datablock TracerProjectileData(M4A1Bullet) { doDynamicClientHits = true; directDamage = 0.09; directDamageType = $DamageType::M4A1; explosion = "ChaingunExplosion"; splash = ChaingunSplash; HeadMultiplier = 1.25; LegsMultiplier = 0.75; kickBackStrength = 15.0; sound = ChaingunProjectile; ImageSource = "M4A1Image"; 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; }; //-------------------------------------------------------------------------- // Ammo //-------------------------------------- datablock ItemData(M4A1Ammo) { className = Ammo; catagory = "Ammo"; shapeFile = "ammo_chaingun.dts"; mass = 1; elasticity = 0.2; friction = 0.6; pickupRadius = 2; pickUpName = "some M4A1 ammo"; computeCRC = true; }; //-------------------------------------------------------------------------- // Weapon //-------------------------------------- datablock ShapeBaseImageData(M4A1Image) { className = WeaponImage; shapeFile = "weapon_energy_vehicle.dts"; item = M4A1; ammo = M4A1Ammo; projectile = M4A1Bullet; projectileType = TracerProjectile; emap = true; offset = "0 0.5 0"; // L/R - F/B - T/B rotation = "0 1 0 180"; mass = 11; //ClipStuff ClipName = "M4A1Clip"; ClipPickupName["M4A1Clip"] = "some M4A1 Magazines"; ShowsClipInHud = 1; ClipReloadTime = 4; ClipReturn = 30; InitialClips = 7; // HasChallenges = 1; ChallengeCt = 11; Challenge[1] = "M4A1 Killer\t50\t100\tGrip"; Challenge[2] = "M4A1 Hunter\t100\t250\tLaser"; Challenge[3] = "M4A1 Expert\t250\t500\tShotgun Attachment"; Challenge[4] = "M4A1 Master\t500\t1000\tGrenade Launcher Attachment"; Challenge[5] = "M4A1 Legend\t750\t1500\tMini-Launcher Attachment"; Challenge[6] = "M4A1 God\t1000\t2000\tSilencer"; Challenge[7] = "M4A1 Supremacy\t2500\t5000\tUnlimited Attachment Ammo"; Challenge[8] = "M4A1 Bronze Commendation\t5000\t10000\tNone"; Challenge[9] = "M4A1 Silver Commendation\t12500\t25000\tNone"; Challenge[10] = "M4A1 Gold Commendation\t25000\t50000\tNone"; Challenge[11] = "M4A1 Titan Commendation\t50000\t75000\tNone"; Upgrade[1] = "Grip"; Upgrade[2] = "Laser"; Upgrade[3] = "Shotgun Attachment"; Upgrade[4] = "Grenade Launcher Attachment"; Upgrade[5] = "Mini-Launcher Attachment"; Upgrade[6] = "Silencer"; GunName = "M4A1 Assault Rifle"; RankRequire = $TWM2::RankRequire["M4A1"]; casing = ShellDebris; shellExitDir = "1.0 0.3 1.0"; shellExitOffset = "0.15 -0.56 -0.1"; shellExitVariance = 15.0; shellVelocity = 3.0; projectileSpread = 8.0 / 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] = 0.01; stateWaitForTimeout[3] = false; stateTransitionOnTimeout[3] = "Fire"; stateTransitionOnTriggerUp[3] = "Spindown"; //-------------------------------------- stateName[4] = "Fire"; stateSequence[4] = "Fire"; stateSequenceRandomFlash[4] = true; stateSpinThread[4] = FullSpeed; //stateSound[4] = ChaingunFireSound; stateRecoil[4] = LightRecoil; stateAllowImageChange[4] = false; stateScript[4] = "onFire"; stateFire[4] = true; stateEjectShell[4] = true; // stateTimeoutValue[4] = 0.08; stateTransitionOnTimeout[4] = "Fire"; stateTransitionOnTriggerUp[4] = "Spindown"; stateTransitionOnNoAmmo[4] = "EmptySpindown"; //-------------------------------------- stateName[5] = "Spindown"; stateSound[5] = ChaingunSpinDownSound; stateSpinThread[5] = SpinDown; // stateTimeoutValue[5] = 0.05; stateWaitForTimeout[5] = true; stateTransitionOnTimeout[5] = "Ready"; stateTransitionOnTriggerDown[5] = "Spinup"; //-------------------------------------- stateName[6] = "EmptySpindown"; stateSound[6] = ChaingunSpinDownSound; stateSpinThread[6] = SpinDown; // stateTimeoutValue[6] = 0.5; stateTransitionOnTimeout[6] = "NoAmmo"; //-------------------------------------- stateName[7] = "DryFire"; stateSound[7] = ChaingunDryFireSound; stateTimeoutValue[7] = 0.5; stateTransitionOnTimeout[7] = "NoAmmo"; }; datablock ItemData(M4A1) { className = Weapon; catagory = "Spawn Items"; shapeFile = "weapon_energy_vehicle.dts"; image = M4A1Image; mass = 1.0; elasticity = 0.2; friction = 0.6; pickupRadius = 2; pickUpName = "an M4A1"; computeCRC = true; emap = true; }; function M4A1::onInventory(%this,%obj,%amount) { Parent::onInventory(%this, %obj, %amount); %obj.canUseM4A1Attachment = 1; if(%obj.client.UpgradeOn("Shotgun Attachment", M4A1Image)) { %obj.M4A1ShotgunClip = 5; } if(%obj.client.UpgradeOn("Grenade Launcher Attachment", M4A1Image)) { %obj.M4A1GLClip = 3; } if(%obj.client.UpgradeOn("Mini-Launcher Attachment", M4A1Image)) { %obj.M4A1MLClip = 3; } } datablock ShapeBaseImageData(M4A1BarrelImage) { ammo = M4A1Ammo; shapeFile = "weapon_targeting.dts"; offset = "0.0 0.0 0.0"; emap = true; }; datablock ShapeBaseImageData(M4A1ScopeImage) { className = WeaponImage; shapeFile = "weapon_targeting.dts"; offset = "0.0 1.4 0.4"; rotation = "180 0 0 90"; ammo = M4A1Ammo; emap = true; }; function M4A1Image::onMount(%this,%obj,%slot) { Parent::onMount(%this, %obj, %slot); %obj.mountImage(M4A1BarrelImage, 3); %obj.mountImage(M4A1ScopeImage, 4); } function M4A1Image::onUnmount(%this,%obj,%slot) { Parent::onUnmount(%this, %obj, %slot); %obj.unmountImage(3); %obj.unmountImage(4); } function M4A1Image::onFire(%data, %obj, %slot) { %p = Parent::onFire(%data, %obj, %slot); if(%obj.client.UpgradeOn("Silencer", %data.getName())) { //zero sound :p } else { ServerPlay3d(ChaingunFireSound, %obj.getPosition()); } } function M4A1RefreshAttachment(%obj) { %obj.canUseM4A1Attachment = 1; }