TWM2/scripts/packs/Effectpacks.cs
2014-02-26 13:54:04 -06:00

1204 lines
36 KiB
C#

function Gamebase::addTofxGroup(%obj,%set)
{
if (!isObject(%obj))
return "";
if (!isObject(fxGroup))
{
%main = new SimGroup("fxGroup");
MissionCleanup.add(%main);
%em = new Simgroup("fx_emitters");
%au = new Simgroup("fx_audio");
%pa = new Simgroup("fx_packs");
%main.add(%em);
%main.add(%au);
%main.add(%pa);
}
if (IsObject(%obj)) {
if (%set == 1) {
%g = nameToID("fxGroup/fx_audio");
%g.add(%obj);
}
else if (%set == 2) {
%g = nameToID("fxGroup/fx_packs");
%g.add(%obj);
}
else {
%g = nameToID("fxGroup/fx_emitters");
%g.add(%obj);
}
}
}
/////////EMITTER PACK//////////
//Example of using expert setting to select pack setting mode.
//Note uses custom (plugin) packsettings mode
//Format <PackImageName> = "%modes %lines %name"
//%modes gives the highest mode like the old settings
//%lines gives the amount of words in the settings which are the name of the mode
// -1 gives the entire content of the mode
// 2 would give the first 3 words of the mode
//%name gives the name of the pack as in %name "set to" %modename
$expertSettings[EmitterDepImage] = "3 -1 Emitter Pack:[Options]";
$expertSetting[EmitterDepImage,0] = "Select Emitter";
$expertSetting[EmitterDepImage,1] = "Select Emitter selection mode";
$expertSetting[EmitterDepImage,2] = "Select Power logic";
$expertSetting[EmitterDepImage,3] = "Select Cloak logic";
//These are my personal browse of the first few datablocks.
$packSettings[EmitterDepImage] = "12 1 Emitter Pack:[Emitter]";
$packSetting[EmitterDepImage,0] = "Small Steam ReverseEmitter";
$packSetting[EmitterDepImage,1] = "Small Bubbles GrenadeBubbleEmitter";
$packSetting[EmitterDepImage,2] = "Large Foam VehicleFoamEmitter";
$packSetting[EmitterDepImage,3] = "Small Fire PlasmaExplosionEmitter";
$packSetting[EmitterDepImage,4] = "Plasma Stream PlasmaRifleEmitter";
$packSetting[EmitterDepImage,5] = "Large Bubbles DiscExplosionBubbleEmitter";
$packSetting[EmitterDepImage,6] = "Dark Smoke GDebrisSmokeEmitter";
$packSetting[EmitterDepImage,7] = "Small Smoke GrenadeSmokeEmitter";
$packSetting[EmitterDepImage,8] = "Small Spark ELFSparksEmitter";
$packSetting[EmitterDepImage,9] = "Green Smoke MortarSmokeEmitter";
$packSetting[EmitterDepImage,10] = "Fire Stream MissileFireEmitter";
$packSetting[EmitterDepImage,11] = "Water Stream WaterStreamEmitter";
$packSetting[EmitterDepImage,12] = "Burning Object burnEmitter";
//Note how the extra %id defines the nesting of the modes.
//While previous settings could also include %id=0 I chose not to use that
//since nesting isn't directly compatible with the unified code.
//Using non nesting format for the previous allows me to use the unified code
//for that setting.
$packSettings[EmitterDepImage,1] = "1 -1 Emitter Pack: [Selection mode]";
$packSetting[EmitterDepImage,0,1] = "Small selection";
$packSetting[EmitterDepImage,1,1] = "Sellect from datablocks";
$packSettings[EmitterDepImage,2] = "3 -1 Emitter Pack: [Power Logic]";
$packSetting[EmitterDepImage,0,2] = "Always on";
$packSetting[EmitterDepImage,1,2] = "On when powered";
$packSetting[EmitterDepImage,2,2] = "Off when powered";
$packSetting[EmitterDepImage,3,2] = "5 sec on when power change";
$packSettings[EmitterDepImage,3] = "1 -1 Emitter Pack: [Cloak Logic]";
$packSetting[EmitterDepImage,0,3] = "Always Vissible";
$packSetting[EmitterDepImage,1,3] = "Cloaked when emitting";
//Removed
$packSetting[EmitterDepImage,2,3] = "Cloaked when not emtting";
$packSetting[EmitterDepImage,3,3] = "Always Cloaked";
datablock ParticleData( WaterStreamParticle )
{
dragCoeffiecient = 0.0;
gravityCoefficient = 1.0;
inheritedVelFactor = 0.0;
lifetimeMS = 25000;
lifetimeVarianceMS = 100;
textureName = "special/bubbles";
useInvAlpha = false;
spinRandomMin = -360.0;
spinRandomMax = 360.0;
colors[0] = "0.4 0.4 0.8 1.0";
colors[1] = "0.3 0.3 0.8 0.1";
colors[2] = "0.0 0.0 0.8 0.0";
sizes[0] = 0.4;
sizes[1] = 0.5;
sizes[2] = 0.7;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( WaterStreamEmitter )
{
ejectionPeriodMS = 5;
periodVarianceMS = 1;
ejectionVelocity = 30.0; // A little oomph at the back end
velocityVariance = 1.0;
thetaMin = 0.0;
thetaMax = 1.0;
orientParticles = False;
orientOnVelocity = False;
particles = "WaterStreamParticle";
};
datablock StaticShapeData(EmitterDep) : DeployedCrate
{
shapeFile = "stackable4l.dts";
needsPower = true;
};
datablock ShapeBaseImageData(EmitterDepImage) {
mass = 20;
emap = true;
shapeFile = "stackable4l.dts";
item = EmitterDepPack;
mountPoint = 1;
offset = "0 -0.18 -0.5";
deployed = EmitterDepImage;
heatSignature = 0;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Idle";
isLarge = true;
maxDepSlope = 360;
deploySound = ItemPickupSound;
minDeployDis = 0.5;
maxDeployDis = 50.0;
};
datablock ItemData(EmitterDepPack) {
className = Pack;
catagory = "Deployables";
shapeFile = "stackable4l.dts";
mass = 5.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
rotate = true;
image = "EmitterDepImage";
pickUpName = "an Emitter pack";
heatSignature = 0;
emap = true;
};
function EmitterDepPack::onPickup(%this, %obj, %shape, %amount) {
// created to prevent console errors
}
function EmitterDep::gainPower(%data, %obj)
{
if (%obj.pLogic==0)
EmitterDepSet(%obj,1);
if (%obj.pLogic==1)
EmitterDepSet(%obj,1);
if (%obj.pLogic==2)
EmitterDepSet(%obj,0);
if (%obj.pLogic==3)
{
EmitterDepSet(%obj,1);
schedule(5000,%obj,"EmitterDepSet",%obj,0);
}
}
function EmitterDep::losePower(%data, %obj)
{
if (%obj.pLogic==0)
EmitterDepSet(%obj,1);
if (%obj.pLogic==1)
EmitterDepSet(%obj,0);
if (%obj.pLogic==2)
EmitterDepSet(%obj,1);
if (%obj.pLogic==3)
{
EmitterDepSet(%obj,1);
schedule(5000,%obj,"EmitterDepSet",%obj,0);
}
}
function EmitterDepImage::onDeploy(%item, %plyr, %slot) {
%playerVector = vectorNormalize(-1 * getWord(%plyr.getEyeVector(),1) SPC getWord(%plyr.getEyeVector(),0) SPC "0");
%item.surfaceNrm2 = %playerVector;
%rot = fullRot(%item.surfaceNrm,%item.surfaceNrm2);
%deplObj = new StaticShape()
{
dataBlock = "EmitterDep";
scale = "0.5 0.5 0.1";
};
// set orientation
%deplObj.setTransform(%item.surfacePt SPC %rot);
// set the recharge rate right away
if (%deplObj.getDatablock().rechargeRate)
%deplObj.setRechargeRate(%deplObj.getDatablock().rechargeRate);
// set team, owner, and handle
%deplObj.team = %plyr.client.Team;
%deplObj.setOwner(%plyr);
if (%plyr.packset == -1)
%deplObj.Emitterblock = datablockGroup.getObject(%plyr.packset[0]);
else if (%plyr.packset[0] $= "")
%deplObj.Emitterblock = GetWord($packSetting[EmitterDepImage,0],2);
else
%deplObj.EmitterBlock = %plyr.packset[0];
%deplObj.pLogic = %plyr.packset[2];
%deplObj.cLogic = %plyr.packset[3];
// place the deployable in the MissionCleanup/Deployables group (AI reasons)
addToDeployGroup(%deplObj);
//let the AI know as well...
AIDeployObject(%plyr.client, %deplObj);
// play the deploy sound
serverPlay3D(%item.deploySound, %deplObj.getTransform());
// increment the team count for this deployed object
$TeamDeployedCount[%plyr.team, %item.item]++;
addDSurface(%item.surface,%deplObj);
%deplObj.powerFreq = %plyr.powerFreq;
checkPowerObject(%deplObj);
if (!%plyr.client.isAdmin) {
%plyr.unmountImage(%slot);
%plyr.decInventory(%item.item, 1);
}
return %deplObj;
}
function EmitterDep::onDestroyed(%this,%obj,%prevState) {
if (%obj.isRemoved)
return;
%obj.isRemoved = true;
EmitterDepSet(%obj,0);
Parent::onDestroyed(%this,%obj,%prevState);
$TeamDeployedCount[%obj.team, EmitterDepPack]--;
remDSurface(%obj);
%obj.schedule(500, "delete");
}
function EmitterDepImage::onMount(%data, %obj, %node) {
displayPowerFreq(%obj);
%obj.hasEmpack = true; // not needed anymore
%obj.packSet = 0;
%obj.packSet[0] = 0;
%obj.packSet[1] = 0;
%obj.packSet[2] = 0;
%obj.packSet[3] = 0;
}
function EmitterDepImage::onUnmount(%data, %obj, %node) {
%obj.hasEmpack = ""; // not needed anymore
%obj.packSet = 0;
%obj.packSet[0] = 0;
%obj.packSet[1] = 0;
%obj.packSet[2] = 0;
%obj.packSet[3] = 0;
}
function EmitterDepSet(%obj,%set)
{
if (ISobject(%obj))
{
if (!%set && IsObject(%obj.emitter))
{
%obj.emitter.delete();
if (%obj.cLogic == 2 || %obj.cLogic == 3)
%obj.startfade(0,0,1);
else if (%obj.cLogic == 1)
%obj.startfade(0,0,0);
}
if (%set && !ISobject(%obj.emitter))
{
%obj.emitter = CreateEmitter("0 0 0",%obj.emitterblock);
fx_emitters.add(%obj.emitter);
%obj.emitter.setTransform(%obj.getTransform());
if (%obj.cLogic == 1 || %obj.cLogic == 3)
%obj.startfade(0,0,1);
else if (%obj.cLogic == 2)
%obj.startfade(0,0,0);
}
}
}
//Example of nested setting modes with plugin capability.
//All but the first part of packssets are fully global defined.
//Expert mode and the very first packset refer back to the unified code.
function EmitterDepImage::ChangeMode(%data,%plyr,%val,%level)
{
if (%level == 0)
{
//Selecting emitter
if (!%plyr.expertSet)
{
if (!%plyr.packset[1])
{
Parent::ChangeMode(%data,%plyr,%val,%level);
%plyr.packset[0] = GetWord($packSetting[EmitterDepImage,%plyr.packset],2);
}
else
{
%plyr.packset = -1;
%plyr.packset[0] = nextEmitter(%plyr.packset[0]+%val,%val);
%name = datablockGroup.getObject(%plyr.packset[0]).GetName();
bottomPrint(%plyr.client,"Emitter pack set to emit:"SPC %name,2,1);
}
}
//Selecting selection mode/PowerLogic/CloakLogic
else if (%plyr.expertSet > 0)
{
%set = %plyr.expertSet;
%image = %data.getName();
%settings = $packSettings[%image,%set];
%plyr.packSet[%set] = %plyr.packSet[%set] + %val;
if (%plyr.packSet[%set] > getWord(%settings,0))
%plyr.packSet[%set] = 0;
if (%plyr.packSet[%set] < 0)
%plyr.packSet[%set] = getWord(%settings,0);
%packname = GetWords(%settings,2,getWordCount(%settings));
%curset = $PackSetting[%image,%plyr.packSet[%set],%set];
if (getWord(%settings,1) == -1)
%line = GetWords(%curset,0,getWordCount(%curset));
else
%line = GetWords(%curset,0,getWord(%settings,1));
bottomPrint(%plyr.client,%packname SPC "set to"SPC %line,2,1);
}
}
else
{
Parent::ChangeMode(%data,%plyr,%val,%level);
}
}
//Custion function to browse through all datablocks for emitter types.
//Allthought the cyclign takes forever and there can't be 1 proper name for each emitter
//It allows the player to fully utilize t2's content.
function nextEmitter(%start,%dir)
{
if (%dir == 1)
{
for(%i = %start; %i < DatablockGroup.getCount() ; %i++)
{
if (datablockGroup.getObject(%i).particles !$= "")
{
return %i;
}
}
return nextEmitter(0,1);
}
else
{
for(%i = %start; %i > 0; %i--)
{
if (datablockGroup.getObject(%i).particles !$= "")
{
return %i;
}
}
return nextEmitter(DatablockGroup.getCount(),-1);
}
}
/////////Audio PACK//////////
//This is a total copy/past from the emitter deployable
$expertSettings[AudioDepImage] = "3 -1 Emitter Pack:[Options]";
$expertSetting[AudioDepImage,0] = "Select Emitter";
$expertSetting[AudioDepImage,1] = "Select Emitter selection mode";
$expertSetting[AudioDepImage,2] = "Select Power logic";
$expertSetting[AudioDepImage,3] = "Select Loop logic";
//Some I made myself
$packSettings[AudioDepImage] = "17 1 Emitter Pack:[Emitter]";
$packSetting[AudioDepImage,0] = "Jeti howl1 fx/environment/yeti_howl1.wav";
$packSetting[AudioDepImage,1] = "Jeti howl2 fx/environment/yeti_howl2.wav";
$packSetting[AudioDepImage,2] = "Jeti growl fx/environment/growl1.wav";
$packSetting[AudioDepImage,3] = "Frog sounds fx/environment/frog2.wav";
$packSetting[AudioDepImage,4] = "fly swarm fx/environment/fly_swarm.wav";
$packSetting[AudioDepImage,5] = "Bird sound1 fx/environment/bird_echo4.wav";
$packSetting[AudioDepImage,6] = "Bird sound2 fx/environment/bird_echo5.wav";
$packSetting[AudioDepImage,7] = "Ocean waves fx/environment/Oceanwaves.wav";
$packSetting[AudioDepImage,8] = "River stream fx/environment/River2.wav";
$packSetting[AudioDepImage,9] = "Cha ching fx/misc/bounty_bonus.wav";
$packSetting[AudioDepImage,10] = "Mario party fx/Bonuses/mario-6notes.wav";
$packSetting[AudioDepImage,11] = "Slick music fx/Bonuses/med-level4-slick.wav";
$packSetting[AudioDepImage,12] = "test music t2Intro.wav";
$packSetting[AudioDepImage,13] = "Tessios Heist-swing fx/bonuses/horz_straipass2_heist.wav";
$packSetting[AudioDepImage,14] = "Swami swashi fx/bonuses/low-level2-spitting.wav";
$packSetting[AudioDepImage,15] = "Smoking something fx/bonuses/med-level1-modest.wav";
$packSetting[AudioDepImage,16] = "Swami swashi2 fx/bonuses/med-level3-shining.wav";
$packSetting[AudioDepImage,17] = "Red Alert fx/misc/red_alert_short.wav";
$packSettings[AudioDepImage,1] = "1 -1 Emitter Pack: [Selection mode]";
$packSetting[AudioDepImage,0,1] = "Small selection";
$packSetting[AudioDepImage,1,1] = "Sellect from datablocks";
$packSettings[AudioDepImage,2] = "3 -1 Emitter Pack: [Power Logic]";
$packSetting[AudioDepImage,0,2] = "Always on";
$packSetting[AudioDepImage,1,2] = "On when powered";
$packSetting[AudioDepImage,2,2] = "Off when powered";
$packSetting[AudioDepImage,3,2] = "5 sec on when power change";
//Cloak logic was left out as it won't help the global image.
//And it will only worsen spam.
$packSettings[AudioDepImage,3] = "1 -1 Emitter Pack: [Loop Logic]";
$packSetting[AudioDepImage,0,3] = "Use standart";
$packSetting[AudioDepImage,1,3] = "Always loop";
datablock StaticShapeData(AudioDep) : DeployedCrate
{
shapeFile = "stackable2l.dts";
needsPower = true;
};
datablock ShapeBaseImageData(AudioDepImage) {
mass = 20;
emap = true;
shapeFile = "stackable3s.dts";
item = AudioDepPack;
mountPoint = 1;
offset = "0.5 -0.5 0";
rotation = "0 1 0 90";
deployed = AudioDepImage;
heatSignature = 0;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Idle";
isLarge = true;
maxDepSlope = 360;
deploySound = ItemPickupSound;
minDeployDis = 0.5;
maxDeployDis = 50.0;
};
datablock ItemData(AudioDepPack) {
className = Pack;
catagory = "Deployables";
shapeFile = "stackable3s.dts";
mass = 5.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
rotate = true;
image = "AudioDepImage";
pickUpName = "an Sound pack";
heatSignature = 0;
emap = true;
};
function AudioDepPack::onPickup(%this, %obj, %shape, %amount) {
// created to prevent console errors
}
function AudioDep::gainPower(%data, %obj)
{
if (%obj.pLogic==0)
AudioDepSet(%obj,1);
if (%obj.pLogic==1)
AudioDepSet(%obj,1);
if (%obj.pLogic==2)
AudioDepSet(%obj,0);
if (%obj.pLogic==3)
{
AudioDepSet(%obj,1);
schedule(5000,%obj,"AudioDepSet",%obj,0);
}
}
function AudioDep::losePower(%data, %obj)
{
if (%obj.pLogic==0)
AudioDepSet(%obj,1);
if (%obj.pLogic==1)
AudioDepSet(%obj,0);
if (%obj.pLogic==2)
AudioDepSet(%obj,1);
if (%obj.pLogic==3)
{
AudioDepSet(%obj,1);
schedule(5000,%obj,"AudioDepSet",%obj,0);
}
}
function AudioDepImage::onDeploy(%item, %plyr, %slot) {
%playerVector = vectorNormalize(-1 * getWord(%plyr.getEyeVector(),1) SPC getWord(%plyr.getEyeVector(),0) SPC "0");
%item.surfaceNrm2 = %playerVector;
%rot = fullRot(%item.surfaceNrm,%item.surfaceNrm2);
%deplObj = new StaticShape()
{
dataBlock = "AudioDep";
scale = "0.4 0.4 0.1";
};
// set orientation
%deplObj.setTransform(%item.surfacePt SPC %rot);
// set the recharge rate right away
if (%deplObj.getDatablock().rechargeRate)
%deplObj.setRechargeRate(%deplObj.getDatablock().rechargeRate);
// set team, owner, and handle
%deplObj.team = %plyr.client.Team;
%deplObj.setOwner(%plyr);
if (%plyr.packset == -1)
%deplObj.Audioblock = datablockGroup.getObject(%plyr.packset[0]);
else if (%plyr.packset[0] !$= "")
%deplObj.AudioBlock = %plyr.packset[0];
else
%deplObj.Audioblock = GetWord($packSetting[AudioDepImage,0],2);
%deplObj.pLogic = %plyr.packset[2];
%deplObj.lLogic = %plyr.packset[3];
// place the deployable in the MissionCleanup/Deployables group (AI reasons)
addToDeployGroup(%deplObj);
//let the AI know as well...
AIDeployObject(%plyr.client, %deplObj);
// play the deploy sound
serverPlay3D(%item.deploySound, %deplObj.getTransform());
// increment the team count for this deployed object
$TeamDeployedCount[%plyr.team, %item.item]++;
addDSurface(%item.surface,%deplObj);
%deplObj.powerFreq = %plyr.powerFreq;
checkPowerObject(%deplObj);
if (!%plyr.client.isAdmin)
{
%plyr.unmountImage(%slot);
%plyr.decInventory(%item.item, 1);
}
return %deplObj;
}
function AudioDep::onDestroyed(%this,%obj,%prevState) {
if (%obj.isRemoved)
return;
%obj.isRemoved = true;
AudioDepSet(%obj,0);
Parent::onDestroyed(%this,%obj,%prevState);
$TeamDeployedCount[%obj.team, AudioDepPack]--;
remDSurface(%obj);
%obj.schedule(500, "delete");
}
function AudioDepImage::onMount(%data, %obj, %node) {
displayPowerFreq(%obj);
%obj.hasAupack = true; // not needed
%obj.packSet = 0;
%obj.packSet[0] = "";
%obj.packSet[1] = 0;
%obj.packSet[2] = 0;
%obj.packSet[3] = 0;
}
function AudioDepImage::onUnmount(%data, %obj, %node) {
%obj.hasAupack = "";
%obj.packSet = 0;
%obj.packSet[0] = "";
%obj.packSet[1] = 0;
%obj.packSet[2] = 0;
%obj.packSet[3] = 0;
}
//We will keep calling the audio emitter %obj.emitter
//This will make sure in deconstruct the auto emitter is removed
function AudioDepSet(%obj,%set)
{
if (ISobject(%obj))
{
if (!%set && IsObject(%obj.emitter))
{
%obj.emitter.delete();
}
if (%set && !ISobject(%obj.emitter))
{
//The only working check to keep faulty emitters from staying around
//Doesn't remove the console spam thougt.. :P
%obj.emitter = CreateAudioEmitter(%obj.getTransform(),%obj.Audioblock,%obj.lLogic);
if (isObject(%obj.emitter))
fx_audio.add(%obj.emitter);
// if ($audiopackloaded[%obj.emitter.filename]==1 && !Isfile(%obj.emitter.filename))
// {
// disassemble(%obj.getdatablock(),%obj.owner,%obj);
// }
// else
// {
//%obj.emitter.setTransform(%obj.getTransform());
$audiopackloaded[%obj.emitter.filename]=1;
// }
}
}
}
// Just copy/past the emitter changemode since it needs almost totaly the same modes
function AudioDepImage::ChangeMode(%data,%plyr,%val,%level)
{
if (%level == 0)
{
//Selecting emitter
if (!%plyr.expertSet)
{
if (!%plyr.packset[1])
{
Parent::ChangeMode(%data,%plyr,%val,%level);
%plyr.packset[0] = GetWord($packSetting[AudioDepImage,%plyr.packset],2);
}
else
{
%plyr.packset = -1;
%plyr.packset[0] = nextsEmitter(%plyr.packset[0]+%val,%val);
%name = datablockGroup.getObject(%plyr.packset[0]).GetName();
messageClient(%plyr.client, 'msgSound', "~w"@datablockGroup.getObject(%plyr.packset[0]).filename);
bottomPrint(%plyr.client,"sound pack set to play:"SPC %name,2,1);
}
}
//Selecting selection mode/PowerLogic/CloakLogic
else if (%plyr.expertSet > 0)
{
%set = %plyr.expertSet;
%image = %data.getName();
%settings = $packSettings[%image,%set];
%plyr.packSet[%set] = %plyr.packSet[%set] + %val;
if (%plyr.packSet[%set] > getWord(%settings,0))
%plyr.packSet[%set] = 0;
if (%plyr.packSet[%set] < 0)
%plyr.packSet[%set] = getWord(%settings,0);
%packname = GetWords(%settings,2,getWordCount(%settings));
%curset = $PackSetting[%image,%plyr.packSet[%set],%set];
if (getWord(%settings,1) == -1)
%line = GetWords(%curset,0,getWordCount(%curset));
else
%line = GetWords(%curset,0,getWord(%settings,1));
bottomPrint(%plyr.client,%packname SPC "set to"SPC %line,2,1);
messageClient(%plyr.client, 'msgSound', "~w"@getWords(%curset, 2));
}
}
else
{
Parent::ChangeMode(%data,%plyr,%val,%level);
}
}
//Like promissed another browsing function.
function nextsEmitter(%start,%dir)
{
if (%dir == 1)
{
for(%i = %start; %i < DatablockGroup.getCount() ; %i++)
{
if (datablockGroup.getObject(%i).description.volume !$= "")// && isFile(DatablockGroup.getObject(%i).filename))
{
return %i;
}
}
return nextsEmitter(0,1);
}
else
{
for(%i = %start; %i > 0; %i--)
{
if (datablockGroup.getObject(%i).description.volume !$= "" ) //&& isFile(DatablockGroup.getObject(%i).filename))
{
return %i;
}
}
return nextsEmitter(DatablockGroup.getCount(),-1);
}
}
//Variant for createEmitter
//Can be modified to using custom audio files not found in datablocks
//Can also be futher extended to use other custom variables to people's desire
//Currently included looping mode and lifetime.
//Profile and description could be used.. however it will lessen the ability to
//modify the emitter.
//it seems some clients deploying some sounds result in an faulty emitter
//I'l make sure those won't life to see the day.. but it's wierd still
//Added the ability to use file name as %data, so you don't need datablocks.. :D
function CreateAudioEmitter(%trans,%data,%forcelooping,%lifetime)
{
%dat = (IsObject(%data));
%desc = %data.description;
if (%forcelooping)
%looping=1;
else
%looping = %desc.isLooping;
%filename = %data.filename;
%audio = new AudioEmitter()
{
position = GetWords(%trans,0,2);
rotation = GetWords(%trans,3,6);
scale = "1 1 1";
fileName = %dat ? %data.fileName : %data;
useProfileDescription = "0";
outsideAmbient = "1";
volume = %dat ? %desc.volume : "1";
isLooping = %dat ? %looping : "1";
is3D = %dat ? %desc.is3D : "1";
minDistance = %dat ? %desc.minDistance : "20";
maxDistance = %dat ? %desc.maxDistance : "100";
coneInsideAngle = %dat ? %desc.coneInsideAngle : "360";
coneOutsideAngle = %dat ? %desc.coneOutsideAngle : "360";
coneOutsideVolume = %dat ? %desc.coneOutsideVolume : "1";
coneVector = %dat ? %desc.coneVector : "0 0 1";
loopCount = %dat ? %desc.loopCount : "-1";
minLoopGap = %dat ? %desc.minLoopGap : "0";
maxLoopGap = %dat ? %desc.maxLoopGap : "0";
type = "EffectAudioType";
};
if (%lifetime !$="")
%audio.schedule(%lifetime.delete());
return %audio;
}
/////////DISPENSER PACK//////////
//Another nessted pack setting
//Format <PackImageName> = "%modes %lines %name"
//%modes gives the highest mode like the old settings
//%lines gives the amount of words in the settings which are the name of the mode
// -1 gives the entire content of the mode
// 2 would give the first 3 words of the mode
//%name gives the name of the pack as in %name "set to" %modename
$expertSettings[DispenserDepImage] = "8 -1 Dispenser Pack:[Options]";
$expertSetting[DispenserDepImage,0] = "[Player Packs]";
$expertSetting[DispenserDepImage,1] = "[Basic Building Parts]";
$expertSetting[DispenserDepImage,2] = "[Base Assets]";
$expertSetting[DispenserDepImage,3] = "[T2 Deployables]";
$expertSetting[DispenserDepImage,4] = "[Decoration packs]";
$expertSetting[DispenserDepImage,5] = "[Misc Deployables]";
$expertSetting[DispenserDepImage,6] = "[Barrels]";
$expertSetting[DispenserDepImage,7] = "[Weapons]";
$expertSetting[DispenserDepImage,8] = "[Ammo]";
//Hacky hacky way to get modes working.. hahaha
$packSettings[DispenserDepImage] = "8 1 Dispenser Pack:[T2 Packs]";
//Snagged from player.cs
$packSettings[DispenserDepImage,0] = "4 1 Dispenser Pack:[T2 Packs]";
$packSetting[DispenserDepImage,0,0] = "[Cycle packs] cycle";
$packSetting[DispenserDepImage,1,0] = "[Random pack] random";
$packSetting[DispenserDepImage,2,0] = "Repair Pack RepairPack";
$packSetting[DispenserDepImage,3,0] = "Ammunition Pack AmmoPack";
$packSetting[DispenserDepImage,4,0] = "Satchel Charge SatchelCharge";
$packSettings[DispenserDepImage,1] = "8 1 Dispenser Pack:[Basic Building Parts]";
$packSetting[DispenserDepImage,0,1] = "[Cycle packs] cycle";
$packSetting[DispenserDepImage,1,1] = "[Random pack] random";
$packSetting[DispenserDepImage,2,1] = "Light beam spinedeployable";
$packSetting[DispenserDepImage,3,1] = "Light walkway wWallDeployable";
$packSetting[DispenserDepImage,4,1] = "Light BlastWall WallDeployable";
$packSetting[DispenserDepImage,5,1] = "Medium beam mspineDeployable";
$packSetting[DispenserDepImage,6,1] = "Medium Floor floorDeployable";
$packSetting[DispenserDepImage,7,1] = "Force Field ForceFieldDeployable";
$packSetting[DispenserDepImage,8,1] = "Gravity Field GravityFieldDeployable";
$packSettings[DispenserDepImage,2] = "9 1 Dispenser Pack:[Base Assets]";
$packSetting[DispenserDepImage,0,2] = "[Cycle packs] cycle";
$packSetting[DispenserDepImage,1,2] = "[Random pack] random";
$packSetting[DispenserDepImage,2,2] = "Large Inventory-station LargeInventoryDeployable";
$packSetting[DispenserDepImage,3,2] = "Medium-Sensor Pack MediumSensorDeployable";
$packSetting[DispenserDepImage,4,2] = "Large-Sensor Pack LargeSensorDeployable";
$packSetting[DispenserDepImage,5,2] = "Logo-Projector Pack LogoProjectorDeployable";
$packSetting[DispenserDepImage,6,2] = "Deployable Turret-Base TurretBasePack";
$packSetting[DispenserDepImage,7,2] = "Solar-Panel Pack SolarPanelDeployable";
$packSetting[DispenserDepImage,8,2] = "Generator Pack GeneratorDeployable";
$packSetting[DispenserDepImage,9,2] = "Switch Pack SwitchDeployable";
$packSettings[DispenserDepImage,3] = "6 1 Dispenser Pack:[T2 Deployables]";
$packSetting[DispenserDepImage,0,3] = "[Cycle packs] cycle";
$packSetting[DispenserDepImage,1,3] = "[Random pack] random";
$packSetting[DispenserDepImage,2,3] = "Motion-Sensor Pack MotionSensorDeployable";
$packSetting[DispenserDepImage,3,3] = "Pulse-Sensor Pack PulseSensorDeployable";
$packSetting[DispenserDepImage,4,3] = "Landspike Turret TurretOutdoorDeployable";
$packSetting[DispenserDepImage,5,3] = "SpiderClamp Turret TurretIndoorDeployable";
$packSetting[DispenserDepImage,6,3] = "Inventory Station InventoryDeployable";
$packSettings[DispenserDepImage,4] = "7 1 Dispenser Pack:[Decoration packs]";
$packSetting[DispenserDepImage,0,4] = "[Cycle packs] cycle";
$packSetting[DispenserDepImage,1,4] = "[Random pack] random";
$packSetting[DispenserDepImage,2,4] = "Decoration Pack DecorationDeployable";
$packSetting[DispenserDepImage,3,4] = "Crate Pack PulseSensorDeployable";
$packSetting[DispenserDepImage,4,4] = "Light Pack LightDeployable";
$packSetting[DispenserDepImage,5,4] = "Emitter Pack EmitterDepPack";
$packSetting[DispenserDepImage,6,4] = "Audio Pack AudioDepPack";
$packSetting[DispenserDepImage,7,4] = "Tree Pack TreeDeployable";
$packSettings[DispenserDepImage,5] = "7 1 Dispenser Pack:[Misc Deployables]";
$packSetting[DispenserDepImage,0,5] = "[Cycle packs] cycle";
$packSetting[DispenserDepImage,1,5] = "[Random pack] random";
$packSetting[DispenserDepImage,2,5] = "Jump Pad JumpadDeployable";
$packSetting[DispenserDepImage,3,5] = "Teleport Pad TelePadPack";
$packSetting[DispenserDepImage,4,5] = "Tripwire Pack TripwireDeployable";
$packSetting[DispenserDepImage,5,5] = "Escape Pod EscapePodDeployable";
$packSetting[DispenserDepImage,6,5] = "Pack Dispenser DispenserDepPack";
$packSetting[DispenserDepImage,7,5] = "Energize pack EnergizerDeployable";
$packSettings[DispenserDepImage,6] = "7 1 Dispenser Pack:[Decoration packs]";
$packSetting[DispenserDepImage,0,6] = "[Cycle packs] cycle";
$packSetting[DispenserDepImage,1,6] = "[Random pack] random";
$packSetting[DispenserDepImage,2,6] = "Mortar Barrel MortarBarrelPack";
$packSetting[DispenserDepImage,3,6] = "Plasma Barrel PlasmaBarrelPack";
$packSetting[DispenserDepImage,4,6] = "AA Barrel AABarrelPack";
$packSetting[DispenserDepImage,5,6] = "Missile Barrel MissileBarrelPack";
$packSettings[DispenserDepImage,7] = "8 1 Dispenser Pack:[Weapons]";
$packSetting[DispenserDepImage,0,7] = "[Cycle packs] cycle";
$packSetting[DispenserDepImage,1,7] = "[Random pack] random";
$packSetting[DispenserDepImage,2,7] = "S3 Rifle S3Rifle";
$packSetting[DispenserDepImage,3,7] = "Colt Pistol pistol";
$packSetting[DispenserDepImage,4,7] = "G41 Rifle G41Rifle";
$packSetting[DispenserDepImage,5,7] = "M1700 Shotgun M1700";
$packSetting[DispenserDepImage,6,7] = "Stinger Launcher Stinger";
$packSetting[DispenserDepImage,7,7] = "Javelin Launcher Javelin";
$packSetting[DispenserDepImage,8,7] = "Wp400 Shotgun Wp400";
$packSettings[DispenserDepImage,8] = "8 1 Dispenser Pack:[Ammo]";
$packSetting[DispenserDepImage,0,8] = "[Cycle packs] cycle";
$packSetting[DispenserDepImage,1,8] = "[Random pack] random";
$packSetting[DispenserDepImage,2,8] = "S3 Ammo S3RifleAmmo";
$packSetting[DispenserDepImage,3,8] = "G41 Ammo G41RifleAmmo";
$packSetting[DispenserDepImage,4,8] = "M1700 Ammo M1700Ammo";
$packSetting[DispenserDepImage,5,8] = "C4 Explosive C4";
$packSetting[DispenserDepImage,6,8] = "Stinger Ammo StingerAmmo";
$packSetting[DispenserDepImage,7,8] = "Javelin Ammo JavelinAmmo";
$packSetting[DispenserDepImage,8,8] = "Wp400 Ammo Wp400Ammo";
///(Arg my poor fingers.. :()
datablock ParticleData( DispenserEffectParticle )
{
dragCoeffiecient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
lifetimeMS = 250;
lifetimeVarianceMS = 100;
textureName = "flarebase";
useInvAlpha = false;
spinRandomMin = -360.0;
spinRandomMax = 360.0;
colors[0] = "0.4 0.4 0.4 1.0";
colors[1] = "0.3 0.3 0.3 0.1";
colors[2] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.4;
sizes[1] = 0.5;
sizes[2] = 0.7;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( DispenserEffectEmitter )
{
ejectionPeriodMS = 5;
periodVarianceMS = 1;
ejectionVelocity = 5.0; // A little oomph at the back end
velocityVariance = 2.0;
thetaMin = 20.0;
thetaMax = 30.0;
phiReferenceVel = "0";
phiVariance = "360";
orientParticles = False;
orientOnVelocity = False;
particles = "DispenserEffectParticle";
};
datablock StaticShapeData(DispenserDep) : DeployedCrate
{
shapeFile = "stackable4m.dts";
needsPower = true;
};
datablock ShapeBaseImageData(DispenserDepImage) {
mass = 20;
emap = true;
shapeFile = "stackable4m.dts";
item = DispenserDepPack;
mountPoint = 1;
offset = "0 -0.18 -0.5";
deployed = DispenserDep;
heatSignature = 0;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Idle";
isLarge = true;
maxDepSlope = 360;
deploySound = ItemPickupSound;
minDeployDis = 0.5;
maxDeployDis = 50.0;
};
datablock ItemData(DispenserDepPack) {
className = Pack;
catagory = "Deployables";
shapeFile = "stackable4m.dts";
mass = 5.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 1;
rotate = true;
image = "DispenserDepImage";
pickUpName = "an pack Dispenser";
heatSignature = 0;
emap = true;
};
function DispenserDepPack::onPickup(%this, %obj, %shape, %amount) {
// created to prevent console errors
}
function DispenserDep::gainPower(%data, %obj)
{
respawnpack(%obj);
}
function DispenserDep::losePower(%data, %obj)
{
if (isObject(%obj.emitter))
%obj.emitter.delete();
}
function DispenserDepImage::onDeploy(%item, %plyr, %slot) {
%playerVector = vectorNormalize(-1 * getWord(%plyr.getEyeVector(),1) SPC getWord(%plyr.getEyeVector(),0) SPC "0");
%item.surfaceNrm2 = %playerVector;
%rot = fullRot(%item.surfaceNrm,%item.surfaceNrm2);
%deplObj = new StaticShape()
{
dataBlock = "DispenserDep";
scale = "1.5 1.5 0.5";
};
// set orientation
%deplObj.setTransform(%item.surfacePt SPC %rot);
// set the recharge rate right away
if (%deplObj.getDatablock().rechargeRate)
%deplObj.setRechargeRate(%deplObj.getDatablock().rechargeRate);
// set team, owner, and handle
%deplObj.team = %plyr.client.Team;
%deplObj.setOwner(%plyr);
%set1 = %plyr.packSet ? %plyr.packSet : 0;
%set2 = %plyr.expertSet ? %plyr.expertSet : 0;
%name = GetWord($packSetting[DispenserDepImage, %set1,%set2],2);
%deplObj.packblock = %name;
%deplObj.set1 = %set1;
%deplObj.set2 = %set2;
// place the deployable in the MissionCleanup/Deployables group (AI reasons)
addToDeployGroup(%deplObj);
//let the AI know as well...
AIDeployObject(%plyr.client, %deplObj);
// play the deploy sound
serverPlay3D(%item.deploySound, %deplObj.getTransform());
// increment the team count for this deployed object
$TeamDeployedCount[%plyr.team, %item.item]++;
addDSurface(%item.surface,%deplObj);
%deplObj.powerFreq = %plyr.powerFreq;
checkPowerObject(%deplObj);
respawnpack(%deplObj);
if (!%plyr.client.isAdmin)
{
%plyr.unmountImage(%slot);
%plyr.decInventory(%item.item, 1);
}
return %deplObj;
}
function DispenserDep::onDestroyed(%this,%obj,%prevState) {
if (%obj.isRemoved)
return;
%obj.isRemoved = true;
if (isObject(%obj.emitter))
%obj.emitter.delete();
Parent::onDestroyed(%this,%obj,%prevState);
$TeamDeployedCount[%obj.team, DispenserDepPack]--;
remDSurface(%obj);
%obj.schedule(500, "delete");
}
function DispenserDepImage::onMount(%data, %obj, %node) {
displayPowerFreq(%obj);
%obj.hasEmpack = true; // not needed anymore
%obj.packSet = 0;
%obj.packSet[0] = 0;
%obj.packSet[1] = 0;
%obj.packSet[2] = 0;
%obj.packSet[3] = 0;
}
function DispenserDepImage::onUnmount(%data, %obj, %node) {
%obj.hasEmpack = ""; // not needed anymore
%obj.packSet = 0;
%obj.packSet[0] = 0;
%obj.packSet[1] = 0;
%obj.packSet[2] = 0;
%obj.packSet[3] = 0;
}
//Respawns dispenser's item.
function respawnpack(%disp,%override)
{
if ((!IsObject(%disp.pack)) && isObject(%disp))
{
%name = %disp.packblock;
%set1 = %disp.set1;
%set2 = %disp.set2;
if (%name $= "cycle")
{
%disp.set1++;
%max = GetWord($packSettings[DispenserDepImage,%set2 ],0);
if (%disp.set1 > %max || %disp.set1 < 2)
%disp.set1 = 2;
%name = GetWord($packSetting[DispenserDepImage, %disp.set1,%set2],2);
}
else if (%name $= "random")
{
%max = GetWord($packSettings[DispenserDepImage,%set2 ],0);
%set1 = mFloor(getRandom()*(%max-2) +2);
%name = GetWord($packSetting[DispenserDepImage, %set1,%set2],2);
}
%pack = new Item()
{
dataBlock = %name;
static = false;
rotate = true;
};
%pack.startFade(0,0,1);
%pos = VectorAdd(RealVec(%disp,"0 0 1"),%disp.getEdge("0 0 1"));
%pack.setTransform(%pos SPC "0 0 1" SPC getRandom()*$Pi*2);
%em = createLifeEmitter(%pos,DispenserEffectEmitter,1000);
%pack.startFade(1000,0,0);
%em.setRotation(%disp.getRotation);
%pack.dispenser = %disp;
%disp.emitter = %pack; //Lil hook to make it get removed when disas
%disp.pack = %pack;
%pack.addTofxGroup(2);
}
}
//Not much has changed.. :D
function DispenserDepImage::ChangeMode(%data,%plyr,%val,%level) {
if (%level == 0) {
if (%plyr.expertset $= "")
%plyr.expertset = 0;
//Selecting Dispenser
%set = %plyr.expertSet $= "" ? 0 : %plyr.expertSet;
%image = %data.getName();
%settings = $packSettings[%image,%set];
%plyr.packSet = %plyr.packSet + %val;
if (%plyr.packSet > getWord(%settings,0))
%plyr.packSet = 0;
if (%plyr.packSet < 0)
%plyr.packSet = getWord(%settings,0);
%packname = GetWords(%settings,2,getWordCount(%settings));
%curset = $PackSetting[%image,%plyr.packSet,%set];
if (getWord(%settings,1) == -1)
%line = GetWords(%curset,0,getWordCount(%curset));
else
%line = GetWords(%curset,0,getWord(%settings,1));
bottomPrint(%plyr.client,%packname SPC "set to"SPC %line,2,1);
}
else {
Parent::ChangeMode(%data,%plyr,%val,%level);
}
}