datablock ItemData(NapalmAmmo) { className = Ammo; catagory = "Ammo"; shapeFile = "ammo_grenade.dts"; mass = 1; elasticity = 0.2; friction = 0.6; pickupRadius = 2; pickUpName = "some Napalm"; }; //-------------------------------------------------------------------------- // Weapon //-------------------------------------- datablock ShapeBaseImageData(NapalmImage) { className = WeaponImage; shapeFile = "ammo_grenade.dts"; item = Napalm; ammo = NapalmAmmo; offset = "0 0 0"; armThread = lookms; emap = true; projectileSpread = 0; projectile = NapalmShot; projectileType = LinearProjectile; RankRequire = $TWM2::RankRequire["NapalmLauncher"]; MedalRequire = 1; //ClipStuff ClipName = "NapalmClip"; ClipPickupName["NapalmClip"] = "some napalm fuel clusters"; ShowsClipInHud = 1; ClipReloadTime = 5; ClipReturn = 1; InitialClips = 6; //Challenges HasChallenges = 1; ChallengeCt = 9; Challenge[1] = "Napalm Novice\t25\t100\tNone"; Challenge[2] = "Napalm Hunter\t50\t150\tNone"; Challenge[3] = "Napalm Expert\t100\t250\tNone"; Challenge[4] = "Napalm Master\t250\t500\tNone"; Challenge[5] = "Napalm God\t500\t1000\tNone"; Challenge[6] = "Napalm Bronze Commendation\t2500\t10000\tNone"; Challenge[7] = "Napalm Silver Commendation\t5000\t25000\tNone"; Challenge[8] = "Napalm Gold Commendation\t10000\t50000\tNone"; Challenge[9] = "Napalm Titan Commendation\t25000\t75000\tNone"; GunName = "ZH7C8 Napalm Launcher"; // // State Data stateName[0] = "ActivateReady"; stateTransitionOnLoaded[0] = "Activate"; stateTransitionOnNoAmmo[0] = "NoAmmo"; stateName[1] = "Activate"; stateTransitionOnTimeout[1] = "Ready"; stateTimeoutValue[1] = 0.5; stateSequence[1] = "Activated"; stateSound[1] = PlasmaSwitchSound; stateName[2] = "Ready"; stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnTriggerDown[2] = "Fire"; stateSequence[2] = "DiscSpin"; // stateSound[2] = DiscLoopSound; stateName[3] = "Fire"; stateTransitionOnTimeout[3] = "Reload"; stateTimeoutValue[3] = 0.3; stateFire[3] = true; stateRecoil[3] = LightRecoil; stateAllowImageChange[3] = false; stateSequence[3] = "Fire"; stateScript[3] = "onFire"; stateSound[3] = MortarFireSound; stateName[4] = "Reload"; stateTransitionOnNoAmmo[4] = "NoAmmo"; stateTransitionOnTimeout[4] = "Ready"; stateTimeoutValue[4] = 2.2; // 0.25 load, 0.25 spinup stateAllowImageChange[4] = false; stateSequence[4] = "Reload"; // stateSound[4] = DiscReloadSound; stateName[5] = "NoAmmo"; stateTransitionOnAmmo[5] = "Reload"; stateSequence[5] = "NoAmmo"; stateTransitionOnTriggerDown[5] = "DryFire"; stateName[6] = "DryFire"; stateSound[6] = GrenadeDryFireSound; stateTimeoutValue[6] = 0.3; stateTransitionOnTimeout[6] = "NoAmmo"; }; datablock ItemData(Napalm) { className = Weapon; catagory = "Spawn Items"; shapeFile = "ammo_grenade.dts"; image = NapalmImage; mass = 1; elasticity = 0.2; friction = 0.6; pickupRadius = 2; pickUpName = "a Napalm Gun"; emap = true; };