TWM2/scripts/weapons/Rifles/RSALaserRifle.cs
2014-02-26 13:54:04 -06:00

249 lines
6.3 KiB
C#

datablock AudioProfile(LaserRifleFireSound)
{
filename = "fx/weapons/sniper_fire.wav";
description = AudioClose3d;
preload = true;
};
datablock ParticleData(RedFlareParticle)
{
dragCoeffiecient = 0.0;
gravityCoefficient = 0.15;
inheritedVelFactor = 0.5;
lifetimeMS = 1800;
lifetimeVarianceMS = 200;
textureName = "special/flareSpark";
colors[0] = "1.0 1.0 1.0 1.0";
colors[1] = "1.0 1.0 1.0 1.0";
colors[2] = "1.0 1.0 1.0 0.0";
sizes[0] = 0.6;
sizes[1] = 0.3;
sizes[2] = 0.1;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(RedFlareemmiter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
velocityVariance = 0.0;
thetaMin = 0.0;
thetaMax = 90.0;
orientParticles = true;
orientOnVelocity = false;
particles = "RedFlareParticle";
};
datablock LinearFlareProjectileData(LaserShot)
{
scale = "1.0 1.0 1.0";
faceViewer = false;
directDamage = 0.6;
kickBackStrength = 100.0;
directDamageType = $DamageType::LaserRifle;
explosion = "BlasterExplosion";
splash = PlasmaSplash;
ImageSource = "lasergunImage";
dryVelocity = 200.0;
wetVelocity = 10;
velInheritFactor = 0.5;
fizzleTimeMS = 30000;
lifetimeMS = 30000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = -1;
baseEmitter = RedFlareemmiter;
delayEmitter = RedFlareemmiter;
bubbleEmitter = RedFlareemmiter;
//activateDelayMS = 100;
activateDelayMS = -1;
size[0] = 0.2;
size[1] = 0.2;
size[2] = 0.2;
numFlares = 15;
flareColor = "1 0 0";
flareModTexture = "flaremod";
flareBaseTexture = "flarebase";
sound = MissileProjectileSound;
fireSound = PlasmaFireSound;
wetFireSound = PlasmaFireWetSound;
hasLight = true;
lightRadius = 3.0;
lightColor = "1 0 0";
};
//--------------------------------------------------------------------------
// Ammo
//--------------------------------------
datablock ItemData(lasergunAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_chaingun.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some laser rifle ammo";
computeCRC = true;
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ShapeBaseImageData(lasergunImage)
{
className = WeaponImage;
shapeFile = "weapon_sniper.dts";
item = lasergun;
ammo = lasergunAmmo;
projectile = LaserShot;
projectileType = LinearFlareProjectile;
emap = true;
armThread = looksn;
mass = 10;
casing = ShellDebris;
shellExitDir = "1.0 0.3 1.0";
shellExitOffset = "0.15 -0.56 -0.1";
shellExitVariance = 15.0;
shellVelocity = 3.0;
//ClipStuff
ClipName = "lasergunClip";
ClipPickupName["lasergunClip"] = "A Photonic Laser Battery";
ShowsClipInHud = 1;
ClipReloadTime = 6;
ClipReturn = 10;
InitialClips = 5;
//
//Challenges
HasChallenges = 1;
ChallengeCt = 8;
Challenge[1] = "Laser Rifle Blaster\t100\t250\tNone";
Challenge[2] = "Laser Rifle Expert\t250\t500\tGrip";
Challenge[3] = "Laser Rifle Master\t750\t1000\tLaser";
Challenge[4] = "Laser Rifle God\t1500\t2000\tSilencer";
Challenge[5] = "Laser Rifle Bronze Commendation\t5000\t10000\tNone";
Challenge[6] = "Laser Rifle Silver Commendation\t10000\t25000\tNone";
Challenge[7] = "Laser Rifle Gold Commendation\t25000\t50000\tNone";
Challenge[8] = "Laser Rifle Titan Commendation\t50000\t75000\tNone";
Upgrade[1] = "Grip";
Upgrade[2] = "Laser";
Upgrade[3] = "Silencer";
GunName = "RSA Laser Rifle";
//
RankRequire = $TWM2::RankRequire["RSALaserRifle"];
maxSpread = 10.0 / 1000.0;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = ChaingunSwitchSound;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.0001;
stateFire[3] = true;
stateEmitter[3] = "GunFireEffectEmitter";
stateEmitterNode[3] = "muzzlepoint1";
stateEmitterTime[3] = 1;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.1;
//stateSound[3] = LaserRifleFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.7;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = ChaingunDryFireSound;
stateTimeoutValue[6] = 0.2;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire";
stateSound[7] = ChaingunDryFireSound;
stateTimeoutValue[7] = 0.2;
stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
};
datablock ItemData(lasergun)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_chaingun.dts";
image = lasergunImage;
mass = 1.0;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a Laser Rifle";
computeCRC = true;
emap = true;
};
function lasergunImage::onFire(%data, %obj, %slot) {
%p = Parent::onFire(%data, %obj, %slot);
if(%obj.client.UpgradeOn("Silencer", %data.getName())) {
//zero sound :p
}
else {
ServerPlay3d(LaserRifleFireSound, %obj.getPosition());
}
}