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https://github.com/PhantomGamesDevelopment/TWM2.git
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Initial Commit
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commit
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316 changed files with 150033 additions and 0 deletions
226
scripts/weapons/Pistols/Colt.cs
Normal file
226
scripts/weapons/Pistols/Colt.cs
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datablock AudioProfile(PistolFireSound)
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{
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filename = "fx/vehicles/tank_chaingun.wav";
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description = AudioDefault3d;
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preload = true;
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};
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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------------------------------------------
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datablock TracerProjectileData(coltBullet) {
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doDynamicClientHits = true;
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directDamage = 0.15; // z0dd - ZOD, 9-27-02. Was 0.0825
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directDamageType = $DamageType::pistol;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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HeadMultiplier = 1.5;
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LegsMultiplier = 0.5;
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ImageSource = "PistolImage";
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kickBackStrength = 5.0;
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sound = ChaingunProjectile;
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//dryVelocity = 425.0;
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dryVelocity = 2000.0; // z0dd - ZOD, 8-12-02. Was 425.0
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wetVelocity = 1750.0;
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velInheritFactor = 0.0;
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fizzleTimeMS = 3000;
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lifetimeMS = 3000;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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deflectionOnWaterImpact = 0.0;
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fizzleUnderwaterMS = 3000;
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tracerLength = 25.0;
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tracerAlpha = false;
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tracerMinPixels = 6;
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tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
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tracerTex[0] = "special/tracer00";
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tracerTex[1] = "special/tracercross";
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tracerWidth = 0.09;
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crossSize = 0.20;
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crossViewAng = 0.990;
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renderCross = true;
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decalData[0] = ChaingunDecal1;
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decalData[1] = ChaingunDecal2;
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decalData[2] = ChaingunDecal3;
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decalData[3] = ChaingunDecal4;
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decalData[4] = ChaingunDecal5;
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decalData[5] = ChaingunDecal6;
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};
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datablock ItemData(pistolAmmo)
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{
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_chaingun.dts";
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "some .77mm bullets";
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computeCRC = true;
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};
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datablock ItemData(pistol) {
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_energy_vehicle.dts";
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image = pistolImage;
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mass = 2;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "a Colt Pistol";
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};
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datablock ShapeBaseImageData(PistolImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_energy_vehicle.dts";
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item = pistol;
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offset = "0 0 0";
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rotation = "0 1 0 180";
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mass = 4;
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ammo = pistolAmmo;
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projectile = coltbullet;
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projectileType = tracerProjectile;
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projectileSpread = 10.0 / 1000.0;
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//ClipStuff
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ClipName = "ColtClip";
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ClipPickupName["ColtClip"] = "Some .77MM Clips";
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ShowsClipInHud = 0;
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ClipReloadTime = 2;
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ClipReturn = 10;
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InitialClips = 950;
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HellClipCount = 10;
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//
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//Challenges
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HasChallenges = 1;
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ChallengeCt = 9;
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Challenge[1] = "Coltee\t25\t100\tGrip";
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Challenge[2] = "Coltist\t50\t150\tLaser";
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Challenge[3] = "Colt Expert\t100\t250\tSilencer";
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Challenge[4] = "Colt Master\t250\t500\tExcessive Duality";
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Challenge[5] = "Colt God\t500\t1000\tHSBullets";
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Challenge[6] = "Colt Bronze Commendation\t1000\t10000\tNone";
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Challenge[7] = "Colt Silver Commendation\t2500\t25000\tNone";
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Challenge[8] = "Colt Gold Commendation\t5000\t50000\tNone";
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Challenge[9] = "Colt Titan Commendation\t15000\t75000\tNone";
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Upgrade[1] = "Grip";
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Upgrade[2] = "Laser";
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Upgrade[3] = "Silencer";
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Upgrade[4] = "Excessive Duality";
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Upgrade[5] = "HSBullets";
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GunName = "Colt Pistol";
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//
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 0.5;
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stateSequence[0] = "Activate";
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stateSound[0] = PlasmaSwitchSound;
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stateName[1] = "ActivateReady";
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stateTransitionOnLoaded[1] = "Ready";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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stateName[2] = "Ready";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateTransitionOnTriggerDown[2] = "Fire";
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.1;
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stateFire[3] = true;
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stateEmitter[3] = "GunFireEffectEmitter";
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stateEmitterNode[3] = "muzzlepoint1";
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stateEmitterTime[3] = 1;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = false;
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stateScript[3] = "onFire";
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stateEmitterTime[3] = 0.2;
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//stateSound[3] = PistolFireSound;
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateTimeoutValue[4] = 0.1;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateName[5] = "NoAmmo";
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stateTransitionOnAmmo[5] = "Reload";
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stateSequence[5] = "NoAmmo";
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stateTransitionOnTriggerDown[5] = "DryFire";
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stateName[6] = "DryFire";
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stateSound[6] = ChaingunDryFireSound;
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stateTimeoutValue[6] = 1.5;
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stateTransitionOnTimeout[6] = "NoAmmo";
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};
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datablock ShapeBaseImageData(PistolImage2) : PistolImage {
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offset = "-0.5 0 0";
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};
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function PistolImage::onMount(%this,%obj,%slot) {
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Parent::onMount(%this, %obj, %slot);
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if(%obj.client.UpgradeOn("Excessive Duality", %this.getName())) {
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%obj.mountImage(PistolImage2, 5);
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}
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}
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function PistolImage::onUnmount(%this,%obj,%slot) {
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%obj.unmountImage(5);
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Parent::onUnmount(%this, %obj, %slot);
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}
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function PistolImage::onFire(%data, %obj, %slot) {
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%p = Parent::onFire(%data, %obj, %slot);
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if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
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//zero sound :p
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}
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else if(%obj.client.UpgradeOn("Excessive Duality", %data.getName())) {
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schedule(200, 0, "FirePistolShot", %data, %obj, %slot);
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ServerPlay3d(PistolFireSound, %obj.getPosition());
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}
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else {
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ServerPlay3d(PistolFireSound, %obj.getPosition());
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}
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}
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function FirePistolShot(%data, %obj, %slot) {
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serverPlay3d("PistolFireSound", %obj.getPosition());
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%vector = %obj.getMuzzleVector(%slot);
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%mp = %obj.getMuzzlePoint(%slot);
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%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
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%newvector = MatrixMulVector(%mat, %vector);
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%p = new (%data.projectileType)() {
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dataBlock = %data.projectile;
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initialDirection = %newvector;
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initialPosition = %mp;
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sourceObject = %obj;
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damageFactor = 1;
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sourceSlot = %slot;
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};
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%p.ImageSource = "PistolImage";
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%p.WeaponImageSource = "PistolImage";
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}
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204
scripts/weapons/Pistols/CrimsonHawk.cs
Normal file
204
scripts/weapons/Pistols/CrimsonHawk.cs
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@ -0,0 +1,204 @@
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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------------------------------------------
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datablock TracerProjectileData(CHawkBullet) {
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doDynamicClientHits = true;
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directDamage = 0.23; //reduced 0.5
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directDamageType = $DamageType::Hawk; //obviously change this
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explosion = "BlasterExplosion";
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splash = ChaingunSplash;
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sound = ShrikeBlasterProjectileSound;
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dryVelocity = 425.0;
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wetVelocity = 100.0;
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velInheritFactor = 1.0;
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fizzleTimeMS = 1000;
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lifetimeMS = 1000;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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deflectionOnWaterImpact = 0.0;
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fizzleUnderwaterMS = 3000;
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ImageSource = "CrimsonHawkImage";
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tracerLength = 45.0;
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tracerAlpha = false;
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tracerMinPixels = 6;
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tracerColor = "1.0 0.0 0.0 1.0";
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tracerTex[0] = "special/shrikeBolt";
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tracerTex[1] = "special/shrikeBoltCross";
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tracerWidth = 0.55;
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crossSize = 0.99;
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crossViewAng = 0.990;
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renderCross = true;
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};
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datablock ItemData(CrimsonHawkAmmo)
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{
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_chaingun.dts";
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "some .77mm bullets";
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computeCRC = true;
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};
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datablock ItemData(CrimsonHawk) {
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_energy_vehicle.dts";
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image = CrimsonHawkImage;
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mass = 2;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "a CrimsonHawk Pistol";
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};
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datablock ShapeBaseImageData(CrimsonHawkImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_energy_vehicle.dts";
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item = CrimsonHawk;
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offset = "0 0 0";
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rotation = "0 1 0 180";
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mass = 4;
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ammo = CrimsonHawkAmmo;
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projectile = CHawkBullet;
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projectileType = tracerProjectile;
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projectileSpread = 5.0 / 1000.0;
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//ClipStuff
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ClipName = "CrimsonHawkClip";
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ClipPickupName["CrimsonHawkClip"] = "Some .77MM Clips";
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ShowsClipInHud = 0;
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ClipReloadTime = 4;
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ClipReturn = 15;
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InitialClips = 950;
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HellClipCount = 10;
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//
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RankRequire = $TWM2::RankRequire["CrimsonHawk"];
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PrestigeRequire = 5;
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//Challenges
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HasChallenges = 1;
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ChallengeCt = 9;
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Challenge[1] = "Crimson Hawk Novice\t25\t100\tNone";
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Challenge[2] = "Crimson Hawk Hunter\t50\t150\tGrip";
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Challenge[3] = "Crimson Hawk Expert\t100\t250\tLaser";
|
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Challenge[4] = "Crimson Hawk Master\t250\t500\tSilencer";
|
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Challenge[5] = "Crimson Hawk God\t500\t1000\tNone";
|
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Challenge[6] = "Crimson Hawk Bronze Commendation\t2500\t10000\tNone";
|
||||
Challenge[7] = "Crimson Hawk Silver Commendation\t7500\t25000\tNone";
|
||||
Challenge[8] = "Crimson Hawk Gold Commendation\t25000\t50000\tNone";
|
||||
Challenge[9] = "Crimson Hawk Titan Commendation\t50000\t75000\tNone";
|
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Upgrade[1] = "Grip";
|
||||
Upgrade[2] = "Laser";
|
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Upgrade[3] = "Silencer";
|
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GunName = "Crimson Hawk";
|
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//
|
||||
|
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stateName[0] = "Activate";
|
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stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateTimeoutValue[0] = 0.5;
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = PlasmaSwitchSound;
|
||||
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnLoaded[1] = "Ready";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "Fire";
|
||||
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Fire2";
|
||||
stateTimeoutValue[3] = 0.1;
|
||||
stateFire[3] = true;
|
||||
stateRecoil[3] = LightRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateScript[3] = "onFire";
|
||||
stateEmitterTime[3] = 0.1;
|
||||
|
||||
stateName[4] = "Fire2";
|
||||
stateTransitionOnTimeout[4] = "Fire3";
|
||||
stateTimeoutValue[4] = 0.1;
|
||||
stateFire[4] = true;
|
||||
stateRecoil[4] = LightRecoil;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateScript[4] = "onFire";
|
||||
stateEmitterTime[4] = 0.1;
|
||||
|
||||
stateName[5] = "Fire3";
|
||||
stateTransitionOnTimeout[5] = "Fire4";
|
||||
stateTimeoutValue[5] = 0.1;
|
||||
stateFire[5] = true;
|
||||
stateRecoil[5] = LightRecoil;
|
||||
stateAllowImageChange[5] = false;
|
||||
stateScript[5] = "onFire";
|
||||
stateEmitterTime[5] = 0.1;
|
||||
|
||||
stateName[6] = "Fire4";
|
||||
stateTransitionOnTimeout[6] = "Fire5";
|
||||
stateTimeoutValue[6] = 0.1;
|
||||
stateFire[6] = true;
|
||||
stateRecoil[6] = LightRecoil;
|
||||
stateAllowImageChange[6] = false;
|
||||
stateScript[6] = "onFire";
|
||||
stateEmitterTime[6] = 0.1;
|
||||
|
||||
stateName[7] = "Fire5";
|
||||
stateTransitionOnTimeout[7] = "Reload";
|
||||
stateTimeoutValue[7] = 0.1;
|
||||
stateFire[7] = true;
|
||||
stateRecoil[7] = LightRecoil;
|
||||
stateAllowImageChange[7] = false;
|
||||
stateScript[7] = "onFire";
|
||||
stateEmitterTime[7] = 0.1;
|
||||
//stateSound[3] = PistolFireSound;
|
||||
|
||||
stateName[8] = "Reload";
|
||||
stateTransitionOnNoAmmo[8] = "NoAmmo";
|
||||
stateTransitionOnTimeout[8] = "Ready";
|
||||
stateTimeoutValue[8] = 0.1;
|
||||
stateAllowImageChange[8] = false;
|
||||
stateSequence[8] = "Reload";
|
||||
|
||||
stateName[9] = "NoAmmo";
|
||||
stateTransitionOnAmmo[9] = "Reload";
|
||||
stateSequence[9] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[9] = "DryFire";
|
||||
|
||||
stateName[10] = "DryFire";
|
||||
stateSound[10] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[10] = 1.5;
|
||||
stateTransitionOnTimeout[10] = "NoAmmo";
|
||||
};
|
||||
|
||||
function CrimsonHawkImage::onMount(%this,%obj,%slot) {
|
||||
Parent::onMount(%this, %obj, %slot);
|
||||
}
|
||||
|
||||
function CrimsonHawkImage::onFire(%data, %obj, %slot) {
|
||||
%p = Parent::onFire(%data, %obj, %slot);
|
||||
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
|
||||
//zero sound :p
|
||||
}
|
||||
else {
|
||||
ServerPlay3d(PistolFireSound, %obj.getPosition());
|
||||
}
|
||||
}
|
||||
192
scripts/weapons/Pistols/DesertEagle.cs
Normal file
192
scripts/weapons/Pistols/DesertEagle.cs
Normal file
|
|
@ -0,0 +1,192 @@
|
|||
datablock AudioProfile(DeagleFireSound) {
|
||||
filename = "fx/weapons/cg_hard4.wav";
|
||||
description = AudioDefault3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock TracerProjectileData(DeagleBullet)
|
||||
{
|
||||
doDynamicClientHits = true;
|
||||
|
||||
directDamage = 0.3; //reduced .6
|
||||
directDamageType = $DamageType::deserteagle;
|
||||
explosion = "ChaingunExplosion";
|
||||
splash = ChaingunSplash;
|
||||
|
||||
kickBackStrength = 5.0;
|
||||
sound = ChaingunProjectile;
|
||||
|
||||
ImageSource = "DeagleImage";
|
||||
|
||||
//dryVelocity = 425.0;
|
||||
dryVelocity = 2000.0; // z0dd - ZOD, 8-12-02. Was 425.0
|
||||
wetVelocity = 1750.0;
|
||||
velInheritFactor = 0.0;
|
||||
fizzleTimeMS = 3000;
|
||||
lifetimeMS = 3000;
|
||||
explodeOnDeath = false;
|
||||
reflectOnWaterImpactAngle = 0.0;
|
||||
explodeOnWaterImpact = false;
|
||||
deflectionOnWaterImpact = 0.0;
|
||||
fizzleUnderwaterMS = 3000;
|
||||
|
||||
tracerLength = 25.0;
|
||||
tracerAlpha = false;
|
||||
tracerMinPixels = 6;
|
||||
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
|
||||
tracerTex[0] = "special/tracer00";
|
||||
tracerTex[1] = "special/tracercross";
|
||||
tracerWidth = 0.09;
|
||||
crossSize = 0.20;
|
||||
crossViewAng = 0.990;
|
||||
renderCross = true;
|
||||
|
||||
decalData[0] = ChaingunDecal1;
|
||||
decalData[1] = ChaingunDecal2;
|
||||
decalData[2] = ChaingunDecal3;
|
||||
decalData[3] = ChaingunDecal4;
|
||||
decalData[4] = ChaingunDecal5;
|
||||
decalData[5] = ChaingunDecal6;
|
||||
};
|
||||
|
||||
datablock ShapeBaseImageData(DeagleImage2)
|
||||
{
|
||||
className = WeaponImage;
|
||||
shapeFile = "weapon_sniper.dts";
|
||||
offset = "0 0 0"; // L/R - F/B - T/B
|
||||
rotation = "0 0 0 0"; // L/R - F/B - T/B
|
||||
emap = true;
|
||||
};
|
||||
|
||||
datablock ItemData(DeagleAmmo)
|
||||
{
|
||||
className = Ammo;
|
||||
catagory = "Ammo";
|
||||
shapeFile = "ammo_chaingun.dts";
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "some 4mm bullets";
|
||||
|
||||
computeCRC = true;
|
||||
|
||||
};
|
||||
|
||||
datablock ItemData(Deagle)
|
||||
{
|
||||
className = Weapon;
|
||||
catagory = "Spawn Items";
|
||||
shapeFile = "weapon_energy_vehicle.dts";
|
||||
image = DeagleImage;
|
||||
mass = 2;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "a Desert Eagle";
|
||||
};
|
||||
|
||||
datablock ShapeBaseImageData(DeagleImage) {
|
||||
className = WeaponImage;
|
||||
shapeFile = "weapon_energy_vehicle.dts";
|
||||
item = Deagle;
|
||||
offset = "0 0 0";
|
||||
rotation = "0 1 0 180";
|
||||
mass = 6;
|
||||
|
||||
ammo = DeagleAmmo;
|
||||
|
||||
projectile = DeagleBullet;
|
||||
projectileType = tracerProjectile;
|
||||
|
||||
ProjectileSpread = 6.0 / 1000.0; //2.5 spread added
|
||||
|
||||
//ClipStuff
|
||||
ClipName = "DesertEagleClip";
|
||||
ClipPickupName["DesertEagleClip"] = "Some 4MM Clips";
|
||||
ShowsClipInHud = 0;
|
||||
ClipReloadTime = 5;
|
||||
ClipReturn = 7;
|
||||
InitialClips = 950;
|
||||
//
|
||||
//Challenges
|
||||
HasChallenges = 1;
|
||||
ChallengeCt = 9;
|
||||
Challenge[1] = "Eagle Trainee\t25\t100\tNone";
|
||||
Challenge[2] = "Eagle Recruit\t50\t150\tNone";
|
||||
Challenge[3] = "Eagle Expert\t100\t250\tLaser";
|
||||
Challenge[4] = "Eagle Master\t250\t500\tSilencer";
|
||||
Challenge[5] = "Eagle Legend\t500\t1000\tScope";
|
||||
Challenge[6] = "Eagle Bronze Commendation\t1000\t10000\tNone";
|
||||
Challenge[7] = "Eagle Silver Commendation\t2500\t25000\tNone";
|
||||
Challenge[8] = "Eagle Gold Commendation\t5000\t50000\tNone";
|
||||
Challenge[9] = "Eagle Titan Commendation\t15000\t75000\tNone";
|
||||
Upgrade[1] = "Laser";
|
||||
Upgrade[2] = "Silencer";
|
||||
Upgrade[3] = "Scope";
|
||||
GunName = "Desert Eagle Pistol";
|
||||
//
|
||||
|
||||
RankRequire = $TWM2::RankRequire["DesertEagle"];
|
||||
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateTimeoutValue[0] = 0.5;
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = PlasmaSwitchSound;
|
||||
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnLoaded[1] = "Ready";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "Fire";
|
||||
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Reload";
|
||||
stateTimeoutValue[3] = 0.1;
|
||||
stateFire[3] = true;
|
||||
stateRecoil[3] = LightRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateScript[3] = "onFire";
|
||||
stateEmitterTime[3] = 0.2;
|
||||
//stateSound[3] = DeagleFireSound;
|
||||
|
||||
stateName[4] = "Reload";
|
||||
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||||
stateTransitionOnTimeout[4] = "Ready";
|
||||
stateTimeoutValue[4] = 0.1;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateSequence[4] = "Reload";
|
||||
|
||||
stateName[5] = "NoAmmo";
|
||||
stateTransitionOnAmmo[5] = "Reload";
|
||||
stateSequence[5] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[5] = "DryFire";
|
||||
|
||||
stateName[6] = "DryFire";
|
||||
stateSound[6] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[6] = 1.5;
|
||||
stateTransitionOnTimeout[6] = "NoAmmo";
|
||||
};
|
||||
|
||||
function DeagleImage::onMount(%this,%obj,%slot) {
|
||||
Parent::onMount(%this, %obj, %slot);
|
||||
%obj.mountImage(DeagleImage2, 5);
|
||||
}
|
||||
|
||||
function DeagleImage::onUnmount(%this,%obj,%slot) {
|
||||
Parent::onUnmount(%this, %obj, %slot);
|
||||
%obj.unmountImage(5);
|
||||
}
|
||||
|
||||
function DeagleImage::onFire(%data,%obj,%slot) {
|
||||
%p = Parent::onFire(%data,%obj,%slot);
|
||||
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
|
||||
//zero sound :p
|
||||
}
|
||||
else {
|
||||
ServerPlay3d(DeagleFireSound, %obj.getPosition());
|
||||
}
|
||||
}
|
||||
280
scripts/weapons/Pistols/GrappleHook.cs
Normal file
280
scripts/weapons/Pistols/GrappleHook.cs
Normal file
|
|
@ -0,0 +1,280 @@
|
|||
//--------------------------------------------------------------------------
|
||||
// Grapling Hook
|
||||
// Function Credits: Xenolith
|
||||
//--------------------------------------------------------------------------
|
||||
|
||||
//--------------------------------------
|
||||
// Rifle and item...
|
||||
//--------------------------------------
|
||||
datablock TargetProjectileData(GrappleRope) {
|
||||
directDamage = 0.0;
|
||||
hasDamageRadius = false;
|
||||
indirectDamage = 0.0;
|
||||
damageRadius = 0.0;
|
||||
velInheritFactor = 1.0;
|
||||
|
||||
maxRifleRange = 1000;
|
||||
beamColor = "0.0 0.1 0.0";
|
||||
|
||||
startBeamWidth = 0.20;
|
||||
pulseBeamWidth = 0.15;
|
||||
beamFlareAngle = 3.0;
|
||||
minFlareSize = 0.0;
|
||||
maxFlareSize = 400.0;
|
||||
pulseSpeed = 6.0;
|
||||
pulseLength = 0.150;
|
||||
|
||||
textureName[0] = "special/nonlingradient";
|
||||
textureName[1] = "special/flare";
|
||||
textureName[2] = "special/pulse";
|
||||
textureName[3] = "special/expFlare";
|
||||
beacon = true;
|
||||
};
|
||||
|
||||
datablock SeekerProjectileData(GrappleShot) {
|
||||
casingShapeName = "weapon_missile_casement.dts";
|
||||
projectileShapeName = "weapon_missile_projectile.dts";
|
||||
directDamage = 0.0;
|
||||
radiusDamageType = $DamageType::RPG;
|
||||
kickBackStrength = 3500;
|
||||
|
||||
explosion = "BlasterExplosion";
|
||||
splash = MissileSplash;
|
||||
velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
|
||||
// is cranked up to full so the missile doesn't start
|
||||
// out behind the player when the player is moving
|
||||
// very quickly - bramage
|
||||
|
||||
lifetimeMS = 500; // z0dd - ZOD, 4/14/02. Was 6000
|
||||
muzzleVelocity = 250.0;
|
||||
maxVelocity = 350.0; // z0dd - ZOD, 4/14/02. Was 80.0
|
||||
turningSpeed = 54.0;
|
||||
acceleration = 50.0;
|
||||
|
||||
explodeOnDeath = false;
|
||||
|
||||
proximityRadius = 3;
|
||||
|
||||
sound = MissileProjectileSound;
|
||||
|
||||
hasLight = true;
|
||||
lightRadius = 3.0;
|
||||
lightColor = "0.2 0.05 0";
|
||||
|
||||
useFlechette = true;
|
||||
flechetteDelayMs = 10;
|
||||
casingDeb = FlechetteDebris;
|
||||
|
||||
explodeOnWaterImpact = true;
|
||||
};
|
||||
|
||||
datablock ItemData(GrappleHook) {
|
||||
className = Weapon;
|
||||
catagory = "Spawn Items";
|
||||
shapeFile = "weapon_targeting.dts";
|
||||
image = GrappleHookImage;
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "a grapling hook";
|
||||
|
||||
computeCRC = true;
|
||||
|
||||
};
|
||||
|
||||
datablock ShapeBaseImageData(GrappleHookImage) {
|
||||
className = WeaponImage;
|
||||
|
||||
shapeFile = "weapon_targeting.dts";
|
||||
item = GrappleHook;
|
||||
offset = "0 0 0";
|
||||
|
||||
projectile = GrappleShot;
|
||||
projectileType = SeekerProjectile;
|
||||
|
||||
usesEnergy = true;
|
||||
minEnergy = 3;
|
||||
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateTimeoutValue[0] = 0.5;
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = ChaingunSwitchSound;
|
||||
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnLoaded[1] = "Ready";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "Fire";
|
||||
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Reload";
|
||||
stateTimeoutValue[3] = 0.5;
|
||||
stateFire[3] = true;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateSequence[3] = "Fire";
|
||||
stateScript[3] = "onFire";
|
||||
|
||||
stateName[4] = "Reload";
|
||||
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||||
stateTransitionOnTimeout[4] = "Ready";
|
||||
stateSound[4] = MortarReloadSound;
|
||||
stateEjectShell[4] = true;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateSequence[4] = "Reload";
|
||||
stateScript[4] = "onReload";
|
||||
|
||||
stateName[5] = "NoAmmo";
|
||||
stateTransitionOnAmmo[5] = "Reload";
|
||||
stateSequence[5] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[5] = "DryFire";
|
||||
|
||||
stateName[6] = "DryFire";
|
||||
stateTimeoutValue[6] = 0.3;
|
||||
stateSound[6] = ChaingunDryFireSound;
|
||||
stateTransitionOnTimeout[6] = "Ready";
|
||||
};
|
||||
|
||||
function GrappleHookImage::onFire(%data, %obj, %slot) {
|
||||
if($TWM::PlayingWarTower) {
|
||||
%obj.client.beamer = 0;
|
||||
if(isObject(%obj.beamproj)) {
|
||||
%obj.beamproj.schedule(100, "delete");
|
||||
}
|
||||
messageClient(%obj.client, 'MsgBeamerStatus', "\c5Cannot Grapple in this game mode.~wfx/weapons/ELF_underwater.wav");
|
||||
return;
|
||||
}
|
||||
if($TWM2::PlayingSabo) {
|
||||
if(%obj == Game.bomb.Carrier) {
|
||||
%obj.client.beamer = 0;
|
||||
if(isObject(%obj.beamproj)) {
|
||||
%obj.beamproj.schedule(100, "delete");
|
||||
}
|
||||
messageClient(%obj.client, 'MsgBeamerStatus', "\c5Cannot Grapple With The Bomb.~wfx/weapons/ELF_underwater.wav");
|
||||
return;
|
||||
}
|
||||
}
|
||||
if(%obj.client.beamer == 1) {
|
||||
%obj.client.beamer = 0;
|
||||
if(isObject(%obj.beamproj)) {
|
||||
%obj.beamproj.schedule(100, "delete");
|
||||
}
|
||||
messageClient(%obj.client, 'MsgBeamerStatus', '~wfx/weapons/ELF_underwater.wav');
|
||||
}
|
||||
else {
|
||||
%p = Parent::OnFire(%data, %obj, %slot);
|
||||
}
|
||||
}
|
||||
|
||||
function GrappleShot::onExplode(%data, %proj, %pos, %mod) {
|
||||
%obj = %proj.sourceObject;
|
||||
%continue = 0;
|
||||
if (%obj.client.beamer == 0 || %obj.client.beamer $= "") {
|
||||
%obj.client.beamer = 1;
|
||||
messageClient(%obj.client, 'MsgBeamerStatus', '~wfx/weapons/cg_metal2.wav');
|
||||
%theight = getTerrainHeight(%pos);
|
||||
%maxHeight = %tHeight + 75;
|
||||
if(getWord(%pos, 2) > %maxHeight) {
|
||||
%TargetSearchMask = $AllObjMask;
|
||||
InitContainerRadiusSearch(%pos, 1, %TargetSearchMask); //small distance
|
||||
while ((%potentialTarget = ContainerSearchNext()) != 0){
|
||||
if (%potentialTarget.getPosition() != %pos) {
|
||||
%continue = 1;
|
||||
}
|
||||
}
|
||||
if(!%continue) {
|
||||
messageClient(%obj.client, 'MsgBeamerStatus', '~wfx/weapons/ELF_underwater.wav');
|
||||
messageClient(%obj.client, 'MsgBeamerStatus', "Grapples cannot fire this high.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
beamerOn(%data, %obj, %pos);
|
||||
}
|
||||
}
|
||||
|
||||
//Functions By: Xenolith
|
||||
//Modified to suit my needs
|
||||
function beamerOn(%data, %obj, %hit) {
|
||||
%beamtime = 100;
|
||||
if(isObject(%obj.beamproj)) {
|
||||
%obj.beamproj.schedule(%beamtime, "delete");
|
||||
}
|
||||
if (%obj.client.beamer != 1) {
|
||||
return;
|
||||
}
|
||||
%obj.setHeat(1.0); //max out the heat signature
|
||||
%hitobj = getWord(%hit, 0);
|
||||
%hitpos = getWord(%hit, 0) @ " " @ getWord(%hit, 1) @ " " @ getWord(%hit, 2);
|
||||
|
||||
%xhit = getword(%hitpos, 0);
|
||||
%yhit = getword(%hitpos, 1);
|
||||
%zhit = getword(%hitpos, 2);
|
||||
%xobj = getword(%obj.position, 0);
|
||||
%yobj = getword(%obj.position, 1);
|
||||
%zobj = getword(%obj.position, 2);
|
||||
|
||||
%x = %xhit - %xobj;
|
||||
%y = %yhit - %yobj;
|
||||
%z = %zhit - %zobj;
|
||||
%displacement = %x @ " " @ %y @ " " @ %z;
|
||||
|
||||
%x = getword(%displacement, 0);
|
||||
%y = getword(%displacement, 1);
|
||||
%z = getword(%displacement, 2);
|
||||
|
||||
%distance = mSqrt(%x * %x + %y * %y + %z * %z);
|
||||
|
||||
%x = %x / %distance;
|
||||
%y = %y / %distance;
|
||||
%z = %z / %distance;
|
||||
%displacement = %x @ " " @ %y @ " " @ %z;
|
||||
|
||||
if (%distance < 5 || %obj.client.beamer == 0) {
|
||||
%obj.client.beamer = 0;
|
||||
messageClient(%obj.client, 'MsgBeamerStatus', '~wfx/weapons/ELF_underwater.wav');
|
||||
if(isObject(%obj.beamproj)) {
|
||||
%obj.beamproj.schedule(%beamtime, "delete");
|
||||
}
|
||||
%velocity = VectorScale(%displacement, 5);
|
||||
%obj.setVelocity(%velocity);
|
||||
return;
|
||||
}
|
||||
%z = %z + 0.25;
|
||||
%fix = %x @ " " @ %y @ " " @ %z;
|
||||
|
||||
if (%distance < 55) {
|
||||
%velocity = VectorScale(%fix, (%distance * 2));
|
||||
}
|
||||
else {
|
||||
%velocity = VectorScale(%fix, 110); //was 500
|
||||
}
|
||||
%obj.setVelocity(%velocity);
|
||||
|
||||
%muzzlePos = %obj.getMuzzlePoint(0);
|
||||
%obj.beamproj = new (TargetProjectile)() {
|
||||
dataBlock = GrappleRope;
|
||||
initialDirection = %displacement;
|
||||
initialPosition = %muzzlePos;
|
||||
damageFactor = 0;
|
||||
sourceSlot = 0; //%slot
|
||||
fadeTime = 0.2;
|
||||
};
|
||||
schedule(%beamtime, 0, "beamerOn", %data, %obj, %hit);
|
||||
}
|
||||
|
||||
function GrappleHookImage::onUnmount(%this, %obj, %slot) {
|
||||
Parent::onUnmount(%this, %obj, %slot);
|
||||
if(isObject(%obj.lastProjectile)) {
|
||||
%obj.lastProjectile.delete();
|
||||
}
|
||||
if(%obj.client.beamer == 1) {
|
||||
%obj.client.beamer = 0;
|
||||
if(isObject(%obj.beamproj)) {
|
||||
%obj.beamproj.schedule(100, "delete");
|
||||
}
|
||||
messageClient(%obj.client, 'MsgBeamerStatus', '~wfx/weapons/ELF_underwater.wav');
|
||||
}
|
||||
}
|
||||
163
scripts/weapons/Pistols/LD06Savager.cs
Normal file
163
scripts/weapons/Pistols/LD06Savager.cs
Normal file
|
|
@ -0,0 +1,163 @@
|
|||
datablock ItemData(LD06SavagerAmmo) {
|
||||
className = Ammo;
|
||||
catagory = "Ammo";
|
||||
shapeFile = "ammo_chaingun.dts";
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "some LD06Savager rounds";
|
||||
|
||||
computeCRC = true;
|
||||
|
||||
};
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Weapon
|
||||
//--------------------------------------
|
||||
datablock ShapeBaseImageData(LD06SavagerImage) {
|
||||
className = WeaponImage;
|
||||
shapeFile = "weapon_plasma.dts";
|
||||
item = LD06Savager;
|
||||
ammo = LD06SavagerAmmo;
|
||||
projectile = Wp400Pellet;
|
||||
projectileType = TracerProjectile;
|
||||
emap = true;
|
||||
mass = 20;
|
||||
|
||||
casing = ShellDebris;
|
||||
shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B
|
||||
shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
|
||||
shellExitVariance = 10.0;
|
||||
shellVelocity = 4.0;
|
||||
|
||||
//ClipStuff
|
||||
ClipName = "LD06SavagerClip";
|
||||
ClipPickupName["LD06SavagerClip"] = "some LD06Savager Clip Boxes";
|
||||
ShowsClipInHud = 0;
|
||||
ClipReloadTime = 5;
|
||||
ClipReturn = 10;
|
||||
InitialClips = 999;
|
||||
HellClipCount = 7;
|
||||
//
|
||||
HasChallenges = 1;
|
||||
ChallengeCt = 8;
|
||||
Challenge[1] = "LD06 Killer\t50\t100\tNone";
|
||||
Challenge[2] = "LD06 Expert\t100\t250\tNone";
|
||||
Challenge[3] = "LD06 Master\t250\t500\tNone";
|
||||
Challenge[4] = "LD06 God\t500\t1000\tSilencer";
|
||||
Challenge[5] = "LD06 Bronze Commendation\t1000\t10000\tNone";
|
||||
Challenge[6] = "LD06 Silver Commendation\t2500\t25000\tNone";
|
||||
Challenge[7] = "LD06 Gold Commendation\t5000\t50000\tNone";
|
||||
Challenge[8] = "LD06 Titan Commendation\t15000\t75000\tNone";
|
||||
Upgrade[1] = "Silencer";
|
||||
GunName = "LD06 Savager";
|
||||
|
||||
|
||||
MedalRequire = 1;
|
||||
|
||||
|
||||
projectileSpread = 10.0 / 1000.0;
|
||||
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateTimeoutValue[0] = 0.3;
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = ChaingunSwitchSound;
|
||||
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnLoaded[1] = "Ready";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "CheckWet";
|
||||
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Reload";
|
||||
stateTimeoutValue[3] = 0.0001;
|
||||
stateFire[3] = true;
|
||||
stateEjectShell[3] = true;
|
||||
stateRecoil[3] = LightRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateScript[3] = "onFire";
|
||||
stateSound[3] = SniperFireSound;
|
||||
|
||||
stateName[4] = "Reload";
|
||||
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||||
stateTransitionOnTimeout[4] = "Ready";
|
||||
stateTimeoutValue[4] = 0.6;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateSequence[4] = "Reload";
|
||||
|
||||
stateName[5] = "NoAmmo";
|
||||
stateTransitionOnAmmo[5] = "Reload";
|
||||
stateSequence[5] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[5] = "DryFire";
|
||||
|
||||
stateName[6] = "DryFire";
|
||||
stateSound[6] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[6] = 1.0;
|
||||
stateTransitionOnTimeout[6] = "NoAmmo";
|
||||
|
||||
stateName[7] = "WetFire";
|
||||
stateSound[7] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[7] = 1.0;
|
||||
stateTransitionOnTimeout[7] = "Ready";
|
||||
|
||||
stateName[8] = "CheckWet";
|
||||
stateTransitionOnWet[8] = "WetFire";
|
||||
stateTransitionOnNotWet[8] = "Fire";
|
||||
};
|
||||
|
||||
datablock ItemData(LD06Savager)
|
||||
{
|
||||
className = Weapon;
|
||||
catagory = "Spawn Items";
|
||||
shapeFile = "weapon_plasma.dts";
|
||||
image = LD06SavagerImage;
|
||||
mass = 1.0;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "a LD06Savager";
|
||||
|
||||
computeCRC = true;
|
||||
emap = true;
|
||||
};
|
||||
|
||||
function LD06SavagerImage::onMount(%this,%obj,%slot) {
|
||||
Parent::onMount(%this, %obj, %slot);
|
||||
}
|
||||
|
||||
function LD06SavagerImage::onFire(%data,%obj,%slot) {
|
||||
%obj.applyKick(-250);
|
||||
%obj.decInventory(%data.ammo,1);
|
||||
|
||||
serverPlay3D(ShotgunFireSound, %obj.getPosition());
|
||||
|
||||
%vector = %obj.getMuzzleVector(%slot);
|
||||
%mp = %obj.getMuzzlePoint(%slot);
|
||||
|
||||
for (%i=0; %i < 5; %i++) {
|
||||
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
|
||||
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
|
||||
%newvector = MatrixMulVector(%mat, %vector);
|
||||
|
||||
%p = new (%data.projectileType)() {
|
||||
dataBlock = %data.projectile;
|
||||
initialDirection = %newvector;
|
||||
initialPosition = %mp;
|
||||
sourceObject = %obj;
|
||||
damageFactor = 1;
|
||||
sourceSlot = %slot;
|
||||
};
|
||||
%p.WeaponImageSource = %data.getName();
|
||||
%p.ImageSource = "LD06SavagerImage";
|
||||
}
|
||||
if(%obj.inv[LD06SavagerAmmo] == 0) { //Added Phantom139, TWM2
|
||||
AttemptReload(%data, %obj, %slot);
|
||||
}
|
||||
}
|
||||
197
scripts/weapons/Pistols/M93.cs
Normal file
197
scripts/weapons/Pistols/M93.cs
Normal file
|
|
@ -0,0 +1,197 @@
|
|||
//--------------------------------------------------------------------------
|
||||
// Projectile
|
||||
//--------------------------------------------------------------------------
|
||||
|
||||
datablock TracerProjectileData(m93Bullet) {
|
||||
doDynamicClientHits = true;
|
||||
|
||||
directDamage = 0.22; // reduced .26
|
||||
directDamageType = $DamageType::m93;
|
||||
explosion = "ChaingunExplosion";
|
||||
splash = ChaingunSplash;
|
||||
HeadMultiplier = 1.5;
|
||||
LegsMultiplier = 0.5;
|
||||
|
||||
kickBackStrength = 5.0;
|
||||
sound = ChaingunProjectile;
|
||||
|
||||
ImageSource = "m93Image";
|
||||
|
||||
//dryVelocity = 425.0;
|
||||
dryVelocity = 2000.0; // z0dd - ZOD, 8-12-02. Was 425.0
|
||||
wetVelocity = 1750.0;
|
||||
velInheritFactor = 0.0;
|
||||
fizzleTimeMS = 3000;
|
||||
lifetimeMS = 3000;
|
||||
explodeOnDeath = false;
|
||||
reflectOnWaterImpactAngle = 0.0;
|
||||
explodeOnWaterImpact = false;
|
||||
deflectionOnWaterImpact = 0.0;
|
||||
fizzleUnderwaterMS = 3000;
|
||||
|
||||
tracerLength = 25.0;
|
||||
tracerAlpha = false;
|
||||
tracerMinPixels = 6;
|
||||
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
|
||||
tracerTex[0] = "special/tracer00";
|
||||
tracerTex[1] = "special/tracercross";
|
||||
tracerWidth = 0.09;
|
||||
crossSize = 0.20;
|
||||
crossViewAng = 0.990;
|
||||
renderCross = true;
|
||||
|
||||
decalData[0] = ChaingunDecal1;
|
||||
decalData[1] = ChaingunDecal2;
|
||||
decalData[2] = ChaingunDecal3;
|
||||
decalData[3] = ChaingunDecal4;
|
||||
decalData[4] = ChaingunDecal5;
|
||||
decalData[5] = ChaingunDecal6;
|
||||
};
|
||||
|
||||
datablock ItemData(m93Ammo)
|
||||
{
|
||||
className = Ammo;
|
||||
catagory = "Ammo";
|
||||
shapeFile = "ammo_chaingun.dts";
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "some .77mm bullets";
|
||||
|
||||
computeCRC = true;
|
||||
|
||||
};
|
||||
|
||||
datablock ItemData(m93) {
|
||||
className = Weapon;
|
||||
catagory = "Spawn Items";
|
||||
shapeFile = "weapon_energy_vehicle.dts";
|
||||
image = m93Image;
|
||||
mass = 2;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "a m93 Pistol";
|
||||
};
|
||||
|
||||
datablock ShapeBaseImageData(m93Image)
|
||||
{
|
||||
className = WeaponImage;
|
||||
shapeFile = "weapon_energy_vehicle.dts";
|
||||
item = m93;
|
||||
offset = "0 0 0";
|
||||
rotation = "0 1 0 180";
|
||||
mass = 4;
|
||||
|
||||
ammo = m93Ammo;
|
||||
|
||||
projectile = m93bullet;
|
||||
projectileType = tracerProjectile;
|
||||
projectileSpread = 6.0 / 1000.0;
|
||||
|
||||
//ClipStuff
|
||||
ClipName = "m93Clip";
|
||||
ClipPickupName["m93Clip"] = "Some .77MM Clips";
|
||||
ShowsClipInHud = 0;
|
||||
ClipReloadTime = 4;
|
||||
ClipReturn = 15;
|
||||
InitialClips = 950;
|
||||
HellClipCount = 10;
|
||||
//
|
||||
|
||||
RankRequire = $TWM2::RankRequire["ALSWP"];
|
||||
PrestigeRequire = 2;
|
||||
|
||||
//Challenges
|
||||
HasChallenges = 1;
|
||||
ChallengeCt = 9;
|
||||
Challenge[1] = "m93 Novice\t25\t100\tNone";
|
||||
Challenge[2] = "m93 Hunter\t50\t150\tGrip";
|
||||
Challenge[3] = "m93 Expert\t100\t250\tLaser";
|
||||
Challenge[4] = "m93 Master\t250\t500\tSilencer";
|
||||
Challenge[5] = "m93 God\t500\t1000\tHSBullets";
|
||||
Challenge[6] = "m93 Bronze Commendation\t1000\t10000\tNone";
|
||||
Challenge[7] = "m93 Silver Commendation\t2500\t25000\tNone";
|
||||
Challenge[8] = "m93 Gold Commendation\t5000\t50000\tNone";
|
||||
Challenge[9] = "m93 Titan Commendation\t15000\t75000\tNone";
|
||||
Upgrade[1] = "Grip";
|
||||
Upgrade[2] = "Laser";
|
||||
Upgrade[3] = "Silencer";
|
||||
Upgrade[4] = "HSBullets";
|
||||
GunName = "M93 Pistol";
|
||||
//
|
||||
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateTimeoutValue[0] = 0.5;
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = PlasmaSwitchSound;
|
||||
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnLoaded[1] = "Ready";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "Fire";
|
||||
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Fire2";
|
||||
stateTimeoutValue[3] = 0.1;
|
||||
stateFire[3] = true;
|
||||
stateRecoil[3] = LightRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateScript[3] = "onFire";
|
||||
stateEmitterTime[3] = 0.1;
|
||||
|
||||
stateName[4] = "Fire2";
|
||||
stateTransitionOnTimeout[4] = "Fire3";
|
||||
stateTimeoutValue[4] = 0.1;
|
||||
stateFire[4] = true;
|
||||
stateRecoil[4] = LightRecoil;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateScript[4] = "onFire";
|
||||
stateEmitterTime[4] = 0.1;
|
||||
|
||||
stateName[5] = "Fire3";
|
||||
stateTransitionOnTimeout[5] = "Reload";
|
||||
stateTimeoutValue[5] = 0.1;
|
||||
stateFire[5] = true;
|
||||
stateRecoil[5] = LightRecoil;
|
||||
stateAllowImageChange[5] = false;
|
||||
stateScript[5] = "onFire";
|
||||
stateEmitterTime[5] = 0.1;
|
||||
//stateSound[3] = PistolFireSound;
|
||||
|
||||
stateName[6] = "Reload";
|
||||
stateTransitionOnNoAmmo[6] = "NoAmmo";
|
||||
stateTransitionOnTimeout[6] = "Ready";
|
||||
stateTimeoutValue[6] = 0.1;
|
||||
stateAllowImageChange[6] = false;
|
||||
stateSequence[6] = "Reload";
|
||||
|
||||
stateName[7] = "NoAmmo";
|
||||
stateTransitionOnAmmo[7] = "Reload";
|
||||
stateSequence[7] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[7] = "DryFire";
|
||||
|
||||
stateName[8] = "DryFire";
|
||||
stateSound[8] = ChaingunDryFireSound;
|
||||
stateTimeoutValue[8] = 1.5;
|
||||
stateTransitionOnTimeout[8] = "NoAmmo";
|
||||
};
|
||||
|
||||
function m93Image::onMount(%this,%obj,%slot) {
|
||||
Parent::onMount(%this, %obj, %slot);
|
||||
}
|
||||
|
||||
function m93Image::onFire(%data, %obj, %slot) {
|
||||
%p = Parent::onFire(%data, %obj, %slot);
|
||||
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
|
||||
//zero sound :p
|
||||
}
|
||||
else {
|
||||
ServerPlay3d(PistolFireSound, %obj.getPosition());
|
||||
}
|
||||
}
|
||||
247
scripts/weapons/Pistols/PulsePhaser.cs
Normal file
247
scripts/weapons/Pistols/PulsePhaser.cs
Normal file
|
|
@ -0,0 +1,247 @@
|
|||
// Pulse Phaser Weapon
|
||||
datablock AudioProfile(PPWFireSound)
|
||||
{
|
||||
filename = "fx/powered/turret_outdoor_fire.wav";
|
||||
description = AudioDefault3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock LinearFlareProjectileData(phaserBolt) {
|
||||
directDamage = 0.2; //reduced 0.45
|
||||
directDamageType = $DamageType::Phaser;
|
||||
explosion = "BlasterExplosion";
|
||||
kickBackStrength = 0.0;
|
||||
|
||||
dryVelocity = 120.0;
|
||||
wetVelocity = 40.0;
|
||||
velInheritFactor = 0.5;
|
||||
fizzleTimeMS = 2000;
|
||||
lifetimeMS = 3000;
|
||||
explodeOnDeath = false;
|
||||
reflectOnWaterImpactAngle = 0.0;
|
||||
explodeOnWaterImpact = false;
|
||||
deflectionOnWaterImpact = 0.0;
|
||||
fizzleUnderwaterMS = 3000;
|
||||
|
||||
ImageSource = "PulsePhaserImage";
|
||||
|
||||
numFlares = 20;
|
||||
size = 0.10;
|
||||
flareColor = "0 1 0";
|
||||
flareModTexture = "flaremod";
|
||||
flareBaseTexture = "flarebase";
|
||||
|
||||
sound = BlasterProjectileSound;
|
||||
|
||||
hasLight = true;
|
||||
lightRadius = 3.0;
|
||||
lightColor = "1 1 1";
|
||||
};
|
||||
|
||||
datablock LinearFlareProjectileData(TrevorPhaserBolt) {
|
||||
directDamage = 0.21; //reduced .485
|
||||
directDamageType = $DamageType::Phaser;
|
||||
explosion = "BlasterExplosion";
|
||||
kickBackStrength = 0.0;
|
||||
|
||||
dryVelocity = 120.0;
|
||||
wetVelocity = 40.0;
|
||||
velInheritFactor = 0.5;
|
||||
fizzleTimeMS = 2000;
|
||||
lifetimeMS = 3000;
|
||||
explodeOnDeath = false;
|
||||
reflectOnWaterImpactAngle = 0.0;
|
||||
explodeOnWaterImpact = false;
|
||||
deflectionOnWaterImpact = 0.0;
|
||||
fizzleUnderwaterMS = 3000;
|
||||
|
||||
ImageSource = "PulsePhaserImage";
|
||||
|
||||
numFlares = 20;
|
||||
size = 0.10;
|
||||
flareColor = "0.5 0.1 0.9";
|
||||
flareModTexture = "flaremod";
|
||||
flareBaseTexture = "flarebase";
|
||||
|
||||
sound = BlasterProjectileSound;
|
||||
|
||||
hasLight = true;
|
||||
lightRadius = 3.0;
|
||||
lightColor = "1 1 1";
|
||||
};
|
||||
|
||||
datablock ShapeBaseImageData(PulsePhaserImage) {
|
||||
className = WeaponImage;
|
||||
shapeFile = "weapon_energy.dts";
|
||||
item = PulsePhaser;
|
||||
projectile = phaserBolt;
|
||||
projectileType = LinearFlareProjectile;
|
||||
|
||||
HasChallenges = 1;
|
||||
ChallengeCt = 10;
|
||||
Challenge[1] = "Phaser Killer\t50\t100\tNone";
|
||||
Challenge[2] = "Phaser Hunter\t150\t250\tNone";
|
||||
Challenge[3] = "Phaser Expert\t250\t500\tLaser";
|
||||
Challenge[4] = "Phaser Master\t500\t1000\tTriple Burst";
|
||||
Challenge[5] = "Phaser God\t1000\t2000\tShotgun";
|
||||
Challenge[6] = "Phaser Legend\t1500\t5000\tPhaser Blades";
|
||||
Challenge[7] = "Phaser Bronze Commendation\t3000\t10000\tNone";
|
||||
Challenge[8] = "Phaser Silver Commendation\t6000\t25000\tNone";
|
||||
Challenge[9] = "Phaser Gold Commendation\t12500\t50000\tNone";
|
||||
Challenge[10] = "Phaser Titan Commendation\t35000\t75000\tNone";
|
||||
Upgrade[1] = "Laser";
|
||||
Upgrade[2] = "Triple Burst";
|
||||
Upgrade[3] = "Shotgun";
|
||||
Upgrade[4] = "Phaser Blades";
|
||||
GunName = "ES-77 Pulse Phaser";
|
||||
|
||||
RankRequire = $TWM2::RankRequire["PulsePhaser"];
|
||||
|
||||
usesEnergy = true;
|
||||
fireEnergy = 4;
|
||||
minEnergy = 4;
|
||||
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateTimeoutValue[0] = 0.5;
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = BlasterSwitchSound;
|
||||
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnLoaded[1] = "Ready";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "Fire";
|
||||
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Reload";
|
||||
stateTimeoutValue[3] = 0.3;
|
||||
stateFire[3] = true;
|
||||
stateRecoil[3] = NoRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateSequence[3] = "Fire";
|
||||
stateSound[3] = PPWFireSound;
|
||||
stateScript[3] = "onFire";
|
||||
|
||||
stateName[4] = "Reload";
|
||||
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||||
stateTransitionOnTimeout[4] = "Ready";
|
||||
stateAllowImageChange[4] = false;
|
||||
stateSequence[4] = "Reload";
|
||||
|
||||
stateName[5] = "NoAmmo";
|
||||
stateTransitionOnAmmo[5] = "Reload";
|
||||
stateSequence[5] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[5] = "DryFire";
|
||||
|
||||
stateName[6] = "DryFire";
|
||||
stateTimeoutValue[6] = 0.3;
|
||||
stateSound[6] = BlasterDryFireSound;
|
||||
stateTransitionOnTimeout[6] = "Ready";
|
||||
};
|
||||
|
||||
datablock ItemData(PulsePhaser) {
|
||||
className = Weapon;
|
||||
catagory = "Spawn Items";
|
||||
shapeFile = "weapon_energy.dts";
|
||||
image = PulsePhaserImage;
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "a Pulse Phaser";
|
||||
};
|
||||
|
||||
datablock ShapeBaseImageData(Phaser2Image) : PulsePhaserImage {
|
||||
shapeFile = "weapon_ELF.dts";
|
||||
offset = "0 0.3 0.2";
|
||||
rotation = "0 1 0 180";
|
||||
};
|
||||
|
||||
datablock ShapeBaseImageData(Phaser3Image) : PulsePhaserImage {
|
||||
shapeFile = "weapon_ELF.dts";
|
||||
offset = "0 .5 0";
|
||||
};
|
||||
|
||||
function PulsePhaserImage::onMount(%this, %obj, %slot) {
|
||||
Parent::onMount(%this, %obj, %slot);
|
||||
if(%obj.client.UpgradeOn("Phaser Blades", %this.getName())) {
|
||||
%obj.mountImage(Phaser2Image, 5);
|
||||
%obj.mountImage(Phaser3Image, 6);
|
||||
}
|
||||
}
|
||||
|
||||
function PulsePhaserImage::onUnmount(%this,%obj,%slot) {
|
||||
%obj.unmountImage(5);
|
||||
%obj.unmountImage(6);
|
||||
Parent::onUnmount(%this, %obj, %slot);
|
||||
}
|
||||
|
||||
|
||||
function PulsePhaserImage::onFire(%data,%obj,%slot) {
|
||||
if(%obj.cannotFire) {
|
||||
return;
|
||||
}
|
||||
%vector = %obj.getMuzzleVector(%slot);
|
||||
%mp = %obj.getMuzzlePoint(%slot);
|
||||
if(%obj.client.UpgradeOn("Triple Burst", %data.getName())) {
|
||||
%p1 = Parent::OnFire(%data, %obj, %slot);
|
||||
|
||||
%p2 = Schedule(100, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
|
||||
vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector, %obj);
|
||||
%p2.WeaponImageSource = "PulsePhaserImage";
|
||||
schedule(100, 0, "ServerPlay3D", "PPWFireSound", %obj.getPosition());
|
||||
|
||||
%p3 = Schedule(250, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
|
||||
vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector, %obj);
|
||||
%p3.WeaponImageSource = "PulsePhaserImage";
|
||||
schedule(250, 0, "ServerPlay3D", "PPWFireSound", %obj.getPosition());
|
||||
|
||||
ResetFireRestrict(%obj, 1);
|
||||
schedule(1350, 0, "ResetFireRestrict", %obj, 0);
|
||||
}
|
||||
else if(%obj.client.UpgradeOn("Shotgun", %data.getName())) {
|
||||
for (%i=0; %i < 3; %i++) {
|
||||
%x = (getRandom() - 0.5) * 2 * 3.1415926 * (11/1000);
|
||||
%y = (getRandom() - 0.5) * 2 * 3.1415926 * (11/1000);
|
||||
%z = (getRandom() - 0.5) * 2 * 3.1415926 * (11/1000);
|
||||
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
|
||||
%newvector = MatrixMulVector(%mat, %vector);
|
||||
|
||||
%p = new (%data.projectileType)() {
|
||||
dataBlock = %data.projectile;
|
||||
initialDirection = %newvector;
|
||||
initialPosition = %mp;
|
||||
sourceObject = %obj;
|
||||
damageFactor = 1;
|
||||
sourceSlot = %slot;
|
||||
};
|
||||
|
||||
%p.WeaponImageSource = "PulsePhaserImage";
|
||||
}
|
||||
ResetFireRestrict(%obj, 1);
|
||||
schedule(1200, 0, "ResetFireRestrict", %obj, 0);
|
||||
}
|
||||
else if(%obj.client.UpgradeOn("Phaser Blades", %data.getName())) {
|
||||
serverPlay3D("BomberTurretFireSound", %obj.getPosition());
|
||||
%p = new (%data.projectileType)() {
|
||||
dataBlock = TrevorPhaserBolt;
|
||||
initialDirection = %vector;
|
||||
initialPosition = %mp;
|
||||
sourceObject = %obj;
|
||||
damageFactor = 1;
|
||||
sourceSlot = %slot;
|
||||
};
|
||||
|
||||
%p.WeaponImageSource = "PulsePhaserImage";
|
||||
}
|
||||
else {
|
||||
%p = Parent::OnFire(%data,%obj,%slot);
|
||||
}
|
||||
}
|
||||
|
||||
function ResetFireRestrict(%plyr, %onOff) {
|
||||
%plyr.cannotFire = %onOff;
|
||||
}
|
||||
286
scripts/weapons/Pistols/shocklance.cs
Normal file
286
scripts/weapons/Pistols/shocklance.cs
Normal file
|
|
@ -0,0 +1,286 @@
|
|||
//--------------------------------------------------------------------------
|
||||
// Shock Lance
|
||||
//
|
||||
//
|
||||
//--------------------------------------------------------------------------
|
||||
datablock AudioProfile(ShockLanceSwitchSound)
|
||||
{
|
||||
filename = "fx/weapons/shocklance_activate.wav";
|
||||
description = AudioClosest3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Explosion
|
||||
//--------------------------------------
|
||||
datablock AudioProfile(ShockLanceHitSound)
|
||||
{
|
||||
filename = "fx/weapons/shocklance_fire.WAV";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock AudioProfile(ShockLanceReloadSound)
|
||||
{
|
||||
filename = "fx/weapons/shocklance_reload.WAV";
|
||||
description = AudioClosest3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock AudioProfile(ShockLanceDryFireSound)
|
||||
{
|
||||
filename = "fx/weapons/shocklance_dryfire.WAV";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock AudioProfile(ShockLanceMissSound)
|
||||
{
|
||||
filename = "fx/weapons/shocklance_miss.WAV";
|
||||
description = AudioExplosion3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Particle data
|
||||
//--------------------------------------------------------------------------
|
||||
datablock ParticleData(ShockParticle)
|
||||
{
|
||||
dragCoeffiecient = 0.0;
|
||||
gravityCoefficient = -0.0;
|
||||
inheritedVelFactor = 0.0;
|
||||
|
||||
lifetimeMS = 1000;
|
||||
lifetimeVarianceMS = 0;
|
||||
|
||||
textureName = "particleTest";
|
||||
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -100.0;
|
||||
spinRandomMax = 100.0;
|
||||
|
||||
numParts = 50;
|
||||
|
||||
animateTexture = true;
|
||||
framesPerSec = 26;
|
||||
|
||||
animTexName[00] = "special/Explosion/exp_0002";
|
||||
animTexName[01] = "special/Explosion/exp_0004";
|
||||
animTexName[02] = "special/Explosion/exp_0006";
|
||||
animTexName[03] = "special/Explosion/exp_0008";
|
||||
animTexName[04] = "special/Explosion/exp_0010";
|
||||
animTexName[05] = "special/Explosion/exp_0012";
|
||||
animTexName[06] = "special/Explosion/exp_0014";
|
||||
animTexName[07] = "special/Explosion/exp_0016";
|
||||
animTexName[08] = "special/Explosion/exp_0018";
|
||||
animTexName[09] = "special/Explosion/exp_0020";
|
||||
animTexName[10] = "special/Explosion/exp_0022";
|
||||
animTexName[11] = "special/Explosion/exp_0024";
|
||||
animTexName[12] = "special/Explosion/exp_0026";
|
||||
animTexName[13] = "special/Explosion/exp_0028";
|
||||
animTexName[14] = "special/Explosion/exp_0030";
|
||||
animTexName[15] = "special/Explosion/exp_0032";
|
||||
animTexName[16] = "special/Explosion/exp_0034";
|
||||
animTexName[17] = "special/Explosion/exp_0036";
|
||||
animTexName[18] = "special/Explosion/exp_0038";
|
||||
animTexName[19] = "special/Explosion/exp_0040";
|
||||
animTexName[20] = "special/Explosion/exp_0042";
|
||||
animTexName[21] = "special/Explosion/exp_0044";
|
||||
animTexName[22] = "special/Explosion/exp_0046";
|
||||
animTexName[23] = "special/Explosion/exp_0048";
|
||||
animTexName[24] = "special/Explosion/exp_0050";
|
||||
animTexName[25] = "special/Explosion/exp_0052";
|
||||
|
||||
|
||||
colors[0] = "0.5 0.5 1.0 1.0";
|
||||
colors[1] = "0.5 0.5 1.0 0.5";
|
||||
colors[2] = "0.25 0.25 1.0 0.0";
|
||||
sizes[0] = 0.5;
|
||||
sizes[1] = 0.5;
|
||||
sizes[2] = 0.5;
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(ShockParticleEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 1;
|
||||
periodVarianceMS = 0;
|
||||
|
||||
ejectionVelocity = 0.25;
|
||||
velocityVariance = 0.0;
|
||||
|
||||
thetaMin = 0.0;
|
||||
thetaMax = 30.0;
|
||||
|
||||
particles = "ShockParticle";
|
||||
};
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Shockwave
|
||||
//--------------------------------------------------------------------------
|
||||
datablock ShockwaveData( ShocklanceHit )
|
||||
{
|
||||
width = 0.5;
|
||||
numSegments = 20;
|
||||
numVertSegments = 1;
|
||||
velocity = 0.25;
|
||||
acceleration = 1.0;
|
||||
lifetimeMS = 600;
|
||||
height = 0.1;
|
||||
verticalCurve = 0.5;
|
||||
|
||||
mapToTerrain = false;
|
||||
renderBottom = false;
|
||||
orientToNormal = true;
|
||||
|
||||
texture[0] = "special/shocklanceHit";
|
||||
texture[1] = "special/gradient";
|
||||
texWrap = 3.0;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
|
||||
colors[0] = "1.0 1.0 1.0 1.0";
|
||||
colors[1] = "1.0 1.0 1.0 0.5";
|
||||
colors[2] = "1.0 1.0 1.0 0.0";
|
||||
};
|
||||
|
||||
|
||||
//--------------------------------------
|
||||
// Projectile
|
||||
//--------------------------------------
|
||||
datablock ShockLanceProjectileData(BasicShocker)
|
||||
{
|
||||
directDamage = 0.45;
|
||||
radiusDamageType = $DamageType::ShockLance;
|
||||
kickBackStrength = 2600; // z0dd - ZOD, 3/30/02. More lance kick. was 2500
|
||||
velInheritFactor = 0;
|
||||
sound = "";
|
||||
|
||||
zapDuration = 1.0;
|
||||
impulse = 1800;
|
||||
boltLength = 16.0; // z0dd - ZOD, 3/30/02. was 14.0
|
||||
extension = 16.0; // script variable indicating distance you can shock people from. // z0dd - ZOD, 3/30/02. Was 14.0
|
||||
lightningFreq = 25.0;
|
||||
lightningDensity = 3.0;
|
||||
lightningAmp = 0.25;
|
||||
lightningWidth = 0.05;
|
||||
|
||||
ImageSource = "ShockLanceImage";
|
||||
|
||||
shockwave = ShocklanceHit;
|
||||
|
||||
boltSpeed[0] = 2.0;
|
||||
boltSpeed[1] = -0.5;
|
||||
|
||||
texWrap[0] = 1.5;
|
||||
texWrap[1] = 1.5;
|
||||
|
||||
startWidth[0] = 0.3;
|
||||
endWidth[0] = 0.6;
|
||||
startWidth[1] = 0.3;
|
||||
endWidth[1] = 0.6;
|
||||
|
||||
texture[0] = "special/shockLightning01";
|
||||
texture[1] = "special/shockLightning02";
|
||||
texture[2] = "special/shockLightning03";
|
||||
texture[3] = "special/ELFBeam";
|
||||
|
||||
emitter[0] = ShockParticleEmitter;
|
||||
};
|
||||
|
||||
|
||||
//--------------------------------------
|
||||
// Rifle and item...
|
||||
//--------------------------------------
|
||||
datablock ItemData(ShockLance)
|
||||
{
|
||||
className = Weapon;
|
||||
catagory = "Spawn Items";
|
||||
shapeFile = "weapon_shocklance.dts";
|
||||
image = ShockLanceImage;
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 2;
|
||||
pickUpName = "a shocklance";
|
||||
|
||||
computeCRC = true;
|
||||
emap = true;
|
||||
};
|
||||
|
||||
datablock ShapeBaseImageData(ShockLanceImage)
|
||||
{
|
||||
classname = WeaponImage;
|
||||
shapeFile = "weapon_shocklance.dts";
|
||||
item = ShockLance;
|
||||
offset = "0 0 0";
|
||||
emap = true;
|
||||
|
||||
projectile = BasicShocker;
|
||||
|
||||
RankRequire = 0;
|
||||
|
||||
HasChallenges = 1;
|
||||
ChallengeCt = 7;
|
||||
Challenge[1] = "Shocklance Expert\t50\t100\tNone";
|
||||
Challenge[2] = "Shocklance Master\t500\t1000\tNone";
|
||||
Challenge[3] = "Shocklance God\t1000\t2000\tNone";
|
||||
Challenge[4] = "Shocklance Bronze Commendation\t2500\t10000\tNone";
|
||||
Challenge[5] = "Shocklance Silver Commendation\t5000\t25000\tNone";
|
||||
Challenge[6] = "Shocklance Gold Commendation\t10000\t50000\tNone";
|
||||
Challenge[7] = "Shocklance Titan Commendation\t25000\t75000\tNone";
|
||||
GunName = "X-81 Shocklance";
|
||||
|
||||
usesEnergy = true;
|
||||
missEnergy = 0;
|
||||
hitEnergy = 3; // z0dd - ZOD, 8/20/02. Was 15.
|
||||
minEnergy = 3; // z0dd - ZOD, 8/20/02. Was 15. // needs to change to be datablock's energy drain for a hit
|
||||
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateSound[0] = ShockLanceSwitchSound;
|
||||
stateTimeoutValue[0] = 0.5;
|
||||
stateSequence[0] = "Activate";
|
||||
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnLoaded[1] = "Ready";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "CheckWet";
|
||||
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Reload";
|
||||
stateTimeoutValue[3] = 0.5;
|
||||
stateFire[3] = true;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateSequence[3] = "Fire";
|
||||
stateScript[3] = "onFire";
|
||||
stateSound[3] = ShockLanceDryFireSound;
|
||||
|
||||
stateName[4] = "Reload";
|
||||
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||||
stateTransitionOnTimeout[4] = "Ready";
|
||||
stateTimeoutValue[4] = 2.0;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateSequence[4] = "Reload";
|
||||
stateSound[4] = ShockLanceReloadSound;
|
||||
|
||||
stateName[5] = "NoAmmo";
|
||||
stateTransitionOnAmmo[5] = "Ready";
|
||||
|
||||
stateName[6] = "DryFire";
|
||||
stateSound[6] = ShockLanceDryFireSound;
|
||||
stateTimeoutValue[6] = 1.0;
|
||||
stateTransitionOnTimeout[6] = "Ready";
|
||||
|
||||
stateName[7] = "CheckWet";
|
||||
stateTransitionOnWet[7] = "DryFire";
|
||||
stateTransitionOnNotWet[7] = "Fire";
|
||||
};
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue