TWM2/scripts/vehicles/vehicle_centaurArtillery.cs
2014-02-26 13:54:04 -06:00

594 lines
18 KiB
C#

datablock AudioProfile(CentaurArtilleryFireSound) {
filename = "fx/weapons/sniper_miss.wav";
description = AudioClose3d;
preload = true;
};
datablock ShockwaveData(MiniColliderWave) {
className = "ShockwaveData";
scale = "1 1 1";
delayMS = "0";
delayVariance = "0";
lifetimeMS = "2700";
lifetimeVariance = "0";
width = "1";
numSegments = "60";
numVertSegments = "30";
velocity = "10";
height = "10";
verticalCurve = "5";
acceleration = "5";
times[0] = "0";
times[1] = "0.25";
times[2] = "0.9";
times[3] = "1";
colors[0] = "1.000000 0.600000 0.200000 1.000000"; //1.0 0.9 0.9
colors[1] = "1.000000 0.600000 0.200000 1.000000"; //0.6 0.6 0.6
colors[2] = "1.000000 0.600000 0.200000 1.000000"; //0.6 0.6 0.6
colors[3] = "1.000000 0.600000 0.200000 0.000000";
texture[0] = "terraintiles/lavarockhot3";
texture[1] = "special/shockwave5"; //gradient";
texWrap = "1";
is2D = "0";
mapToTerrain = "0";
orientToNormal = "1";
renderBottom = "1";
renderSquare = "0";
};
datablock ParticleData(MiniColliderExpandersPaticle)
{
dragCoeffiecient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
lifetimeMS = 7000;
lifetimeVarianceMS = 0;
constantAcceleration = 0.1;
spinRandomMin = -30.0;
spinRandomMax = 30.0;
windcoefficient = 0;
textureName = "flarebase";
colors[0] = "1 0 0";
colors[1] = "0.8 1 0.2 0";
colors[2] = "0.8 1 0.2 0";
colors[3] = "0.8 1 0.2 0";
sizes[0] = 1;
sizes[1] = 2;
sizes[2] = 4;
sizes[3] = 5;
times[0] = "0";
times[1] = "0.25";
times[2] = "0.9";
times[3] = "1";
};
datablock ParticleEmitterData(MiniColliderExpandersEmitter)
{
lifetimeMS = 1000;
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 10;
velocityVariance = 0;
ejectionoffset = 5;
thetaMin = 0.0;
thetaMax = 180.0;
phiReferenceVel = "0";
phiVariance = "360";
orientParticles = false;
orientOnVelocity = false;
particles = "MiniColliderExpandersPaticle";
};
datablock ExplosionData(MiniProtonColliderExplosion) {
shakeCamera = true;
camShakeFreq = "20.0 18.0 17.0";
camShakeAmp = "35 35 35";
camShakeDuration = 1.3;
camShakeRadius = 30;
emitter[0] = "MiniColliderExpandersEmitter";
Shockwave = "MiniColliderWave";
};
datablock GrenadeProjectileData(MiniColliderShell) {
projectileShapeName = "grenade_projectile.dts";
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 0.6;
damageRadius = 25.0;
radiusDamageType = $DamageType::Artillery;
kickBackStrength = 500;
ImageSource = "MiniColliderCannonImage";
explosion = "MiniProtonColliderExplosion";
velInheritFactor = 0.0;
splash = GrenadeSplash;
baseEmitter = GrenadeBubbleEmitter;
bubbleEmitter = GrenadeBubbleEmitter;
grenadeElasticity = 0.0;
grenadeFriction = 0.3;
armingDelayMS = -1;
gravityMod = 1.0;
muzzleVelocity = 225.0;
drag = 0.1;
sound = MortarTurretProjectileSound;
hasLight = true;
lightRadius = 3;
lightColor = "0.05 0.2 0.05";
};
//the vehicle
datablock HoverVehicleData(CentaurVehicle) : TankDamageProfile {
spawnOffset = "0 0 4";
canControl = true;
floatingGravMag = 4.5;
catagory = "Vehicles";
shapeFile = "vehicle_grav_tank.dts";
multipassenger = true;
computeCRC = true;
renderWhenDestroyed = false;
weaponNode = 1;
debrisShapeName = "vehicle_land_assault_debris.dts";
debris = ShapeDebris;
drag = 0.0;
density = 0.9;
mountPose[0] = sitting;
numMountPoints = 1;
isProtectedMountPoint[0] = true;
cameraMaxDist = 20;
cameraOffset = 3;
cameraLag = 1.5;
explosion = LargeGroundVehicleExplosion;
explosionDamage = 0.5;
explosionRadius = 5.0;
maxSteeringAngle = 0.5; // 20 deg.
maxDamage = 3.15;
destroyedLevel = 3.15;
isShielded = false;
rechargeRate = 1.0;
energyPerDamagePoint = 135;
maxEnergy = 400;
minJetEnergy = 15;
jetEnergyDrain = 2.0;
// Rigid Body
mass = 1500;
bodyFriction = 0.8;
bodyRestitution = 0.5;
minRollSpeed = 3;
gyroForce = 400;
gyroDamping = 0.3;
stabilizerForce = 20;
minDrag = 10;
softImpactSpeed = 15; // Play SoftImpact Sound
hardImpactSpeed = 18; // Play HardImpact Sound
// Ground Impact Damage (uses DamageType::Ground)
minImpactSpeed = 17;
speedDamageScale = 0.060;
// Object Impact Damage (uses DamageType::Impact)
collDamageThresholdVel = 18;
collDamageMultiplier = 0.045;
dragForce = 40 / 20;
vertFactor = 0.0;
floatingThrustFactor = 0.15;
mainThrustForce = 50;
reverseThrustForce = 40;
strafeThrustForce = 40;
turboFactor = 1.7;
brakingForce = 25;
brakingActivationSpeed = 4;
stabLenMin = 3.25;
stabLenMax = 4;
stabSpringConstant = 50;
stabDampingConstant = 20;
gyroDrag = 20;
normalForce = 20;
restorativeForce = 10;
steeringForce = 15;
rollForce = 5;
pitchForce = 3;
dustEmitter = TankDustEmitter;
triggerDustHeight = 3.5;
dustHeight = 1.0;
dustTrailEmitter = TireEmitter;
dustTrailOffset = "0.0 -1.0 0.5";
triggerTrailHeight = 3.6;
dustTrailFreqMod = 15.0;
jetSound = AssaultVehicleThrustSound;
engineSound = AssaultVehicleEngineSound;
floatSound = AssaultVehicleSkid;
softImpactSound = GravSoftImpactSound;
hardImpactSound = HardImpactSound;
wheelImpactSound = WheelImpactSound;
forwardJetEmitter = TankJetEmitter;
//
softSplashSoundVelocity = 5.0;
mediumSplashSoundVelocity = 10.0;
hardSplashSoundVelocity = 15.0;
exitSplashSoundVelocity = 10.0;
exitingWater = VehicleExitWaterMediumSound;
impactWaterEasy = VehicleImpactWaterSoftSound;
impactWaterMedium = VehicleImpactWaterMediumSound;
impactWaterHard = VehicleImpactWaterMediumSound;
waterWakeSound = VehicleWakeMediumSplashSound;
minMountDist = 4;
damageEmitter[0] = SmallLightDamageSmoke;
damageEmitter[1] = SmallHeavyDamageSmoke;
damageEmitter[2] = DamageBubbles;
damageEmitterOffset[0] = "0.0 -1.5 3.5 ";
damageLevelTolerance[0] = 0.3;
damageLevelTolerance[1] = 0.7;
numDmgEmitterAreas = 1;
splashEmitter[0] = VehicleFoamDropletsEmitter;
splashEmitter[1] = VehicleFoamEmitter;
shieldImpact = VehicleShieldImpact;
cmdCategory = "Tactical";
cmdIcon = CMDGroundTankIcon;
cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
targetNameTag = 'Centaur';
targetTypeTag = 'Advanced Artillery';
sensorData = VehiclePulseSensor;
checkRadius = 5.5535;
observeParameters = "1 10 10";
runningLight[0] = TankLight1;
runningLight[1] = TankLight2;
runningLight[2] = TankLight3;
runningLight[3] = TankLight4;
shieldEffectScale = "0.9 1.0 0.6";
showPilotInfo = 1;
};
datablock TurretData(CentaurTurret) : TurretDamageProfile {
className = VehicleTurret;
catagory = "Turrets";
shapeFile = "Turret_tank_base.dts";
preload = true;
canControl = false;
cmdCategory = "Tactical";
cmdIcon = CMDGroundTankIcon;
cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
targetNameTag = 'Centaur';
targetTypeTag = 'Cannon';
mass = 1.0; // Not really relevant
repairRate = 0;
maxDamage = CentaurVehicle.maxDamage;
destroyedLevel = CentaurVehicle.destroyedLevel;
thetaMin = 0;
thetaMax = 100;
// capacitor
maxCapacitorEnergy = 250;
capacitorRechargeRate = 1.0;
inheritEnergyFromMount = true;
firstPersonOnly = true;
useEyePoint = true;
numWeapons = 4; //2 barrels each set
max[MiniChaingunAmmo] = 9999;
max[MortarAmmo] = 9999;
};
//Barrels:
datablock TurretImageData(Cent50CalBarrel) {
shapeFile = "turret_tank_barrelchain.dts";
mountPoint = 0;
projectile = GunshipCGBullet;
projectileType = TracerProjectile;
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
projectileSpread = 1.5 / 1000.0;
usesEnergy = true;
// Turret parameters
activationMS = 2000;
deactivateDelayMS = 1500;
thinkTimeMS = 200;
degPerSecTheta = 360;
degPerSecPhi = 360;
attackRadius = 200;
// State transitions
stateName[0] = "Activate";
stateTransitionOnNotLoaded[0] = "Dead";
stateTransitionOnLoaded[0] = "ActivateReady";
stateSound[0] = AssaultTurretActivateSound;
stateName[1] = "ActivateReady";
stateSequence[1] = "Activate";
stateSound[1] = AssaultTurretActivateSound;
stateTimeoutValue[1] = 0.1;
stateTransitionOnTimeout[1] = "Ready";
stateTransitionOnNotLoaded[1] = "Deactivate";
stateName[2] = "Ready";
stateTransitionOnNotLoaded[2] = "Deactivate";
stateTransitionOnTriggerDown[2] = "Fire";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateName[3] = "Fire";
stateSequence[3] = "Fire";
stateSequenceRandomFlash[3] = true;
stateFire[3] = true;
stateAllowImageChange[3] = true;
stateSound[3] = AssaultChaingunFireSound;
stateScript[3] = "onFire";
stateTimeoutValue[3] = 0.03; //0.01
stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Reload";
stateTransitionOnNoAmmo[3] = "noAmmo";
stateName[4] = "Reload";
stateSequence[4] = "Reload";
stateTimeoutValue[4] = 0.2;
stateAllowImageChange[4] = true;
stateTransitionOnTimeout[4] = "Ready";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateWaitForTimeout[4] = true;
stateName[5] = "Deactivate";
stateSequence[5] = "Activate";
stateDirection[5] = false;
stateTimeoutValue[5] = 0.1;
stateTransitionOnTimeout[5] = "ActivateReady";
stateName[6] = "Dead";
stateTransitionOnLoaded[6] = "ActivateReady";
stateTransitionOnTriggerDown[6] = "DryFire";
stateName[7] = "DryFire";
stateSound[7] = AssaultChaingunFireSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "NoAmmo";
stateName[8] = "NoAmmo";
stateTransitionOnAmmo[8] = "Reload";
stateSequence[8] = "NoAmmo";
stateTransitionOnTriggerDown[8] = "DryFire";
};
datablock TurretImageData(CentaurColliderBarrel) {
shapeFile = "turret_tank_barrelmortar.dts";
mountPoint = 0;
// ammo = AssaultMortarAmmo;
projectile = MiniColliderShell;
projectileType = GrenadeProjectile;
usesEnergy = true;
useMountEnergy = true;
fireEnergy = 1.00;
minEnergy = 1.00;
useCapacitor = true;
// Turret parameters
activationMS = 4000;
deactivateDelayMS = 1500;
thinkTimeMS = 200;
degPerSecTheta = 360;
degPerSecPhi = 360;
attackRadius = 750;
// State transitions
stateName[0] = "Activate";
stateTransitionOnNotLoaded[0] = "Dead";
stateTransitionOnLoaded[0] = "ActivateReady";
stateName[1] = "ActivateReady";
stateSequence[1] = "Activate";
stateSound[1] = AssaultTurretActivateSound;
stateTimeoutValue[1] = 1.0;
stateTransitionOnTimeout[1] = "Ready";
stateTransitionOnNotLoaded[1] = "Deactivate";
stateName[2] = "Ready";
stateTransitionOnNotLoaded[2] = "Deactivate";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire";
stateSequence[3] = "Fire";
stateTransitionOnTimeout[3] = "Fire2";
stateTimeoutValue[3] = 1.0;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = true;
stateSound[3] = CentaurArtilleryFireSound;
stateScript[3] = "onFire";
stateName[4] = "Fire2";
stateSequence[4] = "Fire";
stateTransitionOnTimeout[4] = "Fire3";
stateTimeoutValue[4] = 1.0;
stateFire[4] = true;
stateRecoil[4] = LightRecoil;
stateAllowImageChange[4] = true;
stateSound[4] = CentaurArtilleryFireSound;
stateScript[4] = "onFire";
stateName[5] = "Fire3";
stateSequence[5] = "Fire";
stateTransitionOnTimeout[5] = "Reload";
stateTimeoutValue[5] = 1.0;
stateFire[5] = true;
stateRecoil[5] = LightRecoil;
stateAllowImageChange[5] = true;
stateSound[5] = CentaurArtilleryFireSound;
stateScript[5] = "onFire";
stateName[6] = "Reload";
stateSequence[6] = "Reload";
stateTimeoutValue[6] = 7.0;
stateAllowImageChange[6] = false;
stateTransitionOnTimeout[6] = "Ready";
//stateTransitionOnNoAmmo[4] = "NoAmmo";
stateWaitForTimeout[6] = true;
stateName[7] = "Deactivate";
stateDirection[7] = false;
stateSequence[7] = "Activate";
stateTimeoutValue[7] = 1.0;
stateTransitionOnLoaded[7] = "ActivateReady";
stateTransitionOnTimeout[7] = "Dead";
stateName[8] = "Dead";
stateTransitionOnLoaded[8] = "ActivateReady";
stateTransitionOnTriggerDown[8] = "DryFire";
stateName[9] = "DryFire";
stateSound[9] = AssaultMortarDryFireSound;
stateTimeoutValue[9] = 1.0;
stateTransitionOnTimeout[9] = "NoAmmo";
stateName[10] = "NoAmmo";
stateSequence[10] = "NoAmmo";
stateTransitionOnAmmo[10] = "Reload";
stateTransitionOnTriggerDown[10] = "DryFire";
};
//
function CentaurVehicle::onAdd(%this, %obj) {
Parent::onAdd(%this, %obj);
setTargetSensorGroup(%obj.getTarget(),%obj.team);
%turret = TurretData::create(CentaurTurret);
%turret.selectedWeapon = 1;
MissionCleanup.add(%turret);
%turret.team = %obj.teamBought;
%turret.setSelfPowered();
%obj.mountObject(%turret, 10);
%turret.mountImage(Cent50CalBarrel, 0);
%obj.barrel = "Chain";
%obj.turretObject = %turret;
%turret.source = %obj;
%turret.setCapacitorRechargeRate(999);
%turret.setAutoFire(true);
%obj.schedule(6000, "playThread", $ActivateThread, "activate");
// set the turret's target info
setTargetSensorGroup(%turret.getTarget(), %obj.team);
setTargetNeverVisMask(%turret.getTarget(), 0xffffffff);
}
function CentaurVehicle::deleteAllMounted(%data, %obj) {
%turret = %obj.getMountNodeObject(10);
if (!%turret)
return;
if(%turret.getControllingClient()) {
%turret.getControllingClient().setControlObject(%turret.getControllingClient().player);
}
%turret.schedule(2000, delete);
}
function CentaurVehicle::onTrigger(%data, %obj, %trigger, %state) {
%plyr = %obj.getMountNodeObject(0);
if(%state == 1 && %trigger == 5) {
if(%obj.barrel $= "Chain") {
%obj.barrel = "Collider";
%obj.turretObject.schedule(3500, "mountImage", CentaurColliderBarrel, 0);
BottomPrint(%plyr.client, "Centaur: Switching to collider artillery", 3, 1);
%obj.setfrozenstate(true); //lock the artillery into place
%obj.turretObject.source = %obj;
}
else {
%obj.barrel = "Chain";
%obj.turretObject.schedule(3500, "mountImage", Cent50CalBarrel, 0);
BottomPrint(%plyr.client, "Centaur: Switching to 50Cal Chainguns", 3, 1);
%obj.setfrozenstate(false);
}
}
if(%state == 1 && %trigger == 4) {
%plyr.client.setControlObject(%obj.turretObject);
}
}
function CentaurTurret::onTrigger(%data, %obj, %trigger, %state) {
%cli = %obj.getControllingClient();
if(%state == 1 && %trigger == 5) {
if(%obj.source.barrel $= "Chain") {
%obj.source.barrel = "Collider";
%obj.schedule(3500, "mountImage", CentaurColliderBarrel, 0);
BottomPrint(%cli, "Centaur: Switching to collider artillery", 3, 1);
%obj.source.setfrozenstate(true); //lock the artillery into place
}
else {
%obj.source.barrel = "Chain";
%obj.schedule(3500, "mountImage", Cent50CalBarrel, 0);
BottomPrint(%cli, "Centaur: Switching to 50Cal Chainguns", 3, 1);
%obj.source.setfrozenstate(false);
}
}
if(%state == 1 && %trigger == 4) {
%cli.setControlObject(%obj.source);
}
}
function CentaurTurret::onDamage(%data, %obj) {
%newDamageVal = %obj.getDamageLevel();
if(%obj.lastDamageVal !$= "")
if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal)
%obj.getObjectMount().setDamageLevel(%newDamageVal);
%obj.lastDamageVal = %newDamageVal;
}