TWM2/scripts/weapons/Other/IonLauncher.cs
Robert Fritzen 0ad6bd6eba Weapon System Update
Updated the weapon system's rank and medal checking systems to be much
more streamlined, added a few extra goodies to the system as well.
2017-12-21 19:20:33 -06:00

147 lines
4.1 KiB
C#

datablock ItemData(IonLauncherAmmo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_missile.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "Some Ion Launcher Missiles";
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ItemData(IonLauncher) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_grenade_launcher.dts";
image = IonLauncherImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "an Ion Launcher";
computeCRC = true;
emap = true;
};
datablock ShapeBaseImageData(IonLauncherImage) {
className = WeaponImage;
shapeFile = "weapon_grenade_launcher.dts";
item = IonLauncher;
ammo = IonLauncherAmmo;
offset = "0 -1 0";
armThread = lookms;
emap = true;
projectile = IonMissile;
projectileType = seekerprojectile;
projectileSpread = 1.0 / 1000.0;
//ClipStuff
ClipName = "IonLauncherClip";
ClipPickupName["IonLauncherClip"] = "A Few Ion Missile boxes";
ShowsClipInHud = 1;
ClipReloadTime = 6;
ClipReturn = 2;
InitialClips = 7;
GunName = "LUX-4 Ion Launcher";
//
MedalRequire = 9;
isSeeker = true;
seekRadius = 1000;
maxSeekAngle = 8;
seekTime = 0.5;
minSeekHeat = 0.1; // the heat that must be present on a target to lock it.
// only target objects outside this range
minTargetingDistance = 40;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 2.0;
stateSequence[0] = "Activate";
stateSound[0] = MissileSwitchSound;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.4;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateSound[3] = MissileFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 4.5;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateSound[4] = MissileReloadSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = MissileDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "ActivateReady";
stateName[7] = "CheckTarget";
stateTransitionOnNoTarget[7] = "Fire";
stateTransitionOnTarget[7] = "Fire";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "DryFire";
stateTransitionOnNotWet[8] = "CheckTarget";
stateName[9] = "WetFire";
stateTransitionOnNoAmmo[9] = "NoAmmo";
stateTransitionOnTimeout[9] = "Reload";
stateTimeoutValue[9] = 0.4;
stateScript[9] = "onWetFire";
stateAllowImageChange[9] = false;
};
function IonLauncherImage::onFire(%data,%obj,%slot) {
%p = Parent::onFire(%data, %obj, %slot);
MissileSet.add(%p);
%target = %obj.getLockedTarget();
if(%target) {
%p.setObjectTarget(%target);
}
else if(%obj.isLocked()) {
%p.setPositionTarget(%obj.getLockedPosition());
}
else {
%p.setNoTarget();
}
}
function IonLauncherImage::onWetFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot);
MissileSet.add(%p);
%p.setObjectTarget(0);
}