mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-01-19 19:44:47 +00:00
461 lines
16 KiB
C#
461 lines
16 KiB
C#
//RC
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datablock FlyingVehicleData(CruiseMissileVehicle) : ShrikeDamageProfile {
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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_grav_scout.dts";
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multipassenger = false;
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computeCRC = true;
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debrisShapeName = "vehicle_grav_scout.dts";
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debris = ShapeDebris;
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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 = VehicleBombExplosion;
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explosionDamage = 5.0;
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explosionRadius = 35.0;
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maxDamage = 0.5;
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destroyedLevel = 0.5;
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isShielded = false;
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energyPerDamagePoint = 0;
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maxEnergy = 400; // Afterburner and any energy weapon pool
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rechargeRate = 0.0;
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minDrag = 30; // Linear Drag (eventually slows you down when not thrusting...constant drag)
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rotationalDrag = 100; // Anguler Drag (dampens the drift after you stop moving the mouse...also tumble drag)
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maxAutoSpeed = 100000; // Autostabilizer kicks in when less than this speed. (meters/second)
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autoAngularForce = 100; // Angular stabilizer force (this force levels you out when autostabilizer kicks in)
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autoLinearForce = 0; // Linear stabilzer force (this slows you down when autostabilizer kicks in)
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autoInputDamping = 1.0; // 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 = 0; // Horizontal jets (W,S,D,A key thrust)
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steeringForce = 150; // Steering jets (force applied when you move the mouse)
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steeringRollForce = 50; // Steering jets (how much you heel over when you turn)
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rollForce = 10; // Auto-roll (self-correction to right you after you roll/invert)
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hoverHeight = 5; // Height off the ground at rest
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createHoverHeight = 3; // Height off the ground when created
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maxForwardSpeed = 180; // speed in which forward thrust force is no longer applied (meters/second)
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// Turbo Jet
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jetForce = 6000; // Afterburner thrust (this is in addition to normal thrust)
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minJetEnergy = 1; // Afterburner can't be used if below this threshhold.
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jetEnergyDrain = 0.5; // Energy use of the afterburners (low number is less drain...can be fractional) // Auto stabilize speed
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vertThrustMultiple = 0.0;
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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 = 1; // If hit ground at speed above this then it's an impact. Meters/second
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speedDamageScale = 0.1;
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// Object Impact Damage (uses DamageType::Impact)
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collDamageThresholdVel = 1.0;
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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 = MissileSmokeEmitter;
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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] = LightDamageSmoke;
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damageEmitter[1] = HeavyDamageSmoke;
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damageEmitter[2] = DamageBubbles;
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damageEmitterOffset[0] = "0.0 -3.0 0.0 ";
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damageLevelTolerance[0] = 0.3;
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damageLevelTolerance[1] = 0.7;
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numDmgEmitterAreas = 1;
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minMountDist = 4;
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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 = 'Tactical';
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targetTypeTag = 'Cruise Missile';
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sensorData = PlayerSensor;
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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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shieldEffectScale = "0.937 1.125 0.60";
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replaceTime = 1;
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};
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//UAV/UAMS
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datablock SensorData(UAVSensor) {
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detects = true;
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detectsUsingLOS = true;
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detectsPassiveJammed = true;
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detectsActiveJammed = true;
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detectsCloaked = true;
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detectionPings = true;
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detectRadius = 4000;
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};
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datablock FlyingVehicleData(UAVVehicle) : ShrikeDamageProfile {
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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_grav_scout.dts";
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multipassenger = false;
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computeCRC = true;
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weaponNode = 1;
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debrisShapeName = "vehicle_grav_scout_debris.dts";
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debris = ShapeDebris;
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renderWhenDestroyed = false;
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drag = 0.2;
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density = 1.0;
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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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cameraMaxDist = 22;
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cameraOffset = 5;
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cameraLag = 1.0;
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explosion = LargeAirVehicleExplosion;
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explosionDamage = 0.5;
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explosionRadius = 5.0;
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maxDamage = 6.00; // Total health
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destroyedLevel = 6.00; // Damage textures show up at this health level
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isShielded = false;
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energyPerDamagePoint = 150;
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maxEnergy = 400; // Afterburner and any energy weapon pool
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minDrag = 60; // Linear Drag (eventually slows you down when not thrusting...constant drag)
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rotationalDrag = 1800; // Angular Drag (dampens the drift after you stop moving the mouse...also tumble drag)
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rechargeRate = 0.8;
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// Auto stabilize speed
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maxAutoSpeed = 15; // Autostabilizer kicks in when less than this speed. (meters/second)
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autoAngularForce = 1500; // Angular stabilizer force (this force levels you out when autostabilizer kicks in)
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autoLinearForce = 300; // Linear stabilzer force (this slows you down when autostabilizer kicks in)
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autoInputDamping = 0.95; // Dampen control input so you don't whack out at very slow speeds
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// Maneuvering
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maxSteeringAngle = 5; // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
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horizontalSurfaceForce = 5; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
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verticalSurfaceForce = 8; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
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maneuveringForce = 4700; // Horizontal jets (W,S,D,A key thrust)
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steeringForce = 1100; // Steering jets (force applied when you move the mouse)
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steeringRollForce = 300; // Steering jets (how much you heel over when you turn)
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rollForce = 8; // Auto-roll (self-correction to right you after you roll/invert)
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hoverHeight = 5; // Height off the ground at rest
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createHoverHeight = 3; // Height off the ground when created
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maxForwardSpeed = 85; // speed in which forward thrust force is no longer applied (meters/second)
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// Turbo Jet
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jetForce = 3000; // Afterburner thrust (this is in addition to normal thrust)
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minJetEnergy = 40.0; // Afterburner can't be used if below this threshhold.
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jetEnergyDrain = 3.0; // Energy use of the afterburners (low number is less drain...can be fractional)
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vertThrustMultiple = 3.0;
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dustEmitter = LargeVehicleLiftoffDustEmitter;
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triggerDustHeight = 4.0;
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dustHeight = 2.0;
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damageEmitter[0] = LightDamageSmoke;
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damageEmitter[1] = HeavyDamageSmoke;
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damageEmitter[2] = DamageBubbles;
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damageEmitterOffset[0] = "3.0 -3.0 0.0 ";
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damageEmitterOffset[1] = "-3.0 -3.0 0.0 ";
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damageLevelTolerance[0] = 0.3;
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damageLevelTolerance[1] = 0.7;
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numDmgEmitterAreas = 2;
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// Rigid body
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mass = 350; // 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 = 20; // 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 = 40; // If hit ground at speed above this then it's an impact. Meters/second
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speedDamageScale = 0.060;
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// Object Impact Damage (uses DamageType::Impact)
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collDamageThresholdVel = 25;
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collDamageMultiplier = 0.020;
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//
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minTrailSpeed = 15; // 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 = BomberFlyerThrustSound;
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engineSound = BomberFlyerEngineSound;
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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 = 15.0;
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mediumSplashSoundVelocity = 20.0;
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hardSplashSoundVelocity = 30.0;
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exitSplashSoundVelocity = 10.0;
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exitingWater = VehicleExitWaterHardSound;
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impactWaterEasy = VehicleImpactWaterSoftSound;
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impactWaterMedium = VehicleImpactWaterMediumSound;
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impactWaterHard = VehicleImpactWaterHardSound;
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waterWakeSound = VehicleWakeHardSplashSound;
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minMountDist = 4;
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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 = CMDFlyingBomberIcon;
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cmdMiniIconName = "commander/MiniIcons/com_bomber_grey";
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targetNameTag = 'UAV';
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targetTypeTag = '';
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sensorData = UAVSensor;
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max[MiniChaingunAmmo] = 9999;
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max[MissileLauncherAmmo] = 9999;
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max[MortarAmmo] = 9999;
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checkRadius = 7.1895;
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observeParameters = "1 10 10";
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shieldEffectScale = "0.75 0.975 0.375";
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showPilotInfo = 1;
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};
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datablock TurretData(MissileSatellite) : TurretDamageProfile {
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className = VehicleTurret;
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catagory = "Turrets";
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shapeFile = "turret_belly_base.dts";
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preload = true;
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canControl = true;
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cmdCategory = "Tactical";
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cmdIcon = CMDFlyingBomberIcon;
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cmdMiniIconName = "commander/MiniIcons/com_bomber_grey";
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targetNameTag = 'Un-Manned Aerial';
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targetTypeTag = 'Missile Satellite';
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mass = 1.0; // Not really relevant
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repairRate = 0;
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maxDamage = UAVVehicle.maxDamage;
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destroyedLevel = UAVVehicle.destroyedLevel;
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thetaMin = 90;
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thetaMax = 180;
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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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max[MissileLauncherAmmo] = 9999;
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};
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function MissileSatellite::onDamage(%data, %obj) {
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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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datablock TurretImageData(MissileSatelliteBarrel) {
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shapeFile = "turret_muzzlepoint.dts";
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//item = PlasmaTurretBarrel;
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item = MissileLauncher;
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// Turret parameters
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activationMS = 150;
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deactivateDelayMS = 300;
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thinkTimeMS = 150;
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degPerSecTheta = 300;
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degPerSecPhi = 500;
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attackRadius = 11;
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usesEnergy = true;
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useMountEnergy = false;
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// State transitions
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stateName[0] = "Activate";
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stateTransitionOnNotLoaded[0] = "Dead";
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stateTransitionOnLoaded[0] = "ActivateReady";
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stateName[1] = "ActivateReady";
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stateSequence[1] = "Activate";
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stateSound[1] = MBLSwitchSound;
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stateTimeoutValue[1] = 1;
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stateTransitionOnTimeout[1] = "Ready";
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stateTransitionOnNotLoaded[1] = "Deactivate";
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stateName[2] = "Ready";
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stateTransitionOnNotLoaded[2] = "Deactivate";
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stateTransitionOnTriggerDown[2] = "Fire1";
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stateName[3] = "Fire1";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.3;
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stateFire[3] = true;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = true;
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stateSequence[3] = "Fire";
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stateSound[3] = MBLFireSound;
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stateScript[3] = "onFire";
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stateName[4] = "Reload";
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stateTimeoutValue[4] = 0.8;
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stateAllowImageChange[4] = true;
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stateSequence[4] = "Reload";
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stateTransitionOnTimeout[4] = "Ready";
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stateTransitionOnNotLoaded[4] = "Deactivate";
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stateName[5] = "Deactivate";
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stateSequence[5] = "Activate";
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stateDirection[5] = false;
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stateTimeoutValue[5] = 1;
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stateTransitionOnLoaded[5] = "ActivateReady";
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stateTransitionOnTimeout[5] = "Dead";
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stateName[6] = "Dead";
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stateTransitionOnLoaded[6] = "ActivateReady";
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};
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function MissileSatellite::onTrigger(%data, %obj, %trigger, %state) {
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if(%state == 1 && %trigger == 5) {
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if(%obj.mountobj.isUnlimitedSat) {
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if(%obj.mountobj.canLaucnhStrike) {
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%obj.getcontrollingclient().player.lastTransformStuff = %obj.getcontrollingclient().player.getTransform();
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%obj.mountobj.canLaucnhStrike = 0;
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schedule(30000, 0, "ResetSat", %obj.mountobj);
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schedule(100, 0, "MakeCruiseMissile", %obj.getcontrollingclient(), %obj);
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schedule(100, 0, "ServerPlay3d", EscapePodLaunchSound2, %obj.getPosition());
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}
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}
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}
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}
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function CruiseMissileVehicle::onTrigger(%data, %obj, %trigger, %state) {
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// data = ScoutFlyer datablock
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// obj = ScoutFlyer object number
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// trigger = 0 for "fire", 1 for "jump", 3 for "thrust"
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// state = 1 for firing, 0 for not firing
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if(%state == 1 && %trigger == 5) {
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//detonate.
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%obj.damage(0, %obj.getposition(), 100.0, $DamageType::Admin);
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}
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}
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function UAVVehicle::onAdd(%this, %obj) {
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Parent::onAdd(%this, %obj);
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setTargetSensorGroup(%obj.getTarget(),%obj.team);
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%turret = TurretData::create(MissileSatellite);
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%turret.selectedWeapon = 1;
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MissionCleanup.add(%turret);
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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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%turret.powerCount = 1;
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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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%turret.mountImage(MissileSatelliteBarrel,3);
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setTargetSensorGroup(%turret.getTarget(),%obj.team);
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%turret.setInventory(MissileLauncherAmmo, 9999, true);
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%turret.setAutoFire(false);
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%turret.mountImage(AIAimingTurretBarrel,0);
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%turret.setCloaked(true);
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%obj.setCloaked(true);
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setTargetSensorGroup(%turret.getTarget(), %turret.team);
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setTargetNeverVisMask(%turret.getTarget(), 0xffffffff);
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}
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function UAVVehicle::deleteAllMounted(%data, %obj) {
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%turret = %obj.turretObject;
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if (!%turret) {
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}
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else {
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if(%turret.getControllingClient() != 0) {
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%cl = %turret.getControllingClient();
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if(isObject(%cl.player) && %cl.player.getState() !$= "dead") {
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%cl.setControlObject(%cl.player);
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}
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}
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%turret.schedule(1000, delete);
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}
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}
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