mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-01-19 19:44:47 +00:00
172 lines
5.1 KiB
C#
172 lines
5.1 KiB
C#
//--------------------------------------------------------------------------
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// Large Missile Turret
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//
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//
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//--------------------------------------------------------------------------
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//datablock AudioProfile(MBLSwitchSound)
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datablock AudioProfile(MILSwitchSound)
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{
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filename = "fx/powered/turret_missile_activate.wav";
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description = AudioClose3d;
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preload = true;
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};
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//datablock AudioProfile(MBLFireSound)
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datablock AudioProfile(MILFireSound)
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{
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filename = "fx/powered/turret_missile_fire.wav";
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description = AudioDefault3d;
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preload = true;
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};
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//--------------------------------------------------------------------------
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// Particle effects: Note that we pull the below datablocks from
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// scripts/weapons/missileLauncher.cs
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//--------------------------------------
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//datablock ParticleData(MissileSmokeParticle)
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//datablock ParticleEmitterData(MissileSmokeEmitter)
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//--------------------------------------------------------------------------
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// Explosion: from scripts/weapons/disc.cs
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//--------------------------------------
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//dataBlock ExplosionData(DiscExplosion)
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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------
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datablock SeekerProjectileData(TurretMissile)
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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 = 1.0;
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damageRadius = 4.0;
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radiusDamageType = $DamageType::MissileTurret;
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kickBackStrength = 2500;
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flareDistance = 200;
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flareAngle = 30;
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minSeekHeat = 0.6;
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explosion = "MissileExplosion";
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velInheritFactor = 0.2;
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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 = 20000;
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muzzleVelocity = 80.0;
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turningSpeed = 90.0;
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proximityRadius = 4;
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terrainAvoidanceSpeed = 180;
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terrainScanAhead = 25;
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terrainHeightFail = 12;
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terrainAvoidanceRadius = 100;
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useFlechette = true;
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flechetteDelayMs = 550;
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casingDeb = FlechetteDebris;
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};
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//--------------------------------------------------------------------------
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//-------------------------------------- Fusion Turret Image
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//
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datablock TurretImageData(MissileBarrelLarge)
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{
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shapeFile = "turret_missile_large.dts";
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// ---------------------------------------------
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// z0dd - ZOD, 5/8/02. Incorrect parameter value
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//item = MissileBarrelLargePack;
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item = MissileBarrelPack;
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projectile = TurretMissile;
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projectileType = SeekerProjectile;
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usesEnergy = true;
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fireEnergy = 60.0;
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minEnergy = 60.0;
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isSeeker = true;
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seekRadius = 300;
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maxSeekAngle = 30;
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seekTime = 1.0;
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minSeekHeat = 0.6;
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emap = true;
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minTargetingDistance = 40;
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// Turret parameters
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activationMS = 250;
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deactivateDelayMS = 500;
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thinkTimeMS = 200;
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degPerSecTheta = 580;
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degPerSecPhi = 1080;
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attackRadius = 250;
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// State transitions
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stateName[0] = "Activate";
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stateTransitionOnNotLoaded[0] = "Dead";
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stateTransitionOnLoaded[0] = "ActivateReady";
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stateName[1] = "ActivateReady";
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stateSequence[1] = "Activate";
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// ----------------------------------------------
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// z0dd - ZOD, 3/27/02. Changed for sound fix.
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//stateSound[1] = MBLSwitchSound;
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stateSound[1] = MILSwitchSound;
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stateTimeoutValue[1] = 2;
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stateTransitionOnTimeout[1] = "Ready";
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stateTransitionOnNotLoaded[1] = "Deactivate";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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stateName[2] = "Ready";
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stateTransitionOnNotLoaded[2] = "Deactivate";
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stateTransitionOnTriggerDown[2] = "Fire";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.3;
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stateFire[3] = true;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = false;
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stateSequence[3] = "Fire";
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// ----------------------------------------------
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// z0dd - ZOD, 3/27/02. Changed for sound fix.
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//stateSound[3] = MBLFireSound;
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stateSound[3] = MILFireSound;
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stateScript[3] = "onFire";
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stateName[4] = "Reload";
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stateTimeoutValue[4] = 3.5;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateTransitionOnTimeout[4] = "Ready";
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stateTransitionOnNotLoaded[4] = "Deactivate";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateName[5] = "Deactivate";
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stateSequence[5] = "Activate";
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stateDirection[5] = false;
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stateTimeoutValue[5] = 2;
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stateTransitionOnLoaded[5] = "ActivateReady";
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stateTransitionOnTimeout[5] = "Dead";
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stateName[6] = "Dead";
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stateTransitionOnLoaded[6] = "ActivateReady";
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stateName[7] = "NoAmmo";
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stateTransitionOnAmmo[7] = "Reload";
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stateSequence[7] = "NoAmmo";
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};
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