datablock AudioProfile(Rp432FireSound) { filename = "fx/weapons/cg_metal1.wav"; description = AudioDefault3d; preload = true; }; datablock TracerProjectileData(RP432Bullet) { doDynamicClientHits = true; directDamage = 0.044; directDamageType = $DamageType::RP432; explosion = "ChaingunExplosion"; splash = ChaingunSplash; HeadMultiplier = 1.25; LegsMultiplier = 0.75; ImageSource = "RP432Image"; kickBackStrength = 15.0; sound = ChaingunProjectile; 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; }; datablock ItemData(RP432Ammo) { className = Ammo; catagory = "Ammo"; shapeFile = "ammo_chaingun.dts"; mass = 3; elasticity = 0.2; friction = 0.6; pickupRadius = 2; pickUpName = "some RP432 ammo"; computeCRC = true; }; //-------------------------------------------------------------------------- // Weapon //-------------------------------------- datablock ShapeBaseImageData(RP432Image) { className = WeaponImage; shapeFile = "weapon_missile.dts"; item = RP432; ammo = RP432Ammo; projectile = RP432Bullet; projectileType = TracerProjectile; emap = true; mass = 26; armThread = lookms; //ClipStuff ClipName = "RP432Clip"; ClipPickupName["RP432Clip"] = "some RP432 Clip Boxes"; ShowsClipInHud = 1; ClipReloadTime = 9; ClipReturn = 75; InitialClips = 5; // HasChallenges = 1; ChallengeCt = 8; Challenge[1] = "RP-432 Killer\t50\t100\tNone"; Challenge[2] = "RP-432 Expert\t100\t250\tNone"; Challenge[3] = "RP-432 Master\t250\t500\tGrip"; Challenge[4] = "RP-432 God\t500\t1000\tSilencer"; Challenge[5] = "RP-432 Bronze Commendation\t1500\t10000\tNone"; Challenge[6] = "RP-432 Silver Commendation\t5000\t25000\tNone"; Challenge[7] = "RP-432 Gold Commendation\t10000\t50000\tNone"; Challenge[8] = "RP-432 Titan Commendation\t25000\t75000\tNone"; Upgrade[1] = "Grip"; Upgrade[2] = "Silencer"; GunName = "RP-432 Machine Gun"; casing = ShellDebris; shellExitDir = "0.5 0 1"; shellExitOffset = "0.0 0.75 0.0"; shellExitVariance = 5.0; shellVelocity = 4.5; projectileSpread = 10.0 / 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] = 0.1; stateWaitForTimeout[3] = false; stateTransitionOnTimeout[3] = "Fire"; stateTransitionOnTriggerUp[3] = "Spindown"; //-------------------------------------- stateName[4] = "Fire"; stateSequence[4] = "Fire"; stateSequenceRandomFlash[4] = true; stateSpinThread[4] = FullSpeed; //stateSound[4] = Rp432FireSound; stateAllowImageChange[4] = false; stateScript[4] = "onFire"; stateFire[4] = true; stateEjectShell[4] = true; stateTimeoutValue[4] = 0.02; stateTransitionOnTimeout[4] = "Fire"; stateTransitionOnTriggerUp[4] = "Spindown"; stateTransitionOnNoAmmo[4] = "EmptySpindown"; //-------------------------------------- stateName[5] = "Spindown"; stateSound[5] = ChaingunSpinDownSound; stateSpinThread[5] = SpinDown; // stateTimeoutValue[5] = 0.1; stateWaitForTimeout[5] = true; stateTransitionOnTimeout[5] = "Ready"; stateTransitionOnTriggerDown[5] = "Spinup"; //-------------------------------------- stateName[6] = "EmptySpindown"; stateSound[6] = ChaingunSpinDownSound; stateSpinThread[6] = SpinDown; // stateTimeoutValue[6] = 1.0; stateTransitionOnTimeout[6] = "NoAmmo"; //-------------------------------------- stateName[7] = "DryFire"; stateSound[7] = ChaingunDryFireSound; stateTimeoutValue[7] = 0.5; stateTransitionOnTimeout[7] = "NoAmmo"; }; datablock ItemData(RP432) { className = Weapon; catagory = "Spawn Items"; shapeFile = "turret_tank_barrelchain.dts"; image = RP432Image; mass = 1.0; elasticity = 0.2; friction = 0.6; pickupRadius = 2; pickUpName = "a RP432 MG"; computeCRC = true; emap = true; }; function RP432Image::onFire(%data, %obj, %slot) { %p = Parent::onFire(%data, %obj, %slot); if(%obj.client.UpgradeOn("Silencer", %data.getName())) { //zero sound :p } else { ServerPlay3d(Rp432FireSound, %obj.getPosition()); } }