TWM2/scripts/weapons/Other/MiniCollider.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

112 lines
3.6 KiB
C#

datablock ShapeBaseImageData(MiniColliderCannonImage) {
className = WeaponImage;
shapeFile = "turret_mortar_large.dts";
item = MiniColliderCannon;
usesenergy = true;
projectile = MiniColliderShell;
projectileType = GrenadeProjectile;
emap = true;
MedalRequire = 1;
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "Collider Hunter\t100\t100\tNone";
Challenge[2] = "Collider Expert\t250\t500\tNone";
Challenge[3] = "Collider Master\t500\t1000\tDouble Burst";
Challenge[4] = "Collider God\t1000\t2000\tTriple Burst";
Challenge[5] = "Collider Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "Collider Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "Collider Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "Collider Titan Commendation\t25000\t75000\tNone";
Upgrade[1] = "Double Burst";
Upgrade[2] = "Triple Burst";
GunName = "PRTCL-995 MCC";
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = MortarReloadSound;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 4.6;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateSound[3] = CentaurArtilleryFireSound;
stateScript[3] = "onFire";
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateSound[4] = MortarSwitchSound;
stateEjectShell[4] = true;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateTimeoutValue[6] = 0.3;
stateSound[6] = ChaingunDryFireSound;
stateTransitionOnTimeout[6] = "Ready";
};
//item//
datablock ItemData(MiniColliderCannon) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "turret_mortar_large.dts";
image = MiniColliderCannonImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a PRTCL-995 Mini Collider Cannon";
computeCRC = true;
emap = true;
};
function MiniColliderCannonImage::onFire(%data, %obj, %slot) {
%vector = %obj.getMuzzleVector(%slot);
%mp = %obj.getMuzzlePoint(%slot);
if(%obj.client.UpgradeOn("Double Burst", %data.getName())) {
%p1 = Parent::OnFire(%data, %obj, %slot);
%p2 = Schedule(100, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
%obj.getMuzzlePoint(%slot), %vector, %obj);
%p2.WeaponImageSource = "MiniColliderCannonImage";
schedule(100, 0, "ServerPlay3D", "CentaurArtilleryFireSound", %obj.getPosition());
}
else if(%obj.client.UpgradeOn("Triple Burst", %data.getName())) {
%p1 = Parent::OnFire(%data, %obj, %slot);
%p2 = Schedule(100, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
%obj.getMuzzlePoint(%slot), %vector, %obj);
%p2.WeaponImageSource = "MiniColliderCannonImage";
schedule(100, 0, "ServerPlay3D", "CentaurArtilleryFireSound", %obj.getPosition());
%p3 = Schedule(200, 0, "spawnprojectile", %data.Projectile, %data.ProjectileType,
%obj.getMuzzlePoint(%slot), %vector, %obj);
%p3.WeaponImageSource = "MiniColliderCannonImage";
schedule(200, 0, "ServerPlay3D", "CentaurArtilleryFireSound", %obj.getPosition());
}
else {
%p = Parent::OnFire(%data, %obj, %slot);
}
}