Initial Commit

This commit is contained in:
Robert Fritzen 2014-02-26 13:54:04 -06:00
commit bd51490b14
316 changed files with 150033 additions and 0 deletions

View file

@ -0,0 +1,210 @@
datablock AudioProfile(ALSWPFireSound) {
filename = "fx/weapons/cg_hard1.wav";
description = AudioDefault3d;
preload = true;
};
datablock TracerProjectileData(ALSWPBullet){
doDynamicClientHits = true;
directDamage = 0.5;
directDamageType = $DamageType::ALSWP;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.35;
HeadShotKill = 0;
ImageSource = "ALSWPSniperRifleImage";
kickBackStrength = 15.0;
sound = ChaingunProjectile;
dryVelocity = 3000.0;
wetVelocity = 2000.0;
velInheritFactor = 1.0;
fizzleTimeMS = 1000;
lifetimeMS = 1000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 20.0;
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(ALSWPSniperRifleAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "Some ALSWP Sniper Rifle Ammo";
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(ALSWPSniperRifleImage) {
className = WeaponImage;
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";
//
RankRequire = $TWM2::RankRequire["ALSWP"];
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
//stateSound[3] = "ALSWPFireSound";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.6;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
};
datablock ItemData(ALSWPSniperRifle)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = ALSWPSniperRifleImage;
mass = 1.0;
elasticity = 0.0;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a ALSWP Sniper Rifle";
computeCRC = true;
emap = true;
};
function ALSWPSniperRifleImage::onMount(%this,%obj,%slot) {
if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1);
%obj.throwweapon(0);
}
Parent::onMount(%this, %obj, %slot);
}
function ALSWPSniperRifleImage::onUnmount(%this,%obj,%slot) {
Parent::onUnmount(%this, %obj, %slot);
}
function ALSWPSniperRifleImage::onFire(%data, %obj, %slot) {
if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1);
%obj.throwweapon(0);
}
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(ALSWPFireSound, %obj.getPosition());
}
}

View file

@ -0,0 +1,225 @@
datablock AudioProfile(G17FireSound) {
filename = "fx/weapons/cg_metal4.wav";
description = AudioDefault3d;
preload = true;
};
datablock TracerProjectileData(G17Bullet){
doDynamicClientHits = true;
directDamage = 0.25;
directDamageType = $DamageType::G17;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.35;
HeadShotKill = 1;
ImageSource = "G17SniperRifleImage";
kickBackStrength = 15.0;
sound = ChaingunProjectile;
dryVelocity = 3000.0;
wetVelocity = 2000.0;
velInheritFactor = 1.0;
fizzleTimeMS = 1000;
lifetimeMS = 1000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 20.0;
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(G17SniperRifleAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "Some G17 Sniper Rifle Ammo";
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(G17SniperRifleImage) {
className = WeaponImage;
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";
//
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";
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] = "CheckWet";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
//stateSound[3] = "G17FireSound";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 1.1;
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] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
};
datablock ItemData(G17SniperRifle)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = G17SniperRifleImage;
mass = 1.0;
elasticity = 0.0;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a G17 Sniper Rifle";
computeCRC = true;
emap = true;
};
//Two images make the scope
datablock ShapeBaseImageData(G17ScopeImage) : G17SniperRifleImage {
shapeFile = "turret_belly_barrell.dts";
offset = "0 0.25 0.25";
rotation = "1 0 0 180";
};
datablock ShapeBaseImageData(G17ScopeImage2) : G17SniperRifleImage {
shapeFile = "turret_belly_barrell.dts";
offset = "0 0.3 0.25";
rotation = "1 0 0 0";
};
function G17SniperRifleImage::onMount(%this,%obj,%slot) {
if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1);
%obj.throwweapon(0);
}
Parent::onMount(%this, %obj, %slot);
%obj.mountImage(G17ScopeImage, 5);
%obj.mountImage(G17ScopeImage2, 6);
}
function G17SniperRifleImage::onUnmount(%this,%obj,%slot) {
Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(5);
%obj.unmountImage(6);
}
function G17SniperRifleImage::onFire(%data, %obj, %slot) {
if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1);
%obj.throwweapon(0);
}
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(G17FireSound, %obj.getPosition());
}
}

View file

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

View file

@ -0,0 +1,227 @@
datablock AudioProfile(M1FireSound) {
filename = "fx/weapons/cg_metal2.wav";
description = AudioDefault3d;
preload = true;
};
datablock TracerProjectileData(M1Bullet){
doDynamicClientHits = true;
directDamage = 0.3;
directDamageType = $DamageType::M1;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.35;
HeadShotKill = 1;
ImageSource = "M1SniperRifleImage";
kickBackStrength = 15.0;
sound = ChaingunProjectile;
dryVelocity = 3000.0;
wetVelocity = 2000.0;
velInheritFactor = 1.0;
fizzleTimeMS = 1000;
lifetimeMS = 1000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 20.0;
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(M1SniperRifleAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "Some M1 Sniper Rifle Ammo";
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(M1SniperRifleImage) {
className = WeaponImage;
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 = 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";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
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] = "CheckWet";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
//stateSound[3] = "M1FireSound";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 1.1;
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] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
};
datablock ItemData(M1SniperRifle)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = M1SniperRifleImage;
mass = 1.0;
elasticity = 0.0;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a M1 Sniper Rifle";
computeCRC = true;
emap = true;
};
//Two images make the scope
datablock ShapeBaseImageData(M1ScopeImage) : M1SniperRifleImage {
shapeFile = "turret_belly_barrell.dts";
offset = "0 0.25 0.25";
rotation = "1 0 0 180";
};
datablock ShapeBaseImageData(M1ScopeImage2) : M1SniperRifleImage {
shapeFile = "turret_belly_barrell.dts";
offset = "0 0.3 0.25";
rotation = "1 0 0 0";
};
function M1SniperRifleImage::onMount(%this,%obj,%slot) {
if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1);
%obj.throwweapon(0);
}
Parent::onMount(%this, %obj, %slot);
%obj.mountImage(M1ScopeImage, 5);
%obj.mountImage(M1ScopeImage2, 6);
}
function M1SniperRifleImage::onUnmount(%this,%obj,%slot) {
Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(5);
%obj.unmountImage(6);
}
function M1SniperRifleImage::onFire(%data, %obj, %slot) {
if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1);
%obj.throwweapon(0);
}
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(M1FireSound, %obj.getPosition());
}
}

View file

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

View file

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

View file

@ -0,0 +1,268 @@
datablock AudioProfile(R700FireSound) {
filename = "fx/weapons/cg_metal3.wav";
description = AudioDefault3d;
preload = true;
};
datablock ParticleData(R700SmokeParticle)
{
dragCoeffiecient = 0.0;
gravityCoefficient = -0.02;
inheritedVelFactor = 0.1;
lifetimeMS = 1200;
lifetimeVarianceMS = 100;
textureName = "particleTest";
useInvAlpha = false;
spinRandomMin = -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;
};
datablock ParticleEmitterData(R700SmokeEmitter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 0;
ejectionVelocity = 1.5;
velocityVariance = 0.3;
thetaMin = 0.0;
thetaMax = 50.0;
particles = "R700SmokeParticle";
};
datablock LinearFlareProjectileData(R700Bullet)
{
projectileShapeName = "weapon_missile_projectile.dts";
scale = "1.0 1.0 1.0";
faceViewer = true;
directDamage = 0.62;
kickBackStrength = 6400;
radiusDamageType = $DamageType::R700;
HeadMultiplier = 1.5;
LegsMultiplier = 0.35;
HeadShotKill = 1;
ImageSource = "R700SniperRifleImage";
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
baseEmitter = R700SmokeEmitter;
dryVelocity = 2000.0;
wetVelocity = 2000.0;
velInheritFactor = 1.0;
fizzleTimeMS = 1000;
lifetimeMS = 1000;
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)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "Some R700 Sniper Rifle Ammo";
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(R700SniperRifleImage) {
className = WeaponImage;
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";
//
RankRequire = $TWM2::RankRequire["R700"];
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";
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] = "CheckWet";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
//stateSound[3] = "R700FireSound";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 1.2;
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] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
};
datablock ItemData(R700SniperRifle)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = R700SniperRifleImage;
mass = 1.0;
elasticity = 0.0;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a R700 Sniper Rifle";
computeCRC = true;
emap = true;
};
datablock ShapeBaseImageData(R700ScopeImage) {
className = WeaponImage;
shapeFile = "weapon_targeting.dts";
offset = "0.0 1.0 0.4";
rotation = "180 0 0 90";
ammo = R700SniperRifleAmmo;
armThread = looksn;
emap = true;
};
function R700SniperRifleImage::onMount(%this,%obj,%slot) {
if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1);
%obj.throwweapon(0);
}
Parent::onMount(%this, %obj, %slot);
%obj.mountImage(R700ScopeImage, 5);
}
function R700SniperRifleImage::onUnmount(%this,%obj,%slot) {
Parent::onUnmount(%this, %obj, %slot);
%obj.unmountImage(5);
}
function R700SniperRifleImage::onFire(%data, %obj, %slot) {
if(!$TWM2::AllowSnipers) {
bottomPrint(%obj.client, "The host has disabled sniper weapons.", 2, 2);
%obj.throwweapon(1);
%obj.throwweapon(0);
}
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(R700FireSound, %obj.getPosition());
}
}

View file

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

View file

@ -0,0 +1,225 @@
datablock AudioProfile(S3FireSound)
{
filename = "fx/vehicles/tank_chaingun.wav";
description = AudioDefault3d;
preload = true;
};
datablock TracerProjectileData(S3Bullet)
{
doDynamicClientHits = true;
directDamage = 0.7;
directDamageType = $DamageType::S3;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.5;
LegsMultiplier = 0.35;
HeadShotKill = 1;
kickBackStrength = 15.0;
sound = ChaingunProjectile;
dryVelocity = 3000.0;
wetVelocity = 2000.0;
velInheritFactor = 1.0;
fizzleTimeMS = 1000;
lifetimeMS = 1000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
ImageSource = "S3RifleImage";
tracerLength = 20.0;
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(S3RifleAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "Some S3 Rifle Bullets";
computeCRC = true;
};
datablock ShapeBaseImageData(S3RifleImage)
{
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
mass = 10;
item = S3Rifle;
ammo = S3RifleAmmo;
projectile = S3Bullet;
projectileType = TracerProjectile;
emap = true;
//ClipStuff
ClipName = "S3RifleClip";
ClipPickupName["S3RifleClip"] = "some S3 Clip Cartridges";
ShowsClipInHud = 1;
ClipReloadTime = 4;
ClipReturn = 10;
InitialClips = 6;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "S3 Killer\t50\t100\tNone";
Challenge[2] = "S3 Extremist\t100\t150\tGrip";
Challenge[3] = "S3 Expert\t250\t250\tLaser";
Challenge[4] = "S3 Master\t500\t500\tSilencer";
Challenge[5] = "S3 God\t1500\t1000\tBurst Clip";
Challenge[6] = "S3 Bronze Commendation\t5000\t10000\tNone";
Challenge[7] = "S3 Silver Commendation\t10000\t25000\tNone";
Challenge[8] = "S3 Gold Commendation\t25000\t50000\tNone";
Challenge[9] = "S3 Titan Commendation\t50000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Laser";
Upgrade[3] = "Silencer";
Upgrade[4] = "Burst Clip";
GunName = "S3 Combat Rifle";
//
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
projectileSpread = 3.0 / 1000.0;
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] = "CheckWet";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.01;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
//stateSound[3] = S3FireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.9;
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] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
};
datablock ItemData(S3Rifle)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_sniper.dts";
image = S3RifleImage;
mass = 1.0;
elasticity = 0.0;
friction = 0.6;
pickupRadius = 2;
pickUpName = "an S3 Combat Rifle";
computeCRC = true;
emap = true;
};
function S3RifleImage::OnFire(%data, %obj, %slot) {
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);
%vec3 = %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);
%vector3 = MatrixMulVector(%mat, %vec3);
%p1 = Parent::OnFire(%data, %obj, %slot);
%p2 = Schedule(100, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType, vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector2, %obj);
%p2.WeaponImageSource = "S3RifleImage";
schedule(100, 0, "ServerPlay3D", "S3FireSound", %obj.getPosition());
%p3 = Schedule(250, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType, vectorAdd(%obj.getPosition(), "-.45 0 1.4"), %vector3, %obj);
%p3.WeaponImageSource = "S3RifleImage";
schedule(250, 0, "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());
}
}

View file

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