mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-01-20 03:54:48 +00:00
728 lines
22 KiB
C#
728 lines
22 KiB
C#
//**************************************************************
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// SHRIKE SCOUT FLIER
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//**************************************************************
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datablock SensorData(combatSensor)
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{
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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 = false;
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detectionPings = true;
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detectRadius = 500;
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};
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//**************************************************************
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// SOUNDS
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//**************************************************************
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datablock AudioProfile(ScoutFlyerThrustSound)
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{
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filename = "fx/vehicles/shrike_boost.wav";
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description = AudioDefaultLooping3d;
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preload = true;
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};
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datablock AudioProfile(ScoutFlyerEngineSound)
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{
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filename = "fx/vehicles/shrike_engine.wav";
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description = AudioDefaultLooping3d;
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preload = true;
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};
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datablock AudioProfile(ShrikeBlasterFire)
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{
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filename = "fx/vehicles/tank_chaingun.wav";
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description = AudioDefault3d;
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preload = true;
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};
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datablock AudioProfile(ShrikeBlasterProjectile)
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{
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filename = "fx/weapons/shrike_blaster_projectile.wav";
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description = ProjectileLooping3d;
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preload = true;
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};
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datablock AudioProfile(ShrikeBlasterDryFireSound)
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{
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filename = "fx/weapons/chaingun_dryfire.wav";
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description = AudioClose3d;
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preload = true;
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};
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//**************************************************************
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// LIGHTS
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//**************************************************************
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datablock RunningLightData(ShrikeLight1)
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{
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type = 1;
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radius = 2.0;
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length = 3.0;
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color = "1.0 1.0 1.0 1.0";
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direction = "0.0 1.0 -1.0 ";
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offset = "0.0 0.0 -0.5";
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texture = "special/lightcone04";
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};
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datablock RunningLightData(ShrikeLight2)
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{
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radius = 1.5;
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color = "1.0 1.0 1.0 0.3";
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direction = "0.0 0.0 -1.0";
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offset = "0.0 0.8 -1.2";
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texture = "special/headlight4";
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};
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//**************************************************************
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// VEHICLE CHARACTERISTICS
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//**************************************************************
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datablock FlyingVehicleData(ScoutFlyer) : 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_scout.dts";
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multipassenger = false;
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computeCRC = true;
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debrisShapeName = "vehicle_air_scout.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 = 2.5;
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destroyedLevel = 2.5;
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HDAddMassLevel = 1.9;
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HDMassImage = LflyerHDMassImage;
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isShielded = false;
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energyPerDamagePoint = 0;
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maxEnergy = 1200; // 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[MiniChaingunAmmo] = 1500;
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max[MissileLauncherAmmo] = 4;
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max[MortarAmmo] = 2;
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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 = 'F39';
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targetTypeTag = 'Interceptor';
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sensorData = combatSensor;
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sensorRadius = combatSensor.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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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------
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datablock TracerProjectileData(Shrike_special_gun)
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{
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doDynamicClientHits = true;
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directDamage = 0.175;
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directDamageType = $DamageType::Bullet;
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explosion = ChaingunExplosion;
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splash = ChaingunSplash;
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hasDamageRadius = true;
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indirectDamage = 0.025;
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damageRadius = 0.5;
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radiusDamageType = $DamageType::Bullet;
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kickBackStrength = 5;
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sound = ChaingunProjectile;
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dryVelocity = 1750.0;
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wetVelocity = 1250.0;
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velInheritFactor = 1.0;
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fizzleTimeMS = 3000;
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lifetimeMS = 6000;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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deflectionOnWaterImpact = 0.0;
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fizzleUnderwaterMS = 3000;
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tracerLength = 40.0;
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tracerAlpha = false;
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tracerMinPixels = 6;
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tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
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tracerTex[0] = "special/tracer00";
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tracerTex[1] = "special/tracercross";
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tracerWidth = 0.20;
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crossSize = 0.20;
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crossViewAng = 0.990;
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renderCross = true;
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decalData[0] = ChaingunDecal1;
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decalData[1] = ChaingunDecal2;
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decalData[2] = ChaingunDecal3;
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decalData[3] = ChaingunDecal4;
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decalData[4] = ChaingunDecal5;
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decalData[5] = ChaingunDecal6;
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hasLight = true;
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lightRadius = 5.0;
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lightColor = "0.5 0.5 0.175";
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};
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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------
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datablock SeekerProjectileData(sidewinder)
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{
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casingShapeName = "weapon_missile_casement.dts";
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projectileShapeName = "weapon_missile_projectile.dts";
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hasDamageRadius = true;
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indirectDamage = 1.5;
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damageRadius = 6.0;
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radiusDamageType = $DamageType::MissileTurret;
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kickBackStrength = 500;
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flareDistance = 200;
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flareAngle = 30;
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minSeekHeat = 0.0;
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explosion = "MissileExplosion";
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velInheritFactor = 1.0;
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splash = MissileSplash;
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baseEmitter = MissileSmokeEmitter;
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delayEmitter = MissileFireEmitter;
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puffEmitter = MissilePuffEmitter;
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lifetimeMS = 15000; // z0dd - ZOD, 4/14/02. Was 6000
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muzzleVelocity = 12.0;
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maxVelocity = 225.0; // z0dd - ZOD, 4/14/02. Was 80.0
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turningSpeed = 50.0;
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acceleration = 100.0;
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proximityRadius = 4;
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terrainAvoidanceSpeed = 100;
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terrainScanAhead = 50;
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terrainHeightFail = 50;
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terrainAvoidanceRadius = 150;
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useFlechette = true;
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flechetteDelayMs = 225;
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casingDeb = FlechetteDebris;
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};
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//**************************************************************
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// WEAPONS
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//**************************************************************
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datablock ShapeBaseImageData(ScoutChaingunPairImage)
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{
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className = WeaponImage;
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shapeFile = "turret_tank_barrelchain.dts";
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item = MiniChaingun;
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ammo = MiniChaingunAmmo;
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projectile = Shrike_special_gun;
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projectileType = TracerProjectile;
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mountPoint = 10;
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//**original** offset = ".73 0 0";
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offset = "1.05 0.8 0.45";
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projectileSpread = 1.0 / 1000.0;
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usesEnergy = false;
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useMountEnergy = false;
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// DAVEG -- balancing numbers below!
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fireTimeout = 125;
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//--------------------------------------
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stateName[0] = "Activate";
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stateSequence[0] = "Activate";
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stateAllowImageChange[0] = false;
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stateTimeoutValue[0] = 0.05;
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stateTransitionOnTimeout[0] = "Ready";
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stateTransitionOnNoAmmo[0] = "NoAmmo";
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//--------------------------------------
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stateName[1] = "Ready";
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stateSpinThread[1] = Stop;
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stateTransitionOnTriggerDown[1] = "Spinup";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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//--------------------------------------
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stateName[2] = "NoAmmo";
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stateTransitionOnAmmo[2] = "Ready";
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stateSpinThread[2] = Stop;
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stateTransitionOnTriggerDown[2] = "DryFire";
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//--------------------------------------
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stateName[3] = "Spinup";
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stateSpinThread[3] = SpinUp;
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stateTimeoutValue[3] = 0.01;
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stateWaitForTimeout[3] = false;
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stateTransitionOnTimeout[3] = "Fire";
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stateTransitionOnTriggerUp[3] = "Spindown";
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//--------------------------------------
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stateName[4] = "Fire";
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stateSpinThread[4] = FullSpeed;
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stateRecoil[4] = LightRecoil;
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stateAllowImageChange[4] = false;
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stateScript[4] = "onFire";
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stateFire[4] = true;
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stateSound[4] = ShrikeBlasterFire;
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// IMPORTANT! The stateTimeoutValue below has been replaced by fireTimeOut
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// above.
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stateTimeoutValue[4] = 0.01;
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stateTransitionOnTimeout[4] = "checkState";
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//--------------------------------------
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stateName[5] = "Spindown";
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stateSpinThread[5] = SpinDown;
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stateTimeoutValue[5] = 0.01;
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stateWaitForTimeout[5] = false;
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stateTransitionOnTimeout[5] = "Ready";
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stateTransitionOnTriggerDown[5] = "Spinup";
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//--------------------------------------
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stateName[6] = "EmptySpindown";
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// stateSound[6] = ChaingunSpindownSound;
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stateSpinThread[6] = SpinDown;
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stateTransitionOnAmmo[6] = "Ready";
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stateTimeoutValue[6] = 0.01;
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stateTransitionOnTimeout[6] = "NoAmmo";
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//--------------------------------------
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stateName[7] = "DryFire";
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stateSound[7] = ShrikeBlasterDryFireSound;
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stateTransitionOnTriggerUp[7] = "NoAmmo";
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stateTimeoutValue[7] = 0.25;
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stateTransitionOnTimeout[7] = "NoAmmo";
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stateName[8] = "checkState";
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stateTransitionOnTriggerUp[8] = "Spindown";
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stateTransitionOnNoAmmo[8] = "EmptySpindown";
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stateTimeoutValue[8] = 0.01;
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stateTransitionOnTimeout[8] = "ready";
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};
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datablock ShapeBaseImageData(ScoutChaingunImage) : ScoutChaingunPairImage {
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item = MiniChaingun;
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ammo = MiniChaingunAmmo;
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//**original** offset = "-.73 0 0";
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offset = "-1.05 0.8 0.45";
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stateScript[3] = "onTriggerDown";
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stateScript[5] = "onTriggerUp";
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stateScript[6] = "onTriggerUp";
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};
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datablock ShapeBaseImageData(ShrikeMissileImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_energy_vehicle.dts";
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item = MissileLauncher;
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ammo = MissileLauncherAmmo;
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projectile = sidewinder;
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projectileType = SeekerProjectile;
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mountPoint = 10;
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offset = "0 -0 -0.15"; // L/R - F/B - T/B
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usesEnergy = false;
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useMountEnergy = true;
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minEnergy = 100;
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fireEnergy = 100;
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fireTimeout = 125;
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 0.5;
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stateSequence[0] = "Activate";
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stateName[1] = "ActivateReady";
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stateTransitionOnLoaded[1] = "Ready";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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stateName[2] = "Ready";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateTransitionOnTriggerDown[2] = "Fire";
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.1;
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stateFire[3] = true;
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stateAllowImageChange[3] = false;
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stateScript[3] = "onFire";
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stateEmitterTime[3] = 0.2;
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stateSound[3] = MissileFireSound;
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateTimeoutValue[4] = 5.0;
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stateAllowImageChange[4] = false;
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stateSound[4] = MissileReloadSound;
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stateName[5] = "NoAmmo";
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stateTransitionOnAmmo[5] = "Reload";
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stateSequence[5] = "NoAmmo";
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stateTransitionOnTriggerDown[5] = "DryFire";
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stateName[6] = "DryFire";
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stateSound[6] = ShrikeBlasterDryFireSound;
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stateTimeoutValue[6] = 1.5;
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stateTransitionOnTimeout[6] = "NoAmmo";
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};
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datablock BombProjectileData(shrikeBomb)
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{
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projectileShapeName = "bomb.dts";
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emitterDelay = -1;
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directDamage = 0.0;
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hasDamageRadius = true;
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indirectDamage = 3.5;
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damageRadius = 20;
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radiusDamageType = $DamageType::BomberBombs;
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kickBackStrength = 2500;
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explosion = "VehicleBombExplosion";
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velInheritFactor = 1.0;
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grenadeElasticity = 0.25;
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grenadeFriction = 0.4;
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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;
|
|
}
|
|
|