mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-01-19 19:44:47 +00:00
205 lines
5.6 KiB
C#
205 lines
5.6 KiB
C#
//--------------------------------------------------------------------------
|
|
// Projectile
|
|
//--------------------------------------------------------------------------
|
|
datablock TracerProjectileData(CHawkBullet) {
|
|
doDynamicClientHits = true;
|
|
|
|
directDamage = 0.23; //reduced 0.5
|
|
directDamageType = $DamageType::Hawk; //obviously change this
|
|
|
|
explosion = "BlasterExplosion";
|
|
splash = ChaingunSplash;
|
|
|
|
sound = ShrikeBlasterProjectileSound;
|
|
|
|
dryVelocity = 425.0;
|
|
wetVelocity = 100.0;
|
|
velInheritFactor = 1.0;
|
|
fizzleTimeMS = 1000;
|
|
lifetimeMS = 1000;
|
|
explodeOnDeath = false;
|
|
reflectOnWaterImpactAngle = 0.0;
|
|
explodeOnWaterImpact = false;
|
|
deflectionOnWaterImpact = 0.0;
|
|
fizzleUnderwaterMS = 3000;
|
|
|
|
ImageSource = "CrimsonHawkImage";
|
|
|
|
tracerLength = 45.0;
|
|
tracerAlpha = false;
|
|
tracerMinPixels = 6;
|
|
tracerColor = "1.0 0.0 0.0 1.0";
|
|
tracerTex[0] = "special/shrikeBolt";
|
|
tracerTex[1] = "special/shrikeBoltCross";
|
|
tracerWidth = 0.55;
|
|
crossSize = 0.99;
|
|
crossViewAng = 0.990;
|
|
renderCross = true;
|
|
|
|
};
|
|
|
|
datablock ItemData(CrimsonHawkAmmo)
|
|
{
|
|
className = Ammo;
|
|
catagory = "Ammo";
|
|
shapeFile = "ammo_chaingun.dts";
|
|
mass = 1;
|
|
elasticity = 0.2;
|
|
friction = 0.6;
|
|
pickupRadius = 2;
|
|
pickUpName = "some .77mm bullets";
|
|
|
|
computeCRC = true;
|
|
|
|
};
|
|
|
|
datablock ItemData(CrimsonHawk) {
|
|
className = Weapon;
|
|
catagory = "Spawn Items";
|
|
shapeFile = "weapon_energy_vehicle.dts";
|
|
image = CrimsonHawkImage;
|
|
mass = 2;
|
|
elasticity = 0.2;
|
|
friction = 0.6;
|
|
pickupRadius = 2;
|
|
pickUpName = "a CrimsonHawk Pistol";
|
|
};
|
|
|
|
datablock ShapeBaseImageData(CrimsonHawkImage)
|
|
{
|
|
className = WeaponImage;
|
|
shapeFile = "weapon_energy_vehicle.dts";
|
|
item = CrimsonHawk;
|
|
offset = "0 0 0";
|
|
rotation = "0 1 0 180";
|
|
mass = 4;
|
|
|
|
ammo = CrimsonHawkAmmo;
|
|
|
|
projectile = CHawkBullet;
|
|
projectileType = tracerProjectile;
|
|
projectileSpread = 5.0 / 1000.0;
|
|
|
|
//ClipStuff
|
|
ClipName = "CrimsonHawkClip";
|
|
ClipPickupName["CrimsonHawkClip"] = "Some .77MM Clips";
|
|
ShowsClipInHud = 0;
|
|
ClipReloadTime = 4;
|
|
ClipReturn = 15;
|
|
InitialClips = 950;
|
|
HellClipCount = 10;
|
|
//
|
|
|
|
RankRequire = $TWM2::RankRequire["CrimsonHawk"];
|
|
PrestigeRequire = 5;
|
|
|
|
//Challenges
|
|
HasChallenges = 1;
|
|
ChallengeCt = 9;
|
|
Challenge[1] = "Crimson Hawk Novice\t25\t100\tNone";
|
|
Challenge[2] = "Crimson Hawk Hunter\t50\t150\tGrip";
|
|
Challenge[3] = "Crimson Hawk Expert\t100\t250\tLaser";
|
|
Challenge[4] = "Crimson Hawk Master\t250\t500\tSilencer";
|
|
Challenge[5] = "Crimson Hawk God\t500\t1000\tNone";
|
|
Challenge[6] = "Crimson Hawk Bronze Commendation\t2500\t10000\tNone";
|
|
Challenge[7] = "Crimson Hawk Silver Commendation\t7500\t25000\tNone";
|
|
Challenge[8] = "Crimson Hawk Gold Commendation\t25000\t50000\tNone";
|
|
Challenge[9] = "Crimson Hawk Titan Commendation\t50000\t75000\tNone";
|
|
Upgrade[1] = "Grip";
|
|
Upgrade[2] = "Laser";
|
|
Upgrade[3] = "Silencer";
|
|
GunName = "Crimson Hawk";
|
|
//
|
|
|
|
stateName[0] = "Activate";
|
|
stateTransitionOnTimeout[0] = "ActivateReady";
|
|
stateTimeoutValue[0] = 0.5;
|
|
stateSequence[0] = "Activate";
|
|
stateSound[0] = PlasmaSwitchSound;
|
|
|
|
stateName[1] = "ActivateReady";
|
|
stateTransitionOnLoaded[1] = "Ready";
|
|
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
|
|
|
stateName[2] = "Ready";
|
|
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
|
stateTransitionOnTriggerDown[2] = "Fire";
|
|
|
|
stateName[3] = "Fire";
|
|
stateTransitionOnTimeout[3] = "Fire2";
|
|
stateTimeoutValue[3] = 0.1;
|
|
stateFire[3] = true;
|
|
stateRecoil[3] = LightRecoil;
|
|
stateAllowImageChange[3] = false;
|
|
stateScript[3] = "onFire";
|
|
stateEmitterTime[3] = 0.1;
|
|
|
|
stateName[4] = "Fire2";
|
|
stateTransitionOnTimeout[4] = "Fire3";
|
|
stateTimeoutValue[4] = 0.1;
|
|
stateFire[4] = true;
|
|
stateRecoil[4] = LightRecoil;
|
|
stateAllowImageChange[4] = false;
|
|
stateScript[4] = "onFire";
|
|
stateEmitterTime[4] = 0.1;
|
|
|
|
stateName[5] = "Fire3";
|
|
stateTransitionOnTimeout[5] = "Fire4";
|
|
stateTimeoutValue[5] = 0.1;
|
|
stateFire[5] = true;
|
|
stateRecoil[5] = LightRecoil;
|
|
stateAllowImageChange[5] = false;
|
|
stateScript[5] = "onFire";
|
|
stateEmitterTime[5] = 0.1;
|
|
|
|
stateName[6] = "Fire4";
|
|
stateTransitionOnTimeout[6] = "Fire5";
|
|
stateTimeoutValue[6] = 0.1;
|
|
stateFire[6] = true;
|
|
stateRecoil[6] = LightRecoil;
|
|
stateAllowImageChange[6] = false;
|
|
stateScript[6] = "onFire";
|
|
stateEmitterTime[6] = 0.1;
|
|
|
|
stateName[7] = "Fire5";
|
|
stateTransitionOnTimeout[7] = "Reload";
|
|
stateTimeoutValue[7] = 0.1;
|
|
stateFire[7] = true;
|
|
stateRecoil[7] = LightRecoil;
|
|
stateAllowImageChange[7] = false;
|
|
stateScript[7] = "onFire";
|
|
stateEmitterTime[7] = 0.1;
|
|
//stateSound[3] = PistolFireSound;
|
|
|
|
stateName[8] = "Reload";
|
|
stateTransitionOnNoAmmo[8] = "NoAmmo";
|
|
stateTransitionOnTimeout[8] = "Ready";
|
|
stateTimeoutValue[8] = 0.1;
|
|
stateAllowImageChange[8] = false;
|
|
stateSequence[8] = "Reload";
|
|
|
|
stateName[9] = "NoAmmo";
|
|
stateTransitionOnAmmo[9] = "Reload";
|
|
stateSequence[9] = "NoAmmo";
|
|
stateTransitionOnTriggerDown[9] = "DryFire";
|
|
|
|
stateName[10] = "DryFire";
|
|
stateSound[10] = ChaingunDryFireSound;
|
|
stateTimeoutValue[10] = 1.5;
|
|
stateTransitionOnTimeout[10] = "NoAmmo";
|
|
};
|
|
|
|
function CrimsonHawkImage::onMount(%this,%obj,%slot) {
|
|
Parent::onMount(%this, %obj, %slot);
|
|
}
|
|
|
|
function CrimsonHawkImage::onFire(%data, %obj, %slot) {
|
|
%p = Parent::onFire(%data, %obj, %slot);
|
|
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
|
|
//zero sound :p
|
|
}
|
|
else {
|
|
ServerPlay3d(PistolFireSound, %obj.getPosition());
|
|
}
|
|
}
|