TWM2/scripts/vehicles/vehicle_strikeFighter.cs
Robert Fritzen f25a53d74b 3.9.1 Update
Current work here...
2017-06-20 13:44:29 -05:00

854 lines
26 KiB
C#

datablock FlyingVehicleData(StrikeFlyer) : ShrikeDamageProfile
{
spawnOffset = "0 0 2";
canControl = false;
catagory = "Vehicles";
shapeFile = "vehicle_air_scout.dts";
multipassenger = false;
computeCRC = true;
debrisShapeName = "vehicle_air_scout.dts";
debris = MeShapeDebris;
renderWhenDestroyed = false;
drag = 0.15;
density = 1.0;
mountPose[0] = sitting;
numMountPoints = 1;
isProtectedMountPoint[0] = false;
cameraMaxDist = 15;
cameraOffset = 2.5;
cameraLag = 0.9;
explosion = MeVehicleExplosion;
explosionDamage = 1.0;
explosionRadius = 10.0;
maxDamage = 3.5;
destroyedLevel = 3.5;
HDAddMassLevel = 2.625;
HDMassImage = LflyerHDMassImage;
isShielded = false;
energyPerDamagePoint = 0;
maxEnergy = 500; // Afterburner and any energy weapon pool
rechargeRate = 4;
minDrag = 25; // Linear Drag (eventually slows you down when not thrusting...constant drag)
rotationalDrag = 900; // Anguler Drag (dampens the drift after you stop moving the mouse...also tumble drag)
maxAutoSpeed = 57; // Autostabilizer kicks in when less than this speed. (meters/second)
autoAngularForce = 400; // Angular stabilizer force (this force levels you out when autostabilizer kicks in)
autoLinearForce = 1; // Linear stabilzer force (this slows you down when autostabilizer kicks in)
autoInputDamping = 0.8; // Dampen control input so you don't` whack out at very slow speeds
// Maneuvering
maxSteeringAngle = 7.0; // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
horizontalSurfaceForce = 6; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
verticalSurfaceForce = 4; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
maneuveringForce = 4750; // Horizontal jets (W,S,D,A key thrust)
steeringForce = 587; // Steering jets (force applied when you move the mouse)
steeringRollForce = 3000; // Steering jets (how much you heel over when you turn)
rollForce = 1; // Auto-roll (self-correction to right you after you roll/invert)
hoverHeight = 2.5; // Height off the ground at rest
createHoverHeight = 1; // Height off the ground when created
maxForwardSpeed = 190; // speed in which forward thrust force is no longer applied (meters/second)
// Turbo Jet
jetForce = 2000; // Afterburner thrust (this is in addition to normal thrust)
minJetEnergy = 40; // Afterburner can't be used if below this threshhold.
jetEnergyDrain = 12; // Energy use of the afterburners (low number is less drain...can be fractional) // Auto stabilize speed
vertThrustMultiple = 0.0;
// Rigid body
mass = 180; // Mass of the vehicle
bodyFriction = 0; // Don't mess with this.
bodyRestitution = 0.5; // When you hit the ground, how much you rebound. (between 0 and 1)
minRollSpeed = 0; // Don't mess with this.
softImpactSpeed = 14; // Sound hooks. This is the soft hit.
hardImpactSpeed = 25; // Sound hooks. This is the hard hit.
// Ground Impact Damage (uses DamageType::Ground)
minImpactSpeed = 20; // If hit ground at speed above this then it's an impact. Meters/second
speedDamageScale = 0.06;
// Object Impact Damage (uses DamageType::Impact)
collDamageThresholdVel = 23.0;
collDamageMultiplier = 0.02;
//
minTrailSpeed = 150; // The speed your contrail shows up at.
trailEmitter = ContrailEmitter;
forwardJetEmitter = FlyerJetEmitter;
downJetEmitter = FlyerJetEmitter;
//
jetSound = ScoutFlyerThrustSound;
engineSound = ScoutFlyerEngineSound;
softImpactSound = SoftImpactSound;
hardImpactSound = HardImpactSound;
//wheelImpactSound = WheelImpactSound;
//
softSplashSoundVelocity = 10.0;
mediumSplashSoundVelocity = 15.0;
hardSplashSoundVelocity = 20.0;
exitSplashSoundVelocity = 10.0;
exitingWater = VehicleExitWaterMediumSound;
impactWaterEasy = VehicleImpactWaterSoftSound;
impactWaterMedium = VehicleImpactWaterMediumSound;
impactWaterHard = VehicleImpactWaterMediumSound;
waterWakeSound = VehicleWakeMediumSplashSound;
dustEmitter = VehicleLiftoffDustEmitter;
triggerDustHeight = 4.0;
dustHeight = 1.0;
damageEmitter[0] = MeLightDamageSmoke;
damageEmitter[1] = MeHeavyDamageSmoke;
damageEmitter[2] = MeDamageBubbles;
damageEmitterOffset[0] = "0.0 -3.0 0.0 ";
damageLevelTolerance[0] = 0.4;
damageLevelTolerance[1] = 0.75;
numDmgEmitterAreas = 1;
//
max[MiniChaingunAmmo] = 1500;
max[MissileLauncherAmmo] = 2;
max[MortarAmmo] = 3;
minMountDist = 7;
splashEmitter[0] = VehicleFoamDropletsEmitter;
splashEmitter[1] = VehicleFoamEmitter;
shieldImpact = VehicleShieldImpact;
cmdCategory = "Tactical";
cmdIcon = CMDFlyingScoutIcon;
cmdMiniIconName = "commander/MiniIcons/com_scout_grey";
targetNameTag = 'F41 Awring Strike';
targetTypeTag = 'Fighter';
sensorData = combatSensor;
sensorRadius = combatSensor.detectRadius;
sensorColor = "9 9 255";
checkRadius = 5.5;
observeParameters = "1 10 10";
runningLight[0] = ShrikeLight1;
// runningLight[1] = ShrikeLight2;
shieldEffectScale = "0.937 1.125 0.60";
numWeapons = 3;
replaceTime = 110;
};
//----------------------------------------------
//Projectiles
//----------------------------------------------
datablock BombProjectileData(NapalmBomb)
{
projectileShapeName = "bomb.dts";
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 1.0;
damageRadius = 30;
radiusDamageType = $DamageType::Plasma;
kickBackStrength = 2000;
explosion = "VehicleBombExplosion";
velInheritFactor = 1.0;
grenadeElasticity = 0.25;
grenadeFriction = 0.4;
armingDelayMS = 2000;
muzzleVelocity = 0.1;
drag = 0.3;
minRotSpeed = "60.0 0.0 0.0";
maxRotSpeed = "80.0 0.0 0.0";
scale = "1.0 1.0 1.0";
sound = BomberBombProjectileSound;
};
datablock SeekerProjectileData(sidewinder_MarkIII)
{
casingShapeName = "weapon_missile_casement.dts";
projectileShapeName = "weapon_missile_projectile.dts";
hasDamageRadius = true;
indirectDamage = 1.0;
damageRadius = 12.0;
radiusDamageType = $DamageType::Missile;
kickBackStrength = 750;
explosion = "MissileExplosion";
splash = MissileSplash;
velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
// is cranked up to full so the missile doesn't start
// out behind the player when the player is moving
// very quickly - bramage
baseEmitter = MissileSmokeEmitter;
delayEmitter = MissileFireEmitter;
puffEmitter = MissilePuffEmitter;
bubbleEmitter = GrenadeBubbleEmitter;
bubbleEmitTime = 1.0;
exhaustEmitter = MissileLauncherExhaustEmitter;
exhaustTimeMs = 300;
exhaustNodeName = "muzzlePoint1";
lifetimeMS = 20000; // z0dd - ZOD, 4/14/02. Was 6000
muzzleVelocity = 12.0;
maxVelocity = 215.0; // z0dd - ZOD, 4/14/02. Was 80.0
turningSpeed = 60.0;
acceleration = 100.0;
proximityRadius = 5;
terrainAvoidanceSpeed = 100;
terrainScanAhead = 25;
terrainHeightFail = 12;
terrainAvoidanceRadius = 30;
flareDistance = 100;
flareAngle = 25;
minSeekHeat = 0.5;
sound = MissileProjectileSound;
hasLight = true;
lightRadius = 5.0;
lightColor = "0.2 0.05 0";
useFlechette = true;
flechetteDelayMs = 100;
casingDeb = FlechetteDebris;
explodeOnWaterImpact = false;
};
//--------------------------------------------------
//weaponImages
//--------------------------------------------------
datablock ShapeBaseImageData(StrikeChaingunImage)
{
className = WeaponImage;
shapeFile = "turret_missile_large.dts"; //was turret_tank_barrelchain.dts
item = MiniChaingun;
ammo = MiniChaingunAmmo;
projectile = ApacheCGBullet;
projectileType = TracerProjectile;
mountPoint = 10;
offset = "0 1.5 -0.2"; // L/R - F/B - T/B was "0 3.25 0.75"
rotation = "0 1 0 180";
projectileSpread = 1.0 / 1000.0;
usesEnergy = false;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.1;
stateSequence[0] = "Activate";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire";
stateFire[3] = true;
stateScript[3] = "onFire";
stateSound[3] = ShrikeBlasterFire;
stateTimeoutValue[3] = 0.01;
stateTransitionOnTimeout[3] = "Reload";
stateAllowImageChange[3] = false;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.01;
stateAllowImageChange[4] = false;
stateSound[4] = MissileReloadSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = ShrikeBlasterDryFireSound;
stateTimeoutValue[6] = 1.0;
stateTransitionOnTimeout[6] = "NoAmmo";
};
datablock ShapeBaseImageData(StrikeMissileImage)
{
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = MissileLauncher;
ammo = MissileLauncherAmmo;
projectile = sidewinder_MarkIII;
projectileType = SeekerProjectile;
mountPoint = 10;
offset = "0 -0 -0.15"; // L/R - F/B - T/B
usesEnergy = false;
useMountEnergy = true;
minEnergy = 100;
fireEnergy = 100;
fireTimeout = 125;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.1;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
stateSound[3] = MissileFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.1;
stateAllowImageChange[4] = false;
stateSound[4] = MissileReloadSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = ShrikeBlasterDryFireSound;
stateTimeoutValue[6] = 1.5;
stateTransitionOnTimeout[6] = "NoAmmo";
};
datablock ShapeBaseImageData(StrikeBombImage)
{
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = Mortar;
ammo = MortarAmmo;
projectile = NapalmBomb;
projectileType = BombProjectile;
mountPoint = 10;
offset = "0 -0 -0.15"; // L/R - F/B - T/B
usesEnergy = false;
useMountEnergy = true;
minEnergy = 100;
fireEnergy = 100;
fireTimeout = 125;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "Fire";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.1;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
stateSound[3] = BomberBombFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.5;
stateAllowImageChange[4] = false;
stateSound[4] = MissileReloadSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = BomberBombDryFireSound;
stateTimeoutValue[6] = 1.5;
stateTransitionOnTimeout[6] = "NoAmmo";
};
//------------------------------------------------------
//Vehicle Functions
//------------------------------------------------------
function StrikeFlyer::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
if (%obj.clientControl)
serverCmdResetControlObject(%obj.clientControl);
%obj.mountImage(ScoutChaingunParam, 0);
%obj.mountImage(StrikeMissileImage, 2);
%obj.mountImage(StrikeBombImage, 3);
%obj.mountImage(StrikeChaingunImage, 4);
%obj.selectedWeapon = 1;
%obj.nextWeaponFire = 2;
%obj.setInventory(MiniChaingunAmmo, 1500);
%obj.setInventory(MissileLauncherAmmo, 2);
%obj.setInventory(MortarAmmo, 3);
%obj.schedule(5500, "playThread", $ActivateThread, "activate");
}
function StrikeFlyer::playerMounted(%data, %obj, %player, %node)
{
%ammoAmt = %obj.inv[MissileLauncherAmmo];
if(%ammoAmt)
%obj.setInventory(MissileLauncherAmmo, 2);
%ammoAmt = %obj.inv[MortarAmmo];
if(%ammoAmt)
%obj.setInventory(MortarAmmo, 3);
%ammoAmt = %obj.inv[MiniChaingunAmmo];
if(%ammoAmt)
%obj.incInventory(MiniChaingunAmmo, %ammoAmt);
bottomPrint(%player.client, "Strike Fighter: wep1 CG, wep2 missile, wep3 Napalm bombs", 5, 2 );
commandToClient(%player.client, 'setHudMode', 'Pilot', "Shrike2", %node);
%obj.selectedWeapon = 1;
$numVWeapons = 3;
commandToClient(%player.client, 'SetWeaponryVehicleKeys', true);
if( %player.client.observeCount > 0 )
resetObserveFollow( %player.client, false );
}
function StrikeFlyer::playerDismounted(%data, %obj, %player)
{
%obj.fireWeapon = false;
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(3, false);
%obj.setImageTrigger(4, false);
%obj.setImageTrigger(5, false);
%obj.setImageTrigger(6, false);
setTargetSensorGroup(%obj.getTarget(), %obj.team);
if( %player.client.observeCount > 0 )
resetObserveFollow( %player.client, true );
}
function StrikeFlyer::onTrigger(%data, %obj, %trigger, %state)
{
// data = ScoutFlyer datablock
// obj = ScoutFlyer object number
// trigger = 0 for "fire", 1 for "jump", 3 for "thrust"
// state = 1 for firing, 0 for not firing
if(%trigger == 0)
{
switch (%state) {
case 0:
%obj.fireWeapon = false;
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(3, false);
%obj.setImageTrigger(4, false);
case 1:
%obj.fireWeapon = true;
if(%obj.selectedWeapon == 1)
{
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(3, false);
%obj.setImageTrigger(4, true);
}
else if(%obj.selectedWeapon == 2)
{
%obj.setImageTrigger(2, true);
%obj.setImageTrigger(3, false);
%obj.setImageTrigger(4, false);
}
else
{
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(3, true);
%obj.setImageTrigger(4, false);
}
}
}
}
function strikeflyer::onDestroyed(%data, %obj, %prevState)
{
if(%obj.lastPilot.lastVehicle == %obj)
if(%obj.getMountNodeObject(0) == %obj.lastPilot)
schedule(200, %obj.lastPilot, "scKillPilot", %obj.lastPilot, %obj.lastDamagedBy);
Parent::onDestroyed(%data, %obj, %prevState);
}
//------------------------------------------------------
//Weapon Functions
//------------------------------------------------------
function StrikeMissileImage::onFire(%data,%obj,%slot)
{
%p = Parent::onFire(%data, %obj, %slot);
if(isobject(%obj) || %obj) {
%obj.getMountNodeObject(0).decInventory(%data.ammo, 1);
}
MissileSet.add(%p);
if (%obj.getControllingClient())
if(isobject(%obj) || %obj)
%target = %obj.getLockedTarget();
else
if(isobject(%obj) || %obj)
%target = %obj.getTargetObject();
%homein = missileCheckAirTarget(%target);
if(%target && %homein)
%p.setObjectTarget(%target);
else if(%obj.isLocked())
%p.setPositionTarget(%obj.getLockedPosition());
else
%p.setNoTarget();
}
function StrikeBombImage::onFire(%data,%obj,%slot){
if(isobject(%obj) || %obj) {
%p = Parent::onFire(%data, %obj, %slot);
%obj.getMountNodeObject(0).decInventory(%data.ammo, 1);
%p.spdvec = %obj.getVelocity();
}
}
function Strikeflyer::onEnterLiquid(%data, %obj, %coverage, %type)
{
switch(%type)
{
case 0:
//Water
%obj.setHeat(0.0);
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
case 1:
//Ocean Water
%obj.setHeat(0.0);
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
case 2:
//River Water
%obj.setHeat(0.0);
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
case 3:
//Stagnant Water
%obj.setHeat(0.0);
%obj.liquidDamage(%data, 0.1, $DamageType::Crash);
case 4:
//Lava
%obj.liquidDamage(%data, $VehicleDamageLava, $DamageType::Lava);
case 5:
//Hot Lava
%obj.liquidDamage(%data, $VehicleDamageHotLava, $DamageType::Lava);
case 6:
//Crusty Lava
%obj.liquidDamage(%data, $VehicleDamageCrustyLava, $DamageType::Lava);
case 7:
//Quick Sand
}
}
datablock ParticleData(NapalmInitExpFlameParticle)
{
dragCoefficient = 0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
constantAcceleration = -1.1;
lifetimeMS = 2000;
lifetimeVarianceMS = 0;
textureName = "special/cloudflash";
colors[0] = "1 0.18 0.03 0.6";
colors[1] = "1 0.18 0.03 0.0";
sizes[0] = 7;
sizes[1] = 8;
};
datablock ParticleEmitterData(NapalmInitExpFlameEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionOffset = 2.0;
ejectionVelocity = 30.0;
velocityVariance = 10.0;
thetaMin = 0.0;
thetaMax = 90.0;
lifetimeMS = 250;
particles = "NapalmInitExpFlameParticle";
};
datablock ParticleData(NapalmExpGroundBurnParticle)
{
dragCoefficient = 2;
gravityCoefficient = -0.4;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 3000;
lifetimeVarianceMS = 0;
textureName = "special/cloudflash";
colors[0] = "1 0.18 0.03 0.6";
colors[1] = "1 0.18 0.03 0.0";
sizes[0] = 6;
sizes[1] = 6.75;
};
datablock ParticleEmitterData(NapalmExpGroundBurnEmitter)
{
ejectionPeriodMS = 8;
periodVarianceMS = 0;
ejectionOffset = 0.0;
ejectionVelocity = 10.0;
velocityVariance = 10.0;
thetaMin = 87.0;
thetaMax = 88.0;
lifetimeMS = 10000;
particles = "NapalmExpGroundBurnParticle";
};
datablock ExplosionData(NapalmExplosion)
{
// soundProfile = BombExplosionSound;
soundProfile = MortarExplosionSound;
emitter[0] = NapalmInitExpFlameEmitter;
emitter[1] = NapalmExpGroundBurnEmitter;
explosionShape = "effect_plasma_explosion.dts";
faceViewer = true;
lifetimeMS = 10000;
playSpeed = 0.7;
sizes[0] = "7.0 7.0 7.0";
sizes[1] = "7.0 7.0 7.0";
times[0] = 0.0;
times[1] = 1.0;
};
datablock TracerProjectileData(napalmSubExplosion)
{
doDynamicClientHits = true;
directDamage = 0.0;
directDamageType = $DamageType::Plasma;
explosion = NapalmExplosion;
splash = ChaingunSplash;
hasDamageRadius = true;
indirectDamage = 0.3;
damageRadius = 20;
radiusDamageType = $DamageType::Plasma;
kickBackStrength = 5;
sound = ChaingunProjectile;
dryVelocity = 30.0;
wetVelocity = 30.0;
velInheritFactor = 0;
fizzleTimeMS = 3000;
lifetimeMS = 6000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 1.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.20;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6;
hasLight = true;
lightRadius = 1.0;
lightColor = "0.5 0.5 0.175";
};
function NapalmBomb::onExplode(%data, %proj, %pos, %mod)
{
%vec = %proj.spdvec;
%vec = getword(%vec, 0)@" "@getword(%vec, 1)@" 0";
%vec = vectorNormalize(%vec);
%vec = vectorscale(%vec, 30);
%result = containerRayCast(vectoradd(%pos,"0 0 10"), vectoradd(%pos,%vec), $TypeMasks::StaticShapeObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::ForceFieldObjectType | $TypeMasks::TerrainObjectType, %proj);
for(%i = 0; %i < 3; %i++){
if(%result)
schedule((5 * %i), 0, "NapalmFindNewDir", %pos, %vec, %proj.sourceobject, 0, 0);
else {
%rndvec = (getRandom(1, 15) - 7.5)@" "@(getRandom(1, 15) - 7.5)@" "@((getRandom() * 5) + 5);
%newvec = vectoradd(%vec,%rndvec);
%newvec = vectoradd(%pos,%newvec);
%p = new TracerProjectile()
{
dataBlock = napalmSubExplosion;
initialDirection = "0 0 -1";
initialPosition = %newvec;
sourceSlot = 5;
};
%p.sourceobject = %proj.sourceobject;
%p.vector = %vec;
%p.count = 1;
}
}
if (%data.hasDamageRadius)
RadiusExplosion(%proj, %pos, %data.damageRadius, %data.indirectDamage, %data.kickBackStrength, %proj.sourceObject, %data.radiusDamageType);
}
function napalmSubExplosion::onExplode(%data, %proj, %pos, %mod)
{
if(!isSet(%proj.maxCount)) {
%proj.maxCount = 5;
}
if(%proj.count < %proj.maxCount){
%vec = vectorscale(vectornormalize(%proj.vector), 24);
%result = containerRayCast(vectoradd(%pos,"0 0 10"), vectoradd(%pos,%vec), $TypeMasks::StaticShapeObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::ForceFieldObjectType | $TypeMasks::TerrainObjectType, %proj);
if(%result)
schedule(5, 0, "NapalmFindNewDir", %pos, %vec, %proj.sourceobject, %proj.count, 0);
else{
%rndvec = (getRandom(1, 10) - 5)@" "@(getRandom(1, 10) - 5)@" "@((getRandom() * 5) + 5);
%newvec = vectoradd(%vec,%rndvec);
%newvec = vectoradd(%pos,%newvec);
%p = new TracerProjectile()
{
dataBlock = napalmSubExplosion;
initialDirection = "0 0 -1";
initialPosition = %newvec;
sourceObject = %proj.sourceobject;
sourceSlot = 5;
};
%p.sourceobject = %proj.sourceobject;
%p.vector = %vec;
%p.count = %proj.count + 1;
%p.maxCount = %proj.maxCount;
}
}
if (%data.hasDamageRadius)
RadiusExplosion(%proj, %pos, %data.damageRadius, %data.indirectDamage, %data.kickBackStrength, %proj.sourceObject, %data.radiusDamageType);
}
function NapalmFindNewDir(%pos, %vec, %source, %count, %count2){
if(%count2 == 2){
%rndvec = getRandom(1, 10)@" "@getRandom(1, 10)@" "@((getRandom() * 5) + 4);
%newvec = vectoradd(%pos,%rndvec);
%p = new TracerProjectile()
{
dataBlock = napalmSubExplosion;
initialDirection = "0 0 -1";
initialPosition = %newvec;
sourceObject = %source;
sourceSlot = 5;
};
%p.sourceobject = %source;
%p.vector = %vec;
%p.count = %count+1;
return;
}
if(%count2 == 1){
%vec = vectorscale(%vec,-1);
%result = containerRayCast(vectoradd(%pos,"0 0 10"), vectoradd(%pos,%vec), $TypeMasks::StaticShapeObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::ForceFieldObjectType | $TypeMasks::TerrainObjectType, 0);
if(!(%result)){
%rndvec = getRandom(1, 10)@" "@getRandom(1, 10)@" "@((getRandom() * 5) + 4);
%newvec = vectoradd(%vec,%rndvec);
%newvec = vectoradd(%pos,%newvec);
%p = new TracerProjectile()
{
dataBlock = napalmSubExplosion;
initialDirection = "0 0 -1";
initialPosition = %newvec;
sourceObject = %source;
sourceSlot = 5;
};
%p.sourceobject = %source;
%p.vector = %vec;
%p.count = %count+1;
return;
}
}
else {
%chance = getrandom(1,4);
if(%chance <= 2){
%nv2 = (getword(%vec, 0) * -1);
%nv1 = getword(%vec, 1);
%vec = %nv1@" "@%nv2@" 0";
}else{
%nv2 = getword(%vec, 0);
%nv1 = (getword(%vec, 1) * -1);
%vec = %nv1@" "@%nv2@" 0";
}
%result = containerRayCast(vectoradd(%pos,"0 0 10"), vectoradd(%pos,%vec), $TypeMasks::StaticShapeObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::ForceFieldObjectType | $TypeMasks::TerrainObjectType, 0);
if(!(%result)){
%rndvec = getRandom(1, 10)@" "@getRandom(1, 10)@" "@((getRandom() * 5) + 4);
%newvec = vectoradd(%vec,%rndvec);
%newvec = vectoradd(%pos,%newvec);
%p = new TracerProjectile()
{
dataBlock = napalmSubExplosion;
initialDirection = "0 0 -1";
initialPosition = %newvec;
sourceObject = %source;
sourceSlot = 5;
};
%p.sourceobject = %source;
%p.vector = %vec;
%p.count = %count+1;
return;
}
}
%count2++;
schedule(2, 0, "NapalmFindNewDir", %pos, %vec, %source, %count, %count2);
}