mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-01-20 03:54:48 +00:00
854 lines
26 KiB
C#
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);
|
|
}
|