mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-01-20 03:54:48 +00:00
1586 lines
51 KiB
C#
1586 lines
51 KiB
C#
datablock SeekerProjectileData(HornetStrikeMissile) {
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casingShapeName = "weapon_missile_casement.dts";
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projectileShapeName = "weapon_missile_projectile.dts";
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hasDamageRadius = true;
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indirectDamage = 1.4;
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damageRadius = 20.0;
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radiusDamageType = $DamageType::RPG;
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kickBackStrength = 3500;
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explosion = "SatchelMainExplosion";
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splash = MissileSplash;
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velInheritFactor = 1.0; // to compensate for slow starting velocity, this value
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// is cranked up to full so the missile doesn't start
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// out behind the player when the player is moving
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// very quickly - bramage
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baseEmitter = MissileSmokeEmitter;
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delayEmitter = MissileFireEmitter;
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puffEmitter = MissilePuffEmitter;
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bubbleEmitter = GrenadeBubbleEmitter;
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bubbleEmitTime = 1.0;
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exhaustEmitter = MissileLauncherExhaustEmitter;
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exhaustTimeMs = 300;
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exhaustNodeName = "muzzlePoint1";
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lifetimeMS = 5000; // z0dd - ZOD, 4/14/02. Was 6000
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muzzleVelocity = 70.0;
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maxVelocity = 350.0; // z0dd - ZOD, 4/14/02. Was 80.0
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turningSpeed = 54.0;
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acceleration = 75.0;
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explodeOnDeath = true;
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proximityRadius = 3;
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sound = MissileProjectileSound;
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hasLight = true;
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lightRadius = 3.0;
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lightColor = "0.2 0.05 0";
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useFlechette = true;
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flechetteDelayMs = 10;
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casingDeb = FlechetteDebris;
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explodeOnWaterImpact = true;
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};
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datablock ParticleData(ACCGSmoke)
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{
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dragCoeffiecient = 0.05;
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gravityCoefficient = 0.1;
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inheritedVelFactor = 0.025;
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lifetimeMS = 1250;
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lifetimeVarianceMS = 150;
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textureName = "particleTest";
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useInvAlpha = true;
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spinRandomMin = -25.0;
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spinRandomMax = 25.0;
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textureName = "special/Smoke/bigSmoke";
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colors[0] = "0.3 0.3 0.3 1.0";
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colors[1] = "0.4 0.4 0.4 0.5";
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colors[2] = "0.5 0.5 0.5 0.0";
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sizes[0] = 1.0;
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sizes[1] = 1.5;
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sizes[2] = 2.0;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(ACCGSmokeEmitter)
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{
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ejectionPeriodMS = 1;
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periodVarianceMS = 0;
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ejectionOffset = 0.1;
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ejectionVelocity = 4.0;
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velocityVariance = 3.5;
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thetaMin = 85.0;
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thetaMax = 90.0;
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lifetimeMS = 100;
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particles = "ACCGSmoke";
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};
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datablock ParticleEmitterData(ACCGSmokeEmitter2)
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{
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ejectionPeriodMS = 5;
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periodVarianceMS = 0;
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ejectionOffset = 0.1;
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ejectionVelocity = 5.5;
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velocityVariance = 5.5;
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thetaMin = 0.0;
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thetaMax = 15.0;
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lifetimeMS = 150;
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particles = "ACCGSmoke";
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};
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datablock ExplosionData(ACCGSubExplosion)
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{
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explosionShape = "effect_plasma_explosion.dts";
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faceViewer = true;
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delayMS = 0;
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offset = 0.0;
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playSpeed = 2.0;
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sizes[0] = "0.1 0.1 0.1";
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sizes[1] = "0.1 0.1 0.1";
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times[0] = 0.0;
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times[1] = 1.0;
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};
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datablock ExplosionData(ACCGExplosion)
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{
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soundProfile = plasmaExpSound;
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subExplosion[0] = ACCGSubExplosion;
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emitter[0] = ACCGSmokeEmitter;
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emitter[1] = ACCGSmokeEmitter2;
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shakeCamera = false;
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};
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datablock TracerProjectileData(GunshipCGBullet) {
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doDynamicClientHits = true;
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directDamage = 0.0;
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directDamageType = $DamageType::ACCG;
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explosion = ChaingunExplosion;
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splash = ChaingunSplash;
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hasDamageRadius = true;
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indirectDamage = 0.03;
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damageRadius = 3.0;
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radiusDamageType = $DamageType::ACCG;
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kickBackStrength = 5;
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sound = ChaingunProjectile;
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dryVelocity = 1500.0;
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wetVelocity = 100.0;
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velInheritFactor = 0.0;
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fizzleTimeMS = 3000;
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lifetimeMS = 6000;
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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 = 40.0;
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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 = 0.25;
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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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hasLight = true;
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lightRadius = 5.0;
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lightColor = "0.5 0.5 0.175";
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};
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datablock TracerProjectileData(ApacheCGBullet) {
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doDynamicClientHits = true;
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directDamage = 0.0;
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directDamageType = $DamageType::ACCG;
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explosion = ChaingunExplosion;
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splash = ChaingunSplash;
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hasDamageRadius = true;
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indirectDamage = 0.1;
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damageRadius = 5.5;
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radiusDamageType = $DamageType::ACCG;
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kickBackStrength = 5;
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sound = ChaingunProjectile;
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dryVelocity = 1500.0;
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wetVelocity = 100.0;
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velInheritFactor = 0.0;
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fizzleTimeMS = 3000;
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lifetimeMS = 6000;
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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 = 65.0;
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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 = 1.25;
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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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hasLight = true;
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lightRadius = 5.0;
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lightColor = "0.5 0.5 0.175";
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};
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datablock SensorData(SSTurretBaseSensorObj) {
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detects = true;
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detectsUsingLOS = true;
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detectsPassiveJammed = false;
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detectsActiveJammed = false;
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detectsCloaked = true;
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detectionPings = true;
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detectRadius = 700;
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};
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datablock FlyingVehicleData(CombatHelicopter) : ShrikeDamageProfile {
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spawnOffset = "0 0 2";
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canControl = false;
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catagory = "Vehicles";
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shapeFile = "vehicle_air_scout.dts";
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computeCRC = true;
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debrisShapeName = "vehicle_air_scout_debris.dts";
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debris = ShapeDebris;
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renderWhenDestroyed = false;
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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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drag = 0.15;
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density = 1.0;
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canWarp = 1;
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cameraMaxDist = 15;
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cameraOffset = 2.5;
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cameraLag = 0.9;
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explosion = VehicleExplosion;
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explosionDamage = 0.5;
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explosionRadius = 5.0;
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maxDamage = 5.40;
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destroyedLevel = 5.40;
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isShielded = false;
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energyPerDamagePoint = 0;
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maxEnergy = 150; // Afterburner and any energy weapon pool
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rechargeRate = 1.0;
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minDrag = 10; // Linear Drag (eventually slows you down when not thrusting...constant drag)
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rotationalDrag = 700; // Anguler Drag (dampens the drift after you stop moving the mouse...also tumble drag)
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maxAutoSpeed = 15; // Autostabilizer kicks in when less than this speed. (meters/second)
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autoAngularForce = 400; // 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 = 7; // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
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horizontalSurfaceForce = 4; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
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verticalSurfaceForce = 2; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
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maneuveringForce = 10; // Horizontal jets (W,S,D,A key thrust)
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steeringForce = 620; // Steering jets (force applied when you move the mouse)
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steeringRollForce = 35; // Steering jets (how much you heel over when you turn)
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rollForce = 20; // was 20 Auto-roll (self-correction to right you after you roll/invert)
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hoverHeight = 1; // Height off the ground at rest
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createHoverHeight = 3; // Height off the ground when created
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maxForwardSpeed = 50; // speed in which forward thrust force is no longer applied (meters/second)
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// Turbo Jet
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jetForce = 1250; // Afterburner thrust (this is in addition to normal thrust)
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minJetEnergy = 1; // Afterburner can't be used if below this threshhold.
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jetEnergyDrain = 0.1; // Energy use of the afterburners (low number is less drain...can be fractional) // Auto stabilize speed
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vertThrustMultiple = 3.5;
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// Rigid body
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mass = 125; // 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 = 14; // 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 = 10; // If hit ground at speed above this then it's an impact. Meters/second
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speedDamageScale = 0.06;
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// Object Impact Damage (uses DamageType::Impact)
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collDamageThresholdVel = 23.0;
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collDamageMultiplier = 0.02;
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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 = ScoutFlyerThrustSound;
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engineSound = ScoutFlyerEngineSound;
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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 = 10.0;
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mediumSplashSoundVelocity = 15.0;
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hardSplashSoundVelocity = 20.0;
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exitSplashSoundVelocity = 10.0;
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exitingWater = VehicleExitWaterMediumSound;
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impactWaterEasy = VehicleImpactWaterSoftSound;
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impactWaterMedium = VehicleImpactWaterMediumSound;
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impactWaterHard = VehicleImpactWaterMediumSound;
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waterWakeSound = VehicleWakeMediumSplashSound;
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dustEmitter = VehicleLiftoffDustEmitter;
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triggerDustHeight = 4.0;
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dustHeight = 1.0;
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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] = "0.0 -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 = 1;
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//
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max[MiniChaingunAmmo] = 1000;
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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 = CMDFlyingScoutIcon;
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cmdMiniIconName = "commander/MiniIcons/com_scout_grey";
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targetNameTag = 'Combat';
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targetTypeTag = 'Helicopter';
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sensorData = AWACPulseSensor;
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sensorRadius = AWACPulseSensor.detectRadius;
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sensorColor = "255 194 9";
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checkRadius = 5.5;
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observeParameters = "1 10 10";
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runningLight[0] = ShrikeLight1;
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// runningLight[1] = ShrikeLight2;
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shieldEffectScale = "0.937 1.125 0.60";
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};
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//Gunship Heli
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datablock FlyingVehicleData(GunshipHelicopter) : ShrikeDamageProfile {
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spawnOffset = "0 0 2";
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canControl = false;
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catagory = "Vehicles";
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shapeFile = "vehicle_air_scout.dts";
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computeCRC = true;
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debrisShapeName = "vehicle_air_scout_debris.dts";
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debris = ShapeDebris;
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renderWhenDestroyed = false;
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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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drag = 0.15;
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density = 1.0;
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canWarp = 1;
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cameraMaxDist = 15;
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cameraOffset = 2.5;
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cameraLag = 0.9;
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explosion = VehicleExplosion;
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explosionDamage = 0.5;
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explosionRadius = 5.0;
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maxDamage = 9.40;
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destroyedLevel = 9.40;
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isShielded = false;
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energyPerDamagePoint = 0;
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maxEnergy = 150; // Afterburner and any energy weapon pool
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rechargeRate = 1.0;
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isShielded = false;
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energyPerDamagePoint = 0;
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maxEnergy = 150; // Afterburner and any energy weapon pool
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rechargeRate = 1.0;
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minDrag = 10; // Linear Drag (eventually slows you down when not thrusting...constant drag)
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rotationalDrag = 700; // Anguler Drag (dampens the drift after you stop moving the mouse...also tumble drag)
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maxAutoSpeed = 15; // Autostabilizer kicks in when less than this speed. (meters/second)
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autoAngularForce = 400; // 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 = 7; // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
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horizontalSurfaceForce = 4; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
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verticalSurfaceForce = 2; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
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maneuveringForce = 10; // Horizontal jets (W,S,D,A key thrust)
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steeringForce = 620; // Steering jets (force applied when you move the mouse)
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steeringRollForce = 35; // Steering jets (how much you heel over when you turn)
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rollForce = 20; // was 20 Auto-roll (self-correction to right you after you roll/invert)
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hoverHeight = 1; // Height off the ground at rest
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createHoverHeight = 3; // Height off the ground when created
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maxForwardSpeed = 50; // speed in which forward thrust force is no longer applied (meters/second)
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// Turbo Jet
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jetForce = 1250; // Afterburner thrust (this is in addition to normal thrust)
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minJetEnergy = 1; // Afterburner can't be used if below this threshhold.
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jetEnergyDrain = 0.1; // Energy use of the afterburners (low number is less drain...can be fractional) // Auto stabilize speed
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vertThrustMultiple = 3.5;
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// Rigid body
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mass = 125; // 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 = 14; // 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 = 10; // If hit ground at speed above this then it's an impact. Meters/second
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speedDamageScale = 0.06;
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// Object Impact Damage (uses DamageType::Impact)
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collDamageThresholdVel = 23.0;
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collDamageMultiplier = 0.02;
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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 = ScoutFlyerThrustSound;
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engineSound = ScoutFlyerEngineSound;
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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 = 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] = LightDamageSmoke;
|
|
damageEmitter[1] = HeavyDamageSmoke;
|
|
damageEmitter[2] = DamageBubbles;
|
|
damageEmitterOffset[0] = "0.0 -3.0 0.0 ";
|
|
damageLevelTolerance[0] = 0.3;
|
|
damageLevelTolerance[1] = 0.7;
|
|
numDmgEmitterAreas = 1;
|
|
|
|
//
|
|
max[MiniChaingunAmmo] = 1000;
|
|
|
|
minMountDist = 4;
|
|
|
|
splashEmitter[0] = VehicleFoamDropletsEmitter;
|
|
splashEmitter[1] = VehicleFoamEmitter;
|
|
|
|
shieldImpact = VehicleShieldImpact;
|
|
|
|
cmdCategory = "Tactical";
|
|
cmdIcon = CMDFlyingScoutIcon;
|
|
cmdMiniIconName = "commander/MiniIcons/com_scout_grey";
|
|
targetNameTag = 'Gunship';
|
|
targetTypeTag = 'Helicopter';
|
|
sensorData = AWACPulseSensor;
|
|
sensorRadius = AWACPulseSensor.detectRadius;
|
|
sensorColor = "255 194 9";
|
|
|
|
checkRadius = 5.5;
|
|
observeParameters = "1 10 10";
|
|
|
|
runningLight[0] = ShrikeLight1;
|
|
// runningLight[1] = ShrikeLight2;
|
|
|
|
shieldEffectScale = "0.937 1.125 0.60";
|
|
};
|
|
|
|
//Apache
|
|
datablock FlyingVehicleData(ApacheHelicopter) : ShrikeDamageProfile {
|
|
spawnOffset = "0 0 2";
|
|
canControl = false;
|
|
catagory = "Vehicles";
|
|
shapeFile = "vehicle_air_scout.dts";
|
|
computeCRC = true;
|
|
|
|
debrisShapeName = "vehicle_air_scout_debris.dts";
|
|
debris = ShapeDebris;
|
|
renderWhenDestroyed = false;
|
|
|
|
mountPose[0] = sitting;
|
|
mountPose[1] = sitting;
|
|
numMountPoints = 2;
|
|
isProtectedMountPoint[0] = true;
|
|
isProtectedMountPoint[1] = true;
|
|
|
|
drag = 0.15;
|
|
density = 1.0;
|
|
|
|
canWarp = 1;
|
|
|
|
cameraMaxDist = 15;
|
|
cameraOffset = 2.5;
|
|
cameraLag = 0.9;
|
|
explosion = VehicleExplosion;
|
|
explosionDamage = 0.5;
|
|
explosionRadius = 5.0;
|
|
|
|
maxDamage = 7.70;
|
|
destroyedLevel = 7.70;
|
|
|
|
isShielded = false;
|
|
energyPerDamagePoint = 0;
|
|
maxEnergy = 150; // Afterburner and any energy weapon pool
|
|
rechargeRate = 1.0;
|
|
|
|
minDrag = 10; // Linear Drag (eventually slows you down when not thrusting...constant drag)
|
|
rotationalDrag = 700; // Anguler Drag (dampens the drift after you stop moving the mouse...also tumble drag)
|
|
|
|
maxAutoSpeed = 15; // 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 = 300; // Linear stabilzer force (this slows you down when autostabilizer kicks in)
|
|
autoInputDamping = 0.95; // Dampen control input so you don't` whack out at very slow speeds
|
|
|
|
// Maneuvering
|
|
maxSteeringAngle = 7; // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
|
|
horizontalSurfaceForce = 4; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
|
|
verticalSurfaceForce = 2; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
|
|
maneuveringForce = 10; // Horizontal jets (W,S,D,A key thrust)
|
|
steeringForce = 620; // Steering jets (force applied when you move the mouse)
|
|
steeringRollForce = 35; // Steering jets (how much you heel over when you turn)
|
|
rollForce = 20; // was 20 Auto-roll (self-correction to right you after you roll/invert)
|
|
hoverHeight = 1; // Height off the ground at rest
|
|
createHoverHeight = 3; // Height off the ground when created
|
|
maxForwardSpeed = 50; // speed in which forward thrust force is no longer applied (meters/second)
|
|
|
|
// Turbo Jet
|
|
jetForce = 1250; // Afterburner thrust (this is in addition to normal thrust)
|
|
minJetEnergy = 1; // Afterburner can't be used if below this threshhold.
|
|
jetEnergyDrain = 0.1; // Energy use of the afterburners (low number is less drain...can be fractional) // Auto stabilize speed
|
|
vertThrustMultiple = 3.5;
|
|
|
|
// Rigid body
|
|
mass = 125; // 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 = 10; // 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 = 15; // 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] = LightDamageSmoke;
|
|
damageEmitter[1] = HeavyDamageSmoke;
|
|
damageEmitter[2] = DamageBubbles;
|
|
damageEmitterOffset[0] = "0.0 -3.0 0.0 ";
|
|
damageLevelTolerance[0] = 0.3;
|
|
damageLevelTolerance[1] = 0.7;
|
|
numDmgEmitterAreas = 1;
|
|
|
|
//
|
|
max[MiniChaingunAmmo] = 1000;
|
|
|
|
minMountDist = 4;
|
|
|
|
splashEmitter[0] = VehicleFoamDropletsEmitter;
|
|
splashEmitter[1] = VehicleFoamEmitter;
|
|
|
|
shieldImpact = VehicleShieldImpact;
|
|
|
|
cmdCategory = "Tactical";
|
|
cmdIcon = CMDFlyingScoutIcon;
|
|
cmdMiniIconName = "commander/MiniIcons/com_scout_grey";
|
|
targetNameTag = 'Apache';
|
|
targetTypeTag = 'Helicopter';
|
|
sensorData = AWACPulseSensor;
|
|
sensorRadius = AWACPulseSensor.detectRadius;
|
|
sensorColor = "255 194 9";
|
|
|
|
checkRadius = 5.5;
|
|
observeParameters = "1 10 10";
|
|
|
|
runningLight[0] = ShrikeLight1;
|
|
// runningLight[1] = ShrikeLight2;
|
|
|
|
shieldEffectScale = "0.937 1.125 0.60";
|
|
};
|
|
//
|
|
|
|
datablock TurretData(GunshipTurret) : TurretDamageProfile
|
|
{
|
|
className = VehicleTurret;
|
|
catagory = "Turrets";
|
|
shapeFile = "turret_belly_base.dts";
|
|
preload = true;
|
|
canControl = false;
|
|
cmdCategory = "Tactical";
|
|
cmdIcon = CMDFlyingBomberIcon;
|
|
cmdMiniIconName = "commander/MiniIcons/com_bomber_grey";
|
|
targetNameTag = 'Helicopter AT';
|
|
targetTypeTag = 'Turret';
|
|
|
|
mass = 1.0; // Not really relevant
|
|
repairRate = 0;
|
|
maxDamage = CombatHelicopter.maxDamage;
|
|
destroyedLevel = CombatHelicopter.destroyedLevel;
|
|
|
|
thetaMin = 90;
|
|
thetaMax = 180;
|
|
|
|
inheritEnergyFromMount = true;
|
|
firstPersonOnly = true;
|
|
useEyePoint = true;
|
|
numWeapons = 1;
|
|
};
|
|
|
|
datablock TurretImageData(GunshipCGImage)
|
|
{
|
|
shapeFile = "turret_tank_barrelchain.dts";
|
|
offset = "-0.3 0 0";
|
|
mountPoint = 0;
|
|
|
|
item = MiniChaingun;
|
|
ammo = MiniChaingunAmmo;
|
|
projectile = GunshipCGBullet;
|
|
projectileType = TracerProjectile;
|
|
projectileSpread = 0.4 / 1000.0;
|
|
emap = true;
|
|
|
|
casing = ShellDebris;
|
|
shellExitDir = "1.0 0.3 1.0";
|
|
shellExitOffset = "0.15 -0.56 -0.1";
|
|
shellExitVariance = 5.0;
|
|
shellVelocity = 0.0;
|
|
|
|
usesEnergy = false;
|
|
useMountEnergy = false;
|
|
|
|
// Turret parameters
|
|
activationMS = 175; // z0dd - ZOD, 3/27/02. Was 250. Amount of time it takes turret to unfold
|
|
deactivateDelayMS = 500;
|
|
thinkTimeMS = 140; // z0dd - ZOD, 3/27/02. Was 200. Amount of time before turret starts to unfold (activate)
|
|
degPerSecTheta = 600;
|
|
degPerSecPhi = 1080;
|
|
attackRadius = 400;
|
|
|
|
stateName[0] = "Activate";
|
|
stateSequence[0] = "Activate";
|
|
// stateSound[0] = GravChaingunIdleSound;
|
|
stateAllowImageChange[0] = false;
|
|
stateTimeoutValue[0] = 0.1;
|
|
stateTransitionOnTimeout[0] = "Ready";
|
|
stateTransitionOnNoAmmo[0] = "NoAmmo";
|
|
|
|
stateName[1] = "Ready";
|
|
stateSpinThread[1] = Stop;
|
|
stateTransitionOnTriggerDown[1] = "Spinup";
|
|
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
|
|
|
stateName[2] = "NoAmmo";
|
|
stateTransitionOnAmmo[2] = "Ready";
|
|
stateSpinThread[2] = Stop;
|
|
stateTransitionOnTriggerDown[2] = "DryFire";
|
|
|
|
stateName[3] = "Spinup";
|
|
stateSpinThread[3] = SpinUp;
|
|
//stateSound[3] = ChaingunSpinupSound;
|
|
stateTimeoutValue[3] = 0.2;
|
|
stateWaitForTimeout[3] = false;
|
|
stateTransitionOnTimeout[3] = "Fire";
|
|
stateTransitionOnTriggerUp[3] = "Spindown";
|
|
|
|
stateName[4] = "Fire";
|
|
stateSequence[4] = "Fire";
|
|
stateSequenceRandomFlash[4] = true;
|
|
stateSpinThread[4] = FullSpeed;
|
|
stateSound[4] = ChaingunFireSound;
|
|
//stateRecoil[4] = LightRecoil;
|
|
stateAllowImageChange[4] = false;
|
|
stateScript[4] = "onFire";
|
|
stateFire[4] = true;
|
|
stateEjectShell[4] = true;
|
|
stateTimeoutValue[4] = 0.07;
|
|
stateTransitionOnTimeout[4] = "Fire";
|
|
stateTransitionOnTriggerUp[4] = "Spindown";
|
|
stateTransitionOnNoAmmo[4] = "EmptySpindown";
|
|
|
|
stateName[5] = "Spindown";
|
|
//stateSound[5] = ChaingunSpinDownSound;
|
|
stateSpinThread[5] = SpinDown;
|
|
stateTimeoutValue[5] = 0.05;
|
|
stateWaitForTimeout[5] = true;
|
|
stateTransitionOnTimeout[5] = "Ready";
|
|
stateTransitionOnTriggerDown[5] = "Spinup";
|
|
|
|
stateName[6] = "EmptySpindown";
|
|
//stateSound[6] = ChaingunSpinDownSound;
|
|
stateSpinThread[6] = SpinDown;
|
|
stateTimeoutValue[6] = 0.5;
|
|
stateTransitionOnTimeout[6] = "NoAmmo";
|
|
|
|
stateName[7] = "DryFire";
|
|
stateSound[7] = ShrikeBlasterDryFireSound;
|
|
stateTimeoutValue[7] = 0.5;
|
|
stateTransitionOnTimeout[7] = "NoAmmo";
|
|
};
|
|
|
|
//APACHE
|
|
datablock TurretImageData(ApacheCGImage) {
|
|
shapeFile = "weapon_chaingun.dts";
|
|
offset = "-0.3 0 0";
|
|
mountPoint = 0;
|
|
|
|
item = MiniChaingun;
|
|
ammo = MiniChaingunAmmo;
|
|
projectile = ApacheCGBullet;
|
|
projectileType = TracerProjectile;
|
|
projectileSpread = 0.4 / 1000.0;
|
|
emap = true;
|
|
|
|
casing = ShellDebris;
|
|
shellExitDir = "1.0 0.3 1.0";
|
|
shellExitOffset = "0.15 -0.56 -0.1";
|
|
shellExitVariance = 5.0;
|
|
shellVelocity = 0.0;
|
|
|
|
usesEnergy = false;
|
|
useMountEnergy = false;
|
|
|
|
// Turret parameters
|
|
activationMS = 175; // z0dd - ZOD, 3/27/02. Was 250. Amount of time it takes turret to unfold
|
|
deactivateDelayMS = 500;
|
|
thinkTimeMS = 140; // z0dd - ZOD, 3/27/02. Was 200. Amount of time before turret starts to unfold (activate)
|
|
degPerSecTheta = 600;
|
|
degPerSecPhi = 1080;
|
|
attackRadius = 400;
|
|
|
|
stateName[0] = "Activate";
|
|
stateSequence[0] = "Activate";
|
|
stateSound[0] = ChaingunSwitchSound;
|
|
stateAllowImageChange[0] = false;
|
|
//
|
|
stateTimeoutValue[0] = 0.5;
|
|
stateTransitionOnTimeout[0] = "Ready";
|
|
stateTransitionOnNoAmmo[0] = "NoAmmo";
|
|
|
|
//--------------------------------------
|
|
stateName[1] = "Ready";
|
|
stateSpinThread[1] = Stop;
|
|
//
|
|
stateTransitionOnTriggerDown[1] = "Spinup";
|
|
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
|
|
|
//--------------------------------------
|
|
stateName[2] = "NoAmmo";
|
|
stateTransitionOnAmmo[2] = "Ready";
|
|
stateSpinThread[2] = Stop;
|
|
stateTransitionOnTriggerDown[2] = "DryFire";
|
|
|
|
//--------------------------------------
|
|
stateName[3] = "Spinup";
|
|
stateSpinThread[3] = SpinUp;
|
|
stateSound[3] = ChaingunSpinupSound;
|
|
//
|
|
stateTimeoutValue[3] = 1.5;
|
|
stateWaitForTimeout[3] = false;
|
|
stateTransitionOnTimeout[3] = "Fire";
|
|
stateTransitionOnTriggerUp[3] = "Spindown";
|
|
|
|
//--------------------------------------
|
|
stateName[4] = "Fire";
|
|
stateSequence[4] = "Fire";
|
|
stateSequenceRandomFlash[4] = true;
|
|
stateSpinThread[4] = FullSpeed;
|
|
stateSound[4] = ChaingunFireSound;
|
|
//stateRecoil[4] = LightRecoil;
|
|
stateAllowImageChange[4] = false;
|
|
stateScript[4] = "onFire";
|
|
stateFire[4] = true;
|
|
stateEjectShell[4] = true;
|
|
//
|
|
stateTimeoutValue[4] = 0.01;
|
|
stateTransitionOnTimeout[4] = "Fire";
|
|
stateTransitionOnTriggerUp[4] = "Spindown";
|
|
stateTransitionOnNoAmmo[4] = "EmptySpindown";
|
|
|
|
//--------------------------------------
|
|
stateName[5] = "Spindown";
|
|
stateSound[5] = ChaingunSpinDownSound;
|
|
stateSpinThread[5] = SpinDown;
|
|
//
|
|
stateTimeoutValue[5] = 1.0;
|
|
stateWaitForTimeout[5] = true;
|
|
stateTransitionOnTimeout[5] = "Ready";
|
|
stateTransitionOnTriggerDown[5] = "Spinup";
|
|
|
|
//--------------------------------------
|
|
stateName[6] = "EmptySpindown";
|
|
stateSound[6] = ChaingunSpinDownSound;
|
|
stateSpinThread[6] = SpinDown;
|
|
//
|
|
stateTimeoutValue[6] = 0.5;
|
|
stateTransitionOnTimeout[6] = "NoAmmo";
|
|
|
|
//--------------------------------------
|
|
stateName[7] = "DryFire";
|
|
stateSound[7] = ChaingunDryFireSound;
|
|
stateTimeoutValue[7] = 0.5;
|
|
stateTransitionOnTimeout[7] = "NoAmmo";
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//CREATION
|
|
function CombatHelicopter::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 CombatHelicopter::onAdd(%this, %obj) {
|
|
Parent::onAdd(%this, %obj);
|
|
|
|
setTargetSensorGroup(%obj.getTarget(),%obj.team);
|
|
%turret = TurretData::create(GunshipTurret);
|
|
%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(GunshipCGImage,0);
|
|
setTargetSensorGroup(%turret.getTarget(),%obj.team);
|
|
%turret.setAutoFire(true); //YES
|
|
%turret.setInventory(MiniChaingunAmmo, 9999, true);
|
|
}
|
|
//
|
|
function ApacheHelicopter::deleteAllMounted(%data, %obj) {
|
|
%turret = %obj.turretObject;
|
|
if (!%turret) {
|
|
|
|
}
|
|
else {
|
|
if(%turret.getControllingClient() != 0) {
|
|
%cl = %turret.getControllingClient();
|
|
if(isObject(%cl.player) && %cl.player.getState() !$= "dead") {
|
|
%cl.setControlObject(%cl.player);
|
|
}
|
|
}
|
|
%turret.schedule(1000, delete);
|
|
}
|
|
}
|
|
|
|
function ApacheHelicopter::onAdd(%this, %obj) {
|
|
Parent::onAdd(%this, %obj);
|
|
|
|
setTargetSensorGroup(%obj.getTarget(),%obj.team);
|
|
%turret = TurretData::create(GunshipTurret);
|
|
%turret.selectedWeapon = 1;
|
|
MissionCleanup.add(%turret);
|
|
%turret.setSelfPowered();
|
|
%obj.mountObject(%turret, 10);
|
|
%turret.setCapacitorRechargeRate(999);
|
|
%turret.mountobj = %obj;
|
|
%obj.canFireMissiles = 1;
|
|
%obj.turretObject = %turret;
|
|
%turret.team = %obj.team;
|
|
%turret.base = %obj;
|
|
%turret.mountImage(ApacheCGImage,0);
|
|
setTargetSensorGroup(%turret.getTarget(),%obj.team);
|
|
%turret.setAutoFire(true); //YES
|
|
%turret.setInventory(MiniChaingunAmmo, 9999, true);
|
|
}
|
|
|
|
//
|
|
function GunshipHelicopter::deleteAllMounted(%data, %obj) {
|
|
%turret = %obj.turretObject;
|
|
if (!%turret) {
|
|
|
|
}
|
|
else {
|
|
if(%turret.getControllingClient() != 0) {
|
|
%cl = %turret.getControllingClient();
|
|
if(isObject(%cl.player) && %cl.player.getState() !$= "dead") {
|
|
%cl.setControlObject(%cl.player);
|
|
}
|
|
}
|
|
%turret.schedule(1000, delete);
|
|
}
|
|
//
|
|
}
|
|
|
|
function GunshipHelicopter::onAdd(%this, %obj) {
|
|
Parent::onAdd(%this, %obj);
|
|
|
|
setTargetSensorGroup(%obj.getTarget(),%obj.team);
|
|
%turret = TurretData::create(GunshipTurret);
|
|
%turret.selectedWeapon = 1;
|
|
MissionCleanup.add(%turret);
|
|
%turret.setSelfPowered();
|
|
%obj.mountObject(%turret, 10);
|
|
%obj.canFireMissiles = 1;
|
|
%turret.setCapacitorRechargeRate(999);
|
|
%turret.mountobj = %obj;
|
|
%obj.turretObject = %turret;
|
|
%turret.team = %obj.team;
|
|
%turret.base = %obj;
|
|
%turret.mountImage(ApacheCGImage,0);
|
|
setTargetSensorGroup(%turret.getTarget(),%obj.team);
|
|
%turret.setAutoFire(true); //YES
|
|
%turret.setInventory(MiniChaingunAmmo, 9999, true);
|
|
}
|
|
|
|
|
|
function GunshipTurret::onDamage(%data, %obj) {
|
|
%newDamageVal = %obj.getDamageLevel();
|
|
if(%obj.lastDamageVal !$= "")
|
|
if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal)
|
|
%obj.getObjectMount().setDamageLevel(%newDamageVal);
|
|
%obj.lastDamageVal = %newDamageVal;
|
|
}
|
|
|
|
function ApacheCGImage::onFire(%data, %obj, %slot) {
|
|
%p = Parent::onFire(%data, %obj, %slot);
|
|
if(isObject(%obj.GetControllingClient().player) && %obj.GetControllingClient().player.getState() !$= "dead") {
|
|
%p.sourceObject = %obj.GetControllingClient().player;
|
|
//Now I get ze killz... muhaha
|
|
}
|
|
}
|
|
|
|
//new code
|
|
function CombatHelicopter::playerMounted(%data, %obj, %player, %node) {
|
|
switch(%node) {
|
|
case 0:
|
|
bottomPrint(%player.client, "PILOT: Fly around!", 2, 2);
|
|
case 1:
|
|
bottomPrint(%player.client, "GUNNER: 15mm Chainned Cannon", 2, 2);
|
|
%player.client.setControlObject(%obj.turretObject);
|
|
}
|
|
}
|
|
|
|
function GunshipHelicopter::playerMounted(%data, %obj, %player, %node) {
|
|
switch(%node) {
|
|
case 0:
|
|
bottomPrint(%player.client, "PILOT: Fly around \n [MINE] Launch Missile Pod", 2, 2);
|
|
case 1:
|
|
bottomPrint(%player.client, "GUNNER: 45 Caliber Cannon", 2, 2);
|
|
%player.client.setControlObject(%obj.turretObject);
|
|
}
|
|
}
|
|
|
|
function ApacheHelicopter::playerMounted(%data, %obj, %player, %node) {
|
|
switch(%node) {
|
|
case 0:
|
|
bottomPrint(%player.client, "PILOT: Fly around \n [MINE] Pop Flares", 2, 2);
|
|
case 1:
|
|
bottomPrint(%player.client, "GUNNER: 50 Caliber Chaingun", 2, 2);
|
|
%player.client.setControlObject(%obj.turretObject);
|
|
}
|
|
}
|
|
|
|
//
|
|
function GunshipMissilePod(%heli) {
|
|
if(!isobject(%heli)) {
|
|
return;
|
|
}
|
|
%p = new SeekerProjectile() { //TWM2 Sniper zombies use M1 Snipers :P
|
|
dataBlock = HornetStrikeMissile;
|
|
initialDirection = %heli.getForwardVector();
|
|
initialPosition = %heli.turretObject.getMuzzlePoint(0);
|
|
sourceObject = %heli;
|
|
};
|
|
ServerPlay3d(EscapePodLaunchSound, %heli.getPosition());
|
|
ServerPlay3d(EscapePodLaunchSound2, %heli.getPosition());
|
|
}
|
|
|
|
function GunshipHelicopter::onTrigger(%data, %obj, %trigger, %state) {
|
|
%plyr = %obj.getMountNodeObject(0);
|
|
if(%state == 1 && %trigger == 5) {
|
|
if(%obj.canFireMissiles) {
|
|
GunshipMissilePod(%obj);
|
|
schedule(750, 0, "GunshipMissilePod", %obj);
|
|
schedule(1500, 0, "GunshipMissilePod", %obj);
|
|
%obj.canFireMissiles = 0;
|
|
schedule(15000, 0, "ResetHeliMissiles", %obj);
|
|
}
|
|
else {
|
|
bottomPrint(%plyr.client, "Missile Pod is Reloading", 2, 2);
|
|
}
|
|
}
|
|
}
|
|
|
|
function ApacheHelicopter::onTrigger(%data, %obj, %trigger, %state) {
|
|
%plyr = %obj.getMountNodeObject(0);
|
|
if(%state == 1 && %trigger == 5) {
|
|
if(%obj.canFireMissiles) {
|
|
schedule(700,0,"FireFlares",%obj);
|
|
schedule(1400,0,"FireFlares",%obj);
|
|
schedule(2100,0,"FireFlares",%obj);
|
|
schedule(2800,0,"FireFlares",%obj);
|
|
%obj.canFireMissiles = 0;
|
|
schedule(10000, 0, "ResetHeliMissiles", %obj);
|
|
}
|
|
else {
|
|
bottomPrint(%plyr.client, "Flare Pod is Reloading", 2, 2);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//-------------------------------------------------------
|
|
//HIND: TWM2 3.7
|
|
datablock FlyingVehicleData(Hind) : ShrikeDamageProfile {
|
|
spawnOffset = "0 0 2";
|
|
canControl = false;
|
|
catagory = "Vehicles";
|
|
shapeFile = "vehicle_air_scout.dts";
|
|
multipassenger = false;
|
|
computeCRC = true;
|
|
|
|
debrisShapeName = "vehicle_air_scout.dts";
|
|
debris = ShapeDebris;
|
|
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 = VehicleExplosion;
|
|
explosionDamage = 1.0;
|
|
explosionRadius = 10.0;
|
|
|
|
maxDamage = 2.0;
|
|
destroyedLevel = 2.0;
|
|
|
|
isShielded = false;
|
|
energyPerDamagePoint = 0;
|
|
maxEnergy = 150; // Afterburner and any energy weapon pool
|
|
rechargeRate = 1.0;
|
|
|
|
minDrag = 10; // Linear Drag (eventually slows you down when not thrusting...constant drag)
|
|
rotationalDrag = 700; // Anguler Drag (dampens the drift after you stop moving the mouse...also tumble drag)
|
|
|
|
maxAutoSpeed = 15; // 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 = 300; // Linear stabilzer force (this slows you down when autostabilizer kicks in)
|
|
autoInputDamping = 0.95; // Dampen control input so you don't` whack out at very slow speeds
|
|
|
|
// Maneuvering
|
|
maxSteeringAngle = 7; // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
|
|
horizontalSurfaceForce = 4; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
|
|
verticalSurfaceForce = 2; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
|
|
maneuveringForce = 10; // Horizontal jets (W,S,D,A key thrust)
|
|
steeringForce = 620; // Steering jets (force applied when you move the mouse)
|
|
steeringRollForce = 35; // Steering jets (how much you heel over when you turn)
|
|
rollForce = 20; // was 20 Auto-roll (self-correction to right you after you roll/invert)
|
|
hoverHeight = 1; // Height off the ground at rest
|
|
createHoverHeight = 3; // Height off the ground when created
|
|
maxForwardSpeed = 50; // speed in which forward thrust force is no longer applied (meters/second)
|
|
|
|
// Turbo Jet
|
|
jetForce = 1250; // Afterburner thrust (this is in addition to normal thrust)
|
|
minJetEnergy = 1; // Afterburner can't be used if below this threshhold.
|
|
jetEnergyDrain = 0.1; // Energy use of the afterburners (low number is less drain...can be fractional) // Auto stabilize speed
|
|
vertThrustMultiple = 3.5;
|
|
|
|
// Rigid body
|
|
mass = 125; // 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 = 10; // If hit ground at speed above this then it's an impact. Meters/second
|
|
speedDamageScale = 0.07;
|
|
|
|
// Object Impact Damage (uses DamageType::Impact)
|
|
collDamageThresholdVel = 23.0;
|
|
collDamageMultiplier = 0.02;
|
|
|
|
//
|
|
minTrailSpeed = 45; // 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] = LightDamageSmoke;
|
|
damageEmitter[1] = HeavyDamageSmoke;
|
|
damageEmitter[2] = DamageBubbles;
|
|
damageEmitterOffset[0] = "0.0 -3.0 0.0 ";
|
|
damageLevelTolerance[0] = 0.4;
|
|
damageLevelTolerance[1] = 0.8;
|
|
numDmgEmitterAreas = 1;
|
|
|
|
minMountDist = 4;
|
|
|
|
splashEmitter[0] = VehicleFoamDropletsEmitter;
|
|
splashEmitter[1] = VehicleFoamEmitter;
|
|
|
|
shieldImpact = VehicleShieldImpact;
|
|
|
|
cmdCategory = "Tactical";
|
|
cmdIcon = CMDFlyingScoutIcon;
|
|
cmdMiniIconName = "commander/MiniIcons/com_scout_grey";
|
|
targetNameTag = 'Hind';
|
|
targetTypeTag = 'Gunship';
|
|
sensorData = AWACPulseSensor;
|
|
sensorRadius = AWACPulseSensor.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";
|
|
|
|
max[MiniChaingunAmmo] = 1250;
|
|
max[MissileLauncherAmmo] = 24;
|
|
|
|
numWeapons = 2;
|
|
};
|
|
|
|
datablock TurretImageData(HindCGImage) {
|
|
shapeFile = "weapon_chaingun.dts";
|
|
offset = "0 0.2 0";
|
|
mountPoint = 0;
|
|
|
|
item = MiniChaingun;
|
|
ammo = MiniChaingunAmmo;
|
|
projectile = ApacheCGBullet;
|
|
projectileType = TracerProjectile;
|
|
projectileSpread = 0.4 / 1000.0;
|
|
emap = true;
|
|
|
|
casing = ShellDebris;
|
|
shellExitDir = "1.0 0.3 1.0";
|
|
shellExitOffset = "0.15 -0.56 -0.1";
|
|
shellExitVariance = 5.0;
|
|
shellVelocity = 0.0;
|
|
|
|
usesEnergy = false;
|
|
useMountEnergy = false;
|
|
|
|
// Turret parameters
|
|
activationMS = 175; // z0dd - ZOD, 3/27/02. Was 250. Amount of time it takes turret to unfold
|
|
deactivateDelayMS = 500;
|
|
thinkTimeMS = 140; // z0dd - ZOD, 3/27/02. Was 200. Amount of time before turret starts to unfold (activate)
|
|
degPerSecTheta = 600;
|
|
degPerSecPhi = 1080;
|
|
attackRadius = 400;
|
|
|
|
stateName[0] = "Activate";
|
|
stateSequence[0] = "Activate";
|
|
stateSound[0] = ChaingunSwitchSound;
|
|
stateAllowImageChange[0] = false;
|
|
//
|
|
stateTimeoutValue[0] = 0.5;
|
|
stateTransitionOnTimeout[0] = "Ready";
|
|
stateTransitionOnNoAmmo[0] = "NoAmmo";
|
|
|
|
//--------------------------------------
|
|
stateName[1] = "Ready";
|
|
stateSpinThread[1] = Stop;
|
|
//
|
|
stateTransitionOnTriggerDown[1] = "Spinup";
|
|
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
|
|
|
//--------------------------------------
|
|
stateName[2] = "NoAmmo";
|
|
stateTransitionOnAmmo[2] = "Ready";
|
|
stateSpinThread[2] = Stop;
|
|
stateTransitionOnTriggerDown[2] = "DryFire";
|
|
|
|
//--------------------------------------
|
|
stateName[3] = "Spinup";
|
|
stateSpinThread[3] = SpinUp;
|
|
stateSound[3] = ChaingunSpinupSound;
|
|
//
|
|
stateTimeoutValue[3] = 1.5;
|
|
stateWaitForTimeout[3] = false;
|
|
stateTransitionOnTimeout[3] = "Fire";
|
|
stateTransitionOnTriggerUp[3] = "Spindown";
|
|
|
|
//--------------------------------------
|
|
stateName[4] = "Fire";
|
|
stateSequence[4] = "Fire";
|
|
stateSequenceRandomFlash[4] = true;
|
|
stateSpinThread[4] = FullSpeed;
|
|
stateSound[4] = ChaingunFireSound;
|
|
//stateRecoil[4] = LightRecoil;
|
|
stateAllowImageChange[4] = false;
|
|
stateScript[4] = "onFire";
|
|
stateFire[4] = true;
|
|
stateEjectShell[4] = true;
|
|
//
|
|
stateTimeoutValue[4] = 0.01;
|
|
stateTransitionOnTimeout[4] = "Fire";
|
|
stateTransitionOnTriggerUp[4] = "Spindown";
|
|
stateTransitionOnNoAmmo[4] = "EmptySpindown";
|
|
|
|
//--------------------------------------
|
|
stateName[5] = "Spindown";
|
|
stateSound[5] = ChaingunSpinDownSound;
|
|
stateSpinThread[5] = SpinDown;
|
|
//
|
|
stateTimeoutValue[5] = 1.0;
|
|
stateWaitForTimeout[5] = true;
|
|
stateTransitionOnTimeout[5] = "Ready";
|
|
stateTransitionOnTriggerDown[5] = "Spinup";
|
|
|
|
//--------------------------------------
|
|
stateName[6] = "EmptySpindown";
|
|
stateSound[6] = ChaingunSpinDownSound;
|
|
stateSpinThread[6] = SpinDown;
|
|
//
|
|
stateTimeoutValue[6] = 0.5;
|
|
stateTransitionOnTimeout[6] = "NoAmmo";
|
|
|
|
//--------------------------------------
|
|
stateName[7] = "DryFire";
|
|
stateSound[7] = ChaingunDryFireSound;
|
|
stateTimeoutValue[7] = 0.5;
|
|
stateTransitionOnTimeout[7] = "NoAmmo";
|
|
};
|
|
|
|
datablock ShapeBaseImageData(HindMissilePairImage) {
|
|
className = WeaponImage;
|
|
shapeFile = "turret_missile_large.dts";
|
|
item = MissileLauncher;
|
|
ammo = MissileLauncherAmmo;
|
|
projectile = HornetStrikeMissile;
|
|
projectileType = SeekerProjectile;
|
|
mountPoint = 10;
|
|
offset = "1.0 1 0.5";
|
|
|
|
projectileSpread = 1.0 / 1000.0;
|
|
|
|
usesEnergy = false;
|
|
useMountEnergy = true;
|
|
minEnergy = 1;
|
|
fireEnergy = 1;
|
|
fireTimeout = 125;
|
|
emap = true;
|
|
|
|
|
|
//--------------------------------------
|
|
stateName[0] = "Activate";
|
|
stateSequence[0] = "Activate";
|
|
stateAllowImageChange[0] = false;
|
|
stateTimeoutValue[0] = 0.5;
|
|
stateTransitionOnTimeout[0] = "Ready";
|
|
stateTransitionOnNoAmmo[0] = "NoAmmo";
|
|
//--------------------------------------
|
|
stateName[1] = "Ready";
|
|
stateSpinThread[1] = Stop;
|
|
stateTransitionOnTriggerDown[1] = "Spinup";
|
|
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
|
//--------------------------------------
|
|
stateName[2] = "NoAmmo";
|
|
stateTransitionOnAmmo[2] = "AmmoLoading";
|
|
stateSpinThread[2] = Stop;
|
|
stateTransitionOnTriggerDown[2] = "DryFire";
|
|
//--------------------------------------
|
|
stateName[3] = "Spinup";
|
|
stateSpinThread[3] = SpinUp;
|
|
stateTimeoutValue[3] = 0.01;
|
|
stateWaitForTimeout[3] = false;
|
|
stateTransitionOnTimeout[3] = "Fire";
|
|
stateTransitionOnTriggerUp[3] = "Spindown";
|
|
//--------------------------------------
|
|
stateName[4] = "Fire";
|
|
stateSpinThread[4] = FullSpeed;
|
|
stateRecoil[4] = LightRecoil;
|
|
stateAllowImageChange[4] = false;
|
|
stateScript[4] = "onFire";
|
|
stateFire[4] = true;
|
|
stateSound[4] = ShrikeBlasterFire;
|
|
stateTimeoutValue[4] = 0.15;
|
|
stateTransitionOnTimeout[4] = "checkState";
|
|
//--------------------------------------
|
|
stateName[5] = "Spindown";
|
|
stateSpinThread[5] = SpinDown;
|
|
stateTimeoutValue[5] = 0.01;
|
|
stateWaitForTimeout[5] = false;
|
|
stateTransitionOnTimeout[5] = "Ready";
|
|
stateTransitionOnTriggerDown[5] = "Spinup";
|
|
//--------------------------------------
|
|
stateName[6] = "EmptySpindown";
|
|
// stateSound[6] = ChaingunSpindownSound;
|
|
stateSpinThread[6] = SpinDown;
|
|
stateTransitionOnAmmo[6] = "Ready";
|
|
stateTimeoutValue[6] = 0.01;
|
|
stateTransitionOnTimeout[6] = "NoAmmo";
|
|
//--------------------------------------
|
|
stateName[7] = "DryFire";
|
|
stateSound[7] = ShrikeBlasterDryFireSound;
|
|
stateTransitionOnTriggerUp[7] = "NoAmmo";
|
|
stateTimeoutValue[7] = 1.0;
|
|
stateTransitionOnTimeout[7] = "NoAmmo";
|
|
|
|
stateName[8] = "checkState";
|
|
stateTransitionOnTriggerUp[8] = "Spindown";
|
|
stateTransitionOnNoAmmo[8] = "EmptySpindown";
|
|
stateTimeoutValue[8] = 0.01;
|
|
stateTransitionOnTimeout[8] = "ready";
|
|
|
|
stateName[9] = "AmmoLoading";
|
|
stateSound[9] = MissileReloadSound;
|
|
stateTimeoutValue[9] = 0.1;
|
|
stateAllowImageChange[9] = false;
|
|
stateTransitionOnTimeout[9] = "Ready";
|
|
};
|
|
|
|
datablock ShapeBaseImageData(HindMissileImage) : HindMissilePairImage {
|
|
//**original** offset = "-.73 0 0";
|
|
offset = "-1.0 1 0.5";
|
|
stateScript[3] = "onTriggerDown";
|
|
stateTimeoutValue[3] = 0.08;
|
|
stateScript[5] = "onTriggerUp";
|
|
stateScript[6] = "onTriggerUp";
|
|
};
|
|
|
|
datablock ShapeBaseImageData(HATDummy) {
|
|
shapeFile = "stackable2m.dts";
|
|
mountPoint = 10;
|
|
offset = "1.1 -5 2.5";
|
|
rotation = "1 0 0 90";
|
|
mass = 20;
|
|
emap = true;
|
|
};
|
|
|
|
datablock ShapeBaseImageData(HATDummy2) {
|
|
shapeFile = "stackable2m.dts";
|
|
mountPoint = 10;
|
|
offset = "-1.1 -5 2.5";
|
|
rotation = "1 0 0 90";
|
|
mass = 20;
|
|
emap = true;
|
|
};
|
|
|
|
function Hind::onAdd(%this, %obj) {
|
|
Parent::onAdd(%this, %obj);
|
|
if (%obj.clientControl)
|
|
serverCmdResetControlObject(%obj.clientControl);
|
|
|
|
%obj.mountImage(HindMissileImage, 2);
|
|
%obj.mountImage(HindMissilePairImage, 3);
|
|
%obj.mountImage(HindCGImage, 4);
|
|
%obj.mountImage(HATDummy, 5);
|
|
%obj.mountImage(HATDummy2, 6);
|
|
%obj.selectedWeapon = 1;
|
|
%obj.nextWeaponFire = 2;
|
|
%obj.setInventory(minichaingunammo, 1250);
|
|
%obj.setInventory(MissileLauncherAmmo, 24);
|
|
%obj.schedule(5500, "playThread", $ActivateThread, "activate");
|
|
}
|
|
|
|
function Hind::playerMounted(%data, %obj, %player, %node) {
|
|
$numVWeapons = 2;
|
|
|
|
if (%obj.clientControl)
|
|
serverCmdResetControlObject(%obj.clientControl);
|
|
|
|
%player.setPilot(true);
|
|
commandToClient(%player.client, 'setHudMode', 'Pilot', "hind", %node);
|
|
commandToClient(%player.client, 'SetWeaponryVehicleKeys', true);
|
|
%obj.selectedWeapon = 1;
|
|
|
|
// update observers who are following this guy...
|
|
if ( %player.client.observeCount > 0 )
|
|
resetObserveFollow( %player.client, false );
|
|
}
|
|
|
|
function Hind::onTrigger(%data, %obj, %trigger, %state) {
|
|
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) {
|
|
if(%obj.nextWeaponFire == 2){
|
|
%obj.setImageTrigger(2, true);
|
|
%obj.setImageTrigger(3, true);
|
|
}
|
|
}
|
|
else {
|
|
%obj.setImageTrigger(2, false);
|
|
%obj.setImageTrigger(3, false);
|
|
%obj.setImageTrigger(4, true);
|
|
}
|
|
}
|
|
}
|
|
}
|