mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-01-19 19:44:47 +00:00
421 lines
13 KiB
C#
421 lines
13 KiB
C#
datablock SensorData(SSTurretBaseSensorObj) {
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detects = true;
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detectsUsingLOS = true;
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detectsPassiveJammed = false;
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detectsActiveJammed = false;
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detectsCloaked = true;
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detectionPings = true;
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detectRadius = 700;
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};
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datablock FlyingVehicleData(StormSeigeDrone) : ShrikeDamageProfile
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{
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spawnOffset = "0 0 2";
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canControl = false;
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catagory = "Vehicles";
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shapeFile = "vehicle_air_bomber.dts";
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multipassenger = false;
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computeCRC = true;
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debrisShapeName = "vehicle_air_bomber.dts";
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debris = MeShapeDebris;
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renderWhenDestroyed = false;
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drag = 0.15;
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density = 1.0;
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mountPose[0] = sitting;
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numMountPoints = 1;
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isProtectedMountPoint[0] = false;
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cameraMaxDist = 15;
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cameraOffset = 2.5;
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cameraLag = 0.9;
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explosion = MeVehicleExplosion;
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explosionDamage = 1.0;
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explosionRadius = 10.0;
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maxDamage = 50.0;
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destroyedLevel = 50.0;
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HDAddMassLevel = 49.9;
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HDMassImage = LflyerHDMassImage;
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isShielded = false;
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energyPerDamagePoint = 0;
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maxEnergy = 5000; // Afterburner and any energy weapon pool
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rechargeRate = 4;
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minDrag = 22; // Linear Drag (eventually slows you down when not thrusting...constant drag)
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rotationalDrag = 900; // Anguler Drag (dampens the drift after you stop moving the mouse...also tumble drag)
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maxAutoSpeed = 50; // Autostabilizer kicks in when less than this speed. (meters/second)
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autoAngularForce = 400; // Angular stabilizer force (this force levels you out when autostabilizer kicks in)
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autoLinearForce = 1; // Linear stabilzer force (this slows you down when autostabilizer kicks in)
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autoInputDamping = 0.8; // Dampen control input so you don't` whack out at very slow speeds
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// Maneuvering
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maxSteeringAngle = 4.5; // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
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horizontalSurfaceForce = 6; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
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verticalSurfaceForce = 4; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
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maneuveringForce = 5250; // Horizontal jets (W,S,D,A key thrust)
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steeringForce = 675; // Steering jets (force applied when you move the mouse)
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steeringRollForce = 3000; // Steering jets (how much you heel over when you turn)
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rollForce = 1; // Auto-roll (self-correction to right you after you roll/invert)
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hoverHeight = 2.5; // Height off the ground at rest
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createHoverHeight = 1; // Height off the ground when created
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maxForwardSpeed = 165; // speed in which forward thrust force is no longer applied (meters/second)
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// Turbo Jet
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jetForce = 2500; // Afterburner thrust (this is in addition to normal thrust)
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minJetEnergy = 40; // Afterburner can't be used if below this threshhold.
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jetEnergyDrain = 10; // Energy use of the afterburners (low number is less drain...can be fractional) // Auto stabilize speed
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vertThrustMultiple = 1.25;
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// Rigid body
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mass = 150; // Mass of the vehicle
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bodyFriction = 0; // Don't mess with this.
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bodyRestitution = 0.5; // When you hit the ground, how much you rebound. (between 0 and 1)
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minRollSpeed = 0; // Don't mess with this.
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softImpactSpeed = 14; // Sound hooks. This is the soft hit.
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hardImpactSpeed = 25; // Sound hooks. This is the hard hit.
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// Ground Impact Damage (uses DamageType::Ground)
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minImpactSpeed = 20; // If hit ground at speed above this then it's an impact. Meters/second
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speedDamageScale = 0.06;
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// Object Impact Damage (uses DamageType::Impact)
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collDamageThresholdVel = 23.0;
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collDamageMultiplier = 0.02;
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//
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minTrailSpeed = 150; // The speed your contrail shows up at.
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trailEmitter = ContrailEmitter;
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forwardJetEmitter = FlyerJetEmitter;
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downJetEmitter = FlyerJetEmitter;
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//
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jetSound = ScoutFlyerThrustSound;
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engineSound = ScoutFlyerEngineSound;
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softImpactSound = SoftImpactSound;
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hardImpactSound = HardImpactSound;
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//wheelImpactSound = WheelImpactSound;
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//
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softSplashSoundVelocity = 10.0;
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mediumSplashSoundVelocity = 15.0;
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hardSplashSoundVelocity = 20.0;
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exitSplashSoundVelocity = 10.0;
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exitingWater = VehicleExitWaterMediumSound;
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impactWaterEasy = VehicleImpactWaterSoftSound;
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impactWaterMedium = VehicleImpactWaterMediumSound;
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impactWaterHard = VehicleImpactWaterMediumSound;
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waterWakeSound = VehicleWakeMediumSplashSound;
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dustEmitter = VehicleLiftoffDustEmitter;
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triggerDustHeight = 4.0;
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dustHeight = 1.0;
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damageEmitter[0] = MeLightDamageSmoke;
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damageEmitter[1] = MeHeavyDamageSmoke;
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damageEmitter[2] = MeDamageBubbles;
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damageEmitterOffset[0] = "0.0 -3.0 0.0 ";
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damageLevelTolerance[0] = 0.4;
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damageLevelTolerance[1] = 0.75;
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numDmgEmitterAreas = 1;
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//
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max[chaingunAmmo] = 2000;
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max[MissileLauncherAmmo] = 200;
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max[MortarAmmo] = 200;
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minMountDist = 7;
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splashEmitter[0] = VehicleFoamDropletsEmitter;
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splashEmitter[1] = VehicleFoamEmitter;
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shieldImpact = VehicleShieldImpact;
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cmdCategory = "Tactical";
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cmdIcon = CMDFlyingScoutIcon;
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cmdMiniIconName = "commander/MiniIcons/com_scout_grey";
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targetNameTag = 'Stormseige';
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targetTypeTag = ' Battle Drone';
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sensorData = SSTurretBaseSensorObj;
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sensorRadius = SSTurretBaseSensorObj.detectRadius;
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sensorColor = "9 9 255";
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checkRadius = 5.5;
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observeParameters = "1 10 10";
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runningLight[0] = ShrikeLight1;
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// runningLight[1] = ShrikeLight2;
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shieldEffectScale = "0.937 1.125 0.60";
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numWeapons = 3;
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replaceTime = 90;
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};
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function StormSeigeDrone::onDestroyed(%data, %obj, %prevState) {
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if(%obj.isDrone) {
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%obj.DronePilot.delete();
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}
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Parent::onDestroyed(%data, %obj, %prevState);
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}
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function StormSeigeDrone::onEnterLiquid(%data, %obj, %coverage, %type)
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{
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switch(%type)
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{
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case 0:
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//Water
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%obj.setHeat(0.0);
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%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
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case 1:
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//Ocean Water
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%obj.setHeat(0.0);
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%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
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case 2:
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//River Water
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%obj.setHeat(0.0);
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%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
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case 3:
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//Stagnant Water
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%obj.setHeat(0.0);
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%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
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case 4:
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//Lava
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%obj.liquidDamage(%data, $VehicleDamageLava, $DamageType::Lava);
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case 5:
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//Hot Lava
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%obj.liquidDamage(%data, $VehicleDamageHotLava, $DamageType::Lava);
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case 6:
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//Crusty Lava
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%obj.liquidDamage(%data, $VehicleDamageCrustyLava, $DamageType::Lava);
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case 7:
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//Quick Sand
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}
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}
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datablock TurretData(ssTurret) : TurretDamageProfile
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{
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className = VehicleTurret;
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catagory = "Turrets";
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shapeFile = "turret_base_large.dts";
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preload = true;
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mass = 1.0; // Not really relevant
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maxEnergy = 1;
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maxDamage = StormSeigeDrone.maxDamage;
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destroyedLevel = StormSeigeDrone.destroyedLevel;
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repairRate = 0;
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// capacitor
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maxCapacitorEnergy = 250;
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capacitorRechargeRate = 1.0;
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thetaMin = 0;
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thetaMax = 100;
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inheritEnergyFromMount = true;
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firstPersonOnly = true;
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useEyePoint = true;
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numWeapons = 1;
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cameraDefaultFov = 90.0;
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cameraMinFov = 5.0;
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cameraMaxFov = 120.0;
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targetNameTag = 'Stormsiege';
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targetTypeTag = 'Turret';
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};
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datablock ShapeBaseImageData(UltrBossImage)
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{
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shapeFile = "vehicle_air_scout.dts";
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offset = "0 .5 -.5";
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};
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function StormSeigeDrone::deleteAllMounted(%data, %obj)
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{
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%turret = %obj.turretObject;
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if (!%turret)
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return;
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%turret.schedule(1000, delete);
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%turret2 = %obj.turretObject2;
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if (!%turret2)
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return;
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%turret2.schedule(1000, delete);
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}
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function MountStormSBarrel(%turret) {
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%turret.mountImage("AABarrelLarge", 0);
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}
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function StormSeigeDrone::playerMounted(%data, %obj, %player, %node)
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{
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%ammoAmt = %player.inv[MissileLauncherAmmo];
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if(%ammoAmt)
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%obj.incInventory(MissileLauncherAmmo, %ammoAmt);
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%ammoAmt = %player.inv[MortarAmmo];
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if(%ammoAmt)
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%obj.incInventory(MortarAmmo, %ammoAmt);
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%ammoAmt = %player.inv[chaingunAmmo];
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if(%ammoAmt)
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%obj.incInventory(chaingunAmmo, %ammoAmt);
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bottomPrint(%player.client, "StormSeige - CG, Missiles, Automated Turret", 5, 2 );
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commandToClient(%player.client, 'setHudMode', 'Pilot', "Shrike2", %node);
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%obj.selectedWeapon = 1;
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$numVWeapons = 3;
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commandToClient(%player.client, 'SetWeaponryVehicleKeys', true);
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if( %player.client.observeCount > 0 )
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resetObserveFollow( %player.client, false );
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}
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function StormSeigeDrone::onAdd(%this, %obj)
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{
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Parent::onAdd(%this, %obj);
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if (%obj.clientControl)
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serverCmdResetControlObject(%obj.clientControl);
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setTargetSensorGroup(%obj.getTarget(),%obj.team);
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%turret = TurretData::create(ssTurret);
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%turret.selectedWeapon = 1;
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MissionCleanup.add(%turret);
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%turret.team = %obj.team;
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%turret.setSelfPowered();
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%obj.mountObject(%turret, 10);
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%turret.setCapacitorRechargeRate(999);
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%turret.mountobj = %obj;
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%obj.turretObject = %turret;
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%turret.team = %obj.team;
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%turret.base = %obj;
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setTargetSensorGroup(%turret.getTarget(),%turret.team);
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MountStormSBarrel(%turret); //mount the barrel
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%turret.setAutoFire(true); //YES
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// 2nd turret
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%turret2 = TurretData::create(ssTurret);
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%turret2.selectedWeapon = 1;
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MissionCleanup.add(%turret2);
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%turret2.team = %obj.team;
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%turret2.setSelfPowered();
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%obj.mountObject(%turret2, 7);
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%turret2.setCapacitorRechargeRate(999);
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%turret2.mountobj = %obj;
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%obj.turretObject2 = %turret2;
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%turret2.team = %obj.team;
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%turret2.base = %obj;
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setTargetSensorGroup(%turret2.getTarget(),%turret2.team);
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MountStormSBarrel(%turret2); //mount the barrel
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%turret2.setAutoFire(true); //YES
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%obj.mountImage(ScoutChaingunParam, 0);
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%obj.mountImage(ScoutChaingunImage, 2);
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%obj.mountImage(ScoutChaingunPairImage, 3);
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%obj.mountImage(ShrikeMissileImage, 4);
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%obj.mountImage(ShrikebombImage, 5);
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%obj.shrike = %obj.mountImage(UltrBossImage, 6); //<testing
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%obj.selectedWeapon = 1;
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%obj.nextWeaponFire = 2;
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%obj.setInventory(MissileLauncherAmmo, 100);
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%obj.setInventory(MortarAmmo, 100);
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%obj.setInventory(chaingunammo, 1500);
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%obj.schedule(5500, "playThread", $ActivateThread, "activate");
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}
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function StormSeigeDrone::onTrigger(%data, %obj, %trigger, %state)
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{
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%player = %obj.getMountNodeObject(0);
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if(%trigger == 0)
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{
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switch (%state)
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{
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case 0:
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%obj.fireWeapon = false;
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%obj.setImageTrigger(2, false);
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%obj.setImageTrigger(3, false);
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%obj.setImageTrigger(4, false);
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%obj.setImageTrigger(5, false);
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case 1:
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%obj.fireWeapon = true;
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if(%obj.selectedWeapon == 1)
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{
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if(%obj.nextWeaponFire == 2)
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{
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%obj.setImageTrigger(2, true);
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%obj.setImageTrigger(3, false);
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}
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else
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{
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%obj.setImageTrigger(2, false);
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%obj.setImageTrigger(3, true);
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}
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}
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else if(%obj.selectedWeapon == 2)
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{
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%obj.setImageTrigger(2, false);
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%obj.setImageTrigger(3, false);
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%obj.setImageTrigger(4, true);
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%obj.setImageTrigger(5, false);
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}
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else
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{
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%obj.setImageTrigger(2, false);
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%obj.setImageTrigger(3, false);
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%obj.setImageTrigger(4, false);
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%obj.setImageTrigger(5, true);
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}
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}
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}
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}
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function StormSeigeDrone::playerDismounted(%data, %obj, %player)
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{
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%obj.fireWeapon = false;
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%obj.setImageTrigger(2, false);
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%obj.setImageTrigger(3, false);
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%obj.setImageTrigger(4, false);
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%obj.setImageTrigger(5, false);
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setTargetSensorGroup(%obj.getTarget(), %obj.team);
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if( %player.client.observeCount > 0 )
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resetObserveFollow( %player.client, true );
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}
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function ssTurret::onAdd(%this, %obj)
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{
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Parent::onAdd(%this, %obj);
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setTargetSensorGroup(%obj.target, %obj.team);
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//setTargetNeverVisMask(%obj.target, 0xffffffff);
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}
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function ssTurret::onDamage(%data, %obj)
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{
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%newDamageVal = %obj.getDamageLevel();
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if(%obj.lastDamageVal !$= "")
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if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal)
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%obj.getObjectMount().setDamageLevel(%newDamageVal);
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%obj.lastDamageVal = %newDamageVal;
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}
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function ssTurret::damageObject(%this, %targetObject, %sourceObject, %position, %amount, %damageType ,%vec, %client, %projectile)
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{
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//If vehicle turret is hit then apply damage to the vehicle
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%vehicle = %targetObject.getObjectMount();
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if(%vehicle)
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%vehicle.getDataBlock().damageObject(%vehicle, %sourceObject, %position, %amount, %damageType, %vec, %client, %projectile);
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}
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