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

172 lines
5.1 KiB
C#

//--------------------------------------------------------------------------
// Large Missile Turret
//
//
//--------------------------------------------------------------------------
//datablock AudioProfile(MBLSwitchSound)
datablock AudioProfile(MILSwitchSound)
{
filename = "fx/powered/turret_missile_activate.wav";
description = AudioClose3d;
preload = true;
};
//datablock AudioProfile(MBLFireSound)
datablock AudioProfile(MILFireSound)
{
filename = "fx/powered/turret_missile_fire.wav";
description = AudioDefault3d;
preload = true;
};
//--------------------------------------------------------------------------
// Particle effects: Note that we pull the below datablocks from
// scripts/weapons/missileLauncher.cs
//--------------------------------------
//datablock ParticleData(MissileSmokeParticle)
//datablock ParticleEmitterData(MissileSmokeEmitter)
//--------------------------------------------------------------------------
// Explosion: from scripts/weapons/disc.cs
//--------------------------------------
//dataBlock ExplosionData(DiscExplosion)
//--------------------------------------------------------------------------
// Projectile
//--------------------------------------
datablock SeekerProjectileData(TurretMissile)
{
casingShapeName = "weapon_missile_casement.dts";
projectileShapeName = "weapon_missile_projectile.dts";
hasDamageRadius = true;
indirectDamage = 1.0;
damageRadius = 4.0;
radiusDamageType = $DamageType::MissileTurret;
kickBackStrength = 2500;
flareDistance = 200;
flareAngle = 30;
minSeekHeat = 0.6;
explosion = "MissileExplosion";
velInheritFactor = 0.2;
splash = MissileSplash;
baseEmitter = MissileSmokeEmitter;
delayEmitter = MissileFireEmitter;
puffEmitter = MissilePuffEmitter;
lifetimeMS = 20000;
muzzleVelocity = 80.0;
turningSpeed = 90.0;
proximityRadius = 4;
terrainAvoidanceSpeed = 180;
terrainScanAhead = 25;
terrainHeightFail = 12;
terrainAvoidanceRadius = 100;
useFlechette = true;
flechetteDelayMs = 550;
casingDeb = FlechetteDebris;
};
//--------------------------------------------------------------------------
//-------------------------------------- Fusion Turret Image
//
datablock TurretImageData(MissileBarrelLarge)
{
shapeFile = "turret_missile_large.dts";
// ---------------------------------------------
// z0dd - ZOD, 5/8/02. Incorrect parameter value
//item = MissileBarrelLargePack;
item = MissileBarrelPack;
projectile = TurretMissile;
projectileType = SeekerProjectile;
usesEnergy = true;
fireEnergy = 60.0;
minEnergy = 60.0;
isSeeker = true;
seekRadius = 300;
maxSeekAngle = 30;
seekTime = 1.0;
minSeekHeat = 0.6;
emap = true;
minTargetingDistance = 40;
// Turret parameters
activationMS = 250;
deactivateDelayMS = 500;
thinkTimeMS = 200;
degPerSecTheta = 580;
degPerSecPhi = 1080;
attackRadius = 250;
// State transitions
stateName[0] = "Activate";
stateTransitionOnNotLoaded[0] = "Dead";
stateTransitionOnLoaded[0] = "ActivateReady";
stateName[1] = "ActivateReady";
stateSequence[1] = "Activate";
// ----------------------------------------------
// z0dd - ZOD, 3/27/02. Changed for sound fix.
//stateSound[1] = MBLSwitchSound;
stateSound[1] = MILSwitchSound;
stateTimeoutValue[1] = 2;
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";
// ----------------------------------------------
// z0dd - ZOD, 3/27/02. Changed for sound fix.
//stateSound[3] = MBLFireSound;
stateSound[3] = MILFireSound;
stateScript[3] = "onFire";
stateName[4] = "Reload";
stateTimeoutValue[4] = 3.5;
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] = 2;
stateTransitionOnLoaded[5] = "ActivateReady";
stateTransitionOnTimeout[5] = "Dead";
stateName[6] = "Dead";
stateTransitionOnLoaded[6] = "ActivateReady";
stateName[7] = "NoAmmo";
stateTransitionOnAmmo[7] = "Reload";
stateSequence[7] = "NoAmmo";
};