datablock TracerProjectileData(PulseSMGBullet) { doDynamicClientHits = true; directDamage = 0.08; explosion = "BlasterExplosion"; splash = ChaingunSplash; directDamageType = $DamageType::ShrikeBlaster; kickBackStrength = 0.0; sound = ShrikeBlasterProjectileSound; ImageSource = "PulseSMGImage"; dryVelocity = 425.0; wetVelocity = 100.0; velInheritFactor = 1.0; fizzleTimeMS = 1000; lifetimeMS = 1000; explodeOnDeath = false; reflectOnWaterImpactAngle = 0.0; explodeOnWaterImpact = false; deflectionOnWaterImpact = 0.0; fizzleUnderwaterMS = 3000; tracerLength = 30.0; tracerAlpha = false; tracerMinPixels = 6; tracerColor = "1.0 1.0 1.0 1.0"; tracerTex[0] = "special/shrikeBolt"; tracerTex[1] = "special/shrikeBoltCross"; tracerWidth = 0.55; crossSize = 0.99; crossViewAng = 0.990; renderCross = true; }; //-------------------------------------------------------------------------- // Ammo //-------------------------------------- datablock ItemData(PulseSMGAmmo) { className = Ammo; catagory = "Ammo"; shapeFile = "ammo_chaingun.dts"; mass = 1; elasticity = 0.2; friction = 0.6; pickupRadius = 2; pickUpName = "some PulseSMG ammo"; computeCRC = true; }; //-------------------------------------------------------------------------- // Weapon //-------------------------------------- datablock ShapeBaseImageData(PulseSMGImage) { className = WeaponImage; shapeFile = "weapon_energy_vehicle.dts"; item = PulseSMG; ammo = PulseSMGAmmo; projectile = PulseSMGBullet; projectileType = TracerProjectile; emap = true; offset = "0 0.5 0"; // L/R - F/B - T/B rotation = "0 1 0 180"; mass = 11; //ClipStuff ClipName = "PulseSMGClip"; ClipPickupName["PulseSMGClip"] = "some PulseSMG Magazines"; ShowsClipInHud = 1; ClipReloadTime = 4; ClipReturn = 45; InitialClips = 7; // HasChallenges = 1; ChallengeCt = 9; Challenge[1] = "Pulse SMG Killer\t50\t100\tNone"; Challenge[2] = "Pulse SMG Hunter\t100\t250\tNone"; Challenge[3] = "Pulse SMG Expert\t250\t500\tGrip"; Challenge[4] = "Pulse SMG Master\t500\t1000\tLaser"; Challenge[5] = "Pulse SMG God\t1000\t2000\tSilencer"; Challenge[6] = "Pulse SMG Bronze Commendation\t2500\t10000\tNone"; Challenge[7] = "Pulse SMG Silver Commendation\t5000\t25000\tNone"; Challenge[8] = "Pulse SMG Gold Commendation\t10000\t50000\tNone"; Challenge[9] = "Pulse SMG Titan Commendation\t25000\t75000\tNone"; Upgrade[1] = "Grip"; Upgrade[2] = "Laser"; Upgrade[3] = "Silencer"; GunName = "Pulse SMG"; //RankRequire = $TWM2::RankRequire["Pg700"]; PrestigeRequire = 3; casing = ShellDebris; shellExitDir = "1.0 0.3 1.0"; shellExitOffset = "0.15 -0.56 -0.1"; shellExitVariance = 15.0; shellVelocity = 3.0; projectileSpread = 3.0 / 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(PulseSMG) { className = Weapon; catagory = "Spawn Items"; shapeFile = "weapon_energy_vehicle.dts"; image = PulseSMGImage; mass = 1.0; elasticity = 0.2; friction = 0.6; pickupRadius = 2; pickUpName = "a Pulse SMG"; computeCRC = true; emap = true; }; datablock ShapeBaseImageData(PulseSMGBarrelImage) { ammo = PulseSMGAmmo; shapeFile = "weapon_targeting.dts"; offset = "0.0 0.0 0.0"; emap = true; }; function PulseSMGImage::onMount(%this,%obj,%slot) { Parent::onMount(%this, %obj, %slot); %obj.mountImage(PulseSMGBarrelImage, 3); } function PulseSMGImage::onUnmount(%this,%obj,%slot) { Parent::onUnmount(%this, %obj, %slot); %obj.unmountImage(3); %obj.unmountImage(4); } function PulseSMGImage::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()); } }