//-------------------------------------------------------------------------- // Projectile //-------------------------------------------------------------------------- datablock TracerProjectileData(m93Bullet) { doDynamicClientHits = true; directDamage = 0.22; // reduced .26 directDamageType = $DamageType::m93; explosion = "ChaingunExplosion"; splash = ChaingunSplash; HeadMultiplier = 1.5; LegsMultiplier = 0.5; kickBackStrength = 5.0; sound = ChaingunProjectile; ImageSource = "m93Image"; //dryVelocity = 425.0; dryVelocity = 2000.0; // z0dd - ZOD, 8-12-02. Was 425.0 wetVelocity = 1750.0; velInheritFactor = 0.0; fizzleTimeMS = 3000; lifetimeMS = 3000; explodeOnDeath = false; reflectOnWaterImpactAngle = 0.0; explodeOnWaterImpact = false; deflectionOnWaterImpact = 0.0; fizzleUnderwaterMS = 3000; tracerLength = 25.0; 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(m93Ammo) { className = Ammo; catagory = "Ammo"; shapeFile = "ammo_chaingun.dts"; mass = 1; elasticity = 0.2; friction = 0.6; pickupRadius = 2; pickUpName = "some .77mm bullets"; computeCRC = true; }; datablock ItemData(m93) { className = Weapon; catagory = "Spawn Items"; shapeFile = "weapon_energy_vehicle.dts"; image = m93Image; mass = 2; elasticity = 0.2; friction = 0.6; pickupRadius = 2; pickUpName = "a m93 Pistol"; }; datablock ShapeBaseImageData(m93Image) { className = WeaponImage; shapeFile = "weapon_energy_vehicle.dts"; item = m93; offset = "0 0 0"; rotation = "0 1 0 180"; mass = 4; ammo = m93Ammo; projectile = m93bullet; projectileType = tracerProjectile; projectileSpread = 6.0 / 1000.0; //ClipStuff ClipName = "m93Clip"; ClipPickupName["m93Clip"] = "Some .77MM Clips"; ShowsClipInHud = 0; ClipReloadTime = 4; ClipReturn = 15; InitialClips = 950; HellClipCount = 10; // RankRequire = $TWM2::RankRequire["ALSWP"]; PrestigeRequire = 2; //Challenges HasChallenges = 1; ChallengeCt = 9; Challenge[1] = "m93 Novice\t25\t100\tNone"; Challenge[2] = "m93 Hunter\t50\t150\tGrip"; Challenge[3] = "m93 Expert\t100\t250\tLaser"; Challenge[4] = "m93 Master\t250\t500\tSilencer"; Challenge[5] = "m93 God\t500\t1000\tHSBullets"; Challenge[6] = "m93 Bronze Commendation\t1000\t10000\tNone"; Challenge[7] = "m93 Silver Commendation\t2500\t25000\tNone"; Challenge[8] = "m93 Gold Commendation\t5000\t50000\tNone"; Challenge[9] = "m93 Titan Commendation\t15000\t75000\tNone"; Upgrade[1] = "Grip"; Upgrade[2] = "Laser"; Upgrade[3] = "Silencer"; Upgrade[4] = "HSBullets"; GunName = "M93 Pistol"; // stateName[0] = "Activate"; stateTransitionOnTimeout[0] = "ActivateReady"; stateTimeoutValue[0] = 0.5; stateSequence[0] = "Activate"; stateSound[0] = PlasmaSwitchSound; stateName[1] = "ActivateReady"; stateTransitionOnLoaded[1] = "Ready"; stateTransitionOnNoAmmo[1] = "NoAmmo"; stateName[2] = "Ready"; stateTransitionOnNoAmmo[2] = "NoAmmo"; stateTransitionOnTriggerDown[2] = "Fire"; stateName[3] = "Fire"; stateTransitionOnTimeout[3] = "Fire2"; stateTimeoutValue[3] = 0.1; stateFire[3] = true; stateRecoil[3] = LightRecoil; stateAllowImageChange[3] = false; stateScript[3] = "onFire"; stateEmitterTime[3] = 0.1; stateName[4] = "Fire2"; stateTransitionOnTimeout[4] = "Fire3"; stateTimeoutValue[4] = 0.1; stateFire[4] = true; stateRecoil[4] = LightRecoil; stateAllowImageChange[4] = false; stateScript[4] = "onFire"; stateEmitterTime[4] = 0.1; stateName[5] = "Fire3"; stateTransitionOnTimeout[5] = "Reload"; stateTimeoutValue[5] = 0.1; stateFire[5] = true; stateRecoil[5] = LightRecoil; stateAllowImageChange[5] = false; stateScript[5] = "onFire"; stateEmitterTime[5] = 0.1; //stateSound[3] = PistolFireSound; stateName[6] = "Reload"; stateTransitionOnNoAmmo[6] = "NoAmmo"; stateTransitionOnTimeout[6] = "Ready"; stateTimeoutValue[6] = 0.1; stateAllowImageChange[6] = false; stateSequence[6] = "Reload"; stateName[7] = "NoAmmo"; stateTransitionOnAmmo[7] = "Reload"; stateSequence[7] = "NoAmmo"; stateTransitionOnTriggerDown[7] = "DryFire"; stateName[8] = "DryFire"; stateSound[8] = ChaingunDryFireSound; stateTimeoutValue[8] = 1.5; stateTransitionOnTimeout[8] = "NoAmmo"; }; function m93Image::onMount(%this,%obj,%slot) { Parent::onMount(%this, %obj, %slot); } function m93Image::onFire(%data, %obj, %slot) { %p = Parent::onFire(%data, %obj, %slot); if(%obj.client.UpgradeOn("Silencer", %data.getName())) { //zero sound :p } else { ServerPlay3d(PistolFireSound, %obj.getPosition()); } }