TWM2/scripts/weapons/Other/PlasmaTorpedo.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

123 lines
3.3 KiB
C#

datablock TracerProjectileData(PlasmaTorpedoProjectile) {
doDynamicClientHits = true;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 1.5;
damageRadius = 25.0;
kickBackStrength = 4000;
radiusDamageType = $DamageType::PTorpdeo;
ImageSource = "PlasmaTorpedoImage";
explosion = "SatchelMainExplosion";
splash = ChaingunSplash;
sound = ShrikeBlasterProjectileSound;
dryVelocity = 425.0;
wetVelocity = 100.0;
velInheritFactor = 1.0;
fizzleTimeMS = 1000;
lifetimeMS = 1000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 45.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = "1.0 0.0 0.0 0.0";
tracerTex[0] = "special/shrikeBolt";
tracerTex[1] = "special/shrikeBoltCross";
tracerWidth = 0.55;
crossSize = 0.99;
crossViewAng = 0.990;
renderCross = true;
};
datablock ShapeBaseImageData(PlasmaTorpedoImage) {
className = WeaponImage;
shapeFile = "turret_fusion_large.dts";
item = PlasmaTorpedo;
usesenergy = true;
projectile = PlasmaTorpedoProjectile;
projectileType = TracerProjectile;
emap = true;
//RankRequire = $TWM2::RankRequire["SCD343"];
PrestigeRequire = 9;
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "PTC Hunter\t100\t100\tNone";
Challenge[2] = "PTC Expert\t250\t500\tNone";
Challenge[3] = "PTC Master\t500\t1000\tNone";
Challenge[4] = "PTC God\t1000\t2000\tNone";
Challenge[5] = "PTC Bronze Commendation\t2500\t10000\tNone";
Challenge[6] = "PTC Silver Commendation\t5000\t25000\tNone";
Challenge[7] = "PTC Gold Commendation\t10000\t50000\tNone";
Challenge[8] = "PTC Titan Commendation\t25000\t75000\tNone";
GunName = "Plasma Torpedo Cannon";
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] = 7.6;
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";
};
datablock ItemData(PlasmaTorpedo) {
className = Weapon;
catagory = "Spawn Items";
shapeFile = "turret_mortar_large.dts";
image = PlasmaTorpedoImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a Plasma Torpedo Cannon";
computeCRC = true;
emap = true;
};