mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-01-19 19:44:47 +00:00
123 lines
3.3 KiB
C#
123 lines
3.3 KiB
C#
datablock TracerProjectileData(PlasmaTorpedoProjectile) {
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doDynamicClientHits = true;
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directDamage = 0.0;
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hasDamageRadius = true;
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indirectDamage = 1.5;
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damageRadius = 25.0;
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kickBackStrength = 4000;
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radiusDamageType = $DamageType::PTorpdeo;
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ImageSource = "PlasmaTorpedoImage";
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explosion = "SatchelMainExplosion";
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splash = ChaingunSplash;
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sound = ShrikeBlasterProjectileSound;
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dryVelocity = 425.0;
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wetVelocity = 100.0;
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velInheritFactor = 1.0;
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fizzleTimeMS = 1000;
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lifetimeMS = 1000;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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deflectionOnWaterImpact = 0.0;
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fizzleUnderwaterMS = 3000;
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tracerLength = 45.0;
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tracerAlpha = false;
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tracerMinPixels = 6;
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tracerColor = "1.0 0.0 0.0 0.0";
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tracerTex[0] = "special/shrikeBolt";
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tracerTex[1] = "special/shrikeBoltCross";
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tracerWidth = 0.55;
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crossSize = 0.99;
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crossViewAng = 0.990;
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renderCross = true;
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};
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datablock ShapeBaseImageData(PlasmaTorpedoImage) {
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className = WeaponImage;
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shapeFile = "turret_fusion_large.dts";
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item = PlasmaTorpedo;
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usesenergy = true;
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projectile = PlasmaTorpedoProjectile;
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projectileType = TracerProjectile;
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emap = true;
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//RankRequire = $TWM2::RankRequire["SCD343"];
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PrestigeRequire = 9;
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HasChallenges = 1;
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ChallengeCt = 8;
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Challenge[1] = "PTC Hunter\t100\t100\tNone";
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Challenge[2] = "PTC Expert\t250\t500\tNone";
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Challenge[3] = "PTC Master\t500\t1000\tNone";
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Challenge[4] = "PTC God\t1000\t2000\tNone";
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Challenge[5] = "PTC Bronze Commendation\t2500\t10000\tNone";
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Challenge[6] = "PTC Silver Commendation\t5000\t25000\tNone";
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Challenge[7] = "PTC Gold Commendation\t10000\t50000\tNone";
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Challenge[8] = "PTC Titan Commendation\t25000\t75000\tNone";
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GunName = "Plasma Torpedo Cannon";
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 0.5;
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stateSequence[0] = "Activate";
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stateSound[0] = MortarReloadSound;
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stateName[1] = "ActivateReady";
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stateTransitionOnLoaded[1] = "Ready";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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stateName[2] = "Ready";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateTransitionOnTriggerDown[2] = "Fire";
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 7.6;
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stateFire[3] = true;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = false;
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stateSequence[3] = "Fire";
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stateSound[3] = CentaurArtilleryFireSound;
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stateScript[3] = "onFire";
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateSound[4] = MortarSwitchSound;
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stateEjectShell[4] = true;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateName[5] = "NoAmmo";
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stateTransitionOnAmmo[5] = "Reload";
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stateSequence[5] = "NoAmmo";
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stateTransitionOnTriggerDown[5] = "DryFire";
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stateName[6] = "DryFire";
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stateTimeoutValue[6] = 0.3;
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stateSound[6] = ChaingunDryFireSound;
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stateTransitionOnTimeout[6] = "Ready";
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};
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datablock ItemData(PlasmaTorpedo) {
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "turret_mortar_large.dts";
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image = PlasmaTorpedoImage;
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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 Plasma Torpedo Cannon";
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computeCRC = true;
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emap = true;
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}; |