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

146 lines
4.2 KiB
C#

//--------------------------------------------------------------------------
// Large Mortar Turret
//
//
//--------------------------------------------------------------------------
datablock AudioProfile(MBLSwitchSound)
{
filename = "fx/powered/turret_heavy_activate.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(MBLFireSound)
{
filename = "fx/powered/turret_mortar_fire.wav";
description = AudioDefault3d;
preload = true;
};
//--------------------------------------------------------------------------
// Projectile
//--------------------------------------
datablock AudioProfile(MortarTurretProjectileSound)
{
filename = "fx/weapons/mortar_projectile.wav";
description = ProjectileLooping3d;
preload = true;
};
datablock GrenadeProjectileData(MortarTurretShot)
{
projectileShapeName = "mortar_projectile.dts";
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 1.32;
damageRadius = 30.0;
radiusDamageType = $DamageType::MortarTurret;
kickBackStrength = 3000;
explosion = "MortarExplosion";
velInheritFactor = 0.5;
splash = MortarSplash;
baseEmitter = MortarSmokeEmitter;
bubbleEmitter = MortarBubbleEmitter;
grenadeElasticity = 0.25;
grenadeFriction = 0.4;
armingDelayMS = 2000;
muzzleVelocity = 43.7;
drag = 0.1;
sound = MortarTurretProjectileSound;
hasLight = true;
lightRadius = 3;
lightColor = "0.05 0.2 0.05";
};
//--------------------------------------------------------------------------
//-------------------------------------- Fusion Turret Image
//
datablock TurretImageData(MortarBarrelLarge)
{
shapeFile = "turret_mortar_large.dts";
// ---------------------------------------------
// z0dd - ZOD, 5/8/02. Incorrect parameter value
//item = MortarBarrelLargePack;
item = MortarBarrelPack;
projectile = MortarTurretShot;
projectileType = GrenadeProjectile;
usesEnergy = true;
fireEnergy = 30;
minEnergy = 30;
emap = true;
// don't let a mortar turret blow itself up
dontFireInsideDamageRadius = true;
damageRadius = 40;
// Turret parameters
activationMS = 1000;
deactivateDelayMS = 1500;
thinkTimeMS = 200;
degPerSecTheta = 580;
degPerSecPhi = 960;
attackRadius = 160;
// State transitions
stateName[0] = "Activate";
stateTransitionOnNotLoaded[0] = "Dead";
stateTransitionOnLoaded[0] = "ActivateReady";
stateName[1] = "ActivateReady";
stateSequence[1] = "Activate";
stateSound[1] = MBLSwitchSound;
stateTimeoutValue[1] = 1;
stateTransitionOnTimeout[1] = "Ready";
stateTransitionOnNotLoaded[1] = "Deactivate";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNotLoaded[2] = "Deactivate";
stateTransitionOnTriggerDown[2] = "Fire";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.3;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateSound[3] = MBLFireSound;
stateScript[3] = "onFire";
stateName[4] = "Reload";
stateTimeoutValue[4] = 1.5;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateTransitionOnTimeout[4] = "Ready";
stateTransitionOnNotLoaded[4] = "Deactivate";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateName[5] = "Deactivate";
stateSequence[5] = "Activate";
stateDirection[5] = false;
stateTimeoutValue[5] = 1;
stateTransitionOnLoaded[5] = "ActivateReady";
stateTransitionOnTimeout[5] = "Dead";
stateName[6] = "Dead";
stateTransitionOnLoaded[6] = "ActivateReady";
stateName[7] = "NoAmmo";
stateTransitionOnAmmo[7] = "Reload";
stateSequence[7] = "NoAmmo";
};