TWM2/scripts/turrets/aaBarrelLarge.cs
2014-02-26 13:54:04 -06:00

266 lines
8.2 KiB
C#

//--------------------------------------
// Default blaster
//--------------------------------------
//--------------------------------------------------------------------------
// Sounds and feedback effects
//--------------------------------------
datablock AudioProfile(AASwitchSound)
{
filename = "fx/powered/turret_aa_activate.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(AAFireSound)
{
filename = "fx/vehicles/tank_chaingun.wav";
description = AudioDefault3d;
preload = true;
};
//--------------------------------------------------------------------------
// Particle effects
//--------------------------------------
//--------------------------------------------------------------------------
// Explosion
//--------------------------------------
datablock ParticleData(AABulletExplosionParticle1)
{
dragCoefficient = 2;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
constantAcceleration = -0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 000;
textureName = "special/crescent4";
colors[0] = "0.57 0.41 1.0 1.0";
colors[1] = "0.57 0.41 1.0 1.0";
colors[2] = "0.57 0.41 0.0 0.0";
sizes[0] = 0.25;
sizes[1] = 0.5;
sizes[2] = 1.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(AABulletExplosionEmitter)
{
ejectionPeriodMS = 7;
periodVarianceMS = 0;
ejectionVelocity = 2;
velocityVariance = 1.5;
ejectionOffset = 0.0;
thetaMin = 70;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
lifetimeMS = 200;
particles = "AABulletExplosionParticle1";
};
datablock ParticleData(AABulletExplosionParticle2)
{
dragCoefficient = 2;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
constantAcceleration = -0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 000;
textureName = "special/blasterHit";
colors[0] = "0.57 0.41 1.0 0.6";
colors[1] = "0.57 0.41 1.0 0.6";
colors[2] = "0.57 0.41 0.0 0.0";
sizes[0] = 0.3;
sizes[1] = 0.90;
sizes[2] = 1.50;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(AABulletExplosionEmitter2)
{
ejectionPeriodMS = 30;
periodVarianceMS = 0;
ejectionVelocity = 1;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = false;
lifetimeMS = 200;
particles = "AABulletExplosionParticle2";
};
datablock ExplosionData(AABulletExplosion)
{
soundProfile = blasterExpSound;
emitter[0] = AABulletExplosionEmitter;
emitter[1] = AABulletExplosionEmitter2;
};
//--------------------------------------------------------------------------
// Projectile
//--------------------------------------
datablock TracerProjectileData(Flak_Bullet)
{
doDynamicClientHits = true;
directDamage =0.2;
directDamageType = $DamageType::bullet;
explosion = GrenadeExplosion;
splash = ChaingunSplash;
hasDamageRadius = true;
indirectDamage = 0.6;
damageRadius = 20.0;
radiusDamageType = $DamageType::Flak;
kickBackStrength = 100;
sound = ChaingunProjectile;
dryVelocity = 425.0;
wetVelocity = 200.0;
velInheritFactor = 1.0;
fizzleTimeMS = 3000;
lifetimeMS = 500;
lifetimeVarianceMS = 150;
explodeOnDeath = true;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 15.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.40;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6;
hasLight = true;
lightRadius = 5.0;
lightColor = "0.5 0.5 0.175";
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock TurretImageData(AABarrelLarge)
{
shapeFile = "turret_aa_large.dts";
item = AABarrelPack; // z0dd - ZOD, 4/25/02. Was wrong: AABarrelLargePack
projectileType = TracerProjectile;
projectile = Flak_Bullet;
projectileSpread = 30.0 / 1000.0;
usesEnergy = true;
fireEnergy = 4.0;
minEnergy = 4.0;
emap = true;
isSeeker = true;
seekRadius = 300;
maxSeekAngle = 6;
seekTime = 1.0;
minSeekHeat = 0.6;
useTargetAudio = false;
// Turret parameters
activationMS = 175; // z0dd - ZOD, 3/27/02. Was 250. Amount of time it takes turret to unfold
deactivateDelayMS = 500;
thinkTimeMS = 140; // z0dd - ZOD, 3/27/02. Was 200. Amount of time before turret starts to unfold (activate)
degPerSecTheta = 600;
degPerSecPhi = 1080;
attackRadius = 550;
// State transitions
stateName[0] = "Activate";
stateTransitionOnNotLoaded[0] = "Dead";
stateTransitionOnLoaded[0] = "ActivateReady";
stateName[1] = "ActivateReady";
stateSequence[1] = "Activate";
stateSound[1] = AASwitchSound;
stateTimeoutValue[1] = 1.0;
stateTransitionOnTimeout[1] = "Ready";
stateTransitionOnNotLoaded[1] = "Deactivate";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateScript[1] = "AAActivateReady";
stateName[2] = "Ready";
stateTransitionOnNotLoaded[2] = "Deactivate";
stateTransitionOnTriggerDown[2] = "Fire1";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateScript[2] = "AAReady";
stateName[3] = "Fire1";
stateTransitionOnTimeout[3] = "Reload1";
stateTimeoutValue[3] = 0.25;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire1";
stateSound[3] = AAFireSound;
stateScript[3] = "onFire";
stateName[4] = "Reload1";
stateTimeoutValue[4] = 0.25;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateTransitionOnTimeout[4] = "Fire2";
stateTransitionOnNotLoaded[4] = "Deactivate";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateName[5] = "Fire2";
stateTransitionOnTimeout[5] = "Reload2";
stateTimeoutValue[5] = 0.25;
stateFire[5] = true;
stateRecoil[5] = LightRecoil;
stateAllowImageChange[5] = false;
stateSequence[5] = "Fire2";
stateSound[5] = AAFireSound;
stateScript[5] = "onFire";
stateName[6] = "Reload2";
stateTimeoutValue[6] = 0.25;
stateAllowImageChange[6] = false;
stateSequence[6] = "Reload";
stateTransitionOnTimeout[6] = "Ready";
stateTransitionOnNotLoaded[6] = "Deactivate";
stateTransitionOnNoAmmo[6] = "NoAmmo";
stateName[7] = "Deactivate";
stateSequence[7] = "Activate";
stateDirection[7] = false;
stateTimeoutValue[7] = 1.0;
stateTransitionOnLoaded[7] = "ActivateReady";
stateTransitionOnTimeout[7] = "Dead";
stateName[8] = "Dead";
stateTransitionOnLoaded[8] = "ActivateReady";
stateName[9] = "NoAmmo";
stateTransitionOnAmmo[9] = "Reload2";
stateSequence[9] = "NoAmmo";
};