mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-03-26 07:39:24 +00:00
326 lines
11 KiB
C#
326 lines
11 KiB
C#
//--------------------------------------
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// Semi-Automatic Shotgun (SA2400)
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// By. DarknessOfLight
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//--------------------------------------
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//--------------------------------------------------------------------------
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// Particle effects
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//--------------------------------------
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datablock DebrisData( SemiAutoShellDebris )
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{
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shapeName = "weapon_chaingun_ammocasing.dts";
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lifetime = 7.0;
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minSpinSpeed = 600.0;
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maxSpinSpeed = 800.0;
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elasticity = 0.8;
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friction = 0.3;
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numBounces = 5;
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fade = true;
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staticOnMaxBounce = true;
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snapOnMaxBounce = true;
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};
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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------
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datablock TracerProjectileData( SA2400Slug )
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{
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doDynamicClientHits = true;
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directDamage = 0.3;
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directDamageType = $DamageType::SA2400;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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HeadMultiplier = 1.9;
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kickBackStrength = 428.0;
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sound = ChaingunProjectile;
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ImageSource = "SA2400Image";
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dryVelocity = 2561.0;
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wetVelocity = 586.0;
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velInheritFactor = 1.0;
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fizzleTimeMS = 3000;
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lifetimeMS = 3000;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 40.0;
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explodeOnWaterImpact = false;
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deflectionOnWaterImpact = 40.0;
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fizzleUnderwaterMS = 3000;
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tracerLength = 37.0;
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tracerAlpha = false;
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tracerMinPixels = 6;
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tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
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tracerTex[0] = "special/tracer00";
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tracerTex[1] = "special/tracercross";
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tracerWidth = 0.10;
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crossSize = 0.20;
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crossViewAng = 0.990;
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renderCross = true;
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decalData[0] = ChaingunDecal1;
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decalData[1] = ChaingunDecal1;
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decalData[2] = ChaingunDecal1;
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decalData[3] = ChaingunDecal1;
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decalData[4] = ChaingunDecal1;
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decalData[5] = ChaingunDecal1;
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};
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//--------------------------------------------------------------------------
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// Ammo
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//--------------------------------------
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datablock ItemData( SA2400Ammo )
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{
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_chaingun.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 chaingun ammo";
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computeCRC = true;
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};
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//--------------------------------------------------------------------------
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// Weapon
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//--------------------------------------
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datablock ShapeBaseImageData( SA2400Image )
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{
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className = WeaponImage;
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shapeFile = "weapon_grenade_launcher.dts";
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item = SA2400;
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ammo = SA2400Ammo;
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offset = "0 0 0";
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emap = true;
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casing = SemiAutoShellDebris;
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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 = 30.0;
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projectile = SA2400Slug;
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projectileType = TracerProjectile;
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//ClipStuff
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ClipName = "SA2400Clip";
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ClipPickupName["SA2400Clip"] = "some SA2400 Slugs";
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ShowsClipInHud = 1;
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ClipReloadTime = 6;
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ClipReturn = 21;
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InitialClips = 8;
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ReloadSingle = 1;
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SingleShotAdd = 7;
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//
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RankRequire = $TWM2::RankRequire["SA2400"];
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//Challenges
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HasChallenges = 1;
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ChallengeCt = 9;
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Challenge[1] = "SA2400 Killer\t50\t100\tNone";
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Challenge[2] = "SA2400 Extremist\t100\t150\tNone";
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Challenge[3] = "SA2400 Expert\t250\t250\tNone";
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Challenge[4] = "SA2400 Master\t500\t500\tNone";
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Challenge[5] = "SA2400 God\t1000\t1000\tNone";
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Challenge[6] = "SA2400 Bronze Commendation\t2500\t10000\tNone";
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Challenge[7] = "SA2400 Silver Commendation\t5000\t25000\tNone";
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Challenge[8] = "SA2400 Gold Commendation\t10000\t50000\tNone";
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Challenge[9] = "SA2400 Titan Commendation\t25000\t75000\tNone";
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GunName = "SA2400 Shotgun";
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//
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projectileSpread = 3.0 / 1000.0;
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//----------------------------------------------------------------------------\\
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//State Data\\
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//----------------------------------------------------------------------------\\
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateSequence[0] = "Activate";
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stateTimeoutValue[0] = 0.2;
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stateSound[0] = ChaingunSwitchSound;
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//----------------------------------------------------\\
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stateName[1] = "Ready";
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stateSequence[1] = "Ready";
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stateTimeoutValue[1] = 0.2;
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stateTransitionOnTriggerDown[1] = "FireFirstRound";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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//----------------------------------------------------\\
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stateName[2] = "Reload";
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stateSequence[2] = "Reload";
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stateTransitionOnTimeout[2] = "Ready";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateTimeoutValue[2] = 4.0;
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stateAllowImageChange[2] = false;
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stateSound[2] = DiscDryFireSound;
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//----------------------------------------------------\\
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stateName[3] = "NoAmmo";
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stateSequence[3] = "NoAmmo";
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stateTimeoutValue[3] = 0.2;
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stateTransitionOnTriggerDown[3] = "DryFire";
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stateTransitionOnAmmo[3] = "Reload";
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//----------------------------------------------------\\
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stateName[4] = "DryFire";
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stateSequence[4] = "DryFire";
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stateTransitionOnTimeout[4] = "NoAmmo";
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stateTimeoutValue[4] = 0.5;
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stateSound[4] = DiscSwitchSound;
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//----------------------------------------------------\\
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stateName[5] = "FireFirstRound";
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stateSequence[5] = "Fire";
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stateRecoil[5] = LightRecoil;
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stateTransitionOnTimeout[5] = "FireSecondRound";
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stateTransitionOnTriggerUp[5] = "ReadySecondRound";
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stateTransitionOnNoAmmo[5] = "NoAmmo";
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stateTimeoutValue[5] = 0.2;
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stateFire[5] = true;
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stateEjectShell[5] = true;
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stateAllowImageChange[5] = false;
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stateSound[5] = ShotgunFireSound;
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stateScript[5] = "onFire";
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//----------------------------------------------------\\
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stateName[6] = "FireSecondRound";
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stateSequence[6] = "Fire";
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stateRecoil[6] = LightRecoil;
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stateTransitionOnTimeout[6] = "FireThirdRound";
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stateTransitionOnTriggerUp[6] = "ReadyThirdRound";
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stateTransitionOnNoAmmo[6] = "NoAmmo";
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stateTimeoutValue[6] = 0.2;
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stateFire[6] = true;
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stateEjectShell[6] = true;
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stateAllowImageChange[6] = false;
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stateSound[6] = ShotgunFireSound;
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stateScript[6] = "onFire";
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//----------------------------------------------------\\
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stateName[7] = "FireThirdRound";
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stateSequence[7] = "Fire";
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stateRecoil[7] = LightRecoil;
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stateTransitionOnTimeout[7] = "FireFourthRound";
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stateTransitionOnTriggerUp[7] = "ReadyFourthRound";
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stateTransitionOnNoAmmo[7] = "NoAmmo";
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stateTimeoutValue[7] = 0.2;
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stateFire[7] = true;
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stateEjectShell[7] = true;
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stateAllowImageChange[7] = false;
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stateSound[7] = ShotgunFireSound;
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stateScript[7] = "onFire";
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//----------------------------------------------------\\
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stateName[8] = "FireFourthRound";
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stateSequence[8] = "Fire";
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stateRecoil[8] = LightRecoil;
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stateTransitionOnTimeout[8] = "FireFifthRound";
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stateTransitionOnTriggerUp[8] = "ReadyFifthRound";
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stateTransitionOnNoAmmo[8] = "NoAmmo";
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stateTimeoutValue[8] = 0.2;
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stateFire[8] = true;
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stateEjectShell[8] = true;
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stateAllowImageChange[8] = false;
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stateSound[8] = ShotgunFireSound;
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stateScript[8] = "onFire";
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//----------------------------------------------------\\
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stateName[9] = "FireFifthRound";
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stateSequence[9] = "Fire";
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stateRecoil[9] = LightRecoil;
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stateTransitionOnTimeout[9] = "FireSixthRound";
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stateTransitionOnTriggerUp[9] = "ReadySixthRound";
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stateTransitionOnNoAmmo[9] = "NoAmmo";
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stateTimeoutValue[9] = 0.2;
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stateFire[9] = true;
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stateEjectShell[9] = true;
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stateAllowImageChange[9] = false;
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stateSound[9] = ShotgunFireSound;
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stateScript[9] = "onFire";
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//----------------------------------------------------\\
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stateName[10] = "FireSixthRound";
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stateSequence[10] = "Fire";
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stateRecoil[10] = LightRecoil;
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stateTransitionOnTimeout[10] = "FireSeventhRound";
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stateTransitionOnTriggerUp[10] = "ReadySeventhRound";
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stateTransitionOnNoAmmo[10] = "NoAmmo";
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stateTimeoutValue[10] = 0.2;
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stateFire[10] = true;
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stateEjectShell[10] = true;
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stateAllowImageChange[10] = false;
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stateSound[10] = ShotgunFireSound;
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stateScript[10] = "onFire";
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//----------------------------------------------------\\
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stateName[11] = "FireSeventhRound";
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stateSequence[11] = "Fire";
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stateRecoil[11] = LightRecoil;
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stateTransitionOnTimeout[11] = "Reload";
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stateTransitionOnTriggerUp[11] = "Reload";
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stateTransitionOnNoAmmo[11] = "NoAmmo";
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stateTimeoutValue[11] = 0.2;
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stateFire[11] = true;
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stateEjectShell[11] = true;
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stateAllowImageChange[11] = false;
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stateSound[11] = ShotgunFireSound;
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stateScript[11] = "onFire";
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//----------------------------------------------------\\
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stateName[12] = "ReadySecondRound";
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stateSequence[12] = "ReadySecondRound";
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stateTransitionOnTriggerDown[12] = "FireSecondRound";
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stateTransitionOnNoAmmo[12] = "NoAmmo";
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//----------------------------------------------------\\
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stateName[13] = "ReadyThirdRound";
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stateSequence[13] = "ReadyThirdRound";
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stateTransitionOnTriggerDown[13] = "FireThirdRound";
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stateTransitionOnNoAmmo[13] = "NoAmmo";
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//----------------------------------------------------\\
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stateName[14] = "ReadyFourthRound";
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stateSequence[14] = "ReadyFourthRound";
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stateTransitionOnTriggerDown[14] = "FireFourthRound";
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stateTransitionOnNoAmmo[14] = "NoAmmo";
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//----------------------------------------------------\\
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stateName[15] = "ReadyFifthRound";
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stateSequence[15] = "ReadyFifthRound";
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stateTransitionOnTriggerDown[15] = "FireFifthRound";
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stateTransitionOnNoAmmo[15] = "NoAmmo";
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//----------------------------------------------------\\
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stateName[16] = "ReadySixthRound";
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stateSequence[16] = "ReadySixthRound";
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stateTransitionOnTriggerDown[16] = "FireSixthRound";
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stateTransitionOnNoAmmo[16] = "NoAmmo";
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//----------------------------------------------------\\
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stateName[17] = "ReadySeventhRound";
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stateSequence[17] = "ReadySeventhRound";
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stateTransitionOnTriggerDown[17] = "FireSeventhRound";
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stateTransitionOnNoAmmo[17] = "NoAmmo";
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//----------------------------------------------------\\
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stateName[18] = "ActivateReady";
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stateTransitionOnLoaded[18] = "Ready";
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stateTransitionOnNoAmmo[18] = "NoAmmo";
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//----------------------------------------------------------------------------\\
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//----------------------------------------------------------------------------\\
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};
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datablock ItemData( SA2400 )
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{
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_grenade_launcher.dts";
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image = SA2400Image;
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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 Semi-Automatic Shotgun";
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computeCRC = true;
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emap = true;
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};
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