datablock AudioProfile(S3FireSound) { filename = "fx/vehicles/tank_chaingun.wav"; description = AudioDefault3d; preload = true; }; datablock TracerProjectileData(S3Bullet) { doDynamicClientHits = true; directDamage = 0.44; directDamageType = $DamageType::S3; explosion = "ChaingunExplosion"; splash = ChaingunSplash; HeadMultiplier = 1.7; LegsMultiplier = 0.35; HeadShotKill = 0; 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 = 5.0 / 1000.0; handleExpertReduce = 1.33; 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] = 0.01; //stateSound[3] = S3FireSound; 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(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("Handling Expert")) { %spread = %spread / 1.33; } } %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()); } }