mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-01-22 04:54:47 +00:00
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.
113 lines
3.4 KiB
C#
113 lines
3.4 KiB
C#
datablock ItemData(NapalmAmmo) {
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_grenade.dts";
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "some Napalm";
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};
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//--------------------------------------------------------------------------
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// Weapon
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//--------------------------------------
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datablock ShapeBaseImageData(NapalmImage) {
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className = WeaponImage;
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shapeFile = "ammo_grenade.dts";
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item = Napalm;
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ammo = NapalmAmmo;
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offset = "0 0 0";
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armThread = lookms;
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emap = true;
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projectileSpread = 0;
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projectile = NapalmShot;
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projectileType = LinearProjectile;
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RankRequire = $TWM2::RankRequire["NapalmLauncher"];
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MedalRequire = 27;
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//ClipStuff
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ClipName = "NapalmClip";
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ClipPickupName["NapalmClip"] = "some napalm fuel clusters";
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ShowsClipInHud = 1;
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ClipReloadTime = 5;
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ClipReturn = 1;
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InitialClips = 6;
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//Challenges
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HasChallenges = 1;
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ChallengeCt = 9;
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Challenge[1] = "Napalm Novice\t25\t100\tNone";
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Challenge[2] = "Napalm Hunter\t50\t150\tNone";
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Challenge[3] = "Napalm Expert\t100\t250\tNone";
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Challenge[4] = "Napalm Master\t250\t500\tNone";
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Challenge[5] = "Napalm God\t500\t1000\tNone";
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Challenge[6] = "Napalm Bronze Commendation\t2500\t10000\tNone";
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Challenge[7] = "Napalm Silver Commendation\t5000\t25000\tNone";
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Challenge[8] = "Napalm Gold Commendation\t10000\t50000\tNone";
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Challenge[9] = "Napalm Titan Commendation\t25000\t75000\tNone";
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GunName = "ZH7C8 Napalm Launcher";
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//
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// State Data
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stateName[0] = "ActivateReady";
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stateTransitionOnLoaded[0] = "Activate";
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stateTransitionOnNoAmmo[0] = "NoAmmo";
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stateName[1] = "Activate";
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stateTransitionOnTimeout[1] = "Ready";
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stateTimeoutValue[1] = 0.5;
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stateSequence[1] = "Activated";
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stateSound[1] = PlasmaSwitchSound;
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stateName[2] = "Ready";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateTransitionOnTriggerDown[2] = "Fire";
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stateSequence[2] = "DiscSpin";
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// stateSound[2] = DiscLoopSound;
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.3;
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stateFire[3] = true;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = false;
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stateSequence[3] = "Fire";
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stateScript[3] = "onFire";
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stateSound[3] = MortarFireSound;
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateTimeoutValue[4] = 2.2; // 0.25 load, 0.25 spinup
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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// stateSound[4] = DiscReloadSound;
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stateName[5] = "NoAmmo";
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stateTransitionOnAmmo[5] = "Reload";
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stateSequence[5] = "NoAmmo";
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stateTransitionOnTriggerDown[5] = "DryFire";
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stateName[6] = "DryFire";
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stateSound[6] = GrenadeDryFireSound;
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stateTimeoutValue[6] = 0.3;
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stateTransitionOnTimeout[6] = "NoAmmo";
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};
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datablock ItemData(Napalm) {
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "ammo_grenade.dts";
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image = NapalmImage;
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "a Napalm Gun";
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emap = true;
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}; |