mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-01-20 03:54:48 +00:00
657 lines
22 KiB
C#
657 lines
22 KiB
C#
datablock TracerProjectileData(AC130120MM) {
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doDynamicClientHits = true;
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directDamage = 0.45; // z0dd - ZOD, 9-27-02. Was 0.0825
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directDamageType = $DamageType::GunTurret;
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hasDamageRadius = true;
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indirectDamage = 4.45;
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damageRadius = 20.0;
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radiusDamageType = $DamageType::GunTurret;
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explosion = "LargeSatchelMainExplosion";
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splash = ChaingunSplash;
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kickBackStrength = 1500.0;
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sound = BomberBombProjectileSound;
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//dryVelocity = 425.0;
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dryVelocity = 300.0; // z0dd - ZOD, 8-12-02. Was 425.0
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wetVelocity = 200.0;
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velInheritFactor = 0.0;
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fizzleTimeMS = 30000;
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lifetimeMS = 30000;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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deflectionOnWaterImpact = 0.0;
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fizzleUnderwaterMS = 3000;
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tracerLength = 60.0;
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tracerAlpha = false;
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tracerMinPixels = 6;
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tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
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tracerTex[0] = "special/tracer00";
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tracerTex[1] = "special/tracercross";
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tracerWidth = 5.25;
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crossSize = 0.20;
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crossViewAng = 0.990;
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renderCross = true;
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decalData[0] = ChaingunDecal1;
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decalData[1] = ChaingunDecal2;
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decalData[2] = ChaingunDecal3;
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decalData[3] = ChaingunDecal4;
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decalData[4] = ChaingunDecal5;
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decalData[5] = ChaingunDecal6;
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};
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datablock TracerProjectileData(AC13045MM) {
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doDynamicClientHits = true;
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directDamage = 0.45; // z0dd - ZOD, 9-27-02. Was 0.0825
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directDamageType = $DamageType::GunTurret;
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hasDamageRadius = true;
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indirectDamage = 0.5;
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damageRadius = 13.0;
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radiusDamageType = $DamageType::GunTurret;
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explosion = "VehicleBombExplosion";
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splash = ChaingunSplash;
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kickBackStrength = 1500.0;
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sound = ChaingunProjectile;
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//dryVelocity = 425.0;
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dryVelocity = 800.0; // z0dd - ZOD, 8-12-02. Was 425.0
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wetVelocity = 600.0;
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velInheritFactor = 0.0;
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fizzleTimeMS = 30000;
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lifetimeMS = 30000;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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deflectionOnWaterImpact = 0.0;
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fizzleUnderwaterMS = 3000;
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tracerLength = 15.0;
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tracerAlpha = false;
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tracerMinPixels = 6;
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tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
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tracerTex[0] = "special/tracer00";
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tracerTex[1] = "special/tracercross";
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tracerWidth = 2.25;
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crossSize = 0.20;
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crossViewAng = 0.990;
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renderCross = true;
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decalData[0] = ChaingunDecal1;
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decalData[1] = ChaingunDecal2;
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decalData[2] = ChaingunDecal3;
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decalData[3] = ChaingunDecal4;
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decalData[4] = ChaingunDecal5;
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decalData[5] = ChaingunDecal6;
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};
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//Vehicle
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datablock FlyingVehicleData(AC130) : BomberDamageProfile
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{
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spawnOffset = "0 0 2";
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canControl = true;
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catagory = "Vehicles";
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shapeFile = "vehicle_air_bomber.dts";
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multipassenger = true;
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computeCRC = true;
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weaponNode = 1;
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debrisShapeName = "vehicle_air_bomber_debris.dts";
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debris = ShapeDebris;
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renderWhenDestroyed = false;
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drag = 0.2;
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density = 1.0;
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mountPose[0] = sitting;
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mountPose[1] = sitting;
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numMountPoints = 2;
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isProtectedMountPoint[0] = true;
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isProtectedMountPoint[1] = true;
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cameraDefaultFov = 90.0;
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cameraMinFov = 5.0;
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cameraMaxFov = 120.0;
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cameraMaxDist = 22;
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cameraOffset = 5;
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cameraLag = 1.0;
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explosion = LargeAirVehicleExplosion;
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explosionDamage = 0.5;
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explosionRadius = 5.0;
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maxDamage = 6.00; // Total health
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destroyedLevel = 6.00; // Damage textures show up at this health level
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isShielded = true;
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energyPerDamagePoint = 150;
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maxEnergy = 400; // Afterburner and any energy weapon pool
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minDrag = 60; // Linear Drag (eventually slows you down when not thrusting...constant drag)
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rotationalDrag = 1800; // Angular Drag (dampens the drift after you stop moving the mouse...also tumble drag)
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rechargeRate = 0.8;
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// Auto stabilize speed
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maxAutoSpeed = 15; // Autostabilizer kicks in when less than this speed. (meters/second)
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autoAngularForce = 1500; // Angular stabilizer force (this force levels you out when autostabilizer kicks in)
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autoLinearForce = 300; // Linear stabilzer force (this slows you down when autostabilizer kicks in)
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autoInputDamping = 0.95; // Dampen control input so you don't whack out at very slow speeds
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// Maneuvering
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maxSteeringAngle = 5; // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
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horizontalSurfaceForce = 5; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
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verticalSurfaceForce = 8; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
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maneuveringForce = 4700; // Horizontal jets (W,S,D,A key thrust)
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steeringForce = 1100; // Steering jets (force applied when you move the mouse)
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steeringRollForce = 300; // Steering jets (how much you heel over when you turn)
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rollForce = 8; // Auto-roll (self-correction to right you after you roll/invert)
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hoverHeight = 5; // Height off the ground at rest
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createHoverHeight = 3; // Height off the ground when created
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maxForwardSpeed = 85; // speed in which forward thrust force is no longer applied (meters/second)
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// Turbo Jet
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jetForce = 3000; // Afterburner thrust (this is in addition to normal thrust)
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minJetEnergy = 40.0; // Afterburner can't be used if below this threshhold.
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jetEnergyDrain = 3.0; // Energy use of the afterburners (low number is less drain...can be fractional)
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vertThrustMultiple = 3.0;
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dustEmitter = LargeVehicleLiftoffDustEmitter;
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triggerDustHeight = 4.0;
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dustHeight = 2.0;
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damageEmitter[0] = LightDamageSmoke;
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damageEmitter[1] = HeavyDamageSmoke;
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damageEmitter[2] = DamageBubbles;
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damageEmitterOffset[0] = "3.0 -3.0 0.0 ";
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damageEmitterOffset[1] = "-3.0 -3.0 0.0 ";
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damageLevelTolerance[0] = 0.3;
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damageLevelTolerance[1] = 0.7;
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numDmgEmitterAreas = 2;
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// Rigid body
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mass = 350; // Mass of the vehicle
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bodyFriction = 0; // Don't mess with this.
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bodyRestitution = 0.5; // When you hit the ground, how much you rebound. (between 0 and 1)
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minRollSpeed = 0; // Don't mess with this.
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softImpactSpeed = 20; // Sound hooks. This is the soft hit.
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hardImpactSpeed = 25; // Sound hooks. This is the hard hit.
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// Ground Impact Damage (uses DamageType::Ground)
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minImpactSpeed = 40; // If hit ground at speed above this then it's an impact. Meters/second
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speedDamageScale = 0.060;
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// Object Impact Damage (uses DamageType::Impact)
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collDamageThresholdVel = 25;
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collDamageMultiplier = 0.020;
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//
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minTrailSpeed = 15; // The speed your contrail shows up at.
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trailEmitter = ContrailEmitter;
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forwardJetEmitter = FlyerJetEmitter;
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downJetEmitter = FlyerJetEmitter;
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//
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jetSound = BomberFlyerThrustSound;
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engineSound = BomberFlyerEngineSound;
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softImpactSound = SoftImpactSound;
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hardImpactSound = HardImpactSound;
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//wheelImpactSound = WheelImpactSound;
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//
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softSplashSoundVelocity = 15.0;
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mediumSplashSoundVelocity = 20.0;
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hardSplashSoundVelocity = 30.0;
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exitSplashSoundVelocity = 10.0;
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exitingWater = VehicleExitWaterHardSound;
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impactWaterEasy = VehicleImpactWaterSoftSound;
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impactWaterMedium = VehicleImpactWaterMediumSound;
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impactWaterHard = VehicleImpactWaterHardSound;
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waterWakeSound = VehicleWakeHardSplashSound;
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minMountDist = 4;
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splashEmitter[0] = VehicleFoamDropletsEmitter;
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splashEmitter[1] = VehicleFoamEmitter;
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shieldImpact = VehicleShieldImpact;
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cmdCategory = "Tactical";
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cmdIcon = CMDFlyingBomberIcon;
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cmdMiniIconName = "commander/MiniIcons/com_bomber_grey";
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targetNameTag = 'AC-130';
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targetTypeTag = 'Gunship';
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sensorData = AerialGunshipSensor;
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max[MiniChaingunAmmo] = 9999;
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max[MissileLauncherAmmo] = 9999;
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max[MortarAmmo] = 9999;
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checkRadius = 7.1895;
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observeParameters = "1 10 10";
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shieldEffectScale = "0.75 0.975 0.375";
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showPilotInfo = 1;
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};
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//TURRET
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datablock TurretData(AC130GunshipTurret) : TurretDamageProfile
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{
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className = VehicleTurret;
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catagory = "Turrets";
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shapeFile = "turret_belly_base.dts";
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preload = true;
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canControl = false;
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cmdCategory = "Tactical";
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cmdIcon = CMDFlyingBomberIcon;
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cmdMiniIconName = "commander/MiniIcons/com_bomber_grey";
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targetNameTag = 'AC-130';
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targetTypeTag = 'Cannon';
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mass = 1.0; // Not really relevant
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repairRate = 0;
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maxDamage = AC130.maxDamage;
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destroyedLevel = AC130.destroyedLevel;
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thetaMin = 90;
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thetaMax = 180;
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inheritEnergyFromMount = true;
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firstPersonOnly = true;
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useEyePoint = true;
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numWeapons = 3;
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max[MiniChaingunAmmo] = 9999;
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max[MissileLauncherAmmo] = 9999;
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max[MortarAmmo] = 9999;
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};
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datablock TurretImageData(AC130GunshipCGImage) {
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shapeFile = "turret_tank_barrelchain.dts";
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offset = "-0.3 0 0";
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mountPoint = 0;
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item = MiniChaingun;
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ammo = MiniChaingunAmmo;
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projectile = ApacheCGBullet;
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projectileType = TracerProjectile;
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projectileSpread = 0.4 / 1000.0;
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emap = true;
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casing = ShellDebris;
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shellExitDir = "1.0 0.3 1.0";
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shellExitOffset = "0.15 -0.56 -0.1";
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shellExitVariance = 5.0;
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shellVelocity = 0.0;
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usesEnergy = true;
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useMountEnergy = false;
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// Turret parameters
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activationMS = 175; // z0dd - ZOD, 3/27/02. Was 250. Amount of time it takes turret to unfold
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deactivateDelayMS = 500;
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thinkTimeMS = 140; // z0dd - ZOD, 3/27/02. Was 200. Amount of time before turret starts to unfold (activate)
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degPerSecTheta = 600;
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degPerSecPhi = 1080;
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attackRadius = 2000;
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stateName[0] = "Activate";
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stateSequence[0] = "Activate";
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// stateSound[0] = GravChaingunIdleSound;
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stateAllowImageChange[0] = true;
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stateTimeoutValue[0] = 0.1;
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stateTransitionOnTimeout[0] = "Ready";
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stateName[1] = "Ready";
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stateSpinThread[1] = Stop;
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stateTransitionOnTriggerDown[1] = "Spinup";
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stateName[2] = "Spinup";
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stateSpinThread[2] = SpinUp;
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//stateSound[3] = ChaingunSpinupSound;
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stateTimeoutValue[2] = 0.2;
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stateWaitForTimeout[2] = false;
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stateTransitionOnTimeout[2] = "Fire";
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stateTransitionOnTriggerUp[2] = "Spindown";
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stateName[3] = "Fire";
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stateSequence[3] = "Fire";
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stateSequenceRandomFlash[3] = true;
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stateSpinThread[3] = FullSpeed;
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stateSound[3] = ChaingunFireSound;
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//stateRecoil[4] = LightRecoil;
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stateAllowImageChange[3] = true;
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stateScript[3] = "onFire";
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stateFire[3] = true;
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stateEjectShell[3] = true;
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stateTimeoutValue[3] = 0.01;
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stateTransitionOnTimeout[3] = "Fire";
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stateTransitionOnTriggerUp[3] = "Spindown";
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stateName[4] = "Spindown";
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//stateSound[5] = ChaingunSpinDownSound;
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stateSpinThread[4] = SpinDown;
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stateTimeoutValue[4] = 0.05;
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stateWaitForTimeout[4] = true;
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stateTransitionOnTimeout[4] = "Ready";
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stateTransitionOnTriggerDown[4] = "Spinup";
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stateName[5] = "DryFire";
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stateSound[5] = ShrikeBlasterDryFireSound;
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stateTimeoutValue[5] = 0.5;
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};
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datablock TurretImageData(AC130BigCannonImage) {
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shapeFile = "turret_tank_barrelmortar.dts";
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offset = "-0.3 0 0";
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mountPoint = 0;
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item = Mortar;
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projectile = AC130120MM;
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projectileType = TracerProjectile;
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projectileSpread = 0.4 / 1000.0;
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emap = true;
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casing = ShellDebris;
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shellExitDir = "1.0 0.3 1.0";
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shellExitOffset = "0.15 -0.56 -0.1";
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shellExitVariance = 5.0;
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shellVelocity = 0.0;
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usesEnergy = true;
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useMountEnergy = false;
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// Turret parameters
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activationMS = 175; // z0dd - ZOD, 3/27/02. Was 250. Amount of time it takes turret to unfold
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deactivateDelayMS = 500;
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thinkTimeMS = 140; // z0dd - ZOD, 3/27/02. Was 200. Amount of time before turret starts to unfold (activate)
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degPerSecTheta = 600;
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degPerSecPhi = 1080;
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attackRadius = 2000;
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// State transitions
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stateName[0] = "Activate";
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stateTransitionOnNotLoaded[0] = "Dead";
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stateTransitionOnLoaded[0] = "ActivateReady";
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stateName[1] = "ActivateReady";
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stateSequence[1] = "Activate";
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stateSound[1] = MBLSwitchSound;
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stateTimeoutValue[1] = 1;
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stateTransitionOnTimeout[1] = "Ready";
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stateTransitionOnNotLoaded[1] = "Deactivate";
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stateName[2] = "Ready";
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stateTransitionOnNotLoaded[2] = "Deactivate";
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stateTransitionOnTriggerDown[2] = "Fire1";
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stateName[3] = "Fire1";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.3;
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stateFire[3] = true;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = true;
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stateSequence[3] = "Fire";
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stateSound[3] = EscapePodLaunchSound;
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stateScript[3] = "onFire";
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stateName[4] = "Reload";
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stateTimeoutValue[4] = 6.0;
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stateAllowImageChange[4] = true;
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stateSequence[4] = "Reload";
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stateTransitionOnTimeout[4] = "Ready";
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stateTransitionOnNotLoaded[4] = "Deactivate";
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stateName[5] = "Deactivate";
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stateSequence[5] = "Activate";
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stateDirection[5] = false;
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stateTimeoutValue[5] = 1;
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stateTransitionOnLoaded[5] = "ActivateReady";
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stateTransitionOnTimeout[5] = "Dead";
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stateName[6] = "Dead";
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stateTransitionOnLoaded[6] = "ActivateReady";
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};
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datablock TurretImageData(AC130LittleCannonImage) {
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shapeFile = "turret_mortar_large.dts";
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offset = "-0.3 0 0";
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mountPoint = 0;
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item = MissileLauncher;
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projectile = AC13045MM;
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projectileType = TracerProjectile;
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projectileSpread = 0.4 / 1000.0;
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emap = true;
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casing = ShellDebris;
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shellExitDir = "1.0 0.3 1.0";
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shellExitOffset = "0.15 -0.56 -0.1";
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shellExitVariance = 5.0;
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shellVelocity = 0.0;
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usesEnergy = true;
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useMountEnergy = false;
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// Turret parameters
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activationMS = 175; // z0dd - ZOD, 3/27/02. Was 250. Amount of time it takes turret to unfold
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deactivateDelayMS = 500;
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thinkTimeMS = 140; // z0dd - ZOD, 3/27/02. Was 200. Amount of time before turret starts to unfold (activate)
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degPerSecTheta = 600;
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degPerSecPhi = 1080;
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attackRadius = 2000;
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// State transitions
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stateName[0] = "Activate";
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stateTransitionOnNotLoaded[0] = "Dead";
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stateTransitionOnLoaded[0] = "ActivateReady";
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stateName[1] = "ActivateReady";
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stateSequence[1] = "Activate";
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stateSound[1] = MBLSwitchSound;
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stateTimeoutValue[1] = 1;
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stateTransitionOnTimeout[1] = "Ready";
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stateTransitionOnNotLoaded[1] = "Deactivate";
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stateName[2] = "Ready";
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stateTransitionOnNotLoaded[2] = "Deactivate";
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stateTransitionOnTriggerDown[2] = "Fire1";
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stateName[3] = "Fire1";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.3;
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stateFire[3] = true;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = true;
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stateSequence[3] = "Fire";
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stateSound[3] = MBLFireSound;
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stateScript[3] = "onFire";
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stateName[4] = "Reload";
|
|
stateTimeoutValue[4] = 0.8;
|
|
stateAllowImageChange[4] = true;
|
|
stateSequence[4] = "Reload";
|
|
stateTransitionOnTimeout[4] = "Ready";
|
|
stateTransitionOnNotLoaded[4] = "Deactivate";
|
|
|
|
stateName[5] = "Deactivate";
|
|
stateSequence[5] = "Activate";
|
|
stateDirection[5] = false;
|
|
stateTimeoutValue[5] = 1;
|
|
stateTransitionOnLoaded[5] = "ActivateReady";
|
|
stateTransitionOnTimeout[5] = "Dead";
|
|
|
|
stateName[6] = "Dead";
|
|
stateTransitionOnLoaded[6] = "ActivateReady";
|
|
};
|
|
|
|
|
|
//Functions
|
|
function AC130::deleteAllMounted(%data, %obj) {
|
|
%turret = %obj.turretObject;
|
|
if (!%turret) {
|
|
|
|
}
|
|
else {
|
|
if(%turret.getControllingClient() != 0) {
|
|
%cl = %turret.getControllingClient();
|
|
if(isObject(%cl.player) && %cl.player.getState() !$= "dead") {
|
|
%cl.setControlObject(%cl.player);
|
|
}
|
|
}
|
|
%turret.schedule(1000, delete);
|
|
}
|
|
}
|
|
|
|
function AC130::playerMounted(%data, %obj, %player, %node) {
|
|
switch(%node) {
|
|
case 0:
|
|
bottomPrint(%player.client, "PILOT: Fly around \n [MINE] Toggle Weapons (No Gunner)", 2, 2);
|
|
case 1:
|
|
bottomPrint(%player.client, "GUNNER: Fire... \n [MINE] Toggle Weapons", 2, 2);
|
|
%player.client.setControlObject(%obj.turretObject);
|
|
%player.isACGunner = 1;
|
|
}
|
|
}
|
|
|
|
function AC130::onAdd(%this, %obj) {
|
|
Parent::onAdd(%this, %obj);
|
|
|
|
setTargetSensorGroup(%obj.getTarget(),%obj.team);
|
|
%turret = TurretData::create(AC130GunshipTurret);
|
|
%turret.selectedWeapon = 1;
|
|
MissionCleanup.add(%turret);
|
|
%turret.setSelfPowered();
|
|
%obj.mountObject(%turret, 10);
|
|
%turret.setCapacitorRechargeRate(999);
|
|
%turret.mountobj = %obj;
|
|
%obj.turretObject = %turret;
|
|
%turret.team = %obj.team;
|
|
%turret.base = %obj;
|
|
%turret.mountImage(AC130GunshipCGImage,0);
|
|
setTargetSensorGroup(%turret.getTarget(),%obj.team);
|
|
%turret.setAutoFire(true); //YES
|
|
|
|
%turret.setInventory(MiniChaingunAmmo, 9999, true);
|
|
%turret.setInventory(MissileLauncherAmmo, 9999, true);
|
|
%turret.setInventory(MortarAmmo, 9999, true);
|
|
|
|
%obj.barrel = "Chain";
|
|
}
|
|
|
|
function AC130::onTrigger(%data, %obj, %trigger, %state) {
|
|
%plyr = %obj.getMountNodeObject(0);
|
|
if(%obj.turretObject.getControllingClient() != 0) {
|
|
BottomPrint(%plyr.client, "AC130: There is a gunner, cannot change weapons", 3, 1);
|
|
return;
|
|
}
|
|
if(%state == 1 && %trigger == 5) {
|
|
if(%obj.barrel $= "Chain") {
|
|
%obj.barrel = "120";
|
|
%obj.turretObject.mountImage(AC130BigCannonImage, 0);
|
|
BottomPrint(%plyr.client, "AC130: Switching to 120MM Cannon", 3, 1);
|
|
}
|
|
else if(%obj.barrel $= "120") {
|
|
%obj.barrel = "45";
|
|
%obj.turretObject.mountImage(AC130LittleCannonImage, 0);
|
|
BottomPrint(%plyr.client, "AC130: Switching to 45MM Cannon", 3, 1);
|
|
}
|
|
else if(%obj.barrel $= "45") {
|
|
%obj.barrel = "Chain";
|
|
%obj.turretObject.mountImage(AC130GunshipCGImage, 0);
|
|
BottomPrint(%plyr.client, "AC130: Switching to 25Cal Chaingun", 3, 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
function AC130GunshipTurret::playerDismount(%data, %obj) {
|
|
%client = %obj.getControllingClient();
|
|
|
|
commandToClient( %client, 'VehicleDismount' );
|
|
%client.player.mountVehicle = false;
|
|
%client.player.isACGunner = 0;
|
|
if(%client.player.getState() !$= "Dead") {
|
|
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
|
|
}
|
|
}
|
|
|
|
function AC130GunshipTurret::onTrigger(%data, %obj, %trigger, %state) {
|
|
if(!isObject(%obj.getMountNodeObject(1))) {
|
|
%cl = %obj.getControllingClient();
|
|
}
|
|
else {
|
|
%cl = %obj.getMountNodeObject(1).client;
|
|
}
|
|
//
|
|
switch(%trigger) {
|
|
case 2:
|
|
if(%state && %cl.player.isACGunner) {
|
|
%cl.setControlObject(%cl.player);
|
|
%obj.getDataBlock().playerDismount(%obj);
|
|
}
|
|
case 5:
|
|
if(%state) {
|
|
if(%obj.mountobj.barrel $= "Chain") {
|
|
%obj.mountobj.barrel = "120";
|
|
%obj.mountImage(AC130BigCannonImage, 0);
|
|
BottomPrint(%cl, "AC130: Switching to 120MM Cannon", 3, 1);
|
|
commandToClient(%cl, 'setWeaponsHudActive', '', "gui/hud_ret_targlaser", true);
|
|
}
|
|
else if(%obj.mountobj.barrel $= "120") {
|
|
%obj.mountobj.barrel = "45";
|
|
%obj.mountImage(AC130LittleCannonImage, 0);
|
|
BottomPrint(%cl, "AC130: Switching to 45MM Cannon", 3, 1);
|
|
commandToClient(%cl, 'setWeaponsHudActive', '', "gui/hud_ret_targlaser", true);
|
|
}
|
|
else if(%obj.mountobj.barrel $= "45") {
|
|
%obj.mountobj.barrel = "Chain";
|
|
%obj.mountImage(AC130GunshipCGImage, 0);
|
|
BottomPrint(%cl, "AC130: Switching to 25Cal Chaingun", 3, 1);
|
|
commandToClient(%cl, 'setWeaponsHudActive', '', "gui/hud_ret_targlaser", true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
function AC130GunshipTurret::onDamage(%data, %obj) {
|
|
%newDamageVal = %obj.getDamageLevel();
|
|
if(%obj.lastDamageVal !$= "")
|
|
if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal)
|
|
%obj.getObjectMount().setDamageLevel(%newDamageVal);
|
|
%obj.lastDamageVal = %newDamageVal;
|
|
}
|
|
|
|
function AC130BigCannonImage::onFire(%data, %obj, %slot) {
|
|
%p = Parent::onFire(%data, %obj, %slot);
|
|
if(isObject(%obj.GetControllingClient().player) && %obj.GetControllingClient().player.getState() !$= "dead") {
|
|
%p.sourceObject = %obj.GetControllingClient().player;
|
|
//Now I get ze killz... muhaha
|
|
//messageAllExcept(%obj.GetControllingClient(), -1, 'msgFia', "~wfx/Bonuses/high-level4-blazing.wav");
|
|
}
|
|
}
|
|
|
|
function AC130LittleCannonImage::onFire(%data, %obj, %slot) {
|
|
%p = Parent::onFire(%data, %obj, %slot);
|
|
if(isObject(%obj.GetControllingClient().player) && %obj.GetControllingClient().player.getState() !$= "dead") {
|
|
%p.sourceObject = %obj.GetControllingClient().player;
|
|
//Now I get ze killz... muhaha
|
|
//messageAllExcept(%obj.GetControllingClient(), -1, 'msgFia', "~wfx/powered/turret_mortar_fire.wav");
|
|
}
|
|
}
|
|
|
|
function AC130GunshipCGImage::onFire(%data, %obj, %slot) {
|
|
%p = Parent::onFire(%data, %obj, %slot);
|
|
if(isObject(%obj.GetControllingClient().player) && %obj.GetControllingClient().player.getState() !$= "dead") {
|
|
%p.sourceObject = %obj.GetControllingClient().player;
|
|
//Now I get ze killz... muhaha
|
|
//messageAllExcept(%obj.GetControllingClient(), -1, 'msgFia', "~wfx/weapons/chaingun_fire.wav");
|
|
}
|
|
}
|