mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-01-19 19:44:47 +00:00
237 lines
7.6 KiB
C#
237 lines
7.6 KiB
C#
datablock SeekerProjectileData(RPGMissile) {
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casingShapeName = "weapon_missile_casement.dts";
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projectileShapeName = "grenade.dts";
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hasDamageRadius = true;
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indirectDamage = 1.3; //TWM2 2.1, Increased to 1.3 from 0.8
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damageRadius = 8.0;
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radiusDamageType = $DamageType::RPG;
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kickBackStrength = 3500;
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ImageSource = "RPGImage";
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explosion = "HandGrenadeExplosion";
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splash = MissileSplash;
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velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
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// is cranked up to full so the missile doesn't start
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// out behind the player when the player is moving
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// very quickly - bramage
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baseEmitter = MissileSmokeEmitter;
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delayEmitter = MissileFireEmitter;
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puffEmitter = MissilePuffEmitter;
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bubbleEmitter = GrenadeBubbleEmitter;
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bubbleEmitTime = 1.0;
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exhaustEmitter = MissileLauncherExhaustEmitter;
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exhaustTimeMs = 300;
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exhaustNodeName = "muzzlePoint1";
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lifetimeMS = 5000; // z0dd - ZOD, 4/14/02. Was 6000
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muzzleVelocity = 100.0;
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maxVelocity = 350.0; // z0dd - ZOD, 4/14/02. Was 80.0
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turningSpeed = 54.0;
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acceleration = 50.0;
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explodeOnDeath = true;
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proximityRadius = 3;
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sound = MissileProjectileSound;
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hasLight = true;
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lightRadius = 3.0;
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lightColor = "0.2 0.05 0";
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useFlechette = true;
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flechetteDelayMs = 10;
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casingDeb = FlechetteDebris;
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explodeOnWaterImpact = true;
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};
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//--------------------------------------------------------------------------
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// Ammo
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//--------------------------------------
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datablock ItemData(RPGAmmo)
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{
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_missile.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 RPGs";
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computeCRC = true;
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};
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//--------------------------------------------------------------------------
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// Weapon
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//--------------------------------------
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datablock ItemData(RPG)
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{
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_grenade_launcher.dts";
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image = RPGImage;
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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 = "an RPG";
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computeCRC = true;
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emap = true;
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};
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datablock ShapeBaseImageData(RPGImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_grenade_launcher.dts";
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item = RPG;
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ammo = RPGAmmo;
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offset = "0 -1 0";
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armThread = lookms;
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emap = true;
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projectile = RPGMissile;
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projectileType = seekerprojectile;
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projectileSpread = 1.0 / 1000.0;
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//ClipStuff
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ClipName = "RPGClip";
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ClipPickupName["RPGClip"] = "A Few RPGs";
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ShowsClipInHud = 1;
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ClipReloadTime = 5;
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ClipReturn = 1;
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InitialClips = 7;
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//
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HasChallenges = 1;
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ChallengeCt = 9;
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Challenge[1] = "RPG Killer\t50\t100\tNone";
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Challenge[2] = "RPG Extremist\t100\t150\tNone";
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Challenge[3] = "RPG Expert\t250\t250\tNone";
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Challenge[4] = "RPG Master\t500\t500\tEnhanced Explosives";
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Challenge[5] = "RPG Legend\t1000\t1000\tSpread Neutralizer";
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Challenge[6] = "RPG Bronze Commendation\t2500\t10000\tNone";
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Challenge[7] = "RPG Silver Commendation\t5000\t25000\tNone";
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Challenge[8] = "RPG Gold Commendation\t10000\t50000\tNone";
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Challenge[9] = "RPG Titan Commendation\t25000\t75000\tNone";
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Upgrade[1] = "RPG Explosives";
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Upgrade[2] = "Spread Neutralizer";
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GunName = "RPG-7";
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RankRequire = $TWM2::RankRequire["RPG7"];
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 2.0;
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stateSequence[0] = "Activate";
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stateSound[0] = MissileSwitchSound;
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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] = "Reload";
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stateTimeoutValue[3] = 0.4;
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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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stateScript[3] = "onFire";
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stateSound[3] = MissileFireSound;
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateTimeoutValue[4] = 0.1;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateSound[4] = MissileReloadSound;
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stateName[5] = "NoAmmo";
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stateTransitionOnAmmo[5] = "Reload";
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stateSequence[5] = "NoAmmo";
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stateTransitionOnTriggerDown[5] = "DryFire";
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stateName[6] = "DryFire";
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stateSound[6] = MissileDryFireSound;
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stateTimeoutValue[6] = 1.0;
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stateTransitionOnTimeout[6] = "ActivateReady";
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stateName[7] = "CheckTarget";
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stateTransitionOnNoTarget[7] = "Fire";
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stateTransitionOnTarget[7] = "Fire";
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stateName[8] = "CheckWet";
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stateTransitionOnWet[8] = "DryFire";
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stateTransitionOnNotWet[8] = "CheckTarget";
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stateName[9] = "WetFire";
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stateTransitionOnNoAmmo[9] = "NoAmmo";
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stateTransitionOnTimeout[9] = "Reload";
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stateTimeoutValue[9] = 0.4;
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stateScript[9] = "onWetFire";
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stateAllowImageChange[9] = false;
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};
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function RPGImage::OnFire(%data, %obj, %slot) {
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// if($TWM2::PlayingSabo) { Inv. Ban lifted TWM2 1.8
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// MessageClient(%thrower.client, 'MsgC4IsBanned', "\c5RPGs are banned in this game mode");
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// return;
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// }
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%p = Parent::OnFire(%data, %obj, %slot);
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if(!%obj.client.UpgradeOn("Spread Neutralizer", %data.getName())) {
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schedule(500, 0, "RPGRandomMovement", %p);
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}
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if(%obj.client.UpgradeOn("Enhanced Explosives", %data.getName())) {
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%p.damageFactor = 5; //heh
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}
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%p.ticksleft = 10;
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}
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function RPGRandomMovement(%p) {
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if(!isObject(%p)) {
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return;
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}
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%fw = %p.initialDirection; //current direction
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%x = (getRandom() - 0.5) * 2 * 3.1415926 * (25/1000);
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%y = (getRandom() - 0.5) * 2 * 3.1415926 * (25/1000);
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%z = (getRandom() - 0.5) * 2 * 3.1415926 * (10/1000);
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%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
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%newvector = MatrixMulVector(%mat, %fw);
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//now lets use basic torque operations to spawn a new RPG missile going the new direction
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%pnew = new (SeekerProjectile)() {
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dataBlock = RPGMissile;
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initialDirection = %newvector;
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initialPosition = %p.getPosition();
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damageFactor = %p.damageFactor;
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//sourceObject = %p.sourceObject; // <-- done below to prevent spawning suicidal missiles
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};
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MissionCleanup.add(%pnew);
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%pnew.sourceObject = %p.sourceObject;
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%pnew.WeaponImageSource = %p.WeaponImageSource;
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%pnew.ticksleft = %p.ticksleft - 1;
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%pnew.ImageSource = "RPGImage";
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//echo(%pnew.ticksleft);
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if(%pnew.ticksleft <= 0) { //time up!
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%pnew.getDatablock().onExplode(%pnew, %pnew.getPosition(), 1);
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%p.delete();
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%pnew.delete();
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//echo("end");
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return;
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}
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else {
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%p.delete();
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schedule(500, 0, "RPGRandomMovement", %pnew);
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}
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}
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