %1 with a Fission Bomb..'; $DeathMessage[$DamageType::FissionBomb, 1] = '\c0%4 kills %1 with a Fission Bomb..';
@ -584,3 +639,74 @@ $DeathMessage[$DamageType::FissionBomb, 2] = '\c0%4 kills %1 with a Fission Bomb
$DeathMessage[$DamageType::FissionBomb, 3] = '\c0%4 kills %1 with a Fission Bomb..'; $DeathMessage[$DamageType::FissionBomb, 3] = '\c0%4 kills %1 with a Fission Bomb..';
$DeathMessage[$DamageType::FissionBomb, 4] = '\c0%4 kills %1 with a Fission Bomb..'; $DeathMessage[$DamageType::FissionBomb, 4] = '\c0%4 kills %1 with a Fission Bomb..';
$DeathMessage[$DamageType::Javelin, 0] = '\c0%4 fires a rocket which goes up.. %1 stares in astonishment as it comes back down.';
$DeathMessage[$DamageType::Javelin, 1] = '\c0%1 was blasted out of existence by %4\'s javelin rocket.';
$DeathMessage[$DamageType::Javelin, 2] = '\c0%1 has been scattered across the battlefield thanks to %4\'s javelin.';
$DeathMessage[$DamageType::Javelin, 3] = '\c0%4 strikes down %1 with a javelin rocket from afar.';
$DeathMessage[$DamageType::Javelin, 4] = '\c0%1 experiences explosive javelin decomposition from %4.';
$DeathMessage[$DamageType::Stinger, 0] = '\c0%4 ends %1\'s vehicular journey with a stinger missile.';
$DeathMessage[$DamageType::Stinger, 1] = '\c0%1 is knocked out of the sky by %4\'s stinger missile.';
$DeathMessage[$DamageType::Stinger, 2] = '\c0%1\'s floating bits and remains rain down from %4\'s stinger missile.';
$DeathMessage[$DamageType::Stinger, 3] = '\c0%4 shoots %1 out of the sky with a stinger missile.';
$DeathMessage[$DamageType::Stinger, 4] = '\c0%1 gets that seeking feeling from %4\'s stinger missile.';
$DeathMessage[$DamageType::StaticGrenade, 0] = '\c0%4 ends %1 with an electrical explosive charge.';
$DeathMessage[$DamageType::StaticGrenade, 1] = '\c0%1 experiences violent electrical fury thanks to %4.';
$DeathMessage[$DamageType::StaticGrenade, 2] = '\c0%4 tosses the static grenade of life ending power at %1.';
$DeathMessage[$DamageType::StaticGrenade, 3] = '\c0%4 nails %1 with a static grenade.';
$DeathMessage[$DamageType::StaticGrenade, 4] = '\c0%1\'s life ends with violent electrical blasts, curtosey of %4.';
$DeathMessage[$DamageType::Plasmasaber, 0] = '\c0%4 strikes down %1 with %6 plasmasaber.';
$DeathMessage[$DamageType::Plasmasaber, 1] = '\c0%1 endures lethal heated stab wounds courtesy of %4\'s plasmasaber.';
$DeathMessage[$DamageType::Plasmasaber, 2] = '\c0%4 swings to the fences with a plasmasaber in %1\'s general direction.';
$DeathMessage[$DamageType::Plasmasaber, 3] = '\c0%4 nails %1 with a plasmasaber.';
$DeathMessage[$DamageType::Plasmasaber, 4] = '\c0%1\'s death was swift and vengeful, thanks to %4\'s saber skills.';
$DeathMessage[$DamageType::BladeOfVengance, 0] = '\c0%4 strikes down %1 with %6 blade of vengeance.';
$DeathMessage[$DamageType::BladeOfVengance, 1] = '\c0%1 endures lethal sword wounds from %4.';
$DeathMessage[$DamageType::BladeOfVengance, 2] = '\c0%4 stabs %1 lethaly with the blade of vengeance.';
$DeathMessage[$DamageType::BladeOfVengance, 3] = '\c0%4 hacks and slashes at %1 with a blade of vengeance.';
$DeathMessage[$DamageType::BladeOfVengance, 4] = '\c0%1\'s swordmanship skills were outmatched by %4 and %6 blade of vengeance.';
$DeathMessage[$DamageType::BladeOfVengance_Assassination, 0] = '\c0%4 holds %1 in that close, rear, and stabtastic aspect.';
$DeathMessage[$DamageType::BladeOfVengance_Assassination, 1] = '\c0%1 takes a sword to the back courtesy of %4.';
$DeathMessage[$DamageType::BladeOfVengance_Assassination, 2] = '\c0%4 assassinated %1 with %6 blade of vengeance.';
$DeathMessage[$DamageType::BladeOfVengance_Assassination, 3] = '\c0%4 strikes down %1 in that lethal backstabbing fashion.';
$DeathMessage[$DamageType::BladeOfVengance_Assassination, 4] = '\c0%1\'s unexpected blade of vengeance death came quickly from %4.';
$DeathMessage[$DamageType::MG42, 0] = '\c0%4 unleashes the full power of %6 MG42 upon %1.';
$DeathMessage[$DamageType::MG42, 1] = '\c0%4 tears apart %1 with an MG42 machine gun.';
$DeathMessage[$DamageType::MG42, 2] = '\c0%4 shows %1 the full power of an MG42 machine gun';
$DeathMessage[$DamageType::MG42, 3] = '\c0%4 blows numerous holes into %1, MG42 sized holes.';
$DeathMessage[$DamageType::MG42, 4] = '\c0%1 is rapidly perforated by %4\'s MG42.';
$DeathMessage[$DamageType::MRXX, 0] = '\c0%4 turns %6 trusted harbinger machine gun in %1\'s general direction.';
$DeathMessage[$DamageType::MRXX, 1] = '\c0%4 annihilates %1 with %6 MRXX ZC4 machine gun.';
$DeathMessage[$DamageType::MRXX, 2] = '\c0%4 shreds %1 with an MRXX ZC4 machine gun.';
$DeathMessage[$DamageType::MRXX, 3] = '\c0%4 rips apart %1 with an MRXX ZC4.';
$DeathMessage[$DamageType::MRXX, 4] = '\c0%1 is shown the power of harbinger machine gun weaponry by %4.';
$DeathMessage[$DamageType::PTorpedo, 0] = '\c0%4 aims down the scope on %6 proton torpedo cannon, %1 ceased to exist.';
$DeathMessage[$DamageType::PTorpedo, 1] = '\c0%4 vaporizes %1 with %6 proton torpedo cannon.';
$DeathMessage[$DamageType::PTorpedo, 2] = '\c0%4 turns %1 to dust with a single proton torpedo strike.';
$DeathMessage[$DamageType::PTorpedo, 3] = '\c0%4 ended the existence of %1 with a proton torpedo cannon.';
$DeathMessage[$DamageType::PTorpedo, 4] = '\c0%1 gets one sight of a flash, followed by the destructive end thanks to %4.';
$DeathMessage[$DamageType::CrimsonHawk, 0] = '\c0%4 strikes down %1 with %6 crimson hawk pulse pistol.';
$DeathMessage[$DamageType::CrimsonHawk, 1] = '\c0%4 takes down %1 with rapid energy pulses from a crimson hawk.';
$DeathMessage[$DamageType::CrimsonHawk, 2] = '\c0%4 shows %1 what happens when you face down Trevor Haliade\'s pistol.';
$DeathMessage[$DamageType::CrimsonHawk, 3] = '\c0%4 unloads rapid pulse bursts upon %1 with a crimson hawk pistol.';
$DeathMessage[$DamageType::CrimsonHawk, 4] = '\c0%1 has nowhere to run or hide once %4\'s rapid fire pulses engage.';
$DeathMessage[$DamageType::M93, 0] = '\c0%4 unleashes burst fired pistol rounds upon %1.';
$DeathMessage[$DamageType::M93, 1] = '\c0%4 eliminates %1 with %6 M93 pistol.';
$DeathMessage[$DamageType::M93, 2] = '\c0%4 hits %1 with burst fired precision small arms fire.';
$DeathMessage[$DamageType::M93, 3] = '\c0%4 overpowers %1 with %6 M93 burst fire pistol.';
$DeathMessage[$DamageType::M93, 4] = '\c0%1 is put down by %4\'s M93 bursts.';
$DeathMessage[$DamageType::ES77PulsePhaser, 0] = '\c0%4 nails %1 with repeated heated energy pulses.';
$DeathMessage[$DamageType::ES77PulsePhaser, 1] = '\c0%4 eliminates %1 with %6 ES-77 Pulse Phaser.';
$DeathMessage[$DamageType::ES77PulsePhaser, 2] = '\c0%4 shows %1 the power of the pulse phaser.';
$DeathMessage[$DamageType::ES77PulsePhaser, 3] = '\c0%4 fires off superheated pulse shots in %1\'s direction.';
$DeathMessage[$DamageType::ES77PulsePhaser, 4] = '\c0%4 makes short work of %1 with a pulse phaser.';

View file

@ -38,7 +38,7 @@ $NameToInv["Tech"] = "Tech";
$InvWeapon[0] = "S3 Combat Rifle"; $InvWeapon[0] = "S3 Combat Rifle";
$InvWeapon[1] = "G41 S.A. Rifle"; $InvWeapon[1] = "G41 S.A. Rifle";
$InvWeapon[2] = "M4A1"; $InvWeapon[2] = "M4A1";
$InvWeapon[3] = "RSA Laser Rifle"; $InvWeapon[3] = "UR-22 Laser Rifle";
$InvWeapon[4] = "Sh4d3 Rifle"; $InvWeapon[4] = "Sh4d3 Rifle";
$InvWeapon[5] = "LUST Ion Rifle"; $InvWeapon[5] = "LUST Ion Rifle";
$InvWeapon[6] = "Pulse Rifle"; $InvWeapon[6] = "Pulse Rifle";
@ -95,7 +95,7 @@ $NameToInv["LX53 AV Launcher"] = "MissileLauncher";
$NameToInv["RP-432 MG"] = "RP432"; $NameToInv["RP-432 MG"] = "RP432";
$NameToInv["Mini-Chaingun"] = "MiniChaingun"; $NameToInv["Mini-Chaingun"] = "MiniChaingun";
$NameToInv["Wp400 Shotgun"] = "Wp400"; $NameToInv["Wp400 Shotgun"] = "Wp400";
$NameToInv["RSA Laser Rifle"] = "lasergun"; $NameToInv["UR-22 Laser Rifle"] = "lasergun";
$NameToInv["RPG-7"] = "RPG"; $NameToInv["RPG-7"] = "RPG";
$NameToInv["Manipulator Tool"] = "EditTool"; $NameToInv["Manipulator Tool"] = "EditTool";
$NameToInv["LUX-4 Ion Launcher"] = "IonLauncher"; $NameToInv["LUX-4 Ion Launcher"] = "IonLauncher";

View file

@ -2691,462 +2691,366 @@ $ammoType[47] = "Model1887Ammo";
$ammoType[48] = "NapalmAmmo"; $ammoType[48] = "NapalmAmmo";
function Armor::onCollision(%this,%obj,%col,%forceVehicleNode) function Armor::onCollision(%this, %obj, %col, %forceVehicleNode) {
{ if (%obj.getState() $= "Dead") {
if (%obj.getState() $= "Dead") return;
return;
%dataBlock = %col.getDataBlock();
%colarmortype = %Datablock.getname();
%className = %dataBlock.className;
%objarmortype = %obj.getdatablock().getname();
%client = %obj.client;
// player collided with a vehicle
%node = -1;
if (%forceVehicleNode !$= "" || (%className $= WheeledVehicleData || %className $= FlyingVehicleData || %className $= HoverVehicleData) &&
%obj.mountVehicle && %obj.getState() $= "Move" && %col.mountable && !%obj.inStation && %col.getDamageState() !$= "Destroyed") {
// Escape pod
if (%dataBlock == EscapePodVehicle.getID()) {
if (%dataBlock.isBlocked(%col,%obj)) {
if (%col.blockedTime + 1000 < getSimTime()) {
%col.blockedTime = getSimTime();
%col.play3D(TelePadAccessDeniedSound);
messageClient(%obj.client,'msgClient','\c2Unable to launch, escape pod is blocked!');
}
return;
}
} }
//if the player is an AI, he should snap to the mount points in node order, %dataBlock = %col.getDataBlock();
//to ensure they mount the turret before the passenger seat, regardless of where they collide... %colarmortype = %Datablock.getname();
if (!%obj.isZombie && %obj.client.isAIControlled()) %className = %dataBlock.className;
{ %objarmortype = %obj.getdatablock().getname();
%transform = %col.getTransform(); %client = %obj.client;
// player collided with a vehicle
%node = -1;
if (%forceVehicleNode !$= "" || (%className $= WheeledVehicleData || %className $= FlyingVehicleData || %className $= HoverVehicleData)
&& %obj.mountVehicle && %obj.getState() $= "Move" && %col.mountable && !%obj.inStation && %col.getDamageState() !$= "Destroyed") {
//either the AI is *required* to pilot, or they'll pick the first available passenger seat // Escape pod
if (%client.pilotVehicle) if (%dataBlock == EscapePodVehicle.getID()) {
{ if (%dataBlock.isBlocked(%col,%obj)) {
//make sure the bot is in light armor if (%col.blockedTime + 1000 < getSimTime()) {
if (%client.player.getArmorSize() $= "Light") %col.blockedTime = getSimTime();
{ %col.play3D(TelePadAccessDeniedSound);
//make sure the pilot seat is empty messageClient(%obj.client,'msgClient','\c2Unable to launch, escape pod is blocked!');
if (!%col.getMountNodeObject(0)) }
%node = 0; return;
} }
} }
else
%node = findAIEmptySeat(%col, %obj);
}
else
%node = findEmptySeat(%col, %obj, %forceVehicleNode);
//now mount the player in the vehicle //if the player is an AI, he should snap to the mount points in node order,
if(%node >= 0) //to ensure they mount the turret before the passenger seat, regardless of where they collide...
{ if (!%obj.isZombie && %obj.client.isAIControlled()) {
// players can't be pilots, bombardiers or turreteers if they have %transform = %col.getTransform();
// "large" packs -- stations, turrets, turret barrels //either the AI is *required* to pilot, or they'll pick the first available passenger seat
if(hasLargePack(%obj)) { if (%client.pilotVehicle) {
// check to see if attempting to enter a "sitting" node //make sure the bot is in light armor
if(nodeIsSitting(%datablock, %node)) { if (%client.player.getArmorSize() $= "Light") {
// send the player a message -- can't sit here with large pack //make sure the pilot seat is empty
if(!%obj.noSitMessage) if (!%col.getMountNodeObject(0)) {
{ %node = 0;
%obj.noSitMessage = true; }
%obj.schedule(2000, "resetSitMessage"); }
messageClient(%obj.client, 'MsgCantSitHere', '\c2Pack too large, can\'t occupy this seat.~wfx/misc/misc.error.wav'); }
} else {
return; %node = findAIEmptySeat(%col, %obj);
} }
} }
if(%col.noEnemyControl && %obj.team != %col.team) else {
return; %node = findEmptySeat(%col, %obj, %forceVehicleNode);
}
commandToClient(%obj.client,'SetDefaultVehicleKeys', true); //now mount the player in the vehicle
//If pilot or passenger then bind a few extra keys if(%node >= 0) {
if(%node == 0) // players can't be pilots, bombardiers or turreteers if they have
commandToClient(%obj.client,'SetPilotVehicleKeys', true); // "large" packs -- stations, turrets, turret barrels
else if(hasLargePack(%obj)) {
commandToClient(%obj.client,'SetPassengerVehicleKeys', true); // check to see if attempting to enter a "sitting" node
if(nodeIsSitting(%datablock, %node)) {
// send the player a message -- can't sit here with large pack
if(!%obj.noSitMessage) {
%obj.noSitMessage = true;
%obj.schedule(2000, "resetSitMessage");
messageClient(%obj.client, 'MsgCantSitHere', '\c2Pack too large, can\'t occupy this seat.~wfx/misc/misc.error.wav');
}
return;
}
}
if(%col.noEnemyControl && %obj.team != %col.team) {
return;
}
if(!%obj.inStation) commandToClient(%obj.client,'SetDefaultVehicleKeys', true);
%col.lastWeapon = ( %col.getMountedImage($WeaponSlot) == 0 ) ? "" : %col.getMountedImage($WeaponSlot).getName().item; //If pilot or passenger then bind a few extra keys
else if(%node == 0) {
%col.lastWeapon = %obj.lastWeapon; commandToClient(%obj.client,'SetPilotVehicleKeys', true);
}
else {
commandToClient(%obj.client,'SetPassengerVehicleKeys', true);
}
%obj.preVehicleMountPos = %obj.getPosition(); if(!%obj.inStation) {
%col.lastWeapon = ( %col.getMountedImage($WeaponSlot) == 0 ) ? "" : %col.getMountedImage($WeaponSlot).getName().item;
}
else {
%col.lastWeapon = %obj.lastWeapon;
}
%obj.preVehicleMountPos = %obj.getPosition();
%col.mountObject(%obj,%node); %col.mountObject(%obj,%node);
%col.playAudio(0, MountVehicleSound); %col.playAudio(0, MountVehicleSound);
%obj.mVehicle = %col; %obj.mVehicle = %col;
// if player is repairing something, stop it // if player is repairing something, stop it
if(%obj.repairing) if(%obj.repairing) {
stopRepairing(%obj); stopRepairing(%obj);
}
//this will setup the huds as well... //this will setup the huds as well...
%dataBlock.playerMounted(%col,%obj, %node); %dataBlock.playerMounted(%col, %obj, %node);
} }
} }
// TODO - keep these up to date // TODO - keep these up to date
else if (%className $= "wall" || %className $= "wwall" || %className $= "spine" || %className $= "mspine" || %className $= "floor") { else if (%className $= "wall" || %className $= "wwall" || %className $= "spine" || %className $= "mspine" || %className $= "floor") {
%obj.playAudio(0,(GetRandom()*2 >1) ? LFootMediumMetalSound : RFootMediumMetalSound); %obj.playAudio(0,(GetRandom()*2 >1) ? LFootMediumMetalSound : RFootMediumMetalSound);
%obj.lastDepCol = %col; %obj.lastDepCol = %col;
%obj.lastDepColPos = %obj.getPosition(); %obj.lastDepColPos = %obj.getPosition();
if (%className $= "wall") if (%className $= "wall") {
doorfunction(%obj,%col); doorfunction(%obj, %col);
}
} }
else if (%className $= "Armor") { else if (%className $= "Armor") {
// player has collided with another player // player has collided with another player
if(%obj.isZombie) { if(%col.onfire == 1 && %obj.onfire != 1 && !%obj.rapierShield){
%objiszomb = 1; %obj.maxfirecount = (%col.maxfirecount - %col.firecount);
} %obj.onfire = 1;
else { schedule(10, %obj, "burnloop", %obj);
%objiszomb = 0; }
} if(%col.getState() $= "Dead" && (!%obj.isZombie && !%col.isZombie)) {
if(%col.onfire == 1 && %obj.onfire != 1 && !%obj.rapierShield){ %obj.lasttouchedcorpse = %col;
%obj.maxfirecount = (%col.maxfirecount - %col.firecount); %gotSomething = false;
%obj.onfire = 1; // it's corpse-looting time!
schedule(10, %obj, "burnloop", %obj); // weapons -- don't pick up more than you are allowed to carry!
} for(%i = 0; ( %obj.weaponCount < %obj.getDatablock().maxWeapons ) && $InvWeapon[%i] !$= ""; %i++) {
if(%col.getState() $= "Dead" && !%objiszomb) { %weap = $NameToInv[$InvWeapon[%i]];
%obj.lasttouchedcorpse = %col; if ( %col.hasInventory( %weap ) ) {
%gotSomething = false; if ( %obj.incInventory(%weap, 1) > 0 ) {
// it's corpse-looting time! %col.decInventory(%weap, 1);
// weapons -- don't pick up more than you are allowed to carry! %gotSomething = true;
for(%i = 0; ( %obj.weaponCount < %obj.getDatablock().maxWeapons ) && $InvWeapon[%i] !$= ""; %i++) messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', %weap.pickUpName);
{ }
%weap = $NameToInv[$InvWeapon[%i]]; //New Clip Stuff
if ( %col.hasInventory( %weap ) ) %WImg = %weap @ "Image"; //I love how there are so many ways
{ //To get The WeaponImage with only
if ( %obj.incInventory(%weap, 1) > 0 ) //Ammo or NameToInv :p -Phantom
{ %ClipsLeft = %obj.ClipCount[%WImg.ClipName];
%col.decInventory(%weap, 1); %MaxClips = %WImg.InitialClips; //Initial == Max?
%gotSomething = true; %ColClipsLeft = %col.ClipCount[%WImg.ClipName];
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', %weap.pickUpName); //AHA! Pickup time
} if(%ClipsLeft < %MaxClips) {
//New Clip Stuff %clipsToAdd = %MaxClips - %ClipsLeft;
%WImg = %weap @ "Image"; //I love how there are so many ways //this if checks the dead player's remaining clips
//To get The WeaponImage with only //If needed is more than what we have, we go to the
//Ammo or NameToInv :p -Phantom //else, otherwise, we add it.
%ClipsLeft = %obj.ClipCount[%WImg.ClipName]; if(%ColClipsLeft > 1 && (%ColClipsLeft - %clipsToAdd >= 0)) {
%MaxClips = %WImg.InitialClips; //Initial == Max? %ClipPickUpName = %WImg.ClipPickupName[%WImg.ClipName];
%ColClipsLeft = %col.ClipCount[%WImg.ClipName]; %col.ClipCount[%WImg.ClipName] -= %clipsToAdd;
//AHA! Pickup time %obj.ClipCount[%WImg.ClipName] += %clipsToAdd;
if(%ClipsLeft < %MaxClips) { %GotSomething = true;
%clipsToAdd = %MaxClips - %ClipsLeft; messageClient(%obj.client, 'MsgItemPickup', "\c0You picked up "@%ClipPickUpName@".");
//this if checks the dead player's remaining clips //check if reload needs to be done?
//If needed is more than what we have, we go to the if(%col.inv[%WImg.ammo] == 0) {
//else, otherwise, we add it. AttemptReload(%WImg, %obj, $WeaponSlot);
if(%ColClipsLeft > 1 && (%ColClipsLeft - %clipsToAdd >= 0)) { }
%ClipPickUpName = %WImg.ClipPickupName[%WImg.ClipName]; }
%col.ClipCount[%WImg.ClipName] -= %clipsToAdd; else {
%obj.ClipCount[%WImg.ClipName] += %clipsToAdd; %clipsToAdd = %ColClipsLeft;
%GotSomething = true; %ClipPickUpName = %WImg.ClipPickupName[%WImg.ClipName];
messageClient(%obj.client, 'MsgItemPickup', "\c0You picked up "@%ClipPickUpName@"."); %col.ClipCount[%WImg.ClipName] -= %clipsToAdd;
//check if reload needs to be done? %obj.ClipCount[%WImg.ClipName] += %clipsToAdd;
%GotSomething = true;
} messageClient(%obj.client, 'MsgItemPickup', "\c0You picked up "@%ClipPickUpName@".");
else { }
%clipsToAdd = %ColClipsLeft; }
%ClipPickUpName = %WImg.ClipPickupName[%WImg.ClipName]; }
%col.ClipCount[%WImg.ClipName] -= %clipsToAdd; }
%obj.ClipCount[%WImg.ClipName] += %clipsToAdd; // targeting laser:
%GotSomething = true; if ( %col.hasInventory( "TargetingLaser" ) ) {
messageClient(%obj.client, 'MsgItemPickup', "\c0You picked up "@%ClipPickUpName@"."); if ( %obj.incInventory( "TargetingLaser", 1 ) > 0 ) {
} %col.decInventory( "TargetingLaser", 1 );
} %gotSomething = true;
} messageClient( %obj.client, 'MsgItemPickup', '\c0You picked up a targeting laser.' );
} }
// targeting laser: }
if ( %col.hasInventory( "TargetingLaser" ) ) // ammo
{ for(%j = 0; $ammoType[%j] !$= ""; %j++) {
if ( %obj.incInventory( "TargetingLaser", 1 ) > 0 ) %ammoAmt = %col.inv[$ammoType[%j]];
{ if(%ammoAmt) {
%col.decInventory( "TargetingLaser", 1 ); // incInventory returns the amount of stuff successfully grabbed
%gotSomething = true; %grabAmt = %obj.incInventory($ammoType[%j], %ammoAmt);
messageClient( %obj.client, 'MsgItemPickup', '\c0You picked up a targeting laser.' ); if(%grabAmt > 0) {
} %col.decInventory($ammoType[%j], %grabAmt);
} %gotSomething = true;
// ammo messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', $ammoType[%j].pickUpName);
for(%j = 0; $ammoType[%j] !$= ""; %j++) %obj.client.setWeaponsHudAmmo($ammoType[%j], %obj.getInventory($ammoType[%j]));
{ }
%ammoAmt = %col.inv[$ammoType[%j]]; }
if(%ammoAmt) }
{ // figure out what type, if any, grenades the (live) player has
// incInventory returns the amount of stuff successfully grabbed %playerGrenType = "None";
%grabAmt = %obj.incInventory($ammoType[%j], %ammoAmt); for(%x = 0; $InvGrenade[%x] !$= ""; %x++) {
if(%grabAmt > 0) %gren = $NameToInv[$InvGrenade[%x]];
{ %playerGrenAmt = %obj.inv[%gren];
%col.decInventory($ammoType[%j], %grabAmt); if(%playerGrenAmt > 0) {
%gotSomething = true; %playerGrenType = %gren;
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', $ammoType[%j].pickUpName); break;
%obj.client.setWeaponsHudAmmo($ammoType[%j], %obj.getInventory($ammoType[%j])); }
} }
} // grenades
} for(%k = 0; $InvGrenade[%k] !$= ""; %k++) {
// figure out what type, if any, grenades the (live) player has %gren = $NameToInv[$InvGrenade[%k]];
%playerGrenType = "None"; %corpseGrenAmt = %col.inv[%gren];
for(%x = 0; $InvGrenade[%x] !$= ""; %x++) { // does the corpse hold any of this grenade type?
%gren = $NameToInv[$InvGrenade[%x]]; if(%corpseGrenAmt) {
%playerGrenAmt = %obj.inv[%gren]; // can the player pick up this grenade type?
if(%playerGrenAmt > 0) if((%playerGrenType $= "None") || (%playerGrenType $= %gren)) {
{ %taken = %obj.incInventory(%gren, %corpseGrenAmt);
%playerGrenType = %gren; if(%taken > 0) {
break; %col.decInventory(%gren, %taken);
} %gotSomething = true;
} messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', %gren.pickUpName);
// grenades %obj.client.setInventoryHudAmount(%gren, %obj.getInventory(%gren));
for(%k = 0; $InvGrenade[%k] !$= ""; %k++) }
{ }
%gren = $NameToInv[$InvGrenade[%k]]; break;
%corpseGrenAmt = %col.inv[%gren]; }
// does the corpse hold any of this grenade type? }
if(%corpseGrenAmt) // figure out what type, if any, mines the (live) player has
{ %playerMineType = "None";
// can the player pick up this grenade type? for(%y = 0; $InvMine[%y] !$= ""; %y++) {
if((%playerGrenType $= "None") || (%playerGrenType $= %gren)) %mType = $NameToInv[$InvMine[%y]];
{ %playerMineAmt = %obj.inv[%mType];
%taken = %obj.incInventory(%gren, %corpseGrenAmt); if(%playerMineAmt > 0) {
if(%taken > 0) %playerMineType = %mType;
{ break;
%col.decInventory(%gren, %taken); }
%gotSomething = true; }
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', %gren.pickUpName); // mines
%obj.client.setInventoryHudAmount(%gren, %obj.getInventory(%gren)); for(%l = 0; $InvMine[%l] !$= ""; %l++) {
} %mine = $NameToInv[$InvMine[%l]];
} %mineAmt = %col.inv[%mine];
break; if(%mineAmt) {
} if((%playerMineType $= "None") || (%playerMineType $= %mine)) {
} %grabbed = %obj.incInventory(%mine, %mineAmt);
// figure out what type, if any, mines the (live) player has if(%grabbed > 0) {
%playerMineType = "None"; %col.decInventory(%mine, %grabbed);
for(%y = 0; $InvMine[%y] !$= ""; %y++) %gotSomething = true;
{ messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', %mine.pickUpName);
%mType = $NameToInv[$InvMine[%y]]; %obj.client.setInventoryHudAmount(%mine, %obj.getInventory(%mine));
%playerMineAmt = %obj.inv[%mType]; }
if(%playerMineAmt > 0) }
{ break;
%playerMineType = %mType; }
break; }
} // beacons
} %beacAmt = %col.inv[Beacon];
// mines if(%beacAmt) {
for(%l = 0; $InvMine[%l] !$= ""; %l++) %bTaken = %obj.incInventory(Beacon, %beacAmt);
{ if(%bTaken > 0) {
%mine = $NameToInv[$InvMine[%l]]; %col.decInventory(Beacon, %bTaken);
%mineAmt = %col.inv[%mine]; %gotSomething = true;
if(%mineAmt) { messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', Beacon.pickUpName);
if((%playerMineType $= "None") || (%playerMineType $= %mine)) %obj.client.setInventoryHudAmount(Beacon, %obj.getInventory(Beacon));
{ }
%grabbed = %obj.incInventory(%mine, %mineAmt); }
if(%grabbed > 0) // repair kit
{ %rkAmt = %col.inv[RepairKit];
%col.decInventory(%mine, %grabbed); if(%rkAmt) {
%gotSomething = true; %rkTaken = %obj.incInventory(RepairKit, %rkAmt);
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', %mine.pickUpName); if(%rkTaken > 0) {
%obj.client.setInventoryHudAmount(%mine, %obj.getInventory(%mine)); %col.decInventory(RepairKit, %rkTaken);
} %gotSomething = true;
} messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', RepairKit.pickUpName);
break; %obj.client.setInventoryHudAmount(RepairKit, %obj.getInventory(RepairKit));
} }
}
// beacons
%beacAmt = %col.inv[Beacon];
if(%beacAmt)
{
%bTaken = %obj.incInventory(Beacon, %beacAmt);
if(%bTaken > 0)
{
%col.decInventory(Beacon, %bTaken);
%gotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', Beacon.pickUpName);
%obj.client.setInventoryHudAmount(Beacon, %obj.getInventory(Beacon));
}
}
// repair kit
%rkAmt = %col.inv[RepairKit];
if(%rkAmt)
{
%rkTaken = %obj.incInventory(RepairKit, %rkAmt);
if(%rkTaken > 0)
{
%col.decInventory(RepairKit, %rkTaken);
%gotSomething = true;
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', RepairKit.pickUpName);
%obj.client.setInventoryHudAmount(RepairKit, %obj.getInventory(RepairKit));
}
}
}
else if((%colarmortype $= "ZombieArmor" || %col.canZkill == 1) && %obj.Infected != 1 && %objiszomb != 1 && !%obj.rapierShield){
%Vector = vectorscale(%col.getvelocity(), 100);
%obj.applyimpulse(%obj.getposition(), %Vector);
%obj.Infected = 1;
%obj.InfectedLoop = schedule(10, %obj, "TWM2Lib_Zombie_Core", "InfectLoop", %obj);
%obj.damage(0, %obj.position, 0.2, $DamageType::Zombie);
}
else if(%colarmortype $= "RavagerZombieArmor" && %obj.Infected != 1 && %objiszomb != 1 && !%obj.rapierShield){
if(%obj.hit $= ""){
%obj.hit = 1;
%obj.setWhiteOut("0.5");
playPain(%obj);
}
else if(%obj.hit == 1){
%obj.Infected = 1;
%obj.InfectedLoop = schedule(10, %obj, "TWM2Lib_Zombie_Core", "InfectLoop", %obj);
}
%Vector = vectorscale(%col.getvelocity(), 100);
%obj.applyimpulse(%obj.getposition(), %Vector);
%obj.damage(0, %obj.position, 0.2, $DamageType::Zombie);
}
else if(%colarmortype $= "DemonZombieArmor" && %obj.Infected != 1 && %objiszomb != 1 && !%obj.rapierShield){
%Vector = vectorscale(%col.getvelocity(), 100);
%obj.applyimpulse(%obj.getposition(), %Vector);
%obj.Infected = 1;
%obj.InfectedLoop = schedule(10, %obj, "TWM2Lib_Zombie_Core", "InfectLoop", %obj);
%obj.damage(0, %obj.position, 0.4, $DamageType::Zombie);
}
else if(%colarmortype $= "RapierZombieArmor" && %obj.grabbed != 1 && %objiszomb != 1 && !%obj.rapierShield){
%chance = getRandom(1,3);
if(%chance == 3 && %obj.Infected != 1){
%obj.damage(0, %obj.position, 0.4, $DamageType::Zombie);
%obj.Infected = 1;
%obj.InfectedLoop = schedule(10, %obj, "TWM2Lib_Zombie_Core", "InfectLoop", %obj);
}
else {
%col.iscarrying = 1;
%obj.grabbed = 1;
%obj.damage(0, %obj.position, 0.2, $DamageType::Zombie);
%col.killingPlayer = %col.getDatablock().zCarryLoop(%col, %obj, 0); // schedule(10, 0, "RkillLoop", %col, %obj, 0);
}
}
else if(%colarmortype $= "ShifterZombieArmor" && %obj.Infected != 1 && %objiszomb != 1 && !%obj.rapierShield){
%Vector = vectorscale(%col.getvelocity(), 100);
%obj.applyimpulse(%obj.getposition(), %Vector);
%obj.Infected = 1;
%obj.InfectedLoop = schedule(10, %obj, "TWM2Lib_Zombie_Core", "InfectLoop", %obj);
%obj.damage(0, %obj.position, 0.3, $DamageType::Zombie);
}
else if(%colarmortype $= "SummonerZombieArmor" && %obj.Infected != 1 && %objiszomb != 1 && !%obj.rapierShield){
%Vector = vectorscale(%col.getvelocity(), 100);
%obj.applyimpulse(%obj.getposition(), %Vector);
%obj.Infected = 1;
%obj.InfectedLoop = schedule(10, %obj, "TWM2Lib_Zombie_Core", "InfectLoop", %obj);
%obj.damage(0, %obj.position, 0.3, $DamageType::Zombie);
}
else if(%colarmortype $= "DemonUltraZombieArmor" && %obj.Infected != 1 && %objiszomb != 1 && !%obj.rapierShield){
%Vector = vectorscale(%col.getvelocity(), 100);
%obj.applyimpulse(%obj.getposition(), %Vector);
%obj.Infected = 1;
%obj.InfectedLoop = schedule(10, %obj, "TWM2Lib_Zombie_Core", "InfectLoop", %obj);
%obj.damage(0, %obj.position, 0.5, $DamageType::Zombie);
}
else if((%colarmortype $= "LordRogZombieArmor" && %objiszomb != 1 && !%obj.rapierShield)) {
if(%col.isAllyBot && !%col.isAttacking) {
return;
}
%obj.scriptkill($DamageType::Admin);
%col.setDamageLevel(%col.getDamageLevel() - 10.0);
%col.setVelocity("0 0 0");
if(!%obj.iszombie) {
ServerPlay3d(BOVHitSound, %obj.getPosition());
%randMessage = getrandom(3)+1;
switch(%randMessage) {
case 1:
MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[8]@": Slice And Dice "@%obj.client.namebase@"!");
case 2:
MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[8]@": Die... "@%obj.client.namebase@" Painfully.");
case 3:
MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[8]@": Your life "@%obj.client.namebase@", is now mine!");
default:
MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[8]@": Slice And Dice "@%obj.client.namebase@"!");
}
}
}
else if((%colarmortype $= "ROGZombieArmor" && %objiszomb != 1 && !%obj.rapierShield && !%col.isPlayerRog)) {
if(%col.isAllyBot && !%col.isAttacking) {
return;
}
%obj.scriptkill($DamageType::Admin);
%col.setDamageLevel(%col.getDamageLevel() - 10.0);
%col.setVelocity("0 0 0");
if(!%obj.iszombie) {
ServerPlay3d(BOVHitSound, %obj.getPosition());
%randMessage = getrandom(3)+1;
switch(%randMessage) {
case 1:
MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[16]@": Slice And Dice "@%obj.client.namebase@"!");
case 2:
MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[16]@": Die... "@%obj.client.namebase@" Painfully.");
case 3:
MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[16]@": Your life "@%obj.client.namebase@", is now mine!");
default:
MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[16]@": Slice And Dice "@%obj.client.namebase@"!");
}
}
}
else if((%colarmortype $= "ZombieArmor" || %col.canZkill == 1) && %objiszomb != 1 && !%obj.rapierShield) {
%obj.damage(0, %obj.position, 0.2, $DamageType::Zombie);
}
else if(%colarmortype $= "FZombieArmor" && %objiszomb != 1 && !%obj.rapierShield) {
%obj.damage(0, %obj.position, 0.4, $DamageType::Zombie);
}
else if((%colarmortype $= "DemonZombieArmor" || %colarmortype $= "WraithZombieArmor") && %objiszomb != 1 && !%obj.rapierShield) {
%obj.damage(0, %obj.position, 0.4, $DamageType::Zombie);
}
else if(%colarmortype $= "DemonMotherZombieArmor" && %objiszomb != 1 && !%obj.rapierShield) {
if(%obj.Infected != 1) {
%obj.Infected = 1;
%obj.damage(0, %obj.position, 0.8, $DamageType::Zombie);
%obj.InfectedLoop = schedule(10, %obj, "TWM2Lib_Zombie_Core", "InfectLoop", %obj);
}
else {
%obj.damage(0, %obj.position, 1.2, $DamageType::Zombie);
}
}
else if ($PlayerSnapTo == true) {
if (!isObject(%col.getMountedObject(0))) {
if (!isObject(%obj.getMountedObject(0)) || %obj.getMountedObject(0) != %col) {
%col.mountObject(%obj,$BackPackSlot);
%gotSomething = true;
} }
} }
} // Phantom139:
else if ($NaughtyMode == true) { // TWM2 3.9.2: Major cleaning of zombie logic
playPain(%obj); // All zombie damage on collision is now handled by the individual datablocks in the zombieTypes/*.cs files.
playPain(%col); // These #'s can be tweaked via the ZombieCore.cs file in the globals list at the top.
} else if($TWM2::ArmorHasCollisionFunction[%colarmortype]) {
else if ($AngstMode == true) { %datablock.armorCollisionFunction(%col, %obj);
playDeathCry(%obj);
playDeathCry(%col);
}
if ($JumpyMode == true) {
%obj.applyImpulse(%obj.getPosition(),"0 0 500");
%col.applyImpulse(%col.getPosition(),"0 0 500");
}
if (%obj.client.race $= "Human" && $SexChangeMode == true) {
if (%obj.client.oldSex $= "")
%obj.client.oldSex = %obj.client.sex;
if (%obj.client.oldVoice $= "")
%obj.client.oldVoice = %obj.client.voice;
%voice = getTaggedString(getTargetVoice(%obj.client.target));
%voiceNum = getSubStr(%voice,strLen(%voice)-1,1);
if (%obj.client.sex $= "Male") {
%obj.client.sex = "Female";
%obj.client.voiceTag = addTaggedString("Fem" @ %voiceNum);
setTargetVoice(%obj.client.target,%obj.client.voiceTag);
} }
else { else if ($PlayerSnapTo == true) {
%obj.client.sex = "Male"; if (!isObject(%col.getMountedObject(0))) {
%obj.client.voiceTag = addTaggedString("Male" @ %voiceNum); if (!isObject(%obj.getMountedObject(0)) || %obj.getMountedObject(0) != %col) {
setTargetVoice(%obj.client.target,%obj.client.voiceTag); %col.mountObject(%obj,$BackPackSlot);
%gotSomething = true;
}
}
}
else if ($NaughtyMode == true) {
playPain(%obj);
playPain(%col);
}
else if ($AngstMode == true) {
playDeathCry(%obj);
playDeathCry(%col);
}
if ($JumpyMode == true) {
%obj.applyImpulse(%obj.getPosition(),"0 0 500");
%col.applyImpulse(%col.getPosition(),"0 0 500");
}
if (%obj.client.race $= "Human" && $SexChangeMode == true) {
if (%obj.client.oldSex $= "") {
%obj.client.oldSex = %obj.client.sex;
}
if (%obj.client.oldVoice $= "") {
%obj.client.oldVoice = %obj.client.voice;
}
%voice = getTaggedString(getTargetVoice(%obj.client.target));
%voiceNum = getSubStr(%voice,strLen(%voice)-1,1);
if (%obj.client.sex $= "Male") {
%obj.client.sex = "Female";
%obj.client.voiceTag = addTaggedString("Fem" @ %voiceNum);
setTargetVoice(%obj.client.target,%obj.client.voiceTag);
}
else {
%obj.client.sex = "Male";
%obj.client.voiceTag = addTaggedString("Male" @ %voiceNum);
setTargetVoice(%obj.client.target,%obj.client.voiceTag);
}
%obj.setArmor(%client.armor);
}
if(%gotSomething) {
%col.playAudio(0, CorpseLootingSound);
} }
%obj.setArmor(%client.armor);
} }
if(%gotSomething)
%col.playAudio(0, CorpseLootingSound);
}
} }
//else if((%colarmortype $= "LordRogZombieArmor" && %objiszomb != 1 && !%obj.rapierShield)) {
// if(%col.isAllyBot && !%col.isAttacking) {
// return;
// }
// %obj.scriptkill($DamageType::Admin);
// %col.setDamageLevel(%col.getDamageLevel() - 10.0);
// %col.setVelocity("0 0 0");
// if(!%obj.iszombie) {
// ServerPlay3d(BOVHitSound, %obj.getPosition());
// %randMessage = getrandom(3)+1;
// switch(%randMessage) {
// case 1:
// MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[8]@": Slice And Dice "@%obj.client.namebase@"!");
// case 2:
// MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[8]@": Die... "@%obj.client.namebase@" Painfully.");
// case 3:
// MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[8]@": Your life "@%obj.client.namebase@", is now mine!");
// default:
// MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[8]@": Slice And Dice "@%obj.client.namebase@"!");
// }
// }
//}
//else if((%colarmortype $= "ROGZombieArmor" && %objiszomb != 1 && !%obj.rapierShield && !%col.isPlayerRog)) {
// if(%col.isAllyBot && !%col.isAttacking) {
// return;
// }
// %obj.scriptkill($DamageType::Admin);
// %col.setDamageLevel(%col.getDamageLevel() - 10.0);
// %col.setVelocity("0 0 0");
// if(!%obj.iszombie) {
// ServerPlay3d(BOVHitSound, %obj.getPosition());
// %randMessage = getrandom(3)+1;
// switch(%randMessage) {
// case 1:
// MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[16]@": Slice And Dice "@%obj.client.namebase@"!");
// case 2:
// MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[16]@": Die... "@%obj.client.namebase@" Painfully.");
// case 3:
// MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[16]@": Your life "@%obj.client.namebase@", is now mine!");
// default:
// MessageAll('MessageAll', "\c4"@$TWM2::ZombieName[16]@": Slice And Dice "@%obj.client.namebase@"!");
// }
// }
//}
function Player::resetSitMessage(%obj) function Player::resetSitMessage(%obj)
{ {

View file

@ -1,58 +1,58 @@
datablock SeekerProjectileData(JavelinMissile) { datablock SeekerProjectileData(JavelinMissile) {
casingShapeName = "weapon_missile_casement.dts"; casingShapeName = "weapon_missile_casement.dts";
projectileShapeName = "weapon_missile_projectile.dts"; projectileShapeName = "weapon_missile_projectile.dts";
hasDamageRadius = true; hasDamageRadius = true;
indirectDamage = 1.8; //Requires Lock indirectDamage = 1.8; //Requires Lock
damageRadius = 18.0; damageRadius = 18.0;
radiusDamageType = $DamageType::Missile; radiusDamageType = $DamageType::Javelin;
kickBackStrength = 2000; kickBackStrength = 2000;
ImageSource = "JavelinImage"; ImageSource = "JavelinImage";
explosion = "SatchelMainExplosion"; explosion = "SatchelMainExplosion";
splash = MissileSplash; splash = MissileSplash;
velInheritFactor = 1.0; // to compensate for slow starting velocity, this value velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
// is cranked up to full so the missile doesn't start // is cranked up to full so the missile doesn't start
// out behind the player when the player is moving // out behind the player when the player is moving
// very quickly - bramage // very quickly - bramage
baseEmitter = MissileSmokeEmitter; baseEmitter = MissileSmokeEmitter;
delayEmitter = MissileFireEmitter; delayEmitter = MissileFireEmitter;
puffEmitter = MissilePuffEmitter; puffEmitter = MissilePuffEmitter;
bubbleEmitter = GrenadeBubbleEmitter; bubbleEmitter = GrenadeBubbleEmitter;
bubbleEmitTime = 1.0; bubbleEmitTime = 1.0;
exhaustEmitter = MissileLauncherExhaustEmitter; exhaustEmitter = MissileLauncherExhaustEmitter;
exhaustTimeMs = 300; exhaustTimeMs = 300;
exhaustNodeName = "muzzlePoint1"; exhaustNodeName = "muzzlePoint1";
lifetimeMS = 30000; lifetimeMS = 30000;
muzzleVelocity = 10.0; muzzleVelocity = 10.0;
maxVelocity = 150.0; maxVelocity = 150.0;
turningSpeed = 110.0; turningSpeed = 110.0;
acceleration = 350.0; acceleration = 350.0;
proximityRadius = 3; proximityRadius = 3;
terrainAvoidanceSpeed = 180; terrainAvoidanceSpeed = 180;
terrainScanAhead = 25; terrainScanAhead = 25;
terrainHeightFail = 12; terrainHeightFail = 12;
terrainAvoidanceRadius = 100; terrainAvoidanceRadius = 100;
flareDistance = 200; flareDistance = 200;
flareAngle = 30; flareAngle = 30;
sound = MissileProjectileSound; sound = MissileProjectileSound;
hasLight = true; hasLight = true;
lightRadius = 5.0; lightRadius = 5.0;
lightColor = "0.2 0.05 0"; lightColor = "0.2 0.05 0";
useFlechette = true; useFlechette = true;
flechetteDelayMs = 550; flechetteDelayMs = 550;
casingDeb = FlechetteDebris; casingDeb = FlechetteDebris;
explodeOnWaterImpact = false; explodeOnWaterImpact = false;
}; };
@ -61,183 +61,180 @@ datablock SeekerProjectileData(JavelinMissile) {
// Ammo // Ammo
//-------------------------------------- //--------------------------------------
datablock ItemData(JavelinAmmo) datablock ItemData(JavelinAmmo) {
{ className = Ammo;
className = Ammo; catagory = "Ammo";
catagory = "Ammo"; shapeFile = "ammo_missile.dts";
shapeFile = "ammo_missile.dts"; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2;
pickUpName = "some javelin rockets"; pickUpName = "some javelin rockets";
computeCRC = true; computeCRC = true;
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Weapon // Weapon
//-------------------------------------- //--------------------------------------
datablock ItemData(Javelin) datablock ItemData(Javelin) {
{ className = Weapon;
className = Weapon; catagory = "Spawn Items";
catagory = "Spawn Items"; shapeFile = "weapon_mortar.dts";
shapeFile = "weapon_mortar.dts"; image = JavelinImage;
image = JavelinImage; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2;
pickUpName = "a javelin launcher"; pickUpName = "a javelin launcher";
computeCRC = true; computeCRC = true;
emap = true; emap = true;
}; };
datablock ShapeBaseImageData(JavelinImage) { datablock ShapeBaseImageData(JavelinImage) {
className = WeaponImage; className = WeaponImage;
shapeFile = "weapon_mortar.dts"; shapeFile = "weapon_mortar.dts";
item = Javelin; item = Javelin;
ammo = JavelinAmmo; ammo = JavelinAmmo;
offset = "0 0 0"; offset = "0 0 0";
armThread = lookms; armThread = lookms;
emap = true; emap = true;
projectile = JavelinMissile; projectile = JavelinMissile;
projectileType = SeekerProjectile; projectileType = SeekerProjectile;
isSeeker = true; isSeeker = true;
seekRadius = 700; seekRadius = 700;
maxSeekAngle = 8; maxSeekAngle = 8;
seekTime = 0.5; seekTime = 0.5;
minSeekHeat = 0.01; // the heat that must be present on a target to lock it. minSeekHeat = 0.01; // the heat that must be present on a target to lock it.
//ClipStuff //ClipStuff
ClipName = "JavelinClip"; ClipName = "JavelinClip";
ClipPickupName["JavelinClip"] = "A Few Javelin Missiles"; ClipPickupName["JavelinClip"] = "A Few Javelin Missiles";
ShowsClipInHud = 1; ShowsClipInHud = 1;
ClipReloadTime = 6; ClipReloadTime = 6;
ClipReturn = 1; ClipReturn = 1;
InitialClips = 2; InitialClips = 2;
// //
HasChallenges = 1; HasChallenges = 1;
ChallengeCt = 7; ChallengeCt = 7;
Challenge[1] = "Javelin Hunter\t100\t500\tLaser"; Challenge[1] = "Javelin Hunter\t100\t500\tLaser";
Challenge[2] = "Javelin Expert\t250\t1000\tNone"; Challenge[2] = "Javelin Expert\t250\t1000\tNone";
Challenge[3] = "Javelin Mastery\t500\t2500\tNone"; Challenge[3] = "Javelin Mastery\t500\t2500\tNone";
Challenge[4] = "Javelin Bronze Commendation\t1000\t10000\tNone"; Challenge[4] = "Javelin Bronze Commendation\t1000\t10000\tNone";
Challenge[5] = "Javelin Silver Commendation\t2500\t25000\tNone"; Challenge[5] = "Javelin Silver Commendation\t2500\t25000\tNone";
Challenge[6] = "Javelin Gold Commendation\t5000\t50000\tNone"; Challenge[6] = "Javelin Gold Commendation\t5000\t50000\tNone";
Challenge[7] = "Javelin Titan Commendation\t10000\t75000\tNone"; Challenge[7] = "Javelin Titan Commendation\t10000\t75000\tNone";
Upgrade[1] = "Laser"; Upgrade[1] = "Laser";
GunName = "Javelin"; GunName = "Javelin";
RankRequire = $TWM2::RankRequire["Javelin"]; RankRequire = $TWM2::RankRequire["Javelin"];
// only target objects outside this range // only target objects outside this range
minTargetingDistance = 80; minTargetingDistance = 80;
stateName[0] = "Activate"; stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady"; stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5; stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = MissileSwitchSound; stateSound[0] = MissileSwitchSound;
stateName[1] = "ActivateReady"; stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready"; stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet"; stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire"; stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload"; stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.4; stateTimeoutValue[3] = 0.4;
stateFire[3] = true; stateFire[3] = true;
stateRecoil[3] = LightRecoil; stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false; stateAllowImageChange[3] = false;
stateSequence[3] = "Fire"; stateSequence[3] = "Fire";
stateScript[3] = "onFire"; stateScript[3] = "onFire";
stateSound[3] = MissileFireSound; stateSound[3] = MissileFireSound;
stateName[4] = "Reload"; stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo"; stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready"; stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 2.5; stateTimeoutValue[4] = 2.5;
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
stateSequence[4] = "Reload"; stateSequence[4] = "Reload";
stateSound[4] = MissileReloadSound; stateSound[4] = MissileReloadSound;
stateName[5] = "NoAmmo"; stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload"; stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo"; stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire"; stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire"; stateName[6] = "DryFire";
stateSound[6] = MissileDryFireSound; stateSound[6] = MissileDryFireSound;
stateTimeoutValue[6] = 1.0; stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "ActivateReady"; stateTransitionOnTimeout[6] = "ActivateReady";
stateName[7] = "CheckTarget"; stateName[7] = "CheckTarget";
stateTransitionOnNoTarget[7] = "DryFire"; stateTransitionOnNoTarget[7] = "DryFire";
stateTransitionOnTarget[7] = "Fire"; stateTransitionOnTarget[7] = "Fire";
stateName[8] = "CheckWet"; stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire"; stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "CheckTarget"; stateTransitionOnNotWet[8] = "CheckTarget";
stateName[9] = "WetFire"; stateName[9] = "WetFire";
stateTransitionOnNoAmmo[9] = "NoAmmo"; stateTransitionOnNoAmmo[9] = "NoAmmo";
stateTransitionOnTimeout[9] = "Reload"; stateTransitionOnTimeout[9] = "Reload";
stateSound[9] = MissileFireSound; stateSound[9] = MissileFireSound;
stateRecoil[3] = LightRecoil; stateRecoil[3] = LightRecoil;
stateTimeoutValue[9] = 0.4; stateTimeoutValue[9] = 0.4;
stateScript[9] = "onWetFire"; stateScript[9] = "onWetFire";
stateAllowImageChange[9] = false; stateAllowImageChange[9] = false;
}; };
function JavelinImage::onFire(%data,%obj,%slot) { function JavelinImage::onFire(%data,%obj,%slot) {
%obj.decInventory(%data.ammo,1); %obj.decInventory(%data.ammo,1);
if(%obj.inv[%data.ammo] == 0) { //Added Phantom139, TWM2 if(%obj.inv[%data.ammo] == 0) { //Added Phantom139, TWM2
AttemptReload(%data, %obj, %slot); AttemptReload(%data, %obj, %slot);
} }
%p = new (SeekerProjectile)() { %p = new (SeekerProjectile)() {
dataBlock = JavelinMissile; dataBlock = JavelinMissile;
initialDirection = "0 0 10"; initialDirection = "0 0 10";
initialPosition = %obj.getPosition(); initialPosition = %obj.getPosition();
damageFactor = 1; damageFactor = 1;
sourceObject = %obj; sourceObject = %obj;
}; };
%p.WeaponImageSource = %data.getName(); %p.WeaponImageSource = %data.getName();
MissileSet.add(%p); MissileSet.add(%p);
%target = %obj.getLockedTarget(); %target = %obj.getLockedTarget();
if(%target) { if(%target) {
//go up first!!! //go up first!!!
//%p.setPositionTarget(vectorAdd(%obj.getPosition(), "0 0 200")); //%p.setPositionTarget(vectorAdd(%obj.getPosition(), "0 0 200"));
%p.schedule(3500, "setObjectTarget", %target); %p.schedule(3500, "setObjectTarget", %target);
schedule(3501, 0, "SetMissileTargeted", %target, %p); schedule(3501, 0, "SetMissileTargeted", %target, %p);
} }
else if(%obj.isLocked()) { else if(%obj.isLocked()) {
//%p.setPositionTarget(vectorAdd(%obj.getPosition(), "0 0 200")); //%p.setPositionTarget(vectorAdd(%obj.getPosition(), "0 0 200"));
//echo("Javelin Lock: "@%obj.getLockedPosition()@""); //echo("Javelin Lock: "@%obj.getLockedPosition()@"");
%p.JavBeac = new BeaconObject() { %p.JavBeac = new BeaconObject() {
dataBlock = "BomberBeacon"; dataBlock = "BomberBeacon";
beaconType = "vehicle"; beaconType = "vehicle";
position = %obj.getLockedPosition(); position = %obj.getLockedPosition();
}; };
%p.schedule(3500, "setObjectTarget", %p.JavBeac); %p.schedule(3500, "setObjectTarget", %p.JavBeac);
schedule(3500, 0, "SetMissileTargeted", %p.JavBeac, %p); schedule(3500, 0, "SetMissileTargeted", %p.JavBeac, %p);
%p.JavBeac.schedule(10000, "Delete"); %p.JavBeac.schedule(10000, "Delete");
} }
else { else {
//no lock, this missile must self destruct... //no lock, this missile must self destruct...
%p.setNoTarget(); %p.setNoTarget();
%p.getDatablock().onExplode(%p, %p.getPosition(), 1); %p.getDatablock().onExplode(%p, %p.getPosition(), 1);
} }
} }

View file

@ -1,236 +1,229 @@
datablock SeekerProjectileData(RPGMissile) { datablock SeekerProjectileData(RPGMissile) {
casingShapeName = "weapon_missile_casement.dts"; casingShapeName = "weapon_missile_casement.dts";
projectileShapeName = "grenade.dts"; projectileShapeName = "grenade.dts";
hasDamageRadius = true; hasDamageRadius = true;
indirectDamage = 1.3; //TWM2 2.1, Increased to 1.3 from 0.8 indirectDamage = 1.3; //TWM2 2.1, Increased to 1.3 from 0.8
damageRadius = 8.0; damageRadius = 8.0;
radiusDamageType = $DamageType::RPG; radiusDamageType = $DamageType::RPG;
kickBackStrength = 3500; kickBackStrength = 3500;
ImageSource = "RPGImage"; ImageSource = "RPGImage";
explosion = "HandGrenadeExplosion"; explosion = "HandGrenadeExplosion";
splash = MissileSplash; splash = MissileSplash;
velInheritFactor = 1.0; // to compensate for slow starting velocity, this value velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
// is cranked up to full so the missile doesn't start // is cranked up to full so the missile doesn't start
// out behind the player when the player is moving // out behind the player when the player is moving
// very quickly - bramage // very quickly - bramage
baseEmitter = MissileSmokeEmitter; baseEmitter = MissileSmokeEmitter;
delayEmitter = MissileFireEmitter; delayEmitter = MissileFireEmitter;
puffEmitter = MissilePuffEmitter; puffEmitter = MissilePuffEmitter;
bubbleEmitter = GrenadeBubbleEmitter; bubbleEmitter = GrenadeBubbleEmitter;
bubbleEmitTime = 1.0; bubbleEmitTime = 1.0;
exhaustEmitter = MissileLauncherExhaustEmitter; exhaustEmitter = MissileLauncherExhaustEmitter;
exhaustTimeMs = 300; exhaustTimeMs = 300;
exhaustNodeName = "muzzlePoint1"; exhaustNodeName = "muzzlePoint1";
lifetimeMS = 5000; // z0dd - ZOD, 4/14/02. Was 6000 lifetimeMS = 5000; // z0dd - ZOD, 4/14/02. Was 6000
muzzleVelocity = 100.0; muzzleVelocity = 100.0;
maxVelocity = 350.0; // z0dd - ZOD, 4/14/02. Was 80.0 maxVelocity = 350.0; // z0dd - ZOD, 4/14/02. Was 80.0
turningSpeed = 54.0; turningSpeed = 54.0;
acceleration = 50.0; acceleration = 50.0;
explodeOnDeath = true; explodeOnDeath = true;
proximityRadius = 3; proximityRadius = 3;
sound = MissileProjectileSound; sound = MissileProjectileSound;
hasLight = true; hasLight = true;
lightRadius = 3.0; lightRadius = 3.0;
lightColor = "0.2 0.05 0"; lightColor = "0.2 0.05 0";
useFlechette = true; useFlechette = true;
flechetteDelayMs = 10; flechetteDelayMs = 10;
casingDeb = FlechetteDebris; casingDeb = FlechetteDebris;
explodeOnWaterImpact = true; explodeOnWaterImpact = true;
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Ammo // Ammo
//-------------------------------------- //--------------------------------------
datablock ItemData(RPGAmmo) datablock ItemData(RPGAmmo) {
{ className = Ammo;
className = Ammo; catagory = "Ammo";
catagory = "Ammo"; shapeFile = "ammo_missile.dts";
shapeFile = "ammo_missile.dts"; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2;
pickUpName = "Some RPGs"; pickUpName = "Some RPGs";
computeCRC = true; computeCRC = true;
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Weapon // Weapon
//-------------------------------------- //--------------------------------------
datablock ItemData(RPG) datablock ItemData(RPG) {
{ className = Weapon;
className = Weapon; catagory = "Spawn Items";
catagory = "Spawn Items"; shapeFile = "weapon_grenade_launcher.dts";
shapeFile = "weapon_grenade_launcher.dts"; image = RPGImage;
image = RPGImage; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2; pickUpName = "an RPG";
pickUpName = "an RPG";
computeCRC = true; computeCRC = true;
emap = true; emap = true;
}; };
datablock ShapeBaseImageData(RPGImage) datablock ShapeBaseImageData(RPGImage) {
{ className = WeaponImage;
className = WeaponImage; shapeFile = "weapon_grenade_launcher.dts";
shapeFile = "weapon_grenade_launcher.dts"; item = RPG;
item = RPG; ammo = RPGAmmo;
ammo = RPGAmmo; offset = "0 -1 0";
offset = "0 -1 0"; armThread = lookms;
armThread = lookms; emap = true;
emap = true;
projectile = RPGMissile; projectile = RPGMissile;
projectileType = seekerprojectile; projectileType = seekerprojectile;
projectileSpread = 1.0 / 1000.0; projectileSpread = 1.0 / 1000.0;
//ClipStuff //ClipStuff
ClipName = "RPGClip"; ClipName = "RPGClip";
ClipPickupName["RPGClip"] = "A Few RPGs"; ClipPickupName["RPGClip"] = "A Few RPGs";
ShowsClipInHud = 1; ShowsClipInHud = 1;
ClipReloadTime = 5; ClipReloadTime = 5;
ClipReturn = 1; ClipReturn = 1;
InitialClips = 7; InitialClips = 7;
// //
HasChallenges = 1; HasChallenges = 1;
ChallengeCt = 9; ChallengeCt = 9;
Challenge[1] = "RPG Killer\t50\t100\tNone"; Challenge[1] = "RPG Killer\t50\t100\tNone";
Challenge[2] = "RPG Extremist\t100\t150\tNone"; Challenge[2] = "RPG Extremist\t100\t150\tNone";
Challenge[3] = "RPG Expert\t250\t250\tNone"; Challenge[3] = "RPG Expert\t250\t250\tNone";
Challenge[4] = "RPG Master\t500\t500\tEnhanced Explosives"; Challenge[4] = "RPG Master\t500\t500\tEnhanced Explosives";
Challenge[5] = "RPG Legend\t1000\t1000\tSpread Neutralizer"; Challenge[5] = "RPG Legend\t1000\t1000\tSpread Neutralizer";
Challenge[6] = "RPG Bronze Commendation\t2500\t10000\tNone"; Challenge[6] = "RPG Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "RPG Silver Commendation\t5000\t25000\tNone"; Challenge[7] = "RPG Silver Commendation\t5000\t25000\tNone";
Challenge[8] = "RPG Gold Commendation\t10000\t50000\tNone"; Challenge[8] = "RPG Gold Commendation\t10000\t50000\tNone";
Challenge[9] = "RPG Titan Commendation\t25000\t75000\tNone"; Challenge[9] = "RPG Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "RPG Explosives"; Upgrade[1] = "RPG Explosives";
Upgrade[2] = "Spread Neutralizer"; Upgrade[2] = "Spread Neutralizer";
GunName = "RPG-7"; GunName = "RPG-7";
RankRequire = $TWM2::RankRequire["RPG7"]; RankRequire = $TWM2::RankRequire["RPG7"];
stateName[0] = "Activate"; stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady"; stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 2.0; stateTimeoutValue[0] = 2.0;
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = MissileSwitchSound; stateSound[0] = MissileSwitchSound;
stateName[1] = "ActivateReady"; stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready"; stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet"; stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire"; stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload"; stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.4; stateTimeoutValue[3] = 0.4;
stateFire[3] = true; stateFire[3] = true;
stateRecoil[3] = LightRecoil; stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false; stateAllowImageChange[3] = false;
stateSequence[3] = "Fire"; stateSequence[3] = "Fire";
stateScript[3] = "onFire"; stateScript[3] = "onFire";
stateSound[3] = MissileFireSound; stateSound[3] = MissileFireSound;
stateName[4] = "Reload"; stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo"; stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready"; stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.1; stateTimeoutValue[4] = 0.1;
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
stateSequence[4] = "Reload"; stateSequence[4] = "Reload";
stateSound[4] = MissileReloadSound; stateSound[4] = MissileReloadSound;
stateName[5] = "NoAmmo"; stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload"; stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo"; stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire"; stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire"; stateName[6] = "DryFire";
stateSound[6] = MissileDryFireSound; stateSound[6] = MissileDryFireSound;
stateTimeoutValue[6] = 1.0; stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "ActivateReady"; stateTransitionOnTimeout[6] = "ActivateReady";
stateName[7] = "CheckTarget"; stateName[7] = "CheckTarget";
stateTransitionOnNoTarget[7] = "Fire"; stateTransitionOnNoTarget[7] = "Fire";
stateTransitionOnTarget[7] = "Fire"; stateTransitionOnTarget[7] = "Fire";
stateName[8] = "CheckWet"; stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "DryFire"; stateTransitionOnWet[8] = "DryFire";
stateTransitionOnNotWet[8] = "CheckTarget"; stateTransitionOnNotWet[8] = "CheckTarget";
stateName[9] = "WetFire"; stateName[9] = "WetFire";
stateTransitionOnNoAmmo[9] = "NoAmmo"; stateTransitionOnNoAmmo[9] = "NoAmmo";
stateTransitionOnTimeout[9] = "Reload"; stateTransitionOnTimeout[9] = "Reload";
stateTimeoutValue[9] = 0.4; stateTimeoutValue[9] = 0.4;
stateScript[9] = "onWetFire"; stateScript[9] = "onWetFire";
stateAllowImageChange[9] = false; stateAllowImageChange[9] = false;
}; };
function RPGImage::OnFire(%data, %obj, %slot) { function RPGImage::OnFire(%data, %obj, %slot) {
// if($TWM2::PlayingSabo) { Inv. Ban lifted TWM2 1.8 // if($TWM2::PlayingSabo) { Inv. Ban lifted TWM2 1.8
// MessageClient(%thrower.client, 'MsgC4IsBanned', "\c5RPGs are banned in this game mode"); // MessageClient(%thrower.client, 'MsgC4IsBanned', "\c5RPGs are banned in this game mode");
// return; // return;
// } // }
%p = Parent::OnFire(%data, %obj, %slot); %p = Parent::OnFire(%data, %obj, %slot);
if(!%obj.client.UpgradeOn("Spread Neutralizer", %data.getName())) { if(!%obj.client.UpgradeOn("Spread Neutralizer", %data.getName())) {
schedule(500, 0, "RPGRandomMovement", %p); schedule(500, 0, "RPGRandomMovement", %p);
} }
if(%obj.client.UpgradeOn("Enhanced Explosives", %data.getName())) { if(%obj.client.UpgradeOn("Enhanced Explosives", %data.getName())) {
%p.damageFactor = 5; //heh %p.damageFactor = 5; //heh
} }
%p.ticksleft = 10; %p.ticksleft = 10;
} }
function RPGRandomMovement(%p) { function RPGRandomMovement(%p) {
if(!isObject(%p)) { if(!isObject(%p)) {
return; return;
} }
%fw = %p.initialDirection; //current direction if(%p.ticksleft <= 0) { //time up!
%x = (getRandom() - 0.5) * 2 * 3.1415926 * (25/1000); %p.getDatablock().onExplode(%p, %p.getPosition(), 1);
%y = (getRandom() - 0.5) * 2 * 3.1415926 * (25/1000); %p.delete();
%z = (getRandom() - 0.5) * 2 * 3.1415926 * (10/1000); return;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z); }
%newvector = MatrixMulVector(%mat, %fw); %fw = %p.initialDirection; //current direction
//now lets use basic torque operations to spawn a new RPG missile going the new direction %x = (getRandom() - 0.5) * 2 * 3.1415926 * (25/1000);
%pnew = new (SeekerProjectile)() { %y = (getRandom() - 0.5) * 2 * 3.1415926 * (25/1000);
dataBlock = RPGMissile; %z = (getRandom() - 0.5) * 2 * 3.1415926 * (10/1000);
initialDirection = %newvector; %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
initialPosition = %p.getPosition(); %newvector = MatrixMulVector(%mat, %fw);
damageFactor = %p.damageFactor; //now lets use basic torque operations to spawn a new RPG missile going the new direction
//sourceObject = %p.sourceObject; // <-- done below to prevent spawning suicidal missiles %pnew = new (SeekerProjectile)() {
}; dataBlock = RPGMissile;
MissionCleanup.add(%pnew); initialDirection = %newvector;
%pnew.sourceObject = %p.sourceObject; initialPosition = %p.getPosition();
%pnew.WeaponImageSource = %p.WeaponImageSource; damageFactor = %p.damageFactor;
%pnew.ticksleft = %p.ticksleft - 1; //sourceObject = %p.sourceObject; // <-- done below to prevent spawning suicidal missiles
%pnew.ImageSource = "RPGImage"; };
//echo(%pnew.ticksleft); MissionCleanup.add(%pnew);
if(%pnew.ticksleft <= 0) { //time up! %pnew.sourceObject = %p.sourceObject;
%pnew.getDatablock().onExplode(%pnew, %pnew.getPosition(), 1); %pnew.WeaponImageSource = %p.WeaponImageSource;
%p.delete(); %pnew.ticksleft = %p.ticksleft - 1;
%pnew.delete(); %pnew.ImageSource = "RPGImage";
//echo("end"); //echo(%pnew.ticksleft);
return; %p.delete();
} schedule(500, 0, "RPGRandomMovement", %pnew);
else {
%p.delete();
schedule(500, 0, "RPGRandomMovement", %pnew);
}
} }

View file

@ -1,58 +1,58 @@
datablock SeekerProjectileData(StingerMissile) { datablock SeekerProjectileData(StingerMissile) {
casingShapeName = "weapon_missile_casement.dts"; casingShapeName = "weapon_missile_casement.dts";
projectileShapeName = "weapon_missile_projectile.dts"; projectileShapeName = "weapon_missile_projectile.dts";
hasDamageRadius = true; hasDamageRadius = true;
indirectDamage = 1.4; //Requires Lock indirectDamage = 1.4; //Requires Lock
damageRadius = 18.0; damageRadius = 18.0;
radiusDamageType = $DamageType::Missile; radiusDamageType = $DamageType::Stinger;
kickBackStrength = 1000; kickBackStrength = 1000;
ImageSource = "StingerImage"; ImageSource = "StingerImage";
explosion = "SatchelMainExplosion"; explosion = "SatchelMainExplosion";
splash = MissileSplash; splash = MissileSplash;
velInheritFactor = 1.0; // to compensate for slow starting velocity, this value velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
// is cranked up to full so the missile doesn't start // is cranked up to full so the missile doesn't start
// out behind the player when the player is moving // out behind the player when the player is moving
// very quickly - bramage // very quickly - bramage
baseEmitter = MissileSmokeEmitter; baseEmitter = MissileSmokeEmitter;
delayEmitter = MissileFireEmitter; delayEmitter = MissileFireEmitter;
puffEmitter = MissilePuffEmitter; puffEmitter = MissilePuffEmitter;
bubbleEmitter = GrenadeBubbleEmitter; bubbleEmitter = GrenadeBubbleEmitter;
bubbleEmitTime = 1.0; bubbleEmitTime = 1.0;
exhaustEmitter = MissileLauncherExhaustEmitter; exhaustEmitter = MissileLauncherExhaustEmitter;
exhaustTimeMs = 300; exhaustTimeMs = 300;
exhaustNodeName = "muzzlePoint1"; exhaustNodeName = "muzzlePoint1";
lifetimeMS = 30000; lifetimeMS = 30000;
muzzleVelocity = 10.0; muzzleVelocity = 10.0;
maxVelocity = 150.0; maxVelocity = 150.0;
turningSpeed = 110.0; turningSpeed = 110.0;
acceleration = 350.0; acceleration = 350.0;
proximityRadius = 3; proximityRadius = 3;
terrainAvoidanceSpeed = 180; terrainAvoidanceSpeed = 180;
terrainScanAhead = 25; terrainScanAhead = 25;
terrainHeightFail = 12; terrainHeightFail = 12;
terrainAvoidanceRadius = 100; terrainAvoidanceRadius = 100;
flareDistance = 200; flareDistance = 200;
flareAngle = 30; flareAngle = 30;
sound = MissileProjectileSound; sound = MissileProjectileSound;
hasLight = true; hasLight = true;
lightRadius = 5.0; lightRadius = 5.0;
lightColor = "0.2 0.05 0"; lightColor = "0.2 0.05 0";
useFlechette = true; useFlechette = true;
flechetteDelayMs = 550; flechetteDelayMs = 550;
casingDeb = FlechetteDebris; casingDeb = FlechetteDebris;
explodeOnWaterImpact = false; explodeOnWaterImpact = false;
}; };
@ -61,170 +61,165 @@ datablock SeekerProjectileData(StingerMissile) {
// Ammo // Ammo
//-------------------------------------- //--------------------------------------
datablock ItemData(StingerAmmo) datablock ItemData(StingerAmmo) {
{ className = Ammo;
className = Ammo; catagory = "Ammo";
catagory = "Ammo"; shapeFile = "ammo_missile.dts";
shapeFile = "ammo_missile.dts"; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2;
pickUpName = "some Stinger rockets"; pickUpName = "some Stinger rockets";
computeCRC = true; computeCRC = true;
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Weapon // Weapon
//-------------------------------------- //--------------------------------------
datablock ItemData(Stinger) datablock ItemData(Stinger) {
{ className = Weapon;
className = Weapon; catagory = "Spawn Items";
catagory = "Spawn Items"; shapeFile = "weapon_mortar.dts";
shapeFile = "weapon_mortar.dts"; image = StingerImage;
image = StingerImage; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2;
pickUpName = "a Stinger launcher"; pickUpName = "a Stinger launcher";
computeCRC = true; computeCRC = true;
emap = true; emap = true;
}; };
datablock ShapeBaseImageData(StingerImage) { datablock ShapeBaseImageData(StingerImage) {
className = WeaponImage; className = WeaponImage;
shapeFile = "weapon_grenade_launcher.dts"; shapeFile = "weapon_grenade_launcher.dts";
item = Stinger; item = Stinger;
ammo = StingerAmmo; ammo = StingerAmmo;
offset = "0 0 0"; offset = "0 0 0";
armThread = lookms; armThread = lookms;
emap = true; emap = true;
projectile = StingerMissile; projectile = StingerMissile;
projectileType = SeekerProjectile; projectileType = SeekerProjectile;
isSeeker = true; isSeeker = true;
seekRadius = 700; seekRadius = 700;
maxSeekAngle = 8; maxSeekAngle = 8;
seekTime = 0.5; seekTime = 0.5;
minSeekHeat = 0.01; // the heat that must be present on a target to lock it. minSeekHeat = 0.01; // the heat that must be present on a target to lock it.
//ClipStuff //ClipStuff
ClipName = "StingerClip"; ClipName = "StingerClip";
ClipPickupName["StingerClip"] = "A Few Stinger Missiles"; ClipPickupName["StingerClip"] = "A Few Stinger Missiles";
ShowsClipInHud = 1; ShowsClipInHud = 1;
ClipReloadTime = 4; ClipReloadTime = 4;
ClipReturn = 1; ClipReturn = 1;
InitialClips = 4; InitialClips = 4;
// //
HasChallenges = 1; HasChallenges = 1;
ChallengeCt = 7; ChallengeCt = 7;
Challenge[1] = "Stinger Hunter\t100\t500\tNone"; Challenge[1] = "Stinger Hunter\t100\t500\tNone";
Challenge[2] = "Stinger Expert\t250\t1000\tNone"; Challenge[2] = "Stinger Expert\t250\t1000\tNone";
Challenge[3] = "Stinger Mastery\t500\t2500\tNone"; Challenge[3] = "Stinger Mastery\t500\t2500\tNone";
Challenge[4] = "Stinger Bronze Commendation\t1000\t10000\tNone"; Challenge[4] = "Stinger Bronze Commendation\t1000\t10000\tNone";
Challenge[5] = "Stinger Silver Commendation\t2500\t25000\tNone"; Challenge[5] = "Stinger Silver Commendation\t2500\t25000\tNone";
Challenge[6] = "Stinger Gold Commendation\t5000\t50000\tNone"; Challenge[6] = "Stinger Gold Commendation\t5000\t50000\tNone";
Challenge[7] = "Stinger Titan Commendation\t10000\t75000\tNone"; Challenge[7] = "Stinger Titan Commendation\t10000\t75000\tNone";
GunName = "Stinger"; GunName = "Stinger";
RankRequire = $TWM2::RankRequire["Stinger"]; RankRequire = $TWM2::RankRequire["Stinger"];
// only target objects outside this range // only target objects outside this range
minTargetingDistance = 80; minTargetingDistance = 80;
stateName[0] = "Activate"; stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady"; stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5; stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = MissileSwitchSound; stateSound[0] = MissileSwitchSound;
stateName[1] = "ActivateReady"; stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready"; stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet"; stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire"; stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload"; stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.4; stateTimeoutValue[3] = 0.4;
stateFire[3] = true; stateFire[3] = true;
stateRecoil[3] = LightRecoil; stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false; stateAllowImageChange[3] = false;
stateSequence[3] = "Fire"; stateSequence[3] = "Fire";
stateScript[3] = "onFire"; stateScript[3] = "onFire";
stateSound[3] = MissileFireSound; stateSound[3] = MissileFireSound;
stateName[4] = "Reload"; stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo"; stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready"; stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 2.5; stateTimeoutValue[4] = 2.5;
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
stateSequence[4] = "Reload"; stateSequence[4] = "Reload";
stateSound[4] = MissileReloadSound; stateSound[4] = MissileReloadSound;
stateName[5] = "NoAmmo"; stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload"; stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo"; stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire"; stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire"; stateName[6] = "DryFire";
stateSound[6] = MissileDryFireSound; stateSound[6] = MissileDryFireSound;
stateTimeoutValue[6] = 1.0; stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "ActivateReady"; stateTransitionOnTimeout[6] = "ActivateReady";
stateName[7] = "CheckTarget"; stateName[7] = "CheckTarget";
stateTransitionOnNoTarget[7] = "DryFire"; stateTransitionOnNoTarget[7] = "DryFire";
stateTransitionOnTarget[7] = "Fire"; stateTransitionOnTarget[7] = "Fire";
stateName[8] = "CheckWet"; stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire"; stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "CheckTarget"; stateTransitionOnNotWet[8] = "CheckTarget";
stateName[9] = "WetFire"; stateName[9] = "WetFire";
stateTransitionOnNoAmmo[9] = "NoAmmo"; stateTransitionOnNoAmmo[9] = "NoAmmo";
stateTransitionOnTimeout[9] = "Reload"; stateTransitionOnTimeout[9] = "Reload";
stateSound[9] = MissileFireSound; stateSound[9] = MissileFireSound;
stateRecoil[3] = LightRecoil; stateRecoil[3] = LightRecoil;
stateTimeoutValue[9] = 0.4; stateTimeoutValue[9] = 0.4;
stateScript[9] = "onWetFire"; stateScript[9] = "onWetFire";
stateAllowImageChange[9] = false; stateAllowImageChange[9] = false;
}; };
function StingerImage::onFire(%data,%obj,%slot) { function StingerImage::onFire(%data, %obj, %slot) {
%obj.decInventory(%data.ammo,1); if(%obj.inv[%data.ammo] == 0) { //Added Phantom139, TWM2
if(%obj.inv[%data.ammo] == 0) { //Added Phantom139, TWM2 AttemptReload(%data, %obj, %slot);
AttemptReload(%data, %obj, %slot); }
}
%target = %obj.getLockedTarget(); %target = %obj.getLockedTarget();
//requires lock //requires lock
if(%target) { if(%target) {
%p = new (SeekerProjectile)() { %p = new (SeekerProjectile)() {
dataBlock = StingerMissile; dataBlock = StingerMissile;
initialDirection = "0 0 10"; initialDirection = "0 0 10";
initialPosition = %obj.getPosition(); initialPosition = %obj.getPosition();
damageFactor = 1; damageFactor = 1;
sourceObject = %obj; sourceObject = %obj;
}; };
%p.WeaponImageSource = %data.getName(); %p.WeaponImageSource = %data.getName();
MissileSet.add(%p); MissileSet.add(%p);
%p.schedule(500, "setObjectTarget", %target); %p.schedule(500, "setObjectTarget", %target);
schedule(501, 0, "SetMissileTargeted", %target, %p); schedule(501, 0, "SetMissileTargeted", %target, %p);
}
else if(%obj.isLocked()) { %obj.decInventory(%data.ammo,1);
return; }
} else if(%obj.isLocked()) {
else { return;
return; }
}
} }

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@ -1,54 +1,49 @@
datablock ItemData(StaticGrenadeThrown) datablock ItemData(StaticGrenadeThrown) {
{
className = Weapon; className = Weapon;
shapeFile = "ammo_plasma.dts"; shapeFile = "ammo_plasma.dts";
mass = 0.4; mass = 0.4;
elasticity = 0.2; elasticity = 0.2;
friction = 1; friction = 1;
pickupRadius = 2; pickupRadius = 2;
maxDamage = 0.5; maxDamage = 0.5;
explosion = PlasmaBarrelBoltExplosion; explosion = PlasmaBarrelBoltExplosion;
underwaterExplosion = PlasmaBarrelBoltExplosion; underwaterExplosion = PlasmaBarrelBoltExplosion;
indirectDamage = 0.4; indirectDamage = 0.4;
damageRadius = 10.0; damageRadius = 10.0;
radiusDamageType = $DamageType::Grenade; radiusDamageType = $DamageType::StaticGrenade;
kickBackStrength = 2000; kickBackStrength = 2000;
computeCRC = true;
computeCRC = true;
}; };
datablock ItemData(StaticGrenade) datablock ItemData(StaticGrenade) {
{
className = HandInventory; className = HandInventory;
catagory = "Handheld"; catagory = "Handheld";
shapeFile = "ammo_plasma.dts"; shapeFile = "ammo_plasma.dts";
mass = 0.4; mass = 0.4;
elasticity = 0.2; elasticity = 0.2;
friction = 1; friction = 1;
pickupRadius = 2; pickupRadius = 2;
thrownItem = StaticGrenadeThrown; thrownItem = StaticGrenadeThrown;
pickUpName = "some static grenades"; pickUpName = "some static grenades";
isGrenade = true; isGrenade = true;
computeCRC = true; computeCRC = true;
}; };
function StaticGrenadeThrown::onThrow(%this, %gren) { function StaticGrenadeThrown::onThrow(%this, %gren) {
AIGrenadeThrown(%gren); AIGrenadeThrown(%gren);
%gren.detThread = schedule(3000, %gren, "detonateGrenade", %gren); %gren.detThread = schedule(3000, %gren, "detonateGrenade", %gren);
} }
function StaticGrenadeThrown::onCollision(%data, %obj, %col) { function StaticGrenadeThrown::onCollision(%data, %obj, %col) {
%cn = %col.getDatablock().getClassName(); %cn = %col.getDatablock().getClassName();
if(%cn $= "PlayerData" || strstr(%cn, "Vehicle") != -1) { if(%cn $= "PlayerData" || strstr(%cn, "Vehicle") != -1) {
//BOOM! //BOOM!
detonateGrenade(%obj); detonateGrenade(%obj);
//Die now... //Die now...
if(!%col.isBoss && !%col.isGOF) { if(!%col.isBoss && !%col.isGOF) {
RadiusExplosion( %obj, %obj.getPosition(), 1, 100, 1000, RadiusExplosion( %obj, %obj.getPosition(), 1, 100, 1000, %obj.sourceObject, $DamageType::StaticGrenade);
%obj.sourceObject, $DamageType::Grenade); }
} }
}
} }

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@ -1,229 +1,226 @@
datablock TracerProjectileData(MG42Bullet) { datablock TracerProjectileData(MG42Bullet) {
doDynamicClientHits = true; doDynamicClientHits = true;
directDamage = 0.063; directDamage = 0.063;
directDamageType = $DamageType::MG42; directDamageType = $DamageType::MG42;
explosion = "ChaingunExplosion"; explosion = "ChaingunExplosion";
splash = ChaingunSplash; splash = ChaingunSplash;
HeadMultiplier = 1.5; HeadMultiplier = 1.5;
LegsMultiplier = 0.5; LegsMultiplier = 0.5;
ImageSource = "MG42Image"; ImageSource = "MG42Image";
kickBackStrength = 50.0; kickBackStrength = 50.0;
sound = ChaingunProjectile; sound = ChaingunProjectile;
dryVelocity = 3000.0; dryVelocity = 3000.0;
wetVelocity = 1000.0; wetVelocity = 1000.0;
velInheritFactor = 1.0; velInheritFactor = 1.0;
fizzleTimeMS = 3000; fizzleTimeMS = 3000;
lifetimeMS = 3000; lifetimeMS = 3000;
explodeOnDeath = false; explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0; reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false; explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0; deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000; fizzleUnderwaterMS = 3000;
tracerLength = 40.0; tracerLength = 40.0;
tracerAlpha = false; tracerAlpha = false;
tracerMinPixels = 6; tracerMinPixels = 6;
tracerColor = 10.0/255.0 @ " " @ 30.0/255.0 @ " " @ 240.0/255.0 @ " 0.75"; tracerColor = 10.0/255.0 @ " " @ 30.0/255.0 @ " " @ 240.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00"; tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross"; tracerTex[1] = "special/tracercross";
tracerWidth = 0.2; tracerWidth = 0.2;
crossSize = 0.20; crossSize = 0.20;
crossViewAng = 0.990; crossViewAng = 0.990;
renderCross = true; renderCross = true;
decalData[0] = ChaingunDecal1; decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2; decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3; decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4; decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5; decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6; decalData[5] = ChaingunDecal6;
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Ammo // Ammo
//-------------------------------------- //--------------------------------------
datablock ItemData(MG42Ammo) { datablock ItemData(MG42Ammo) {
className = Ammo; className = Ammo;
catagory = "Ammo"; catagory = "Ammo";
shapeFile = "ammo_chaingun.dts"; shapeFile = "ammo_chaingun.dts";
mass = 3; mass = 3;
elasticity = 0.2; elasticity = 0.2;
friction = 0.6; friction = 0.6;
pickupRadius = 2; pickupRadius = 2;
pickUpName = "some PCT ammo"; pickUpName = "some mg42 rounds";
computeCRC = true;
computeCRC = true;
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Weapon // Weapon
//-------------------------------------- //--------------------------------------
datablock ShapeBaseImageData(MG42Image) { datablock ShapeBaseImageData(MG42Image) {
className = WeaponImage; className = WeaponImage;
shapeFile = "weapon_sniper.dts"; shapeFile = "weapon_sniper.dts";
item = MG42; item = MG42;
ammo = MG42Ammo; ammo = MG42Ammo;
projectile = MG42Bullet; projectile = MG42Bullet;
projectileType = TracerProjectile; projectileType = TracerProjectile;
emap = true; emap = true;
mass = 26; mass = 26;
offset = "0.08 0.22 0.15"; // L/R - F/B - T/B offset = "0.08 0.22 0.15"; // L/R - F/B - T/B
casing = ShellDebris; casing = ShellDebris;
shellExitDir = "0.5 0 1"; shellExitDir = "0.5 0 1";
shellExitOffset = "0.0 0.75 0.0"; shellExitOffset = "0.0 0.75 0.0";
shellExitVariance = 5.0; shellExitVariance = 5.0;
shellVelocity = 4.5; shellVelocity = 4.5;
//ClipStuff //ClipStuff
ClipName = "MG42Clip"; ClipName = "MG42Clip";
ClipPickupName["MG42Clip"] = "Some MG42 Clip Boxes"; ClipPickupName["MG42Clip"] = "Some MG42 Clip Boxes";
ShowsClipInHud = 1; ShowsClipInHud = 1;
ClipReloadTime = 7; ClipReloadTime = 7;
ClipReturn = 200; ClipReturn = 200;
InitialClips = 4; InitialClips = 4;
// //
//Challenges //Challenges
HasChallenges = 1; HasChallenges = 1;
ChallengeCt = 8; ChallengeCt = 8;
Challenge[1] = "MG42 Hunter\t100\t250\tNone"; Challenge[1] = "MG42 Hunter\t100\t250\tNone";
Challenge[2] = "MG42 Expert\t250\t500\tGrip"; Challenge[2] = "MG42 Expert\t250\t500\tGrip";
Challenge[3] = "MG42 Master\t750\t1000\tNone"; Challenge[3] = "MG42 Master\t750\t1000\tNone";
Challenge[4] = "MG42 God\t1500\t2000\tSilencer"; Challenge[4] = "MG42 God\t1500\t2000\tSilencer";
Challenge[5] = "MG42 Bronze Commendation\t3000\t10000\tNone"; Challenge[5] = "MG42 Bronze Commendation\t3000\t10000\tNone";
Challenge[6] = "MG42 Silver Commendation\t6000\t25000\tNone"; Challenge[6] = "MG42 Silver Commendation\t6000\t25000\tNone";
Challenge[7] = "MG42 Gold Commendation\t12500\t50000\tNone"; Challenge[7] = "MG42 Gold Commendation\t12500\t50000\tNone";
Challenge[8] = "MG42 Titan Commendation\t35000\t75000\tNone"; Challenge[8] = "MG42 Titan Commendation\t35000\t75000\tNone";
Upgrade[1] = "Grip"; Upgrade[1] = "Grip";
Upgrade[2] = "Silencer"; Upgrade[2] = "Silencer";
GunName = "MG42 Machine Gun"; GunName = "MG42 Machine Gun";
// //
RankRequire = $TWM2::RankRequire["MG42"]; RankRequire = $TWM2::RankRequire["MG42"];
projectileSpread = 12.5 / 1000.0; projectileSpread = 12.5 / 1000.0;
//-------------------------------------- //--------------------------------------
stateName[0] = "Activate"; stateName[0] = "Activate";
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound; stateSound[0] = ChaingunSwitchSound;
stateAllowImageChange[0] = false; stateAllowImageChange[0] = false;
// //
stateTimeoutValue[0] = 0.5; stateTimeoutValue[0] = 0.5;
stateTransitionOnTimeout[0] = "Ready"; stateTransitionOnTimeout[0] = "Ready";
stateTransitionOnNoAmmo[0] = "NoAmmo"; stateTransitionOnNoAmmo[0] = "NoAmmo";
//-------------------------------------- //--------------------------------------
stateName[1] = "Ready"; stateName[1] = "Ready";
stateSpinThread[1] = Stop; stateSpinThread[1] = Stop;
// //
stateTransitionOnTriggerDown[1] = "Spinup"; stateTransitionOnTriggerDown[1] = "Spinup";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
//-------------------------------------- //--------------------------------------
stateName[2] = "NoAmmo"; stateName[2] = "NoAmmo";
stateTransitionOnAmmo[2] = "Ready"; stateTransitionOnAmmo[2] = "Ready";
stateSpinThread[2] = Stop; stateSpinThread[2] = Stop;
stateTransitionOnTriggerDown[2] = "DryFire"; stateTransitionOnTriggerDown[2] = "DryFire";
//-------------------------------------- //--------------------------------------
stateName[3] = "Spinup"; stateName[3] = "Spinup";
stateSpinThread[3] = SpinUp; stateSpinThread[3] = SpinUp;
stateSound[3] = ChaingunSpinupSound; stateSound[3] = ChaingunSpinupSound;
// //
stateTimeoutValue[3] = 0.1; stateTimeoutValue[3] = 0.1;
stateWaitForTimeout[3] = false; stateWaitForTimeout[3] = false;
stateTransitionOnTimeout[3] = "Fire"; stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Spindown"; stateTransitionOnTriggerUp[3] = "Spindown";
//-------------------------------------- //--------------------------------------
stateName[4] = "Fire"; stateName[4] = "Fire";
stateSequence[4] = "Fire"; stateSequence[4] = "Fire";
stateSequenceRandomFlash[4] = true; stateSequenceRandomFlash[4] = true;
stateSpinThread[4] = FullSpeed; stateSpinThread[4] = FullSpeed;
//stateSound[4] = ChaingunFireSound; //stateSound[4] = ChaingunFireSound;
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
stateScript[4] = "onFire"; stateScript[4] = "onFire";
stateFire[4] = true; stateFire[4] = true;
stateEjectShell[4] = true; stateEjectShell[4] = true;
stateTimeoutValue[4] = 0.02; stateTimeoutValue[4] = 0.02;
stateTransitionOnTimeout[4] = "Fire"; stateTransitionOnTimeout[4] = "Fire";
stateTransitionOnTriggerUp[4] = "Spindown"; stateTransitionOnTriggerUp[4] = "Spindown";
stateTransitionOnNoAmmo[4] = "EmptySpindown"; stateTransitionOnNoAmmo[4] = "EmptySpindown";
//-------------------------------------- //--------------------------------------
stateName[5] = "Spindown"; stateName[5] = "Spindown";
stateSound[5] = ChaingunSpinDownSound; stateSound[5] = ChaingunSpinDownSound;
stateSpinThread[5] = SpinDown; stateSpinThread[5] = SpinDown;
// //
stateTimeoutValue[5] = 0.1; stateTimeoutValue[5] = 0.1;
stateWaitForTimeout[5] = true; stateWaitForTimeout[5] = true;
stateTransitionOnTimeout[5] = "Ready"; stateTransitionOnTimeout[5] = "Ready";
stateTransitionOnTriggerDown[5] = "Spinup"; stateTransitionOnTriggerDown[5] = "Spinup";
//-------------------------------------- //--------------------------------------
stateName[6] = "EmptySpindown"; stateName[6] = "EmptySpindown";
stateSound[6] = ChaingunSpinDownSound; stateSound[6] = ChaingunSpinDownSound;
stateSpinThread[6] = SpinDown; stateSpinThread[6] = SpinDown;
// //
stateTimeoutValue[6] = 1.0; stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo"; stateTransitionOnTimeout[6] = "NoAmmo";
//-------------------------------------- //--------------------------------------
stateName[7] = "DryFire"; stateName[7] = "DryFire";
stateSound[7] = ChaingunDryFireSound; stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 0.5; stateTimeoutValue[7] = 0.5;
stateTransitionOnTimeout[7] = "NoAmmo"; stateTransitionOnTimeout[7] = "NoAmmo";
}; };
datablock ItemData(MG42) { datablock ItemData(MG42) {
className = Weapon; className = Weapon;
catagory = "Spawn Items"; catagory = "Spawn Items";
shapeFile = "turret_tank_barrelchain.dts"; shapeFile = "turret_tank_barrelchain.dts";
image = MG42Image; image = MG42Image;
mass = 1.0; mass = 1.0;
elasticity = 0.2; elasticity = 0.2;
friction = 0.6; friction = 0.6;
pickupRadius = 2; pickupRadius = 2;
pickUpName = "a Portible Chaingun Turret"; pickUpName = "a MG42 machine gun";
computeCRC = true; computeCRC = true;
emap = true; emap = true;
}; };
datablock ShapeBaseImageData(MG42Image1) : MG42Image { datablock ShapeBaseImageData(MG42Image1) : MG42Image {
className = WeaponImage; className = WeaponImage;
shapeFile = "weapon_missile.dts"; shapeFile = "weapon_missile.dts";
rotation = "0 0 1 180"; rotation = "0 0 1 180";
offset = "0.01 0.04 0.0"; // L/R - F/B - T/B offset = "0.01 0.04 0.0"; // L/R - F/B - T/B
}; };
function MG42Image::onMount(%this,%obj,%slot) { function MG42Image::onMount(%this,%obj,%slot) {
Parent::onMount(%this, %obj, %slot); Parent::onMount(%this, %obj, %slot);
%obj.mountImage(MG42Image1, 3); %obj.mountImage(MG42Image1, 3);
} }
function MG42Image::onUnmount(%this,%obj,%slot) { function MG42Image::onUnmount(%this,%obj,%slot) {
Parent::onUnmount(%this, %obj, %slot); Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(3); %obj.unmountImage(3);
} }
function MG42Image::onFire(%data, %obj, %slot) { function MG42Image::onFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot); %p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) { if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p //zero sound :p
} }
else { else {
ServerPlay3d(ChaingunFireSound, %obj.getPosition()); ServerPlay3d(ChaingunFireSound, %obj.getPosition());
} }
} }

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@ -1,204 +1,202 @@
datablock TracerProjectileData(MRXXBullet) { datablock TracerProjectileData(MRXXBullet) {
doDynamicClientHits = true; doDynamicClientHits = true;
directDamage = 0.043; directDamage = 0.043;
directDamageType = $DamageType::MRXX; directDamageType = $DamageType::MRXX;
explosion = "ChaingunExplosion"; explosion = "ChaingunExplosion";
splash = ChaingunSplash; splash = ChaingunSplash;
HeadMultiplier = 1.25; HeadMultiplier = 1.25;
LegsMultiplier = 0.75; LegsMultiplier = 0.75;
ImageSource = "MRXXImage"; ImageSource = "MRXXImage";
kickBackStrength = 15.0; kickBackStrength = 15.0;
sound = ChaingunProjectile; sound = ChaingunProjectile;
dryVelocity = 1750.0; dryVelocity = 1750.0;
wetVelocity = 1500.0; wetVelocity = 1500.0;
velInheritFactor = 0.0; velInheritFactor = 0.0;
fizzleTimeMS = 3000; fizzleTimeMS = 3000;
lifetimeMS = 3000; lifetimeMS = 3000;
explodeOnDeath = false; explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0; reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false; explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0; deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000; fizzleUnderwaterMS = 3000;
tracerLength = 9.0; tracerLength = 9.0;
tracerAlpha = false; tracerAlpha = false;
tracerMinPixels = 6; tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75"; tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00"; tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross"; tracerTex[1] = "special/tracercross";
tracerWidth = 0.09; tracerWidth = 0.09;
crossSize = 0.20; crossSize = 0.20;
crossViewAng = 0.990; crossViewAng = 0.990;
renderCross = true; renderCross = true;
decalData[0] = ChaingunDecal1; decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2; decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3; decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4; decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5; decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6; decalData[5] = ChaingunDecal6;
}; };
datablock ItemData(MRXXAmmo) datablock ItemData(MRXXAmmo) {
{ className = Ammo;
className = Ammo; catagory = "Ammo";
catagory = "Ammo"; shapeFile = "ammo_chaingun.dts";
shapeFile = "ammo_chaingun.dts"; mass = 3;
mass = 3; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2;
pickUpName = "some MRXX ammo"; pickUpName = "some MRXX ammo";
computeCRC = true; computeCRC = true;
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Weapon // Weapon
//-------------------------------------- //--------------------------------------
datablock ShapeBaseImageData(MRXXImage) { datablock ShapeBaseImageData(MRXXImage) {
className = WeaponImage; className = WeaponImage;
shapeFile = "weapon_mortar.dts"; shapeFile = "weapon_mortar.dts";
item = MRXX; item = MRXX;
ammo = MRXXAmmo; ammo = MRXXAmmo;
projectile = MRXXBullet; projectile = MRXXBullet;
projectileType = TracerProjectile; projectileType = TracerProjectile;
emap = true; emap = true;
mass = 26; mass = 26;
//ClipStuff //ClipStuff
ClipName = "MRXXClip"; ClipName = "MRXXClip";
ClipPickupName["MRXXClip"] = "some MRXX Clip Boxes"; ClipPickupName["MRXXClip"] = "some MRXX Clip Boxes";
ShowsClipInHud = 1; ShowsClipInHud = 1;
ClipReloadTime = 9; ClipReloadTime = 9;
ClipReturn = 150; ClipReturn = 150;
InitialClips = 5; InitialClips = 5;
// //
HasChallenges = 1; HasChallenges = 1;
ChallengeCt = 8; ChallengeCt = 8;
Challenge[1] = "MRXX ZC4 Killer\t50\t100\tNone"; Challenge[1] = "MRXX ZC4 Killer\t50\t100\tNone";
Challenge[2] = "MRXX ZC4 Expert\t100\t250\tNone"; Challenge[2] = "MRXX ZC4 Expert\t100\t250\tNone";
Challenge[3] = "MRXX ZC4 Master\t250\t500\tGrip"; Challenge[3] = "MRXX ZC4 Master\t250\t500\tGrip";
Challenge[4] = "MRXX ZC4 God\t500\t1000\tSilencer"; Challenge[4] = "MRXX ZC4 God\t500\t1000\tSilencer";
Challenge[5] = "MRXX ZC4 Bronze Commendation\t1500\t10000\tNone"; Challenge[5] = "MRXX ZC4 Bronze Commendation\t1500\t10000\tNone";
Challenge[6] = "MRXX ZC4 Silver Commendation\t5000\t25000\tNone"; Challenge[6] = "MRXX ZC4 Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "MRXX ZC4 Gold Commendation\t10000\t50000\tNone"; Challenge[7] = "MRXX ZC4 Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "MRXX ZC4 Titan Commendation\t25000\t75000\tNone"; Challenge[8] = "MRXX ZC4 Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Grip"; Upgrade[1] = "Grip";
Upgrade[2] = "Silencer"; Upgrade[2] = "Silencer";
GunName = "MRXX ZC4 Machine Gun"; GunName = "MRXX ZC4 Machine Gun";
RankRequire = $TWM2::RankRequire["MRXX"]; RankRequire = $TWM2::RankRequire["MRXX"];
casing = ShellDebris; casing = ShellDebris;
shellExitDir = "0.5 0 1"; shellExitDir = "0.5 0 1";
shellExitOffset = "0.0 0.75 0.0"; shellExitOffset = "0.0 0.75 0.0";
shellExitVariance = 5.0; shellExitVariance = 5.0;
shellVelocity = 4.5; shellVelocity = 4.5;
projectileSpread = 10.0 / 1000.0; projectileSpread = 10.0 / 1000.0;
//-------------------------------------- //--------------------------------------
stateName[0] = "Activate"; stateName[0] = "Activate";
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound; stateSound[0] = ChaingunSwitchSound;
stateAllowImageChange[0] = false; stateAllowImageChange[0] = false;
// //
stateTimeoutValue[0] = 0.5; stateTimeoutValue[0] = 0.5;
stateTransitionOnTimeout[0] = "Ready"; stateTransitionOnTimeout[0] = "Ready";
stateTransitionOnNoAmmo[0] = "NoAmmo"; stateTransitionOnNoAmmo[0] = "NoAmmo";
//-------------------------------------- //--------------------------------------
stateName[1] = "Ready"; stateName[1] = "Ready";
stateSpinThread[1] = Stop; stateSpinThread[1] = Stop;
// //
stateTransitionOnTriggerDown[1] = "Spinup"; stateTransitionOnTriggerDown[1] = "Spinup";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
//-------------------------------------- //--------------------------------------
stateName[2] = "NoAmmo"; stateName[2] = "NoAmmo";
stateTransitionOnAmmo[2] = "Ready"; stateTransitionOnAmmo[2] = "Ready";
stateSpinThread[2] = Stop; stateSpinThread[2] = Stop;
stateTransitionOnTriggerDown[2] = "DryFire"; stateTransitionOnTriggerDown[2] = "DryFire";
//-------------------------------------- //--------------------------------------
stateName[3] = "Spinup"; stateName[3] = "Spinup";
stateSpinThread[3] = SpinUp; stateSpinThread[3] = SpinUp;
stateSound[3] = ChaingunSpinupSound; stateSound[3] = ChaingunSpinupSound;
// //
stateTimeoutValue[3] = 0.1; stateTimeoutValue[3] = 0.1;
stateWaitForTimeout[3] = false; stateWaitForTimeout[3] = false;
stateTransitionOnTimeout[3] = "Fire"; stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Spindown"; stateTransitionOnTriggerUp[3] = "Spindown";
//-------------------------------------- //--------------------------------------
stateName[4] = "Fire"; stateName[4] = "Fire";
stateSequence[4] = "Fire"; stateSequence[4] = "Fire";
stateSequenceRandomFlash[4] = true; stateSequenceRandomFlash[4] = true;
stateSpinThread[4] = FullSpeed; stateSpinThread[4] = FullSpeed;
//stateSound[4] = MRXXFireSound; //stateSound[4] = MRXXFireSound;
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
stateScript[4] = "onFire"; stateScript[4] = "onFire";
stateFire[4] = true; stateFire[4] = true;
stateEjectShell[4] = true; stateEjectShell[4] = true;
stateTimeoutValue[4] = 0.02; stateTimeoutValue[4] = 0.02;
stateTransitionOnTimeout[4] = "Fire"; stateTransitionOnTimeout[4] = "Fire";
stateTransitionOnTriggerUp[4] = "Spindown"; stateTransitionOnTriggerUp[4] = "Spindown";
stateTransitionOnNoAmmo[4] = "EmptySpindown"; stateTransitionOnNoAmmo[4] = "EmptySpindown";
//-------------------------------------- //--------------------------------------
stateName[5] = "Spindown"; stateName[5] = "Spindown";
stateSound[5] = ChaingunSpinDownSound; stateSound[5] = ChaingunSpinDownSound;
stateSpinThread[5] = SpinDown; stateSpinThread[5] = SpinDown;
// //
stateTimeoutValue[5] = 0.1; stateTimeoutValue[5] = 0.1;
stateWaitForTimeout[5] = true; stateWaitForTimeout[5] = true;
stateTransitionOnTimeout[5] = "Ready"; stateTransitionOnTimeout[5] = "Ready";
stateTransitionOnTriggerDown[5] = "Spinup"; stateTransitionOnTriggerDown[5] = "Spinup";
//-------------------------------------- //--------------------------------------
stateName[6] = "EmptySpindown"; stateName[6] = "EmptySpindown";
stateSound[6] = ChaingunSpinDownSound; stateSound[6] = ChaingunSpinDownSound;
stateSpinThread[6] = SpinDown; stateSpinThread[6] = SpinDown;
// //
stateTimeoutValue[6] = 1.0; stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo"; stateTransitionOnTimeout[6] = "NoAmmo";
//-------------------------------------- //--------------------------------------
stateName[7] = "DryFire"; stateName[7] = "DryFire";
stateSound[7] = ChaingunDryFireSound; stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 0.5; stateTimeoutValue[7] = 0.5;
stateTransitionOnTimeout[7] = "NoAmmo"; stateTransitionOnTimeout[7] = "NoAmmo";
}; };
datablock ItemData(MRXX) { datablock ItemData(MRXX) {
className = Weapon; className = Weapon;
catagory = "Spawn Items"; catagory = "Spawn Items";
shapeFile = "turret_tank_barrelchain.dts"; shapeFile = "turret_tank_barrelchain.dts";
image = MRXXImage; image = MRXXImage;
mass = 1.0; mass = 1.0;
elasticity = 0.2; elasticity = 0.2;
friction = 0.6; friction = 0.6;
pickupRadius = 2; pickupRadius = 2;
pickUpName = "a MRXX ZC4 MG"; pickUpName = "a MRXX ZC4 MG";
computeCRC = true; computeCRC = true;
emap = true; emap = true;
}; };
function MRXXImage::onFire(%data, %obj, %slot) { function MRXXImage::onFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot); %p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) { if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p //zero sound :p
} }
else { else {
ServerPlay3d(ChaingunFireSound, %obj.getPosition()); ServerPlay3d(ChaingunFireSound, %obj.getPosition());
} }
} }

View file

@ -1,304 +1,273 @@
datablock AudioProfile(BOVHitSound) { datablock AudioProfile(BOVHitSound) {
filename = "fx/misc/flag_snatch.wav"; filename = "fx/misc/flag_snatch.wav";
description = AudioClose3d; description = AudioClose3d;
preload = true; preload = true;
}; };
datablock ShapeBaseImageData(BOVButt) datablock ShapeBaseImageData(BOVButt) {
{ shapeFile = "weapon_disc.dts";
shapeFile = "weapon_disc.dts"; mountPoint = 1;
mountPoint = 1;
offset = "0.0 0.8 0.55"; // L/R - F/B - T/B offset = "0.0 0.8 0.55"; // L/R - F/B - T/B
rotation = "2.0 -2.0 3.0 45"; // L/R - F/B - T/B rotation = "2.0 -2.0 3.0 45"; // L/R - F/B - T/B
};
datablock ShapeBaseImageData(BoVSwing) {
shapeFile = "weapon_disc.dts";
mountPoint = 1;
offset = "0.0 1.45 -0.4"; // L/R - F/B - T/B
rotation = "0 0 1 180"; // L/R - F/B - T/B
}; };
function swingbackbov(%obj) { function swingbackbov(%obj) {
%obj.unmountImage(6); %obj.unmountImage(6);
%obj.mountImage(BOVButt, 5); %obj.mountImage(BOVButt, 5);
} }
datablock LinearProjectileData(BOVhit) { datablock LinearProjectileData(BOVhit) {
projectileShapeName = "disc.dts"; projectileShapeName = "disc.dts";
emitterDelay = -1; emitterDelay = -1;
directDamage = 100.0; directDamage = 0.9;
radiusDamageType = $DamageType::Admin; radiusDamageType = $DamageType::BladeOfVengance;
kickBackStrength = 1750; kickBackStrength = 1750;
ImageSource = "BOVImage"; ImageSource = "BOVImage";
sound = discProjectileSound; sound = discProjectileSound;
explosion = "ChaingunExplosion"; explosion = "ChaingunExplosion";
underwaterExplosion = "ChaingunExplosion"; underwaterExplosion = "ChaingunExplosion";
splash = DiscSplash; splash = DiscSplash;
dryVelocity = 50; dryVelocity = 200;
wetVelocity = 30; wetVelocity = 200;
velInheritFactor = 0.5; velInheritFactor = 0.5;
fizzleTimeMS = 100; fizzleTimeMS = 25;
lifetimeMS = 100; lifetimeMS = 25;
explodeOnDeath = true; explodeOnDeath = true;
reflectOnWaterImpactAngle = 15.0; reflectOnWaterImpactAngle = 15.0;
explodeOnWaterImpact = true; explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0; deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 5000; fizzleUnderwaterMS = 5000;
activateDelayMS = 200; activateDelayMS = 200;
hasLight = true; hasLight = true;
lightRadius = 6.0; lightRadius = 6.0;
lightColor = "0.175 0.175 0.5"; lightColor = "0.175 0.175 0.5";
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Weapon // Weapon
//-------------------------------------- //--------------------------------------
datablock ShapeBaseImageData(BOVImage) datablock ShapeBaseImageData(BOVImage) {
{ className = WeaponImage;
className = WeaponImage; shapeFile = "turret_muzzlepoint.dts";
shapeFile = "turret_muzzlepoint.dts"; item = BOV;
item = BOV; projectile = BOVhit;
projectile = BOVhit; projectileType = LinearProjectile;
projectileType = LinearProjectile;
usesEnergy = true; usesEnergy = true;
fireEnergy = 20; fireEnergy = 20;
minEnergy = 30; minEnergy = 30;
MedalRequire = 1; MedalRequire = 1;
stateName[0] = "Activate"; stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady"; stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 1.0; stateTimeoutValue[0] = 1.0;
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = BlasterSwitchSound; stateSound[0] = BlasterSwitchSound;
stateName[1] = "ActivateReady"; stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready"; stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire"; stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire"; stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload"; stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.5; stateTimeoutValue[3] = 0.5;
stateFire[3] = true; stateFire[3] = true;
stateRecoil[3] = NoRecoil; stateRecoil[3] = NoRecoil;
stateAllowImageChange[3] = false; stateAllowImageChange[3] = false;
stateSequence[3] = "Fire"; stateSequence[3] = "Fire";
stateScript[3] = "onFire"; stateScript[3] = "onFire";
stateName[4] = "Reload"; stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo"; stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready"; stateTransitionOnTimeout[4] = "Ready";
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
stateSequence[4] = "Reload"; stateSequence[4] = "Reload";
stateName[5] = "NoAmmo"; stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload"; stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo"; stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire"; stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire"; stateName[6] = "DryFire";
stateTimeoutValue[6] = 1.0; stateTimeoutValue[6] = 1.0;
stateSound[6] = BlasterDryFireSound; stateSound[6] = BlasterDryFireSound;
stateTransitionOnTimeout[6] = "Ready"; stateTransitionOnTimeout[6] = "Ready";
}; };
datablock ItemData(BOV) datablock ItemData(BOV) {
{ className = Weapon;
className = Weapon; catagory = "Spawn Items";
catagory = "Spawn Items"; shapeFile = "weapon_disc.dts";
shapeFile = "weapon_disc.dts"; image = BOVImage;
image = BOVImage; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2;
pickUpName = "a blade of vengance"; pickUpName = "a blade of vengance";
}; };
function BOVImage::onMount(%data, %obj, %node) function BOVImage::onMount(%data, %obj, %node) {
{ if(!%obj.client.hasMedal(11) && !%obj.client.isAiControlled()) {
%obj.meleeIMG = %obj.mountImage(BOVButt, 5); %obj.throwweapon(1);
%obj.throwweapon(0);
messageClient(%obj.client, 'MsgClient', "\c3You must aquire the 'Revenge Avoided Again' Medal to use this.");
return;
}
%obj.meleeIMG = %obj.mountImage(BOVButt, 5);
} }
function BOVImage::onUnMount(%data, %obj, %node) function BOVImage::onUnMount(%data, %obj, %node) {
{ %obj.unmountImage(5);
%obj.unmountImage(5);
} }
datablock ShapeBaseImageData(BoVSwing)
{
shapeFile = "weapon_disc.dts";
mountPoint = 1;
offset = "0.0 1.45 -0.4"; // L/R - F/B - T/B
rotation = "0 0 1 180"; // L/R - F/B - T/B
};
function BOVImage::onFire(%data, %obj, %node) { function BOVImage::onFire(%data, %obj, %node) {
//dumbass use if(!%obj.client.hasMedal(11) && !%obj.client.isAiControlled()) {
//Person without the medal messageClient(%obj.client, 'MsgClient', "\c3You must aquire the 'Revenge Avoided Again' Medal to use this.");
if(!%obj.client.hasMedal(11) && !%obj.client.isAiControlled()) { return;
messageClient(%obj.client, 'MsgClient', "\c3You must aquire the 'Revenge Avoided Again' Medal to use this."); }
messageall('MsgDummy', "\c0In an effort to use the blade of vengance, "@ %obj.client.namebase@" stabbed himself!"); if(%obj.cannotuseBOV) { //in the kill anim?
%obj.scriptKill($DamageType::Admin); return;
return; }
} //
if(%obj.cannotuseBOV) { //in the kill anim? %obj.unmountImage(5);
return; %obj.meleeIMG = %obj.mountImage(BoVSwing, 6);
} %obj.backswing = schedule(300, 0, "swingbackbov", %obj);
//
%obj.unmountImage(5);
%obj.meleeIMG = %obj.mountImage(BoVSwing, 6);
%obj.backswing = schedule(300, 0, "swingbackbov", %obj);
if(!%obj.client.IsActivePerk("Blade Sweep")) { %p = new (LinearProjectile)() {
%p = new (LinearProjectile)() { dataBlock = BOVhit;
dataBlock = BOVhit; initialDirection = %obj.getMuzzleVector(%slot);
initialDirection = %obj.getMuzzleVector(%slot); initialPosition = %obj.getMuzzlePoint(%slot);
initialPosition = %obj.getMuzzlePoint(%slot); sourceObject = %obj;
sourceObject = %obj; sourceSlot = %slot;
sourceSlot = %slot; };
}; MissionCleanup.add(%p);
MissionCleanup.add(%p);
}
else {
for (%i = 0; %i < 7; %i++) {
%x = (getRandom() - 0.5) * 2 * 3.1415926 * (6/1000);
%y = (getRandom() - 0.5) * 2 * 3.1415926 * (6/1000);
%z = 0;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %vector);
%p = new (LinearProjectile)() {
dataBlock = BOVhit;
initialDirection = %newvector;
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
damageFactor = 1;
sourceSlot = %slot;
};
%p.WeaponImageSource = %data.getName();
}
}
} }
function BOVhit::onCollision(%data, %projectile, %targetObject, %modifier, %position, %normal) { function BOVhit::onCollision(%data, %projectile, %targetObject, %modifier, %position, %normal) {
if(%targetObject.isBoss) { %dMod = 1;
%targetObject.playShieldEffect("1 1 1"); //
MessageClient(%projectile.sourceObject.client, 'MsgDeflect', "The Boss Deflects The Swipe");
return;
}
if(%targetObject.rapierShield) { if(%targetObject.rapierShield) {
MessageClient(%projectile.sourceObject.client, 'MsgDeflect', "The Target Is Immortal."); MessageClient(%projectile.sourceObject.client, 'MsgDeflect', "The Target Is Immortal.");
return; return;
} }
%source = %projectile.SourceObject; //
%hitObj = %targetObject; if(%targetObject.isBoss) {
%dMod += 7;
}
if(%targetObject.isZombie) {
%dMod += 100;
}
%source = %projectile.SourceObject;
%hitObj = %targetObject;
%muzzlePos = %source.getMuzzlePoint(0); %muzzlePos = %source.getMuzzlePoint(0);
%muzzleVec = %source.getMuzzleVector(0); %muzzleVec = %source.getMuzzleVector(0);
// extra damage for head shot or less for close range shots // extra damage for head shot or less for close range shots
if(!(%hitObj.getType() & ($TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType)) && if(!(%hitObj.getType() & ($TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType)) && (%hitObj.getDataBlock().getClassName() $= "PlayerData")) {
(%hitObj.getDataBlock().getClassName() $= "PlayerData")) { if(%hitObj.getDataBlock().getClassName() $= "PlayerData") {
// Now we see if we hit from behind...
if(%hitObj.getDataBlock().getClassName() $= "PlayerData") { %forwardVec = %hitobj.getForwardVector();
// Now we see if we hit from behind... %objDir2D = getWord(%forwardVec, 0) @ " " @ getWord(%forwardVec,1) @ " " @ "0.0";
%forwardVec = %hitobj.getForwardVector(); %objPos = %hitObj.getPosition();
%objDir2D = getWord(%forwardVec, 0) @ " " @ getWord(%forwardVec,1) @ " " @ "0.0"; %dif = VectorSub(%objPos, %muzzlePos);
%objPos = %hitObj.getPosition(); %dif = getWord(%dif, 0) @ " " @ getWord(%dif, 1) @ " 0";
%dif = VectorSub(%objPos, %muzzlePos); %dif = VectorNormalize(%dif);
%dif = getWord(%dif, 0) @ " " @ getWord(%dif, 1) @ " 0"; %dot = VectorDot(%dif, %objDir2D);
%dif = VectorNormalize(%dif); // 120 Deg angle test...
%dot = VectorDot(%dif, %objDir2D); // 1.05 == 60 degrees in radians
if (%dot >= mCos(1.05)) {
// 120 Deg angle test... // Rear hit
// 1.05 == 60 degrees in radians %source.applyRepair("0.45"); //we get a bonus repair for rear
if (%dot >= mCos(1.05)) { if(%source.team == %hitObj.team && !$TeamDamage) {
// Rear hit ServerPlay3d(BOVHitSound, %targetObject.getPosition());
%source.applyRepair("0.45"); //we get a bonus repair for rear return;
if(%source.team == %hitObj.team && !$TeamDamage) { }
ServerPlay3d(BOVHitSound, %targetObject.getPosition()); %source.cannotuseBOV = 1;
return; //stops shredding if(!%hitObj.IsinvincibleC) {
} DoBOVRearKill(%source, %hitObj, 0);
%source.cannotuseBOV = 1; }
if(!%hitObj.IsinvincibleC) { return;
DoBOVRearKill(%source, %hitObj, 0); }
} }
return; ServerPlay3d(BOVHitSound, %targetObject.getPosition());
} //The Blade Only Works On Players
} %totalDamage = %data.directDamage * dMod;
%targetObject.damage(%projectile.sourceObject, %position, %totalDamage, %data.directDamageType);
ServerPlay3d(BOVHitSound, %targetObject.getPosition()); if(isObject(%source) || %source.getState() !$= "dead") {
//The Blade Only Works On Players %source.applyRepair("0.15"); //15%
%targetObject.damage(%projectile.sourceObject, %position, %data.directDamage, %data.directDamageType); }
if(isObject(%source) || %source.getState() !$= "dead") { }
%source.applyRepair("0.15"); //15%
}
if(%targetObject.client !$= "") { //a Player.. goodie
if(%targetObject.getState() $= "dead") {
MessageAll('MessageAll', "\c0"@%targetObject.client.namebase@" was stabbed by "@%source.client.namebase@"'s Sword.");
}
}
}
} }
function DoBOVRearKill(%source, %target, %count) { function DoBOVRearKill(%source, %target, %count) {
%count++; %count++;
if(!isObject(%source) || %source.getState() $= "dead") { if(!isObject(%source) || %source.getState() $= "dead") {
%target.setMoveState(false); %target.setMoveState(false);
return; return;
} }
%source.setMoveState(true); %source.setMoveState(true);
%target.setMoveState(true); %target.setMoveState(true);
%target.clearInventory(); //ha, no guns for You! %target.clearInventory(); //ha, no guns for You!
//lift //lift
if(%count <= 15) { if(%count <= 15) {
%ZPos = %count * 0.025; %ZPos = %count * 0.025;
%newpos = vectoradd(%target.getPosition(),"0 0 "@%ZPos@""); %newpos = vectoradd(%target.getPosition(),"0 0 "@%ZPos@"");
%target.setTransform(%newpos); %target.setTransform(%newpos);
%target.setvelocity("0 0 0"); %target.setvelocity("0 0 0");
} }
else if(%count == 16) { else if(%count == 16) {
//MessageAll('MsgDIE', "\c4"@%source.client.namebase@": You're so.... weak..."); %newpos = vectoradd(%target.getPosition(),"0 0 "@%ZPos * -1@"");
%newpos = vectoradd(%target.getPosition(),"0 0 "@%ZPos * -1@""); %target.setTransform(%newpos);
%target.setTransform(%newpos); %target.setvelocity("0 0 0");
%target.setvelocity("0 0 0"); }
} else if(%count == 17) {
else if(%count == 17) { if(%target.isZombie) {
if(%target.isZombie) { recordAction(%source.client, "BACK", "zombie");
recordAction(%source.client, "BACK", "zombie"); if(%target.isPlayerRog && %target.getControllingClient() !$= "") {
if(%target.isPlayerRog && %target.getControllingClient() !$= "") { if(!%source.client.CheckNWChallengeCompletion("CompletelyUnexpected")) {
if(!%source.client.CheckNWChallengeCompletion("CompletelyUnexpected")) { CompleteNWChallenge(%source.client, "CompletelyUnexpected");
CompleteNWChallenge(%source.client, "CompletelyUnexpected"); }
} }
} }
} else {
else { recordAction(%source.client, "BACK", "player");
recordAction(%source.client, "BACK", "player"); if(!%source.client.CheckNWChallengeCompletion("Assassin")) {
if(!%source.client.CheckNWChallengeCompletion("Assassin")) { CompleteNWChallenge(%source.client, "Assassin");
CompleteNWChallenge(%source.client, "Assassin"); }
} }
} ServerPlay3d(BOVHitSound, %target.getPosition());
//%target.blowup();//BAM! ServerPlay3d(BOVHitSound, %target.getPosition());
ServerPlay3d(BOVHitSound, %target.getPosition()); ServerPlay3d(BOVHitSound, %target.getPosition());
ServerPlay3d(BOVHitSound, %target.getPosition()); %target.damage(%source, %target.getposition(), 9999, $DamageType::BladeOfVengance_Assassination);
ServerPlay3d(BOVHitSound, %target.getPosition()); //
%target.damage(%source, %target.getposition(), 9999, $DamageType::BladeOfVengance); if(%target.client !$= "") { //a Player.. goodie
// MessageAll('MessageAll', "\c0"@%target.client.namebase@" was assassinated by "@%source.client.namebase@".");
if(%target.client !$= "") { //a Player.. goodie }
MessageAll('MessageAll', "\c0"@%target.client.namebase@" was assassinated by "@%source.client.namebase@"."); //Challenges...
} %source.cannotuseBOV = 0;
//Challenges... %source.setMoveState(false);
%source.cannotuseBOV = 0; return;
%source.setMoveState(false); }
return; schedule(100,0,"DoBOVRearKill", %source, %target, %count);
}
schedule(100,0,"DoBOVRearKill", %source, %target, %count);
} }

View file

@ -1,31 +1,28 @@
//ALL CREDIT TO THE HALO MOD //ALL CREDIT TO THE HALO MOD
// ORIGINALLY CODED BY: SoldierOfLight // ORIGINALLY CODED BY: SoldierOfLight
datablock AudioProfile(BeamExpSound) datablock AudioProfile(BeamExpSound) {
{ filename = "fx/vehicles/shrike_blaster_projectile_impact.wav";
filename = "fx/vehicles/shrike_blaster_projectile_impact.wav"; description = AudioClosest3d;
description = AudioClosest3d; preload = true;
preload = true;
}; };
datablock ExplosionData(PlasmasaberExplosion) datablock ExplosionData(PlasmasaberExplosion) {
{ explosionShape = "disc_explosion.dts";
explosionShape = "disc_explosion.dts"; faceViewer = true;
faceViewer = true; explosionscale = 0.1;
explosionscale = 0.1; scale = 0.1;
scale = 0.1; soundProfile = BeamExpSound;
soundProfile = BeamExpSound;
playSpeed = 2; playSpeed = 2;
sizes[0] = 0.1; sizes[0] = 0.1;
sizes[1] = 0.1; sizes[1] = 0.1;
times[0] = 0.0; times[0] = 0.0;
times[1] = 1.0; times[1] = 1.0;
}; };
datablock TracerProjectileData(PlasmasaberExpCreater) datablock TracerProjectileData(PlasmasaberExpCreater) {
{
className = "TracerProjectileData"; className = "TracerProjectileData";
Explosion = "PlasmasaberExplosion"; Explosion = "PlasmasaberExplosion";
dryVelocity = "0.1"; dryVelocity = "0.1";
@ -35,211 +32,192 @@ datablock TracerProjectileData(PlasmasaberExpCreater)
explodeOnDeath = "1"; explodeOnDeath = "1";
crossSize = "0.1"; crossSize = "0.1";
renderCross = "0"; renderCross = "0";
isFXUnit = "1"; isFXUnit = "1";
}; };
datablock TargetProjectileData(PlasmasaberBeam) datablock TargetProjectileData(PlasmasaberBeam) {
{ directDamage = 0.0;
directDamage = 0.0; hasDamageRadius = false;
hasDamageRadius = false; indirectDamage = 0.0;
indirectDamage = 0.0; damageRadius = 0.0;
damageRadius = 0.0; velInheritFactor = 1.0;
velInheritFactor = 1.0;
maxRifleRange = 1.5; maxRifleRange = 1.5;
beamColor = "0 1 1"; beamColor = "1 1 0";
startBeamWidth = 0.1; startBeamWidth = 0.1;
pulseBeamWidth = 0.1; pulseBeamWidth = 0.1;
beamFlareAngle = 3.0; beamFlareAngle = 3.0;
minFlareSize = 0.0; minFlareSize = 0.0;
maxFlareSize = 0.0; maxFlareSize = 0.0;
pulseSpeed = 0.0; pulseSpeed = 0.0;
pulseLength = 0.0; pulseLength = 0.0;
textureName[0] = "special/nonlingradient"; textureName[0] = "special/nonlingradient";
textureName[1] = "special/flare"; textureName[1] = "special/flare";
textureName[2] = "special/pulse"; textureName[2] = "special/pulse";
textureName[3] = "skins/glow_Red"; textureName[3] = "skins/glow_Red";
}; };
PlasmasaberBeam.maxRifleRange = 1.5; datablock ItemData(Plasmasaber) {
className = Weapon;
datablock ItemData(Plasmasaber) catagory = "Spawn Items";
{ //$$ TODO - real shape file
className = Weapon; shapeFile = "stackable4m.dts";
catagory = "Spawn Items"; image = PlasmasaberImage;
//$$ TODO - real shape file mass = 1;
shapeFile = "stackable4m.dts"; elasticity = 0.2;
image = PlasmasaberImage; friction = 0.6;
mass = 1; pickupRadius = 2;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a beam sword"; pickUpName = "a beam sword";
computeCRC = true; computeCRC = true;
emap=true; emap = true;
}; };
datablock ShapeBaseImageData(PlasmasaberImage) datablock ShapeBaseImageData(PlasmasaberImage) {
{ className = WeaponImage;
className = WeaponImage; shapeFile = "turret_muzzlepoint.dts";
shapeFile = "turret_muzzlepoint.dts"; offset = "0.1 0.7 0.2";
offset = "0.1 0.7 0.2"; item = Plasmasaber;
item = Plasmasaber; emap = true;
emap = true; projectile = EnergyBolt;
projectile = EnergyBolt; projectileType = EnergyProjectile;
projectileType = EnergyProjectile;
MedalRequire = 1; MedalRequire = 1;
// State Data // State Data
stateName[0] = "Activate"; stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady"; stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.2; stateTimeoutValue[0] = 0.2;
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound; stateSound[0] = ChaingunSwitchSound;
stateName[1] = "ActivateReady"; stateName[1] = "ActivateReady";
stateTimeoutValue[1] = 0.01; stateTimeoutValue[1] = 0.01;
stateScript[1] = "onActivateReady"; stateScript[1] = "onActivateReady";
stateTransitionOnTimeout[1] = "Ready"; stateTransitionOnTimeout[1] = "Ready";
stateName[2] = "Ready"; stateName[2] = "Ready";
stateScript[2] = "onReady"; stateScript[2] = "onReady";
stateTransitionOnTriggerDown[2] = "Fire"; stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire"; stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload"; stateTransitionOnTimeout[3] = "Reload";
stateFire[3] = true; stateFire[3] = true;
stateAllowImageChange[3] = false; stateAllowImageChange[3] = false;
stateScript[3] = "onFire"; stateScript[3] = "onFire";
stateName[4] = "Reload"; stateName[4] = "Reload";
stateTransitionOnTimeout[4] = "Ready"; stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 1.5; stateTimeoutValue[4] = 1.5;
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
}; };
datablock ShapeBaseImageData(PlasmasaberImage2) datablock ShapeBaseImageData(PlasmasaberImage2) {
{ shapeFile = "weapon_energy_vehicle.dts";
shapeFile = "weapon_energy_vehicle.dts"; offset = "0.1 0.2 0";
offset = "0.1 0.2 0"; rotation = "1 0 0 -10";
rotation = "1 0 0 -10";
}; };
function PlasmasaberImage::onMount(%data,%obj,%slot) function PlasmasaberImage::onMount(%data, %obj, %slot) {
{ if(%obj.isZombie || %obj.isBoss) {
if(%obj.isZombie || %obj.isBoss) { %obj.setInventory(Plasmasaber, 0, true);
%obj.setInventory(Plasmasaber, 0, true); }
} Parent::onMount(%data,%obj,%slot);
Parent::onMount(%data,%obj,%slot); %obj.mountImage(PlasmasaberImage2, 4);
%obj.mountImage(PlasmasaberImage2,4); %obj.usingPlasmasaber = 1;
%obj.usingPlasmasaber = 1;
} }
function PlasmasaberImage::onUnmount(%data,%obj,%slot) function PlasmasaberImage::onUnmount(%data, %obj, %slot) {
{ Parent::onUnmount(%data,%obj,%slot);
Parent::onUnmount(%data,%obj,%slot); %obj.unMountImage(4);
%obj.unMountImage(4); %obj.usingPlasmasaber = 0;
%obj.usingPlasmasaber = 0; cancel(%obj.Plasmasaberloop);
cancel(%obj.Plasmasaberloop); if(isObject(%obj.beam1)) {
if(isObject(%obj.beam1)) %obj.beam1.delete();
{ %obj.beam1 = "";
%obj.beam1.delete(); }
%obj.beam1 = "";
}
} }
function PlasmasaberImage::onActivateReady(%data,%obj,%slot) //small explosion function PlasmasaberImage::onActivateReady(%data, %obj, %slot) { //small explosion
{ %p = new TracerProjectile() {
%p = new TracerProjectile() datablock = "PlasmasaberExpCreater";
{ initialPosition = %obj.getMuzzlePoint(%slot);
datablock = "PlasmasaberExpCreater"; initialDirection = %obj.getMuzzleVector(%slot);
initialPosition = %obj.getMuzzlePoint(%slot); sourceObject = %obj;
initialDirection = %obj.getMuzzleVector(%slot); };
sourceObject = %obj;
};
} }
function PlasmasaberImage::onReady(%data,%obj,%slot) //create beams function PlasmasaberImage::onReady(%data, %obj, %slot) { //create beams
{ Plasmasaberloop(%obj);
Plasmasaberloop(%obj);
} }
function PlasmasaberLoop(%obj) function PlasmasaberLoop(%obj) {
{ if(!isObject(%obj) || %obj.getState() $= "dead") {
if(!isObject(%obj) || %obj.getState() $= "dead") { return;
return; }
} if(%obj.usingPlasmasaber == 0) {
if(%obj.usingPlasmasaber == 0) if(isObject(%obj.beam1)) {
{ %obj.beam1.delete();
if(isObject(%obj.beam1)) }
%obj.beam1.delete(); return;
return; }
} %vec1 = %obj.getMuzzleVector(4);
%vec1 = %obj.getMuzzleVector(4); %vec = %obj.getMuzzleVector(0);
%vec = %obj.getMuzzleVector(0); %vec2d = getWords(%vec,0,1) SPC "0";
%vec2d = getWords(%vec,0,1) SPC "0"; %left = vectorCross(%vec2d,"0 0 1");
%left = vectorCross(%vec2d,"0 0 1"); %up = vectorCross(%vec,%left);
%up = vectorCross(%vec,%left); %up = vectorScale(%up,0.2);
%up = vectorScale(%up,0.2); %down = vectorScale(%up,-1);
%down = vectorScale(%up,-1); %pos1 = %obj.getMuzzlePoint(5);
%pos1 = %obj.getMuzzlePoint(5); %dir1 = vectorAdd(%vec1,%down);
%dir1 = vectorAdd(%vec1,%down); if(!isObject(%obj.beam1) && !%obj.isCloaked()) {
if(!isObject(%obj.beam1) && !%obj.isCloaked()) %obj.beam1 = new TargetProjectile() {
{ datablock = "PlasmasaberBeam";
%obj.beam1 = new TargetProjectile() initialPosition = %pos1;
{ initialDirection = %dir1;
datablock = "PlasmasaberBeam"; sourceSlot = 4;
initialPosition = %pos1; sourceObject = %obj;
initialDirection = %dir1; };
sourceSlot = 4; }
sourceObject = %obj; %obj.Plasmasaberloop = schedule(25, 0, Plasmasaberloop, %obj);
};
}
%obj.Plasmasaberloop = schedule(25,0,Plasmasaberloop,%obj);
} }
function PlasmasaberImage::onFire(%data,%obj,%slot) //apply damage function PlasmasaberImage::onFire(%data, %obj, %slot) { //apply damage
{ %vec = %obj.getMuzzleVector(%slot);
%vec = %obj.getMuzzleVector(%slot); %pos = %obj.getMuzzlePoint(%slot);
%pos = %obj.getMuzzlePoint(%slot); %vec = vectorScale(%vec, 1.5);
%vec = vectorScale(%vec,1.5); %end = vectorAdd(%pos, %vec);
%end = vectorAdd(%pos,%vec); %mask = $TypeMasks::VehicleObjectType | $TypeMasks::PlayerObjectType | $TypeMasks::StaticShapeObjectType;
%mask = $TypeMasks::VehicleObjectType | $TypeMasks::PlayerObjectType | $TypeMasks::StaticShapeObjectType; initContainerRadiusSearch(%end, 1.0, %mask);
initContainerRadiusSearch(%end,1.0,%mask); while((%target = containerSearchNext()) != 0) {
while((%target = containerSearchNext()) != 0) { if(%target == %obj) {
if(%target == %obj) //you can never be too careful return;
return; }
if(!%target.isBoss) { //if(!%target.isBoss) {
%target.damage(%obj,%target.getWorldBoxCenter(), 10.4, $DamageType::Plasmasaber); // %target.damage(%obj, %target.getWorldBoxCenter(), 10.4, $DamageType::Plasmasaber);
} //}
else { //else {
%target.damage(%obj,%target.getWorldBoxCenter(), 0.4, $DamageType::Plasmasaber); // %target.damage(%obj, %target.getWorldBoxCenter(), 0.4, $DamageType::Plasmasaber);
} //}
%p = new TracerProjectile() //TWM2 3.9.2: Balance Update, Bump Up Plasmasaber damage for all enemies
{ %target.damage(%obj, %target.getWorldBoxCenter(), 5.0, $DamageType::Plasmasaber);
datablock = "PlasmasaberExpCreater"; %p = new TracerProjectile() {
initialPosition = %target.getPosition(); datablock = "PlasmasaberExpCreater";
initialDirection = %obj.getMuzzleVector(%slot); //who cares? initialPosition = %target.getPosition();
sourceObject = %obj; initialDirection = %obj.getMuzzleVector(%slot); //who cares?
}; sourceObject = %obj;
} };
//play anim }
// %obj.disableMove(true); //don't screw up the kewl animation ;)
// %obj.schedule(500,disableMove,false);
} }
function Plasmasaber::onThrow(%data,%obj,%plyr) function Plasmasaber::onThrow(%data, %obj, %plyr) {
{ %pos = %obj.getPosition();
%pos = %obj.getPosition(); %p = new TracerProjectile() {
%p = new TracerProjectile() datablock = "PlasmasaberExpCreater";
{ initialPosition = %pos;
datablock = "PlasmasaberExpCreater"; initialDirection = "0 0 1";
initialPosition = %pos; sourceObject = %obj;
initialDirection = "0 0 1"; };
sourceObject = %obj;
};
} }

View file

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

View file

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

View file

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

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

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

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

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

View file

@ -1,8 +1,7 @@
datablock AudioProfile(PistolFireSound) datablock AudioProfile(PistolFireSound) {
{ filename = "fx/vehicles/tank_chaingun.wav";
filename = "fx/vehicles/tank_chaingun.wav"; description = AudioDefault3d;
description = AudioDefault3d; preload = true;
preload = true;
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
@ -10,217 +9,214 @@ datablock AudioProfile(PistolFireSound)
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
datablock TracerProjectileData(coltBullet) { datablock TracerProjectileData(coltBullet) {
doDynamicClientHits = true; doDynamicClientHits = true;
directDamage = 0.15; // z0dd - ZOD, 9-27-02. Was 0.0825 directDamage = 0.15; // z0dd - ZOD, 9-27-02. Was 0.0825
directDamageType = $DamageType::pistol; directDamageType = $DamageType::pistol;
explosion = "ChaingunExplosion"; explosion = "ChaingunExplosion";
splash = ChaingunSplash; splash = ChaingunSplash;
HeadMultiplier = 1.5; HeadMultiplier = 1.5;
LegsMultiplier = 0.5; LegsMultiplier = 0.5;
ImageSource = "PistolImage"; ImageSource = "PistolImage";
kickBackStrength = 5.0; kickBackStrength = 5.0;
sound = ChaingunProjectile; sound = ChaingunProjectile;
//dryVelocity = 425.0; //dryVelocity = 425.0;
dryVelocity = 2000.0; // z0dd - ZOD, 8-12-02. Was 425.0 dryVelocity = 2000.0; // z0dd - ZOD, 8-12-02. Was 425.0
wetVelocity = 1750.0; wetVelocity = 1750.0;
velInheritFactor = 0.0; velInheritFactor = 0.0;
fizzleTimeMS = 3000; fizzleTimeMS = 3000;
lifetimeMS = 3000; lifetimeMS = 3000;
explodeOnDeath = false; explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0; reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false; explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0; deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000; fizzleUnderwaterMS = 3000;
tracerLength = 25.0; tracerLength = 25.0;
tracerAlpha = false; tracerAlpha = false;
tracerMinPixels = 6; tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75"; tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00"; tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross"; tracerTex[1] = "special/tracercross";
tracerWidth = 0.09; tracerWidth = 0.09;
crossSize = 0.20; crossSize = 0.20;
crossViewAng = 0.990; crossViewAng = 0.990;
renderCross = true; renderCross = true;
decalData[0] = ChaingunDecal1; decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2; decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3; decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4; decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5; decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6; decalData[5] = ChaingunDecal6;
}; };
datablock ItemData(pistolAmmo) datablock ItemData(pistolAmmo) {
{ className = Ammo;
className = Ammo; catagory = "Ammo";
catagory = "Ammo"; shapeFile = "ammo_chaingun.dts";
shapeFile = "ammo_chaingun.dts"; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2;
pickUpName = "some .77mm bullets"; pickUpName = "some .77mm bullets";
computeCRC = true; computeCRC = true;
}; };
datablock ItemData(pistol) { datablock ItemData(pistol) {
className = Weapon; className = Weapon;
catagory = "Spawn Items"; catagory = "Spawn Items";
shapeFile = "weapon_energy_vehicle.dts"; shapeFile = "weapon_energy_vehicle.dts";
image = pistolImage; image = pistolImage;
mass = 2; mass = 2;
elasticity = 0.2; elasticity = 0.2;
friction = 0.6; friction = 0.6;
pickupRadius = 2; pickupRadius = 2;
pickUpName = "a Colt Pistol"; pickUpName = "a Colt Pistol";
}; };
datablock ShapeBaseImageData(PistolImage) datablock ShapeBaseImageData(PistolImage) {
{ className = WeaponImage;
className = WeaponImage; shapeFile = "weapon_energy_vehicle.dts";
shapeFile = "weapon_energy_vehicle.dts"; item = pistol;
item = pistol; offset = "0 0 0";
offset = "0 0 0"; rotation = "0 1 0 180";
rotation = "0 1 0 180"; mass = 4;
mass = 4;
ammo = pistolAmmo; ammo = pistolAmmo;
projectile = coltbullet; projectile = coltbullet;
projectileType = tracerProjectile; projectileType = tracerProjectile;
projectileSpread = 10.0 / 1000.0; projectileSpread = 10.0 / 1000.0;
//ClipStuff //ClipStuff
ClipName = "ColtClip"; ClipName = "ColtClip";
ClipPickupName["ColtClip"] = "Some .77MM Clips"; ClipPickupName["ColtClip"] = "Some .77MM Clips";
ShowsClipInHud = 0; ShowsClipInHud = 0;
ClipReloadTime = 2; ClipReloadTime = 2;
ClipReturn = 10; ClipReturn = 10;
InitialClips = 950; InitialClips = 950;
HellClipCount = 10; HellClipCount = 10;
// //
//Challenges //Challenges
HasChallenges = 1; HasChallenges = 1;
ChallengeCt = 9; ChallengeCt = 9;
Challenge[1] = "Coltee\t25\t100\tGrip"; Challenge[1] = "Coltee\t25\t100\tGrip";
Challenge[2] = "Coltist\t50\t150\tLaser"; Challenge[2] = "Coltist\t50\t150\tLaser";
Challenge[3] = "Colt Expert\t100\t250\tSilencer"; Challenge[3] = "Colt Expert\t100\t250\tSilencer";
Challenge[4] = "Colt Master\t250\t500\tExcessive Duality"; Challenge[4] = "Colt Master\t250\t500\tExcessive Duality";
Challenge[5] = "Colt God\t500\t1000\tHSBullets"; Challenge[5] = "Colt God\t500\t1000\tHSBullets";
Challenge[6] = "Colt Bronze Commendation\t1000\t10000\tNone"; Challenge[6] = "Colt Bronze Commendation\t1000\t10000\tNone";
Challenge[7] = "Colt Silver Commendation\t2500\t25000\tNone"; Challenge[7] = "Colt Silver Commendation\t2500\t25000\tNone";
Challenge[8] = "Colt Gold Commendation\t5000\t50000\tNone"; Challenge[8] = "Colt Gold Commendation\t5000\t50000\tNone";
Challenge[9] = "Colt Titan Commendation\t15000\t75000\tNone"; Challenge[9] = "Colt Titan Commendation\t15000\t75000\tNone";
Upgrade[1] = "Grip"; Upgrade[1] = "Grip";
Upgrade[2] = "Laser"; Upgrade[2] = "Laser";
Upgrade[3] = "Silencer"; Upgrade[3] = "Silencer";
Upgrade[4] = "Excessive Duality"; Upgrade[4] = "Excessive Duality";
Upgrade[5] = "HSBullets"; Upgrade[5] = "HSBullets";
GunName = "Colt Pistol"; GunName = "Colt Pistol";
// //
stateName[0] = "Activate"; stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady"; stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5; stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = PlasmaSwitchSound; stateSound[0] = PlasmaSwitchSound;
stateName[1] = "ActivateReady"; stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready"; stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire"; stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire"; stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload"; stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.1; stateTimeoutValue[3] = 0.1;
stateFire[3] = true; stateFire[3] = true;
stateEmitter[3] = "GunFireEffectEmitter"; stateEmitter[3] = "GunFireEffectEmitter";
stateEmitterNode[3] = "muzzlepoint1"; stateEmitterNode[3] = "muzzlepoint1";
stateEmitterTime[3] = 1; stateEmitterTime[3] = 1;
stateRecoil[3] = LightRecoil; stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false; stateAllowImageChange[3] = false;
stateScript[3] = "onFire"; stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2; stateEmitterTime[3] = 0.2;
//stateSound[3] = PistolFireSound; //stateSound[3] = PistolFireSound;
stateName[4] = "Reload"; stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo"; stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready"; stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.1; stateTimeoutValue[4] = 0.1;
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
stateSequence[4] = "Reload"; stateSequence[4] = "Reload";
stateName[5] = "NoAmmo"; stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload"; stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo"; stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire"; stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire"; stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound; stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.5; stateTimeoutValue[6] = 1.5;
stateTransitionOnTimeout[6] = "NoAmmo"; stateTransitionOnTimeout[6] = "NoAmmo";
}; };
datablock ShapeBaseImageData(PistolImage2) : PistolImage { datablock ShapeBaseImageData(PistolImage2) : PistolImage {
offset = "-0.5 0 0"; offset = "-0.5 0 0";
}; };
function PistolImage::onMount(%this,%obj,%slot) { function PistolImage::onMount(%this, %obj, %slot) {
Parent::onMount(%this, %obj, %slot); Parent::onMount(%this, %obj, %slot);
if(%obj.client.UpgradeOn("Excessive Duality", %this.getName())) { if(%obj.client.UpgradeOn("Excessive Duality", %this.getName())) {
%obj.mountImage(PistolImage2, 5); %obj.mountImage(PistolImage2, 5);
} }
} }
function PistolImage::onUnmount(%this,%obj,%slot) { function PistolImage::onUnmount(%this,%obj,%slot) {
%obj.unmountImage(5); %obj.unmountImage(5);
Parent::onUnmount(%this, %obj, %slot); Parent::onUnmount(%this, %obj, %slot);
} }
function PistolImage::onFire(%data, %obj, %slot) { function PistolImage::onFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot); %p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) { if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p //zero sound :p
} }
else if(%obj.client.UpgradeOn("Excessive Duality", %data.getName())) { else if(%obj.client.UpgradeOn("Excessive Duality", %data.getName())) {
schedule(200, 0, "FirePistolShot", %data, %obj, %slot); schedule(200, 0, "FirePistolShot", %data, %obj, %slot);
ServerPlay3d(PistolFireSound, %obj.getPosition()); ServerPlay3d(PistolFireSound, %obj.getPosition());
} }
else { else {
ServerPlay3d(PistolFireSound, %obj.getPosition()); ServerPlay3d(PistolFireSound, %obj.getPosition());
} }
} }
function FirePistolShot(%data, %obj, %slot) { function FirePistolShot(%data, %obj, %slot) {
serverPlay3d("PistolFireSound", %obj.getPosition()); serverPlay3d("PistolFireSound", %obj.getPosition());
%vector = %obj.getMuzzleVector(%slot); %vector = %obj.getMuzzleVector(%slot);
%mp = %obj.getMuzzlePoint(%slot); %mp = %obj.getMuzzlePoint(%slot);
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread; %x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%y = (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; %z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z); %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %vector); %newvector = MatrixMulVector(%mat, %vector);
%p = new (%data.projectileType)() { %p = new (%data.projectileType)() {
dataBlock = %data.projectile; dataBlock = %data.projectile;
initialDirection = %newvector; initialDirection = %newvector;
initialPosition = %mp; initialPosition = %mp;
sourceObject = %obj; sourceObject = %obj;
damageFactor = 1; damageFactor = 1;
sourceSlot = %slot; sourceSlot = %slot;
}; };
%p.ImageSource = "PistolImage"; %p.ImageSource = "PistolImage";
%p.WeaponImageSource = "PistolImage"; %p.WeaponImageSource = "PistolImage";
} }

View file

@ -2,203 +2,199 @@
// Projectile // Projectile
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
datablock TracerProjectileData(CHawkBullet) { datablock TracerProjectileData(CHawkBullet) {
doDynamicClientHits = true; doDynamicClientHits = true;
directDamage = 0.23; //reduced 0.5 directDamage = 0.17;
directDamageType = $DamageType::Hawk; //obviously change this directDamageType = $DamageType::CrimsonHawk; //obviously change this
explosion = "BlasterExplosion"; explosion = "BlasterExplosion";
splash = ChaingunSplash; splash = ChaingunSplash;
sound = ShrikeBlasterProjectileSound; sound = ShrikeBlasterProjectileSound;
dryVelocity = 425.0; dryVelocity = 425.0;
wetVelocity = 100.0; wetVelocity = 100.0;
velInheritFactor = 1.0; velInheritFactor = 1.0;
fizzleTimeMS = 1000; fizzleTimeMS = 500;
lifetimeMS = 1000; lifetimeMS = 700;
explodeOnDeath = false; explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0; reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false; explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0; deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000; fizzleUnderwaterMS = 3000;
ImageSource = "CrimsonHawkImage"; ImageSource = "CrimsonHawkImage";
tracerLength = 45.0; tracerLength = 45.0;
tracerAlpha = false; tracerAlpha = false;
tracerMinPixels = 6; tracerMinPixels = 6;
tracerColor = "1.0 0.0 0.0 1.0"; tracerColor = "1.0 0.0 0.0 1.0";
tracerTex[0] = "special/shrikeBolt"; tracerTex[0] = "special/shrikeBolt";
tracerTex[1] = "special/shrikeBoltCross"; tracerTex[1] = "special/shrikeBoltCross";
tracerWidth = 0.55; tracerWidth = 0.55;
crossSize = 0.99; crossSize = 0.99;
crossViewAng = 0.990; crossViewAng = 0.990;
renderCross = true; renderCross = true;
}; };
datablock ItemData(CrimsonHawkAmmo) datablock ItemData(CrimsonHawkAmmo) {
{ className = Ammo;
className = Ammo; catagory = "Ammo";
catagory = "Ammo"; shapeFile = "ammo_chaingun.dts";
shapeFile = "ammo_chaingun.dts"; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2;
pickUpName = "some .77mm bullets"; pickUpName = "some .77mm bullets";
computeCRC = true; computeCRC = true;
}; };
datablock ItemData(CrimsonHawk) { datablock ItemData(CrimsonHawk) {
className = Weapon; className = Weapon;
catagory = "Spawn Items"; catagory = "Spawn Items";
shapeFile = "weapon_energy_vehicle.dts"; shapeFile = "weapon_energy_vehicle.dts";
image = CrimsonHawkImage; image = CrimsonHawkImage;
mass = 2; mass = 2;
elasticity = 0.2; elasticity = 0.2;
friction = 0.6; friction = 0.6;
pickupRadius = 2; pickupRadius = 2;
pickUpName = "a CrimsonHawk Pistol"; pickUpName = "a Crimson Hawk Pistol";
}; };
datablock ShapeBaseImageData(CrimsonHawkImage) datablock ShapeBaseImageData(CrimsonHawkImage) {
{ className = WeaponImage;
className = WeaponImage; shapeFile = "weapon_energy_vehicle.dts";
shapeFile = "weapon_energy_vehicle.dts"; item = CrimsonHawk;
item = CrimsonHawk; offset = "0 0 0";
offset = "0 0 0"; rotation = "0 1 0 180";
rotation = "0 1 0 180"; mass = 4;
mass = 4;
ammo = CrimsonHawkAmmo; ammo = CrimsonHawkAmmo;
projectile = CHawkBullet; projectile = CHawkBullet;
projectileType = tracerProjectile; projectileType = tracerProjectile;
projectileSpread = 5.0 / 1000.0; projectileSpread = 5.0 / 1000.0;
//ClipStuff //ClipStuff
ClipName = "CrimsonHawkClip"; ClipName = "CrimsonHawkClip";
ClipPickupName["CrimsonHawkClip"] = "Some .77MM Clips"; ClipPickupName["CrimsonHawkClip"] = "Some .77MM Clips";
ShowsClipInHud = 0; ShowsClipInHud = 0;
ClipReloadTime = 4; ClipReloadTime = 4;
ClipReturn = 15; ClipReturn = 15;
InitialClips = 950; InitialClips = 950;
HellClipCount = 10; HellClipCount = 10;
// //
//RankRequire = $TWM2::RankRequire["CrimsonHawk"]; //RankRequire = $TWM2::RankRequire["CrimsonHawk"];
PrestigeRequire = 5; PrestigeRequire = 5;
//Challenges //Challenges
HasChallenges = 1; HasChallenges = 1;
ChallengeCt = 9; ChallengeCt = 9;
Challenge[1] = "Crimson Hawk Novice\t25\t100\tNone"; Challenge[1] = "Crimson Hawk Novice\t25\t100\tNone";
Challenge[2] = "Crimson Hawk Hunter\t50\t150\tGrip"; Challenge[2] = "Crimson Hawk Hunter\t50\t150\tGrip";
Challenge[3] = "Crimson Hawk Expert\t100\t250\tLaser"; Challenge[3] = "Crimson Hawk Expert\t100\t250\tLaser";
Challenge[4] = "Crimson Hawk Master\t250\t500\tSilencer"; Challenge[4] = "Crimson Hawk Master\t250\t500\tSilencer";
Challenge[5] = "Crimson Hawk God\t500\t1000\tNone"; Challenge[5] = "Crimson Hawk God\t500\t1000\tNone";
Challenge[6] = "Crimson Hawk Bronze Commendation\t2500\t10000\tNone"; Challenge[6] = "Crimson Hawk Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "Crimson Hawk Silver Commendation\t7500\t25000\tNone"; Challenge[7] = "Crimson Hawk Silver Commendation\t7500\t25000\tNone";
Challenge[8] = "Crimson Hawk Gold Commendation\t25000\t50000\tNone"; Challenge[8] = "Crimson Hawk Gold Commendation\t25000\t50000\tNone";
Challenge[9] = "Crimson Hawk Titan Commendation\t50000\t75000\tNone"; Challenge[9] = "Crimson Hawk Titan Commendation\t50000\t75000\tNone";
Upgrade[1] = "Grip"; Upgrade[1] = "Grip";
Upgrade[2] = "Laser"; Upgrade[2] = "Laser";
Upgrade[3] = "Silencer"; Upgrade[3] = "Silencer";
GunName = "Crimson Hawk"; GunName = "Crimson Hawk";
// //
stateName[0] = "Activate"; stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady"; stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5; stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = PlasmaSwitchSound; stateSound[0] = PlasmaSwitchSound;
stateName[1] = "ActivateReady"; stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready"; stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire"; stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire"; stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Fire2"; stateTransitionOnTimeout[3] = "Fire2";
stateTimeoutValue[3] = 0.1; stateTimeoutValue[3] = 0.1;
stateFire[3] = true; stateFire[3] = true;
stateRecoil[3] = LightRecoil; stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false; stateAllowImageChange[3] = false;
stateScript[3] = "onFire"; stateScript[3] = "onFire";
stateEmitterTime[3] = 0.1; stateEmitterTime[3] = 0.1;
stateName[4] = "Fire2"; stateName[4] = "Fire2";
stateTransitionOnTimeout[4] = "Fire3"; stateTransitionOnTimeout[4] = "Fire3";
stateTimeoutValue[4] = 0.1; stateTimeoutValue[4] = 0.1;
stateFire[4] = true; stateFire[4] = true;
stateRecoil[4] = LightRecoil; stateRecoil[4] = LightRecoil;
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
stateScript[4] = "onFire"; stateScript[4] = "onFire";
stateEmitterTime[4] = 0.1; stateEmitterTime[4] = 0.1;
stateName[5] = "Fire3"; stateName[5] = "Fire3";
stateTransitionOnTimeout[5] = "Fire4"; stateTransitionOnTimeout[5] = "Fire4";
stateTimeoutValue[5] = 0.1; stateTimeoutValue[5] = 0.1;
stateFire[5] = true; stateFire[5] = true;
stateRecoil[5] = LightRecoil; stateRecoil[5] = LightRecoil;
stateAllowImageChange[5] = false; stateAllowImageChange[5] = false;
stateScript[5] = "onFire"; stateScript[5] = "onFire";
stateEmitterTime[5] = 0.1; stateEmitterTime[5] = 0.1;
stateName[6] = "Fire4"; stateName[6] = "Fire4";
stateTransitionOnTimeout[6] = "Fire5"; stateTransitionOnTimeout[6] = "Fire5";
stateTimeoutValue[6] = 0.1; stateTimeoutValue[6] = 0.1;
stateFire[6] = true; stateFire[6] = true;
stateRecoil[6] = LightRecoil; stateRecoil[6] = LightRecoil;
stateAllowImageChange[6] = false; stateAllowImageChange[6] = false;
stateScript[6] = "onFire"; stateScript[6] = "onFire";
stateEmitterTime[6] = 0.1; stateEmitterTime[6] = 0.1;
stateName[7] = "Fire5"; stateName[7] = "Fire5";
stateTransitionOnTimeout[7] = "Reload"; stateTransitionOnTimeout[7] = "Reload";
stateTimeoutValue[7] = 0.1; stateTimeoutValue[7] = 0.1;
stateFire[7] = true; stateFire[7] = true;
stateRecoil[7] = LightRecoil; stateRecoil[7] = LightRecoil;
stateAllowImageChange[7] = false; stateAllowImageChange[7] = false;
stateScript[7] = "onFire"; stateScript[7] = "onFire";
stateEmitterTime[7] = 0.1; stateEmitterTime[7] = 0.1;
//stateSound[3] = PistolFireSound; //stateSound[3] = PistolFireSound;
stateName[8] = "Reload"; stateName[8] = "Reload";
stateTransitionOnNoAmmo[8] = "NoAmmo"; stateTransitionOnNoAmmo[8] = "NoAmmo";
stateTransitionOnTimeout[8] = "Ready"; stateTransitionOnTimeout[8] = "Ready";
stateTimeoutValue[8] = 0.1; stateTimeoutValue[8] = 0.1;
stateAllowImageChange[8] = false; stateAllowImageChange[8] = false;
stateSequence[8] = "Reload"; stateSequence[8] = "Reload";
stateName[9] = "NoAmmo"; stateName[9] = "NoAmmo";
stateTransitionOnAmmo[9] = "Reload"; stateTransitionOnAmmo[9] = "Reload";
stateSequence[9] = "NoAmmo"; stateSequence[9] = "NoAmmo";
stateTransitionOnTriggerDown[9] = "DryFire"; stateTransitionOnTriggerDown[9] = "DryFire";
stateName[10] = "DryFire"; stateName[10] = "DryFire";
stateSound[10] = ChaingunDryFireSound; stateSound[10] = ChaingunDryFireSound;
stateTimeoutValue[10] = 1.5; stateTimeoutValue[10] = 1.5;
stateTransitionOnTimeout[10] = "NoAmmo"; stateTransitionOnTimeout[10] = "NoAmmo";
}; };
function CrimsonHawkImage::onMount(%this,%obj,%slot) { function CrimsonHawkImage::onMount(%this,%obj,%slot) {
Parent::onMount(%this, %obj, %slot); Parent::onMount(%this, %obj, %slot);
} }
function CrimsonHawkImage::onFire(%data, %obj, %slot) { function CrimsonHawkImage::onFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot); %p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) { if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p //zero sound :p
} }
else { else {
ServerPlay3d(PistolFireSound, %obj.getPosition()); ServerPlay3d(PistolFireSound, %obj.getPosition());
} }
} }

View file

@ -1,163 +1,161 @@
datablock ItemData(LD06SavagerAmmo) { datablock ItemData(LD06SavagerAmmo) {
className = Ammo; className = Ammo;
catagory = "Ammo"; catagory = "Ammo";
shapeFile = "ammo_chaingun.dts"; shapeFile = "ammo_chaingun.dts";
mass = 1; mass = 1;
elasticity = 0.2; elasticity = 0.2;
friction = 0.6; friction = 0.6;
pickupRadius = 2; pickupRadius = 2;
pickUpName = "some LD06Savager rounds"; pickUpName = "some LD06Savager rounds";
computeCRC = true; computeCRC = true;
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Weapon // Weapon
//-------------------------------------- //--------------------------------------
datablock ShapeBaseImageData(LD06SavagerImage) { datablock ShapeBaseImageData(LD06SavagerImage) {
className = WeaponImage; className = WeaponImage;
shapeFile = "weapon_plasma.dts"; shapeFile = "weapon_plasma.dts";
item = LD06Savager; item = LD06Savager;
ammo = LD06SavagerAmmo; ammo = LD06SavagerAmmo;
projectile = Wp400Pellet; projectile = Wp400Pellet;
projectileType = TracerProjectile; projectileType = TracerProjectile;
emap = true; emap = true;
mass = 20; mass = 20;
casing = ShellDebris; casing = ShellDebris;
shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B 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 shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
shellExitVariance = 10.0; shellExitVariance = 10.0;
shellVelocity = 4.0; shellVelocity = 4.0;
//ClipStuff //ClipStuff
ClipName = "LD06SavagerClip"; ClipName = "LD06SavagerClip";
ClipPickupName["LD06SavagerClip"] = "some LD06Savager Clip Boxes"; ClipPickupName["LD06SavagerClip"] = "some LD06Savager Clip Boxes";
ShowsClipInHud = 0; ShowsClipInHud = 0;
ClipReloadTime = 5; ClipReloadTime = 5;
ClipReturn = 10; ClipReturn = 10;
InitialClips = 999; InitialClips = 999;
HellClipCount = 7; HellClipCount = 7;
// //
HasChallenges = 1; HasChallenges = 1;
ChallengeCt = 8; ChallengeCt = 8;
Challenge[1] = "LD06 Killer\t50\t100\tNone"; Challenge[1] = "LD06 Killer\t50\t100\tNone";
Challenge[2] = "LD06 Expert\t100\t250\tNone"; Challenge[2] = "LD06 Expert\t100\t250\tNone";
Challenge[3] = "LD06 Master\t250\t500\tNone"; Challenge[3] = "LD06 Master\t250\t500\tNone";
Challenge[4] = "LD06 God\t500\t1000\tSilencer"; Challenge[4] = "LD06 God\t500\t1000\tSilencer";
Challenge[5] = "LD06 Bronze Commendation\t1000\t10000\tNone"; Challenge[5] = "LD06 Bronze Commendation\t1000\t10000\tNone";
Challenge[6] = "LD06 Silver Commendation\t2500\t25000\tNone"; Challenge[6] = "LD06 Silver Commendation\t2500\t25000\tNone";
Challenge[7] = "LD06 Gold Commendation\t5000\t50000\tNone"; Challenge[7] = "LD06 Gold Commendation\t5000\t50000\tNone";
Challenge[8] = "LD06 Titan Commendation\t15000\t75000\tNone"; Challenge[8] = "LD06 Titan Commendation\t15000\t75000\tNone";
Upgrade[1] = "Silencer"; Upgrade[1] = "Silencer";
GunName = "LD06 Savager"; GunName = "LD06 Savager";
MedalRequire = 1; MedalRequire = 1;
projectileSpread = 10.0 / 1000.0; projectileSpread = 10.0 / 1000.0;
stateName[0] = "Activate"; stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady"; stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.3; stateTimeoutValue[0] = 0.3;
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound; stateSound[0] = ChaingunSwitchSound;
stateName[1] = "ActivateReady"; stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready"; stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet"; stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire"; stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload"; stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.0001; stateTimeoutValue[3] = 0.0001;
stateFire[3] = true; stateFire[3] = true;
stateEjectShell[3] = true; stateEjectShell[3] = true;
stateRecoil[3] = LightRecoil; stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false; stateAllowImageChange[3] = false;
stateScript[3] = "onFire"; stateScript[3] = "onFire";
stateSound[3] = SniperFireSound; stateSound[3] = SniperFireSound;
stateName[4] = "Reload"; stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo"; stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready"; stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.6; stateTimeoutValue[4] = 0.6;
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
stateSequence[4] = "Reload"; stateSequence[4] = "Reload";
stateName[5] = "NoAmmo"; stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload"; stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo"; stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire"; stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire"; stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound; stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0; stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo"; stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire"; stateName[7] = "WetFire";
stateSound[7] = ChaingunDryFireSound; stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 1.0; stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready"; stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet"; stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire"; stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire"; stateTransitionOnNotWet[8] = "Fire";
}; };
datablock ItemData(LD06Savager) datablock ItemData(LD06Savager) {
{ className = Weapon;
className = Weapon; catagory = "Spawn Items";
catagory = "Spawn Items"; shapeFile = "weapon_plasma.dts";
shapeFile = "weapon_plasma.dts"; image = LD06SavagerImage;
image = LD06SavagerImage; mass = 1.0;
mass = 1.0; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2; pickUpName = "a LD06Savager";
pickUpName = "a LD06Savager";
computeCRC = true; computeCRC = true;
emap = true; emap = true;
}; };
function LD06SavagerImage::onMount(%this,%obj,%slot) { function LD06SavagerImage::onMount(%this, %obj, %slot) {
Parent::onMount(%this, %obj, %slot); Parent::onMount(%this, %obj, %slot);
} }
function LD06SavagerImage::onFire(%data,%obj,%slot) { function LD06SavagerImage::onFire(%data,%obj,%slot) {
%obj.applyKick(-250); %obj.applyKick(-250);
%obj.decInventory(%data.ammo,1); %obj.decInventory(%data.ammo,1);
serverPlay3D(ShotgunFireSound, %obj.getPosition()); serverPlay3D(ShotgunFireSound, %obj.getPosition());
%vector = %obj.getMuzzleVector(%slot); %vector = %obj.getMuzzleVector(%slot);
%mp = %obj.getMuzzlePoint(%slot); %mp = %obj.getMuzzlePoint(%slot);
for (%i=0; %i < 5; %i++) { for (%i=0; %i < 5; %i++) {
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread; %x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%y = (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; %z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z); %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %vector); %newvector = MatrixMulVector(%mat, %vector);
%p = new (%data.projectileType)() { %p = new (%data.projectileType)() {
dataBlock = %data.projectile; dataBlock = %data.projectile;
initialDirection = %newvector; initialDirection = %newvector;
initialPosition = %mp; initialPosition = %mp;
sourceObject = %obj; sourceObject = %obj;
damageFactor = 1; damageFactor = 1;
sourceSlot = %slot; sourceSlot = %slot;
}; };
%p.WeaponImageSource = %data.getName(); %p.WeaponImageSource = %data.getName();
%p.ImageSource = "LD06SavagerImage"; %p.ImageSource = "LD06SavagerImage";
} }
if(%obj.inv[LD06SavagerAmmo] == 0) { //Added Phantom139, TWM2 if(%obj.inv[LD06SavagerAmmo] == 0) { //Added Phantom139, TWM2
AttemptReload(%data, %obj, %slot); AttemptReload(%data, %obj, %slot);
} }
} }

View file

@ -3,195 +3,192 @@
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
datablock TracerProjectileData(m93Bullet) { datablock TracerProjectileData(m93Bullet) {
doDynamicClientHits = true; doDynamicClientHits = true;
directDamage = 0.22; // reduced .26 directDamage = 0.22; // reduced .26
directDamageType = $DamageType::m93; directDamageType = $DamageType::M93;
explosion = "ChaingunExplosion"; explosion = "ChaingunExplosion";
splash = ChaingunSplash; splash = ChaingunSplash;
HeadMultiplier = 1.5; HeadMultiplier = 1.5;
LegsMultiplier = 0.5; LegsMultiplier = 0.5;
kickBackStrength = 5.0; kickBackStrength = 5.0;
sound = ChaingunProjectile; sound = ChaingunProjectile;
ImageSource = "m93Image"; ImageSource = "m93Image";
//dryVelocity = 425.0; //dryVelocity = 425.0;
dryVelocity = 2000.0; // z0dd - ZOD, 8-12-02. Was 425.0 dryVelocity = 2000.0; // z0dd - ZOD, 8-12-02. Was 425.0
wetVelocity = 1750.0; wetVelocity = 1750.0;
velInheritFactor = 0.0; velInheritFactor = 0.0;
fizzleTimeMS = 3000; fizzleTimeMS = 3000;
lifetimeMS = 3000; lifetimeMS = 3000;
explodeOnDeath = false; explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0; reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false; explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0; deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000; fizzleUnderwaterMS = 3000;
tracerLength = 25.0; tracerLength = 25.0;
tracerAlpha = false; tracerAlpha = false;
tracerMinPixels = 6; tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75"; tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00"; tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross"; tracerTex[1] = "special/tracercross";
tracerWidth = 0.09; tracerWidth = 0.09;
crossSize = 0.20; crossSize = 0.20;
crossViewAng = 0.990; crossViewAng = 0.990;
renderCross = true; renderCross = true;
decalData[0] = ChaingunDecal1; decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2; decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3; decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4; decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5; decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6; decalData[5] = ChaingunDecal6;
}; };
datablock ItemData(m93Ammo) datablock ItemData(m93Ammo) {
{ className = Ammo;
className = Ammo; catagory = "Ammo";
catagory = "Ammo"; shapeFile = "ammo_chaingun.dts";
shapeFile = "ammo_chaingun.dts"; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2;
pickUpName = "some .77mm bullets"; pickUpName = "some .77mm bullets";
computeCRC = true; computeCRC = true;
}; };
datablock ItemData(m93) { datablock ItemData(m93) {
className = Weapon; className = Weapon;
catagory = "Spawn Items"; catagory = "Spawn Items";
shapeFile = "weapon_energy_vehicle.dts"; shapeFile = "weapon_energy_vehicle.dts";
image = m93Image; image = m93Image;
mass = 2; mass = 2;
elasticity = 0.2; elasticity = 0.2;
friction = 0.6; friction = 0.6;
pickupRadius = 2; pickupRadius = 2;
pickUpName = "a m93 Pistol"; pickUpName = "a m93 Pistol";
}; };
datablock ShapeBaseImageData(m93Image) datablock ShapeBaseImageData(m93Image) {
{ className = WeaponImage;
className = WeaponImage; shapeFile = "weapon_energy_vehicle.dts";
shapeFile = "weapon_energy_vehicle.dts"; item = m93;
item = m93; offset = "0 0 0";
offset = "0 0 0"; rotation = "0 1 0 180";
rotation = "0 1 0 180"; mass = 4;
mass = 4;
ammo = m93Ammo; ammo = m93Ammo;
projectile = m93bullet; projectile = m93bullet;
projectileType = tracerProjectile; projectileType = tracerProjectile;
projectileSpread = 6.0 / 1000.0; projectileSpread = 6.0 / 1000.0;
//ClipStuff //ClipStuff
ClipName = "m93Clip"; ClipName = "m93Clip";
ClipPickupName["m93Clip"] = "Some .77MM Clips"; ClipPickupName["m93Clip"] = "Some .77MM Clips";
ShowsClipInHud = 0; ShowsClipInHud = 0;
ClipReloadTime = 4; ClipReloadTime = 4;
ClipReturn = 15; ClipReturn = 15;
InitialClips = 950; InitialClips = 950;
HellClipCount = 10; HellClipCount = 10;
// //
RankRequire = $TWM2::RankRequire["ALSWP"]; RankRequire = $TWM2::RankRequire["ALSWP"];
PrestigeRequire = 2; PrestigeRequire = 2;
//Challenges //Challenges
HasChallenges = 1; HasChallenges = 1;
ChallengeCt = 9; ChallengeCt = 9;
Challenge[1] = "m93 Novice\t25\t100\tNone"; Challenge[1] = "m93 Novice\t25\t100\tNone";
Challenge[2] = "m93 Hunter\t50\t150\tGrip"; Challenge[2] = "m93 Hunter\t50\t150\tGrip";
Challenge[3] = "m93 Expert\t100\t250\tLaser"; Challenge[3] = "m93 Expert\t100\t250\tLaser";
Challenge[4] = "m93 Master\t250\t500\tSilencer"; Challenge[4] = "m93 Master\t250\t500\tSilencer";
Challenge[5] = "m93 God\t500\t1000\tHSBullets"; Challenge[5] = "m93 God\t500\t1000\tHSBullets";
Challenge[6] = "m93 Bronze Commendation\t1000\t10000\tNone"; Challenge[6] = "m93 Bronze Commendation\t1000\t10000\tNone";
Challenge[7] = "m93 Silver Commendation\t2500\t25000\tNone"; Challenge[7] = "m93 Silver Commendation\t2500\t25000\tNone";
Challenge[8] = "m93 Gold Commendation\t5000\t50000\tNone"; Challenge[8] = "m93 Gold Commendation\t5000\t50000\tNone";
Challenge[9] = "m93 Titan Commendation\t15000\t75000\tNone"; Challenge[9] = "m93 Titan Commendation\t15000\t75000\tNone";
Upgrade[1] = "Grip"; Upgrade[1] = "Grip";
Upgrade[2] = "Laser"; Upgrade[2] = "Laser";
Upgrade[3] = "Silencer"; Upgrade[3] = "Silencer";
Upgrade[4] = "HSBullets"; Upgrade[4] = "HSBullets";
GunName = "M93 Pistol"; GunName = "M93 Pistol";
// //
stateName[0] = "Activate"; stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady"; stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5; stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = PlasmaSwitchSound; stateSound[0] = PlasmaSwitchSound;
stateName[1] = "ActivateReady"; stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready"; stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire"; stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire"; stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Fire2"; stateTransitionOnTimeout[3] = "Fire2";
stateTimeoutValue[3] = 0.1; stateTimeoutValue[3] = 0.1;
stateFire[3] = true; stateFire[3] = true;
stateRecoil[3] = LightRecoil; stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false; stateAllowImageChange[3] = false;
stateScript[3] = "onFire"; stateScript[3] = "onFire";
stateEmitterTime[3] = 0.1; stateEmitterTime[3] = 0.1;
stateName[4] = "Fire2"; stateName[4] = "Fire2";
stateTransitionOnTimeout[4] = "Fire3"; stateTransitionOnTimeout[4] = "Fire3";
stateTimeoutValue[4] = 0.1; stateTimeoutValue[4] = 0.1;
stateFire[4] = true; stateFire[4] = true;
stateRecoil[4] = LightRecoil; stateRecoil[4] = LightRecoil;
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
stateScript[4] = "onFire"; stateScript[4] = "onFire";
stateEmitterTime[4] = 0.1; stateEmitterTime[4] = 0.1;
stateName[5] = "Fire3"; stateName[5] = "Fire3";
stateTransitionOnTimeout[5] = "Reload"; stateTransitionOnTimeout[5] = "Reload";
stateTimeoutValue[5] = 0.1; stateTimeoutValue[5] = 0.1;
stateFire[5] = true; stateFire[5] = true;
stateRecoil[5] = LightRecoil; stateRecoil[5] = LightRecoil;
stateAllowImageChange[5] = false; stateAllowImageChange[5] = false;
stateScript[5] = "onFire"; stateScript[5] = "onFire";
stateEmitterTime[5] = 0.1; stateEmitterTime[5] = 0.1;
//stateSound[3] = PistolFireSound; //stateSound[3] = PistolFireSound;
stateName[6] = "Reload"; stateName[6] = "Reload";
stateTransitionOnNoAmmo[6] = "NoAmmo"; stateTransitionOnNoAmmo[6] = "NoAmmo";
stateTransitionOnTimeout[6] = "Ready"; stateTransitionOnTimeout[6] = "Ready";
stateTimeoutValue[6] = 0.1; stateTimeoutValue[6] = 0.1;
stateAllowImageChange[6] = false; stateAllowImageChange[6] = false;
stateSequence[6] = "Reload"; stateSequence[6] = "Reload";
stateName[7] = "NoAmmo"; stateName[7] = "NoAmmo";
stateTransitionOnAmmo[7] = "Reload"; stateTransitionOnAmmo[7] = "Reload";
stateSequence[7] = "NoAmmo"; stateSequence[7] = "NoAmmo";
stateTransitionOnTriggerDown[7] = "DryFire"; stateTransitionOnTriggerDown[7] = "DryFire";
stateName[8] = "DryFire"; stateName[8] = "DryFire";
stateSound[8] = ChaingunDryFireSound; stateSound[8] = ChaingunDryFireSound;
stateTimeoutValue[8] = 1.5; stateTimeoutValue[8] = 1.5;
stateTransitionOnTimeout[8] = "NoAmmo"; stateTransitionOnTimeout[8] = "NoAmmo";
}; };
function m93Image::onMount(%this,%obj,%slot) { function m93Image::onMount(%this,%obj,%slot) {
Parent::onMount(%this, %obj, %slot); Parent::onMount(%this, %obj, %slot);
} }
function m93Image::onFire(%data, %obj, %slot) { function m93Image::onFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot); %p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) { if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p //zero sound :p
} }
else { else {
ServerPlay3d(PistolFireSound, %obj.getPosition()); ServerPlay3d(PistolFireSound, %obj.getPosition());
} }
} }

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@ -1,247 +1,245 @@
// Pulse Phaser Weapon // Pulse Phaser Weapon
datablock AudioProfile(PPWFireSound) datablock AudioProfile(PPWFireSound) {
{ filename = "fx/powered/turret_outdoor_fire.wav";
filename = "fx/powered/turret_outdoor_fire.wav"; description = AudioDefault3d;
description = AudioDefault3d; preload = true;
preload = true;
}; };
datablock LinearFlareProjectileData(phaserBolt) { datablock LinearFlareProjectileData(phaserBolt) {
directDamage = 0.2; //reduced 0.45 directDamage = 0.26;
directDamageType = $DamageType::Phaser; directDamageType = $DamageType::ES77PulsePhaser;
explosion = "BlasterExplosion"; explosion = "BlasterExplosion";
kickBackStrength = 0.0; kickBackStrength = 0.0;
dryVelocity = 120.0; dryVelocity = 160.0;
wetVelocity = 40.0; wetVelocity = 40.0;
velInheritFactor = 0.5; velInheritFactor = 0.5;
fizzleTimeMS = 2000; fizzleTimeMS = 1300;
lifetimeMS = 3000; lifetimeMS = 1500;
explodeOnDeath = false; explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0; reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false; explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0; deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000; fizzleUnderwaterMS = 3000;
ImageSource = "PulsePhaserImage"; ImageSource = "PulsePhaserImage";
numFlares = 20; numFlares = 20;
size = 0.10; size = 0.10;
flareColor = "0 1 0"; flareColor = "0 1 0";
flareModTexture = "flaremod"; flareModTexture = "flaremod";
flareBaseTexture = "flarebase"; flareBaseTexture = "flarebase";
sound = BlasterProjectileSound; sound = BlasterProjectileSound;
hasLight = true; hasLight = true;
lightRadius = 3.0; lightRadius = 3.0;
lightColor = "1 1 1"; lightColor = "1 1 1";
}; };
datablock LinearFlareProjectileData(TrevorPhaserBolt) { datablock LinearFlareProjectileData(TrevorPhaserBolt) {
directDamage = 0.21; //reduced .485 directDamage = 0.3;
directDamageType = $DamageType::Phaser; directDamageType = $DamageType::ES77PulsePhaser;
explosion = "BlasterExplosion"; explosion = "BlasterExplosion";
kickBackStrength = 0.0; kickBackStrength = 0.0;
dryVelocity = 120.0; dryVelocity = 160.0;
wetVelocity = 40.0; wetVelocity = 40.0;
velInheritFactor = 0.5; velInheritFactor = 0.5;
fizzleTimeMS = 2000; fizzleTimeMS = 1300;
lifetimeMS = 3000; lifetimeMS = 1500;
explodeOnDeath = false; explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0; reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false; explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0; deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000; fizzleUnderwaterMS = 3000;
ImageSource = "PulsePhaserImage"; ImageSource = "PulsePhaserImage";
numFlares = 20; numFlares = 20;
size = 0.10; size = 0.10;
flareColor = "0.5 0.1 0.9"; flareColor = "0.5 0.1 0.9";
flareModTexture = "flaremod"; flareModTexture = "flaremod";
flareBaseTexture = "flarebase"; flareBaseTexture = "flarebase";
sound = BlasterProjectileSound; sound = BlasterProjectileSound;
hasLight = true; hasLight = true;
lightRadius = 3.0; lightRadius = 3.0;
lightColor = "1 1 1"; lightColor = "1 1 1";
}; };
datablock ShapeBaseImageData(PulsePhaserImage) { datablock ShapeBaseImageData(PulsePhaserImage) {
className = WeaponImage; className = WeaponImage;
shapeFile = "weapon_energy.dts"; shapeFile = "weapon_energy.dts";
item = PulsePhaser; item = PulsePhaser;
projectile = phaserBolt; projectile = phaserBolt;
projectileType = LinearFlareProjectile; projectileType = LinearFlareProjectile;
HasChallenges = 1; HasChallenges = 1;
ChallengeCt = 10; ChallengeCt = 10;
Challenge[1] = "Phaser Killer\t50\t100\tNone"; Challenge[1] = "Phaser Killer\t50\t100\tNone";
Challenge[2] = "Phaser Hunter\t150\t250\tNone"; Challenge[2] = "Phaser Hunter\t150\t250\tNone";
Challenge[3] = "Phaser Expert\t250\t500\tLaser"; Challenge[3] = "Phaser Expert\t250\t500\tLaser";
Challenge[4] = "Phaser Master\t500\t1000\tTriple Burst"; Challenge[4] = "Phaser Master\t500\t1000\tTriple Burst";
Challenge[5] = "Phaser God\t1000\t2000\tShotgun"; Challenge[5] = "Phaser God\t1000\t2000\tShotgun";
Challenge[6] = "Phaser Legend\t1500\t5000\tPhaser Blades"; Challenge[6] = "Phaser Legend\t1500\t5000\tPhaser Blades";
Challenge[7] = "Phaser Bronze Commendation\t3000\t10000\tNone"; Challenge[7] = "Phaser Bronze Commendation\t3000\t10000\tNone";
Challenge[8] = "Phaser Silver Commendation\t6000\t25000\tNone"; Challenge[8] = "Phaser Silver Commendation\t6000\t25000\tNone";
Challenge[9] = "Phaser Gold Commendation\t12500\t50000\tNone"; Challenge[9] = "Phaser Gold Commendation\t12500\t50000\tNone";
Challenge[10] = "Phaser Titan Commendation\t35000\t75000\tNone"; Challenge[10] = "Phaser Titan Commendation\t35000\t75000\tNone";
Upgrade[1] = "Laser"; Upgrade[1] = "Laser";
Upgrade[2] = "Triple Burst"; Upgrade[2] = "Triple Burst";
Upgrade[3] = "Shotgun"; Upgrade[3] = "Shotgun";
Upgrade[4] = "Phaser Blades"; Upgrade[4] = "Phaser Blades";
GunName = "ES-77 Pulse Phaser"; GunName = "ES-77 Pulse Phaser";
RankRequire = $TWM2::RankRequire["PulsePhaser"]; RankRequire = $TWM2::RankRequire["PulsePhaser"];
usesEnergy = true; usesEnergy = true;
fireEnergy = 4; fireEnergy = 4;
minEnergy = 4; minEnergy = 4;
stateName[0] = "Activate"; stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady"; stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5; stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = BlasterSwitchSound; stateSound[0] = BlasterSwitchSound;
stateName[1] = "ActivateReady"; stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready"; stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire"; stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire"; stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload"; stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.3; stateTimeoutValue[3] = 0.3;
stateFire[3] = true; stateFire[3] = true;
stateRecoil[3] = NoRecoil; stateRecoil[3] = NoRecoil;
stateAllowImageChange[3] = false; stateAllowImageChange[3] = false;
stateSequence[3] = "Fire"; stateSequence[3] = "Fire";
stateSound[3] = PPWFireSound; stateSound[3] = PPWFireSound;
stateScript[3] = "onFire"; stateScript[3] = "onFire";
stateName[4] = "Reload"; stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo"; stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready"; stateTransitionOnTimeout[4] = "Ready";
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
stateSequence[4] = "Reload"; stateSequence[4] = "Reload";
stateName[5] = "NoAmmo"; stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload"; stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo"; stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire"; stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire"; stateName[6] = "DryFire";
stateTimeoutValue[6] = 0.3; stateTimeoutValue[6] = 0.3;
stateSound[6] = BlasterDryFireSound; stateSound[6] = BlasterDryFireSound;
stateTransitionOnTimeout[6] = "Ready"; stateTransitionOnTimeout[6] = "Ready";
}; };
datablock ItemData(PulsePhaser) { datablock ItemData(PulsePhaser) {
className = Weapon; className = Weapon;
catagory = "Spawn Items"; catagory = "Spawn Items";
shapeFile = "weapon_energy.dts"; shapeFile = "weapon_energy.dts";
image = PulsePhaserImage; image = PulsePhaserImage;
mass = 1; mass = 1;
elasticity = 0.2; elasticity = 0.2;
friction = 0.6; friction = 0.6;
pickupRadius = 2; pickupRadius = 2;
pickUpName = "a Pulse Phaser"; pickUpName = "a Pulse Phaser";
}; };
datablock ShapeBaseImageData(Phaser2Image) : PulsePhaserImage { datablock ShapeBaseImageData(Phaser2Image) : PulsePhaserImage {
shapeFile = "weapon_ELF.dts"; shapeFile = "weapon_ELF.dts";
offset = "0 0.3 0.2"; offset = "0 0.3 0.2";
rotation = "0 1 0 180"; rotation = "0 1 0 180";
}; };
datablock ShapeBaseImageData(Phaser3Image) : PulsePhaserImage { datablock ShapeBaseImageData(Phaser3Image) : PulsePhaserImage {
shapeFile = "weapon_ELF.dts"; shapeFile = "weapon_ELF.dts";
offset = "0 .5 0"; offset = "0 .5 0";
}; };
function PulsePhaserImage::onMount(%this, %obj, %slot) { function PulsePhaserImage::onMount(%this, %obj, %slot) {
Parent::onMount(%this, %obj, %slot); Parent::onMount(%this, %obj, %slot);
if(%obj.client.UpgradeOn("Phaser Blades", %this.getName())) { if(%obj.client.UpgradeOn("Phaser Blades", %this.getName())) {
%obj.mountImage(Phaser2Image, 5); %obj.mountImage(Phaser2Image, 5);
%obj.mountImage(Phaser3Image, 6); %obj.mountImage(Phaser3Image, 6);
} }
} }
function PulsePhaserImage::onUnmount(%this,%obj,%slot) { function PulsePhaserImage::onUnmount(%this,%obj,%slot) {
%obj.unmountImage(5); %obj.unmountImage(5);
%obj.unmountImage(6); %obj.unmountImage(6);
Parent::onUnmount(%this, %obj, %slot); Parent::onUnmount(%this, %obj, %slot);
} }
function PulsePhaserImage::onFire(%data,%obj,%slot) { function PulsePhaserImage::onFire(%data,%obj,%slot) {
if(%obj.cannotFire) { if(%obj.cannotFire) {
return; return;
} }
%vector = %obj.getMuzzleVector(%slot); %vector = %obj.getMuzzleVector(%slot);
%mp = %obj.getMuzzlePoint(%slot); %mp = %obj.getMuzzlePoint(%slot);
if(%obj.client.UpgradeOn("Triple Burst", %data.getName())) { if(%obj.client.UpgradeOn("Triple Burst", %data.getName())) {
%p1 = Parent::OnFire(%data, %obj, %slot); %p1 = Parent::OnFire(%data, %obj, %slot);
%p2 = Schedule(100, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType, %p2 = Schedule(100, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector, %obj); vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector, %obj);
%p2.WeaponImageSource = "PulsePhaserImage"; %p2.WeaponImageSource = "PulsePhaserImage";
schedule(100, 0, "ServerPlay3D", "PPWFireSound", %obj.getPosition()); schedule(100, 0, "ServerPlay3D", "PPWFireSound", %obj.getPosition());
%p3 = Schedule(250, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType, %p3 = Schedule(250, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector, %obj); vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector, %obj);
%p3.WeaponImageSource = "PulsePhaserImage"; %p3.WeaponImageSource = "PulsePhaserImage";
schedule(250, 0, "ServerPlay3D", "PPWFireSound", %obj.getPosition()); schedule(250, 0, "ServerPlay3D", "PPWFireSound", %obj.getPosition());
ResetFireRestrict(%obj, 1); ResetFireRestrict(%obj, 1);
schedule(1350, 0, "ResetFireRestrict", %obj, 0); schedule(1350, 0, "ResetFireRestrict", %obj, 0);
} }
else if(%obj.client.UpgradeOn("Shotgun", %data.getName())) { else if(%obj.client.UpgradeOn("Shotgun", %data.getName())) {
for (%i=0; %i < 3; %i++) { for (%i=0; %i < 3; %i++) {
%x = (getRandom() - 0.5) * 2 * 3.1415926 * (11/1000); %x = (getRandom() - 0.5) * 2 * 3.1415926 * (11/1000);
%y = (getRandom() - 0.5) * 2 * 3.1415926 * (11/1000); %y = (getRandom() - 0.5) * 2 * 3.1415926 * (11/1000);
%z = (getRandom() - 0.5) * 2 * 3.1415926 * (11/1000); %z = (getRandom() - 0.5) * 2 * 3.1415926 * (11/1000);
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z); %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %vector); %newvector = MatrixMulVector(%mat, %vector);
%p = new (%data.projectileType)() { %p = new (%data.projectileType)() {
dataBlock = %data.projectile; dataBlock = %data.projectile;
initialDirection = %newvector; initialDirection = %newvector;
initialPosition = %mp; initialPosition = %mp;
sourceObject = %obj; sourceObject = %obj;
damageFactor = 1; damageFactor = 1;
sourceSlot = %slot; sourceSlot = %slot;
}; };
%p.WeaponImageSource = "PulsePhaserImage"; %p.WeaponImageSource = "PulsePhaserImage";
} }
ResetFireRestrict(%obj, 1); ResetFireRestrict(%obj, 1);
schedule(1200, 0, "ResetFireRestrict", %obj, 0); schedule(1200, 0, "ResetFireRestrict", %obj, 0);
} }
else if(%obj.client.UpgradeOn("Phaser Blades", %data.getName())) { else if(%obj.client.UpgradeOn("Phaser Blades", %data.getName())) {
serverPlay3D("BomberTurretFireSound", %obj.getPosition()); serverPlay3D("BomberTurretFireSound", %obj.getPosition());
%p = new (%data.projectileType)() { %p = new (%data.projectileType)() {
dataBlock = TrevorPhaserBolt; dataBlock = TrevorPhaserBolt;
initialDirection = %vector; initialDirection = %vector;
initialPosition = %mp; initialPosition = %mp;
sourceObject = %obj; sourceObject = %obj;
damageFactor = 1; damageFactor = 1;
sourceSlot = %slot; sourceSlot = %slot;
}; };
%p.WeaponImageSource = "PulsePhaserImage";
%p.WeaponImageSource = "PulsePhaserImage"; }
} else {
else { %p = Parent::OnFire(%data,%obj,%slot);
%p = Parent::OnFire(%data,%obj,%slot); }
}
} }
function ResetFireRestrict(%plyr, %onOff) { function ResetFireRestrict(%plyr, %onOff) {
%plyr.cannotFire = %onOff; %plyr.cannotFire = %onOff;
} }

View file

@ -1,210 +1,206 @@
datablock AudioProfile(ALSWPFireSound) { datablock AudioProfile(ALSWPFireSound) {
filename = "fx/weapons/cg_hard1.wav"; filename = "fx/weapons/cg_hard1.wav";
description = AudioDefault3d; description = AudioDefault3d;
preload = true; preload = true;
}; };
datablock TracerProjectileData(ALSWPBullet){ datablock TracerProjectileData(ALSWPBullet){
doDynamicClientHits = true; doDynamicClientHits = true;
directDamage = 0.5; directDamage = 0.5;
directDamageType = $DamageType::ALSWP; directDamageType = $DamageType::ALSWP;
explosion = "ChaingunExplosion"; explosion = "ChaingunExplosion";
splash = ChaingunSplash; splash = ChaingunSplash;
HeadMultiplier = 1.5; HeadMultiplier = 1.5;
LegsMultiplier = 0.35; LegsMultiplier = 0.35;
HeadShotKill = 0; HeadShotKill = 0;
ImageSource = "ALSWPSniperRifleImage"; ImageSource = "ALSWPSniperRifleImage";
kickBackStrength = 15.0; kickBackStrength = 15.0;
sound = ChaingunProjectile; sound = ChaingunProjectile;
dryVelocity = 3000.0; dryVelocity = 3000.0;
wetVelocity = 2000.0; wetVelocity = 2000.0;
velInheritFactor = 1.0; velInheritFactor = 1.0;
fizzleTimeMS = 1000; fizzleTimeMS = 1000;
lifetimeMS = 1000; lifetimeMS = 1000;
explodeOnDeath = false; explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0; reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false; explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0; deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000; fizzleUnderwaterMS = 3000;
tracerLength = 20.0; tracerLength = 20.0;
tracerAlpha = false; tracerAlpha = false;
tracerMinPixels = 6; tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75"; tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00"; tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross"; tracerTex[1] = "special/tracercross";
tracerWidth = 0.09; tracerWidth = 0.09;
crossSize = 0.20; crossSize = 0.20;
crossViewAng = 0.990; crossViewAng = 0.990;
renderCross = true; renderCross = true;
decalData[0] = ChaingunDecal1; decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2; decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3; decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4; decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5; decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6; decalData[5] = ChaingunDecal6;
}; };
datablock ItemData(ALSWPSniperRifleAmmo) datablock ItemData(ALSWPSniperRifleAmmo) {
{ className = Ammo;
className = Ammo; catagory = "Ammo";
catagory = "Ammo"; shapeFile = "ammo_chaingun.dts";
shapeFile = "ammo_chaingun.dts"; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2;
pickUpName = "Some ALSWP Sniper Rifle Ammo"; pickUpName = "Some ALSWP Sniper Rifle Ammo";
computeCRC = true; computeCRC = true;
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Weapon // Weapon
//-------------------------------------- //--------------------------------------
datablock ShapeBaseImageData(ALSWPSniperRifleImage) { datablock ShapeBaseImageData(ALSWPSniperRifleImage) {
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = ALSWPSniperRifle;
ammo = ALSWPSniperRifleAmmo;
projectile = ALSWPBullet;
projectileType = TracerProjectile;
emap = true;
className = WeaponImage; armThread = looksn;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = ALSWPSniperRifle;
ammo = ALSWPSniperRifleAmmo;
projectile = ALSWPBullet;
projectileType = TracerProjectile;
emap = true;
armThread = looksn; //ClipStuff
ClipName = "ALSWPClip";
ClipPickupName["ALSWPClip"] = "A Few Boxes Of ALSWP Sniper Bullets";
ShowsClipInHud = 1;
ClipReloadTime = 5;
ClipReturn = 10;
InitialClips = 6;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "ALSWP Hunter\t100\t150\tNone";
Challenge[2] = "ALSWP Expert\t200\t250\tNone";
Challenge[3] = "ALSWP Master\t500\t500\tLaser";
Challenge[4] = "ALSWP God\t1000\t1000\tSilencer";
Challenge[5] = "ALSWP Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "ALSWP Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "ALSWP Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "ALSWP Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Laser";
Upgrade[2] = "Silencer";
GunName = "ALSWP Sniper Rifle";
//
//ClipStuff RankRequire = $TWM2::RankRequire["ALSWP"];
ClipName = "ALSWPClip";
ClipPickupName["ALSWPClip"] = "A Few Boxes Of ALSWP Sniper Bullets";
ShowsClipInHud = 1;
ClipReloadTime = 5;
ClipReturn = 10;
InitialClips = 6;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "ALSWP Hunter\t100\t150\tNone";
Challenge[2] = "ALSWP Expert\t200\t250\tNone";
Challenge[3] = "ALSWP Master\t500\t500\tLaser";
Challenge[4] = "ALSWP God\t1000\t1000\tSilencer";
Challenge[5] = "ALSWP Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "ALSWP Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "ALSWP Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "ALSWP Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Laser";
Upgrade[2] = "Silencer";
GunName = "ALSWP Sniper Rifle";
//
RankRequire = $TWM2::RankRequire["ALSWP"]; casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
casing = ShellDebris; shellExitOffset = "0.15 -0.56 -0.1";
shellExitDir = "1.0 0.3 1.0"; shellExitVariance = 15.0;
shellExitOffset = "0.15 -0.56 -0.1"; shellVelocity = 3.0;
shellExitVariance = 15.0;
shellVelocity = 3.0;
stateName[0] = "Activate"; stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady"; stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5; stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound; stateSound[0] = ChaingunSwitchSound;
stateName[1] = "ActivateReady"; stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready"; stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet"; stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire"; stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload"; stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01; stateTimeoutValue[3] = 0.01;
stateFire[3] = true; stateFire[3] = true;
stateRecoil[3] = LightRecoil; stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false; stateAllowImageChange[3] = false;
stateScript[3] = "onFire"; stateScript[3] = "onFire";
//stateSound[3] = "ALSWPFireSound"; //stateSound[3] = "ALSWPFireSound";
stateName[4] = "Reload"; stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo"; stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready"; stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.6; stateTimeoutValue[4] = 0.6;
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
stateSequence[4] = "Reload"; stateSequence[4] = "Reload";
stateName[5] = "NoAmmo"; stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload"; stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo"; stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire"; stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire"; stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound; stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0; stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo"; stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire"; stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound; stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0; stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready"; stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet"; stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire"; stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire"; stateTransitionOnNotWet[8] = "Fire";
}; };
datablock ItemData(ALSWPSniperRifle) datablock ItemData(ALSWPSniperRifle) {
{ className = Weapon;
className = Weapon; catagory = "Spawn Items";
catagory = "Spawn Items"; shapeFile = "weapon_sniper.dts";
shapeFile = "weapon_sniper.dts"; image = ALSWPSniperRifleImage;
image = ALSWPSniperRifleImage; mass = 1.0;
mass = 1.0; elasticity = 0.0;
elasticity = 0.0; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2; pickUpName = "a ALSWP Sniper Rifle";
pickUpName = "a ALSWP Sniper Rifle";
computeCRC = true; computeCRC = true;
emap = true; emap = true;
}; };
function ALSWPSniperRifleImage::onMount(%this,%obj,%slot) { function ALSWPSniperRifleImage::onMount(%this,%obj,%slot) {
if(!$TWM2::AllowSnipers) { if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2); bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1); %obj.throwweapon(1);
%obj.throwweapon(0); %obj.throwweapon(0);
} }
Parent::onMount(%this, %obj, %slot); Parent::onMount(%this, %obj, %slot);
} }
function ALSWPSniperRifleImage::onUnmount(%this,%obj,%slot) { function ALSWPSniperRifleImage::onUnmount(%this,%obj,%slot) {
Parent::onUnmount(%this, %obj, %slot); Parent::onUnmount(%this, %obj, %slot);
} }
function ALSWPSniperRifleImage::onFire(%data, %obj, %slot) { function ALSWPSniperRifleImage::onFire(%data, %obj, %slot) {
if(!$TWM2::AllowSnipers) { if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2); bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1); %obj.throwweapon(1);
%obj.throwweapon(0); %obj.throwweapon(0);
} }
%p = Parent::onFire(%data, %obj, %slot); %p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) { if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p //zero sound :p
} }
else { else {
ServerPlay3d(ALSWPFireSound, %obj.getPosition()); ServerPlay3d(ALSWPFireSound, %obj.getPosition());
} }
} }

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@ -1,225 +1,221 @@
datablock AudioProfile(G17FireSound) { datablock AudioProfile(G17FireSound) {
filename = "fx/weapons/cg_metal4.wav"; filename = "fx/weapons/cg_metal4.wav";
description = AudioDefault3d; description = AudioDefault3d;
preload = true; preload = true;
}; };
datablock TracerProjectileData(G17Bullet){ datablock TracerProjectileData(G17Bullet){
doDynamicClientHits = true; doDynamicClientHits = true;
directDamage = 0.25; directDamage = 0.55;
directDamageType = $DamageType::G17; directDamageType = $DamageType::G17;
explosion = "ChaingunExplosion"; explosion = "ChaingunExplosion";
splash = ChaingunSplash; splash = ChaingunSplash;
HeadMultiplier = 1.5; HeadMultiplier = 1.5;
LegsMultiplier = 0.35; LegsMultiplier = 0.35;
HeadShotKill = 1; HeadShotKill = 1;
ImageSource = "G17SniperRifleImage"; ImageSource = "G17SniperRifleImage";
kickBackStrength = 15.0; kickBackStrength = 15.0;
sound = ChaingunProjectile; sound = ChaingunProjectile;
dryVelocity = 3000.0; dryVelocity = 3000.0;
wetVelocity = 2000.0; wetVelocity = 2000.0;
velInheritFactor = 1.0; velInheritFactor = 1.0;
fizzleTimeMS = 1000; fizzleTimeMS = 1000;
lifetimeMS = 1000; lifetimeMS = 1000;
explodeOnDeath = false; explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0; reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false; explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0; deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000; fizzleUnderwaterMS = 3000;
tracerLength = 20.0; tracerLength = 20.0;
tracerAlpha = false; tracerAlpha = false;
tracerMinPixels = 6; tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75"; tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00"; tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross"; tracerTex[1] = "special/tracercross";
tracerWidth = 0.09; tracerWidth = 0.09;
crossSize = 0.20; crossSize = 0.20;
crossViewAng = 0.990; crossViewAng = 0.990;
renderCross = true; renderCross = true;
decalData[0] = ChaingunDecal1; decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2; decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3; decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4; decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5; decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6; decalData[5] = ChaingunDecal6;
}; };
datablock ItemData(G17SniperRifleAmmo) datablock ItemData(G17SniperRifleAmmo) {
{ className = Ammo;
className = Ammo; catagory = "Ammo";
catagory = "Ammo"; shapeFile = "ammo_chaingun.dts";
shapeFile = "ammo_chaingun.dts"; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2;
pickUpName = "Some G17 Sniper Rifle Ammo"; pickUpName = "Some G17 Sniper Rifle Ammo";
computeCRC = true; computeCRC = true;
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Weapon // Weapon
//-------------------------------------- //--------------------------------------
datablock ShapeBaseImageData(G17SniperRifleImage) { datablock ShapeBaseImageData(G17SniperRifleImage) {
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = G17SniperRifle;
ammo = G17SniperRifleAmmo;
projectile = G17Bullet;
projectileType = TracerProjectile;
emap = true;
className = WeaponImage; armThread = looksn;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = G17SniperRifle;
ammo = G17SniperRifleAmmo;
projectile = G17Bullet;
projectileType = TracerProjectile;
emap = true;
armThread = looksn; //ClipStuff
ClipName = "G17Clip";
ClipPickupName["G17Clip"] = "A Few Boxes Of G17 Sniper Bullets";
ShowsClipInHud = 1;
ClipReloadTime = 4;
ClipReturn = 1;
InitialClips = 10;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "G17 Hunter\t100\t150\tNone";
Challenge[2] = "G17 Expert\t200\t250\tNone";
Challenge[3] = "G17 Master\t500\t500\tLaser";
Challenge[4] = "G17 God\t1000\t1000\tSilencer";
Challenge[5] = "G17 Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "G17 Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "G17 Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "G17 Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Laser";
Upgrade[2] = "Silencer";
GunName = "G17 Sniper Rifle";
//
//ClipStuff casing = ShellDebris;
ClipName = "G17Clip"; shellExitDir = "1.0 0.3 1.0";
ClipPickupName["G17Clip"] = "A Few Boxes Of G17 Sniper Bullets"; shellExitOffset = "0.15 -0.56 -0.1";
ShowsClipInHud = 1; shellExitVariance = 15.0;
ClipReloadTime = 4; shellVelocity = 3.0;
ClipReturn = 1;
InitialClips = 10;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "G17 Hunter\t100\t150\tNone";
Challenge[2] = "G17 Expert\t200\t250\tNone";
Challenge[3] = "G17 Master\t500\t500\tLaser";
Challenge[4] = "G17 God\t1000\t1000\tSilencer";
Challenge[5] = "G17 Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "G17 Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "G17 Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "G17 Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Laser";
Upgrade[2] = "Silencer";
GunName = "G17 Sniper Rifle";
//
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
stateName[0] = "Activate"; stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady"; stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5; stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound; stateSound[0] = ChaingunSwitchSound;
stateName[1] = "ActivateReady"; stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready"; stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet"; stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire"; stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload"; stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01; stateTimeoutValue[3] = 0.01;
stateFire[3] = true; stateFire[3] = true;
stateRecoil[3] = LightRecoil; stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false; stateAllowImageChange[3] = false;
stateScript[3] = "onFire"; stateScript[3] = "onFire";
//stateSound[3] = "G17FireSound"; //stateSound[3] = "G17FireSound";
stateName[4] = "Reload"; stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo"; stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready"; stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 1.1; stateTimeoutValue[4] = 0.7;
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
stateSequence[4] = "Reload"; stateSequence[4] = "Reload";
stateName[5] = "NoAmmo"; stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload"; stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo"; stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire"; stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire"; stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound; stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0; stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo"; stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire"; stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound; stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0; stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready"; stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet"; stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire"; stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire"; stateTransitionOnNotWet[8] = "Fire";
}; };
datablock ItemData(G17SniperRifle) datablock ItemData(G17SniperRifle) {
{ className = Weapon;
className = Weapon; catagory = "Spawn Items";
catagory = "Spawn Items"; shapeFile = "weapon_sniper.dts";
shapeFile = "weapon_sniper.dts"; image = G17SniperRifleImage;
image = G17SniperRifleImage; mass = 1.0;
mass = 1.0; elasticity = 0.0;
elasticity = 0.0; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2; pickUpName = "a G17 Sniper Rifle";
pickUpName = "a G17 Sniper Rifle";
computeCRC = true; computeCRC = true;
emap = true; emap = true;
}; };
//Two images make the scope //Two images make the scope
datablock ShapeBaseImageData(G17ScopeImage) : G17SniperRifleImage { datablock ShapeBaseImageData(G17ScopeImage) : G17SniperRifleImage {
shapeFile = "turret_belly_barrell.dts"; shapeFile = "turret_belly_barrell.dts";
offset = "0 0.25 0.25"; offset = "0 0.25 0.25";
rotation = "1 0 0 180"; rotation = "1 0 0 180";
}; };
datablock ShapeBaseImageData(G17ScopeImage2) : G17SniperRifleImage { datablock ShapeBaseImageData(G17ScopeImage2) : G17SniperRifleImage {
shapeFile = "turret_belly_barrell.dts"; shapeFile = "turret_belly_barrell.dts";
offset = "0 0.3 0.25"; offset = "0 0.3 0.25";
rotation = "1 0 0 0"; rotation = "1 0 0 0";
}; };
function G17SniperRifleImage::onMount(%this,%obj,%slot) { function G17SniperRifleImage::onMount(%this,%obj,%slot) {
if(!$TWM2::AllowSnipers) { if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2); bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1); %obj.throwweapon(1);
%obj.throwweapon(0); %obj.throwweapon(0);
} }
Parent::onMount(%this, %obj, %slot); Parent::onMount(%this, %obj, %slot);
%obj.mountImage(G17ScopeImage, 5); %obj.mountImage(G17ScopeImage, 5);
%obj.mountImage(G17ScopeImage2, 6); %obj.mountImage(G17ScopeImage2, 6);
} }
function G17SniperRifleImage::onUnmount(%this,%obj,%slot) { function G17SniperRifleImage::onUnmount(%this,%obj,%slot) {
Parent::onUnmount(%this, %obj, %slot); Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(5); %obj.unmountImage(5);
%obj.unmountImage(6); %obj.unmountImage(6);
} }
function G17SniperRifleImage::onFire(%data, %obj, %slot) { function G17SniperRifleImage::onFire(%data, %obj, %slot) {
if(!$TWM2::AllowSnipers) { if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2); bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1); %obj.throwweapon(1);
%obj.throwweapon(0); %obj.throwweapon(0);
} }
%p = Parent::onFire(%data, %obj, %slot); %p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) { if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p //zero sound :p
} }
else { else {
ServerPlay3d(G17FireSound, %obj.getPosition()); ServerPlay3d(G17FireSound, %obj.getPosition());
} }
} }

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@ -1,183 +1,178 @@
datablock TracerProjectileData(G41Bullet) datablock TracerProjectileData(G41Bullet) {
{ doDynamicClientHits = true;
doDynamicClientHits = true;
directDamage = 0.3; directDamage = 0.44;
directDamageType = $DamageType::G41; directDamageType = $DamageType::G41;
explosion = "ChaingunExplosion"; explosion = "ChaingunExplosion";
splash = ChaingunSplash; splash = ChaingunSplash;
HeadMultiplier = 1.1; HeadMultiplier = 1.1;
LegsMultiplier = 0.35; LegsMultiplier = 0.35;
ImageSource = "G41RifleImage"; ImageSource = "G41RifleImage";
kickBackStrength = 15.0; kickBackStrength = 15.0;
sound = ChaingunProjectile; sound = ChaingunProjectile;
dryVelocity = 3000.0; dryVelocity = 3000.0;
wetVelocity = 2000.0; wetVelocity = 2000.0;
velInheritFactor = 1.0; velInheritFactor = 1.0;
fizzleTimeMS = 1000; fizzleTimeMS = 1000;
lifetimeMS = 1000; lifetimeMS = 1000;
explodeOnDeath = false; explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0; reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false; explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0; deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000; fizzleUnderwaterMS = 3000;
tracerLength = 20.0; tracerLength = 20.0;
tracerAlpha = false; tracerAlpha = false;
tracerMinPixels = 6; tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75"; tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00"; tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross"; tracerTex[1] = "special/tracercross";
tracerWidth = 0.09; tracerWidth = 0.09;
crossSize = 0.20; crossSize = 0.20;
crossViewAng = 0.990; crossViewAng = 0.990;
renderCross = true; renderCross = true;
decalData[0] = ChaingunDecal1; decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2; decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3; decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4; decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5; decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6; decalData[5] = ChaingunDecal6;
}; };
datablock ItemData(G41RifleAmmo) datablock ItemData(G41RifleAmmo) {
{ className = Ammo;
className = Ammo; catagory = "Ammo";
catagory = "Ammo"; shapeFile = "ammo_chaingun.dts";
shapeFile = "ammo_chaingun.dts"; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2;
pickUpName = "Some G41 Rifle Bullets"; pickUpName = "Some G41 Rifle Bullets";
computeCRC = true; computeCRC = true;
}; };
datablock ShapeBaseImageData(G41RifleImage) datablock ShapeBaseImageData(G41RifleImage) {
{ className = WeaponImage;
className = WeaponImage; shapeFile = "weapon_sniper.dts";
shapeFile = "weapon_sniper.dts"; mass = 10;
mass = 10; item = G41Rifle;
item = G41Rifle; ammo = G41RifleAmmo;
ammo = G41RifleAmmo; projectile = G41Bullet;
projectile = G41Bullet; projectileType = TracerProjectile;
projectileType = TracerProjectile; emap = true;
emap = true;
//ClipStuff //ClipStuff
ClipName = "G41RifleClip"; ClipName = "G41RifleClip";
ClipPickupName["G41RifleClip"] = "some G41 Clip Cartons"; ClipPickupName["G41RifleClip"] = "some G41 Clip Cartons";
ShowsClipInHud = 1; ShowsClipInHud = 1;
ClipReloadTime = 5; ClipReloadTime = 5;
ClipReturn = 20; ClipReturn = 20;
InitialClips = 7; InitialClips = 7;
// //
//Challenges //Challenges
HasChallenges = 1; HasChallenges = 1;
ChallengeCt = 8; ChallengeCt = 8;
Challenge[1] = "G41 Hunter\t75\t150\tNone"; Challenge[1] = "G41 Hunter\t75\t150\tNone";
Challenge[2] = "G41 Expert\t150\t250\tGrip"; Challenge[2] = "G41 Expert\t150\t250\tGrip";
Challenge[3] = "G41 Master\t350\t500\tLaser"; Challenge[3] = "G41 Master\t350\t500\tLaser";
Challenge[4] = "G41 God\t600\t1000\tSilencer"; Challenge[4] = "G41 God\t600\t1000\tSilencer";
Challenge[5] = "G41 Bronze Commendation\t2500\t10000\tNone"; Challenge[5] = "G41 Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "G41 Silver Commendation\t5000\t25000\tNone"; Challenge[6] = "G41 Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "G41 Gold Commendation\t10000\t50000\tNone"; Challenge[7] = "G41 Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "G41 Titan Commendation\t25000\t75000\tNone"; Challenge[8] = "G41 Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Grip"; Upgrade[1] = "Grip";
Upgrade[2] = "Laser"; Upgrade[2] = "Laser";
Upgrade[3] = "Silencer"; Upgrade[3] = "Silencer";
GunName = "G41 Semi-Automatic Rifle"; GunName = "G41 Semi-Automatic Rifle";
// //
RankRequire = $TWM2::RankRequire["G41"]; RankRequire = $TWM2::RankRequire["G41"];
casing = ShellDebris; casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0"; shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1"; shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0; shellExitVariance = 15.0;
shellVelocity = 3.0; shellVelocity = 3.0;
projectileSpread = 3.0 / 1000.0; projectileSpread = 2.0 / 1000.0;
stateName[0] = "Activate"; stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady"; stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5; stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound; stateSound[0] = ChaingunSwitchSound;
stateName[1] = "ActivateReady"; stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready"; stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet"; stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire"; stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload"; stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01; stateTimeoutValue[3] = 0.01;
stateFire[3] = true; stateFire[3] = true;
stateRecoil[3] = LightRecoil; stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false; stateAllowImageChange[3] = false;
stateScript[3] = "onFire"; stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2; stateEmitterTime[3] = 0.2;
//stateSound[3] = S3FireSound; //stateSound[3] = S3FireSound;
stateName[4] = "Reload"; stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo"; stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready"; stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.3; stateTimeoutValue[4] = 0.15;
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
stateSequence[4] = "Reload"; stateSequence[4] = "Reload";
stateName[5] = "NoAmmo"; stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload"; stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo"; stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire"; stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire"; stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound; stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0; stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo"; stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire"; stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound; stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0; stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready"; stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet"; stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire"; stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire"; stateTransitionOnNotWet[8] = "Fire";
}; };
datablock ItemData(G41Rifle) datablock ItemData(G41Rifle) {
{ className = Weapon;
className = Weapon; catagory = "Spawn Items";
catagory = "Spawn Items"; shapeFile = "weapon_sniper.dts";
shapeFile = "weapon_sniper.dts"; image = G41RifleImage;
image = G41RifleImage; mass = 1.0;
mass = 1.0; elasticity = 0.0;
elasticity = 0.0; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2; pickUpName = "an G41 Semi-Automatic Rifle";
pickUpName = "an G41 Semi-Automatic Rifle";
computeCRC = true; computeCRC = true;
emap = true; emap = true;
}; };
function G41RifleImage::onFire(%data, %obj, %slot) { function G41RifleImage::onFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot); %p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) { if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p //zero sound :p
} }
else { else {
ServerPlay3d(S3FireSound, %obj.getPosition()); ServerPlay3d(S3FireSound, %obj.getPosition());
} }
} }

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@ -1,227 +1,223 @@
datablock AudioProfile(M1FireSound) { datablock AudioProfile(M1FireSound) {
filename = "fx/weapons/cg_metal2.wav"; filename = "fx/weapons/cg_metal2.wav";
description = AudioDefault3d; description = AudioDefault3d;
preload = true; preload = true;
}; };
datablock TracerProjectileData(M1Bullet){ datablock TracerProjectileData(M1Bullet) {
doDynamicClientHits = true; doDynamicClientHits = true;
directDamage = 0.3; directDamage = 0.65;
directDamageType = $DamageType::M1; directDamageType = $DamageType::M1;
explosion = "ChaingunExplosion"; explosion = "ChaingunExplosion";
splash = ChaingunSplash; splash = ChaingunSplash;
HeadMultiplier = 1.5; HeadMultiplier = 1.5;
LegsMultiplier = 0.35; LegsMultiplier = 0.35;
HeadShotKill = 1; HeadShotKill = 1;
ImageSource = "M1SniperRifleImage"; ImageSource = "M1SniperRifleImage";
kickBackStrength = 15.0; kickBackStrength = 15.0;
sound = ChaingunProjectile; sound = ChaingunProjectile;
dryVelocity = 3000.0; dryVelocity = 3000.0;
wetVelocity = 2000.0; wetVelocity = 2000.0;
velInheritFactor = 1.0; velInheritFactor = 1.0;
fizzleTimeMS = 1000; fizzleTimeMS = 1000;
lifetimeMS = 1000; lifetimeMS = 1000;
explodeOnDeath = false; explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0; reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false; explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0; deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000; fizzleUnderwaterMS = 3000;
tracerLength = 20.0; tracerLength = 20.0;
tracerAlpha = false; tracerAlpha = false;
tracerMinPixels = 6; tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75"; tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00"; tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross"; tracerTex[1] = "special/tracercross";
tracerWidth = 0.09; tracerWidth = 0.09;
crossSize = 0.20; crossSize = 0.20;
crossViewAng = 0.990; crossViewAng = 0.990;
renderCross = true; renderCross = true;
decalData[0] = ChaingunDecal1; decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2; decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3; decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4; decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5; decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6; decalData[5] = ChaingunDecal6;
}; };
datablock ItemData(M1SniperRifleAmmo) datablock ItemData(M1SniperRifleAmmo) {
{ className = Ammo;
className = Ammo; catagory = "Ammo";
catagory = "Ammo"; shapeFile = "ammo_chaingun.dts";
shapeFile = "ammo_chaingun.dts"; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2;
pickUpName = "Some M1 Sniper Rifle Ammo"; pickUpName = "Some M1 Sniper Rifle Ammo";
computeCRC = true; computeCRC = true;
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Weapon // Weapon
//-------------------------------------- //--------------------------------------
datablock ShapeBaseImageData(M1SniperRifleImage) { datablock ShapeBaseImageData(M1SniperRifleImage) {
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = M1SniperRifle;
ammo = M1SniperRifleAmmo;
projectile = M1Bullet;
projectileType = TracerProjectile;
emap = true;
className = WeaponImage; armThread = looksn;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = M1SniperRifle;
ammo = M1SniperRifleAmmo;
projectile = M1Bullet;
projectileType = TracerProjectile;
emap = true;
armThread = looksn; //ClipStuff
ClipName = "M1Clip";
ClipPickupName["M1Clip"] = "A Few Boxes Of M1 Sniper Bullets";
ShowsClipInHud = 1;
ClipReloadTime = 4;
ClipReturn = 5;
InitialClips = 5;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "M1 Hunter\t100\t150\tNone";
Challenge[2] = "M1 Expert\t200\t250\tNone";
Challenge[3] = "M1 Master\t500\t500\tLaser";
Challenge[4] = "M1 God\t1000\t1000\tSilencer";
Challenge[5] = "M1 Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "M1 Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "M1 Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "M1 Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Laser";
Upgrade[2] = "Silencer";
GunName = "M1 Sniper Rifle";
//
//ClipStuff RankRequire = $TWM2::RankRequire["M1"];
ClipName = "M1Clip";
ClipPickupName["M1Clip"] = "A Few Boxes Of M1 Sniper Bullets";
ShowsClipInHud = 1;
ClipReloadTime = 5;
ClipReturn = 5;
InitialClips = 5;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "M1 Hunter\t100\t150\tNone";
Challenge[2] = "M1 Expert\t200\t250\tNone";
Challenge[3] = "M1 Master\t500\t500\tLaser";
Challenge[4] = "M1 God\t1000\t1000\tSilencer";
Challenge[5] = "M1 Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "M1 Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "M1 Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "M1 Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Laser";
Upgrade[2] = "Silencer";
GunName = "M1 Sniper Rifle";
//
RankRequire = $TWM2::RankRequire["M1"]; casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
casing = ShellDebris; shellExitOffset = "0.15 -0.56 -0.1";
shellExitDir = "1.0 0.3 1.0"; shellExitVariance = 15.0;
shellExitOffset = "0.15 -0.56 -0.1"; shellVelocity = 3.0;
shellExitVariance = 15.0;
shellVelocity = 3.0;
stateName[0] = "Activate"; stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady"; stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5; stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound; stateSound[0] = ChaingunSwitchSound;
stateName[1] = "ActivateReady"; stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready"; stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet"; stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire"; stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload"; stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01; stateTimeoutValue[3] = 0.01;
stateFire[3] = true; stateFire[3] = true;
stateRecoil[3] = LightRecoil; stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false; stateAllowImageChange[3] = false;
stateScript[3] = "onFire"; stateScript[3] = "onFire";
//stateSound[3] = "M1FireSound"; //stateSound[3] = "M1FireSound";
stateName[4] = "Reload"; stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo"; stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready"; stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 1.1; stateTimeoutValue[4] = 0.9;
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
stateSequence[4] = "Reload"; stateSequence[4] = "Reload";
stateName[5] = "NoAmmo"; stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload"; stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo"; stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire"; stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire"; stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound; stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0; stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo"; stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire"; stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound; stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0; stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready"; stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet"; stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire"; stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire"; stateTransitionOnNotWet[8] = "Fire";
}; };
datablock ItemData(M1SniperRifle) datablock ItemData(M1SniperRifle) {
{ className = Weapon;
className = Weapon; catagory = "Spawn Items";
catagory = "Spawn Items"; shapeFile = "weapon_sniper.dts";
shapeFile = "weapon_sniper.dts"; image = M1SniperRifleImage;
image = M1SniperRifleImage; mass = 1.0;
mass = 1.0; elasticity = 0.0;
elasticity = 0.0; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2; pickUpName = "a M1 Sniper Rifle";
pickUpName = "a M1 Sniper Rifle";
computeCRC = true; computeCRC = true;
emap = true; emap = true;
}; };
//Two images make the scope //Two images make the scope
datablock ShapeBaseImageData(M1ScopeImage) : M1SniperRifleImage { datablock ShapeBaseImageData(M1ScopeImage) : M1SniperRifleImage {
shapeFile = "turret_belly_barrell.dts"; shapeFile = "turret_belly_barrell.dts";
offset = "0 0.25 0.25"; offset = "0 0.25 0.25";
rotation = "1 0 0 180"; rotation = "1 0 0 180";
}; };
datablock ShapeBaseImageData(M1ScopeImage2) : M1SniperRifleImage { datablock ShapeBaseImageData(M1ScopeImage2) : M1SniperRifleImage {
shapeFile = "turret_belly_barrell.dts"; shapeFile = "turret_belly_barrell.dts";
offset = "0 0.3 0.25"; offset = "0 0.3 0.25";
rotation = "1 0 0 0"; rotation = "1 0 0 0";
}; };
function M1SniperRifleImage::onMount(%this,%obj,%slot) { function M1SniperRifleImage::onMount(%this,%obj,%slot) {
if(!$TWM2::AllowSnipers) { if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2); bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1); %obj.throwweapon(1);
%obj.throwweapon(0); %obj.throwweapon(0);
} }
Parent::onMount(%this, %obj, %slot); Parent::onMount(%this, %obj, %slot);
%obj.mountImage(M1ScopeImage, 5); %obj.mountImage(M1ScopeImage, 5);
%obj.mountImage(M1ScopeImage2, 6); %obj.mountImage(M1ScopeImage2, 6);
} }
function M1SniperRifleImage::onUnmount(%this,%obj,%slot) { function M1SniperRifleImage::onUnmount(%this,%obj,%slot) {
Parent::onUnmount(%this, %obj, %slot); Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(5); %obj.unmountImage(5);
%obj.unmountImage(6); %obj.unmountImage(6);
} }
function M1SniperRifleImage::onFire(%data, %obj, %slot) { function M1SniperRifleImage::onFire(%data, %obj, %slot) {
if(!$TWM2::AllowSnipers) { if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2); bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1); %obj.throwweapon(1);
%obj.throwweapon(0); %obj.throwweapon(0);
} }
%p = Parent::onFire(%data, %obj, %slot); %p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) { if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p //zero sound :p
} }
else { else {
ServerPlay3d(M1FireSound, %obj.getPosition()); ServerPlay3d(M1FireSound, %obj.getPosition());
} }
} }

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@ -1,267 +1,264 @@
datablock TracerProjectileData(M4A1Bullet) { datablock TracerProjectileData(M4A1Bullet) {
doDynamicClientHits = true; doDynamicClientHits = true;
directDamage = 0.09; directDamage = 0.085;
directDamageType = $DamageType::M4A1; directDamageType = $DamageType::M4A1;
explosion = "ChaingunExplosion"; explosion = "ChaingunExplosion";
splash = ChaingunSplash; splash = ChaingunSplash;
HeadMultiplier = 1.25; HeadMultiplier = 1.25;
LegsMultiplier = 0.75; LegsMultiplier = 0.75;
kickBackStrength = 15.0; kickBackStrength = 15.0;
sound = ChaingunProjectile; sound = ChaingunProjectile;
ImageSource = "M4A1Image"; ImageSource = "M4A1Image";
dryVelocity = 1750.0; dryVelocity = 1750.0;
wetVelocity = 1500.0; wetVelocity = 1500.0;
velInheritFactor = 0.0; velInheritFactor = 0.0;
fizzleTimeMS = 3000; fizzleTimeMS = 3000;
lifetimeMS = 3000; lifetimeMS = 3000;
explodeOnDeath = false; explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0; reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false; explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0; deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000; fizzleUnderwaterMS = 3000;
tracerLength = 9.0; tracerLength = 9.0;
tracerAlpha = false; tracerAlpha = false;
tracerMinPixels = 6; tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75"; tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00"; tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross"; tracerTex[1] = "special/tracercross";
tracerWidth = 0.09; tracerWidth = 0.09;
crossSize = 0.20; crossSize = 0.20;
crossViewAng = 0.990; crossViewAng = 0.990;
renderCross = true; renderCross = true;
decalData[0] = ChaingunDecal1; decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2; decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3; decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4; decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5; decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6; decalData[5] = ChaingunDecal6;
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Ammo // Ammo
//-------------------------------------- //--------------------------------------
datablock ItemData(M4A1Ammo) datablock ItemData(M4A1Ammo) {
{ className = Ammo;
className = Ammo; catagory = "Ammo";
catagory = "Ammo"; shapeFile = "ammo_chaingun.dts";
shapeFile = "ammo_chaingun.dts"; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2;
pickUpName = "some M4A1 ammo"; pickUpName = "some M4A1 ammo";
computeCRC = true; computeCRC = true;
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Weapon // Weapon
//-------------------------------------- //--------------------------------------
datablock ShapeBaseImageData(M4A1Image) datablock ShapeBaseImageData(M4A1Image) {
{ className = WeaponImage;
className = WeaponImage; shapeFile = "weapon_energy_vehicle.dts";
shapeFile = "weapon_energy_vehicle.dts"; item = M4A1;
item = M4A1; ammo = M4A1Ammo;
ammo = M4A1Ammo; projectile = M4A1Bullet;
projectile = M4A1Bullet; projectileType = TracerProjectile;
projectileType = TracerProjectile; emap = true;
emap = true; offset = "0 0.5 0"; // L/R - F/B - T/B
offset = "0 0.5 0"; // L/R - F/B - T/B rotation = "0 1 0 180";
rotation = "0 1 0 180"; mass = 11;
mass = 11;
//ClipStuff //ClipStuff
ClipName = "M4A1Clip"; ClipName = "M4A1Clip";
ClipPickupName["M4A1Clip"] = "some M4A1 Magazines"; ClipPickupName["M4A1Clip"] = "some M4A1 Magazines";
ShowsClipInHud = 1; ShowsClipInHud = 1;
ClipReloadTime = 4; ClipReloadTime = 6;
ClipReturn = 30; ClipReturn = 30;
InitialClips = 7; InitialClips = 7;
// //
HasChallenges = 1; HasChallenges = 1;
ChallengeCt = 11; ChallengeCt = 11;
Challenge[1] = "M4A1 Killer\t50\t100\tGrip"; Challenge[1] = "M4A1 Killer\t50\t100\tGrip";
Challenge[2] = "M4A1 Hunter\t100\t250\tLaser"; Challenge[2] = "M4A1 Hunter\t100\t250\tLaser";
Challenge[3] = "M4A1 Expert\t250\t500\tShotgun Attachment"; Challenge[3] = "M4A1 Expert\t250\t500\tShotgun Attachment";
Challenge[4] = "M4A1 Master\t500\t1000\tGrenade Launcher Attachment"; Challenge[4] = "M4A1 Master\t500\t1000\tGrenade Launcher Attachment";
Challenge[5] = "M4A1 Legend\t750\t1500\tMini-Launcher Attachment"; Challenge[5] = "M4A1 Legend\t750\t1500\tMini-Launcher Attachment";
Challenge[6] = "M4A1 God\t1000\t2000\tSilencer"; Challenge[6] = "M4A1 God\t1000\t2000\tSilencer";
Challenge[7] = "M4A1 Supremacy\t2500\t5000\tUnlimited Attachment Ammo"; Challenge[7] = "M4A1 Supremacy\t2500\t5000\tUnlimited Attachment Ammo";
Challenge[8] = "M4A1 Bronze Commendation\t5000\t10000\tNone"; Challenge[8] = "M4A1 Bronze Commendation\t5000\t10000\tNone";
Challenge[9] = "M4A1 Silver Commendation\t12500\t25000\tNone"; Challenge[9] = "M4A1 Silver Commendation\t12500\t25000\tNone";
Challenge[10] = "M4A1 Gold Commendation\t25000\t50000\tNone"; Challenge[10] = "M4A1 Gold Commendation\t25000\t50000\tNone";
Challenge[11] = "M4A1 Titan Commendation\t50000\t75000\tNone"; Challenge[11] = "M4A1 Titan Commendation\t50000\t75000\tNone";
Upgrade[1] = "Grip"; Upgrade[1] = "Grip";
Upgrade[2] = "Laser"; Upgrade[2] = "Laser";
Upgrade[3] = "Shotgun Attachment"; Upgrade[3] = "Shotgun Attachment";
Upgrade[4] = "Grenade Launcher Attachment"; Upgrade[4] = "Grenade Launcher Attachment";
Upgrade[5] = "Mini-Launcher Attachment"; Upgrade[5] = "Mini-Launcher Attachment";
Upgrade[6] = "Silencer"; Upgrade[6] = "Silencer";
GunName = "M4A1 Assault Rifle"; GunName = "M4A1 Assault Rifle";
RankRequire = $TWM2::RankRequire["M4A1"]; RankRequire = $TWM2::RankRequire["M4A1"];
casing = ShellDebris; casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0"; shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1"; shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0; shellExitVariance = 15.0;
shellVelocity = 3.0; shellVelocity = 3.0;
projectileSpread = 8.0 / 1000.0; projectileSpread = 8.0 / 1000.0;
//-------------------------------------- //--------------------------------------
stateName[0] = "Activate"; stateName[0] = "Activate";
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound; stateSound[0] = ChaingunSwitchSound;
stateAllowImageChange[0] = false; stateAllowImageChange[0] = false;
// //
stateTimeoutValue[0] = 0.5; stateTimeoutValue[0] = 0.5;
stateTransitionOnTimeout[0] = "Ready"; stateTransitionOnTimeout[0] = "Ready";
stateTransitionOnNoAmmo[0] = "NoAmmo"; stateTransitionOnNoAmmo[0] = "NoAmmo";
//-------------------------------------- //--------------------------------------
stateName[1] = "Ready"; stateName[1] = "Ready";
stateSpinThread[1] = Stop; stateSpinThread[1] = Stop;
// //
stateTransitionOnTriggerDown[1] = "Spinup"; stateTransitionOnTriggerDown[1] = "Spinup";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
//-------------------------------------- //--------------------------------------
stateName[2] = "NoAmmo"; stateName[2] = "NoAmmo";
stateTransitionOnAmmo[2] = "Ready"; stateTransitionOnAmmo[2] = "Ready";
stateSpinThread[2] = Stop; stateSpinThread[2] = Stop;
stateTransitionOnTriggerDown[2] = "DryFire"; stateTransitionOnTriggerDown[2] = "DryFire";
//-------------------------------------- //--------------------------------------
stateName[3] = "Spinup"; stateName[3] = "Spinup";
stateSpinThread[3] = SpinUp; stateSpinThread[3] = SpinUp;
stateSound[3] = ChaingunSpinupSound; stateSound[3] = ChaingunSpinupSound;
// //
stateTimeoutValue[3] = 0.01; stateTimeoutValue[3] = 0.01;
stateWaitForTimeout[3] = false; stateWaitForTimeout[3] = false;
stateTransitionOnTimeout[3] = "Fire"; stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Spindown"; stateTransitionOnTriggerUp[3] = "Spindown";
//-------------------------------------- //--------------------------------------
stateName[4] = "Fire"; stateName[4] = "Fire";
stateSequence[4] = "Fire"; stateSequence[4] = "Fire";
stateSequenceRandomFlash[4] = true; stateSequenceRandomFlash[4] = true;
stateSpinThread[4] = FullSpeed; stateSpinThread[4] = FullSpeed;
//stateSound[4] = ChaingunFireSound; //stateSound[4] = ChaingunFireSound;
stateRecoil[4] = LightRecoil; stateRecoil[4] = LightRecoil;
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
stateScript[4] = "onFire"; stateScript[4] = "onFire";
stateFire[4] = true; stateFire[4] = true;
stateEjectShell[4] = true; stateEjectShell[4] = true;
// //
stateTimeoutValue[4] = 0.08; stateTimeoutValue[4] = 0.08;
stateTransitionOnTimeout[4] = "Fire"; stateTransitionOnTimeout[4] = "Fire";
stateTransitionOnTriggerUp[4] = "Spindown"; stateTransitionOnTriggerUp[4] = "Spindown";
stateTransitionOnNoAmmo[4] = "EmptySpindown"; stateTransitionOnNoAmmo[4] = "EmptySpindown";
//-------------------------------------- //--------------------------------------
stateName[5] = "Spindown"; stateName[5] = "Spindown";
stateSound[5] = ChaingunSpinDownSound; stateSound[5] = ChaingunSpinDownSound;
stateSpinThread[5] = SpinDown; stateSpinThread[5] = SpinDown;
// //
stateTimeoutValue[5] = 0.05; stateTimeoutValue[5] = 0.05;
stateWaitForTimeout[5] = true; stateWaitForTimeout[5] = true;
stateTransitionOnTimeout[5] = "Ready"; stateTransitionOnTimeout[5] = "Ready";
stateTransitionOnTriggerDown[5] = "Spinup"; stateTransitionOnTriggerDown[5] = "Spinup";
//-------------------------------------- //--------------------------------------
stateName[6] = "EmptySpindown"; stateName[6] = "EmptySpindown";
stateSound[6] = ChaingunSpinDownSound; stateSound[6] = ChaingunSpinDownSound;
stateSpinThread[6] = SpinDown; stateSpinThread[6] = SpinDown;
// //
stateTimeoutValue[6] = 0.5; stateTimeoutValue[6] = 0.5;
stateTransitionOnTimeout[6] = "NoAmmo"; stateTransitionOnTimeout[6] = "NoAmmo";
//-------------------------------------- //--------------------------------------
stateName[7] = "DryFire"; stateName[7] = "DryFire";
stateSound[7] = ChaingunDryFireSound; stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 0.5; stateTimeoutValue[7] = 0.5;
stateTransitionOnTimeout[7] = "NoAmmo"; stateTransitionOnTimeout[7] = "NoAmmo";
}; };
datablock ItemData(M4A1) datablock ItemData(M4A1) {
{ className = Weapon;
className = Weapon; catagory = "Spawn Items";
catagory = "Spawn Items"; shapeFile = "weapon_energy_vehicle.dts";
shapeFile = "weapon_energy_vehicle.dts"; image = M4A1Image;
image = M4A1Image; mass = 1.0;
mass = 1.0; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2; pickUpName = "an M4A1";
pickUpName = "an M4A1";
computeCRC = true; computeCRC = true;
emap = true; emap = true;
}; };
function M4A1::onInventory(%this,%obj,%amount) { function M4A1::onInventory(%this,%obj,%amount) {
Parent::onInventory(%this, %obj, %amount); Parent::onInventory(%this, %obj, %amount);
%obj.canUseM4A1Attachment = 1; %obj.canUseM4A1Attachment = 1;
if(%obj.client.UpgradeOn("Shotgun Attachment", M4A1Image)) { if(%obj.client.UpgradeOn("Shotgun Attachment", M4A1Image)) {
%obj.M4A1ShotgunClip = 5; %obj.M4A1ShotgunClip = 5;
} }
if(%obj.client.UpgradeOn("Grenade Launcher Attachment", M4A1Image)) { if(%obj.client.UpgradeOn("Grenade Launcher Attachment", M4A1Image)) {
%obj.M4A1GLClip = 3; %obj.M4A1GLClip = 3;
} }
if(%obj.client.UpgradeOn("Mini-Launcher Attachment", M4A1Image)) { if(%obj.client.UpgradeOn("Mini-Launcher Attachment", M4A1Image)) {
%obj.M4A1MLClip = 3; %obj.M4A1MLClip = 3;
} }
} }
datablock ShapeBaseImageData(M4A1BarrelImage) { datablock ShapeBaseImageData(M4A1BarrelImage) {
ammo = M4A1Ammo; ammo = M4A1Ammo;
shapeFile = "weapon_targeting.dts"; shapeFile = "weapon_targeting.dts";
offset = "0.0 0.0 0.0"; offset = "0.0 0.0 0.0";
emap = true; emap = true;
}; };
datablock ShapeBaseImageData(M4A1ScopeImage) { datablock ShapeBaseImageData(M4A1ScopeImage) {
className = WeaponImage; className = WeaponImage;
shapeFile = "weapon_targeting.dts"; shapeFile = "weapon_targeting.dts";
offset = "0.0 1.4 0.4"; offset = "0.0 1.4 0.4";
rotation = "180 0 0 90"; rotation = "180 0 0 90";
ammo = M4A1Ammo; ammo = M4A1Ammo;
emap = true; emap = true;
}; };
function M4A1Image::onMount(%this,%obj,%slot) { function M4A1Image::onMount(%this,%obj,%slot) {
Parent::onMount(%this, %obj, %slot); Parent::onMount(%this, %obj, %slot);
%obj.mountImage(M4A1BarrelImage, 3); %obj.mountImage(M4A1BarrelImage, 3);
%obj.mountImage(M4A1ScopeImage, 4); %obj.mountImage(M4A1ScopeImage, 4);
} }
function M4A1Image::onUnmount(%this,%obj,%slot) { function M4A1Image::onUnmount(%this,%obj,%slot) {
Parent::onUnmount(%this, %obj, %slot); Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(3); %obj.unmountImage(3);
%obj.unmountImage(4); %obj.unmountImage(4);
} }
function M4A1Image::onFire(%data, %obj, %slot) { function M4A1Image::onFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot); %p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) { if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p //zero sound :p
} }
else { else {
ServerPlay3d(ChaingunFireSound, %obj.getPosition()); ServerPlay3d(ChaingunFireSound, %obj.getPosition());
} }
} }
function M4A1RefreshAttachment(%obj) { function M4A1RefreshAttachment(%obj) {
%obj.canUseM4A1Attachment = 1; %obj.canUseM4A1Attachment = 1;
} }

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@ -1,176 +1,171 @@
datablock TracerProjectileData(PulseRifleBullet) { datablock TracerProjectileData(PulseRifleBullet) {
doDynamicClientHits = true; doDynamicClientHits = true;
directDamage = 0.2; directDamage = 0.38;
explosion = "BlasterExplosion"; explosion = "BlasterExplosion";
splash = ChaingunSplash; splash = ChaingunSplash;
directDamageType = $DamageType::ShrikeBlaster; directDamageType = $DamageType::ShrikeBlaster;
kickBackStrength = 0.0; kickBackStrength = 0.0;
sound = ShrikeBlasterProjectileSound; sound = ShrikeBlasterProjectileSound;
ImageSource = "PulseRifleImage"; ImageSource = "PulseRifleImage";
dryVelocity = 425.0; dryVelocity = 425.0;
wetVelocity = 100.0; wetVelocity = 100.0;
velInheritFactor = 1.0; velInheritFactor = 1.0;
fizzleTimeMS = 1000; fizzleTimeMS = 1000;
lifetimeMS = 1000; lifetimeMS = 1000;
explodeOnDeath = false; explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0; reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false; explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0; deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000; fizzleUnderwaterMS = 3000;
tracerLength = 45.0; tracerLength = 45.0;
tracerAlpha = false; tracerAlpha = false;
tracerMinPixels = 6; tracerMinPixels = 6;
tracerColor = "1.0 0.0 0.0 0.0"; tracerColor = "1.0 0.0 0.0 0.0";
tracerTex[0] = "special/shrikeBolt"; tracerTex[0] = "special/shrikeBolt";
tracerTex[1] = "special/shrikeBoltCross"; tracerTex[1] = "special/shrikeBoltCross";
tracerWidth = 0.55; tracerWidth = 0.55;
crossSize = 0.99; crossSize = 0.99;
crossViewAng = 0.990; crossViewAng = 0.990;
renderCross = true; renderCross = true;
}; };
datablock ItemData(PulseRifleAmmo) datablock ItemData(PulseRifleAmmo) {
{ className = Ammo;
className = Ammo; catagory = "Ammo";
catagory = "Ammo"; shapeFile = "ammo_chaingun.dts";
shapeFile = "ammo_chaingun.dts"; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2;
pickUpName = "Some Pulse Rifle Bullets"; pickUpName = "Some Pulse Rifle Bullets";
computeCRC = true; computeCRC = true;
}; };
datablock ShapeBaseImageData(PulseRifleImage) datablock ShapeBaseImageData(PulseRifleImage) {
{ className = WeaponImage;
className = WeaponImage; shapeFile = "weapon_sniper.dts";
shapeFile = "weapon_sniper.dts"; mass = 10;
mass = 10; item = PulseRifle;
item = PulseRifle; ammo = PulseRifleAmmo;
ammo = PulseRifleAmmo; projectile = PulseRifleBullet;
projectile = PulseRifleBullet; projectileType = TracerProjectile;
projectileType = TracerProjectile; emap = true;
emap = true;
//ClipStuff //ClipStuff
ClipName = "PulseRifleClip"; ClipName = "PulseRifleClip";
ClipPickupName["PulseRifleClip"] = "some Pulse Clip Cartons"; ClipPickupName["PulseRifleClip"] = "some Pulse Clip Cartons";
ShowsClipInHud = 1; ShowsClipInHud = 1;
ClipReloadTime = 5; ClipReloadTime = 5;
ClipReturn = 20; ClipReturn = 20;
InitialClips = 7; InitialClips = 7;
// //
//Challenges //Challenges
HasChallenges = 1; HasChallenges = 1;
ChallengeCt = 8; ChallengeCt = 8;
Challenge[1] = "Pulse Hunter\t75\t150\tNone"; Challenge[1] = "Pulse Hunter\t75\t150\tNone";
Challenge[2] = "Pulse Expert\t150\t250\tGrip"; Challenge[2] = "Pulse Expert\t150\t250\tGrip";
Challenge[3] = "Pulse Master\t350\t500\tLaser"; Challenge[3] = "Pulse Master\t350\t500\tLaser";
Challenge[4] = "Pulse God\t600\t1000\tSilencer"; Challenge[4] = "Pulse God\t600\t1000\tSilencer";
Challenge[5] = "Pulse Bronze Commendation\t2500\t10000\tNone"; Challenge[5] = "Pulse Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "Pulse Silver Commendation\t5000\t25000\tNone"; Challenge[6] = "Pulse Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "Pulse Gold Commendation\t10000\t50000\tNone"; Challenge[7] = "Pulse Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "Pulse Titan Commendation\t25000\t75000\tNone"; Challenge[8] = "Pulse Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Grip"; Upgrade[1] = "Grip";
Upgrade[2] = "Laser"; Upgrade[2] = "Laser";
Upgrade[3] = "Silencer"; Upgrade[3] = "Silencer";
GunName = "Pulse Semi-Automatic Rifle"; GunName = "Pulse Semi-Automatic Rifle";
// //
//RankRequire = $TWM2::RankRequire["G41"]; //RankRequire = $TWM2::RankRequire["G41"];
PrestigeRequire = 2; PrestigeRequire = 2;
casing = ShellDebris; casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0"; shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1"; shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0; shellExitVariance = 15.0;
shellVelocity = 3.0; shellVelocity = 3.0;
projectileSpread = 2.0 / 1000.0; projectileSpread = 2.0 / 1000.0;
stateName[0] = "Activate"; stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady"; stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5; stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound; stateSound[0] = ChaingunSwitchSound;
stateName[1] = "ActivateReady"; stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready"; stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet"; stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire"; stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload"; stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01; stateTimeoutValue[3] = 0.01;
stateFire[3] = true; stateFire[3] = true;
stateRecoil[3] = LightRecoil; stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false; stateAllowImageChange[3] = false;
stateScript[3] = "onFire"; stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2; stateEmitterTime[3] = 0.2;
//stateSound[3] = S3FireSound; //stateSound[3] = S3FireSound;
stateName[4] = "Reload"; stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo"; stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready"; stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.3; stateTimeoutValue[4] = 0.1;
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
stateSequence[4] = "Reload"; stateSequence[4] = "Reload";
stateName[5] = "NoAmmo"; stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload"; stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo"; stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire"; stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire"; stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound; stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0; stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo"; stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire"; stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound; stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0; stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready"; stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet"; stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire"; stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire"; stateTransitionOnNotWet[8] = "Fire";
}; };
datablock ItemData(PulseRifle) datablock ItemData(PulseRifle) {
{ className = Weapon;
className = Weapon; catagory = "Spawn Items";
catagory = "Spawn Items"; shapeFile = "weapon_sniper.dts";
shapeFile = "weapon_sniper.dts"; image = PulseRifleImage;
image = PulseRifleImage; mass = 1.0;
mass = 1.0; elasticity = 0.0;
elasticity = 0.0; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2; pickUpName = "an Pulse Semi-Automatic Rifle";
pickUpName = "an Pulse Semi-Automatic Rifle";
computeCRC = true; computeCRC = true;
emap = true; emap = true;
}; };
function PulseRifleImage::onFire(%data, %obj, %slot) { function PulseRifleImage::onFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot); %p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) { if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p //zero sound :p
} }
else { else {
ServerPlay3d(S3FireSound, %obj.getPosition()); ServerPlay3d(S3FireSound, %obj.getPosition());
} }
} }

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@ -1,111 +1,90 @@
datablock AudioProfile(R700FireSound) { datablock AudioProfile(R700FireSound) {
filename = "fx/weapons/cg_metal3.wav"; filename = "fx/weapons/cg_metal3.wav";
description = AudioDefault3d; description = AudioDefault3d;
preload = true; preload = true;
}; };
datablock ParticleData(R700SmokeParticle) datablock ParticleData(R700SmokeParticle) {
{ dragCoeffiecient = 0.0;
dragCoeffiecient = 0.0; gravityCoefficient = -0.02;
gravityCoefficient = -0.02; inheritedVelFactor = 0.1;
inheritedVelFactor = 0.1;
lifetimeMS = 1200; lifetimeMS = 1200;
lifetimeVarianceMS = 100; lifetimeVarianceMS = 100;
textureName = "particleTest"; textureName = "particleTest";
useInvAlpha = false; useInvAlpha = false;
spinRandomMin = -90.0; spinRandomMin = -90.0;
spinRandomMax = 90.0; spinRandomMax = 90.0;
colors[0] = "1 1 1";
colors[1] = "1 1 1";
colors[2] = "1 1 1";
sizes[0] = 1;
sizes[1] = 1.2;
sizes[2] = 1.4;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 1.0;
colors[0] = "1 1 1";
colors[1] = "1 1 1";
colors[2] = "1 1 1";
sizes[0] = 1;
sizes[1] = 1.2;
sizes[2] = 1.4;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 1.0;
}; };
datablock ParticleEmitterData(R700SmokeEmitter) datablock ParticleEmitterData(R700SmokeEmitter) {
{ ejectionPeriodMS = 10;
ejectionPeriodMS = 10; periodVarianceMS = 0;
periodVarianceMS = 0;
ejectionVelocity = 1.5; ejectionVelocity = 1.5;
velocityVariance = 0.3; velocityVariance = 0.3;
thetaMin = 0.0; thetaMin = 0.0;
thetaMax = 50.0; thetaMax = 50.0;
particles = "R700SmokeParticle"; particles = "R700SmokeParticle";
}; };
datablock LinearFlareProjectileData(R700Bullet) datablock GrenadeProjectileData(R700Bullet) {
{ projectileShapeName = "weapon_missile_projectile.dts";
projectileShapeName = "weapon_missile_projectile.dts"; emitterDelay = -1;
scale = "1.0 1.0 1.0"; directDamage = 0.62;
faceViewer = true; hasDamageRadius = false;
directDamage = 0.62; directDamageType = $DamageType::R700;
kickBackStrength = 6400; kickBackStrength = 6400;
radiusDamageType = $DamageType::R700; bubbleEmitTime = 1.0;
HeadMultiplier = 1.5; HeadMultiplier = 1.5;
LegsMultiplier = 0.35; LegsMultiplier = 0.35;
HeadShotKill = 1; HeadShotKill = 1;
ImageSource = "R700SniperRifleImage"; ImageSource = "R700SniperRifleImage";
explosion = "ChaingunExplosion"; sound = ChaingunProjectile;
splash = ChaingunSplash; explosion = "ChaingunExplosion";
underwaterExplosion = "ChaingunExplosion";
velInheritFactor = 0.5;
splash = ChaingunSplash;
baseEmitter = R700SmokeEmitter; baseEmitter = R700SmokeEmitter;
bubbleEmitter = R700SmokeEmitter;
dryVelocity = 2000.0; grenadeElasticity = 0.35;
wetVelocity = 2000.0; grenadeFriction = 0.2;
velInheritFactor = 1.0; armingDelayMS = 1;
fizzleTimeMS = 1000; muzzleVelocity = 2000.00;
lifetimeMS = 1000; drag = 0.1;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
//activateDelayMS = 100;
activateDelayMS = -1;
size[0] = 0.2;
size[1] = 0.5;
size[2] = 0.1;
numFlares = 5; //less flares = less lag
flareColor = "1 0.18 0.03";
flareModTexture = "flaremod";
flareBaseTexture = "flarebase";
hasLight = true;
lightRadius = 10.0;
lightColor = "0.94 0.03 0.12";
}; };
datablock ItemData(R700SniperRifleAmmo) datablock ItemData(R700SniperRifleAmmo) {
{ className = Ammo;
className = Ammo; catagory = "Ammo";
catagory = "Ammo"; shapeFile = "ammo_chaingun.dts";
shapeFile = "ammo_chaingun.dts"; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2;
pickUpName = "Some R700 Sniper Rifle Ammo"; pickUpName = "Some R700 Sniper Rifle Ammo";
computeCRC = true; computeCRC = true;
}; };
@ -113,156 +92,154 @@ datablock ItemData(R700SniperRifleAmmo)
// Weapon // Weapon
//-------------------------------------- //--------------------------------------
datablock ShapeBaseImageData(R700SniperRifleImage) { datablock ShapeBaseImageData(R700SniperRifleImage) {
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = R700SniperRifle;
ammo = R700SniperRifleAmmo;
projectile = R700Bullet;
projectileType = GrenadeProjectile;
emap = true;
className = WeaponImage; armThread = looksn;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = R700SniperRifle;
ammo = R700SniperRifleAmmo;
projectile = R700Bullet;
projectileType = LinearFlareProjectile;
emap = true;
armThread = looksn; //ClipStuff
ClipName = "R700Clip";
ClipPickupName["R700Clip"] = "A Few Boxes Of R700 Sniper Bullets";
ShowsClipInHud = 1;
ClipReloadTime = 7;
ClipReturn = 4;
InitialClips = 6;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "R700 Hunter\t100\t150\tNone";
Challenge[2] = "R700 Expert\t200\t250\tNone";
Challenge[3] = "R700 Master\t500\t500\tLaser";
Challenge[4] = "R700 God\t1000\t1000\tSilencer";
Challenge[5] = "R700 Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "R700 Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "R700 Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "R700 Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Laser";
Upgrade[2] = "Silencer";
GunName = "R700 Sniper Rifle";
//
//ClipStuff RankRequire = $TWM2::RankRequire["R700"];
ClipName = "R700Clip";
ClipPickupName["R700Clip"] = "A Few Boxes Of R700 Sniper Bullets";
ShowsClipInHud = 1;
ClipReloadTime = 7;
ClipReturn = 4;
InitialClips = 6;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "R700 Hunter\t100\t150\tNone";
Challenge[2] = "R700 Expert\t200\t250\tNone";
Challenge[3] = "R700 Master\t500\t500\tLaser";
Challenge[4] = "R700 God\t1000\t1000\tSilencer";
Challenge[5] = "R700 Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "R700 Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "R700 Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "R700 Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Laser";
Upgrade[2] = "Silencer";
GunName = "R700 Sniper Rifle";
//
RankRequire = $TWM2::RankRequire["R700"]; casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
casing = ShellDebris; shellExitOffset = "0.15 -0.56 -0.1";
shellExitDir = "1.0 0.3 1.0"; shellExitVariance = 15.0;
shellExitOffset = "0.15 -0.56 -0.1"; shellVelocity = 3.0;
shellExitVariance = 15.0;
shellVelocity = 3.0;
stateName[0] = "Activate"; stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady"; stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5; stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound; stateSound[0] = ChaingunSwitchSound;
stateName[1] = "ActivateReady"; stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready"; stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet"; stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire"; stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload"; stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01; stateTimeoutValue[3] = 0.01;
stateFire[3] = true; stateFire[3] = true;
stateRecoil[3] = LightRecoil; stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false; stateAllowImageChange[3] = false;
stateScript[3] = "onFire"; stateScript[3] = "onFire";
//stateSound[3] = "R700FireSound"; //stateSound[3] = "R700FireSound";
stateName[4] = "Reload"; stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo"; stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready"; stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 1.2; stateTimeoutValue[4] = 1.2;
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
stateSequence[4] = "Reload"; stateSequence[4] = "Reload";
stateName[5] = "NoAmmo"; stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload"; stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo"; stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire"; stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire"; stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound; stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0; stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo"; stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire"; stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound; stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0; stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready"; stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet"; stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire"; stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire"; stateTransitionOnNotWet[8] = "Fire";
}; };
datablock ItemData(R700SniperRifle) datablock ItemData(R700SniperRifle) {
{ className = Weapon;
className = Weapon; catagory = "Spawn Items";
catagory = "Spawn Items"; shapeFile = "weapon_sniper.dts";
shapeFile = "weapon_sniper.dts"; image = R700SniperRifleImage;
image = R700SniperRifleImage; mass = 1.0;
mass = 1.0; elasticity = 0.0;
elasticity = 0.0; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2; pickUpName = "a R700 Sniper Rifle";
pickUpName = "a R700 Sniper Rifle";
computeCRC = true; computeCRC = true;
emap = true; emap = true;
}; };
datablock ShapeBaseImageData(R700ScopeImage) { datablock ShapeBaseImageData(R700ScopeImage) {
className = WeaponImage; className = WeaponImage;
shapeFile = "weapon_targeting.dts"; shapeFile = "weapon_targeting.dts";
offset = "0.0 1.0 0.4"; offset = "0.0 1.0 0.4";
rotation = "180 0 0 90"; rotation = "180 0 0 90";
ammo = R700SniperRifleAmmo; ammo = R700SniperRifleAmmo;
armThread = looksn; armThread = looksn;
emap = true; emap = true;
}; };
function R700SniperRifleImage::onMount(%this,%obj,%slot) { function R700SniperRifleImage::onMount(%this,%obj,%slot) {
if(!$TWM2::AllowSnipers) { if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2); bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1); %obj.throwweapon(1);
%obj.throwweapon(0); %obj.throwweapon(0);
} }
Parent::onMount(%this, %obj, %slot); Parent::onMount(%this, %obj, %slot);
%obj.mountImage(R700ScopeImage, 5); %obj.mountImage(R700ScopeImage, 5);
} }
function R700SniperRifleImage::onUnmount(%this,%obj,%slot) { function R700SniperRifleImage::onUnmount(%this,%obj,%slot) {
Parent::onUnmount(%this, %obj, %slot); Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(5); %obj.unmountImage(5);
} }
function R700SniperRifleImage::onFire(%data, %obj, %slot) { function R700SniperRifleImage::onFire(%data, %obj, %slot) {
if(!$TWM2::AllowSnipers) { if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2); bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1); %obj.throwweapon(1);
%obj.throwweapon(0); %obj.throwweapon(0);
} }
%p = Parent::onFire(%data, %obj, %slot); %p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) { if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p //zero sound :p
} }
else { else {
ServerPlay3d(R700FireSound, %obj.getPosition()); ServerPlay3d(R700FireSound, %obj.getPosition());
} }
} }

View file

@ -1,248 +1,238 @@
datablock AudioProfile(LaserRifleFireSound) datablock AudioProfile(LaserRifleFireSound) {
{ filename = "fx/weapons/sniper_fire.wav";
filename = "fx/weapons/sniper_fire.wav"; description = AudioClose3d;
description = AudioClose3d; preload = true;
preload = true;
}; };
datablock ParticleData(RedFlareParticle) datablock ParticleData(RedFlareParticle) {
{ dragCoeffiecient = 0.0;
dragCoeffiecient = 0.0; gravityCoefficient = 0.15;
gravityCoefficient = 0.15; inheritedVelFactor = 0.5;
inheritedVelFactor = 0.5;
lifetimeMS = 1800; lifetimeMS = 1800;
lifetimeVarianceMS = 200; lifetimeVarianceMS = 200;
textureName = "special/flareSpark"; textureName = "special/flareSpark";
colors[0] = "1.0 1.0 1.0 1.0"; colors[0] = "1.0 1.0 1.0 1.0";
colors[1] = "1.0 1.0 1.0 1.0"; colors[1] = "1.0 1.0 1.0 1.0";
colors[2] = "1.0 1.0 1.0 0.0"; colors[2] = "1.0 1.0 1.0 0.0";
sizes[0] = 0.6; sizes[0] = 0.6;
sizes[1] = 0.3; sizes[1] = 0.3;
sizes[2] = 0.1; sizes[2] = 0.1;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
}; };
datablock ParticleEmitterData(RedFlareemmiter) datablock ParticleEmitterData(RedFlareemmiter){
{ ejectionPeriodMS = 10;
ejectionPeriodMS = 10; periodVarianceMS = 0;
periodVarianceMS = 0;
ejectionVelocity = 1.0; ejectionVelocity = 1.0;
velocityVariance = 0.0; velocityVariance = 0.0;
thetaMin = 0.0; thetaMin = 0.0;
thetaMax = 90.0; thetaMax = 90.0;
orientParticles = true; orientParticles = true;
orientOnVelocity = false; orientOnVelocity = false;
particles = "RedFlareParticle"; particles = "RedFlareParticle";
}; };
datablock LinearFlareProjectileData(LaserShot) datablock LinearFlareProjectileData(LaserShot) {
{ scale = "1.0 1.0 1.0";
scale = "1.0 1.0 1.0"; faceViewer = false;
faceViewer = false; directDamage = 0.6;
directDamage = 0.6; kickBackStrength = 100.0;
kickBackStrength = 100.0; directDamageType = $DamageType::LaserRifle;
directDamageType = $DamageType::LaserRifle;
explosion = "BlasterExplosion"; explosion = "BlasterExplosion";
splash = PlasmaSplash; splash = PlasmaSplash;
ImageSource = "lasergunImage"; ImageSource = "lasergunImage";
dryVelocity = 200.0; dryVelocity = 200.0;
wetVelocity = 10; wetVelocity = 10;
velInheritFactor = 0.5; velInheritFactor = 0.5;
fizzleTimeMS = 30000; fizzleTimeMS = 30000;
lifetimeMS = 30000; lifetimeMS = 30000;
explodeOnDeath = false; explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0; reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = true; explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0; deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = -1; fizzleUnderwaterMS = -1;
baseEmitter = RedFlareemmiter; baseEmitter = RedFlareemmiter;
delayEmitter = RedFlareemmiter; delayEmitter = RedFlareemmiter;
bubbleEmitter = RedFlareemmiter; bubbleEmitter = RedFlareemmiter;
//activateDelayMS = 100; //activateDelayMS = 100;
activateDelayMS = -1; activateDelayMS = -1;
size[0] = 0.2; size[0] = 0.2;
size[1] = 0.2; size[1] = 0.2;
size[2] = 0.2; size[2] = 0.2;
numFlares = 15; numFlares = 15;
flareColor = "1 0 0"; flareColor = "1 0 0";
flareModTexture = "flaremod"; flareModTexture = "flaremod";
flareBaseTexture = "flarebase"; flareBaseTexture = "flarebase";
sound = MissileProjectileSound; sound = MissileProjectileSound;
fireSound = PlasmaFireSound; fireSound = PlasmaFireSound;
wetFireSound = PlasmaFireWetSound; wetFireSound = PlasmaFireWetSound;
hasLight = true;
lightRadius = 3.0;
lightColor = "1 0 0";
hasLight = true;
lightRadius = 3.0;
lightColor = "1 0 0";
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Ammo // Ammo
//-------------------------------------- //--------------------------------------
datablock ItemData(lasergunAmmo) datablock ItemData(lasergunAmmo){
{ className = Ammo;
className = Ammo; catagory = "Ammo";
catagory = "Ammo"; shapeFile = "ammo_chaingun.dts";
shapeFile = "ammo_chaingun.dts"; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2;
pickUpName = "some laser rifle ammo"; pickUpName = "some laser rifle ammo";
computeCRC = true; computeCRC = true;
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Weapon // Weapon
//-------------------------------------- //--------------------------------------
datablock ShapeBaseImageData(lasergunImage) datablock ShapeBaseImageData(lasergunImage) {
{ className = WeaponImage;
className = WeaponImage; shapeFile = "weapon_sniper.dts";
shapeFile = "weapon_sniper.dts"; item = lasergun;
item = lasergun; ammo = lasergunAmmo;
ammo = lasergunAmmo; projectile = LaserShot;
projectile = LaserShot; projectileType = LinearFlareProjectile;
projectileType = LinearFlareProjectile; emap = true;
emap = true;
armThread = looksn; armThread = looksn;
mass = 10; mass = 10;
casing = ShellDebris; casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0"; shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1"; shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0; shellExitVariance = 15.0;
shellVelocity = 3.0; shellVelocity = 3.0;
//ClipStuff //ClipStuff
ClipName = "lasergunClip"; ClipName = "lasergunClip";
ClipPickupName["lasergunClip"] = "A Photonic Laser Battery"; ClipPickupName["lasergunClip"] = "A Photonic Laser Battery";
ShowsClipInHud = 1; ShowsClipInHud = 1;
ClipReloadTime = 6; ClipReloadTime = 6;
ClipReturn = 10; ClipReturn = 10;
InitialClips = 5; InitialClips = 5;
// //
//Challenges //Challenges
HasChallenges = 1; HasChallenges = 1;
ChallengeCt = 8; ChallengeCt = 8;
Challenge[1] = "Laser Rifle Blaster\t100\t250\tNone"; Challenge[1] = "Laser Rifle Blaster\t100\t250\tNone";
Challenge[2] = "Laser Rifle Expert\t250\t500\tGrip"; Challenge[2] = "Laser Rifle Expert\t250\t500\tGrip";
Challenge[3] = "Laser Rifle Master\t750\t1000\tLaser"; Challenge[3] = "Laser Rifle Master\t750\t1000\tLaser";
Challenge[4] = "Laser Rifle God\t1500\t2000\tSilencer"; Challenge[4] = "Laser Rifle God\t1500\t2000\tSilencer";
Challenge[5] = "Laser Rifle Bronze Commendation\t5000\t10000\tNone"; Challenge[5] = "Laser Rifle Bronze Commendation\t5000\t10000\tNone";
Challenge[6] = "Laser Rifle Silver Commendation\t10000\t25000\tNone"; Challenge[6] = "Laser Rifle Silver Commendation\t10000\t25000\tNone";
Challenge[7] = "Laser Rifle Gold Commendation\t25000\t50000\tNone"; Challenge[7] = "Laser Rifle Gold Commendation\t25000\t50000\tNone";
Challenge[8] = "Laser Rifle Titan Commendation\t50000\t75000\tNone"; Challenge[8] = "Laser Rifle Titan Commendation\t50000\t75000\tNone";
Upgrade[1] = "Grip"; Upgrade[1] = "Grip";
Upgrade[2] = "Laser"; Upgrade[2] = "Laser";
Upgrade[3] = "Silencer"; Upgrade[3] = "Silencer";
GunName = "RSA Laser Rifle"; GunName = "UR-22 Laser Rifle";
// //
RankRequire = $TWM2::RankRequire["RSALaserRifle"]; RankRequire = $TWM2::RankRequire["RSALaserRifle"];
maxSpread = 10.0 / 1000.0; maxSpread = 10.0 / 1000.0;
stateName[0] = "Activate"; stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady"; stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5; stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound; stateSound[0] = ChaingunSwitchSound;
stateName[1] = "ActivateReady"; stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready"; stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet"; stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire"; stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload"; stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.0001; stateTimeoutValue[3] = 0.0001;
stateFire[3] = true; stateFire[3] = true;
stateEmitter[3] = "GunFireEffectEmitter"; stateEmitter[3] = "GunFireEffectEmitter";
stateEmitterNode[3] = "muzzlepoint1"; stateEmitterNode[3] = "muzzlepoint1";
stateEmitterTime[3] = 1; stateEmitterTime[3] = 1;
stateRecoil[3] = LightRecoil; stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false; stateAllowImageChange[3] = false;
stateScript[3] = "onFire"; stateScript[3] = "onFire";
stateEmitterTime[3] = 0.1; stateEmitterTime[3] = 0.1;
//stateSound[3] = LaserRifleFireSound; //stateSound[3] = LaserRifleFireSound;
stateName[4] = "Reload"; stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo"; stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready"; stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.7; stateTimeoutValue[4] = 0.7;
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
stateSequence[4] = "Reload"; stateSequence[4] = "Reload";
stateName[5] = "NoAmmo"; stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload"; stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo"; stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire"; stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire"; stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound; stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 0.2; stateTimeoutValue[6] = 0.2;
stateTransitionOnTimeout[6] = "NoAmmo"; stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire"; stateName[7] = "WetFire";
stateSound[7] = ChaingunDryFireSound; stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 0.2; stateTimeoutValue[7] = 0.2;
stateTransitionOnTimeout[7] = "Ready"; stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet"; stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire"; stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire"; stateTransitionOnNotWet[8] = "Fire";
}; };
datablock ItemData(lasergun) datablock ItemData(lasergun) {
{ className = Weapon;
className = Weapon; catagory = "Spawn Items";
catagory = "Spawn Items"; shapeFile = "weapon_chaingun.dts";
shapeFile = "weapon_chaingun.dts"; image = lasergunImage;
image = lasergunImage; mass = 1.0;
mass = 1.0; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2; pickUpName = "a UR-22 Laser Rifle";
pickUpName = "a Laser Rifle";
computeCRC = true; computeCRC = true;
emap = true; emap = true;
}; };
function lasergunImage::onFire(%data, %obj, %slot) { function lasergunImage::onFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot); %p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) { if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p //zero sound :p
} }
else { else {
ServerPlay3d(LaserRifleFireSound, %obj.getPosition()); ServerPlay3d(LaserRifleFireSound, %obj.getPosition());
} }
} }

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@ -1,225 +1,217 @@
datablock AudioProfile(S3FireSound) datablock AudioProfile(S3FireSound) {
{ filename = "fx/vehicles/tank_chaingun.wav";
filename = "fx/vehicles/tank_chaingun.wav"; description = AudioDefault3d;
description = AudioDefault3d; preload = true;
preload = true;
}; };
datablock TracerProjectileData(S3Bullet) datablock TracerProjectileData(S3Bullet) {
{ doDynamicClientHits = true;
doDynamicClientHits = true;
directDamage = 0.7; directDamage = 0.5;
directDamageType = $DamageType::S3; directDamageType = $DamageType::S3;
explosion = "ChaingunExplosion"; explosion = "ChaingunExplosion";
splash = ChaingunSplash; splash = ChaingunSplash;
HeadMultiplier = 1.5; HeadMultiplier = 1.5;
LegsMultiplier = 0.35; LegsMultiplier = 0.35;
HeadShotKill = 1; HeadShotKill = 1;
kickBackStrength = 15.0; kickBackStrength = 15.0;
sound = ChaingunProjectile; sound = ChaingunProjectile;
dryVelocity = 3000.0; dryVelocity = 3000.0;
wetVelocity = 2000.0; wetVelocity = 2000.0;
velInheritFactor = 1.0; velInheritFactor = 1.0;
fizzleTimeMS = 1000; fizzleTimeMS = 1000;
lifetimeMS = 1000; lifetimeMS = 1000;
explodeOnDeath = false; explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0; reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false; explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0; deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000; fizzleUnderwaterMS = 3000;
ImageSource = "S3RifleImage"; ImageSource = "S3RifleImage";
tracerLength = 20.0; tracerLength = 20.0;
tracerAlpha = false; tracerAlpha = false;
tracerMinPixels = 6; tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75"; tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00"; tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross"; tracerTex[1] = "special/tracercross";
tracerWidth = 0.09; tracerWidth = 0.09;
crossSize = 0.20; crossSize = 0.20;
crossViewAng = 0.990; crossViewAng = 0.990;
renderCross = true; renderCross = true;
decalData[0] = ChaingunDecal1; decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2; decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3; decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4; decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5; decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6; decalData[5] = ChaingunDecal6;
}; };
datablock ItemData(S3RifleAmmo) datablock ItemData(S3RifleAmmo) {
{ className = Ammo;
className = Ammo; catagory = "Ammo";
catagory = "Ammo"; shapeFile = "ammo_chaingun.dts";
shapeFile = "ammo_chaingun.dts"; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2;
pickUpName = "Some S3 Rifle Bullets"; pickUpName = "Some S3 Rifle Bullets";
computeCRC = true; computeCRC = true;
}; };
datablock ShapeBaseImageData(S3RifleImage) datablock ShapeBaseImageData(S3RifleImage) {
{ className = WeaponImage;
className = WeaponImage; shapeFile = "weapon_sniper.dts";
shapeFile = "weapon_sniper.dts"; mass = 10;
mass = 10; item = S3Rifle;
item = S3Rifle; ammo = S3RifleAmmo;
ammo = S3RifleAmmo; projectile = S3Bullet;
projectile = S3Bullet; projectileType = TracerProjectile;
projectileType = TracerProjectile; emap = true;
emap = true;
//ClipStuff //ClipStuff
ClipName = "S3RifleClip"; ClipName = "S3RifleClip";
ClipPickupName["S3RifleClip"] = "some S3 Clip Cartridges"; ClipPickupName["S3RifleClip"] = "some S3 Clip Cartridges";
ShowsClipInHud = 1; ShowsClipInHud = 1;
ClipReloadTime = 4; ClipReloadTime = 4;
ClipReturn = 10; ClipReturn = 10;
InitialClips = 6; InitialClips = 6;
// //
//Challenges //Challenges
HasChallenges = 1; HasChallenges = 1;
ChallengeCt = 9; ChallengeCt = 9;
Challenge[1] = "S3 Killer\t50\t100\tNone"; Challenge[1] = "S3 Killer\t50\t100\tNone";
Challenge[2] = "S3 Extremist\t100\t150\tGrip"; Challenge[2] = "S3 Extremist\t100\t150\tGrip";
Challenge[3] = "S3 Expert\t250\t250\tLaser"; Challenge[3] = "S3 Expert\t250\t250\tLaser";
Challenge[4] = "S3 Master\t500\t500\tSilencer"; Challenge[4] = "S3 Master\t500\t500\tSilencer";
Challenge[5] = "S3 God\t1500\t1000\tBurst Clip"; Challenge[5] = "S3 God\t1500\t1000\tBurst Clip";
Challenge[6] = "S3 Bronze Commendation\t5000\t10000\tNone"; Challenge[6] = "S3 Bronze Commendation\t5000\t10000\tNone";
Challenge[7] = "S3 Silver Commendation\t10000\t25000\tNone"; Challenge[7] = "S3 Silver Commendation\t10000\t25000\tNone";
Challenge[8] = "S3 Gold Commendation\t25000\t50000\tNone"; Challenge[8] = "S3 Gold Commendation\t25000\t50000\tNone";
Challenge[9] = "S3 Titan Commendation\t50000\t75000\tNone"; Challenge[9] = "S3 Titan Commendation\t50000\t75000\tNone";
Upgrade[1] = "Grip"; Upgrade[1] = "Grip";
Upgrade[2] = "Laser"; Upgrade[2] = "Laser";
Upgrade[3] = "Silencer"; Upgrade[3] = "Silencer";
Upgrade[4] = "Burst Clip"; Upgrade[4] = "Burst Clip";
GunName = "S3 Combat Rifle"; GunName = "S3 Combat Rifle";
// //
casing = ShellDebris; casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0"; shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1"; shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0; shellExitVariance = 15.0;
shellVelocity = 3.0; shellVelocity = 3.0;
projectileSpread = 3.0 / 1000.0; projectileSpread = 2.5 / 1000.0;
stateName[0] = "Activate"; stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady"; stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5; stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound; stateSound[0] = ChaingunSwitchSound;
stateName[1] = "ActivateReady"; stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready"; stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet"; stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire"; stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload"; stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01; stateTimeoutValue[3] = 0.01;
stateFire[3] = true; stateFire[3] = true;
stateRecoil[3] = LightRecoil; stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false; stateAllowImageChange[3] = false;
stateScript[3] = "onFire"; stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2; stateEmitterTime[3] = 0.01;
//stateSound[3] = S3FireSound; //stateSound[3] = S3FireSound;
stateName[4] = "Reload"; stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo"; stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready"; stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.9; stateTimeoutValue[4] = 0.4;
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
stateSequence[4] = "Reload"; stateSequence[4] = "Reload";
stateName[5] = "NoAmmo"; stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload"; stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo"; stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire"; stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire"; stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound; stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0; stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo"; stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire"; stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound; stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0; stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready"; stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet"; stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire"; stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire"; stateTransitionOnNotWet[8] = "Fire";
}; };
datablock ItemData(S3Rifle) datablock ItemData(S3Rifle) {
{ className = Weapon;
className = Weapon; catagory = "Spawn Items";
catagory = "Spawn Items"; shapeFile = "weapon_sniper.dts";
shapeFile = "weapon_sniper.dts"; image = S3RifleImage;
image = S3RifleImage; mass = 1.0;
mass = 1.0; elasticity = 0.0;
elasticity = 0.0; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2; pickUpName = "an S3 Combat Rifle";
pickUpName = "an S3 Combat Rifle";
computeCRC = true; computeCRC = true;
emap = true; emap = true;
}; };
function S3RifleImage::OnFire(%data, %obj, %slot) { function S3RifleImage::OnFire(%data, %obj, %slot) {
if(%obj.client.UpgradeOn("Burst Clip", %data.getName())) { if(%obj.client.UpgradeOn("Burst Clip", %data.getName())) {
%spread = %data.projectileSpread;
if(%obj.client !$= "") {
if(%obj.client.IsActivePerk("Advanced Grip")) {
%spread = %spread / 2.5;
}
}
%vec2 = %obj.getMuzzleVector(%slot);
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%vector2 = MatrixMulVector(%mat, %vec2);
%spread = %data.projectileSpread; %vec3 = %obj.getMuzzleVector(%slot);
if(%obj.client !$= "") { %x = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
if(%obj.client.IsActivePerk("Advanced Grip")) { %y = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%spread = %spread / 2.5; %z = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
} %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
} %vector3 = MatrixMulVector(%mat, %vec3);
%vec2 = %obj.getMuzzleVector(%slot); %p1 = Parent::OnFire(%data, %obj, %slot);
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%vector2 = MatrixMulVector(%mat, %vec2);
%vec3 = %obj.getMuzzleVector(%slot); %p2 = Schedule(100, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType, vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector2, %obj);
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %spread; %p2.WeaponImageSource = "S3RifleImage";
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %spread; schedule(100, 0, "ServerPlay3D", "S3FireSound", %obj.getPosition());
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%vector3 = MatrixMulVector(%mat, %vec3);
%p1 = Parent::OnFire(%data, %obj, %slot); %p3 = Schedule(250, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType, vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector3, %obj);
%p3.WeaponImageSource = "S3RifleImage";
%p2 = Schedule(100, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType, vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector2, %obj); schedule(250, 0, "ServerPlay3D", "S3FireSound", %obj.getPosition());
%p2.WeaponImageSource = "S3RifleImage"; }
schedule(100, 0, "ServerPlay3D", "S3FireSound", %obj.getPosition()); else if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
%p = Parent::OnFire(%data, %obj, %slot);
%p3 = Schedule(250, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType, vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector3, %obj); }
%p3.WeaponImageSource = "S3RifleImage"; else {
schedule(250, 0, "ServerPlay3D", "S3FireSound", %obj.getPosition()); %p = Parent::OnFire(%data, %obj, %slot);
} serverPlay3d(S3FireSound, %obj.getPosition());
else if(%obj.client.UpgradeOn("Silencer", %data.getName())) { }
%p = Parent::OnFire(%data, %obj, %slot);
}
else {
%p = Parent::OnFire(%data, %obj, %slot);
serverPlay3d(S3FireSound, %obj.getPosition());
}
} }

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@ -1,176 +1,172 @@
datablock TracerProjectileData(S3SBullet) { datablock TracerProjectileData(S3SBullet) {
doDynamicClientHits = true; doDynamicClientHits = true;
directDamage = 0.45; directDamage = 0.45;
directDamageType = $DamageType::S3; directDamageType = $DamageType::S3;
explosion = "ChaingunExplosion"; explosion = "ChaingunExplosion";
splash = ChaingunSplash; splash = ChaingunSplash;
HeadMultiplier = 1.5; HeadMultiplier = 1.5;
LegsMultiplier = 0.35; LegsMultiplier = 0.35;
HeadShotKill = 1; HeadShotKill = 1;
kickBackStrength = 15.0; kickBackStrength = 15.0;
sound = ChaingunProjectile; sound = ChaingunProjectile;
ImageSource = "S3SRifleImage"; ImageSource = "S3SRifleImage";
dryVelocity = 3000.0; dryVelocity = 3000.0;
wetVelocity = 2000.0; wetVelocity = 2000.0;
velInheritFactor = 1.0; velInheritFactor = 1.0;
fizzleTimeMS = 1000; fizzleTimeMS = 1000;
lifetimeMS = 1000; lifetimeMS = 1000;
explodeOnDeath = false; explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0; reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false; explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0; deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000; fizzleUnderwaterMS = 3000;
tracerLength = 20.0; tracerLength = 20.0;
tracerAlpha = false; tracerAlpha = false;
tracerMinPixels = 6; tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75"; tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00"; tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross"; tracerTex[1] = "special/tracercross";
tracerWidth = 0.09; tracerWidth = 0.09;
crossSize = 0.20; crossSize = 0.20;
crossViewAng = 0.990; crossViewAng = 0.990;
renderCross = true; renderCross = true;
decalData[0] = ChaingunDecal1; decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2; decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3; decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4; decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5; decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6; decalData[5] = ChaingunDecal6;
}; };
datablock ItemData(S3SRifleAmmo) datablock ItemData(S3SRifleAmmo) {
{ className = Ammo;
className = Ammo; catagory = "Ammo";
catagory = "Ammo"; shapeFile = "ammo_chaingun.dts";
shapeFile = "ammo_chaingun.dts"; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2;
pickUpName = "Some S3S Rifle Bullets"; pickUpName = "Some S3S Rifle Bullets";
computeCRC = true; computeCRC = true;
}; };
datablock ShapeBaseImageData(S3SRifleImage) datablock ShapeBaseImageData(S3SRifleImage) {
{ className = WeaponImage;
className = WeaponImage; shapeFile = "weapon_sniper.dts";
shapeFile = "weapon_sniper.dts"; mass = 10;
mass = 10; item = S3SRifle;
item = S3SRifle; ammo = S3SRifleAmmo;
ammo = S3SRifleAmmo; projectile = S3SBullet;
projectile = S3SBullet; projectileType = TracerProjectile;
projectileType = TracerProjectile; emap = true;
emap = true;
//ClipStuff //ClipStuff
ClipName = "S3SRifleClip"; ClipName = "S3SRifleClip";
ClipPickupName["S3SRifleClip"] = "some S3S Clip Cartridges"; ClipPickupName["S3SRifleClip"] = "some S3S Clip Cartridges";
ShowsClipInHud = 1; ShowsClipInHud = 1;
ClipReloadTime = 4; ClipReloadTime = 4;
ClipReturn = 30; ClipReturn = 30;
InitialClips = 6; InitialClips = 6;
// //
casing = ShellDebris; casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0"; shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1"; shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0; shellExitVariance = 15.0;
shellVelocity = 3.0; shellVelocity = 3.0;
projectileSpread = 2.0 / 1000.0; projectileSpread = 2.0 / 1000.0;
stateName[0] = "Activate"; stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady"; stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5; stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound; stateSound[0] = ChaingunSwitchSound;
stateName[1] = "ActivateReady"; stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready"; stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet"; stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire"; stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Fire2"; stateTransitionOnTimeout[3] = "Fire2";
stateTimeoutValue[3] = 0.04; stateTimeoutValue[3] = 0.04;
stateFire[3] = true; stateFire[3] = true;
stateRecoil[3] = LightRecoil; stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false; stateAllowImageChange[3] = false;
stateScript[3] = "onFire"; stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2; stateEmitterTime[3] = 0.2;
stateSound[3] = S3FireSound; stateSound[3] = S3FireSound;
stateName[4] = "Fire2"; stateName[4] = "Fire2";
stateTransitionOnTimeout[4] = "Fire3"; stateTransitionOnTimeout[4] = "Fire3";
stateTimeoutValue[4] = 0.04; stateTimeoutValue[4] = 0.04;
stateFire[4] = true; stateFire[4] = true;
stateRecoil[4] = LightRecoil; stateRecoil[4] = LightRecoil;
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
stateScript[4] = "onFire"; stateScript[4] = "onFire";
stateEmitterTime[4] = 0.2; stateEmitterTime[4] = 0.2;
stateSound[4] = S3FireSound; stateSound[4] = S3FireSound;
stateName[5] = "Fire3"; stateName[5] = "Fire3";
stateTransitionOnTimeout[5] = "Reload"; stateTransitionOnTimeout[5] = "Reload";
stateTimeoutValue[5] = 0.04; stateTimeoutValue[5] = 0.04;
stateFire[5] = true; stateFire[5] = true;
stateRecoil[5] = LightRecoil; stateRecoil[5] = LightRecoil;
stateAllowImageChange[5] = false; stateAllowImageChange[5] = false;
stateScript[5] = "onFire"; stateScript[5] = "onFire";
stateEmitterTime[5] = 0.2; stateEmitterTime[5] = 0.2;
stateSound[5] = S3FireSound; stateSound[5] = S3FireSound;
stateName[6] = "Reload"; stateName[6] = "Reload";
stateTransitionOnNoAmmo[6] = "NoAmmo"; stateTransitionOnNoAmmo[6] = "NoAmmo";
stateTransitionOnTimeout[6] = "Ready"; stateTransitionOnTimeout[6] = "Ready";
stateTimeoutValue[6] = 0.9; stateTimeoutValue[6] = 0.9;
stateAllowImageChange[6] = false; stateAllowImageChange[6] = false;
stateSequence[6] = "Reload"; stateSequence[6] = "Reload";
stateName[7] = "NoAmmo"; stateName[7] = "NoAmmo";
stateTransitionOnAmmo[7] = "Reload"; stateTransitionOnAmmo[7] = "Reload";
stateSequence[7] = "NoAmmo"; stateSequence[7] = "NoAmmo";
stateTransitionOnTriggerDown[7] = "DryFire"; stateTransitionOnTriggerDown[7] = "DryFire";
stateName[8] = "DryFire"; stateName[8] = "DryFire";
stateSound[8] = ChaingunDryFireSound; stateSound[8] = ChaingunDryFireSound;
stateTimeoutValue[8] = 1.0; stateTimeoutValue[8] = 1.0;
stateTransitionOnTimeout[8] = "NoAmmo"; stateTransitionOnTimeout[8] = "NoAmmo";
stateName[9] = "WetFire"; stateName[9] = "WetFire";
stateSound[9] = PlasmaFireWetSound; stateSound[9] = PlasmaFireWetSound;
stateTimeoutValue[9] = 1.0; stateTimeoutValue[9] = 1.0;
stateTransitionOnTimeout[9] = "Ready"; stateTransitionOnTimeout[9] = "Ready";
stateName[10] = "CheckWet"; stateName[10] = "CheckWet";
stateTransitionOnWet[10] = "WetFire"; stateTransitionOnWet[10] = "WetFire";
stateTransitionOnNotWet[10] = "Fire"; stateTransitionOnNotWet[10] = "Fire";
}; };
datablock ItemData(S3SRifle) datablock ItemData(S3SRifle) {
{ className = Weapon;
className = Weapon; catagory = "Spawn Items";
catagory = "Spawn Items"; shapeFile = "weapon_sniper.dts";
shapeFile = "weapon_sniper.dts"; image = S3SRifleImage;
image = S3SRifleImage; mass = 1.0;
mass = 1.0; elasticity = 0.0;
elasticity = 0.0; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2; pickUpName = "an S3S Combat Rifle";
pickUpName = "an S3S Combat Rifle";
computeCRC = true; computeCRC = true;
emap = true; emap = true;
}; };

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@ -1,224 +1,219 @@
datablock AudioProfile(ShotgunFireSound) { datablock AudioProfile(ShotgunFireSound) {
filename = "fx/weapons/TR2spinfusor_fire.wav"; filename = "fx/weapons/TR2spinfusor_fire.wav";
description = AudioClosest3d; description = AudioClosest3d;
preload = true; preload = true;
}; };
datablock TracerProjectileData(M1700Pellet) datablock TracerProjectileData(M1700Pellet) {
{ doDynamicClientHits = true;
doDynamicClientHits = true;
directDamage = (0.075 * 1.5); directDamage = 0.13;
directDamageType = $DamageType::M1700; directDamageType = $DamageType::M1700;
explosion = "ChaingunExplosion"; explosion = "ChaingunExplosion";
splash = ChaingunSplash; splash = ChaingunSplash;
HeadMultiplier = 1.2; HeadMultiplier = 1.2;
LegsMultiplier = 0.75; LegsMultiplier = 0.75;
ImageSource = "M1700Image"; ImageSource = "M1700Image";
longRangeMultiplier = 0.75; longRangeMultiplier = 0.75;
kickBackStrength = 0.0; kickBackStrength = 0.0;
sound = ChaingunProjectile; sound = ChaingunProjectile;
dryVelocity = 1500.0; dryVelocity = 1500.0;
wetVelocity = 1000.0; wetVelocity = 1000.0;
velInheritFactor = 0.0; velInheritFactor = 0.0;
fizzleTimeMS = 1000; fizzleTimeMS = 100;
lifetimeMS = 1000; lifetimeMS = 150;
explodeOnDeath = false; explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0; reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false; explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0; deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000; fizzleUnderwaterMS = 3000;
tracerLength = 5.0; tracerLength = 5.0;
tracerAlpha = false; tracerAlpha = false;
tracerMinPixels = 6; tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75"; tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00"; tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross"; tracerTex[1] = "special/tracercross";
tracerWidth = 0.09; tracerWidth = 0.09;
crossSize = 0.20; crossSize = 0.20;
crossViewAng = 0.990; crossViewAng = 0.990;
renderCross = true; renderCross = true;
decalData[0] = ChaingunDecal1; decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2; decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3; decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4; decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5; decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6; decalData[5] = ChaingunDecal6;
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Ammo // Ammo
//-------------------------------------- //--------------------------------------
datablock ItemData(M1700Ammo) datablock ItemData(M1700Ammo) {
{ className = Ammo;
className = Ammo; catagory = "Ammo";
catagory = "Ammo"; shapeFile = "ammo_chaingun.dts";
shapeFile = "ammo_chaingun.dts"; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2;
pickUpName = "some M1700 rounds"; pickUpName = "some M1700 rounds";
computeCRC = true; computeCRC = true;
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Weapon // Weapon
//-------------------------------------- //--------------------------------------
datablock ShapeBaseImageData(M1700Image) datablock ShapeBaseImageData(M1700Image) {
{ className = WeaponImage;
className = WeaponImage; shapeFile = "weapon_plasma.dts";
shapeFile = "weapon_plasma.dts"; item = M1700;
item = M1700; ammo = M1700Ammo;
ammo = M1700Ammo; projectile = M1700Pellet;
projectile = M1700Pellet; projectileType = TracerProjectile;
projectileType = TracerProjectile; emap = true;
emap = true; mass = 20;
mass = 20;
casing = ShellDebris; casing = ShellDebris;
shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B 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 shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
shellExitVariance = 10.0; shellExitVariance = 10.0;
shellVelocity = 4.0; shellVelocity = 4.0;
//ClipStuff //ClipStuff
ClipName = "M1700Clip"; ClipName = "M1700Clip";
ClipPickupName["M1700Clip"] = "some M1700 Clip Boxes"; ClipPickupName["M1700Clip"] = "some M1700 Clip Boxes";
ShowsClipInHud = 1; ShowsClipInHud = 1;
ClipReloadTime = 2; ClipReloadTime = 3;
ClipReturn = 1; ClipReturn = 1;
InitialClips = 15; InitialClips = 15;
// //
//Challenges //Challenges
HasChallenges = 1; HasChallenges = 1;
ChallengeCt = 9; ChallengeCt = 9;
Challenge[1] = "M1700 Killer\t50\t100\tNone"; Challenge[1] = "M1700 Killer\t50\t100\tNone";
Challenge[2] = "M1700 Extremist\t100\t150\tNone"; Challenge[2] = "M1700 Extremist\t100\t150\tNone";
Challenge[3] = "M1700 Expert\t250\t250\tNone"; Challenge[3] = "M1700 Expert\t250\t250\tNone";
Challenge[4] = "M1700 Master\t500\t500\tNone"; Challenge[4] = "M1700 Master\t500\t500\tNone";
Challenge[5] = "M1700 God\t1000\t1000\tNone"; Challenge[5] = "M1700 God\t1000\t1000\tNone";
Challenge[6] = "M1700 Bronze Commendation\t2500\t10000\tNone"; Challenge[6] = "M1700 Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "M1700 Silver Commendation\t5000\t25000\tNone"; Challenge[7] = "M1700 Silver Commendation\t5000\t25000\tNone";
Challenge[8] = "M1700 Gold Commendation\t10000\t50000\tNone"; Challenge[8] = "M1700 Gold Commendation\t10000\t50000\tNone";
Challenge[9] = "M1700 Titan Commendation\t25000\t75000\tNone"; Challenge[9] = "M1700 Titan Commendation\t25000\t75000\tNone";
GunName = "M1700 Shotgun"; GunName = "M1700 Shotgun";
// //
projectileSpread = 11.0 / 1000.0; projectileSpread = 11.0 / 1000.0;
stateName[0] = "Activate"; stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady"; stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5; stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound; stateSound[0] = ChaingunSwitchSound;
stateName[1] = "ActivateReady"; stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready"; stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet"; stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire"; stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload"; stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.0001; stateTimeoutValue[3] = 0.0001;
stateFire[3] = true; stateFire[3] = true;
stateEjectShell[3] = true; stateEjectShell[3] = true;
stateEmitter[3] = "GunFireEffectEmitter"; stateEmitter[3] = "GunFireEffectEmitter";
stateEmitterNode[3] = "muzzlepoint1"; stateEmitterNode[3] = "muzzlepoint1";
stateEmitterTime[3] = 1; stateEmitterTime[3] = 1;
stateRecoil[3] = LightRecoil; stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false; stateAllowImageChange[3] = false;
stateScript[3] = "onFire"; stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2; stateEmitterTime[3] = 0.2;
stateSound[3] = SniperFireSound; stateSound[3] = SniperFireSound;
stateName[4] = "Reload"; stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo"; stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready"; stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.5; stateTimeoutValue[4] = 0.5;
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
stateSequence[4] = "Reload"; stateSequence[4] = "Reload";
stateName[5] = "NoAmmo"; stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload"; stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo"; stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire"; stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire"; stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound; stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0; stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo"; stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire"; stateName[7] = "WetFire";
stateSound[7] = ChaingunDryFireSound; stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 1.0; stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready"; stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet"; stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire"; stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire"; stateTransitionOnNotWet[8] = "Fire";
}; };
datablock ItemData(M1700) datablock ItemData(M1700) {
{ className = Weapon;
className = Weapon; catagory = "Spawn Items";
catagory = "Spawn Items"; shapeFile = "weapon_plasma.dts";
shapeFile = "weapon_plasma.dts"; image = M1700Image;
image = M1700Image; mass = 1.0;
mass = 1.0; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2; pickUpName = "a M1700";
pickUpName = "a M1700";
computeCRC = true; computeCRC = true;
emap = true; emap = true;
}; };
function M1700Image::onMount(%this,%obj,%slot) { function M1700Image::onMount(%this,%obj,%slot) {
Parent::onMount(%this, %obj, %slot); Parent::onMount(%this, %obj, %slot);
} }
function M1700Image::onFire(%data,%obj,%slot) { function M1700Image::onFire(%data,%obj,%slot) {
serverPlay3D(ShotgunFireSound, %obj.getPosition()); serverPlay3D(ShotgunFireSound, %obj.getPosition());
%obj.applyKick(-250); %obj.applyKick(-250);
%obj.decInventory(%data.ammo,1); %obj.decInventory(%data.ammo,1);
%vector = %obj.getMuzzleVector(%slot); %vector = %obj.getMuzzleVector(%slot);
%mp = %obj.getMuzzlePoint(%slot); %mp = %obj.getMuzzlePoint(%slot);
for (%i=0; %i < 12; %i++) { for (%i=0; %i < 12; %i++) {
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread; %x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%y = (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; %z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z); %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %vector); %newvector = MatrixMulVector(%mat, %vector);
%p = new (%data.projectileType)() { %p = new (%data.projectileType)() {
dataBlock = %data.projectile; dataBlock = %data.projectile;
initialDirection = %newvector; initialDirection = %newvector;
initialPosition = %mp; initialPosition = %mp;
sourceObject = %obj; sourceObject = %obj;
damageFactor = 1; damageFactor = 1;
sourceSlot = %slot; sourceSlot = %slot;
}; };
%p.WeaponImageSource = %data.getName(); %p.WeaponImageSource = %data.getName();
} }
if(%obj.inv[M1700Ammo] == 0) { //Added Phantom139, TWM2 if(%obj.inv[M1700Ammo] == 0) { //Added Phantom139, TWM2
AttemptReload(%data, %obj, %slot); AttemptReload(%data, %obj, %slot);
} }
} }

View file

@ -1,218 +1,213 @@
datablock TracerProjectileData(Model1887Pellet) datablock TracerProjectileData(Model1887Pellet) {
{ doDynamicClientHits = true;
doDynamicClientHits = true;
directDamage = (0.064 * 1.5); directDamage = 0.11;
directDamageType = $DamageType::Model1887; directDamageType = $DamageType::Model1887;
explosion = "ChaingunExplosion"; explosion = "ChaingunExplosion";
splash = ChaingunSplash; splash = ChaingunSplash;
HeadMultiplier = 1.2; HeadMultiplier = 1.2;
LegsMultiplier = 0.75; LegsMultiplier = 0.75;
longRangeMultiplier = 0.75; longRangeMultiplier = 0.75;
kickBackStrength = 0.0; kickBackStrength = 0.0;
sound = ChaingunProjectile; sound = ChaingunProjectile;
ImageSource = "Model1887Image"; ImageSource = "Model1887Image";
dryVelocity = 1500.0; dryVelocity = 1500.0;
wetVelocity = 1000.0; wetVelocity = 1000.0;
velInheritFactor = 0.0; velInheritFactor = 0.0;
fizzleTimeMS = 500; fizzleTimeMS = 100;
lifetimeMS = 500; lifetimeMS = 125;
explodeOnDeath = false; explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0; reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false; explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0; deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000; fizzleUnderwaterMS = 3000;
tracerLength = 5.0; tracerLength = 5.0;
tracerAlpha = false; tracerAlpha = false;
tracerMinPixels = 6; tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75"; tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00"; tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross"; tracerTex[1] = "special/tracercross";
tracerWidth = 0.09; tracerWidth = 0.09;
crossSize = 0.20; crossSize = 0.20;
crossViewAng = 0.990; crossViewAng = 0.990;
renderCross = true; renderCross = true;
decalData[0] = ChaingunDecal1; decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2; decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3; decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4; decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5; decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6; decalData[5] = ChaingunDecal6;
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Ammo // Ammo
//-------------------------------------- //--------------------------------------
datablock ItemData(Model1887Ammo) datablock ItemData(Model1887Ammo) {
{ className = Ammo;
className = Ammo; catagory = "Ammo";
catagory = "Ammo"; shapeFile = "ammo_chaingun.dts";
shapeFile = "ammo_chaingun.dts"; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2;
pickUpName = "some Model 1887 rounds"; pickUpName = "some Model 1887 rounds";
computeCRC = true; computeCRC = true;
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Weapon // Weapon
//-------------------------------------- //--------------------------------------
datablock ShapeBaseImageData(Model1887Image) datablock ShapeBaseImageData(Model1887Image) {
{ className = WeaponImage;
className = WeaponImage; shapeFile = "weapon_disc.dts";
shapeFile = "weapon_disc.dts"; item = Model1887;
item = Model1887; ammo = Model1887Ammo;
ammo = Model1887Ammo; projectile = Model1887Pellet;
projectile = Model1887Pellet; projectileType = TracerProjectile;
projectileType = TracerProjectile; emap = true;
emap = true; mass = 20;
mass = 20;
casing = ShellDebris; casing = ShellDebris;
shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B 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 shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
shellExitVariance = 10.0; shellExitVariance = 10.0;
shellVelocity = 4.0; shellVelocity = 4.0;
//ClipStuff //ClipStuff
ClipName = "Model1887Clip"; ClipName = "Model1887Clip";
ClipPickupName["Model1887Clip"] = "some Model 1887 Clip Boxes"; ClipPickupName["Model1887Clip"] = "some Model 1887 Clip Boxes";
ShowsClipInHud = 1; ShowsClipInHud = 1;
ClipReloadTime = 9; ClipReloadTime = 9;
ClipReturn = 7; ClipReturn = 7;
InitialClips = 3; InitialClips = 3;
ReloadSingle = 1; ReloadSingle = 1;
SingleShotAdd = 1; SingleShotAdd = 1;
// //
RankRequire = $TWM2::RankRequire["RSALaserRifle"]; RankRequire = $TWM2::RankRequire["RSALaserRifle"];
PrestigeRequire = 1; PrestigeRequire = 1;
//Challenges //Challenges
HasChallenges = 1; HasChallenges = 1;
ChallengeCt = 9; ChallengeCt = 9;
Challenge[1] = "Model 1887 Killer\t50\t100\tNone"; Challenge[1] = "Model 1887 Killer\t50\t100\tNone";
Challenge[2] = "Model 1887 Extremist\t100\t150\tNone"; Challenge[2] = "Model 1887 Extremist\t100\t150\tNone";
Challenge[3] = "Model 1887 Expert\t250\t250\tNone"; Challenge[3] = "Model 1887 Expert\t250\t250\tNone";
Challenge[4] = "Model 1887 Master\t500\t500\tNone"; Challenge[4] = "Model 1887 Master\t500\t500\tNone";
Challenge[5] = "Model 1887 God\t1000\t1000\tNone"; Challenge[5] = "Model 1887 God\t1000\t1000\tNone";
Challenge[6] = "Model 1887 Bronze Commendation\t2500\t10000\tNone"; Challenge[6] = "Model 1887 Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "Model 1887 Silver Commendation\t5000\t25000\tNone"; Challenge[7] = "Model 1887 Silver Commendation\t5000\t25000\tNone";
Challenge[8] = "Model 1887 Gold Commendation\t10000\t50000\tNone"; Challenge[8] = "Model 1887 Gold Commendation\t10000\t50000\tNone";
Challenge[9] = "Model 1887 Titan Commendation\t25000\t75000\tNone"; Challenge[9] = "Model 1887 Titan Commendation\t25000\t75000\tNone";
GunName = "Model 1887 Shotgun"; GunName = "Model 1887 Shotgun";
// //
projectileSpread = 7.0 / 1000.0; projectileSpread = 7.0 / 1000.0;
stateName[0] = "Activate"; stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady"; stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5; stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound; stateSound[0] = ChaingunSwitchSound;
stateName[1] = "ActivateReady"; stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready"; stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet"; stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire"; stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload"; stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.0001; stateTimeoutValue[3] = 0.0001;
stateFire[3] = true; stateFire[3] = true;
stateEjectShell[3] = true; stateEjectShell[3] = true;
stateRecoil[3] = LightRecoil; stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false; stateAllowImageChange[3] = false;
stateScript[3] = "onFire"; stateScript[3] = "onFire";
stateName[4] = "Reload"; stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo"; stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready"; stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 1.0; stateTimeoutValue[4] = 1.0;
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
stateSequence[4] = "Reload"; stateSequence[4] = "Reload";
stateName[5] = "NoAmmo"; stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload"; stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo"; stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire"; stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire"; stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound; stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0; stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo"; stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire"; stateName[7] = "WetFire";
stateSound[7] = ChaingunDryFireSound; stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 1.0; stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready"; stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet"; stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire"; stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire"; stateTransitionOnNotWet[8] = "Fire";
}; };
datablock ItemData(Model1887) datablock ItemData(Model1887 {
{ className = Weapon;
className = Weapon; catagory = "Spawn Items";
catagory = "Spawn Items"; shapeFile = "weapon_plasma.dts";
shapeFile = "weapon_plasma.dts"; image = Model1887Image;
image = Model1887Image; mass = 1.0;
mass = 1.0; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2; pickUpName = "a Model 1887";
pickUpName = "a Model 1887";
computeCRC = true; computeCRC = true;
emap = true; emap = true;
}; };
function Model1887Image::onMount(%this,%obj,%slot) { function Model1887Image::onMount(%this,%obj,%slot) {
Parent::onMount(%this, %obj, %slot); Parent::onMount(%this, %obj, %slot);
} }
function Model1887Image::onFire(%data,%obj,%slot) { function Model1887Image::onFire(%data,%obj,%slot) {
serverPlay3D(ShotgunFireSound, %obj.getPosition()); serverPlay3D(ShotgunFireSound, %obj.getPosition());
%obj.applyKick(-250); %obj.applyKick(-250);
%obj.decInventory(%data.ammo,1); %obj.decInventory(%data.ammo,1);
%vector = %obj.getMuzzleVector(%slot); %vector = %obj.getMuzzleVector(%slot);
%mp = %obj.getMuzzlePoint(%slot); %mp = %obj.getMuzzlePoint(%slot);
for (%i = 0; %i < 14; %i++) { for (%i = 0; %i < 18; %i++) {
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread; %x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%y = (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; %z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z); %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %vector); %newvector = MatrixMulVector(%mat, %vector);
%p = new (%data.projectileType)() { %p = new (%data.projectileType)() {
dataBlock = %data.projectile; dataBlock = %data.projectile;
initialDirection = %newvector; initialDirection = %newvector;
initialPosition = %mp; initialPosition = %mp;
sourceObject = %obj; sourceObject = %obj;
damageFactor = 1; damageFactor = 1;
sourceSlot = %slot; sourceSlot = %slot;
}; };
%p.WeaponImageSource = %data.getName(); %p.WeaponImageSource = %data.getName();
} }
if(%obj.inv[Model1887Ammo] == 0) { //Added Phantom139, TWM2 if(%obj.inv[Model1887Ammo] == 0) { //Added Phantom139, TWM2
AttemptReload(%data, %obj, %slot); AttemptReload(%data, %obj, %slot);
} }
} }

View file

@ -8,23 +8,22 @@
//-------------------------------------- //--------------------------------------
datablock DebrisData( SemiAutoShellDebris ) datablock DebrisData( SemiAutoShellDebris ) {
{ shapeName = "weapon_chaingun_ammocasing.dts";
shapeName = "weapon_chaingun_ammocasing.dts";
lifetime = 7.0; lifetime = 7.0;
minSpinSpeed = 600.0; minSpinSpeed = 600.0;
maxSpinSpeed = 800.0; maxSpinSpeed = 800.0;
elasticity = 0.8; elasticity = 0.8;
friction = 0.3; friction = 0.3;
numBounces = 5; numBounces = 5;
fade = true; fade = true;
staticOnMaxBounce = true; staticOnMaxBounce = true;
snapOnMaxBounce = true; snapOnMaxBounce = true;
}; };
@ -32,295 +31,288 @@ datablock DebrisData( SemiAutoShellDebris )
// Projectile // Projectile
//-------------------------------------- //--------------------------------------
datablock TracerProjectileData( SA2400Slug ) datablock TracerProjectileData( SA2400Slug ) {
{ doDynamicClientHits = true;
doDynamicClientHits = true;
directDamage = 0.3; directDamage = 0.3;
directDamageType = $DamageType::SA2400; directDamageType = $DamageType::SA2400;
explosion = "ChaingunExplosion"; explosion = "ChaingunExplosion";
splash = ChaingunSplash; splash = ChaingunSplash;
HeadMultiplier = 1.9; HeadMultiplier = 1.9;
kickBackStrength = 428.0; kickBackStrength = 428.0;
sound = ChaingunProjectile; sound = ChaingunProjectile;
ImageSource = "SA2400Image"; ImageSource = "SA2400Image";
dryVelocity = 2561.0; dryVelocity = 2561.0;
wetVelocity = 586.0; wetVelocity = 586.0;
velInheritFactor = 1.0; velInheritFactor = 1.0;
fizzleTimeMS = 3000; fizzleTimeMS = 150;
lifetimeMS = 3000; lifetimeMS = 200;
explodeOnDeath = false; explodeOnDeath = false;
reflectOnWaterImpactAngle = 40.0; reflectOnWaterImpactAngle = 40.0;
explodeOnWaterImpact = false; explodeOnWaterImpact = false;
deflectionOnWaterImpact = 40.0; deflectionOnWaterImpact = 40.0;
fizzleUnderwaterMS = 3000; fizzleUnderwaterMS = 3000;
tracerLength = 37.0; tracerLength = 37.0;
tracerAlpha = false; tracerAlpha = false;
tracerMinPixels = 6; tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75"; tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00"; tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross"; tracerTex[1] = "special/tracercross";
tracerWidth = 0.10; tracerWidth = 0.10;
crossSize = 0.20; crossSize = 0.20;
crossViewAng = 0.990; crossViewAng = 0.990;
renderCross = true; renderCross = true;
decalData[0] = ChaingunDecal1; decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal1; decalData[1] = ChaingunDecal1;
decalData[2] = ChaingunDecal1; decalData[2] = ChaingunDecal1;
decalData[3] = ChaingunDecal1; decalData[3] = ChaingunDecal1;
decalData[4] = ChaingunDecal1; decalData[4] = ChaingunDecal1;
decalData[5] = ChaingunDecal1; decalData[5] = ChaingunDecal1;
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Ammo // Ammo
//-------------------------------------- //--------------------------------------
datablock ItemData( SA2400Ammo ) datablock ItemData( SA2400Ammo ) {
{ className = Ammo;
className = Ammo; catagory = "Ammo";
catagory = "Ammo"; shapeFile = "ammo_chaingun.dts";
shapeFile = "ammo_chaingun.dts"; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2;
pickUpName = "some chaingun ammo"; pickUpName = "some chaingun ammo";
computeCRC = true; computeCRC = true;
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Weapon // Weapon
//-------------------------------------- //--------------------------------------
datablock ShapeBaseImageData( SA2400Image ) datablock ShapeBaseImageData( SA2400Image ) {
{ className = WeaponImage;
className = WeaponImage; shapeFile = "weapon_grenade_launcher.dts";
shapeFile = "weapon_grenade_launcher.dts"; item = SA2400;
item = SA2400; ammo = SA2400Ammo;
ammo = SA2400Ammo;
offset = "0 0 0"; offset = "0 0 0";
emap = true; emap = true;
casing = SemiAutoShellDebris; casing = SemiAutoShellDebris;
shellExitDir = "1.0 0.3 1.0"; shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1"; shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0; shellExitVariance = 15.0;
shellVelocity = 30.0; shellVelocity = 30.0;
projectile = SA2400Slug; projectile = SA2400Slug;
projectileType = TracerProjectile; projectileType = TracerProjectile;
//ClipStuff //ClipStuff
ClipName = "SA2400Clip"; ClipName = "SA2400Clip";
ClipPickupName["SA2400Clip"] = "some SA2400 Slugs"; ClipPickupName["SA2400Clip"] = "some SA2400 Slugs";
ShowsClipInHud = 1; ShowsClipInHud = 1;
ClipReloadTime = 6; ClipReloadTime = 6;
ClipReturn = 21; ClipReturn = 21;
InitialClips = 8; InitialClips = 8;
ReloadSingle = 1; ReloadSingle = 1;
SingleShotAdd = 7; SingleShotAdd = 7;
// //
RankRequire = $TWM2::RankRequire["SA2400"]; RankRequire = $TWM2::RankRequire["SA2400"];
//Challenges //Challenges
HasChallenges = 1; HasChallenges = 1;
ChallengeCt = 9; ChallengeCt = 9;
Challenge[1] = "SA2400 Killer\t50\t100\tNone"; Challenge[1] = "SA2400 Killer\t50\t100\tNone";
Challenge[2] = "SA2400 Extremist\t100\t150\tNone"; Challenge[2] = "SA2400 Extremist\t100\t150\tNone";
Challenge[3] = "SA2400 Expert\t250\t250\tNone"; Challenge[3] = "SA2400 Expert\t250\t250\tNone";
Challenge[4] = "SA2400 Master\t500\t500\tNone"; Challenge[4] = "SA2400 Master\t500\t500\tNone";
Challenge[5] = "SA2400 God\t1000\t1000\tNone"; Challenge[5] = "SA2400 God\t1000\t1000\tNone";
Challenge[6] = "SA2400 Bronze Commendation\t2500\t10000\tNone"; Challenge[6] = "SA2400 Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "SA2400 Silver Commendation\t5000\t25000\tNone"; Challenge[7] = "SA2400 Silver Commendation\t5000\t25000\tNone";
Challenge[8] = "SA2400 Gold Commendation\t10000\t50000\tNone"; Challenge[8] = "SA2400 Gold Commendation\t10000\t50000\tNone";
Challenge[9] = "SA2400 Titan Commendation\t25000\t75000\tNone"; Challenge[9] = "SA2400 Titan Commendation\t25000\t75000\tNone";
GunName = "SA2400 Shotgun"; GunName = "SA2400 Shotgun";
// //
projectileSpread = 3.0 / 1000.0; projectileSpread = 3.0 / 1000.0;
//----------------------------------------------------------------------------\\ //----------------------------------------------------------------------------\\
//State Data\\ //State Data\\
//----------------------------------------------------------------------------\\ //----------------------------------------------------------------------------\\
stateName[0] = "Activate"; stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady"; stateTransitionOnTimeout[0] = "ActivateReady";
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateTimeoutValue[0] = 0.2; stateTimeoutValue[0] = 0.2;
stateSound[0] = ChaingunSwitchSound; stateSound[0] = ChaingunSwitchSound;
//----------------------------------------------------\\ //----------------------------------------------------\\
stateName[1] = "Ready"; stateName[1] = "Ready";
stateSequence[1] = "Ready"; stateSequence[1] = "Ready";
stateTimeoutValue[1] = 0.2; stateTimeoutValue[1] = 0.2;
stateTransitionOnTriggerDown[1] = "FireFirstRound"; stateTransitionOnTriggerDown[1] = "FireFirstRound";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
//----------------------------------------------------\\ //----------------------------------------------------\\
stateName[2] = "Reload"; stateName[2] = "Reload";
stateSequence[2] = "Reload"; stateSequence[2] = "Reload";
stateTransitionOnTimeout[2] = "Ready"; stateTransitionOnTimeout[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTimeoutValue[2] = 4.0; stateTimeoutValue[2] = 4.0;
stateAllowImageChange[2] = false; stateAllowImageChange[2] = false;
stateSound[2] = DiscDryFireSound; stateSound[2] = DiscDryFireSound;
//----------------------------------------------------\\ //----------------------------------------------------\\
stateName[3] = "NoAmmo"; stateName[3] = "NoAmmo";
stateSequence[3] = "NoAmmo"; stateSequence[3] = "NoAmmo";
stateTimeoutValue[3] = 0.2; stateTimeoutValue[3] = 0.2;
stateTransitionOnTriggerDown[3] = "DryFire"; stateTransitionOnTriggerDown[3] = "DryFire";
stateTransitionOnAmmo[3] = "Reload"; stateTransitionOnAmmo[3] = "Reload";
//----------------------------------------------------\\ //----------------------------------------------------\\
stateName[4] = "DryFire"; stateName[4] = "DryFire";
stateSequence[4] = "DryFire"; stateSequence[4] = "DryFire";
stateTransitionOnTimeout[4] = "NoAmmo"; stateTransitionOnTimeout[4] = "NoAmmo";
stateTimeoutValue[4] = 0.5; stateTimeoutValue[4] = 0.5;
stateSound[4] = DiscSwitchSound; stateSound[4] = DiscSwitchSound;
//----------------------------------------------------\\ //----------------------------------------------------\\
stateName[5] = "FireFirstRound"; stateName[5] = "FireFirstRound";
stateSequence[5] = "Fire"; stateSequence[5] = "Fire";
stateRecoil[5] = LightRecoil; stateRecoil[5] = LightRecoil;
stateTransitionOnTimeout[5] = "FireSecondRound"; stateTransitionOnTimeout[5] = "FireSecondRound";
stateTransitionOnTriggerUp[5] = "ReadySecondRound"; stateTransitionOnTriggerUp[5] = "ReadySecondRound";
stateTransitionOnNoAmmo[5] = "NoAmmo"; stateTransitionOnNoAmmo[5] = "NoAmmo";
stateTimeoutValue[5] = 0.2; stateTimeoutValue[5] = 0.14;
stateFire[5] = true; stateFire[5] = true;
stateEjectShell[5] = true; stateEjectShell[5] = true;
stateAllowImageChange[5] = false; stateAllowImageChange[5] = false;
stateSound[5] = ShotgunFireSound; stateSound[5] = ShotgunFireSound;
stateScript[5] = "onFire"; stateScript[5] = "onFire";
//----------------------------------------------------\\ //----------------------------------------------------\\
stateName[6] = "FireSecondRound"; stateName[6] = "FireSecondRound";
stateSequence[6] = "Fire"; stateSequence[6] = "Fire";
stateRecoil[6] = LightRecoil; stateRecoil[6] = LightRecoil;
stateTransitionOnTimeout[6] = "FireThirdRound"; stateTransitionOnTimeout[6] = "FireThirdRound";
stateTransitionOnTriggerUp[6] = "ReadyThirdRound"; stateTransitionOnTriggerUp[6] = "ReadyThirdRound";
stateTransitionOnNoAmmo[6] = "NoAmmo"; stateTransitionOnNoAmmo[6] = "NoAmmo";
stateTimeoutValue[6] = 0.2; stateTimeoutValue[6] = 0.14;
stateFire[6] = true; stateFire[6] = true;
stateEjectShell[6] = true; stateEjectShell[6] = true;
stateAllowImageChange[6] = false; stateAllowImageChange[6] = false;
stateSound[6] = ShotgunFireSound; stateSound[6] = ShotgunFireSound;
stateScript[6] = "onFire"; stateScript[6] = "onFire";
//----------------------------------------------------\\ //----------------------------------------------------\\
stateName[7] = "FireThirdRound"; stateName[7] = "FireThirdRound";
stateSequence[7] = "Fire"; stateSequence[7] = "Fire";
stateRecoil[7] = LightRecoil; stateRecoil[7] = LightRecoil;
stateTransitionOnTimeout[7] = "FireFourthRound"; stateTransitionOnTimeout[7] = "FireFourthRound";
stateTransitionOnTriggerUp[7] = "ReadyFourthRound"; stateTransitionOnTriggerUp[7] = "ReadyFourthRound";
stateTransitionOnNoAmmo[7] = "NoAmmo"; stateTransitionOnNoAmmo[7] = "NoAmmo";
stateTimeoutValue[7] = 0.2; stateTimeoutValue[7] = 0.14;
stateFire[7] = true; stateFire[7] = true;
stateEjectShell[7] = true; stateEjectShell[7] = true;
stateAllowImageChange[7] = false; stateAllowImageChange[7] = false;
stateSound[7] = ShotgunFireSound; stateSound[7] = ShotgunFireSound;
stateScript[7] = "onFire"; stateScript[7] = "onFire";
//----------------------------------------------------\\ //----------------------------------------------------\\
stateName[8] = "FireFourthRound"; stateName[8] = "FireFourthRound";
stateSequence[8] = "Fire"; stateSequence[8] = "Fire";
stateRecoil[8] = LightRecoil; stateRecoil[8] = LightRecoil;
stateTransitionOnTimeout[8] = "FireFifthRound"; stateTransitionOnTimeout[8] = "FireFifthRound";
stateTransitionOnTriggerUp[8] = "ReadyFifthRound"; stateTransitionOnTriggerUp[8] = "ReadyFifthRound";
stateTransitionOnNoAmmo[8] = "NoAmmo"; stateTransitionOnNoAmmo[8] = "NoAmmo";
stateTimeoutValue[8] = 0.2; stateTimeoutValue[8] = 0.14;
stateFire[8] = true; stateFire[8] = true;
stateEjectShell[8] = true; stateEjectShell[8] = true;
stateAllowImageChange[8] = false; stateAllowImageChange[8] = false;
stateSound[8] = ShotgunFireSound; stateSound[8] = ShotgunFireSound;
stateScript[8] = "onFire"; stateScript[8] = "onFire";
//----------------------------------------------------\\ //----------------------------------------------------\\
stateName[9] = "FireFifthRound"; stateName[9] = "FireFifthRound";
stateSequence[9] = "Fire"; stateSequence[9] = "Fire";
stateRecoil[9] = LightRecoil; stateRecoil[9] = LightRecoil;
stateTransitionOnTimeout[9] = "FireSixthRound"; stateTransitionOnTimeout[9] = "FireSixthRound";
stateTransitionOnTriggerUp[9] = "ReadySixthRound"; stateTransitionOnTriggerUp[9] = "ReadySixthRound";
stateTransitionOnNoAmmo[9] = "NoAmmo"; stateTransitionOnNoAmmo[9] = "NoAmmo";
stateTimeoutValue[9] = 0.2; stateTimeoutValue[9] = 0.14;
stateFire[9] = true; stateFire[9] = true;
stateEjectShell[9] = true; stateEjectShell[9] = true;
stateAllowImageChange[9] = false; stateAllowImageChange[9] = false;
stateSound[9] = ShotgunFireSound; stateSound[9] = ShotgunFireSound;
stateScript[9] = "onFire"; stateScript[9] = "onFire";
//----------------------------------------------------\\ //----------------------------------------------------\\
stateName[10] = "FireSixthRound"; stateName[10] = "FireSixthRound";
stateSequence[10] = "Fire"; stateSequence[10] = "Fire";
stateRecoil[10] = LightRecoil; stateRecoil[10] = LightRecoil;
stateTransitionOnTimeout[10] = "FireSeventhRound"; stateTransitionOnTimeout[10] = "FireSeventhRound";
stateTransitionOnTriggerUp[10] = "ReadySeventhRound"; stateTransitionOnTriggerUp[10] = "ReadySeventhRound";
stateTransitionOnNoAmmo[10] = "NoAmmo"; stateTransitionOnNoAmmo[10] = "NoAmmo";
stateTimeoutValue[10] = 0.2; stateTimeoutValue[10] = 0.14;
stateFire[10] = true; stateFire[10] = true;
stateEjectShell[10] = true; stateEjectShell[10] = true;
stateAllowImageChange[10] = false; stateAllowImageChange[10] = false;
stateSound[10] = ShotgunFireSound; stateSound[10] = ShotgunFireSound;
stateScript[10] = "onFire"; stateScript[10] = "onFire";
//----------------------------------------------------\\ //----------------------------------------------------\\
stateName[11] = "FireSeventhRound"; stateName[11] = "FireSeventhRound";
stateSequence[11] = "Fire"; stateSequence[11] = "Fire";
stateRecoil[11] = LightRecoil; stateRecoil[11] = LightRecoil;
stateTransitionOnTimeout[11] = "Reload"; stateTransitionOnTimeout[11] = "Reload";
stateTransitionOnTriggerUp[11] = "Reload"; stateTransitionOnTriggerUp[11] = "Reload";
stateTransitionOnNoAmmo[11] = "NoAmmo"; stateTransitionOnNoAmmo[11] = "NoAmmo";
stateTimeoutValue[11] = 0.2; stateTimeoutValue[11] = 0.14;
stateFire[11] = true; stateFire[11] = true;
stateEjectShell[11] = true; stateEjectShell[11] = true;
stateAllowImageChange[11] = false; stateAllowImageChange[11] = false;
stateSound[11] = ShotgunFireSound; stateSound[11] = ShotgunFireSound;
stateScript[11] = "onFire"; stateScript[11] = "onFire";
//----------------------------------------------------\\ //----------------------------------------------------\\
stateName[12] = "ReadySecondRound"; stateName[12] = "ReadySecondRound";
stateSequence[12] = "ReadySecondRound"; stateSequence[12] = "ReadySecondRound";
stateTransitionOnTriggerDown[12] = "FireSecondRound"; stateTransitionOnTriggerDown[12] = "FireSecondRound";
stateTransitionOnNoAmmo[12] = "NoAmmo"; stateTransitionOnNoAmmo[12] = "NoAmmo";
//----------------------------------------------------\\ //----------------------------------------------------\\
stateName[13] = "ReadyThirdRound"; stateName[13] = "ReadyThirdRound";
stateSequence[13] = "ReadyThirdRound"; stateSequence[13] = "ReadyThirdRound";
stateTransitionOnTriggerDown[13] = "FireThirdRound"; stateTransitionOnTriggerDown[13] = "FireThirdRound";
stateTransitionOnNoAmmo[13] = "NoAmmo"; stateTransitionOnNoAmmo[13] = "NoAmmo";
//----------------------------------------------------\\ //----------------------------------------------------\\
stateName[14] = "ReadyFourthRound"; stateName[14] = "ReadyFourthRound";
stateSequence[14] = "ReadyFourthRound"; stateSequence[14] = "ReadyFourthRound";
stateTransitionOnTriggerDown[14] = "FireFourthRound"; stateTransitionOnTriggerDown[14] = "FireFourthRound";
stateTransitionOnNoAmmo[14] = "NoAmmo"; stateTransitionOnNoAmmo[14] = "NoAmmo";
//----------------------------------------------------\\ //----------------------------------------------------\\
stateName[15] = "ReadyFifthRound"; stateName[15] = "ReadyFifthRound";
stateSequence[15] = "ReadyFifthRound"; stateSequence[15] = "ReadyFifthRound";
stateTransitionOnTriggerDown[15] = "FireFifthRound"; stateTransitionOnTriggerDown[15] = "FireFifthRound";
stateTransitionOnNoAmmo[15] = "NoAmmo"; stateTransitionOnNoAmmo[15] = "NoAmmo";
//----------------------------------------------------\\ //----------------------------------------------------\\
stateName[16] = "ReadySixthRound"; stateName[16] = "ReadySixthRound";
stateSequence[16] = "ReadySixthRound"; stateSequence[16] = "ReadySixthRound";
stateTransitionOnTriggerDown[16] = "FireSixthRound"; stateTransitionOnTriggerDown[16] = "FireSixthRound";
stateTransitionOnNoAmmo[16] = "NoAmmo"; stateTransitionOnNoAmmo[16] = "NoAmmo";
//----------------------------------------------------\\ //----------------------------------------------------\\
stateName[17] = "ReadySeventhRound"; stateName[17] = "ReadySeventhRound";
stateSequence[17] = "ReadySeventhRound"; stateSequence[17] = "ReadySeventhRound";
stateTransitionOnTriggerDown[17] = "FireSeventhRound"; stateTransitionOnTriggerDown[17] = "FireSeventhRound";
stateTransitionOnNoAmmo[17] = "NoAmmo"; stateTransitionOnNoAmmo[17] = "NoAmmo";
//----------------------------------------------------\\ //----------------------------------------------------\\
stateName[18] = "ActivateReady"; stateName[18] = "ActivateReady";
stateTransitionOnLoaded[18] = "Ready"; stateTransitionOnLoaded[18] = "Ready";
stateTransitionOnNoAmmo[18] = "NoAmmo"; stateTransitionOnNoAmmo[18] = "NoAmmo";
//----------------------------------------------------------------------------\\
//----------------------------------------------------------------------------\\
}; };
datablock ItemData( SA2400 ) datablock ItemData( SA2400 ) {
{ className = Weapon;
className = Weapon; catagory = "Spawn Items";
catagory = "Spawn Items"; shapeFile = "weapon_grenade_launcher.dts";
shapeFile = "weapon_grenade_launcher.dts"; image = SA2400Image;
image = SA2400Image; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2; pickUpName = "a Semi-Automatic Shotgun";
pickUpName = "a Semi-Automatic Shotgun";
computeCRC = true; computeCRC = true;
emap = true; emap = true;
}; };

View file

@ -1,219 +1,214 @@
datablock TracerProjectileData(SCD343Pellet) datablock TracerProjectileData(SCD343Pellet) {
{ doDynamicClientHits = true;
doDynamicClientHits = true;
directDamage = (0.075 * 1.4); directDamage = 0.17;
directDamageType = $DamageType::SCD343; directDamageType = $DamageType::SCD343;
explosion = "ChaingunExplosion"; explosion = "ChaingunExplosion";
splash = ChaingunSplash; splash = ChaingunSplash;
HeadMultiplier = 1.2; HeadMultiplier = 1.2;
LegsMultiplier = 0.75; LegsMultiplier = 0.75;
ImageSource = "SCD343Image"; ImageSource = "SCD343Image";
longRangeMultiplier = 0.75; longRangeMultiplier = 0.75;
kickBackStrength = 0.0; kickBackStrength = 0.0;
sound = ChaingunProjectile; sound = ChaingunProjectile;
dryVelocity = 1500.0; dryVelocity = 1500.0;
wetVelocity = 1000.0; wetVelocity = 1000.0;
velInheritFactor = 0.0; velInheritFactor = 0.0;
fizzleTimeMS = 1000; fizzleTimeMS = 75;
lifetimeMS = 1000; lifetimeMS = 100;
explodeOnDeath = false; explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0; reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false; explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0; deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000; fizzleUnderwaterMS = 3000;
tracerLength = 5.0; tracerLength = 5.0;
tracerAlpha = false; tracerAlpha = false;
tracerMinPixels = 6; tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75"; tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00"; tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross"; tracerTex[1] = "special/tracercross";
tracerWidth = 0.09; tracerWidth = 0.09;
crossSize = 0.20; crossSize = 0.20;
crossViewAng = 0.990; crossViewAng = 0.990;
renderCross = true; renderCross = true;
decalData[0] = ChaingunDecal1; decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2; decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3; decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4; decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5; decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6; decalData[5] = ChaingunDecal6;
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Ammo // Ammo
//-------------------------------------- //--------------------------------------
datablock ItemData(SCD343Ammo) datablock ItemData(SCD343Ammo) {
{ className = Ammo;
className = Ammo; catagory = "Ammo";
catagory = "Ammo"; shapeFile = "ammo_chaingun.dts";
shapeFile = "ammo_chaingun.dts"; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2;
pickUpName = "some SCD343 rounds"; pickUpName = "some SCD343 rounds";
computeCRC = true; computeCRC = true;
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Weapon // Weapon
//-------------------------------------- //--------------------------------------
datablock ShapeBaseImageData(SCD343Image) datablock ShapeBaseImageData(SCD343Image) {
{ className = WeaponImage;
className = WeaponImage; shapeFile = "weapon_plasma.dts";
shapeFile = "weapon_plasma.dts"; item = SCD343;
item = SCD343; ammo = SCD343Ammo;
ammo = SCD343Ammo; projectile = SCD343Pellet;
projectile = SCD343Pellet; projectileType = TracerProjectile;
projectileType = TracerProjectile; emap = true;
emap = true; mass = 20;
mass = 20;
casing = ShellDebris; casing = ShellDebris;
shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B 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 shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
shellExitVariance = 10.0; shellExitVariance = 10.0;
shellVelocity = 4.0; shellVelocity = 4.0;
//ClipStuff //ClipStuff
ClipName = "SCD343Clip"; ClipName = "SCD343Clip";
ClipPickupName["SCD343Clip"] = "some SCD343 Clip Boxes"; ClipPickupName["SCD343Clip"] = "some SCD343 Clip Boxes";
ShowsClipInHud = 1; ShowsClipInHud = 1;
ClipReloadTime = 4; ClipReloadTime = 4;
ClipReturn = 1; ClipReturn = 1;
InitialClips = 8; InitialClips = 8;
// //
RankRequire = $TWM2::RankRequire["SCD343"]; RankRequire = $TWM2::RankRequire["SCD343"];
//Challenges //Challenges
HasChallenges = 1; HasChallenges = 1;
ChallengeCt = 9; ChallengeCt = 9;
Challenge[1] = "SCD343 Killer\t50\t100\tNone"; Challenge[1] = "SCD343 Killer\t50\t100\tNone";
Challenge[2] = "SCD343 Extremist\t100\t150\tNone"; Challenge[2] = "SCD343 Extremist\t100\t150\tNone";
Challenge[3] = "SCD343 Expert\t250\t250\tNone"; Challenge[3] = "SCD343 Expert\t250\t250\tNone";
Challenge[4] = "SCD343 Master\t500\t500\tNone"; Challenge[4] = "SCD343 Master\t500\t500\tNone";
Challenge[5] = "SCD343 God\t1000\t1000\tNone"; Challenge[5] = "SCD343 God\t1000\t1000\tNone";
Challenge[6] = "SCD343 Bronze Commendation\t2500\t10000\tNone"; Challenge[6] = "SCD343 Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "SCD343 Silver Commendation\t5000\t25000\tNone"; Challenge[7] = "SCD343 Silver Commendation\t5000\t25000\tNone";
Challenge[8] = "SCD343 Gold Commendation\t10000\t50000\tNone"; Challenge[8] = "SCD343 Gold Commendation\t10000\t50000\tNone";
Challenge[9] = "SCD343 Titan Commendation\t25000\t75000\tNone"; Challenge[9] = "SCD343 Titan Commendation\t25000\t75000\tNone";
GunName = "SCD343 Shotgun"; GunName = "SCD343 Shotgun";
// //
projectileSpread = 6.0 / 1000.0; projectileSpread = 10.0 / 1000.0;
stateName[0] = "Activate"; stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady"; stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5; stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound; stateSound[0] = ChaingunSwitchSound;
stateName[1] = "ActivateReady"; stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready"; stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet"; stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire"; stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload"; stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.0001; stateTimeoutValue[3] = 0.0001;
stateFire[3] = true; stateFire[3] = true;
stateEjectShell[3] = true; stateEjectShell[3] = true;
stateEmitter[3] = "GunFireEffectEmitter"; stateEmitter[3] = "GunFireEffectEmitter";
stateEmitterNode[3] = "muzzlepoint1"; stateEmitterNode[3] = "muzzlepoint1";
stateEmitterTime[3] = 1; stateEmitterTime[3] = 1;
stateRecoil[3] = LightRecoil; stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false; stateAllowImageChange[3] = false;
stateScript[3] = "onFire"; stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2; stateEmitterTime[3] = 0.2;
stateSound[3] = SniperFireSound; stateSound[3] = SniperFireSound;
stateName[4] = "Reload"; stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo"; stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready"; stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.5; stateTimeoutValue[4] = 0.5;
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
stateSequence[4] = "Reload"; stateSequence[4] = "Reload";
stateName[5] = "NoAmmo"; stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload"; stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo"; stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire"; stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire"; stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound; stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0; stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo"; stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire"; stateName[7] = "WetFire";
stateSound[7] = ChaingunDryFireSound; stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 1.0; stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready"; stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet"; stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire"; stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire"; stateTransitionOnNotWet[8] = "Fire";
}; };
datablock ItemData(SCD343) datablock ItemData(SCD343) {
{ className = Weapon;
className = Weapon; catagory = "Spawn Items";
catagory = "Spawn Items"; shapeFile = "weapon_plasma.dts";
shapeFile = "weapon_plasma.dts"; image = SCD343Image;
image = SCD343Image; mass = 1.0;
mass = 1.0; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2; pickUpName = "a SCD343";
pickUpName = "a SCD343";
computeCRC = true; computeCRC = true;
emap = true; emap = true;
}; };
function SCD343Image::onMount(%this,%obj,%slot) { function SCD343Image::onMount(%this,%obj,%slot) {
Parent::onMount(%this, %obj, %slot); Parent::onMount(%this, %obj, %slot);
} }
function SCD343Image::onFire(%data,%obj,%slot) { function SCD343Image::onFire(%data,%obj,%slot) {
serverPlay3D(ShotgunFireSound, %obj.getPosition()); serverPlay3D(ShotgunFireSound, %obj.getPosition());
%obj.applyKick(-250); %obj.applyKick(-250);
%obj.decInventory(%data.ammo,1); %obj.decInventory(%data.ammo,1);
%vector = %obj.getMuzzleVector(%slot); %vector = %obj.getMuzzleVector(%slot);
%mp = %obj.getMuzzlePoint(%slot); %mp = %obj.getMuzzlePoint(%slot);
for (%i=0; %i < 16; %i++) { for (%i=0; %i < 16; %i++) {
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread; %x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%y = (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; %z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z); %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%newvector = MatrixMulVector(%mat, %vector); %newvector = MatrixMulVector(%mat, %vector);
%p = new (%data.projectileType)() { %p = new (%data.projectileType)() {
dataBlock = %data.projectile; dataBlock = %data.projectile;
initialDirection = %newvector; initialDirection = %newvector;
initialPosition = %mp; initialPosition = %mp;
sourceObject = %obj; sourceObject = %obj;
damageFactor = 1; damageFactor = 1;
sourceSlot = %slot; sourceSlot = %slot;
}; };
%p.WeaponImageSource = %data.getName(); %p.WeaponImageSource = %data.getName();
} }
if(%obj.inv[SCD343Ammo] == 0) { //Added Phantom139, TWM2 if(%obj.inv[SCD343Ammo] == 0) { //Added Phantom139, TWM2
AttemptReload(%data, %obj, %slot); AttemptReload(%data, %obj, %slot);
} }
} }

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@ -1,165 +1,161 @@
datablock TracerProjectileData(Wp400Pellet) datablock TracerProjectileData(Wp400Pellet) {
{ doDynamicClientHits = true;
doDynamicClientHits = true;
directDamage = (0.075 * 1.5); directDamage = 0.1125;
directDamageType = $DamageType::Wp400; directDamageType = $DamageType::Wp400;
explosion = "ChaingunExplosion"; explosion = "ChaingunExplosion";
splash = ChaingunSplash; splash = ChaingunSplash;
HeadMultiplier = 1.2; HeadMultiplier = 1.2;
LegsMultiplier = 0.75; LegsMultiplier = 0.75;
longRangeMultiplier = 0.75; longRangeMultiplier = 0.75;
kickBackStrength = 0.0; kickBackStrength = 0.0;
sound = ChaingunProjectile; sound = ChaingunProjectile;
ImageSource = "Wp400Image"; ImageSource = "Wp400Image";
dryVelocity = 1500.0; dryVelocity = 1500.0;
wetVelocity = 1000.0; wetVelocity = 1000.0;
velInheritFactor = 0.0; velInheritFactor = 0.0;
fizzleTimeMS = 1000; fizzleTimeMS = 75;
lifetimeMS = 1000; lifetimeMS = 100;
explodeOnDeath = false; explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0; reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false; explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0; deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000; fizzleUnderwaterMS = 3000;
tracerLength = 5.0; tracerLength = 5.0;
tracerAlpha = false; tracerAlpha = false;
tracerMinPixels = 6; tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75"; tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00"; tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross"; tracerTex[1] = "special/tracercross";
tracerWidth = 0.09; tracerWidth = 0.09;
crossSize = 0.20; crossSize = 0.20;
crossViewAng = 0.990; crossViewAng = 0.990;
renderCross = true; renderCross = true;
decalData[0] = ChaingunDecal1; decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2; decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3; decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4; decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5; decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6; decalData[5] = ChaingunDecal6;
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Ammo // Ammo
//-------------------------------------- //--------------------------------------
datablock ItemData(Wp400Ammo) datablock ItemData(Wp400Ammo) {
{ className = Ammo;
className = Ammo; catagory = "Ammo";
catagory = "Ammo"; shapeFile = "ammo_chaingun.dts";
shapeFile = "ammo_chaingun.dts"; mass = 1;
mass = 1; elasticity = 0.2;
elasticity = 0.2; friction = 0.6;
friction = 0.6; pickupRadius = 2;
pickupRadius = 2;
pickUpName = "some Wp400 rounds"; pickUpName = "some Wp400 rounds";
computeCRC = true; computeCRC = true;
}; };
//-------------------------------------------------------------------------- //--------------------------------------------------------------------------
// Weapon // Weapon
//-------------------------------------- //--------------------------------------
datablock ShapeBaseImageData(Wp400Image) datablock ShapeBaseImageData(Wp400Image) {
{ className = WeaponImage;
className = WeaponImage; shapeFile = "weapon_plasma.dts";
shapeFile = "weapon_plasma.dts"; item = Wp400;
item = Wp400; ammo = Wp400Ammo;
ammo = Wp400Ammo; projectile = Wp400Pellet;
projectile = Wp400Pellet; projectileType = TracerProjectile;
projectileType = TracerProjectile; emap = true;
emap = true; mass = 20;
mass = 20;
casing = ShellDebris; casing = ShellDebris;
shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B 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 shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
shellExitVariance = 10.0; shellExitVariance = 10.0;
shellVelocity = 4.0; shellVelocity = 4.0;
//ClipStuff //ClipStuff
ClipName = "Wp400Clip"; ClipName = "Wp400Clip";
ClipPickupName["Wp400Clip"] = "some Wp400 Clip Boxes"; ClipPickupName["Wp400Clip"] = "some Wp400 Clip Boxes";
ShowsClipInHud = 1; ShowsClipInHud = 1;
ClipReloadTime = 4; ClipReloadTime = 7;
ClipReturn = 5; ClipReturn = 5;
InitialClips = 6; InitialClips = 6;
// //
RankRequire = $TWM2::RankRequire["Wp400"]; RankRequire = $TWM2::RankRequire["Wp400"];
//Challenges //Challenges
HasChallenges = 1; HasChallenges = 1;
ChallengeCt = 9; ChallengeCt = 9;
Challenge[1] = "Wp400 Killer\t50\t100\tNone"; Challenge[1] = "Wp400 Killer\t50\t100\tNone";
Challenge[2] = "Wp400 Extremist\t100\t150\tNone"; Challenge[2] = "Wp400 Extremist\t100\t150\tNone";
Challenge[3] = "Wp400 Expert\t250\t250\tNone"; Challenge[3] = "Wp400 Expert\t250\t250\tNone";
Challenge[4] = "Wp400 Master\t500\t500\tNone"; Challenge[4] = "Wp400 Master\t500\t500\tNone";
Challenge[5] = "Wp400 God\t1000\t1000\tNone"; Challenge[5] = "Wp400 God\t1000\t1000\tNone";
Challenge[6] = "Wp400 Bronze Commendation\t2500\t10000\tNone"; Challenge[6] = "Wp400 Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "Wp400 Silver Commendation\t5000\t25000\tNone"; Challenge[7] = "Wp400 Silver Commendation\t5000\t25000\tNone";
Challenge[8] = "Wp400 Gold Commendation\t10000\t50000\tNone"; Challenge[8] = "Wp400 Gold Commendation\t10000\t50000\tNone";
Challenge[9] = "Wp400 Titan Commendation\t25000\t75000\tNone"; Challenge[9] = "Wp400 Titan Commendation\t25000\t75000\tNone";
GunName = "Wp400 Shotgun"; GunName = "Wp400 Shotgun";
// //
projectileSpread = 10.0 / 1000.0; projectileSpread = 15.0 / 1000.0;
stateName[0] = "Activate"; stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady"; stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.3; stateTimeoutValue[0] = 0.3;
stateSequence[0] = "Activate"; stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound; stateSound[0] = ChaingunSwitchSound;
stateName[1] = "ActivateReady"; stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo"; stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready"; stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet"; stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire"; stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload"; stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.0001; stateTimeoutValue[3] = 0.0001;
stateFire[3] = true; stateFire[3] = true;
stateEjectShell[3] = true; stateEjectShell[3] = true;
stateRecoil[3] = LightRecoil; stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false; stateAllowImageChange[3] = false;
stateScript[3] = "onFire"; stateScript[3] = "onFire";
stateSound[3] = SniperFireSound; stateSound[3] = SniperFireSound;
stateName[4] = "Reload"; stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo"; stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready"; stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.9; stateTimeoutValue[4] = 0.5;
stateAllowImageChange[4] = false; stateAllowImageChange[4] = false;
stateSequence[4] = "Reload"; stateSequence[4] = "Reload";
stateName[5] = "NoAmmo"; stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload"; stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo"; stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire"; stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire"; stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound; stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0; stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo"; stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire"; stateName[7] = "WetFire";
stateSound[7] = ChaingunDryFireSound; stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 1.0; stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready"; stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet"; stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire"; stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire"; stateTransitionOnNotWet[8] = "Fire";
}; };
datablock ItemData(Wp400) datablock ItemData(Wp400)