datablock SeekerProjectileData(RPGMissile) { casingShapeName = "weapon_missile_casement.dts"; projectileShapeName = "grenade.dts"; hasDamageRadius = true; indirectDamage = 1.3; //TWM2 2.1, Increased to 1.3 from 0.8 damageRadius = 8.0; radiusDamageType = $DamageType::RPG; kickBackStrength = 3500; ImageSource = "RPGImage"; explosion = "HandGrenadeExplosion"; 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 baseEmitter = MissileSmokeEmitter; delayEmitter = MissileFireEmitter; puffEmitter = MissilePuffEmitter; bubbleEmitter = GrenadeBubbleEmitter; bubbleEmitTime = 1.0; exhaustEmitter = MissileLauncherExhaustEmitter; exhaustTimeMs = 300; exhaustNodeName = "muzzlePoint1"; lifetimeMS = 5000; // z0dd - ZOD, 4/14/02. Was 6000 muzzleVelocity = 100.0; maxVelocity = 350.0; // z0dd - ZOD, 4/14/02. Was 80.0 turningSpeed = 54.0; acceleration = 50.0; explodeOnDeath = true; proximityRadius = 3; sound = MissileProjectileSound; hasLight = true; lightRadius = 3.0; lightColor = "0.2 0.05 0"; useFlechette = true; flechetteDelayMs = 10; casingDeb = FlechetteDebris; explodeOnWaterImpact = true; }; //-------------------------------------------------------------------------- // Ammo //-------------------------------------- datablock ItemData(RPGAmmo) { className = Ammo; catagory = "Ammo"; shapeFile = "ammo_missile.dts"; mass = 1; elasticity = 0.2; friction = 0.6; pickupRadius = 2; pickUpName = "Some RPGs"; computeCRC = true; }; //-------------------------------------------------------------------------- // Weapon //-------------------------------------- datablock ItemData(RPG) { className = Weapon; catagory = "Spawn Items"; shapeFile = "weapon_grenade_launcher.dts"; image = RPGImage; mass = 1; elasticity = 0.2; friction = 0.6; pickupRadius = 2; pickUpName = "an RPG"; computeCRC = true; emap = true; }; datablock ShapeBaseImageData(RPGImage) { className = WeaponImage; shapeFile = "weapon_grenade_launcher.dts"; item = RPG; ammo = RPGAmmo; offset = "0 -1 0"; armThread = lookms; emap = true; projectile = RPGMissile; projectileType = seekerprojectile; projectileSpread = 1.0 / 1000.0; //ClipStuff ClipName = "RPGClip"; ClipPickupName["RPGClip"] = "A Few RPGs"; ShowsClipInHud = 1; ClipReloadTime = 5; ClipReturn = 1; InitialClips = 7; // HasChallenges = 1; ChallengeCt = 9; Challenge[1] = "RPG Killer\t50\t100\tNone"; Challenge[2] = "RPG Extremist\t100\t150\tNone"; Challenge[3] = "RPG Expert\t250\t250\tNone"; Challenge[4] = "RPG Master\t500\t500\tEnhanced Explosives"; Challenge[5] = "RPG Legend\t1000\t1000\tSpread Neutralizer"; Challenge[6] = "RPG Bronze Commendation\t2500\t10000\tNone"; Challenge[7] = "RPG Silver Commendation\t5000\t25000\tNone"; Challenge[8] = "RPG Gold Commendation\t10000\t50000\tNone"; Challenge[9] = "RPG Titan Commendation\t25000\t75000\tNone"; Upgrade[1] = "RPG Explosives"; Upgrade[2] = "Spread Neutralizer"; GunName = "RPG-7"; RankRequire = $TWM2::RankRequire["RPG7"]; stateName[0] = "Activate"; stateTransitionOnTimeout[0] = "ActivateReady"; stateTimeoutValue[0] = 2.0; stateSequence[0] = "Activate"; stateSound[0] = MissileSwitchSound; stateName[1] = "ActivateReady"; stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnNoAmmo[1] = "NoAmmo"; stateName[2] = "Ready"; stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnTriggerDown[2] = "CheckWet"; stateName[3] = "Fire"; stateTransitionOnTimeout[3] = "Reload"; stateTimeoutValue[3] = 0.4; stateFire[3] = true; stateRecoil[3] = LightRecoil; stateAllowImageChange[3] = false; stateSequence[3] = "Fire"; stateScript[3] = "onFire"; stateSound[3] = MissileFireSound; stateName[4] = "Reload"; stateTransitionOnNoAmmo[4] = "NoAmmo"; stateTransitionOnTimeout[4] = "Ready"; stateTimeoutValue[4] = 0.1; stateAllowImageChange[4] = false; stateSequence[4] = "Reload"; stateSound[4] = MissileReloadSound; stateName[5] = "NoAmmo"; stateTransitionOnAmmo[5] = "Reload"; stateSequence[5] = "NoAmmo"; stateTransitionOnTriggerDown[5] = "DryFire"; stateName[6] = "DryFire"; stateSound[6] = MissileDryFireSound; stateTimeoutValue[6] = 1.0; stateTransitionOnTimeout[6] = "ActivateReady"; stateName[7] = "CheckTarget"; stateTransitionOnNoTarget[7] = "Fire"; stateTransitionOnTarget[7] = "Fire"; stateName[8] = "CheckWet"; stateTransitionOnWet[8] = "DryFire"; stateTransitionOnNotWet[8] = "CheckTarget"; stateName[9] = "WetFire"; stateTransitionOnNoAmmo[9] = "NoAmmo"; stateTransitionOnTimeout[9] = "Reload"; stateTimeoutValue[9] = 0.4; stateScript[9] = "onWetFire"; stateAllowImageChange[9] = false; }; function RPGImage::OnFire(%data, %obj, %slot) { // if($TWM2::PlayingSabo) { Inv. Ban lifted TWM2 1.8 // MessageClient(%thrower.client, 'MsgC4IsBanned', "\c5RPGs are banned in this game mode"); // return; // } %p = Parent::OnFire(%data, %obj, %slot); if(!%obj.client.UpgradeOn("Spread Neutralizer", %data.getName())) { schedule(500, 0, "RPGRandomMovement", %p); } if(%obj.client.UpgradeOn("Enhanced Explosives", %data.getName())) { %p.damageFactor = 5; //heh } %p.ticksleft = 10; } function RPGRandomMovement(%p) { if(!isObject(%p)) { return; } if(%p.ticksleft <= 0) { //time up! %p.getDatablock().onExplode(%p, %p.getPosition(), 1); %p.delete(); return; } %fw = %p.initialDirection; //current direction %x = (getRandom() - 0.5) * 2 * 3.1415926 * (25/1000); %y = (getRandom() - 0.5) * 2 * 3.1415926 * (25/1000); %z = (getRandom() - 0.5) * 2 * 3.1415926 * (10/1000); %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z); %newvector = MatrixMulVector(%mat, %fw); //now lets use basic torque operations to spawn a new RPG missile going the new direction %pnew = new (SeekerProjectile)() { dataBlock = RPGMissile; initialDirection = %newvector; initialPosition = %p.getPosition(); damageFactor = %p.damageFactor; //sourceObject = %p.sourceObject; // <-- done below to prevent spawning suicidal missiles }; MissionCleanup.add(%pnew); %pnew.sourceObject = %p.sourceObject; %pnew.WeaponImageSource = %p.WeaponImageSource; %pnew.ticksleft = %p.ticksleft - 1; %pnew.ImageSource = "RPGImage"; //echo(%pnew.ticksleft); %p.delete(); schedule(500, 0, "RPGRandomMovement", %pnew); }