TWM2/scripts/weapons/Equipment/Stinger.cs
Robert Fritzen 0954efcdc4 November Changes
3.9.2 Balancing Pass, Armor System Adjustments, More Zombie Types Added
2017-11-30 19:43:22 -06:00

226 lines
6.5 KiB
C#

datablock SeekerProjectileData(StingerMissile) {
casingShapeName = "weapon_missile_casement.dts";
projectileShapeName = "weapon_missile_projectile.dts";
hasDamageRadius = true;
indirectDamage = 1.4; //Requires Lock
damageRadius = 18.0;
radiusDamageType = $DamageType::Stinger;
kickBackStrength = 1000;
ImageSource = "StingerImage";
explosion = "SatchelMainExplosion";
splash = MissileSplash;
velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
// is cranked up to full so the missile doesn't start
// out behind the player when the player is moving
// very quickly - bramage
baseEmitter = MissileSmokeEmitter;
delayEmitter = MissileFireEmitter;
puffEmitter = MissilePuffEmitter;
bubbleEmitter = GrenadeBubbleEmitter;
bubbleEmitTime = 1.0;
exhaustEmitter = MissileLauncherExhaustEmitter;
exhaustTimeMs = 300;
exhaustNodeName = "muzzlePoint1";
lifetimeMS = 30000;
muzzleVelocity = 10.0;
maxVelocity = 150.0;
turningSpeed = 110.0;
acceleration = 350.0;
proximityRadius = 3;
terrainAvoidanceSpeed = 180;
terrainScanAhead = 25;
terrainHeightFail = 12;
terrainAvoidanceRadius = 100;
flareDistance = 200;
flareAngle = 30;
sound = MissileProjectileSound;
hasLight = true;
lightRadius = 5.0;
lightColor = "0.2 0.05 0";
useFlechette = true;
flechetteDelayMs = 550;
casingDeb = FlechetteDebris;
explodeOnWaterImpact = false;
};
//--------------------------------------------------------------------------
// Ammo
//--------------------------------------
datablock ItemData(StingerAmmo) {
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_missile.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some Stinger rockets";
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ItemData(Stinger) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_mortar.dts";
image = StingerImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a Stinger launcher";
computeCRC = true;
emap = true;
};
datablock ShapeBaseImageData(StingerImage) {
className = WeaponImage;
shapeFile = "weapon_grenade_launcher.dts";
item = Stinger;
ammo = StingerAmmo;
offset = "0 0 0";
armThread = lookms;
emap = true;
projectile = StingerMissile;
projectileType = SeekerProjectile;
isSeeker = true;
seekRadius = 700;
maxSeekAngle = 8;
seekTime = 0.5;
minSeekHeat = 0.01; // the heat that must be present on a target to lock it.
//ClipStuff
ClipName = "StingerClip";
ClipPickupName["StingerClip"] = "A Few Stinger Missiles";
ShowsClipInHud = 1;
ClipReloadTime = 4;
ClipReturn = 1;
InitialClips = 4;
//
HasChallenges = 1;
ChallengeCt = 7;
Challenge[1] = "Stinger Hunter\t100\t500\tNone";
Challenge[2] = "Stinger Expert\t250\t1000\tNone";
Challenge[3] = "Stinger Mastery\t500\t2500\tNone";
Challenge[4] = "Stinger Bronze Commendation\t1000\t10000\tNone";
Challenge[5] = "Stinger Silver Commendation\t2500\t25000\tNone";
Challenge[6] = "Stinger Gold Commendation\t5000\t50000\tNone";
Challenge[7] = "Stinger Titan Commendation\t10000\t75000\tNone";
GunName = "Stinger";
RankRequire = $TWM2::RankRequire["Stinger"];
// only target objects outside this range
minTargetingDistance = 80;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
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] = 2.5;
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] = "DryFire";
stateTransitionOnTarget[7] = "Fire";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "CheckTarget";
stateName[9] = "WetFire";
stateTransitionOnNoAmmo[9] = "NoAmmo";
stateTransitionOnTimeout[9] = "Reload";
stateSound[9] = MissileFireSound;
stateRecoil[3] = LightRecoil;
stateTimeoutValue[9] = 0.4;
stateScript[9] = "onWetFire";
stateAllowImageChange[9] = false;
};
function StingerImage::onFire(%data, %obj, %slot) {
if(%obj.inv[%data.ammo] == 0) { //Added Phantom139, TWM2
AttemptReload(%data, %obj, %slot);
}
%target = %obj.getLockedTarget();
//requires lock
if(%target) {
%p = new (SeekerProjectile)() {
dataBlock = StingerMissile;
initialDirection = "0 0 10";
initialPosition = %obj.getPosition();
damageFactor = 1;
sourceObject = %obj;
};
%p.WeaponImageSource = %data.getName();
MissileSet.add(%p);
%p.schedule(500, "setObjectTarget", %target);
schedule(501, 0, "SetMissileTargeted", %target, %p);
%obj.decInventory(%data.ammo,1);
}
else if(%obj.isLocked()) {
return;
}
}