TWM2/scripts/weapons/Shotguns/SA2400.cs
2014-02-26 13:54:04 -06:00

326 lines
11 KiB
C#

//--------------------------------------
// Semi-Automatic Shotgun (SA2400)
// By. DarknessOfLight
//--------------------------------------
//--------------------------------------------------------------------------
// Particle effects
//--------------------------------------
datablock DebrisData( SemiAutoShellDebris )
{
shapeName = "weapon_chaingun_ammocasing.dts";
lifetime = 7.0;
minSpinSpeed = 600.0;
maxSpinSpeed = 800.0;
elasticity = 0.8;
friction = 0.3;
numBounces = 5;
fade = true;
staticOnMaxBounce = true;
snapOnMaxBounce = true;
};
//--------------------------------------------------------------------------
// Projectile
//--------------------------------------
datablock TracerProjectileData( SA2400Slug )
{
doDynamicClientHits = true;
directDamage = 0.3;
directDamageType = $DamageType::SA2400;
explosion = "ChaingunExplosion";
splash = ChaingunSplash;
HeadMultiplier = 1.9;
kickBackStrength = 428.0;
sound = ChaingunProjectile;
ImageSource = "SA2400Image";
dryVelocity = 2561.0;
wetVelocity = 586.0;
velInheritFactor = 1.0;
fizzleTimeMS = 3000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 40.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 40.0;
fizzleUnderwaterMS = 3000;
tracerLength = 37.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.10;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal1;
decalData[2] = ChaingunDecal1;
decalData[3] = ChaingunDecal1;
decalData[4] = ChaingunDecal1;
decalData[5] = ChaingunDecal1;
};
//--------------------------------------------------------------------------
// Ammo
//--------------------------------------
datablock ItemData( SA2400Ammo )
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some chaingun ammo";
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData( SA2400Image )
{
className = WeaponImage;
shapeFile = "weapon_grenade_launcher.dts";
item = SA2400;
ammo = SA2400Ammo;
offset = "0 0 0";
emap = true;
casing = SemiAutoShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 30.0;
projectile = SA2400Slug;
projectileType = TracerProjectile;
//ClipStuff
ClipName = "SA2400Clip";
ClipPickupName["SA2400Clip"] = "some SA2400 Slugs";
ShowsClipInHud = 1;
ClipReloadTime = 6;
ClipReturn = 21;
InitialClips = 8;
ReloadSingle = 1;
SingleShotAdd = 7;
//
RankRequire = $TWM2::RankRequire["SA2400"];
//Challenges
HasChallenges = 1;
ChallengeCt = 9;
Challenge[1] = "SA2400 Killer\t50\t100\tNone";
Challenge[2] = "SA2400 Extremist\t100\t150\tNone";
Challenge[3] = "SA2400 Expert\t250\t250\tNone";
Challenge[4] = "SA2400 Master\t500\t500\tNone";
Challenge[5] = "SA2400 God\t1000\t1000\tNone";
Challenge[6] = "SA2400 Bronze Commendation\t2500\t10000\tNone";
Challenge[7] = "SA2400 Silver Commendation\t5000\t25000\tNone";
Challenge[8] = "SA2400 Gold Commendation\t10000\t50000\tNone";
Challenge[9] = "SA2400 Titan Commendation\t25000\t75000\tNone";
GunName = "SA2400 Shotgun";
//
projectileSpread = 3.0 / 1000.0;
//----------------------------------------------------------------------------\\
//State Data\\
//----------------------------------------------------------------------------\\
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateSequence[0] = "Activate";
stateTimeoutValue[0] = 0.2;
stateSound[0] = ChaingunSwitchSound;
//----------------------------------------------------\\
stateName[1] = "Ready";
stateSequence[1] = "Ready";
stateTimeoutValue[1] = 0.2;
stateTransitionOnTriggerDown[1] = "FireFirstRound";
stateTransitionOnNoAmmo[1] = "NoAmmo";
//----------------------------------------------------\\
stateName[2] = "Reload";
stateSequence[2] = "Reload";
stateTransitionOnTimeout[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTimeoutValue[2] = 4.0;
stateAllowImageChange[2] = false;
stateSound[2] = DiscDryFireSound;
//----------------------------------------------------\\
stateName[3] = "NoAmmo";
stateSequence[3] = "NoAmmo";
stateTimeoutValue[3] = 0.2;
stateTransitionOnTriggerDown[3] = "DryFire";
stateTransitionOnAmmo[3] = "Reload";
//----------------------------------------------------\\
stateName[4] = "DryFire";
stateSequence[4] = "DryFire";
stateTransitionOnTimeout[4] = "NoAmmo";
stateTimeoutValue[4] = 0.5;
stateSound[4] = DiscSwitchSound;
//----------------------------------------------------\\
stateName[5] = "FireFirstRound";
stateSequence[5] = "Fire";
stateRecoil[5] = LightRecoil;
stateTransitionOnTimeout[5] = "FireSecondRound";
stateTransitionOnTriggerUp[5] = "ReadySecondRound";
stateTransitionOnNoAmmo[5] = "NoAmmo";
stateTimeoutValue[5] = 0.2;
stateFire[5] = true;
stateEjectShell[5] = true;
stateAllowImageChange[5] = false;
stateSound[5] = ShotgunFireSound;
stateScript[5] = "onFire";
//----------------------------------------------------\\
stateName[6] = "FireSecondRound";
stateSequence[6] = "Fire";
stateRecoil[6] = LightRecoil;
stateTransitionOnTimeout[6] = "FireThirdRound";
stateTransitionOnTriggerUp[6] = "ReadyThirdRound";
stateTransitionOnNoAmmo[6] = "NoAmmo";
stateTimeoutValue[6] = 0.2;
stateFire[6] = true;
stateEjectShell[6] = true;
stateAllowImageChange[6] = false;
stateSound[6] = ShotgunFireSound;
stateScript[6] = "onFire";
//----------------------------------------------------\\
stateName[7] = "FireThirdRound";
stateSequence[7] = "Fire";
stateRecoil[7] = LightRecoil;
stateTransitionOnTimeout[7] = "FireFourthRound";
stateTransitionOnTriggerUp[7] = "ReadyFourthRound";
stateTransitionOnNoAmmo[7] = "NoAmmo";
stateTimeoutValue[7] = 0.2;
stateFire[7] = true;
stateEjectShell[7] = true;
stateAllowImageChange[7] = false;
stateSound[7] = ShotgunFireSound;
stateScript[7] = "onFire";
//----------------------------------------------------\\
stateName[8] = "FireFourthRound";
stateSequence[8] = "Fire";
stateRecoil[8] = LightRecoil;
stateTransitionOnTimeout[8] = "FireFifthRound";
stateTransitionOnTriggerUp[8] = "ReadyFifthRound";
stateTransitionOnNoAmmo[8] = "NoAmmo";
stateTimeoutValue[8] = 0.2;
stateFire[8] = true;
stateEjectShell[8] = true;
stateAllowImageChange[8] = false;
stateSound[8] = ShotgunFireSound;
stateScript[8] = "onFire";
//----------------------------------------------------\\
stateName[9] = "FireFifthRound";
stateSequence[9] = "Fire";
stateRecoil[9] = LightRecoil;
stateTransitionOnTimeout[9] = "FireSixthRound";
stateTransitionOnTriggerUp[9] = "ReadySixthRound";
stateTransitionOnNoAmmo[9] = "NoAmmo";
stateTimeoutValue[9] = 0.2;
stateFire[9] = true;
stateEjectShell[9] = true;
stateAllowImageChange[9] = false;
stateSound[9] = ShotgunFireSound;
stateScript[9] = "onFire";
//----------------------------------------------------\\
stateName[10] = "FireSixthRound";
stateSequence[10] = "Fire";
stateRecoil[10] = LightRecoil;
stateTransitionOnTimeout[10] = "FireSeventhRound";
stateTransitionOnTriggerUp[10] = "ReadySeventhRound";
stateTransitionOnNoAmmo[10] = "NoAmmo";
stateTimeoutValue[10] = 0.2;
stateFire[10] = true;
stateEjectShell[10] = true;
stateAllowImageChange[10] = false;
stateSound[10] = ShotgunFireSound;
stateScript[10] = "onFire";
//----------------------------------------------------\\
stateName[11] = "FireSeventhRound";
stateSequence[11] = "Fire";
stateRecoil[11] = LightRecoil;
stateTransitionOnTimeout[11] = "Reload";
stateTransitionOnTriggerUp[11] = "Reload";
stateTransitionOnNoAmmo[11] = "NoAmmo";
stateTimeoutValue[11] = 0.2;
stateFire[11] = true;
stateEjectShell[11] = true;
stateAllowImageChange[11] = false;
stateSound[11] = ShotgunFireSound;
stateScript[11] = "onFire";
//----------------------------------------------------\\
stateName[12] = "ReadySecondRound";
stateSequence[12] = "ReadySecondRound";
stateTransitionOnTriggerDown[12] = "FireSecondRound";
stateTransitionOnNoAmmo[12] = "NoAmmo";
//----------------------------------------------------\\
stateName[13] = "ReadyThirdRound";
stateSequence[13] = "ReadyThirdRound";
stateTransitionOnTriggerDown[13] = "FireThirdRound";
stateTransitionOnNoAmmo[13] = "NoAmmo";
//----------------------------------------------------\\
stateName[14] = "ReadyFourthRound";
stateSequence[14] = "ReadyFourthRound";
stateTransitionOnTriggerDown[14] = "FireFourthRound";
stateTransitionOnNoAmmo[14] = "NoAmmo";
//----------------------------------------------------\\
stateName[15] = "ReadyFifthRound";
stateSequence[15] = "ReadyFifthRound";
stateTransitionOnTriggerDown[15] = "FireFifthRound";
stateTransitionOnNoAmmo[15] = "NoAmmo";
//----------------------------------------------------\\
stateName[16] = "ReadySixthRound";
stateSequence[16] = "ReadySixthRound";
stateTransitionOnTriggerDown[16] = "FireSixthRound";
stateTransitionOnNoAmmo[16] = "NoAmmo";
//----------------------------------------------------\\
stateName[17] = "ReadySeventhRound";
stateSequence[17] = "ReadySeventhRound";
stateTransitionOnTriggerDown[17] = "FireSeventhRound";
stateTransitionOnNoAmmo[17] = "NoAmmo";
//----------------------------------------------------\\
stateName[18] = "ActivateReady";
stateTransitionOnLoaded[18] = "Ready";
stateTransitionOnNoAmmo[18] = "NoAmmo";
//----------------------------------------------------------------------------\\
//----------------------------------------------------------------------------\\
};
datablock ItemData( SA2400 )
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_grenade_launcher.dts";
image = SA2400Image;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a Semi-Automatic Shotgun";
computeCRC = true;
emap = true;
};