TWM2/scripts/weapons/Other/NapalmLauncher.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

113 lines
3.4 KiB
C#

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