function Gamebase::addTofxGroup(%obj,%set) { if (!isObject(%obj)) return ""; if (!isObject(fxGroup)) { %main = new SimGroup("fxGroup"); MissionCleanup.add(%main); %em = new Simgroup("fx_emitters"); %au = new Simgroup("fx_audio"); %pa = new Simgroup("fx_packs"); %main.add(%em); %main.add(%au); %main.add(%pa); } if (IsObject(%obj)) { if (%set == 1) { %g = nameToID("fxGroup/fx_audio"); %g.add(%obj); } else if (%set == 2) { %g = nameToID("fxGroup/fx_packs"); %g.add(%obj); } else { %g = nameToID("fxGroup/fx_emitters"); %g.add(%obj); } } } /////////EMITTER PACK////////// //Example of using expert setting to select pack setting mode. //Note uses custom (plugin) packsettings mode //Format = "%modes %lines %name" //%modes gives the highest mode like the old settings //%lines gives the amount of words in the settings which are the name of the mode // -1 gives the entire content of the mode // 2 would give the first 3 words of the mode //%name gives the name of the pack as in %name "set to" %modename $expertSettings[EmitterDepImage] = "3 -1 Emitter Pack:[Options]"; $expertSetting[EmitterDepImage,0] = "Select Emitter"; $expertSetting[EmitterDepImage,1] = "Select Emitter selection mode"; $expertSetting[EmitterDepImage,2] = "Select Power logic"; $expertSetting[EmitterDepImage,3] = "Select Cloak logic"; //These are my personal browse of the first few datablocks. $packSettings[EmitterDepImage] = "12 1 Emitter Pack:[Emitter]"; $packSetting[EmitterDepImage,0] = "Small Steam ReverseEmitter"; $packSetting[EmitterDepImage,1] = "Small Bubbles GrenadeBubbleEmitter"; $packSetting[EmitterDepImage,2] = "Large Foam VehicleFoamEmitter"; $packSetting[EmitterDepImage,3] = "Small Fire PlasmaExplosionEmitter"; $packSetting[EmitterDepImage,4] = "Plasma Stream PlasmaRifleEmitter"; $packSetting[EmitterDepImage,5] = "Large Bubbles DiscExplosionBubbleEmitter"; $packSetting[EmitterDepImage,6] = "Dark Smoke GDebrisSmokeEmitter"; $packSetting[EmitterDepImage,7] = "Small Smoke GrenadeSmokeEmitter"; $packSetting[EmitterDepImage,8] = "Small Spark ELFSparksEmitter"; $packSetting[EmitterDepImage,9] = "Green Smoke MortarSmokeEmitter"; $packSetting[EmitterDepImage,10] = "Fire Stream MissileFireEmitter"; $packSetting[EmitterDepImage,11] = "Water Stream WaterStreamEmitter"; $packSetting[EmitterDepImage,12] = "Burning Object burnEmitter"; //Note how the extra %id defines the nesting of the modes. //While previous settings could also include %id=0 I chose not to use that //since nesting isn't directly compatible with the unified code. //Using non nesting format for the previous allows me to use the unified code //for that setting. $packSettings[EmitterDepImage,1] = "1 -1 Emitter Pack: [Selection mode]"; $packSetting[EmitterDepImage,0,1] = "Small selection"; $packSetting[EmitterDepImage,1,1] = "Sellect from datablocks"; $packSettings[EmitterDepImage,2] = "3 -1 Emitter Pack: [Power Logic]"; $packSetting[EmitterDepImage,0,2] = "Always on"; $packSetting[EmitterDepImage,1,2] = "On when powered"; $packSetting[EmitterDepImage,2,2] = "Off when powered"; $packSetting[EmitterDepImage,3,2] = "5 sec on when power change"; $packSettings[EmitterDepImage,3] = "1 -1 Emitter Pack: [Cloak Logic]"; $packSetting[EmitterDepImage,0,3] = "Always Vissible"; $packSetting[EmitterDepImage,1,3] = "Cloaked when emitting"; //Removed $packSetting[EmitterDepImage,2,3] = "Cloaked when not emtting"; $packSetting[EmitterDepImage,3,3] = "Always Cloaked"; datablock ParticleData( WaterStreamParticle ) { dragCoeffiecient = 0.0; gravityCoefficient = 1.0; inheritedVelFactor = 0.0; lifetimeMS = 25000; lifetimeVarianceMS = 100; textureName = "special/bubbles"; useInvAlpha = false; spinRandomMin = -360.0; spinRandomMax = 360.0; colors[0] = "0.4 0.4 0.8 1.0"; colors[1] = "0.3 0.3 0.8 0.1"; colors[2] = "0.0 0.0 0.8 0.0"; sizes[0] = 0.4; sizes[1] = 0.5; sizes[2] = 0.7; times[0] = 0.0; times[1] = 0.5; times[2] = 1.0; }; datablock ParticleEmitterData( WaterStreamEmitter ) { ejectionPeriodMS = 5; periodVarianceMS = 1; ejectionVelocity = 30.0; // A little oomph at the back end velocityVariance = 1.0; thetaMin = 0.0; thetaMax = 1.0; orientParticles = False; orientOnVelocity = False; particles = "WaterStreamParticle"; }; datablock StaticShapeData(EmitterDep) : DeployedCrate { shapeFile = "stackable4l.dts"; needsPower = true; }; datablock ShapeBaseImageData(EmitterDepImage) { mass = 20; emap = true; shapeFile = "stackable4l.dts"; item = EmitterDepPack; mountPoint = 1; offset = "0 -0.18 -0.5"; deployed = EmitterDepImage; heatSignature = 0; stateName[0] = "Idle"; stateTransitionOnTriggerDown[0] = "Activate"; stateName[1] = "Activate"; stateScript[1] = "onActivate"; stateTransitionOnTriggerUp[1] = "Idle"; isLarge = true; maxDepSlope = 360; deploySound = ItemPickupSound; minDeployDis = 0.5; maxDeployDis = 50.0; }; datablock ItemData(EmitterDepPack) { className = Pack; catagory = "Deployables"; shapeFile = "stackable4l.dts"; mass = 5.0; elasticity = 0.2; friction = 0.6; pickupRadius = 1; rotate = true; image = "EmitterDepImage"; pickUpName = "an Emitter pack"; heatSignature = 0; emap = true; }; function EmitterDepPack::onPickup(%this, %obj, %shape, %amount) { // created to prevent console errors } function EmitterDep::gainPower(%data, %obj) { if (%obj.pLogic==0) EmitterDepSet(%obj,1); if (%obj.pLogic==1) EmitterDepSet(%obj,1); if (%obj.pLogic==2) EmitterDepSet(%obj,0); if (%obj.pLogic==3) { EmitterDepSet(%obj,1); schedule(5000,%obj,"EmitterDepSet",%obj,0); } } function EmitterDep::losePower(%data, %obj) { if (%obj.pLogic==0) EmitterDepSet(%obj,1); if (%obj.pLogic==1) EmitterDepSet(%obj,0); if (%obj.pLogic==2) EmitterDepSet(%obj,1); if (%obj.pLogic==3) { EmitterDepSet(%obj,1); schedule(5000,%obj,"EmitterDepSet",%obj,0); } } function EmitterDepImage::onDeploy(%item, %plyr, %slot) { %playerVector = vectorNormalize(-1 * getWord(%plyr.getEyeVector(),1) SPC getWord(%plyr.getEyeVector(),0) SPC "0"); %item.surfaceNrm2 = %playerVector; %rot = fullRot(%item.surfaceNrm,%item.surfaceNrm2); %deplObj = new StaticShape() { dataBlock = "EmitterDep"; scale = "0.5 0.5 0.1"; }; // set orientation %deplObj.setTransform(%item.surfacePt SPC %rot); // set the recharge rate right away if (%deplObj.getDatablock().rechargeRate) %deplObj.setRechargeRate(%deplObj.getDatablock().rechargeRate); // set team, owner, and handle %deplObj.team = %plyr.client.Team; %deplObj.setOwner(%plyr); if (%plyr.packset == -1) %deplObj.Emitterblock = datablockGroup.getObject(%plyr.packset[0]); else if (%plyr.packset[0] $= "") %deplObj.Emitterblock = GetWord($packSetting[EmitterDepImage,0],2); else %deplObj.EmitterBlock = %plyr.packset[0]; %deplObj.pLogic = %plyr.packset[2]; %deplObj.cLogic = %plyr.packset[3]; // place the deployable in the MissionCleanup/Deployables group (AI reasons) addToDeployGroup(%deplObj); //let the AI know as well... AIDeployObject(%plyr.client, %deplObj); // play the deploy sound serverPlay3D(%item.deploySound, %deplObj.getTransform()); // increment the team count for this deployed object $TeamDeployedCount[%plyr.team, %item.item]++; addDSurface(%item.surface,%deplObj); %deplObj.powerFreq = %plyr.powerFreq; checkPowerObject(%deplObj); if (!%plyr.client.isAdmin) { %plyr.unmountImage(%slot); %plyr.decInventory(%item.item, 1); } return %deplObj; } function EmitterDep::onDestroyed(%this,%obj,%prevState) { if (%obj.isRemoved) return; %obj.isRemoved = true; EmitterDepSet(%obj,0); Parent::onDestroyed(%this,%obj,%prevState); $TeamDeployedCount[%obj.team, EmitterDepPack]--; remDSurface(%obj); %obj.schedule(500, "delete"); } function EmitterDepImage::onMount(%data, %obj, %node) { displayPowerFreq(%obj); %obj.hasEmpack = true; // not needed anymore %obj.packSet = 0; %obj.packSet[0] = 0; %obj.packSet[1] = 0; %obj.packSet[2] = 0; %obj.packSet[3] = 0; } function EmitterDepImage::onUnmount(%data, %obj, %node) { %obj.hasEmpack = ""; // not needed anymore %obj.packSet = 0; %obj.packSet[0] = 0; %obj.packSet[1] = 0; %obj.packSet[2] = 0; %obj.packSet[3] = 0; } function EmitterDepSet(%obj,%set) { if (ISobject(%obj)) { if (!%set && IsObject(%obj.emitter)) { %obj.emitter.delete(); if (%obj.cLogic == 2 || %obj.cLogic == 3) %obj.startfade(0,0,1); else if (%obj.cLogic == 1) %obj.startfade(0,0,0); } if (%set && !ISobject(%obj.emitter)) { %obj.emitter = CreateEmitter("0 0 0",%obj.emitterblock); fx_emitters.add(%obj.emitter); %obj.emitter.setTransform(%obj.getTransform()); if (%obj.cLogic == 1 || %obj.cLogic == 3) %obj.startfade(0,0,1); else if (%obj.cLogic == 2) %obj.startfade(0,0,0); } } } //Example of nested setting modes with plugin capability. //All but the first part of packssets are fully global defined. //Expert mode and the very first packset refer back to the unified code. function EmitterDepImage::ChangeMode(%data,%plyr,%val,%level) { if (%level == 0) { //Selecting emitter if (!%plyr.expertSet) { if (!%plyr.packset[1]) { Parent::ChangeMode(%data,%plyr,%val,%level); %plyr.packset[0] = GetWord($packSetting[EmitterDepImage,%plyr.packset],2); } else { %plyr.packset = -1; %plyr.packset[0] = nextEmitter(%plyr.packset[0]+%val,%val); %name = datablockGroup.getObject(%plyr.packset[0]).GetName(); bottomPrint(%plyr.client,"Emitter pack set to emit:"SPC %name,2,1); } } //Selecting selection mode/PowerLogic/CloakLogic else if (%plyr.expertSet > 0) { %set = %plyr.expertSet; %image = %data.getName(); %settings = $packSettings[%image,%set]; %plyr.packSet[%set] = %plyr.packSet[%set] + %val; if (%plyr.packSet[%set] > getWord(%settings,0)) %plyr.packSet[%set] = 0; if (%plyr.packSet[%set] < 0) %plyr.packSet[%set] = getWord(%settings,0); %packname = GetWords(%settings,2,getWordCount(%settings)); %curset = $PackSetting[%image,%plyr.packSet[%set],%set]; if (getWord(%settings,1) == -1) %line = GetWords(%curset,0,getWordCount(%curset)); else %line = GetWords(%curset,0,getWord(%settings,1)); bottomPrint(%plyr.client,%packname SPC "set to"SPC %line,2,1); } } else { Parent::ChangeMode(%data,%plyr,%val,%level); } } //Custion function to browse through all datablocks for emitter types. //Allthought the cyclign takes forever and there can't be 1 proper name for each emitter //It allows the player to fully utilize t2's content. function nextEmitter(%start,%dir) { if (%dir == 1) { for(%i = %start; %i < DatablockGroup.getCount() ; %i++) { if (datablockGroup.getObject(%i).particles !$= "") { return %i; } } return nextEmitter(0,1); } else { for(%i = %start; %i > 0; %i--) { if (datablockGroup.getObject(%i).particles !$= "") { return %i; } } return nextEmitter(DatablockGroup.getCount(),-1); } } /////////Audio PACK////////// //This is a total copy/past from the emitter deployable $expertSettings[AudioDepImage] = "3 -1 Emitter Pack:[Options]"; $expertSetting[AudioDepImage,0] = "Select Emitter"; $expertSetting[AudioDepImage,1] = "Select Emitter selection mode"; $expertSetting[AudioDepImage,2] = "Select Power logic"; $expertSetting[AudioDepImage,3] = "Select Loop logic"; //Some I made myself $packSettings[AudioDepImage] = "17 1 Emitter Pack:[Emitter]"; $packSetting[AudioDepImage,0] = "Jeti howl1 fx/environment/yeti_howl1.wav"; $packSetting[AudioDepImage,1] = "Jeti howl2 fx/environment/yeti_howl2.wav"; $packSetting[AudioDepImage,2] = "Jeti growl fx/environment/growl1.wav"; $packSetting[AudioDepImage,3] = "Frog sounds fx/environment/frog2.wav"; $packSetting[AudioDepImage,4] = "fly swarm fx/environment/fly_swarm.wav"; $packSetting[AudioDepImage,5] = "Bird sound1 fx/environment/bird_echo4.wav"; $packSetting[AudioDepImage,6] = "Bird sound2 fx/environment/bird_echo5.wav"; $packSetting[AudioDepImage,7] = "Ocean waves fx/environment/Oceanwaves.wav"; $packSetting[AudioDepImage,8] = "River stream fx/environment/River2.wav"; $packSetting[AudioDepImage,9] = "Cha ching fx/misc/bounty_bonus.wav"; $packSetting[AudioDepImage,10] = "Mario party fx/Bonuses/mario-6notes.wav"; $packSetting[AudioDepImage,11] = "Slick music fx/Bonuses/med-level4-slick.wav"; $packSetting[AudioDepImage,12] = "test music t2Intro.wav"; $packSetting[AudioDepImage,13] = "Tessios Heist-swing fx/bonuses/horz_straipass2_heist.wav"; $packSetting[AudioDepImage,14] = "Swami swashi fx/bonuses/low-level2-spitting.wav"; $packSetting[AudioDepImage,15] = "Smoking something fx/bonuses/med-level1-modest.wav"; $packSetting[AudioDepImage,16] = "Swami swashi2 fx/bonuses/med-level3-shining.wav"; $packSetting[AudioDepImage,17] = "Red Alert fx/misc/red_alert_short.wav"; $packSettings[AudioDepImage,1] = "1 -1 Emitter Pack: [Selection mode]"; $packSetting[AudioDepImage,0,1] = "Small selection"; $packSetting[AudioDepImage,1,1] = "Sellect from datablocks"; $packSettings[AudioDepImage,2] = "3 -1 Emitter Pack: [Power Logic]"; $packSetting[AudioDepImage,0,2] = "Always on"; $packSetting[AudioDepImage,1,2] = "On when powered"; $packSetting[AudioDepImage,2,2] = "Off when powered"; $packSetting[AudioDepImage,3,2] = "5 sec on when power change"; //Cloak logic was left out as it won't help the global image. //And it will only worsen spam. $packSettings[AudioDepImage,3] = "1 -1 Emitter Pack: [Loop Logic]"; $packSetting[AudioDepImage,0,3] = "Use standart"; $packSetting[AudioDepImage,1,3] = "Always loop"; datablock StaticShapeData(AudioDep) : DeployedCrate { shapeFile = "stackable2l.dts"; needsPower = true; }; datablock ShapeBaseImageData(AudioDepImage) { mass = 20; emap = true; shapeFile = "stackable3s.dts"; item = AudioDepPack; mountPoint = 1; offset = "0.5 -0.5 0"; rotation = "0 1 0 90"; deployed = AudioDepImage; heatSignature = 0; stateName[0] = "Idle"; stateTransitionOnTriggerDown[0] = "Activate"; stateName[1] = "Activate"; stateScript[1] = "onActivate"; stateTransitionOnTriggerUp[1] = "Idle"; isLarge = true; maxDepSlope = 360; deploySound = ItemPickupSound; minDeployDis = 0.5; maxDeployDis = 50.0; }; datablock ItemData(AudioDepPack) { className = Pack; catagory = "Deployables"; shapeFile = "stackable3s.dts"; mass = 5.0; elasticity = 0.2; friction = 0.6; pickupRadius = 1; rotate = true; image = "AudioDepImage"; pickUpName = "an Sound pack"; heatSignature = 0; emap = true; }; function AudioDepPack::onPickup(%this, %obj, %shape, %amount) { // created to prevent console errors } function AudioDep::gainPower(%data, %obj) { if (%obj.pLogic==0) AudioDepSet(%obj,1); if (%obj.pLogic==1) AudioDepSet(%obj,1); if (%obj.pLogic==2) AudioDepSet(%obj,0); if (%obj.pLogic==3) { AudioDepSet(%obj,1); schedule(5000,%obj,"AudioDepSet",%obj,0); } } function AudioDep::losePower(%data, %obj) { if (%obj.pLogic==0) AudioDepSet(%obj,1); if (%obj.pLogic==1) AudioDepSet(%obj,0); if (%obj.pLogic==2) AudioDepSet(%obj,1); if (%obj.pLogic==3) { AudioDepSet(%obj,1); schedule(5000,%obj,"AudioDepSet",%obj,0); } } function AudioDepImage::onDeploy(%item, %plyr, %slot) { %playerVector = vectorNormalize(-1 * getWord(%plyr.getEyeVector(),1) SPC getWord(%plyr.getEyeVector(),0) SPC "0"); %item.surfaceNrm2 = %playerVector; %rot = fullRot(%item.surfaceNrm,%item.surfaceNrm2); %deplObj = new StaticShape() { dataBlock = "AudioDep"; scale = "0.4 0.4 0.1"; }; // set orientation %deplObj.setTransform(%item.surfacePt SPC %rot); // set the recharge rate right away if (%deplObj.getDatablock().rechargeRate) %deplObj.setRechargeRate(%deplObj.getDatablock().rechargeRate); // set team, owner, and handle %deplObj.team = %plyr.client.Team; %deplObj.setOwner(%plyr); if (%plyr.packset == -1) %deplObj.Audioblock = datablockGroup.getObject(%plyr.packset[0]); else if (%plyr.packset[0] !$= "") %deplObj.AudioBlock = %plyr.packset[0]; else %deplObj.Audioblock = GetWord($packSetting[AudioDepImage,0],2); %deplObj.pLogic = %plyr.packset[2]; %deplObj.lLogic = %plyr.packset[3]; // place the deployable in the MissionCleanup/Deployables group (AI reasons) addToDeployGroup(%deplObj); //let the AI know as well... AIDeployObject(%plyr.client, %deplObj); // play the deploy sound serverPlay3D(%item.deploySound, %deplObj.getTransform()); // increment the team count for this deployed object $TeamDeployedCount[%plyr.team, %item.item]++; addDSurface(%item.surface,%deplObj); %deplObj.powerFreq = %plyr.powerFreq; checkPowerObject(%deplObj); if (!%plyr.client.isAdmin) { %plyr.unmountImage(%slot); %plyr.decInventory(%item.item, 1); } return %deplObj; } function AudioDep::onDestroyed(%this,%obj,%prevState) { if (%obj.isRemoved) return; %obj.isRemoved = true; AudioDepSet(%obj,0); Parent::onDestroyed(%this,%obj,%prevState); $TeamDeployedCount[%obj.team, AudioDepPack]--; remDSurface(%obj); %obj.schedule(500, "delete"); } function AudioDepImage::onMount(%data, %obj, %node) { displayPowerFreq(%obj); %obj.hasAupack = true; // not needed %obj.packSet = 0; %obj.packSet[0] = ""; %obj.packSet[1] = 0; %obj.packSet[2] = 0; %obj.packSet[3] = 0; } function AudioDepImage::onUnmount(%data, %obj, %node) { %obj.hasAupack = ""; %obj.packSet = 0; %obj.packSet[0] = ""; %obj.packSet[1] = 0; %obj.packSet[2] = 0; %obj.packSet[3] = 0; } //We will keep calling the audio emitter %obj.emitter //This will make sure in deconstruct the auto emitter is removed function AudioDepSet(%obj,%set) { if (ISobject(%obj)) { if (!%set && IsObject(%obj.emitter)) { %obj.emitter.delete(); } if (%set && !ISobject(%obj.emitter)) { //The only working check to keep faulty emitters from staying around //Doesn't remove the console spam thougt.. :P %obj.emitter = CreateAudioEmitter(%obj.getTransform(),%obj.Audioblock,%obj.lLogic); if (isObject(%obj.emitter)) fx_audio.add(%obj.emitter); // if ($audiopackloaded[%obj.emitter.filename]==1 && !Isfile(%obj.emitter.filename)) // { // disassemble(%obj.getdatablock(),%obj.owner,%obj); // } // else // { //%obj.emitter.setTransform(%obj.getTransform()); $audiopackloaded[%obj.emitter.filename]=1; // } } } } // Just copy/past the emitter changemode since it needs almost totaly the same modes function AudioDepImage::ChangeMode(%data,%plyr,%val,%level) { if (%level == 0) { //Selecting emitter if (!%plyr.expertSet) { if (!%plyr.packset[1]) { Parent::ChangeMode(%data,%plyr,%val,%level); %plyr.packset[0] = GetWord($packSetting[AudioDepImage,%plyr.packset],2); } else { %plyr.packset = -1; %plyr.packset[0] = nextsEmitter(%plyr.packset[0]+%val,%val); %name = datablockGroup.getObject(%plyr.packset[0]).GetName(); messageClient(%plyr.client, 'msgSound', "~w"@datablockGroup.getObject(%plyr.packset[0]).filename); bottomPrint(%plyr.client,"sound pack set to play:"SPC %name,2,1); } } //Selecting selection mode/PowerLogic/CloakLogic else if (%plyr.expertSet > 0) { %set = %plyr.expertSet; %image = %data.getName(); %settings = $packSettings[%image,%set]; %plyr.packSet[%set] = %plyr.packSet[%set] + %val; if (%plyr.packSet[%set] > getWord(%settings,0)) %plyr.packSet[%set] = 0; if (%plyr.packSet[%set] < 0) %plyr.packSet[%set] = getWord(%settings,0); %packname = GetWords(%settings,2,getWordCount(%settings)); %curset = $PackSetting[%image,%plyr.packSet[%set],%set]; if (getWord(%settings,1) == -1) %line = GetWords(%curset,0,getWordCount(%curset)); else %line = GetWords(%curset,0,getWord(%settings,1)); bottomPrint(%plyr.client,%packname SPC "set to"SPC %line,2,1); messageClient(%plyr.client, 'msgSound', "~w"@getWords(%curset, 2)); } } else { Parent::ChangeMode(%data,%plyr,%val,%level); } } //Like promissed another browsing function. function nextsEmitter(%start,%dir) { if (%dir == 1) { for(%i = %start; %i < DatablockGroup.getCount() ; %i++) { if (datablockGroup.getObject(%i).description.volume !$= "")// && isFile(DatablockGroup.getObject(%i).filename)) { return %i; } } return nextsEmitter(0,1); } else { for(%i = %start; %i > 0; %i--) { if (datablockGroup.getObject(%i).description.volume !$= "" ) //&& isFile(DatablockGroup.getObject(%i).filename)) { return %i; } } return nextsEmitter(DatablockGroup.getCount(),-1); } } //Variant for createEmitter //Can be modified to using custom audio files not found in datablocks //Can also be futher extended to use other custom variables to people's desire //Currently included looping mode and lifetime. //Profile and description could be used.. however it will lessen the ability to //modify the emitter. //it seems some clients deploying some sounds result in an faulty emitter //I'l make sure those won't life to see the day.. but it's wierd still //Added the ability to use file name as %data, so you don't need datablocks.. :D function CreateAudioEmitter(%trans,%data,%forcelooping,%lifetime) { %dat = (IsObject(%data)); %desc = %data.description; if (%forcelooping) %looping=1; else %looping = %desc.isLooping; %filename = %data.filename; %audio = new AudioEmitter() { position = GetWords(%trans,0,2); rotation = GetWords(%trans,3,6); scale = "1 1 1"; fileName = %dat ? %data.fileName : %data; useProfileDescription = "0"; outsideAmbient = "1"; volume = %dat ? %desc.volume : "1"; isLooping = %dat ? %looping : "1"; is3D = %dat ? %desc.is3D : "1"; minDistance = %dat ? %desc.minDistance : "20"; maxDistance = %dat ? %desc.maxDistance : "100"; coneInsideAngle = %dat ? %desc.coneInsideAngle : "360"; coneOutsideAngle = %dat ? %desc.coneOutsideAngle : "360"; coneOutsideVolume = %dat ? %desc.coneOutsideVolume : "1"; coneVector = %dat ? %desc.coneVector : "0 0 1"; loopCount = %dat ? %desc.loopCount : "-1"; minLoopGap = %dat ? %desc.minLoopGap : "0"; maxLoopGap = %dat ? %desc.maxLoopGap : "0"; type = "EffectAudioType"; }; if (%lifetime !$="") %audio.schedule(%lifetime.delete()); return %audio; } /////////DISPENSER PACK////////// //Another nessted pack setting //Format = "%modes %lines %name" //%modes gives the highest mode like the old settings //%lines gives the amount of words in the settings which are the name of the mode // -1 gives the entire content of the mode // 2 would give the first 3 words of the mode //%name gives the name of the pack as in %name "set to" %modename $expertSettings[DispenserDepImage] = "8 -1 Dispenser Pack:[Options]"; $expertSetting[DispenserDepImage,0] = "[Player Packs]"; $expertSetting[DispenserDepImage,1] = "[Basic Building Parts]"; $expertSetting[DispenserDepImage,2] = "[Base Assets]"; $expertSetting[DispenserDepImage,3] = "[T2 Deployables]"; $expertSetting[DispenserDepImage,4] = "[Decoration packs]"; $expertSetting[DispenserDepImage,5] = "[Misc Deployables]"; $expertSetting[DispenserDepImage,6] = "[Barrels]"; $expertSetting[DispenserDepImage,7] = "[Weapons]"; $expertSetting[DispenserDepImage,8] = "[Ammo]"; //Hacky hacky way to get modes working.. hahaha $packSettings[DispenserDepImage] = "8 1 Dispenser Pack:[T2 Packs]"; //Snagged from player.cs $packSettings[DispenserDepImage,0] = "4 1 Dispenser Pack:[T2 Packs]"; $packSetting[DispenserDepImage,0,0] = "[Cycle packs] cycle"; $packSetting[DispenserDepImage,1,0] = "[Random pack] random"; $packSetting[DispenserDepImage,2,0] = "Repair Pack RepairPack"; $packSetting[DispenserDepImage,3,0] = "Ammunition Pack AmmoPack"; $packSetting[DispenserDepImage,4,0] = "Satchel Charge SatchelCharge"; $packSettings[DispenserDepImage,1] = "8 1 Dispenser Pack:[Basic Building Parts]"; $packSetting[DispenserDepImage,0,1] = "[Cycle packs] cycle"; $packSetting[DispenserDepImage,1,1] = "[Random pack] random"; $packSetting[DispenserDepImage,2,1] = "Light beam spinedeployable"; $packSetting[DispenserDepImage,3,1] = "Light walkway wWallDeployable"; $packSetting[DispenserDepImage,4,1] = "Light BlastWall WallDeployable"; $packSetting[DispenserDepImage,5,1] = "Medium beam mspineDeployable"; $packSetting[DispenserDepImage,6,1] = "Medium Floor floorDeployable"; $packSetting[DispenserDepImage,7,1] = "Force Field ForceFieldDeployable"; $packSetting[DispenserDepImage,8,1] = "Gravity Field GravityFieldDeployable"; $packSettings[DispenserDepImage,2] = "9 1 Dispenser Pack:[Base Assets]"; $packSetting[DispenserDepImage,0,2] = "[Cycle packs] cycle"; $packSetting[DispenserDepImage,1,2] = "[Random pack] random"; $packSetting[DispenserDepImage,2,2] = "Large Inventory-station LargeInventoryDeployable"; $packSetting[DispenserDepImage,3,2] = "Medium-Sensor Pack MediumSensorDeployable"; $packSetting[DispenserDepImage,4,2] = "Large-Sensor Pack LargeSensorDeployable"; $packSetting[DispenserDepImage,5,2] = "Logo-Projector Pack LogoProjectorDeployable"; $packSetting[DispenserDepImage,6,2] = "Deployable Turret-Base TurretBasePack"; $packSetting[DispenserDepImage,7,2] = "Solar-Panel Pack SolarPanelDeployable"; $packSetting[DispenserDepImage,8,2] = "Generator Pack GeneratorDeployable"; $packSetting[DispenserDepImage,9,2] = "Switch Pack SwitchDeployable"; $packSettings[DispenserDepImage,3] = "6 1 Dispenser Pack:[T2 Deployables]"; $packSetting[DispenserDepImage,0,3] = "[Cycle packs] cycle"; $packSetting[DispenserDepImage,1,3] = "[Random pack] random"; $packSetting[DispenserDepImage,2,3] = "Motion-Sensor Pack MotionSensorDeployable"; $packSetting[DispenserDepImage,3,3] = "Pulse-Sensor Pack PulseSensorDeployable"; $packSetting[DispenserDepImage,4,3] = "Landspike Turret TurretOutdoorDeployable"; $packSetting[DispenserDepImage,5,3] = "SpiderClamp Turret TurretIndoorDeployable"; $packSetting[DispenserDepImage,6,3] = "Inventory Station InventoryDeployable"; $packSettings[DispenserDepImage,4] = "7 1 Dispenser Pack:[Decoration packs]"; $packSetting[DispenserDepImage,0,4] = "[Cycle packs] cycle"; $packSetting[DispenserDepImage,1,4] = "[Random pack] random"; $packSetting[DispenserDepImage,2,4] = "Decoration Pack DecorationDeployable"; $packSetting[DispenserDepImage,3,4] = "Crate Pack PulseSensorDeployable"; $packSetting[DispenserDepImage,4,4] = "Light Pack LightDeployable"; $packSetting[DispenserDepImage,5,4] = "Emitter Pack EmitterDepPack"; $packSetting[DispenserDepImage,6,4] = "Audio Pack AudioDepPack"; $packSetting[DispenserDepImage,7,4] = "Tree Pack TreeDeployable"; $packSettings[DispenserDepImage,5] = "7 1 Dispenser Pack:[Misc Deployables]"; $packSetting[DispenserDepImage,0,5] = "[Cycle packs] cycle"; $packSetting[DispenserDepImage,1,5] = "[Random pack] random"; $packSetting[DispenserDepImage,2,5] = "Jump Pad JumpadDeployable"; $packSetting[DispenserDepImage,3,5] = "Teleport Pad TelePadPack"; $packSetting[DispenserDepImage,4,5] = "Tripwire Pack TripwireDeployable"; $packSetting[DispenserDepImage,5,5] = "Escape Pod EscapePodDeployable"; $packSetting[DispenserDepImage,6,5] = "Pack Dispenser DispenserDepPack"; $packSetting[DispenserDepImage,7,5] = "Energize pack EnergizerDeployable"; $packSettings[DispenserDepImage,6] = "7 1 Dispenser Pack:[Decoration packs]"; $packSetting[DispenserDepImage,0,6] = "[Cycle packs] cycle"; $packSetting[DispenserDepImage,1,6] = "[Random pack] random"; $packSetting[DispenserDepImage,2,6] = "Mortar Barrel MortarBarrelPack"; $packSetting[DispenserDepImage,3,6] = "Plasma Barrel PlasmaBarrelPack"; $packSetting[DispenserDepImage,4,6] = "AA Barrel AABarrelPack"; $packSetting[DispenserDepImage,5,6] = "Missile Barrel MissileBarrelPack"; $packSettings[DispenserDepImage,7] = "8 1 Dispenser Pack:[Weapons]"; $packSetting[DispenserDepImage,0,7] = "[Cycle packs] cycle"; $packSetting[DispenserDepImage,1,7] = "[Random pack] random"; $packSetting[DispenserDepImage,2,7] = "S3 Rifle S3Rifle"; $packSetting[DispenserDepImage,3,7] = "Colt Pistol pistol"; $packSetting[DispenserDepImage,4,7] = "G41 Rifle G41Rifle"; $packSetting[DispenserDepImage,5,7] = "M1700 Shotgun M1700"; $packSetting[DispenserDepImage,6,7] = "Stinger Launcher Stinger"; $packSetting[DispenserDepImage,7,7] = "Javelin Launcher Javelin"; $packSetting[DispenserDepImage,8,7] = "Wp400 Shotgun Wp400"; $packSettings[DispenserDepImage,8] = "8 1 Dispenser Pack:[Ammo]"; $packSetting[DispenserDepImage,0,8] = "[Cycle packs] cycle"; $packSetting[DispenserDepImage,1,8] = "[Random pack] random"; $packSetting[DispenserDepImage,2,8] = "S3 Ammo S3RifleAmmo"; $packSetting[DispenserDepImage,3,8] = "G41 Ammo G41RifleAmmo"; $packSetting[DispenserDepImage,4,8] = "M1700 Ammo M1700Ammo"; $packSetting[DispenserDepImage,5,8] = "C4 Explosive C4"; $packSetting[DispenserDepImage,6,8] = "Stinger Ammo StingerAmmo"; $packSetting[DispenserDepImage,7,8] = "Javelin Ammo JavelinAmmo"; $packSetting[DispenserDepImage,8,8] = "Wp400 Ammo Wp400Ammo"; ///(Arg my poor fingers.. :() datablock ParticleData( DispenserEffectParticle ) { dragCoeffiecient = 0.0; gravityCoefficient = 0.0; inheritedVelFactor = 0.0; lifetimeMS = 250; lifetimeVarianceMS = 100; textureName = "flarebase"; useInvAlpha = false; spinRandomMin = -360.0; spinRandomMax = 360.0; colors[0] = "0.4 0.4 0.4 1.0"; colors[1] = "0.3 0.3 0.3 0.1"; colors[2] = "0.0 0.0 0.0 0.0"; sizes[0] = 0.4; sizes[1] = 0.5; sizes[2] = 0.7; times[0] = 0.0; times[1] = 0.5; times[2] = 1.0; }; datablock ParticleEmitterData( DispenserEffectEmitter ) { ejectionPeriodMS = 5; periodVarianceMS = 1; ejectionVelocity = 5.0; // A little oomph at the back end velocityVariance = 2.0; thetaMin = 20.0; thetaMax = 30.0; phiReferenceVel = "0"; phiVariance = "360"; orientParticles = False; orientOnVelocity = False; particles = "DispenserEffectParticle"; }; datablock StaticShapeData(DispenserDep) : DeployedCrate { shapeFile = "stackable4m.dts"; needsPower = true; }; datablock ShapeBaseImageData(DispenserDepImage) { mass = 20; emap = true; shapeFile = "stackable4m.dts"; item = DispenserDepPack; mountPoint = 1; offset = "0 -0.18 -0.5"; deployed = DispenserDep; heatSignature = 0; stateName[0] = "Idle"; stateTransitionOnTriggerDown[0] = "Activate"; stateName[1] = "Activate"; stateScript[1] = "onActivate"; stateTransitionOnTriggerUp[1] = "Idle"; isLarge = true; maxDepSlope = 360; deploySound = ItemPickupSound; minDeployDis = 0.5; maxDeployDis = 50.0; }; datablock ItemData(DispenserDepPack) { className = Pack; catagory = "Deployables"; shapeFile = "stackable4m.dts"; mass = 5.0; elasticity = 0.2; friction = 0.6; pickupRadius = 1; rotate = true; image = "DispenserDepImage"; pickUpName = "an pack Dispenser"; heatSignature = 0; emap = true; }; function DispenserDepPack::onPickup(%this, %obj, %shape, %amount) { // created to prevent console errors } function DispenserDep::gainPower(%data, %obj) { respawnpack(%obj); } function DispenserDep::losePower(%data, %obj) { if (isObject(%obj.emitter)) %obj.emitter.delete(); } function DispenserDepImage::onDeploy(%item, %plyr, %slot) { %playerVector = vectorNormalize(-1 * getWord(%plyr.getEyeVector(),1) SPC getWord(%plyr.getEyeVector(),0) SPC "0"); %item.surfaceNrm2 = %playerVector; %rot = fullRot(%item.surfaceNrm,%item.surfaceNrm2); %deplObj = new StaticShape() { dataBlock = "DispenserDep"; scale = "1.5 1.5 0.5"; }; // set orientation %deplObj.setTransform(%item.surfacePt SPC %rot); // set the recharge rate right away if (%deplObj.getDatablock().rechargeRate) %deplObj.setRechargeRate(%deplObj.getDatablock().rechargeRate); // set team, owner, and handle %deplObj.team = %plyr.client.Team; %deplObj.setOwner(%plyr); %set1 = %plyr.packSet ? %plyr.packSet : 0; %set2 = %plyr.expertSet ? %plyr.expertSet : 0; %name = GetWord($packSetting[DispenserDepImage, %set1,%set2],2); %deplObj.packblock = %name; %deplObj.set1 = %set1; %deplObj.set2 = %set2; // place the deployable in the MissionCleanup/Deployables group (AI reasons) addToDeployGroup(%deplObj); //let the AI know as well... AIDeployObject(%plyr.client, %deplObj); // play the deploy sound serverPlay3D(%item.deploySound, %deplObj.getTransform()); // increment the team count for this deployed object $TeamDeployedCount[%plyr.team, %item.item]++; addDSurface(%item.surface,%deplObj); %deplObj.powerFreq = %plyr.powerFreq; checkPowerObject(%deplObj); respawnpack(%deplObj); if (!%plyr.client.isAdmin) { %plyr.unmountImage(%slot); %plyr.decInventory(%item.item, 1); } return %deplObj; } function DispenserDep::onDestroyed(%this,%obj,%prevState) { if (%obj.isRemoved) return; %obj.isRemoved = true; if (isObject(%obj.emitter)) %obj.emitter.delete(); Parent::onDestroyed(%this,%obj,%prevState); $TeamDeployedCount[%obj.team, DispenserDepPack]--; remDSurface(%obj); %obj.schedule(500, "delete"); } function DispenserDepImage::onMount(%data, %obj, %node) { displayPowerFreq(%obj); %obj.hasEmpack = true; // not needed anymore %obj.packSet = 0; %obj.packSet[0] = 0; %obj.packSet[1] = 0; %obj.packSet[2] = 0; %obj.packSet[3] = 0; } function DispenserDepImage::onUnmount(%data, %obj, %node) { %obj.hasEmpack = ""; // not needed anymore %obj.packSet = 0; %obj.packSet[0] = 0; %obj.packSet[1] = 0; %obj.packSet[2] = 0; %obj.packSet[3] = 0; } //Respawns dispenser's item. function respawnpack(%disp,%override) { if ((!IsObject(%disp.pack)) && isObject(%disp)) { %name = %disp.packblock; %set1 = %disp.set1; %set2 = %disp.set2; if (%name $= "cycle") { %disp.set1++; %max = GetWord($packSettings[DispenserDepImage,%set2 ],0); if (%disp.set1 > %max || %disp.set1 < 2) %disp.set1 = 2; %name = GetWord($packSetting[DispenserDepImage, %disp.set1,%set2],2); } else if (%name $= "random") { %max = GetWord($packSettings[DispenserDepImage,%set2 ],0); %set1 = mFloor(getRandom()*(%max-2) +2); %name = GetWord($packSetting[DispenserDepImage, %set1,%set2],2); } %pack = new Item() { dataBlock = %name; static = false; rotate = true; }; %pack.startFade(0,0,1); %pos = VectorAdd(RealVec(%disp,"0 0 1"),%disp.getEdge("0 0 1")); %pack.setTransform(%pos SPC "0 0 1" SPC getRandom()*$Pi*2); %em = createLifeEmitter(%pos,DispenserEffectEmitter,1000); %pack.startFade(1000,0,0); %em.setRotation(%disp.getRotation); %pack.dispenser = %disp; %disp.emitter = %pack; //Lil hook to make it get removed when disas %disp.pack = %pack; %pack.addTofxGroup(2); } } //Not much has changed.. :D function DispenserDepImage::ChangeMode(%data,%plyr,%val,%level) { if (%level == 0) { if (%plyr.expertset $= "") %plyr.expertset = 0; //Selecting Dispenser %set = %plyr.expertSet $= "" ? 0 : %plyr.expertSet; %image = %data.getName(); %settings = $packSettings[%image,%set]; %plyr.packSet = %plyr.packSet + %val; if (%plyr.packSet > getWord(%settings,0)) %plyr.packSet = 0; if (%plyr.packSet < 0) %plyr.packSet = getWord(%settings,0); %packname = GetWords(%settings,2,getWordCount(%settings)); %curset = $PackSetting[%image,%plyr.packSet,%set]; if (getWord(%settings,1) == -1) %line = GetWords(%curset,0,getWordCount(%curset)); else %line = GetWords(%curset,0,getWord(%settings,1)); bottomPrint(%plyr.client,%packname SPC "set to"SPC %line,2,1); } else { Parent::ChangeMode(%data,%plyr,%val,%level); } }