mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-01-20 03:54:48 +00:00
177 lines
4.6 KiB
C#
177 lines
4.6 KiB
C#
datablock TracerProjectileData(S3SBullet) {
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doDynamicClientHits = true;
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directDamage = 0.45;
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directDamageType = $DamageType::S3;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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HeadMultiplier = 1.5;
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LegsMultiplier = 0.35;
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HeadShotKill = 1;
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kickBackStrength = 15.0;
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sound = ChaingunProjectile;
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ImageSource = "S3SRifleImage";
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dryVelocity = 3000.0;
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wetVelocity = 2000.0;
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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 = 20.0;
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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 = 0.09;
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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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};
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datablock ItemData(S3SRifleAmmo)
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{
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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 S3S Rifle Bullets";
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computeCRC = true;
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};
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datablock ShapeBaseImageData(S3SRifleImage)
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{
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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 = S3SRifle;
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ammo = S3SRifleAmmo;
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projectile = S3SBullet;
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projectileType = TracerProjectile;
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emap = true;
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//ClipStuff
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ClipName = "S3SRifleClip";
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ClipPickupName["S3SRifleClip"] = "some S3S Clip Cartridges";
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ShowsClipInHud = 1;
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ClipReloadTime = 4;
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ClipReturn = 30;
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InitialClips = 6;
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//
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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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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] = "Fire2";
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stateTimeoutValue[3] = 0.04;
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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] = "Fire2";
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stateTransitionOnTimeout[4] = "Fire3";
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stateTimeoutValue[4] = 0.04;
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stateFire[4] = true;
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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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stateEmitterTime[4] = 0.2;
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stateSound[4] = S3FireSound;
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stateName[5] = "Fire3";
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stateTransitionOnTimeout[5] = "Reload";
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stateTimeoutValue[5] = 0.04;
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stateFire[5] = true;
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stateRecoil[5] = LightRecoil;
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stateAllowImageChange[5] = false;
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stateScript[5] = "onFire";
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stateEmitterTime[5] = 0.2;
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stateSound[5] = S3FireSound;
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stateName[6] = "Reload";
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stateTransitionOnNoAmmo[6] = "NoAmmo";
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stateTransitionOnTimeout[6] = "Ready";
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stateTimeoutValue[6] = 0.9;
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stateAllowImageChange[6] = false;
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stateSequence[6] = "Reload";
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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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stateTransitionOnTriggerDown[7] = "DryFire";
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stateName[8] = "DryFire";
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stateSound[8] = ChaingunDryFireSound;
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stateTimeoutValue[8] = 1.0;
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stateTransitionOnTimeout[8] = "NoAmmo";
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stateName[9] = "WetFire";
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stateSound[9] = PlasmaFireWetSound;
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stateTimeoutValue[9] = 1.0;
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stateTransitionOnTimeout[9] = "Ready";
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stateName[10] = "CheckWet";
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stateTransitionOnWet[10] = "WetFire";
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stateTransitionOnNotWet[10] = "Fire";
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};
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datablock ItemData(S3SRifle)
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{
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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 = S3SRifleImage;
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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 S3S Combat Rifle";
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computeCRC = true;
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emap = true;
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};
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