mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-01-20 03:54:48 +00:00
172 lines
4.5 KiB
C#
172 lines
4.5 KiB
C#
datablock TracerProjectileData(PulseRifleBullet) {
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doDynamicClientHits = true;
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directDamage = 0.38;
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explosion = "BlasterExplosion";
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splash = ChaingunSplash;
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directDamageType = $DamageType::ShrikeBlaster;
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kickBackStrength = 0.0;
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sound = ShrikeBlasterProjectileSound;
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ImageSource = "PulseRifleImage";
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dryVelocity = 425.0;
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wetVelocity = 100.0;
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velInheritFactor = 1.0;
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fizzleTimeMS = 1000;
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lifetimeMS = 1000;
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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 = 45.0;
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tracerAlpha = false;
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tracerMinPixels = 6;
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tracerColor = "1.0 0.0 0.0 0.0";
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tracerTex[0] = "special/shrikeBolt";
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tracerTex[1] = "special/shrikeBoltCross";
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tracerWidth = 0.55;
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crossSize = 0.99;
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crossViewAng = 0.990;
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renderCross = true;
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};
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datablock ItemData(PulseRifleAmmo) {
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_chaingun.dts";
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "Some Pulse Rifle Bullets";
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computeCRC = true;
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};
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datablock ShapeBaseImageData(PulseRifleImage) {
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className = WeaponImage;
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shapeFile = "weapon_sniper.dts";
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mass = 10;
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item = PulseRifle;
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ammo = PulseRifleAmmo;
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projectile = PulseRifleBullet;
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projectileType = TracerProjectile;
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emap = true;
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//ClipStuff
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ClipName = "PulseRifleClip";
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ClipPickupName["PulseRifleClip"] = "some Pulse Clip Cartons";
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ShowsClipInHud = 1;
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ClipReloadTime = 5;
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ClipReturn = 20;
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InitialClips = 7;
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//
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//Challenges
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HasChallenges = 1;
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ChallengeCt = 8;
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Challenge[1] = "Pulse Hunter\t75\t150\tNone";
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Challenge[2] = "Pulse Expert\t150\t250\tGrip";
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Challenge[3] = "Pulse Master\t350\t500\tLaser";
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Challenge[4] = "Pulse God\t600\t1000\tSilencer";
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Challenge[5] = "Pulse Bronze Commendation\t2500\t10000\tNone";
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Challenge[6] = "Pulse Silver Commendation\t5000\t25000\tNone";
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Challenge[7] = "Pulse Gold Commendation\t10000\t50000\tNone";
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Challenge[8] = "Pulse Titan Commendation\t25000\t75000\tNone";
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Upgrade[1] = "Grip";
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Upgrade[2] = "Laser";
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Upgrade[3] = "Silencer";
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GunName = "Pulse Semi-Automatic Rifle";
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//
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//RankRequire = $TWM2::RankRequire["G41"];
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PrestigeRequire = 2;
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casing = ShellDebris;
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shellExitDir = "1.0 0.3 1.0";
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shellExitOffset = "0.15 -0.56 -0.1";
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shellExitVariance = 15.0;
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shellVelocity = 3.0;
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projectileSpread = 2.0 / 1000.0;
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handleExpertReduce = 1.15;
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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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stateSound[0] = ChaingunSwitchSound;
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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] = "CheckWet";
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.01;
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stateFire[3] = true;
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stateRecoil[3] = LightRecoil;
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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] = S3FireSound;
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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] = 0.2;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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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] = ChaingunDryFireSound;
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stateTimeoutValue[6] = 1.0;
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stateTransitionOnTimeout[6] = "NoAmmo";
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stateName[7] = "WetFire";
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stateSound[7] = PlasmaFireWetSound;
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stateTimeoutValue[7] = 1.0;
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stateTransitionOnTimeout[7] = "Ready";
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stateName[8] = "CheckWet";
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stateTransitionOnWet[8] = "WetFire";
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stateTransitionOnNotWet[8] = "Fire";
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};
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datablock ItemData(PulseRifle) {
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_sniper.dts";
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image = PulseRifleImage;
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mass = 1.0;
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elasticity = 0.0;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "an Pulse Semi-Automatic Rifle";
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computeCRC = true;
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emap = true;
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};
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function PulseRifleImage::onFire(%data, %obj, %slot) {
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%p = Parent::onFire(%data, %obj, %slot);
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if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
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//zero sound :p
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}
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else {
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ServerPlay3d(S3FireSound, %obj.getPosition());
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}
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} |