mirror of
https://github.com/ChocoTaco1/TacoServer.git
synced 2026-01-19 16:14:44 +00:00
856 lines
22 KiB
C#
856 lines
22 KiB
C#
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//--------------------------------------
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// Missile launcher
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//--------------------------------------
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//--------------------------------------------------------------------------
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// Sounds
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//--------------------------------------
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datablock AudioProfile(MissileSwitchSound)
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{
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filename = "fx/weapons/missile_launcher_activate.wav";
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description = AudioClosest3d;
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preload = true;
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};
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datablock AudioProfile(MissileFireSound)
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{
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filename = "fx/weapons/missile_fire.WAV";
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description = AudioDefault3d;
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preload = true;
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};
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datablock AudioProfile(MissileProjectileSound)
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{
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filename = "fx/weapons/missile_projectile.wav";
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description = ProjectileLooping3d;
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preload = true;
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};
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datablock AudioProfile(MissileReloadSound)
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{
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filename = "fx/weapons/weapon.missilereload.wav";
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description = AudioClosest3d;
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preload = true;
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};
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datablock AudioProfile(MissileLockSound)
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{
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filename = "fx/weapons/missile_launcher_searching.WAV";
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description = AudioClosest3d;
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preload = true;
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};
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datablock AudioProfile(MissileExplosionSound)
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{
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filename = "fx/explosions/explosion.xpl23.wav";
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description = AudioBIGExplosion3d;
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preload = true;
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};
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datablock AudioProfile(MissileDryFireSound)
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{
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filename = "fx/weapons/missile_launcher_dryfire.wav";
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description = AudioClose3d;
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preload = true;
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};
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//----------------------------------------------------------------------------
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// Splash Debris
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//----------------------------------------------------------------------------
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datablock ParticleData( MDebrisSmokeParticle )
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{
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dragCoeffiecient = 1.0;
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gravityCoefficient = 0.10;
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inheritedVelFactor = 0.1;
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lifetimeMS = 1000;
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lifetimeVarianceMS = 100;
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textureName = "particleTest";
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// useInvAlpha = true;
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spinRandomMin = -60.0;
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spinRandomMax = 60.0;
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colors[0] = "0.7 0.8 1.0 1.0";
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colors[1] = "0.7 0.8 1.0 0.5";
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colors[2] = "0.7 0.8 1.0 0.0";
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sizes[0] = 0.0;
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sizes[1] = 0.8;
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sizes[2] = 0.8;
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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( MDebrisSmokeEmitter )
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{
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ejectionPeriodMS = 10;
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periodVarianceMS = 1;
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ejectionVelocity = 1.0; // A little oomph at the back end
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velocityVariance = 0.2;
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thetaMin = 0.0;
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thetaMax = 40.0;
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particles = "MDebrisSmokeParticle";
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};
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datablock DebrisData( MissileSplashDebris )
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{
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emitters[0] = MDebrisSmokeEmitter;
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explodeOnMaxBounce = true;
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elasticity = 0.4;
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friction = 0.2;
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lifetime = 0.3;
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lifetimeVariance = 0.1;
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numBounces = 1;
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};
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//----------------------------------------------------------------------------
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// Missile smoke spike (for debris)
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//----------------------------------------------------------------------------
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datablock ParticleData( MissileSmokeSpike )
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{
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dragCoeffiecient = 1.0;
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gravityCoefficient = 0.0;
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inheritedVelFactor = 0.2;
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lifetimeMS = 1000;
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lifetimeVarianceMS = 100;
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textureName = "particleTest";
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useInvAlpha = true;
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spinRandomMin = -60.0;
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spinRandomMax = 60.0;
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colors[0] = "0.6 0.6 0.6 1.0";
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colors[1] = "0.4 0.4 0.4 0.5";
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colors[2] = "0.4 0.4 0.4 0.0";
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sizes[0] = 0.0;
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sizes[1] = 1.0;
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sizes[2] = 0.5;
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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( MissileSmokeSpikeEmitter )
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{
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ejectionPeriodMS = 7;
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periodVarianceMS = 1;
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ejectionVelocity = 1.0; // A little oomph at the back end
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velocityVariance = 0.2;
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thetaMin = 0.0;
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thetaMax = 40.0;
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particles = "MissileSmokeSpike";
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};
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//----------------------------------------------------------------------------
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// Explosion smoke particles
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//----------------------------------------------------------------------------
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datablock ParticleData(MissileExplosionSmoke)
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{
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dragCoeffiecient = 0.3;
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gravityCoefficient = -0.2;
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inheritedVelFactor = 0.025;
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lifetimeMS = 1250;
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lifetimeVarianceMS = 0;
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textureName = "particleTest";
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useInvAlpha = true;
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spinRandomMin = -100.0;
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spinRandomMax = 100.0;
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textureName = "special/Smoke/bigSmoke";
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colors[0] = "1.0 0.7 0.0 1.0";
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colors[1] = "0.4 0.4 0.4 0.5";
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colors[2] = "0.4 0.4 0.4 0.0";
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sizes[0] = 1.0;
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sizes[1] = 3.0;
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sizes[2] = 1.0;
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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(MissileExplosionSmokeEMitter)
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{
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ejectionOffset = 0.0;
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ejectionPeriodMS = 5;
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periodVarianceMS = 0;
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ejectionVelocity = 3.25;
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velocityVariance = 0.25;
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thetaMin = 0.0;
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thetaMax = 180.0;
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lifetimeMS = 250;
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particles = "MissileExplosionSmoke";
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};
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datablock DebrisData( MissileSpikeDebris )
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{
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emitters[0] = MissileSmokeSpikeEmitter;
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explodeOnMaxBounce = true;
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elasticity = 0.4;
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friction = 0.2;
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lifetime = 0.3;
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lifetimeVariance = 0.02;
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};
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//---------------------------------------------------------------------------
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// Explosions
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//---------------------------------------------------------------------------
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datablock ExplosionData(MissileExplosion)
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{
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explosionShape = "effect_plasma_explosion.dts";
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playSpeed = 1.5;
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soundProfile = MissileExplosionSound;
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faceViewer = true;
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sizes[0] = "0.5 0.5 0.5";
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sizes[1] = "0.5 0.5 0.5";
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sizes[2] = "0.5 0.5 0.5";
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emitter[0] = MissileExplosionSmokeEmitter;
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debris = MissileSpikeDebris;
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debrisThetaMin = 10;
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debrisThetaMax = 170;
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debrisNum = 8;
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debrisNumVariance = 6;
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debrisVelocity = 15.0;
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debrisVelocityVariance = 2.0;
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shakeCamera = true;
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camShakeFreq = "6.0 7.0 7.0";
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camShakeAmp = "70.0 70.0 70.0";
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camShakeDuration = 1.0;
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camShakeRadius = 7.0;
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};
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datablock ExplosionData(MissileSplashExplosion)
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{
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explosionShape = "disc_explosion.dts";
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faceViewer = true;
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explosionScale = "1.0 1.0 1.0";
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debris = MissileSplashDebris;
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debrisThetaMin = 10;
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debrisThetaMax = 80;
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debrisNum = 10;
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debrisVelocity = 10.0;
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debrisVelocityVariance = 4.0;
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sizes[0] = "0.35 0.35 0.35";
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sizes[1] = "0.15 0.15 0.15";
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sizes[2] = "0.15 0.15 0.15";
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sizes[3] = "0.15 0.15 0.15";
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times[0] = 0.0;
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times[1] = 0.333;
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times[2] = 0.666;
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times[3] = 1.0;
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};
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//--------------------------------------------------------------------------
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// Splash
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//--------------------------------------------------------------------------
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datablock ParticleData(MissileMist)
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{
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dragCoefficient = 2.0;
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gravityCoefficient = -0.05;
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inheritedVelFactor = 0.0;
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constantAcceleration = 0.0;
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lifetimeMS = 400;
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lifetimeVarianceMS = 100;
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useInvAlpha = false;
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spinRandomMin = -90.0;
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spinRandomMax = 500.0;
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textureName = "particleTest";
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colors[0] = "0.7 0.8 1.0 1.0";
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colors[1] = "0.7 0.8 1.0 0.5";
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colors[2] = "0.7 0.8 1.0 0.0";
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sizes[0] = 0.5;
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sizes[1] = 0.5;
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sizes[2] = 0.8;
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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(MissileMistEmitter)
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{
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ejectionPeriodMS = 5;
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periodVarianceMS = 0;
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ejectionVelocity = 6.0;
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velocityVariance = 4.0;
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ejectionOffset = 0.0;
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thetaMin = 85;
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thetaMax = 85;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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lifetimeMS = 250;
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particles = "MissileMist";
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};
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datablock ParticleData( MissileSplashParticle )
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{
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dragCoefficient = 1;
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gravityCoefficient = 0.2;
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inheritedVelFactor = 0.2;
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constantAcceleration = -0.0;
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lifetimeMS = 600;
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lifetimeVarianceMS = 0;
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textureName = "special/droplet";
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colors[0] = "0.7 0.8 1.0 1.0";
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colors[1] = "0.7 0.8 1.0 0.5";
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colors[2] = "0.7 0.8 1.0 0.0";
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sizes[0] = 0.5;
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sizes[1] = 0.5;
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sizes[2] = 0.5;
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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( MissileSplashEmitter )
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{
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ejectionPeriodMS = 1;
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periodVarianceMS = 0;
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ejectionVelocity = 6;
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velocityVariance = 3.0;
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ejectionOffset = 0.0;
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thetaMin = 60;
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thetaMax = 80;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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orientParticles = true;
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lifetimeMS = 100;
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particles = "MissileSplashParticle";
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};
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datablock SplashData(MissileSplash)
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{
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numSegments = 15;
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ejectionFreq = 0.0001;
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ejectionAngle = 45;
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ringLifetime = 0.5;
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lifetimeMS = 400;
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velocity = 5.0;
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startRadius = 0.0;
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acceleration = -3.0;
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texWrap = 5.0;
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explosion = MissileSplashExplosion;
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texture = "special/water2";
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emitter[0] = MissileSplashEmitter;
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emitter[1] = MissileMistEmitter;
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colors[0] = "0.7 0.8 1.0 0.0";
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colors[1] = "0.7 0.8 1.0 1.0";
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colors[2] = "0.7 0.8 1.0 0.0";
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colors[3] = "0.7 0.8 1.0 0.0";
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times[0] = 0.0;
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times[1] = 0.4;
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times[2] = 0.8;
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times[3] = 1.0;
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};
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//--------------------------------------------------------------------------
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// Particle effects
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//--------------------------------------
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datablock ParticleData(MissileSmokeParticle)
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{
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|
|
dragCoeffiecient = 0.0;
|
||
|
|
gravityCoefficient = -0.02;
|
||
|
|
inheritedVelFactor = 0.1;
|
||
|
|
|
||
|
|
lifetimeMS = 1200;
|
||
|
|
lifetimeVarianceMS = 100;
|
||
|
|
|
||
|
|
textureName = "particleTest";
|
||
|
|
|
||
|
|
useInvAlpha = true;
|
||
|
|
spinRandomMin = -90.0;
|
||
|
|
spinRandomMax = 90.0;
|
||
|
|
|
||
|
|
colors[0] = "1.0 0.75 0.0 0.0";
|
||
|
|
colors[1] = "0.5 0.5 0.5 1.0";
|
||
|
|
colors[2] = "0.3 0.3 0.3 0.0";
|
||
|
|
sizes[0] = 1;
|
||
|
|
sizes[1] = 2;
|
||
|
|
sizes[2] = 3;
|
||
|
|
times[0] = 0.0;
|
||
|
|
times[1] = 0.1;
|
||
|
|
times[2] = 1.0;
|
||
|
|
|
||
|
|
};
|
||
|
|
|
||
|
|
datablock ParticleEmitterData(MissileSmokeEmitter)
|
||
|
|
{
|
||
|
|
ejectionPeriodMS = 10;
|
||
|
|
periodVarianceMS = 0;
|
||
|
|
|
||
|
|
ejectionVelocity = 1.5;
|
||
|
|
velocityVariance = 0.3;
|
||
|
|
|
||
|
|
thetaMin = 0.0;
|
||
|
|
thetaMax = 50.0;
|
||
|
|
|
||
|
|
particles = "MissileSmokeParticle";
|
||
|
|
};
|
||
|
|
|
||
|
|
datablock ParticleData(MissileFireParticle)
|
||
|
|
{
|
||
|
|
dragCoeffiecient = 0.0;
|
||
|
|
gravityCoefficient = 0.0;
|
||
|
|
inheritedVelFactor = 1.0;
|
||
|
|
|
||
|
|
lifetimeMS = 300;
|
||
|
|
lifetimeVarianceMS = 000;
|
||
|
|
|
||
|
|
textureName = "particleTest";
|
||
|
|
|
||
|
|
spinRandomMin = -135;
|
||
|
|
spinRandomMax = 135;
|
||
|
|
|
||
|
|
colors[0] = "1.0 0.75 0.2 1.0";
|
||
|
|
colors[1] = "1.0 0.5 0.0 1.0";
|
||
|
|
colors[2] = "1.0 0.40 0.0 0.0";
|
||
|
|
sizes[0] = 0;
|
||
|
|
sizes[1] = 1;
|
||
|
|
sizes[2] = 1.5;
|
||
|
|
times[0] = 0.0;
|
||
|
|
times[1] = 0.3;
|
||
|
|
times[2] = 1.0;
|
||
|
|
};
|
||
|
|
|
||
|
|
datablock ParticleEmitterData(MissileFireEmitter)
|
||
|
|
{
|
||
|
|
ejectionPeriodMS = 15;
|
||
|
|
periodVarianceMS = 0;
|
||
|
|
|
||
|
|
ejectionVelocity = 15.0;
|
||
|
|
velocityVariance = 0.0;
|
||
|
|
|
||
|
|
thetaMin = 0.0;
|
||
|
|
thetaMax = 0.0;
|
||
|
|
|
||
|
|
particles = "MissileFireParticle";
|
||
|
|
};
|
||
|
|
|
||
|
|
datablock ParticleData(MissilePuffParticle)
|
||
|
|
{
|
||
|
|
dragCoeffiecient = 0.0;
|
||
|
|
gravityCoefficient = 0.0;
|
||
|
|
inheritedVelFactor = 0.0;
|
||
|
|
|
||
|
|
lifetimeMS = 500;
|
||
|
|
lifetimeVarianceMS = 300;
|
||
|
|
|
||
|
|
textureName = "particleTest";
|
||
|
|
|
||
|
|
spinRandomMin = -135;
|
||
|
|
spinRandomMax = 135;
|
||
|
|
|
||
|
|
colors[0] = "1.0 1.0 1.0 0.5";
|
||
|
|
colors[1] = "0.7 0.7 0.7 0.0";
|
||
|
|
sizes[0] = 0.25;
|
||
|
|
sizes[1] = 1.0;
|
||
|
|
times[0] = 0.0;
|
||
|
|
times[1] = 1.0;
|
||
|
|
};
|
||
|
|
|
||
|
|
datablock ParticleEmitterData(MissilePuffEmitter)
|
||
|
|
{
|
||
|
|
ejectionPeriodMS = 50;
|
||
|
|
periodVarianceMS = 3;
|
||
|
|
|
||
|
|
ejectionVelocity = 0.5;
|
||
|
|
velocityVariance = 0.0;
|
||
|
|
|
||
|
|
thetaMin = 0.0;
|
||
|
|
thetaMax = 90.0;
|
||
|
|
|
||
|
|
particles = "MissilePuffParticle";
|
||
|
|
};
|
||
|
|
|
||
|
|
datablock ParticleData(MissileLauncherExhaustParticle)
|
||
|
|
{
|
||
|
|
dragCoeffiecient = 0.0;
|
||
|
|
gravityCoefficient = 0.01;
|
||
|
|
inheritedVelFactor = 1.0;
|
||
|
|
|
||
|
|
lifetimeMS = 500;
|
||
|
|
lifetimeVarianceMS = 300;
|
||
|
|
|
||
|
|
textureName = "particleTest";
|
||
|
|
|
||
|
|
useInvAlpha = true;
|
||
|
|
spinRandomMin = -135;
|
||
|
|
spinRandomMax = 135;
|
||
|
|
|
||
|
|
colors[0] = "1.0 1.0 1.0 0.5";
|
||
|
|
colors[1] = "0.7 0.7 0.7 0.0";
|
||
|
|
sizes[0] = 0.25;
|
||
|
|
sizes[1] = 1.0;
|
||
|
|
times[0] = 0.0;
|
||
|
|
times[1] = 1.0;
|
||
|
|
};
|
||
|
|
|
||
|
|
datablock ParticleEmitterData(MissileLauncherExhaustEmitter)
|
||
|
|
{
|
||
|
|
ejectionPeriodMS = 15;
|
||
|
|
periodVarianceMS = 0;
|
||
|
|
|
||
|
|
ejectionVelocity = 3.0;
|
||
|
|
velocityVariance = 0.0;
|
||
|
|
|
||
|
|
thetaMin = 0.0;
|
||
|
|
thetaMax = 20.0;
|
||
|
|
|
||
|
|
particles = "MissileLauncherExhaustParticle";
|
||
|
|
};
|
||
|
|
|
||
|
|
//--------------------------------------------------------------------------
|
||
|
|
// Debris
|
||
|
|
//--------------------------------------
|
||
|
|
datablock DebrisData( FlechetteDebris )
|
||
|
|
{
|
||
|
|
shapeName = "weapon_missile_fleschette.dts";
|
||
|
|
|
||
|
|
lifetime = 5.0;
|
||
|
|
|
||
|
|
minSpinSpeed = -320.0;
|
||
|
|
maxSpinSpeed = 320.0;
|
||
|
|
|
||
|
|
elasticity = 0.2;
|
||
|
|
friction = 0.3;
|
||
|
|
|
||
|
|
numBounces = 3;
|
||
|
|
|
||
|
|
gravModifier = 0.40;
|
||
|
|
|
||
|
|
staticOnMaxBounce = true;
|
||
|
|
};
|
||
|
|
|
||
|
|
//--------------------------------------------------------------------------
|
||
|
|
// Projectile
|
||
|
|
//--------------------------------------
|
||
|
|
datablock SeekerProjectileData(ShoulderMissile)
|
||
|
|
{
|
||
|
|
casingShapeName = "weapon_missile_casement.dts";
|
||
|
|
projectileShapeName = "weapon_missile_projectile.dts";
|
||
|
|
hasDamageRadius = true;
|
||
|
|
indirectDamage = 0.8;
|
||
|
|
damageRadius = 8.0;
|
||
|
|
radiusDamageType = $DamageType::Missile;
|
||
|
|
kickBackStrength = 2000;
|
||
|
|
|
||
|
|
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 = 7000; // z0dd - ZOD, 4/14/02. Was 6000
|
||
|
|
muzzleVelocity = 10.0;
|
||
|
|
maxVelocity = 90.0; // z0dd - ZOD, 4/14/02. Was 80.0
|
||
|
|
turningSpeed = 110.0;
|
||
|
|
acceleration = 200.0;
|
||
|
|
|
||
|
|
proximityRadius = 3;
|
||
|
|
|
||
|
|
terrainAvoidanceSpeed = 180;
|
||
|
|
terrainScanAhead = 25;
|
||
|
|
terrainHeightFail = 12;
|
||
|
|
terrainAvoidanceRadius = 100;
|
||
|
|
|
||
|
|
flareDistance = 200;
|
||
|
|
flareAngle = 30;
|
||
|
|
|
||
|
|
sound = MissileProjectileSound;
|
||
|
|
|
||
|
|
hasLight = true;
|
||
|
|
lightRadius = 5.0;
|
||
|
|
lightColor = "0.2 0.05 0";
|
||
|
|
|
||
|
|
useFlechette = true;
|
||
|
|
flechetteDelayMs = 550;
|
||
|
|
casingDeb = FlechetteDebris;
|
||
|
|
|
||
|
|
explodeOnWaterImpact = false;
|
||
|
|
};
|
||
|
|
|
||
|
|
datablock LinearProjectileData(Rocket)
|
||
|
|
{
|
||
|
|
projectileShapeName = "weapon_missile_projectile.dts";
|
||
|
|
emitterDelay = -1;
|
||
|
|
baseEmitter = MissileSmokeEmitter;
|
||
|
|
delayEmitter = MissileFireEmitter;
|
||
|
|
bubbleEmitter = GrenadeBubbleEmitter;
|
||
|
|
bubbleEmitTime = 1.0;
|
||
|
|
directDamage = 0.0;
|
||
|
|
hasDamageRadius = true;
|
||
|
|
indirectDamage = 0.5;
|
||
|
|
damageRadius = 7.5;
|
||
|
|
radiusDamageType = $DamageType::Missile;
|
||
|
|
kickBackStrength = 2000;
|
||
|
|
sound = MissileProjectileSound;
|
||
|
|
explosion = "MissileExplosion";
|
||
|
|
underwaterExplosion = "UnderwaterDiscExplosion";
|
||
|
|
splash = MissileSplash;
|
||
|
|
dryVelocity = 90;
|
||
|
|
wetVelocity = 50;
|
||
|
|
velInheritFactor = 0.75;
|
||
|
|
fizzleTimeMS = 5000;
|
||
|
|
lifetimeMS = 5000;
|
||
|
|
explodeOnDeath = true;
|
||
|
|
reflectOnWaterImpactAngle = 15.0;
|
||
|
|
explodeOnWaterImpact = false;
|
||
|
|
deflectionOnWaterImpact = 20.0;
|
||
|
|
fizzleUnderwaterMS = 5000;
|
||
|
|
// activateDelayMS = 200;
|
||
|
|
hasLight = true;
|
||
|
|
lightRadius = 6.0;
|
||
|
|
lightColor = "0.175 0.175 0.5";
|
||
|
|
};
|
||
|
|
|
||
|
|
//--------------------------------------------------------------------------
|
||
|
|
// Ammo
|
||
|
|
//--------------------------------------
|
||
|
|
|
||
|
|
datablock ItemData(MissileLauncherAmmo)
|
||
|
|
{
|
||
|
|
className = Ammo;
|
||
|
|
catagory = "Ammo";
|
||
|
|
shapeFile = "ammo_missile.dts";
|
||
|
|
mass = 1;
|
||
|
|
elasticity = 0.2;
|
||
|
|
friction = 0.6;
|
||
|
|
pickupRadius = 2;
|
||
|
|
pickUpName = "some missiles";
|
||
|
|
|
||
|
|
computeCRC = true;
|
||
|
|
|
||
|
|
};
|
||
|
|
|
||
|
|
//--------------------------------------------------------------------------
|
||
|
|
// Weapon
|
||
|
|
//--------------------------------------
|
||
|
|
datablock ItemData(MissileLauncher)
|
||
|
|
{
|
||
|
|
className = Weapon;
|
||
|
|
catagory = "Spawn Items";
|
||
|
|
shapeFile = "weapon_missile.dts";
|
||
|
|
image = MissileLauncherImage;
|
||
|
|
mass = 1;
|
||
|
|
elasticity = 0.2;
|
||
|
|
friction = 0.6;
|
||
|
|
pickupRadius = 2;
|
||
|
|
pickUpName = "a missile launcher";
|
||
|
|
|
||
|
|
computeCRC = true;
|
||
|
|
emap = true;
|
||
|
|
};
|
||
|
|
|
||
|
|
datablock ShapeBaseImageData(MissileLauncherImage)
|
||
|
|
{
|
||
|
|
className = WeaponImage;
|
||
|
|
shapeFile = "weapon_missile.dts";
|
||
|
|
item = MissileLauncher;
|
||
|
|
ammo = MissileLauncherAmmo;
|
||
|
|
offset = "0 0 0";
|
||
|
|
armThread = lookms;
|
||
|
|
emap = true;
|
||
|
|
|
||
|
|
projectile = ShoulderMissile;
|
||
|
|
projectileType = SeekerProjectile;
|
||
|
|
|
||
|
|
isSeeker = true;
|
||
|
|
seekRadius = 400;
|
||
|
|
maxSeekAngle = 8;
|
||
|
|
seekTime = 0.5;
|
||
|
|
minSeekHeat = $Host::ClassicLoadMissileChanges ? 1.0 : 0.6; // the heat that must be present on a target to lock it. // z0dd - ZOD, 8/22/02. Was 0.7
|
||
|
|
|
||
|
|
// only target objects outside this range
|
||
|
|
minTargetingDistance = 40;
|
||
|
|
|
||
|
|
stateName[0] = "Activate";
|
||
|
|
stateTransitionOnTimeout[0] = "ActivateReady";
|
||
|
|
stateTimeoutValue[0] = 0.5;
|
||
|
|
stateSequence[0] = "Activate";
|
||
|
|
stateSound[0] = MissileSwitchSound;
|
||
|
|
|
||
|
|
stateName[1] = "ActivateReady";
|
||
|
|
stateTransitionOnAmmo[1] = "Ready";
|
||
|
|
stateTransitionOnNoAmmo[1] = "FirstLoad";
|
||
|
|
|
||
|
|
stateName[2] = "Ready";
|
||
|
|
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||
|
|
stateTransitionOnTriggerDown[2] = "CheckWet";
|
||
|
|
|
||
|
|
stateName[3] = "Fire";
|
||
|
|
stateTransitionOnTimeout[3] = "Reload";
|
||
|
|
stateTimeoutValue[3] = 0.4;
|
||
|
|
stateFire[3] = true;
|
||
|
|
stateRecoil[3] = LightRecoil;
|
||
|
|
stateAllowImageChange[3] = false;
|
||
|
|
stateSequence[3] = "Fire";
|
||
|
|
stateScript[3] = "onFire";
|
||
|
|
stateSound[3] = MissileFireSound;
|
||
|
|
|
||
|
|
stateName[4] = "Reload";
|
||
|
|
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||
|
|
stateTransitionOnTimeout[4] = "Ready";
|
||
|
|
stateTimeoutValue[4] = 2.5;
|
||
|
|
stateAllowImageChange[4] = false;
|
||
|
|
stateSequence[4] = "Reload";
|
||
|
|
stateSound[4] = MissileReloadSound;
|
||
|
|
|
||
|
|
stateName[5] = "NoAmmo";
|
||
|
|
stateTransitionOnAmmo[5] = "Reload";
|
||
|
|
stateSequence[5] = "NoAmmo";
|
||
|
|
stateTransitionOnTriggerDown[5] = "DryFire";
|
||
|
|
|
||
|
|
stateName[6] = "DryFire";
|
||
|
|
stateSound[6] = MissileDryFireSound;
|
||
|
|
stateTimeoutValue[6] = 1.0;
|
||
|
|
stateTransitionOnTimeout[6] = "ActivateReady";
|
||
|
|
|
||
|
|
stateName[7] = "CheckTarget";
|
||
|
|
// z0dd - ZOD, 5/07/04. Shoot one off if gameplay changes are in affect.
|
||
|
|
//stateTransitionOnNoTarget[7] = "DryFire";
|
||
|
|
stateTransitionOnNoTarget[7] = $Host::ClassicLoadMissileChanges ? "DumbFire" : "DryFire";
|
||
|
|
stateTransitionOnTarget[7] = "Fire";
|
||
|
|
|
||
|
|
stateName[8] = "CheckWet";
|
||
|
|
stateTransitionOnWet[8] = "WetFire";
|
||
|
|
stateTransitionOnNotWet[8] = "CheckTarget";
|
||
|
|
|
||
|
|
stateName[9] = "WetFire";
|
||
|
|
stateTransitionOnNoAmmo[9] = "NoAmmo";
|
||
|
|
stateTransitionOnTimeout[9] = "Reload";
|
||
|
|
stateSound[9] = MissileFireSound;
|
||
|
|
stateRecoil[3] = LightRecoil;
|
||
|
|
stateTimeoutValue[9] = 0.4;
|
||
|
|
stateSequence[3] = "Fire";
|
||
|
|
stateScript[9] = "onWetFire";
|
||
|
|
stateAllowImageChange[9] = false;
|
||
|
|
|
||
|
|
stateName[10] = "DumbFire";
|
||
|
|
stateTransitionOnTimeout[10] = "Reload";
|
||
|
|
stateTimeoutValue[10] = 0.4;
|
||
|
|
stateFire[10] = true;
|
||
|
|
stateRecoil[10] = LightRecoil;
|
||
|
|
stateAllowImageChange[10] = false;
|
||
|
|
stateSequence[10] = "Fire";
|
||
|
|
stateScript[10] = "onDumbFire";
|
||
|
|
stateSound[10] = MissileFireSound;
|
||
|
|
|
||
|
|
stateName[11] = "FirstLoad";
|
||
|
|
stateTransitionOnAmmo[11] = "Ready";
|
||
|
|
};
|
||
|
|
|
||
|
|
function MissileLauncherImage::onDumbFire(%data,%obj,%slot)
|
||
|
|
{
|
||
|
|
%data.lightStart = getSimTime();
|
||
|
|
%p = new (LinearProjectile)() {
|
||
|
|
dataBlock = Rocket;
|
||
|
|
initialDirection = MatrixMulVector("0 0 0 0 0 1 0", %obj.getMuzzleVector(%slot));
|
||
|
|
initialPosition = %obj.getMuzzlePoint(%slot);
|
||
|
|
sourceObject = %obj;
|
||
|
|
sourceSlot = %slot;
|
||
|
|
};
|
||
|
|
%obj.lastProjectile = %p;
|
||
|
|
MissionCleanup.add(%p);
|
||
|
|
if(%obj.client)
|
||
|
|
%obj.client.projectile = %p;
|
||
|
|
|
||
|
|
%obj.decInventory(%data.ammo, 1);
|
||
|
|
return %p;
|
||
|
|
}
|
||
|
|
function MissileLauncherImage::onUnmount(%this,%obj,%slot){
|
||
|
|
parent::onUnmount(%this,%obj,%slot);
|
||
|
|
if(isEventPending(%obj.reloadDelaySch))
|
||
|
|
cancel(%obj.reloadDelaySch);
|
||
|
|
}
|
||
|
|
function MissileLauncherImage::onMount(%this,%obj,%slot){
|
||
|
|
|
||
|
|
if(%obj.getClassName() !$= "Player")
|
||
|
|
return;
|
||
|
|
|
||
|
|
if (%this.armthread $= "")
|
||
|
|
%obj.setArmThread(look);
|
||
|
|
else
|
||
|
|
%obj.setArmThread(%this.armThread);
|
||
|
|
|
||
|
|
if(%obj.getMountedImage($WeaponSlot).ammo !$= ""){
|
||
|
|
if (%obj.getInventory(%this.ammo)){
|
||
|
|
|
||
|
|
%fireAndReloadTime = mFloor((%this.stateTimeoutValue[4] + %this.stateTimeoutValue[3]) * 1000);
|
||
|
|
|
||
|
|
if(%obj.lfireTime[%this.getName()] && (getSimTime() - %obj.lfireTime[%this.getName()]) < %fireAndReloadTime){
|
||
|
|
if(isEventPending(%obj.reloadDelaySch)){
|
||
|
|
cancel(%obj.reloadDelaySch);
|
||
|
|
}
|
||
|
|
%time = mFloor(%fireAndReloadTime - (getSimTime() - %obj.lfireTime[%this.getName()]));
|
||
|
|
%obj.reloadDelaySch = schedule(%time, 0, "ammoStateDelay", %obj, %slot, true);
|
||
|
|
}
|
||
|
|
else{
|
||
|
|
%obj.setImageAmmo(%slot,true);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
%obj.client.setWeaponsHudActive(%this.item);
|
||
|
|
if(%obj.getMountedImage($WeaponSlot).ammo !$= "")
|
||
|
|
%obj.client.setAmmoHudCount(%obj.getInventory(%this.ammo));
|
||
|
|
else
|
||
|
|
%obj.client.setAmmoHudCount(-1);
|
||
|
|
}
|