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

728 lines
22 KiB
C#

//**************************************************************
// SHRIKE SCOUT FLIER
//**************************************************************
datablock SensorData(combatSensor)
{
detects = true;
detectsUsingLOS = true;
detectsPassiveJammed = false;
detectsActiveJammed = false;
detectsCloaked = false;
detectionPings = true;
detectRadius = 500;
};
//**************************************************************
// SOUNDS
//**************************************************************
datablock AudioProfile(ScoutFlyerThrustSound)
{
filename = "fx/vehicles/shrike_boost.wav";
description = AudioDefaultLooping3d;
preload = true;
};
datablock AudioProfile(ScoutFlyerEngineSound)
{
filename = "fx/vehicles/shrike_engine.wav";
description = AudioDefaultLooping3d;
preload = true;
};
datablock AudioProfile(ShrikeBlasterFire)
{
filename = "fx/vehicles/tank_chaingun.wav";
description = AudioDefault3d;
preload = true;
};
datablock AudioProfile(ShrikeBlasterProjectile)
{
filename = "fx/weapons/shrike_blaster_projectile.wav";
description = ProjectileLooping3d;
preload = true;
};
datablock AudioProfile(ShrikeBlasterDryFireSound)
{
filename = "fx/weapons/chaingun_dryfire.wav";
description = AudioClose3d;
preload = true;
};
//**************************************************************
// LIGHTS
//**************************************************************
datablock RunningLightData(ShrikeLight1)
{
type = 1;
radius = 2.0;
length = 3.0;
color = "1.0 1.0 1.0 1.0";
direction = "0.0 1.0 -1.0 ";
offset = "0.0 0.0 -0.5";
texture = "special/lightcone04";
};
datablock RunningLightData(ShrikeLight2)
{
radius = 1.5;
color = "1.0 1.0 1.0 0.3";
direction = "0.0 0.0 -1.0";
offset = "0.0 0.8 -1.2";
texture = "special/headlight4";
};
//**************************************************************
// VEHICLE CHARACTERISTICS
//**************************************************************
datablock FlyingVehicleData(ScoutFlyer) : ShrikeDamageProfile
{
spawnOffset = "0 0 2";
canControl = false;
catagory = "Vehicles";
shapeFile = "vehicle_air_scout.dts";
multipassenger = false;
computeCRC = true;
debrisShapeName = "vehicle_air_scout.dts";
debris = MeShapeDebris;
renderWhenDestroyed = false;
drag = 0.15;
density = 1.0;
mountPose[0] = sitting;
numMountPoints = 1;
isProtectedMountPoint[0] = false;
cameraMaxDist = 15;
cameraOffset = 2.5;
cameraLag = 0.9;
explosion = MeVehicleExplosion;
explosionDamage = 1.0;
explosionRadius = 10.0;
maxDamage = 2.5;
destroyedLevel = 2.5;
HDAddMassLevel = 1.9;
HDMassImage = LflyerHDMassImage;
isShielded = false;
energyPerDamagePoint = 0;
maxEnergy = 1200; // Afterburner and any energy weapon pool
rechargeRate = 4;
minDrag = 22; // Linear Drag (eventually slows you down when not thrusting...constant drag)
rotationalDrag = 900; // Anguler Drag (dampens the drift after you stop moving the mouse...also tumble drag)
maxAutoSpeed = 50; // Autostabilizer kicks in when less than this speed. (meters/second)
autoAngularForce = 400; // Angular stabilizer force (this force levels you out when autostabilizer kicks in)
autoLinearForce = 1; // Linear stabilzer force (this slows you down when autostabilizer kicks in)
autoInputDamping = 0.8; // Dampen control input so you don't` whack out at very slow speeds
// Maneuvering
maxSteeringAngle = 4.5; // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
horizontalSurfaceForce = 6; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
verticalSurfaceForce = 4; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
maneuveringForce = 5250; // Horizontal jets (W,S,D,A key thrust)
steeringForce = 675; // Steering jets (force applied when you move the mouse)
steeringRollForce = 3000; // Steering jets (how much you heel over when you turn)
rollForce = 1; // Auto-roll (self-correction to right you after you roll/invert)
hoverHeight = 2.5; // Height off the ground at rest
createHoverHeight = 1; // Height off the ground when created
maxForwardSpeed = 165; // speed in which forward thrust force is no longer applied (meters/second)
// Turbo Jet
jetForce = 2500; // Afterburner thrust (this is in addition to normal thrust)
minJetEnergy = 40; // Afterburner can't be used if below this threshhold.
jetEnergyDrain = 10; // Energy use of the afterburners (low number is less drain...can be fractional) // Auto stabilize speed
vertThrustMultiple = 1.25;
// Rigid body
mass = 150; // Mass of the vehicle
bodyFriction = 0; // Don't mess with this.
bodyRestitution = 0.5; // When you hit the ground, how much you rebound. (between 0 and 1)
minRollSpeed = 0; // Don't mess with this.
softImpactSpeed = 14; // Sound hooks. This is the soft hit.
hardImpactSpeed = 25; // Sound hooks. This is the hard hit.
// Ground Impact Damage (uses DamageType::Ground)
minImpactSpeed = 20; // If hit ground at speed above this then it's an impact. Meters/second
speedDamageScale = 0.06;
// Object Impact Damage (uses DamageType::Impact)
collDamageThresholdVel = 23.0;
collDamageMultiplier = 0.02;
//
minTrailSpeed = 150; // The speed your contrail shows up at.
trailEmitter = ContrailEmitter;
forwardJetEmitter = FlyerJetEmitter;
downJetEmitter = FlyerJetEmitter;
//
jetSound = ScoutFlyerThrustSound;
engineSound = ScoutFlyerEngineSound;
softImpactSound = SoftImpactSound;
hardImpactSound = HardImpactSound;
//wheelImpactSound = WheelImpactSound;
//
softSplashSoundVelocity = 10.0;
mediumSplashSoundVelocity = 15.0;
hardSplashSoundVelocity = 20.0;
exitSplashSoundVelocity = 10.0;
exitingWater = VehicleExitWaterMediumSound;
impactWaterEasy = VehicleImpactWaterSoftSound;
impactWaterMedium = VehicleImpactWaterMediumSound;
impactWaterHard = VehicleImpactWaterMediumSound;
waterWakeSound = VehicleWakeMediumSplashSound;
dustEmitter = VehicleLiftoffDustEmitter;
triggerDustHeight = 4.0;
dustHeight = 1.0;
damageEmitter[0] = MeLightDamageSmoke;
damageEmitter[1] = MeHeavyDamageSmoke;
damageEmitter[2] = MeDamageBubbles;
damageEmitterOffset[0] = "0.0 -3.0 0.0 ";
damageLevelTolerance[0] = 0.4;
damageLevelTolerance[1] = 0.75;
numDmgEmitterAreas = 1;
//
max[MiniChaingunAmmo] = 1500;
max[MissileLauncherAmmo] = 4;
max[MortarAmmo] = 2;
minMountDist = 7;
splashEmitter[0] = VehicleFoamDropletsEmitter;
splashEmitter[1] = VehicleFoamEmitter;
shieldImpact = VehicleShieldImpact;
cmdCategory = "Tactical";
cmdIcon = CMDFlyingScoutIcon;
cmdMiniIconName = "commander/MiniIcons/com_scout_grey";
targetNameTag = 'F39';
targetTypeTag = 'Interceptor';
sensorData = combatSensor;
sensorRadius = combatSensor.detectRadius;
sensorColor = "9 9 255";
checkRadius = 5.5;
observeParameters = "1 10 10";
runningLight[0] = ShrikeLight1;
// runningLight[1] = ShrikeLight2;
shieldEffectScale = "0.937 1.125 0.60";
numWeapons = 3;
replaceTime = 90;
};
//--------------------------------------------------------------------------
// Projectile
//--------------------------------------
datablock TracerProjectileData(Shrike_special_gun)
{
doDynamicClientHits = true;
directDamage = 0.175;
directDamageType = $DamageType::Bullet;
explosion = ChaingunExplosion;
splash = ChaingunSplash;
hasDamageRadius = true;
indirectDamage = 0.025;
damageRadius = 0.5;
radiusDamageType = $DamageType::Bullet;
kickBackStrength = 5;
sound = ChaingunProjectile;
dryVelocity = 1750.0;
wetVelocity = 1250.0;
velInheritFactor = 1.0;
fizzleTimeMS = 3000;
lifetimeMS = 6000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 40.0;
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 = 0.20;
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;
hasLight = true;
lightRadius = 5.0;
lightColor = "0.5 0.5 0.175";
};
//--------------------------------------------------------------------------
// Projectile
//--------------------------------------
datablock SeekerProjectileData(sidewinder)
{
casingShapeName = "weapon_missile_casement.dts";
projectileShapeName = "weapon_missile_projectile.dts";
hasDamageRadius = true;
indirectDamage = 1.5;
damageRadius = 6.0;
radiusDamageType = $DamageType::MissileTurret;
kickBackStrength = 500;
flareDistance = 200;
flareAngle = 30;
minSeekHeat = 0.0;
explosion = "MissileExplosion";
velInheritFactor = 1.0;
splash = MissileSplash;
baseEmitter = MissileSmokeEmitter;
delayEmitter = MissileFireEmitter;
puffEmitter = MissilePuffEmitter;
lifetimeMS = 15000; // z0dd - ZOD, 4/14/02. Was 6000
muzzleVelocity = 12.0;
maxVelocity = 225.0; // z0dd - ZOD, 4/14/02. Was 80.0
turningSpeed = 50.0;
acceleration = 100.0;
proximityRadius = 4;
terrainAvoidanceSpeed = 100;
terrainScanAhead = 50;
terrainHeightFail = 50;
terrainAvoidanceRadius = 150;
useFlechette = true;
flechetteDelayMs = 225;
casingDeb = FlechetteDebris;
};
//**************************************************************
// WEAPONS
//**************************************************************
datablock ShapeBaseImageData(ScoutChaingunPairImage)
{
className = WeaponImage;
shapeFile = "turret_tank_barrelchain.dts";
item = MiniChaingun;
ammo = MiniChaingunAmmo;
projectile = Shrike_special_gun;
projectileType = TracerProjectile;
mountPoint = 10;
//**original** offset = ".73 0 0";
offset = "1.05 0.8 0.45";
projectileSpread = 1.0 / 1000.0;
usesEnergy = false;
useMountEnergy = false;
// DAVEG -- balancing numbers below!
fireTimeout = 125;
//--------------------------------------
stateName[0] = "Activate";
stateSequence[0] = "Activate";
stateAllowImageChange[0] = false;
stateTimeoutValue[0] = 0.05;
stateTransitionOnTimeout[0] = "Ready";
stateTransitionOnNoAmmo[0] = "NoAmmo";
//--------------------------------------
stateName[1] = "Ready";
stateSpinThread[1] = Stop;
stateTransitionOnTriggerDown[1] = "Spinup";
stateTransitionOnNoAmmo[1] = "NoAmmo";
//--------------------------------------
stateName[2] = "NoAmmo";
stateTransitionOnAmmo[2] = "Ready";
stateSpinThread[2] = Stop;
stateTransitionOnTriggerDown[2] = "DryFire";
//--------------------------------------
stateName[3] = "Spinup";
stateSpinThread[3] = SpinUp;
stateTimeoutValue[3] = 0.01;
stateWaitForTimeout[3] = false;
stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Spindown";
//--------------------------------------
stateName[4] = "Fire";
stateSpinThread[4] = FullSpeed;
stateRecoil[4] = LightRecoil;
stateAllowImageChange[4] = false;
stateScript[4] = "onFire";
stateFire[4] = true;
stateSound[4] = ShrikeBlasterFire;
// IMPORTANT! The stateTimeoutValue below has been replaced by fireTimeOut
// above.
stateTimeoutValue[4] = 0.01;
stateTransitionOnTimeout[4] = "checkState";
//--------------------------------------
stateName[5] = "Spindown";
stateSpinThread[5] = SpinDown;
stateTimeoutValue[5] = 0.01;
stateWaitForTimeout[5] = false;
stateTransitionOnTimeout[5] = "Ready";
stateTransitionOnTriggerDown[5] = "Spinup";
//--------------------------------------
stateName[6] = "EmptySpindown";
// stateSound[6] = ChaingunSpindownSound;
stateSpinThread[6] = SpinDown;
stateTransitionOnAmmo[6] = "Ready";
stateTimeoutValue[6] = 0.01;
stateTransitionOnTimeout[6] = "NoAmmo";
//--------------------------------------
stateName[7] = "DryFire";
stateSound[7] = ShrikeBlasterDryFireSound;
stateTransitionOnTriggerUp[7] = "NoAmmo";
stateTimeoutValue[7] = 0.25;
stateTransitionOnTimeout[7] = "NoAmmo";
stateName[8] = "checkState";
stateTransitionOnTriggerUp[8] = "Spindown";
stateTransitionOnNoAmmo[8] = "EmptySpindown";
stateTimeoutValue[8] = 0.01;
stateTransitionOnTimeout[8] = "ready";
};
datablock ShapeBaseImageData(ScoutChaingunImage) : ScoutChaingunPairImage {
item = MiniChaingun;
ammo = MiniChaingunAmmo;
//**original** offset = "-.73 0 0";
offset = "-1.05 0.8 0.45";
stateScript[3] = "onTriggerDown";
stateScript[5] = "onTriggerUp";
stateScript[6] = "onTriggerUp";
};
datablock ShapeBaseImageData(ShrikeMissileImage)
{
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = MissileLauncher;
ammo = MissileLauncherAmmo;
projectile = sidewinder;
projectileType = SeekerProjectile;
mountPoint = 10;
offset = "0 -0 -0.15"; // L/R - F/B - T/B
usesEnergy = false;
useMountEnergy = true;
minEnergy = 100;
fireEnergy = 100;
fireTimeout = 125;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.1;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
stateSound[3] = MissileFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 5.0;
stateAllowImageChange[4] = false;
stateSound[4] = MissileReloadSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = ShrikeBlasterDryFireSound;
stateTimeoutValue[6] = 1.5;
stateTransitionOnTimeout[6] = "NoAmmo";
};
datablock BombProjectileData(shrikeBomb)
{
projectileShapeName = "bomb.dts";
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 3.5;
damageRadius = 20;
radiusDamageType = $DamageType::BomberBombs;
kickBackStrength = 2500;
explosion = "VehicleBombExplosion";
velInheritFactor = 1.0;
grenadeElasticity = 0.25;
grenadeFriction = 0.4;
armingDelayMS = 100;
muzzleVelocity = 0.1;
drag = 0.05;
minRotSpeed = "1.0 0.0 0.0";
maxRotSpeed = "2.0 0.0 0.0";
scale = "1.0 1.0 1.0";
sound = BomberBombProjectileSound;
};
datablock ShapeBaseImageData(ShrikeBombImage)
{
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = Mortar;
ammo = MortarAmmo;
projectile = shrikeBomb;
projectileType = BombProjectile;
mountPoint = 10;
offset = "0 -0 -0.15"; // L/R - F/B - T/B
usesEnergy = false;
useMountEnergy = true;
minEnergy = 100;
fireEnergy = 100;
fireTimeout = 125;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.1;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
stateSound[3] = BomberBombFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.5;
stateAllowImageChange[4] = false;
stateSound[4] = MissileReloadSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = BomberBombDryFireSound;
stateTimeoutValue[6] = 1.5;
stateTransitionOnTimeout[6] = "NoAmmo";
};
datablock ShapeBaseImageData(ScoutChaingunParam)
{
mountPoint = 2;
shapeFile = "turret_muzzlepoint.dts";
projectile = sidewinder;
projectileType = SeekerProjectile;
isSeeker = true;
seekRadius = $Bomber::SeekRadius;
maxSeekAngle = 45;
seekTime = $Bomber::SeekTime;
minSeekHeat = $Bomber::minSeekHeat;
minTargetingDistance = $Bomber::minTargetingDistance;
useTargetAudio = $Bomber::useTargetAudio;
};
function shrikeMissileImage::onFire(%data,%obj,%slot)
{
%p = Parent::onFire(%data, %obj, %slot);
if(!%obj.isdrone)
%obj.getMountNodeObject(0).decInventory(%data.ammo, 1);
MissileSet.add(%p);
if(%obj.isdrone == 1)
%p.setObjectTarget(%obj.target);
else{
if (%obj.getControllingClient())
%target = %obj.getLockedTarget();
else
%target = %obj.getTargetObject();
%homein = missileCheckAirTarget(%target);
if(%target && %homein)
%p.setObjectTarget(%target);
else if(%obj.isLocked())
%p.setPositionTarget(%obj.getLockedPosition());
else
%p.setNoTarget();
}
}
function shrikebombImage::onFire(%data,%obj,%slot)
{
%p = Parent::onFire(%data, %obj, %slot);
%obj.getMountNodeObject(0).decInventory(%data.ammo, 1);
MissileSet.add(%p);
}
function scoutflyer::onDestroyed(%data, %obj, %prevState)
{
if(%obj.lastPilot.lastVehicle == %obj)
if(%obj.getMountNodeObject(0) == %obj.lastPilot)
schedule(200, %obj.lastPilot, "scKillPilot", %obj.lastPilot, %obj.lastDamagedBy);
Parent::onDestroyed(%data, %obj, %prevState);
}
function scKillPilot(%player, %source)
{
if(isObject(%player) && %player.getState() !$= "Dead")
%player.damage(%source, %player.position, %player.getDatablock().maxDamage, $DamageType::ShotDown);
}
function scoutflyer::onEnterLiquid(%data, %obj, %coverage, %type)
{
switch(%type)
{
case 0:
//Water
%obj.setHeat(0.0);
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
case 1:
//Ocean Water
%obj.setHeat(0.0);
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
case 2:
//River Water
%obj.setHeat(0.0);
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
case 3:
//Stagnant Water
%obj.setHeat(0.0);
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
case 4:
//Lava
%obj.liquidDamage(%data, $VehicleDamageLava, $DamageType::Lava);
case 5:
//Hot Lava
%obj.liquidDamage(%data, $VehicleDamageHotLava, $DamageType::Lava);
case 6:
//Crusty Lava
%obj.liquidDamage(%data, $VehicleDamageCrustyLava, $DamageType::Lava);
case 7:
//Quick Sand
}
}
function ScoutFlyer::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
if (%obj.clientControl)
serverCmdResetControlObject(%obj.clientControl);
%obj.mountImage(ScoutChaingunParam, 0);
%obj.mountImage(ScoutChaingunImage, 2);
%obj.mountImage(ScoutChaingunPairImage, 3);
%obj.mountImage(ShrikeMissileImage, 4);
%obj.mountImage(ShrikebombImage, 5);
%obj.selectedWeapon = 1;
%obj.nextWeaponFire = 1;
%obj.setInventory(MissileLauncherAmmo, 4);
%obj.setInventory(MortarAmmo, 2);
%obj.setInventory(MiniChaingunAmmo, 1500);
%obj.schedule(5500, "playThread", $ActivateThread, "activate");
}
function Scoutflyer::playerMounted(%data, %obj, %player, %node) {
$numVWeapons = 3;
%ammoAmt = %obj.inv[MiniChaingunAmmo];
if(%ammoAmt)
%obj.incInventory(MiniChaingunAmmo, %ammoAmt);
%ammoAmt = %obj.inv[MissileLauncherAmmo];
if(%ammoAmt)
%obj.incInventory(MissileLauncherAmmo, %ammoAmt);
%ammoAmt = %obj.inv[MortarAmmo];
if(%ammoAmt)
%obj.incInventory(MortarAmmo, %ammoAmt);
bottomPrint(%player.client, "Shrike: wep1 CG, wep2 missile, wep3 bombs", 5, 2 );
commandToClient(%player.client, 'setHudMode', 'Pilot', "Shrike2", %node);
%obj.selectedWeapon = 1;
commandToClient(%player.client, 'SetWeaponryVehicleKeys', true);
if( %player.client.observeCount > 0 )
resetObserveFollow( %player.client, false );
}
function missileCheckAirTarget(%obj){
if(!isobject(%obj))
return;
%mask = $TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType;
%pos = %obj.getWorldBoxCenter();
%searchResult = containerRayCast(%pos,vectorAdd(%pos,"0 0 -15"), %mask, %obj);
if(%searchResult)
%result = false;
else
%result = true;
return %result;
}