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