TWM2/scripts/vehicles/vehicle_tank.cs
2014-02-26 13:54:04 -06:00

1136 lines
34 KiB
C#

//**************************************************************
// BEOWULF ASSAULT VEHICLE
//**************************************************************
//**************************************************************
// SOUNDS
//**************************************************************
datablock AudioProfile(AssaultVehicleSkid)
{
filename = "fx/vehicles/tank_skid.wav";
description = ClosestLooping3d;
preload = true;
};
datablock AudioProfile(AssaultVehicleEngineSound)
{
filename = "fx/vehicles/tank_engine.wav";
description = AudioDefaultLooping3d;
preload = true;
};
datablock AudioProfile(AssaultVehicleThrustSound)
{
filename = "fx/vehicles/tank_boost.wav";
description = AudioDefaultLooping3d;
preload = true;
};
datablock AudioProfile(AssaultChaingunFireSound)
{
filename = "fx/vehicles/tank_chaingun.wav";
description = AudioDefaultLooping3d;
preload = true;
};
datablock AudioProfile(AssaultChaingunReloadSound)
{
filename = "fx/weapons/chaingun_dryfire.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(TankChaingunProjectile)
{
filename = "fx/weapons/chaingun_projectile.wav";
description = ProjectileLooping3d;
preload = true;
};
datablock AudioProfile(AssaultTurretActivateSound)
{
filename = "fx/vehicles/tank_activate.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(AssaultChaingunDryFireSound)
{
filename = "fx/weapons/chaingun_dryfire.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(AssaultChaingunIdleSound)
{
filename = "fx/misc/diagnostic_on.wav";
description = ClosestLooping3d;
preload = true;
};
datablock AudioProfile(AssaultMortarDryFireSound)
{
filename = "fx/weapons/mortar_dryfire.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(AssaultMortarFireSound)
{
filename = "fx/vehicles/tank_mortar_fire.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(AssaultMortarReloadSound)
{
filename = "fx/weapons/mortar_reload.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(AssaultMortarIdleSound)
{
filename = "fx/misc/diagnostic_on.wav";
description = ClosestLooping3d;
preload = true;
};
//**************************************************************
// LIGHTS
//**************************************************************
datablock RunningLightData(TankLight1)
{
radius = 1.5;
color = "1.0 1.0 1.0 0.2";
nodeName = "Headlight_node01";
direction = "0.0 1.0 0.0";
texture = "special/headlight4";
};
datablock RunningLightData(TankLight2)
{
radius = 1.5;
color = "1.0 1.0 1.0 0.2";
nodeName = "Headlight_node02";
direction = "0.0 1.0 0.0";
texture = "special/headlight4";
};
datablock RunningLightData(TankLight3)
{
radius = 1.5;
color = "1.0 1.0 1.0 0.2";
nodeName = "Headlight_node03";
direction = "0.0 1.0 0.0";
texture = "special/headlight4";
};
datablock RunningLightData(TankLight4)
{
radius = 1.5;
color = "1.0 1.0 1.0 0.2";
nodeName = "Headlight_node04";
direction = "0.0 1.0 0.0";
texture = "special/headlight4";
};
//**************************************************************
// VEHICLE CHARACTERISTICS
//**************************************************************
datablock HoverVehicleData(AssaultVehicle) : TankDamageProfile
{
spawnOffset = "0 0 4";
canControl = true;
floatingGravMag = 4.5;
catagory = "Vehicles";
shapeFile = "vehicle_grav_tank.dts";
multipassenger = true;
computeCRC = true;
renderWhenDestroyed = false;
weaponNode = 1;
debrisShapeName = "vehicle_land_assault_debris.dts";
debris = ShapeDebris;
drag = 0.0;
density = 0.9;
mountPose[0] = sitting;
mountPose[1] = sitting;
numMountPoints = 2;
isProtectedMountPoint[0] = true;
isProtectedMountPoint[1] = true;
cameraMaxDist = 20;
cameraOffset = 3;
cameraLag = 1.5;
explosion = LargeGroundVehicleExplosion;
explosionDamage = 0.5;
explosionRadius = 5.0;
maxSteeringAngle = 0.5; // 20 deg.
maxDamage = 3.15;
destroyedLevel = 3.15;
isShielded = false;
rechargeRate = 1.0;
energyPerDamagePoint = 135;
maxEnergy = 400;
minJetEnergy = 15;
jetEnergyDrain = 2.0;
// Rigid Body
mass = 1500;
bodyFriction = 0.8;
bodyRestitution = 0.5;
minRollSpeed = 3;
gyroForce = 400;
gyroDamping = 0.3;
stabilizerForce = 20;
minDrag = 10;
softImpactSpeed = 15; // Play SoftImpact Sound
hardImpactSpeed = 18; // Play HardImpact Sound
// Ground Impact Damage (uses DamageType::Ground)
minImpactSpeed = 17;
speedDamageScale = 0.060;
// Object Impact Damage (uses DamageType::Impact)
collDamageThresholdVel = 18;
collDamageMultiplier = 0.045;
dragForce = 40 / 20;
vertFactor = 0.0;
floatingThrustFactor = 0.15;
mainThrustForce = 50;
reverseThrustForce = 40;
strafeThrustForce = 40;
turboFactor = 1.7;
brakingForce = 25;
brakingActivationSpeed = 4;
stabLenMin = 3.25;
stabLenMax = 4;
stabSpringConstant = 50;
stabDampingConstant = 20;
gyroDrag = 20;
normalForce = 20;
restorativeForce = 10;
steeringForce = 15;
rollForce = 5;
pitchForce = 3;
dustEmitter = TankDustEmitter;
triggerDustHeight = 3.5;
dustHeight = 1.0;
dustTrailEmitter = TireEmitter;
dustTrailOffset = "0.0 -1.0 0.5";
triggerTrailHeight = 3.6;
dustTrailFreqMod = 15.0;
jetSound = AssaultVehicleThrustSound;
engineSound = AssaultVehicleEngineSound;
floatSound = AssaultVehicleSkid;
softImpactSound = GravSoftImpactSound;
hardImpactSound = HardImpactSound;
wheelImpactSound = WheelImpactSound;
forwardJetEmitter = TankJetEmitter;
//
softSplashSoundVelocity = 5.0;
mediumSplashSoundVelocity = 10.0;
hardSplashSoundVelocity = 15.0;
exitSplashSoundVelocity = 10.0;
exitingWater = VehicleExitWaterMediumSound;
impactWaterEasy = VehicleImpactWaterSoftSound;
impactWaterMedium = VehicleImpactWaterMediumSound;
impactWaterHard = VehicleImpactWaterMediumSound;
waterWakeSound = VehicleWakeMediumSplashSound;
minMountDist = 4;
damageEmitter[0] = SmallLightDamageSmoke;
damageEmitter[1] = SmallHeavyDamageSmoke;
damageEmitter[2] = DamageBubbles;
damageEmitterOffset[0] = "0.0 -1.5 3.5 ";
damageLevelTolerance[0] = 0.3;
damageLevelTolerance[1] = 0.7;
numDmgEmitterAreas = 1;
splashEmitter[0] = VehicleFoamDropletsEmitter;
splashEmitter[1] = VehicleFoamEmitter;
shieldImpact = VehicleShieldImpact;
cmdCategory = "Tactical";
cmdIcon = CMDGroundTankIcon;
cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
targetNameTag = 'Beowulf';
targetTypeTag = 'Assault Tank';
sensorData = VehiclePulseSensor;
checkRadius = 5.5535;
observeParameters = "1 10 10";
runningLight[0] = TankLight1;
runningLight[1] = TankLight2;
runningLight[2] = TankLight3;
runningLight[3] = TankLight4;
shieldEffectScale = "0.9 1.0 0.6";
showPilotInfo = 1;
};
//**************************************************************
// WEAPONS
//**************************************************************
//-------------------------------------
// ASSAULT CHAINGUN (projectile)
//-------------------------------------
datablock TracerProjectileData(AssaultChaingunBullet)
{
doDynamicClientHits = true;
projectileShapeName = "";
directDamage = 0.16;
directDamageType = $DamageType::TankChaingun;
hasDamageRadius = false;
splash = ChaingunSplash;
kickbackstrength = 0.0;
sound = TankChaingunProjectile;
dryVelocity = 425.0;
wetVelocity = 100.0;
velInheritFactor = 1.0;
fizzleTimeMS = 3000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 15.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.10;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6;
activateDelayMS = 100;
explosion = ChaingunExplosion;
};
//-------------------------------------
// ASSAULT CHAINGUN CHARACTERISTICS
//-------------------------------------
datablock TurretData(AssaultPlasmaTurret) : TurretDamageProfile
{
className = VehicleTurret;
catagory = "Turrets";
shapeFile = "Turret_tank_base.dts";
preload = true;
canControl = true;
cmdCategory = "Tactical";
cmdIcon = CMDGroundTankIcon;
cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
targetNameTag = 'Beowulf';
targetTypeTag = 'Assault Tank turret';
mass = 1.0; // Not really relevant
maxEnergy = 1;
maxDamage = AssaultVehicle.maxDamage;
destroyedLevel = AssaultVehicle.destroyedLevel;
repairRate = 0;
// capacitor
maxCapacitorEnergy = 250;
capacitorRechargeRate = 1.0;
thetaMin = 0;
thetaMax = 100;
inheritEnergyFromMount = true;
firstPersonOnly = true;
useEyePoint = true;
numWeapons = 2;
cameraDefaultFov = 90.0;
cameraMinFov = 5.0;
cameraMaxFov = 120.0;
targetNameTag = 'Beowulf Chaingun';
targetTypeTag = 'Turret';
};
datablock TurretImageData(AssaultPlasmaTurretBarrel)
{
shapeFile = "turret_tank_barrelchain.dts";
mountPoint = 1;
projectile = AssaultChaingunBullet;
projectileType = TracerProjectile;
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
projectileSpread = 12.0 / 1000.0;
useCapacitor = true;
usesEnergy = true;
useMountEnergy = true;
fireEnergy = 7.5;
minEnergy = 15.0;
// Turret parameters
activationMS = 4000;
deactivateDelayMS = 500;
thinkTimeMS = 200;
degPerSecTheta = 360;
degPerSecPhi = 360;
attackRadius = 75;
// State transitions
stateName[0] = "Activate";
stateTransitionOnNotLoaded[0] = "Dead";
stateTransitionOnLoaded[0] = "ActivateReady";
stateSound[0] = AssaultTurretActivateSound;
stateName[1] = "ActivateReady";
stateSequence[1] = "Activate";
stateSound[1] = AssaultTurretActivateSound;
stateTimeoutValue[1] = 1;
stateTransitionOnTimeout[1] = "Ready";
stateTransitionOnNotLoaded[1] = "Deactivate";
stateName[2] = "Ready";
stateTransitionOnNotLoaded[2] = "Deactivate";
stateTransitionOnTriggerDown[2] = "Fire";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateName[3] = "Fire";
stateSequence[3] = "Fire";
stateSequenceRandomFlash[3] = true;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateSound[3] = AssaultChaingunFireSound;
stateScript[3] = "onFire";
stateTimeoutValue[3] = 0.1;
stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Reload";
stateTransitionOnNoAmmo[3] = "noAmmo";
stateName[4] = "Reload";
stateSequence[4] = "Reload";
stateTimeoutValue[4] = 0.1;
stateAllowImageChange[4] = false;
stateTransitionOnTimeout[4] = "Ready";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateWaitForTimeout[4] = true;
stateName[5] = "Deactivate";
stateSequence[5] = "Activate";
stateDirection[5] = false;
stateTimeoutValue[5] = 30;
stateTransitionOnTimeout[5] = "ActivateReady";
stateName[6] = "Dead";
stateTransitionOnLoaded[6] = "ActivateReady";
stateTransitionOnTriggerDown[6] = "DryFire";
stateName[7] = "DryFire";
stateSound[7] = AssaultChaingunDryFireSound;
stateTimeoutValue[7] = 0.5;
stateTransitionOnTimeout[7] = "NoAmmo";
stateName[8] = "NoAmmo";
stateTransitionOnAmmo[8] = "Reload";
stateSequence[8] = "NoAmmo";
stateTransitionOnTriggerDown[8] = "DryFire";
};
//-------------------------------------
// ASSAULT MORTAR (projectile)
//-------------------------------------
datablock ItemData(AssaultMortarAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "repair_kit.dts";
mass = 1;
elasticity = 0.5;
friction = 0.6;
pickupRadius = 1;
computeCRC = true;
};
datablock TracerProjectileData(TankShell) {
doDynamicClientHits = true;
directDamage = 0.0; // z0dd - ZOD, 9-27-02. Was 0.0825
directDamageType = $DamageType::TankMortar;
hasDamageRadius = true;
indirectDamage = 0.8;
damageRadius = 7.0;
radiusDamageType = $DamageType::TankMortar;
explosion = "MissileExplosion";
splash = ChaingunSplash;
kickBackStrength = 1500.0;
sound = ChaingunProjectile;
//dryVelocity = 425.0;
dryVelocity = 500.0; // z0dd - ZOD, 8-12-02. Was 425.0
wetVelocity = 400.0;
velInheritFactor = 0.0;
fizzleTimeMS = 300;
lifetimeMS = 600;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 300;
tracerLength = 25.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 2.25;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6;
};
//-------------------------------------
// ASSAULT MORTAR CHARACTERISTICS
//-------------------------------------
datablock TurretImageData(AssaultMortarTurretBarrel)
{
shapeFile = "turret_tank_barrelmortar.dts";
mountPoint = 0;
// ammo = AssaultMortarAmmo;
projectile = TankShell;
projectileType = TracerProjectile;
usesEnergy = true;
useMountEnergy = true;
fireEnergy = 77.00;
minEnergy = 77.00;
useCapacitor = true;
// Turret parameters
activationMS = 4000;
deactivateDelayMS = 1500;
thinkTimeMS = 200;
degPerSecTheta = 360;
degPerSecPhi = 360;
attackRadius = 75;
// State transitions
stateName[0] = "Activate";
stateTransitionOnNotLoaded[0] = "Dead";
stateTransitionOnLoaded[0] = "ActivateReady";
stateName[1] = "ActivateReady";
stateSequence[1] = "Activate";
stateSound[1] = AssaultTurretActivateSound;
stateTimeoutValue[1] = 1.0;
stateTransitionOnTimeout[1] = "Ready";
stateTransitionOnNotLoaded[1] = "Deactivate";
stateName[2] = "Ready";
stateTransitionOnNotLoaded[2] = "Deactivate";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire";
stateSequence[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 1.0;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSound[3] = AssaultMortarFireSound;
stateScript[3] = "onFire";
stateName[4] = "Reload";
stateSequence[4] = "Reload";
stateTimeoutValue[4] = 1.0;
stateAllowImageChange[4] = false;
stateTransitionOnTimeout[4] = "Ready";
//stateTransitionOnNoAmmo[4] = "NoAmmo";
stateWaitForTimeout[4] = true;
stateName[5] = "Deactivate";
stateDirection[5] = false;
stateSequence[5] = "Activate";
stateTimeoutValue[5] = 1.0;
stateTransitionOnLoaded[5] = "ActivateReady";
stateTransitionOnTimeout[5] = "Dead";
stateName[6] = "Dead";
stateTransitionOnLoaded[6] = "ActivateReady";
stateTransitionOnTriggerDown[6] = "DryFire";
stateName[7] = "DryFire";
stateSound[7] = AssaultMortarDryFireSound;
stateTimeoutValue[7] = 1.0;
stateTransitionOnTimeout[7] = "NoAmmo";
stateName[8] = "NoAmmo";
stateSequence[8] = "NoAmmo";
stateTransitionOnAmmo[8] = "Reload";
stateTransitionOnTriggerDown[8] = "DryFire";
};
datablock TurretImageData(AssaultTurretParam)
{
mountPoint = 2;
shapeFile = "turret_muzzlepoint.dts";
projectile = AssaultChaingunBullet;
projectileType = TracerProjectile;
useCapacitor = true;
usesEnergy = true;
// Turret parameters
activationMS = 1000;
deactivateDelayMS = 1500;
thinkTimeMS = 200;
degPerSecTheta = 500;
degPerSecPhi = 500;
attackRadius = 75;
};
//
// Sandstorm AA Tank
//
datablock HoverVehicleData(SandstormTank) : AssaultVehicle {
maxDamage = 3.15;
destroyedLevel = 3.15;
isShielded = false;
rechargeRate = 1.0;
energyPerDamagePoint = 135;
maxEnergy = 400;
minJetEnergy = 15;
jetEnergyDrain = 2.0;
cmdCategory = "Tactical";
cmdIcon = CMDGroundTankIcon;
cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
targetNameTag = 'Sandstorm';
targetTypeTag = 'AA Tank';
sensorData = VehiclePulseSensor;
checkRadius = 5.5535;
observeParameters = "1 10 10";
runningLight[0] = TankLight1;
runningLight[1] = TankLight2;
runningLight[2] = TankLight3;
runningLight[3] = TankLight4;
shieldEffectScale = "0.9 1.0 0.6";
showPilotInfo = 1;
};
datablock TurretData(SandstormAAPod) : TurretDamageProfile {
className = VehicleTurret;
catagory = "Turrets";
shapeFile = "Turret_tank_base.dts";
preload = true;
canControl = false;
cmdCategory = "Tactical";
cmdIcon = CMDGroundTankIcon;
cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
mass = 1.0;
isSeeker = true;
seekRadius = 750;
maxSeekAngle = 30;
seekTime = 1.0;
minSeekHeat = 0.00001;
emap = true;
minTargetingDistance = 40;
maxEnergy = 1;
maxDamage = AssaultVehicle.maxDamage;
destroyedLevel = AssaultVehicle.destroyedLevel;
repairRate = 0;
// capacitor
maxCapacitorEnergy = 200;
capacitorRechargeRate = 0.45;
thetaMin = 0;
thetaMax = 100;
inheritEnergyFromMount = true;
firstPersonOnly = true;
useEyePoint = true;
numWeapons = 1;
cameraDefaultFov = 90.0;
cameraMinFov = 5.0;
cameraMaxFov = 120.0;
targetNameTag = 'Sandstorm';
targetTypeTag = 'Turret';
};
datablock SeekerProjectileData(SandstormTankRocket) {
casingShapeName = "weapon_missile_casement.dts";
projectileShapeName = "weapon_missile_projectile.dts";
hasDamageRadius = true;
indirectDamage = 0.54;
damageRadius = 12.0;
radiusDamageType = $DamageType::MissileTurret;
kickBackStrength = 500;
flareDistance = 200;
flareAngle = 30;
minSeekHeat = 0.6;
explosion = "MissileExplosion";
velInheritFactor = 1.0;
splash = MissileSplash;
baseEmitter = MissileSmokeEmitter;
delayEmitter = MissileFireEmitter;
puffEmitter = MissilePuffEmitter;
lifetimeMS = 20000; // z0dd - ZOD, 4/14/02. Was 6000
muzzleVelocity = 40.0;
maxVelocity = 300.0; // z0dd - ZOD, 4/14/02. Was 80.0
turningSpeed = 60.0;
acceleration = 100.0;
proximityRadius = 7;
terrainAvoidanceSpeed = 40;
terrainScanAhead = 50;
terrainHeightFail = 5;
terrainAvoidanceRadius = 10;
useFlechette = true;
flechetteDelayMs = 225;
casingDeb = FlechetteDebris;
};
//-------------------------------------
// ASSAULT MORTAR CHARACTERISTICS
//-------------------------------------
datablock TurretImageData(SandstormTurretBarrel) {
shapeFile = "stackable2m.dts";
rotation = "-1 0 0 90";
offset = "0 0.7 0";
mountPoint = 0;
projectile = SandstormTankRocket;
projectileType = SeekerProjectile;
usesEnergy = true;
useMountEnergy = true;
fireEnergy = 25.00;
minEnergy = 25.00;
useCapacitor = true;
isSeeker = true;
seekRadius = 750;
maxSeekAngle = 360;
seekTime = $Bomber::SeekTime;
minSeekHeat = 0.0001;
minTargetingDistance = $Bomber::minTargetingDistance;
useTargetAudio = $Bomber::useTargetAudio;
// Turret parameters
activationMS = 4000;
deactivateDelayMS = 1500;
thinkTimeMS = 200;
degPerSecTheta = 360;
degPerSecPhi = 360;
attackRadius = 75;
// State transitions
stateName[0] = "Activate";
stateTransitionOnNotLoaded[0] = "Dead";
stateTransitionOnLoaded[0] = "ActivateReady";
stateName[1] = "ActivateReady";
stateSequence[1] = "Activate";
stateSound[1] = AssaultTurretActivateSound;
stateTimeoutValue[1] = 1.0;
stateTransitionOnTimeout[1] = "Ready";
stateTransitionOnNotLoaded[1] = "Deactivate";
stateName[2] = "Ready";
stateTransitionOnNotLoaded[2] = "Deactivate";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire";
stateSequence[3] = "Fire";
stateTransitionOnTimeout[3] = "NextFire";
stateTimeoutValue[3] = 0.5;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSound[3] = MissileFireSound;
stateScript[3] = "onFire";
stateName[4] = "NextFire";
stateTransitionOnNotLoaded[4] = "Deactivate";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTriggerDown[4] = "Fire";
stateName[5] = "Fire2";
stateSequence[5] = "Fire";
stateTransitionOnTimeout[5] = "NextFire2";
stateTimeoutValue[5] = 0.5;
stateFire[5] = true;
stateRecoil[5] = LightRecoil;
stateAllowImageChange[5] = false;
stateSound[5] = MissileFireSound;
stateScript[5] = "onFire";
stateName[6] = "NextFire2";
stateTransitionOnNotLoaded[6] = "Deactivate";
stateTransitionOnNoAmmo[6] = "NoAmmo";
stateTransitionOnTriggerDown[6] = "Fire";
stateName[7] = "Fire3";
stateSequence[7] = "Fire";
stateTransitionOnTimeout[7] = "NextFire3";
stateTimeoutValue[7] = 0.5;
stateFire[7] = true;
stateRecoil[7] = LightRecoil;
stateAllowImageChange[7] = false;
stateSound[7] = MissileFireSound;
stateScript[7] = "onFire";
stateName[8] = "NextFire3";
stateTransitionOnNotLoaded[8] = "Deactivate";
stateTransitionOnNoAmmo[8] = "NoAmmo";
stateTransitionOnTriggerDown[8] = "Fire";
stateName[9] = "Fire4";
stateSequence[9] = "Fire";
stateTransitionOnTimeout[9] = "NextFire4";
stateTimeoutValue[9] = 0.5;
stateFire[9] = true;
stateRecoil[9] = LightRecoil;
stateAllowImageChange[9] = false;
stateSound[9] = MissileFireSound;
stateScript[9] = "onFire";
stateName[10] = "NextFire4";
stateTransitionOnNotLoaded[10] = "Deactivate";
stateTransitionOnNoAmmo[10] = "NoAmmo";
stateTransitionOnTriggerDown[10] = "Fire";
stateName[11] = "Fire5";
stateSequence[11] = "Fire";
stateTransitionOnTimeout[11] = "NextFire5";
stateTimeoutValue[11] = 0.5;
stateFire[11] = true;
stateRecoil[11] = LightRecoil;
stateAllowImageChange[11] = false;
stateSound[11] = MissileFireSound;
stateScript[11] = "onFire";
stateName[12] = "NextFire5";
stateTransitionOnNotLoaded[12] = "Deactivate";
stateTransitionOnNoAmmo[12] = "NoAmmo";
stateTransitionOnTriggerDown[12] = "Fire";
stateName[13] = "Fire6";
stateSequence[13] = "Fire";
stateTransitionOnTimeout[13] = "NextFire6";
stateTimeoutValue[13] = 0.5;
stateFire[13] = true;
stateRecoil[13] = LightRecoil;
stateAllowImageChange[13] = false;
stateSound[13] = MissileFireSound;
stateScript[13] = "onFire";
stateName[14] = "NextFire6";
stateTransitionOnNotLoaded[14] = "Deactivate";
stateTransitionOnNoAmmo[14] = "NoAmmo";
stateTransitionOnTriggerDown[14] = "Fire";
stateName[15] = "Fire7";
stateSequence[15] = "Fire";
stateTransitionOnTimeout[15] = "NextFire7";
stateTimeoutValue[15] = 0.5;
stateFire[15] = true;
stateRecoil[15] = LightRecoil;
stateAllowImageChange[15] = false;
stateSound[15] = MissileFireSound;
stateScript[15] = "onFire";
stateName[16] = "NextFire7";
stateTransitionOnNotLoaded[16] = "Deactivate";
stateTransitionOnNoAmmo[16] = "NoAmmo";
stateTransitionOnTriggerDown[16] = "Fire";
stateName[17] = "Fire8";
stateSequence[17] = "Fire";
stateTransitionOnTimeout[17] = "Reload";
stateTimeoutValue[17] = 0.5;
stateFire[17] = true;
stateRecoil[17] = LightRecoil;
stateAllowImageChange[17] = false;
stateSound[17] = MissileFireSound;
stateScript[17] = "onFire";
stateName[18] = "Reload";
stateSequence[18] = "Reload";
stateTimeoutValue[18] = 8;
stateAllowImageChange[18] = false;
stateTransitionOnTimeout[18] = "ReloadSound";
stateWaitForTimeout[18] = true;
stateName[19] = "ReloadSound";
stateTimeoutValue[19] = 2;
stateAllowImageChange[19] = false;
stateTransitionOnTimeout[19] = "Ready";
stateSound[19] = MobileBaseStationDeploySound;
stateWaitForTimeout[19] = true;
stateName[20] = "Deactivate";
stateDirection[20] = false;
stateSequence[20] = "Activate";
stateTimeoutValue[20] = 1.0;
stateTransitionOnLoaded[20] = "ActivateReady";
stateTransitionOnTimeout[20] = "Dead";
stateName[21] = "Dead";
stateTransitionOnLoaded[21] = "ActivateReady";
stateTransitionOnTriggerDown[21] = "DryFire";
stateName[22] = "DryFire";
stateSound[22] = AssaultMortarDryFireSound;
stateTimeoutValue[22] = 1.0;
stateTransitionOnTimeout[22] = "NoAmmo";
stateName[23] = "NoAmmo";
stateSequence[23] = "NoAmmo";
stateTransitionOnAmmo[23] = "Reload";
stateTransitionOnTriggerDown[23] = "DryFire";
};
function SandstormTurretBarrel::onFire(%data,%obj,%slot) {
%p = Parent::onFire(%data, %obj, %slot);
MissileSet.add(%p);
if (%obj.getControllingClient())
%target = %obj.getLockedTarget();
else
%target = %obj.getTargetObject();
%homein = missileCheckAirTarget(%target);
if(%target && %homein)
%p.setObjectTarget(%target);
else if(%obj.isLocked())
%p.setPositionTarget(%obj.getLockedPosition());
else
%p.setNoTarget();
}
datablock ShapeBaseImageData(SandstormParam) {
mountPoint = 2;
shapeFile = "turret_muzzlepoint.dts";
projectile = SandstormTankRocket;
projectileType = SeekerProjectile;
isSeeker = true;
seekRadius = 750;
maxSeekAngle = 360;
seekTime = $Bomber::SeekTime;
minSeekHeat = 0.0001;
minTargetingDistance = $Bomber::minTargetingDistance;
useTargetAudio = $Bomber::useTargetAudio;
};
function SandstormTank::onAdd(%this, %obj) {
Parent::onAdd(%this, %obj);
%turret = TurretData::create(SandstormAAPod);
%turret.selectedWeapon = 1;
MissionCleanup.add(%turret);
%turret.team = %obj.teamBought;
%turret.setSelfPowered();
%obj.mountObject(%turret, 10);
%turret.mountImage(SandstormTurretBarrel, 0);
%turret.setCapacitorRechargeRate( %turret.getDataBlock().capacitorRechargeRate );
%obj.turretObject = %turret;
//vehicle turrets should not auto fire at targets
%turret.setAutoFire(false);
%obj.schedule(6000, "playThread", $ActivateThread, "activate");
%turret.mountImage(SandstormParam, 2);
// set the turret's target info
setTargetSensorGroup(%turret.getTarget(), %turret.team);
setTargetNeverVisMask(%turret.getTarget(), 0xffffffff);
}
function SandstormTank::deleteAllMounted(%data, %obj) {
%turret = %obj.getMountNodeObject(10);
if (!%turret)
return;
if (%client = %turret.getControllingClient()) {
%client.player.setControlObject(%client.player);
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
%client.player.mountVehicle = false;
}
%turret.schedule(2000, delete);
}
function SandstormTank::playerMounted(%data, %obj, %player, %node) {
//[[CHANGE]]
if (%obj.clientControl)
serverCmdResetControlObject(%obj.clientControl);
if (%node == 0) {
// driver position
// is there someone manning the turret?
//%turreteer = %obj.getMountedNodeObject(1);
commandToClient(%player.client, 'setHudMode', 'Pilot', "Assault", %node);
}
else if (%node == 1) {
// turreteer position
%turret = %obj.getMountNodeObject(10);
%player.vehicleTurret = %turret;
%player.setTransform("0 0 0 0 0 1 0");
%player.lastWeapon = %player.getMountedImage($WeaponSlot);
%player.unmountImage($WeaponSlot);
if (!%player.client.isAIControlled())
{
%player.setControlObject(%turret);
%player.client.setObjectActiveImage(%turret, 2);
}
%turret.turreteer = %player;
// if the player is the turreteer, show vehicle's weapon icons
//commandToClient(%player.client, 'showVehicleWeapons', %data.getName());
//%player.client.setVWeaponsHudActive(1); // plasma turret icon (default)
$aWeaponActive = 0;
commandToClient(%player.client,'SetWeaponryVehicleKeys', true);
%obj.getMountNodeObject(10).selectedWeapon = 1;
commandToClient(%player.client, 'setHudMode', 'Pilot', "Assault", %node);
}
// update observers who are following this guy...
if ( %player.client.observeCount > 0 )
resetObserveFollow( %player.client, false );
// build a space-separated string representing passengers
// 0 = no passenger; 1 = passenger (e.g. "1 0 ")
%passString = buildPassengerString(%obj);
// send the string of passengers to all mounted players
for(%i = 0; %i < %data.numMountPoints; %i++)
if (%obj.getMountNodeObject(%i) > 0)
commandToClient(%obj.getMountNodeObject(%i).client, 'checkPassengers', %passString);
}
function SandstormAAPod::onTrigger(%data, %obj, %trigger, %state) {
switch (%trigger) {
case 0:
%obj.fireTrigger = %state;
if(%state)
%obj.setImageTrigger(4, true);
else
%obj.setImageTrigger(4, false);
case 2:
if(%state) {
%obj.getDataBlock().playerDismount(%obj);
}
}
}
function SandstormAAPod::playerDismount(%data, %obj) {
//Passenger Exiting
%obj.fireTrigger = 0;
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(4, false);
%client = %obj.getControllingClient();
// %client.setControlObject(%client.player);
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
%client.player.mountVehicle = false;
setTargetSensorGroup(%obj.getTarget(), 0);
setTargetNeverVisMask(%obj.getTarget(), 0xffffffff);
// %client.player.getDataBlock().doDismount(%client.player);
}