mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-03-06 22:10:35 +00:00
594 lines
18 KiB
C#
594 lines
18 KiB
C#
datablock AudioProfile(CentaurArtilleryFireSound) {
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filename = "fx/weapons/sniper_miss.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock ShockwaveData(MiniColliderWave) {
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className = "ShockwaveData";
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scale = "1 1 1";
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delayMS = "0";
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delayVariance = "0";
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lifetimeMS = "2700";
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lifetimeVariance = "0";
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width = "1";
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numSegments = "60";
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numVertSegments = "30";
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velocity = "10";
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height = "10";
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verticalCurve = "5";
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acceleration = "5";
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times[0] = "0";
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times[1] = "0.25";
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times[2] = "0.9";
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times[3] = "1";
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colors[0] = "1.000000 0.600000 0.200000 1.000000"; //1.0 0.9 0.9
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colors[1] = "1.000000 0.600000 0.200000 1.000000"; //0.6 0.6 0.6
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colors[2] = "1.000000 0.600000 0.200000 1.000000"; //0.6 0.6 0.6
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colors[3] = "1.000000 0.600000 0.200000 0.000000";
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texture[0] = "terraintiles/lavarockhot3";
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texture[1] = "special/shockwave5"; //gradient";
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texWrap = "1";
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is2D = "0";
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mapToTerrain = "0";
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orientToNormal = "1";
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renderBottom = "1";
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renderSquare = "0";
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};
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datablock ParticleData(MiniColliderExpandersPaticle)
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{
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dragCoeffiecient = 0.0;
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gravityCoefficient = 0.0;
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inheritedVelFactor = 0.0;
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lifetimeMS = 7000;
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lifetimeVarianceMS = 0;
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constantAcceleration = 0.1;
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spinRandomMin = -30.0;
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spinRandomMax = 30.0;
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windcoefficient = 0;
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textureName = "flarebase";
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colors[0] = "1 0 0";
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colors[1] = "0.8 1 0.2 0";
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colors[2] = "0.8 1 0.2 0";
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colors[3] = "0.8 1 0.2 0";
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sizes[0] = 1;
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sizes[1] = 2;
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sizes[2] = 4;
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sizes[3] = 5;
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times[0] = "0";
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times[1] = "0.25";
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times[2] = "0.9";
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times[3] = "1";
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};
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datablock ParticleEmitterData(MiniColliderExpandersEmitter)
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{
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lifetimeMS = 1000;
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ejectionPeriodMS = 1;
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periodVarianceMS = 0;
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ejectionVelocity = 10;
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velocityVariance = 0;
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ejectionoffset = 5;
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thetaMin = 0.0;
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thetaMax = 180.0;
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phiReferenceVel = "0";
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phiVariance = "360";
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orientParticles = false;
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orientOnVelocity = false;
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particles = "MiniColliderExpandersPaticle";
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};
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datablock ExplosionData(MiniProtonColliderExplosion) {
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shakeCamera = true;
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camShakeFreq = "20.0 18.0 17.0";
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camShakeAmp = "35 35 35";
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camShakeDuration = 1.3;
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camShakeRadius = 30;
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emitter[0] = "MiniColliderExpandersEmitter";
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Shockwave = "MiniColliderWave";
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};
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datablock GrenadeProjectileData(MiniColliderShell) {
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projectileShapeName = "grenade_projectile.dts";
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emitterDelay = -1;
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directDamage = 0.0;
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hasDamageRadius = true;
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indirectDamage = 0.6;
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damageRadius = 25.0;
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radiusDamageType = $DamageType::Artillery;
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kickBackStrength = 500;
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ImageSource = "MiniColliderCannonImage";
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explosion = "MiniProtonColliderExplosion";
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velInheritFactor = 0.0;
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splash = GrenadeSplash;
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baseEmitter = GrenadeBubbleEmitter;
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bubbleEmitter = GrenadeBubbleEmitter;
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grenadeElasticity = 0.0;
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grenadeFriction = 0.3;
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armingDelayMS = -1;
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gravityMod = 1.0;
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muzzleVelocity = 225.0;
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drag = 0.1;
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sound = MortarTurretProjectileSound;
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hasLight = true;
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lightRadius = 3;
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lightColor = "0.05 0.2 0.05";
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};
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//the vehicle
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datablock HoverVehicleData(CentaurVehicle) : TankDamageProfile {
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spawnOffset = "0 0 4";
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canControl = true;
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floatingGravMag = 4.5;
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catagory = "Vehicles";
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shapeFile = "vehicle_grav_tank.dts";
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multipassenger = true;
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computeCRC = true;
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renderWhenDestroyed = false;
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weaponNode = 1;
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debrisShapeName = "vehicle_land_assault_debris.dts";
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debris = ShapeDebris;
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drag = 0.0;
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density = 0.9;
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mountPose[0] = sitting;
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numMountPoints = 1;
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isProtectedMountPoint[0] = true;
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cameraMaxDist = 20;
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cameraOffset = 3;
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cameraLag = 1.5;
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explosion = LargeGroundVehicleExplosion;
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explosionDamage = 0.5;
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explosionRadius = 5.0;
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maxSteeringAngle = 0.5; // 20 deg.
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maxDamage = 3.15;
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destroyedLevel = 3.15;
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isShielded = false;
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rechargeRate = 1.0;
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energyPerDamagePoint = 135;
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maxEnergy = 400;
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minJetEnergy = 15;
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jetEnergyDrain = 2.0;
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// Rigid Body
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mass = 1500;
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bodyFriction = 0.8;
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bodyRestitution = 0.5;
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minRollSpeed = 3;
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gyroForce = 400;
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gyroDamping = 0.3;
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stabilizerForce = 20;
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minDrag = 10;
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softImpactSpeed = 15; // Play SoftImpact Sound
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hardImpactSpeed = 18; // Play HardImpact Sound
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// Ground Impact Damage (uses DamageType::Ground)
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minImpactSpeed = 17;
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speedDamageScale = 0.060;
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// Object Impact Damage (uses DamageType::Impact)
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collDamageThresholdVel = 18;
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collDamageMultiplier = 0.045;
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dragForce = 40 / 20;
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vertFactor = 0.0;
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floatingThrustFactor = 0.15;
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mainThrustForce = 50;
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reverseThrustForce = 40;
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strafeThrustForce = 40;
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turboFactor = 1.7;
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brakingForce = 25;
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brakingActivationSpeed = 4;
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stabLenMin = 3.25;
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stabLenMax = 4;
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stabSpringConstant = 50;
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stabDampingConstant = 20;
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gyroDrag = 20;
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normalForce = 20;
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restorativeForce = 10;
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steeringForce = 15;
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rollForce = 5;
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pitchForce = 3;
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dustEmitter = TankDustEmitter;
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triggerDustHeight = 3.5;
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dustHeight = 1.0;
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dustTrailEmitter = TireEmitter;
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dustTrailOffset = "0.0 -1.0 0.5";
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triggerTrailHeight = 3.6;
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dustTrailFreqMod = 15.0;
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jetSound = AssaultVehicleThrustSound;
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engineSound = AssaultVehicleEngineSound;
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floatSound = AssaultVehicleSkid;
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softImpactSound = GravSoftImpactSound;
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hardImpactSound = HardImpactSound;
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wheelImpactSound = WheelImpactSound;
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forwardJetEmitter = TankJetEmitter;
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//
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softSplashSoundVelocity = 5.0;
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mediumSplashSoundVelocity = 10.0;
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hardSplashSoundVelocity = 15.0;
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exitSplashSoundVelocity = 10.0;
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exitingWater = VehicleExitWaterMediumSound;
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impactWaterEasy = VehicleImpactWaterSoftSound;
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impactWaterMedium = VehicleImpactWaterMediumSound;
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impactWaterHard = VehicleImpactWaterMediumSound;
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waterWakeSound = VehicleWakeMediumSplashSound;
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minMountDist = 4;
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damageEmitter[0] = SmallLightDamageSmoke;
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damageEmitter[1] = SmallHeavyDamageSmoke;
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damageEmitter[2] = DamageBubbles;
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damageEmitterOffset[0] = "0.0 -1.5 3.5 ";
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damageLevelTolerance[0] = 0.3;
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damageLevelTolerance[1] = 0.7;
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numDmgEmitterAreas = 1;
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splashEmitter[0] = VehicleFoamDropletsEmitter;
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splashEmitter[1] = VehicleFoamEmitter;
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shieldImpact = VehicleShieldImpact;
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cmdCategory = "Tactical";
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cmdIcon = CMDGroundTankIcon;
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cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
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targetNameTag = 'Centaur';
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targetTypeTag = 'Advanced Artillery';
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sensorData = VehiclePulseSensor;
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checkRadius = 5.5535;
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observeParameters = "1 10 10";
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runningLight[0] = TankLight1;
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runningLight[1] = TankLight2;
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runningLight[2] = TankLight3;
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runningLight[3] = TankLight4;
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shieldEffectScale = "0.9 1.0 0.6";
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showPilotInfo = 1;
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};
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datablock TurretData(CentaurTurret) : TurretDamageProfile {
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className = VehicleTurret;
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catagory = "Turrets";
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shapeFile = "Turret_tank_base.dts";
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preload = true;
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canControl = false;
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cmdCategory = "Tactical";
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cmdIcon = CMDGroundTankIcon;
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cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
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targetNameTag = 'Centaur';
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targetTypeTag = 'Cannon';
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mass = 1.0; // Not really relevant
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repairRate = 0;
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maxDamage = CentaurVehicle.maxDamage;
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destroyedLevel = CentaurVehicle.destroyedLevel;
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thetaMin = 0;
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thetaMax = 100;
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// capacitor
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maxCapacitorEnergy = 250;
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capacitorRechargeRate = 1.0;
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inheritEnergyFromMount = true;
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firstPersonOnly = true;
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useEyePoint = true;
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numWeapons = 4; //2 barrels each set
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max[MiniChaingunAmmo] = 9999;
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max[MortarAmmo] = 9999;
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};
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//Barrels:
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datablock TurretImageData(Cent50CalBarrel) {
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shapeFile = "turret_tank_barrelchain.dts";
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mountPoint = 0;
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projectile = GunshipCGBullet;
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projectileType = TracerProjectile;
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casing = ShellDebris;
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shellExitDir = "1.0 0.3 1.0";
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shellExitOffset = "0.15 -0.56 -0.1";
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shellExitVariance = 15.0;
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shellVelocity = 3.0;
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projectileSpread = 1.5 / 1000.0;
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usesEnergy = true;
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// Turret parameters
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activationMS = 2000;
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deactivateDelayMS = 1500;
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thinkTimeMS = 200;
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degPerSecTheta = 360;
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degPerSecPhi = 360;
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attackRadius = 200;
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// State transitions
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stateName[0] = "Activate";
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stateTransitionOnNotLoaded[0] = "Dead";
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stateTransitionOnLoaded[0] = "ActivateReady";
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stateSound[0] = AssaultTurretActivateSound;
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stateName[1] = "ActivateReady";
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stateSequence[1] = "Activate";
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stateSound[1] = AssaultTurretActivateSound;
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stateTimeoutValue[1] = 0.1;
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stateTransitionOnTimeout[1] = "Ready";
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stateTransitionOnNotLoaded[1] = "Deactivate";
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stateName[2] = "Ready";
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stateTransitionOnNotLoaded[2] = "Deactivate";
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stateTransitionOnTriggerDown[2] = "Fire";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateName[3] = "Fire";
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stateSequence[3] = "Fire";
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stateSequenceRandomFlash[3] = true;
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stateFire[3] = true;
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stateAllowImageChange[3] = true;
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stateSound[3] = AssaultChaingunFireSound;
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stateScript[3] = "onFire";
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stateTimeoutValue[3] = 0.03; //0.01
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stateTransitionOnTimeout[3] = "Fire";
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stateTransitionOnTriggerUp[3] = "Reload";
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stateTransitionOnNoAmmo[3] = "noAmmo";
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stateName[4] = "Reload";
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stateSequence[4] = "Reload";
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stateTimeoutValue[4] = 0.2;
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stateAllowImageChange[4] = true;
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stateTransitionOnTimeout[4] = "Ready";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateWaitForTimeout[4] = true;
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stateName[5] = "Deactivate";
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stateSequence[5] = "Activate";
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stateDirection[5] = false;
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stateTimeoutValue[5] = 0.1;
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stateTransitionOnTimeout[5] = "ActivateReady";
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stateName[6] = "Dead";
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stateTransitionOnLoaded[6] = "ActivateReady";
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stateTransitionOnTriggerDown[6] = "DryFire";
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stateName[7] = "DryFire";
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stateSound[7] = AssaultChaingunFireSound;
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stateTimeoutValue[7] = 1.0;
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stateTransitionOnTimeout[7] = "NoAmmo";
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stateName[8] = "NoAmmo";
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stateTransitionOnAmmo[8] = "Reload";
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stateSequence[8] = "NoAmmo";
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stateTransitionOnTriggerDown[8] = "DryFire";
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};
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datablock TurretImageData(CentaurColliderBarrel) {
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shapeFile = "turret_tank_barrelmortar.dts";
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mountPoint = 0;
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// ammo = AssaultMortarAmmo;
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projectile = MiniColliderShell;
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projectileType = GrenadeProjectile;
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usesEnergy = true;
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useMountEnergy = true;
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fireEnergy = 1.00;
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minEnergy = 1.00;
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useCapacitor = true;
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// Turret parameters
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activationMS = 4000;
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deactivateDelayMS = 1500;
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thinkTimeMS = 200;
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degPerSecTheta = 360;
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degPerSecPhi = 360;
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attackRadius = 750;
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// State transitions
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stateName[0] = "Activate";
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stateTransitionOnNotLoaded[0] = "Dead";
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stateTransitionOnLoaded[0] = "ActivateReady";
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stateName[1] = "ActivateReady";
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stateSequence[1] = "Activate";
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stateSound[1] = AssaultTurretActivateSound;
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stateTimeoutValue[1] = 1.0;
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stateTransitionOnTimeout[1] = "Ready";
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stateTransitionOnNotLoaded[1] = "Deactivate";
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stateName[2] = "Ready";
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stateTransitionOnNotLoaded[2] = "Deactivate";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateTransitionOnTriggerDown[2] = "Fire";
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stateName[3] = "Fire";
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stateSequence[3] = "Fire";
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stateTransitionOnTimeout[3] = "Fire2";
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stateTimeoutValue[3] = 1.0;
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stateFire[3] = true;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = true;
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stateSound[3] = CentaurArtilleryFireSound;
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stateScript[3] = "onFire";
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stateName[4] = "Fire2";
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stateSequence[4] = "Fire";
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stateTransitionOnTimeout[4] = "Fire3";
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stateTimeoutValue[4] = 1.0;
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stateFire[4] = true;
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stateRecoil[4] = LightRecoil;
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stateAllowImageChange[4] = true;
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stateSound[4] = CentaurArtilleryFireSound;
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stateScript[4] = "onFire";
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stateName[5] = "Fire3";
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stateSequence[5] = "Fire";
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stateTransitionOnTimeout[5] = "Reload";
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stateTimeoutValue[5] = 1.0;
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stateFire[5] = true;
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stateRecoil[5] = LightRecoil;
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stateAllowImageChange[5] = true;
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stateSound[5] = CentaurArtilleryFireSound;
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stateScript[5] = "onFire";
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stateName[6] = "Reload";
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stateSequence[6] = "Reload";
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stateTimeoutValue[6] = 7.0;
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stateAllowImageChange[6] = false;
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stateTransitionOnTimeout[6] = "Ready";
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//stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateWaitForTimeout[6] = true;
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stateName[7] = "Deactivate";
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stateDirection[7] = false;
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stateSequence[7] = "Activate";
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stateTimeoutValue[7] = 1.0;
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stateTransitionOnLoaded[7] = "ActivateReady";
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stateTransitionOnTimeout[7] = "Dead";
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stateName[8] = "Dead";
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stateTransitionOnLoaded[8] = "ActivateReady";
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stateTransitionOnTriggerDown[8] = "DryFire";
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stateName[9] = "DryFire";
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stateSound[9] = AssaultMortarDryFireSound;
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stateTimeoutValue[9] = 1.0;
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stateTransitionOnTimeout[9] = "NoAmmo";
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stateName[10] = "NoAmmo";
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stateSequence[10] = "NoAmmo";
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stateTransitionOnAmmo[10] = "Reload";
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stateTransitionOnTriggerDown[10] = "DryFire";
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};
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//
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function CentaurVehicle::onAdd(%this, %obj) {
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Parent::onAdd(%this, %obj);
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setTargetSensorGroup(%obj.getTarget(),%obj.team);
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%turret = TurretData::create(CentaurTurret);
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%turret.selectedWeapon = 1;
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MissionCleanup.add(%turret);
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%turret.team = %obj.teamBought;
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%turret.setSelfPowered();
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%obj.mountObject(%turret, 10);
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%turret.mountImage(Cent50CalBarrel, 0);
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%obj.barrel = "Chain";
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%obj.turretObject = %turret;
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%turret.source = %obj;
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|
|
|
%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;
|
|
}
|