mirror of
https://github.com/Ragora/TribesReplay.git
synced 2026-07-12 07:14:37 +00:00
v23669 (06/25/01):
- (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
This commit is contained in:
parent
7d0bae2fd4
commit
7f1fccfdff
91 changed files with 7964 additions and 6058 deletions
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@ -180,12 +180,21 @@ function createVehicle(%client, %station, %blockName, %team , %pos, %rot, %angle
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//------------------------------------------------------------------------------
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function VehicleData::mountDriver(%data, %obj, %player)
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{
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%player.startFade(1000, 0, true);
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%player.getDataBlock().schedule(1000,"onCollision",%player, %obj, 0);
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%player.schedule(1500,"startFade",1000, 0, false);
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if(isObject(%obj) && %obj.getDamageState() !$= "Destroyed")
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{
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%player.startFade(1000, 0, true);
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schedule(1000, 0, "testVehicleForMount", %player, %obj);
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%player.schedule(1500,"startFade",1000, 0, false);
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}
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}
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function testVehicleForMount(%player, %obj)
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{
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if(isObject(%obj) && %obj.getDamageState() !$= "Destroyed")
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%player.getDataBlock().onCollision(%player, %obj, 0);
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}
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//------------------------------------------------------------------------------
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function VehicleData::checkIfPlayersMounted(%data, %obj)
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{
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@ -79,7 +79,8 @@ function VehicleData::onDamage(%this,%obj)
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function VehicleData::playerDismounted(%data, %obj, %player)
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{
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//this function is declared to prevent console error msg spam...
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if( %player.client.observeCount > 0 )
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resetObserveFollow( %player.client, true );
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}
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function HoverVehicle::useCreateHeight()
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@ -219,12 +220,20 @@ function VehicleData::onLeaveLiquid(%data, %obj, %type)
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function VehicleData::onDestroyed(%data, %obj, %prevState)
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{
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if(%obj.lastDamagedBy)
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{
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%destroyer = %obj.lastDamagedBy;
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game.vehicleDestroyed(%obj, %destroyer);
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//error("vehicleDestroyed( "@ %obj @", "@ %destroyer @")");
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}
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radiusVehicleExplosion(%data, %obj);
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if(%obj.turretObject)
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if(%obj.turretObject.getControllingClient())
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%obj.turretObject.getDataBlock().playerDismount(%obj.turretObject);
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for(%i = 0; %i < %obj.getDatablock().numMountPoints; %i++)
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{
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echo("damaging objects...");
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if (%obj.getMountNodeObject(%i)) {
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%flingee = %obj.getMountNodeObject(%i);
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%flingee.getDataBlock().doDismount(%flingee, true);
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@ -233,9 +242,12 @@ function VehicleData::onDestroyed(%data, %obj, %prevState)
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%zVel = (getRandom() * 100.0) + 50.0;
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%flingVel = %xVel @ " " @ %yVel @ " " @ %zVel;
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%flingee.applyImpulse(%flingee.getTransform(), %flingVel);
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%flingee.damage(0, %obj.getPosition(), 0.4, $DamageType::Explosion);
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echo("got player..." @ %flingee.getClassName());
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%flingee.damage(0, %obj.getPosition(), 0.4, $DamageType::Crash);
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}
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}
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%data.deleteAllMounted(%obj);
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%obj.schedule(2000, "delete");
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}
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@ -356,6 +368,7 @@ function BomberFlyer::onAdd(%this, %obj)
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%turret.mountImage(BomberBombPairImage, 5);
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%turret.mountImage(BomberTargetingImage, 6);
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%obj.turretObject = %turret;
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%turret.setCapacitorRechargeRate( %turret.getDataBlock().capacitorRechargeRate );
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%turret.vehicleMounted = %obj;
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//vehicle turrets should not auto fire at targets
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@ -396,8 +409,9 @@ function AssaultVehicle::onAdd(%this, %obj)
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%obj.mountObject(%turret, 10);
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%turret.mountImage(AssaultPlasmaTurretBarrel, 2);
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%turret.mountImage(AssaultMortarTurretBarrel, 4);
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%turret.setCapacitorRechargeRate( %turret.getDataBlock().capacitorRechargeRate );
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%obj.turretObject = %turret;
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//vehicle turrets should not auto fire at targets
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%turret.setAutoFire(false);
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@ -471,6 +485,7 @@ function BomberFlyer::deleteAllMounted(%data, %obj)
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%client.player.mountVehicle = false;
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%client.player.bomber = false;
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%client.player.isBomber = false;
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}
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%turret.delete();
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}
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@ -522,6 +537,10 @@ function ScoutFlyer::playerMounted(%data, %obj, %player, %node)
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// scout flyer == SUV (single-user vehicle)
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commandToClient(%player.client, 'setHudMode', 'Pilot', "Shrike", %node);
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$numVWeapons = 1;
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// update observers who are following this guy...
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if( %player.client.observeCount > 0 )
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resetObserveFollow( %player.client, false );
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}
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//----------------------------
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@ -556,6 +575,7 @@ function BomberFlyer::playerMounted(%data, %obj, %player, %node)
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commandToClient(%player.client,'SetWeaponryVehicleKeys', true);
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commandToClient(%player.client, 'setHudMode', 'Pilot', "Bomber", %node);
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%player.isBomber = true;
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}
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else
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{
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@ -569,6 +589,10 @@ function BomberFlyer::playerMounted(%data, %obj, %player, %node)
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for(%i = 0; %i < %data.numMountPoints; %i++)
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if(%obj.getMountNodeObject(%i) > 0)
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commandToClient(%obj.getMountNodeObject(%i).client, 'checkPassengers', %passString);
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// update observers who are following this guy...
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if( %player.client.observeCount > 0 )
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resetObserveFollow( %player.client, false );
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}
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//----------------------------
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@ -592,6 +616,10 @@ function HAPCFlyer::playerMounted(%data, %obj, %player, %node)
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for(%i = 0; %i < %data.numMountPoints; %i++)
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if(%obj.getMountNodeObject(%i) > 0)
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commandToClient(%obj.getMountNodeObject(%i).client, 'checkPassengers', %passString);
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// update observers who are following this guy...
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if( %player.client.observeCount > 0 )
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resetObserveFollow( %player.client, false );
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}
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//----------------------------
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@ -602,6 +630,10 @@ function ScoutVehicle::playerMounted(%data, %obj, %player, %node)
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{
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// scout vehicle == SUV (single-user vehicle)
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commandToClient(%player.client, 'setHudMode', 'Pilot', "Hoverbike", %node);
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// update observers who are following this guy...
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if( %player.client.observeCount > 0 )
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resetObserveFollow( %player.client, false );
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}
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//----------------------------
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@ -613,7 +645,7 @@ function AssaultVehicle::playerMounted(%data, %obj, %player, %node)
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if(%node == 0) {
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// driver position
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// is there someone manning the turret?
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%turreteer = %obj.getMountedNodeObject(1);
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//%turreteer = %obj.getMountedNodeObject(1);
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commandToClient(%player.client, 'setHudMode', 'Pilot', "Assault", %node);
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}
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else if(%node == 1)
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@ -639,6 +671,11 @@ function AssaultVehicle::playerMounted(%data, %obj, %player, %node)
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%obj.getMountNodeObject(10).selectedWeapon = 1;
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commandToClient(%player.client, 'setHudMode', 'Pilot', "Assault", %node);
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}
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// update observers who are following this guy...
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if( %player.client.observeCount > 0 )
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resetObserveFollow( %player.client, false );
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// build a space-separated string representing passengers
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// 0 = no passenger; 1 = passenger (e.g. "1 0 ")
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%passString = buildPassengerString(%obj);
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@ -673,9 +710,15 @@ function MobileBaseVehicle::playerMounted(%data, %obj, %player, %node)
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%obj.station.goingOut=false;
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%obj.station.notDeployed = 1;
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%obj.station.playAudio($DeploySound, MobileBaseStationUndeploySound);
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if((%turretClient = %obj.turret.getControllingClient()) !$= "")
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{
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CommandToServer( 'resetControlObject', %turretClient );
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}
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%obj.turret.setThreadDir($DeployThread, false);
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%obj.turret.clearTarget();
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%obj.turret.setTarget(-1);
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%obj.turret.setTargetObject(-1);
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%obj.turret.playAudio($DeploySound, MobileBaseTurretUndeploySound);
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%obj.shield.open();
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@ -690,6 +733,10 @@ function MobileBaseVehicle::playerMounted(%data, %obj, %player, %node)
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%obj.noEnemyControl = 0;
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}
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%obj.deployed = 0;
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// update observers who are following this guy...
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if( %player.client.observeCount > 0 )
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resetObserveFollow( %player.client, false );
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}
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function buildPassengerString(%vehicle)
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@ -709,6 +756,7 @@ function buildPassengerString(%vehicle)
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function MobileBaseVehicle::playerDismounted(%data, %obj, %player)
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{
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%obj.schedule(500, "deployVehicle", %data, %player);
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Parent::playerDismounted( %data, %obj, %player );
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}
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function WheeledVehicle::deployVehicle(%obj, %data, %player)
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@ -782,8 +830,9 @@ function MobileBaseVehicle::vehicleDeploy(%data, %obj, %player, %force)
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if(%deployMessage $= "" || %force)
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{
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if(%obj.turret.getTarget() == -1)
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{
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%obj.turret.setTarget(%obj.turret.target);
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}
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%obj.turret.setThreadDir($DeployThread, true);
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%obj.turret.playThread($DeployThread,"deploy");
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%obj.turret.playAudio($DeploySound, MobileBaseTurretDeploySound);
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@ -866,9 +915,12 @@ function MobileInvStation::onEndSequence(%data, %obj, %thread)
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{
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%obj.notDeployed = 0;
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%obj.vehicle.fullyDeployed = 1;
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%obj.vehicle.teleporter.setThreadDir($ActivateThread, TRUE);
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%obj.vehicle.teleporter.playThread($ActivateThread,"activate");
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%obj.vehicle.teleporter.playAudio($ActivateSound, StationTeleportAcitvateSound);
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if(isObject(%obj.vehicle.teleporter))
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{
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%obj.vehicle.teleporter.setThreadDir($ActivateThread, TRUE);
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%obj.vehicle.teleporter.playThread($ActivateThread,"activate");
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%obj.vehicle.teleporter.playAudio($ActivateSound, StationTeleportAcitvateSound);
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}
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}
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Parent::onEndSequence(%data, %obj, %thread);
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}
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@ -1076,7 +1128,12 @@ function findEmptySeat(%vehicle, %player, %forceNode)
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%message = '\c2Only Scout or Assault Armors can use that position.~wfx/misc/misc.error.wav';
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}
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messageClient(%player.client, 'MsgArmorCantMountVehicle', %message);
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if(!%player.noSitMessage)
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{
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%player.noSitMessage = true;
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%player.schedule(2000, "resetSitMessage");
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messageClient(%player.client, 'MsgArmorCantMountVehicle', %message);
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}
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%node = -1;
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}
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return %node;
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@ -1094,8 +1151,21 @@ function findFirstHeavyNode(%data)
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//* DAMAGE FUNCTIONS
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//**************************************************************
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function VehicleData::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType, %momVec)
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function VehicleData::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType, %momVec, %theClient, %proj)
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{
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if(%proj !$= "")
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{
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if(%amount > 0 && %targetObject.lastDamageProj !$= %proj)
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{
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%targetObject.lastDamageProj = %proj;
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%targetObject.lastDamageAmount = %amount;
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}
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else if(%targetObject.lastDamageAmount < %amount)
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%amount = %amount - %targetObject.lastDamageAmount;
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else
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return;
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}
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// check for team damage
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%sourceClient = %sourceObject ? %sourceObject.getOwnerClient() : 0;
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%targetTeam = getTargetSensorGroup(%targetObject.getTarget());
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@ -1107,8 +1177,18 @@ function VehicleData::damageObject(%data, %targetObject, %sourceObject, %positio
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else
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%sourceTeam = %sourceObject ? getTargetSensorGroup(%sourceObject.getTarget()) : -1;
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if(!$teamDamage && (%targetTeam == %sourceTeam) && %targetObject.getDamagePercent() > 0.5)
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return;
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// vehicles no longer obey team damage -JR
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// if(!$teamDamage && (%targetTeam == %sourceTeam) && %targetObject.getDamagePercent() > 0.5)
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// return;
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//but we do want to track the destroyer
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if(%sourceObject)
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{
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%targetObject.lastDamagedBy = %sourceObject;
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%targetObject.lastDamageType = %damageType;
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}
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else
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%targetObject.lastDamagedBy = 0;
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// Scale damage type & include shield calculations...
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if (%data.isShielded)
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@ -157,7 +157,7 @@ datablock FlyingVehicleData(BomberFlyer) : BomberDamageProfile
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maxSteeringAngle = 5; // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
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horizontalSurfaceForce = 5; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
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verticalSurfaceForce = 8; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
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maneuveringForce = 4700; // Horizontal jets (W,S,D,A key thrust)
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maneuveringForce = 4500; // Horizontal jets (W,S,D,A key thrust)
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steeringForce = 1100; // Steering jets (force applied when you move the mouse)
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steeringRollForce = 300; // Steering jets (how much you heel over when you turn)
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rollForce = 8; // Auto-roll (self-correction to right you after you roll/invert)
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@ -165,10 +165,10 @@ datablock FlyingVehicleData(BomberFlyer) : BomberDamageProfile
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createHoverHeight = 3; // Height off the ground when created
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// Turbo Jet
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jetForce = 3000; // Afterburner thrust (this is in addition to normal thrust)
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jetForce = 2000; // Afterburner thrust (this is in addition to normal thrust)
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minJetEnergy = 40.0; // Afterburner can't be used if below this threshhold.
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jetEnergyDrain = 3.0; // Energy use of the afterburners (low number is less drain...can be fractional)
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vertThrustMultiple = 2.0;
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vertThrustMultiple = 3.0;
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dustEmitter = LargeVehicleLiftoffDustEmitter;
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triggerDustHeight = 4.0;
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@ -327,31 +327,31 @@ datablock ExplosionData(BomberFusionBoltExplosion)
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datablock LinearFlareProjectileData(BomberFusionBolt)
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{
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projectileShapeName = "";
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directDamage = 0.35;
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directDamageType = $DamageType::BellyTurret;
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hasDamageRadius = false;
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explosion = BomberFusionBoltExplosion;
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sound = BlasterProjectileSound;
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projectileShapeName = "";
|
||||
directDamage = 0.35;
|
||||
directDamageType = $DamageType::BellyTurret;
|
||||
hasDamageRadius = false;
|
||||
explosion = BomberFusionBoltExplosion;
|
||||
sound = BlasterProjectileSound;
|
||||
|
||||
dryVelocity = 200.0;
|
||||
wetVelocity = 200.0;
|
||||
velInheritFactor = 1.0;
|
||||
fizzleTimeMS = 2000;
|
||||
lifetimeMS = 3000;
|
||||
explodeOnDeath = false;
|
||||
reflectOnWaterImpactAngle = 0.0;
|
||||
explodeOnWaterImpact = true;
|
||||
deflectionOnWaterImpact = 0.0;
|
||||
fizzleUnderwaterMS = -1;
|
||||
dryVelocity = 200.0;
|
||||
wetVelocity = 200.0;
|
||||
velInheritFactor = 1.0;
|
||||
fizzleTimeMS = 2000;
|
||||
lifetimeMS = 3000;
|
||||
explodeOnDeath = false;
|
||||
reflectOnWaterImpactAngle = 0.0;
|
||||
explodeOnWaterImpact = true;
|
||||
deflectionOnWaterImpact = 0.0;
|
||||
fizzleUnderwaterMS = -1;
|
||||
|
||||
activateDelayMS = 100;
|
||||
activateDelayMS = 100;
|
||||
|
||||
numFlares = 0;
|
||||
size = 0.15;
|
||||
flareColor = "0.7 0.3 1.0";
|
||||
flareModTexture = "flaremod";
|
||||
flareBaseTexture = "flarebase";
|
||||
numFlares = 0;
|
||||
size = 0.15;
|
||||
flareColor = "0.7 0.3 1.0";
|
||||
flareModTexture = "flaremod";
|
||||
flareBaseTexture = "flarebase";
|
||||
};
|
||||
|
||||
//-------------------------------------
|
||||
|
|
@ -360,119 +360,178 @@ datablock LinearFlareProjectileData(BomberFusionBolt)
|
|||
|
||||
datablock TurretData(BomberTurret) : TurretDamageProfile
|
||||
{
|
||||
className = VehicleTurret;
|
||||
catagory = "Turrets";
|
||||
shapeFile = "turret_belly_base.dts";
|
||||
preload = true;
|
||||
className = VehicleTurret;
|
||||
catagory = "Turrets";
|
||||
shapeFile = "turret_belly_base.dts";
|
||||
preload = true;
|
||||
|
||||
mass = 1.0; // Not really relevant
|
||||
repairRate = 0;
|
||||
maxDamage = BomberFlyer.maxDamage;
|
||||
destroyedLevel = BomberFlyer.destroyedLevel;
|
||||
mass = 1.0; // Not really relevant
|
||||
repairRate = 0;
|
||||
maxDamage = BomberFlyer.maxDamage;
|
||||
destroyedLevel = BomberFlyer.destroyedLevel;
|
||||
|
||||
thetaMin = 90;
|
||||
thetaMax = 180;
|
||||
thetaMin = 90;
|
||||
thetaMax = 180;
|
||||
|
||||
// capacitor
|
||||
maxCapacitorEnergy = 250;
|
||||
capacitorRechargeRate = 0.8;
|
||||
|
||||
inheritEnergyFromMount = true;
|
||||
firstPersonOnly = true;
|
||||
useEyePoint = true;
|
||||
numWeapons = 3;
|
||||
inheritEnergyFromMount = true;
|
||||
firstPersonOnly = true;
|
||||
useEyePoint = true;
|
||||
numWeapons = 3;
|
||||
|
||||
targetNameTag = 'Thundersword Belly';
|
||||
targetTypeTag = 'Turret';
|
||||
targetNameTag = 'Thundersword Belly';
|
||||
targetTypeTag = 'Turret';
|
||||
};
|
||||
|
||||
datablock TurretImageData(BomberTurretBarrelPair)
|
||||
datablock TurretImageData(BomberTurretBarrel)
|
||||
{
|
||||
shapeFile = "turret_belly_barrell.dts";
|
||||
mountPoint = 0;
|
||||
shapeFile = "turret_belly_barrell.dts";
|
||||
mountPoint = 0;
|
||||
|
||||
projectile = BomberFusionBolt;
|
||||
projectileType = LinearFlareProjectile;
|
||||
projectile = BomberFusionBolt;
|
||||
projectileType = LinearFlareProjectile;
|
||||
|
||||
usesEnergy = true;
|
||||
useMountEnergy = true;
|
||||
fireEnergy = 6.25;
|
||||
minEnergy = 25.0;
|
||||
usesEnergy = true;
|
||||
useCapacitor = true;
|
||||
useMountEnergy = true;
|
||||
fireEnergy = 16.0;
|
||||
minEnergy = 16.0;
|
||||
|
||||
// Turret parameters
|
||||
activationMS = 1000;
|
||||
deactivateDelayMS = 1500;
|
||||
thinkTimeMS = 200;
|
||||
degPerSecTheta = 360;
|
||||
degPerSecPhi = 360;
|
||||
activationMS = 1000;
|
||||
deactivateDelayMS = 1500;
|
||||
thinkTimeMS = 200;
|
||||
degPerSecTheta = 360;
|
||||
degPerSecPhi = 360;
|
||||
|
||||
attackRadius = 75;
|
||||
attackRadius = 75;
|
||||
|
||||
// State transitions
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "WaitFire";
|
||||
stateTimeoutValue[0] = 0.5;
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = BomberTurretActivateSound;
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "WaitFire1";
|
||||
stateTimeoutValue[0] = 0.5;
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = BomberTurretActivateSound;
|
||||
|
||||
stateName[1] = "WaitFire";
|
||||
stateTransitionOnTriggerDown[1] = "InitFire";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
// stateSound[1] = BomberTurretIdleSound;
|
||||
stateName[1] = "WaitFire1";
|
||||
stateTransitionOnTriggerDown[1] = "Fire1";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo1";
|
||||
|
||||
stateName[2] = "InitFire";
|
||||
stateWaitForTimeout[2] = false;
|
||||
stateTransitionOnTimeout[2] = "Fire";
|
||||
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Reload";
|
||||
stateTimeoutValue[3] = 0.35;
|
||||
stateFire[3] = true;
|
||||
stateRecoil[3] = LightRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateSequence[3] = "Fire";
|
||||
stateScript[3] = "onFire";
|
||||
stateSound[3] = BomberTurretFireSound;
|
||||
stateName[2] = "Fire1";
|
||||
stateTransitionOnTimeout[2] = "Reload1";
|
||||
stateTimeoutValue[2] = 0.13;
|
||||
stateFire[2] = true;
|
||||
stateRecoil[2] = LightRecoil;
|
||||
stateAllowImageChange[2] = false;
|
||||
stateSequence[2] = "Fire";
|
||||
stateScript[2] = "onFire";
|
||||
stateSound[2] = BomberTurretFireSound;
|
||||
|
||||
stateName[4] = "Reload";
|
||||
stateTimeoutValue[4] = 0.05;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateSequence[4] = "Reload";
|
||||
stateTransitionOnTimeout[4] = "WaitFire";
|
||||
stateTransitionOnNotLoaded[4] = "NoAmmo";
|
||||
// stateSound[4] = BomberTurretReloadSound;
|
||||
stateName[3] = "Reload1";
|
||||
stateSequence[3] = "Reload";
|
||||
stateTimeoutValue[3] = 0.1;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateTransitionOnTimeout[3] = "WaitFire2";
|
||||
stateTransitionOnNoAmmo[3] = "NoAmmo1";
|
||||
|
||||
stateName[5] = "NoAmmo";
|
||||
stateTransitionOnAmmo[5] = "Reload";
|
||||
stateSequence[5] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[5] = "DryFire";
|
||||
stateName[4] = "NoAmmo1";
|
||||
stateTransitionOnAmmo[4] = "Reload1";
|
||||
stateSequence[4] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[4] = "DryFire1";
|
||||
|
||||
stateName[6] = "DryFire";
|
||||
stateSound[6] = BomberTurretDryFireSound;
|
||||
stateTimeoutValue[6] = 1.5;
|
||||
stateTransitionOnTimeout[6] = "NoAmmo";
|
||||
stateName[5] = "DryFire1";
|
||||
stateSound[5] = BomberTurretDryFireSound;
|
||||
stateTimeoutValue[5] = 0.5;
|
||||
stateTransitionOnTimeout[5] = "NoAmmo1";
|
||||
|
||||
stateName[6] = "WaitFire2";
|
||||
stateTransitionOnTriggerDown[6] = "Fire2";
|
||||
stateTransitionOnNoAmmo[6] = "NoAmmo";
|
||||
|
||||
stateName[7] = "Fire2";
|
||||
stateTransitionOnTimeout[7] = "Reload2";
|
||||
stateTimeoutValue[7] = 0.13;
|
||||
stateScript[7] = "FirePair";
|
||||
|
||||
stateName[8] = "Reload2";
|
||||
stateSequence[8] = "Reload";
|
||||
stateTimeoutValue[8] = 0.1;
|
||||
stateAllowImageChange[8] = false;
|
||||
stateTransitionOnTimeout[8] = "WaitFire1";
|
||||
stateTransitionOnNoAmmo[8] = "NoAmmo2";
|
||||
|
||||
stateName[9] = "NoAmmo2";
|
||||
stateTransitionOnAmmo[9] = "Reload2";
|
||||
stateSequence[9] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[9] = "DryFire2";
|
||||
|
||||
stateName[10] = "DryFire2";
|
||||
stateSound[10] = BomberTurretDryFireSound;
|
||||
stateTimeoutValue[10] = 0.5;
|
||||
stateTransitionOnTimeout[10] = "NoAmmo2";
|
||||
|
||||
};
|
||||
|
||||
datablock TurretImageData(BomberTurretBarrel) : BomberTurretBarrelPair
|
||||
datablock TurretImageData(BomberTurretBarrelPair)
|
||||
{
|
||||
shapeFile = "turret_belly_barrelr.dts";
|
||||
mountPoint = 1;
|
||||
stateScript[2] = "onTriggerDown";
|
||||
stateScript[4] = "onTriggerUp";
|
||||
shapeFile = "turret_belly_barrelr.dts";
|
||||
mountPoint = 1;
|
||||
|
||||
projectile = BomberFusionBolt;
|
||||
projectileType = LinearFlareProjectile;
|
||||
|
||||
usesEnergy = true;
|
||||
useCapacitor = true;
|
||||
useMountEnergy = true;
|
||||
fireEnergy = 16.0;
|
||||
minEnergy = 16.0;
|
||||
|
||||
// Turret parameters
|
||||
activationMS = 1000;
|
||||
deactivateDelayMS = 1500;
|
||||
thinkTimeMS = 200;
|
||||
degPerSecTheta = 360;
|
||||
degPerSecPhi = 360;
|
||||
|
||||
attackRadius = 75;
|
||||
|
||||
stateName[0] = "WaitFire";
|
||||
stateTransitionOnTriggerDown[0] = "Fire";
|
||||
|
||||
stateName[1] = "Fire";
|
||||
stateTransitionOnTimeout[1] = "StopFire";
|
||||
stateTimeoutValue[1] = 0.13;
|
||||
stateFire[1] = true;
|
||||
stateRecoil[1] = LightRecoil;
|
||||
stateAllowImageChange[1] = false;
|
||||
stateSequence[1] = "Fire";
|
||||
stateScript[1] = "onFire";
|
||||
stateSound[1] = BomberTurretFireSound;
|
||||
|
||||
stateName[2] = "StopFire";
|
||||
stateTimeoutValue[2] = 0.1;
|
||||
stateTransitionOnTimeout[2] = "WaitFire";
|
||||
stateScript[2] = "stopFire";
|
||||
};
|
||||
|
||||
datablock TurretImageData(AIAimingTurretBarrel)
|
||||
{
|
||||
shapeFile = "turret_muzzlepoint.dts";
|
||||
mountPoint = 3;
|
||||
shapeFile = "turret_muzzlepoint.dts";
|
||||
mountPoint = 3;
|
||||
|
||||
projectile = BomberFusionBolt;
|
||||
projectile = BomberFusionBolt;
|
||||
|
||||
// Turret parameters
|
||||
activationMS = 1000;
|
||||
deactivateDelayMS = 1500;
|
||||
thinkTimeMS = 200;
|
||||
degPerSecTheta = 500;
|
||||
degPerSecPhi = 800;
|
||||
activationMS = 1000;
|
||||
deactivateDelayMS = 1500;
|
||||
thinkTimeMS = 200;
|
||||
degPerSecTheta = 500;
|
||||
degPerSecPhi = 800;
|
||||
|
||||
attackRadius = 75;
|
||||
attackRadius = 75;
|
||||
};
|
||||
|
||||
//-------------------------------------
|
||||
|
|
@ -481,29 +540,29 @@ datablock TurretImageData(AIAimingTurretBarrel)
|
|||
|
||||
datablock BombProjectileData(BomberBomb)
|
||||
{
|
||||
projectileShapeName = "bomb.dts";
|
||||
emitterDelay = -1;
|
||||
directDamage = 0.0;
|
||||
hasDamageRadius = true;
|
||||
indirectDamage = 1.1;
|
||||
damageRadius = 30;
|
||||
radiusDamageType = $DamageType::BomberBombs;
|
||||
kickBackStrength = 2500;
|
||||
projectileShapeName = "bomb.dts";
|
||||
emitterDelay = -1;
|
||||
directDamage = 0.0;
|
||||
hasDamageRadius = true;
|
||||
indirectDamage = 1.1;
|
||||
damageRadius = 30;
|
||||
radiusDamageType = $DamageType::BomberBombs;
|
||||
kickBackStrength = 2500;
|
||||
|
||||
explosion = "VehicleBombExplosion";
|
||||
velInheritFactor = 1.0;
|
||||
explosion = "VehicleBombExplosion";
|
||||
velInheritFactor = 1.0;
|
||||
|
||||
grenadeElasticity = 0.25;
|
||||
grenadeFriction = 0.4;
|
||||
armingDelayMS = 2000;
|
||||
muzzleVelocity = 0.1;
|
||||
drag = 0.3;
|
||||
grenadeElasticity = 0.25;
|
||||
grenadeFriction = 0.4;
|
||||
armingDelayMS = 2000;
|
||||
muzzleVelocity = 0.1;
|
||||
drag = 0.3;
|
||||
|
||||
minRotSpeed = "60.0 0.0 0.0";
|
||||
maxRotSpeed = "80.0 0.0 0.0";
|
||||
scale = "1.0 1.0 1.0";
|
||||
minRotSpeed = "60.0 0.0 0.0";
|
||||
maxRotSpeed = "80.0 0.0 0.0";
|
||||
scale = "1.0 1.0 1.0";
|
||||
|
||||
sound = BomberBombProjectileSound;
|
||||
sound = BomberBombProjectileSound;
|
||||
};
|
||||
|
||||
//-------------------------------------
|
||||
|
|
@ -512,95 +571,134 @@ datablock BombProjectileData(BomberBomb)
|
|||
|
||||
datablock ItemData(BombAmmo)
|
||||
{
|
||||
className = Ammo;
|
||||
catagory = "Ammo";
|
||||
shapeFile = "repair_kit.dts";
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 1;
|
||||
computeCRC = true;
|
||||
className = Ammo;
|
||||
catagory = "Ammo";
|
||||
shapeFile = "repair_kit.dts";
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
pickupRadius = 1;
|
||||
computeCRC = true;
|
||||
};
|
||||
|
||||
datablock StaticShapeData(DropBombs)
|
||||
{
|
||||
catagory = "Turrets";
|
||||
shapeFile = "bombers_eye.dts";
|
||||
maxDamage = 1.0;
|
||||
disabledLevel = 0.6;
|
||||
destroyedLevel = 0.8;
|
||||
catagory = "Turrets";
|
||||
shapeFile = "bombers_eye.dts";
|
||||
maxDamage = 1.0;
|
||||
disabledLevel = 0.6;
|
||||
destroyedLevel = 0.8;
|
||||
};
|
||||
|
||||
datablock ShapeBaseImageData(BomberBombPairImage)
|
||||
datablock TurretImageData(BomberBombImage)
|
||||
{
|
||||
className = WeaponImage;
|
||||
shapeFile = "turret_muzzlepoint.dts";
|
||||
// ammo = BombAmmo;
|
||||
offset = "2 -4 -0.5";
|
||||
mountPoint = 10;
|
||||
shapeFile = "turret_muzzlepoint.dts";
|
||||
offset = "2 -4 -0.5";
|
||||
mountPoint = 10;
|
||||
|
||||
projectile = BomberBomb;
|
||||
projectileType = BombProjectile;
|
||||
usesEnergy = true;
|
||||
useMountEnergy = true;
|
||||
projectile = BomberBomb;
|
||||
projectileType = BombProjectile;
|
||||
usesEnergy = true;
|
||||
useMountEnergy = true;
|
||||
useCapacitor = true;
|
||||
|
||||
fireEnergy = 37.50;
|
||||
minEnergy = 37.50;
|
||||
fireEnergy = 53.0;
|
||||
minEnergy = 53.0;
|
||||
|
||||
stateName[0] = "Activate";
|
||||
// stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateTransitionOnTimeout[0] = "WaitFire";
|
||||
stateTimeoutValue[0] = 0.5;
|
||||
stateSequence[0] = "Activate";
|
||||
// stateSound[0] = MortarSwitchSound;
|
||||
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnLoaded[1] = "WaitFire";
|
||||
// stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
|
||||
stateName[2] = "WaitFire";
|
||||
// stateSound[2] = BomberBombIdleSound;
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "InitFire";
|
||||
|
||||
stateName[3] = "InitFire";
|
||||
stateWaitForTimeout[3] = false;
|
||||
stateTransitionOnTimeout[3] = "Fire";
|
||||
|
||||
stateName[4] = "Fire";
|
||||
stateTransitionOnTimeout[4] = "Reload";
|
||||
stateTimeoutValue[4] = 0.35;
|
||||
stateFire[4] = true;
|
||||
stateRecoil[4] = LightRecoil;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateScript[4] = "onFire";
|
||||
stateSound[4] = BomberBombFireSound;
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnTimeout[0] = "WaitFire1";
|
||||
stateTimeoutValue[0] = 0.5;
|
||||
stateSequence[0] = "Activate";
|
||||
|
||||
stateName[5] = "Reload";
|
||||
stateTransitionOnNoAmmo[5] = "NoAmmo";
|
||||
stateTransitionOnTimeout[5] = "WaitFire";
|
||||
stateTimeoutValue[5] = 0.5;
|
||||
stateAllowImageChange[5] = false;
|
||||
stateSequence[5] = "Reload";
|
||||
// stateSound[5] = BomberBombReloadSound;
|
||||
|
||||
stateName[6] = "NoAmmo";
|
||||
stateTransitionOnAmmo[6] = "Reload";
|
||||
stateSequence[6] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[6] = "DryFire";
|
||||
stateName[1] = "WaitFire1";
|
||||
stateTransitionOnTriggerDown[1] = "Fire1";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo1";
|
||||
|
||||
stateName[7] = "DryFire";
|
||||
stateSound[7] = BomberBombDryFireSound;
|
||||
stateTimeoutValue[7] = 1.5;
|
||||
stateTransitionOnTimeout[7] = "NoAmmo";
|
||||
stateName[2] = "Fire1";
|
||||
stateTransitionOnTimeout[2] = "Reload1";
|
||||
stateTimeoutValue[2] = 0.32;
|
||||
stateFire[2] = true;
|
||||
stateAllowImageChange[2] = false;
|
||||
stateSequence[2] = "Fire";
|
||||
stateScript[2] = "onFire";
|
||||
stateSound[2] = BomberBombFireSound;
|
||||
|
||||
stateName[3] = "Reload1";
|
||||
stateSequence[3] = "Reload";
|
||||
stateTimeoutValue[3] = 0.1;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateTransitionOnTimeout[3] = "WaitFire2";
|
||||
stateTransitionOnNoAmmo[3] = "NoAmmo1";
|
||||
|
||||
stateName[4] = "NoAmmo1";
|
||||
stateTransitionOnAmmo[4] = "Reload1";
|
||||
stateSequence[4] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[4] = "DryFire1";
|
||||
|
||||
stateName[5] = "DryFire1";
|
||||
stateSound[5] = BomberBombDryFireSound;
|
||||
stateTimeoutValue[5] = 0.5;
|
||||
stateTransitionOnTimeout[5] = "NoAmmo1";
|
||||
|
||||
stateName[6] = "WaitFire2";
|
||||
stateTransitionOnTriggerDown[6] = "Fire2";
|
||||
stateTransitionOnNoAmmo[6] = "NoAmmo";
|
||||
|
||||
stateName[7] = "Fire2";
|
||||
stateTransitionOnTimeout[7] = "Reload2";
|
||||
stateTimeoutValue[7] = 0.32;
|
||||
stateScript[7] = "FirePair";
|
||||
|
||||
stateName[8] = "Reload2";
|
||||
stateSequence[8] = "Reload";
|
||||
stateTimeoutValue[8] = 0.1;
|
||||
stateAllowImageChange[8] = false;
|
||||
stateTransitionOnTimeout[8] = "WaitFire1";
|
||||
stateTransitionOnNoAmmo[8] = "NoAmmo2";
|
||||
|
||||
stateName[9] = "NoAmmo2";
|
||||
stateTransitionOnAmmo[9] = "Reload2";
|
||||
stateSequence[9] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[9] = "DryFire2";
|
||||
|
||||
stateName[10] = "DryFire2";
|
||||
stateSound[10] = BomberBombDryFireSound;
|
||||
stateTimeoutValue[10] = 0.5;
|
||||
stateTransitionOnTimeout[10] = "NoAmmo2";
|
||||
};
|
||||
|
||||
datablock ShapeBaseImageData(BomberBombImage) : BomberBombPairImage
|
||||
datablock TurretImageData(BomberBombPairImage)
|
||||
{
|
||||
offset = "-2 -4 -0.5";
|
||||
stateScript[3] = "onTriggerDown";
|
||||
stateScript[5] = "onTriggerUp";
|
||||
shapeFile = "turret_muzzlepoint.dts";
|
||||
offset = "-2 -4 -0.5";
|
||||
mountPoint = 10;
|
||||
|
||||
projectile = BomberBomb;
|
||||
projectileType = BombProjectile;
|
||||
usesEnergy = true;
|
||||
useMountEnergy = true;
|
||||
useCapacitor = true;
|
||||
fireEnergy = 53.0;
|
||||
minEnergy = 53.0;
|
||||
|
||||
stateName[0] = "WaitFire";
|
||||
stateTransitionOnTriggerDown[0] = "Fire";
|
||||
|
||||
stateName[1] = "Fire";
|
||||
stateTransitionOnTimeout[1] = "StopFire";
|
||||
stateTimeoutValue[1] = 0.13;
|
||||
stateFire[1] = true;
|
||||
stateAllowImageChange[1] = false;
|
||||
stateSequence[1] = "Fire";
|
||||
stateScript[1] = "onFire";
|
||||
stateSound[1] = BomberBombFireSound;
|
||||
|
||||
stateName[2] = "StopFire";
|
||||
stateTimeoutValue[2] = 0.1;
|
||||
stateTransitionOnTimeout[2] = "WaitFire";
|
||||
stateScript[2] = "stopFire";
|
||||
|
||||
};
|
||||
|
||||
//**************************************************************
|
||||
|
|
@ -620,35 +718,35 @@ datablock ParticleData(FusionExplosionParticle)
|
|||
lifetimeMS = 750;
|
||||
lifetimeVarianceMS = 150;
|
||||
textureName = "particleTest";
|
||||
colors[0] = "0.56 0.36 0.26 1.0";
|
||||
colors[1] = "0.56 0.36 0.26 0.0";
|
||||
sizes[0] = 1;
|
||||
sizes[1] = 2;
|
||||
colors[0] = "0.56 0.36 0.26 1.0";
|
||||
colors[1] = "0.56 0.36 0.26 0.0";
|
||||
sizes[0] = 1;
|
||||
sizes[1] = 2;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(FusionExplosionEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 7;
|
||||
periodVarianceMS = 0;
|
||||
ejectionVelocity = 12;
|
||||
velocityVariance = 1.75;
|
||||
ejectionOffset = 0.0;
|
||||
thetaMin = 0;
|
||||
thetaMax = 60;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvances = false;
|
||||
particles = "FusionExplosionParticle";
|
||||
ejectionPeriodMS = 7;
|
||||
periodVarianceMS = 0;
|
||||
ejectionVelocity = 12;
|
||||
velocityVariance = 1.75;
|
||||
ejectionOffset = 0.0;
|
||||
thetaMin = 0;
|
||||
thetaMax = 60;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvances = false;
|
||||
particles = "FusionExplosionParticle";
|
||||
};
|
||||
|
||||
datablock ExplosionData(FusionBoltExplosion)
|
||||
{
|
||||
explosionShape = "effect_plasma_explosion.dts";
|
||||
soundProfile = FusionExpSound;
|
||||
particleEmitter = FusionExplosionEmitter;
|
||||
particleDensity = 250;
|
||||
particleRadius = 1.25;
|
||||
faceViewer = true;
|
||||
explosionShape = "effect_plasma_explosion.dts";
|
||||
soundProfile = FusionExpSound;
|
||||
particleEmitter = FusionExplosionEmitter;
|
||||
particleDensity = 250;
|
||||
particleRadius = 1.25;
|
||||
faceViewer = true;
|
||||
};
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
|
|
@ -659,14 +757,14 @@ datablock AudioProfile(BomberTargetingSwitchSound)
|
|||
{
|
||||
filename = "fx/weapons/generic_switch.wav";
|
||||
description = AudioClosest3d;
|
||||
preload = true;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock AudioProfile(BomberTargetingPaintSound)
|
||||
{
|
||||
filename = "fx/weapons/targetinglaser_paint.wav";
|
||||
description = CloseLooping3d;
|
||||
preload = true;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
//--------------------------------------
|
||||
|
|
@ -704,50 +802,48 @@ datablock TargetProjectileData(BomberTargeter)
|
|||
//-------------------------------------
|
||||
datablock ShapeBaseImageData(BomberTargetingImage)
|
||||
{
|
||||
className = WeaponImage;
|
||||
className = WeaponImage;
|
||||
|
||||
shapeFile = "turret_muzzlepoint.dts";
|
||||
offset = "0 -0.04 -0.01";
|
||||
mountPoint = 2;
|
||||
shapeFile = "turret_muzzlepoint.dts";
|
||||
offset = "0 -0.04 -0.01";
|
||||
mountPoint = 2;
|
||||
|
||||
projectile = BomberTargeter;
|
||||
projectileType = TargetProjectile;
|
||||
deleteLastProjectile = true;
|
||||
projectile = BomberTargeter;
|
||||
projectileType = TargetProjectile;
|
||||
deleteLastProjectile = true;
|
||||
|
||||
usesEnergy = true;
|
||||
minEnergy = 3;
|
||||
usesEnergy = true;
|
||||
minEnergy = 3;
|
||||
|
||||
stateName[0] = "Activate";
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = BomberTargetingSwitchSound;
|
||||
stateTimeoutValue[0] = 0.5;
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
stateName[0] = "Activate";
|
||||
stateSequence[0] = "Activate";
|
||||
stateSound[0] = BomberTargetingSwitchSound;
|
||||
stateTimeoutValue[0] = 0.5;
|
||||
stateTransitionOnTimeout[0] = "ActivateReady";
|
||||
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnAmmo[1] = "Ready";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
stateName[1] = "ActivateReady";
|
||||
stateTransitionOnAmmo[1] = "Ready";
|
||||
stateTransitionOnNoAmmo[1] = "NoAmmo";
|
||||
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "Fire";
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "Fire";
|
||||
|
||||
stateName[3] = "Fire";
|
||||
stateEnergyDrain[3] = 3;
|
||||
stateFire[3] = true;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateScript[3] = "onFire";
|
||||
stateTransitionOnTriggerUp[3] = "Deconstruction";
|
||||
stateTransitionOnNoAmmo[3] = "Deconstruction";
|
||||
stateSound[3] = BomberTargetingPaintSound;
|
||||
stateName[3] = "Fire";
|
||||
stateEnergyDrain[3] = 3;
|
||||
stateFire[3] = true;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateScript[3] = "onFire";
|
||||
stateTransitionOnTriggerUp[3] = "Deconstruction";
|
||||
stateTransitionOnNoAmmo[3] = "Deconstruction";
|
||||
stateSound[3] = BomberTargetingPaintSound;
|
||||
|
||||
stateName[4] = "NoAmmo";
|
||||
stateTransitionOnAmmo[4] = "Ready";
|
||||
stateName[4] = "NoAmmo";
|
||||
stateTransitionOnAmmo[4] = "Ready";
|
||||
|
||||
stateName[5] = "Deconstruction";
|
||||
// Deconstruct is now being called from weapTurretCode.cs
|
||||
// stateScript[5] = "deconstruct";
|
||||
stateTransitionOnTimeout[5] = "ActivateReady";
|
||||
stateTimeoutValue[5] = 0.05;
|
||||
stateName[5] = "Deconstruction";
|
||||
stateTransitionOnTimeout[5] = "ActivateReady";
|
||||
stateTimeoutValue[5] = 0.05;
|
||||
};
|
||||
|
||||
function BomberTargetingImage::onFire(%data,%obj,%slot)
|
||||
|
|
@ -801,4 +897,3 @@ datablock StaticShapeData(BomberBeacon)
|
|||
|
||||
dynamicType = $TypeMasks::SensorObjectType;
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -86,7 +86,7 @@ datablock FlyingVehicleData(HAPCFlyer) : HavocDamageProfile
|
|||
jetForce = 5000;
|
||||
minJetEnergy = 55;
|
||||
jetEnergyDrain = 3.6;
|
||||
vertThrustMultiple = 2.0;
|
||||
vertThrustMultiple = 3.0;
|
||||
|
||||
|
||||
dustEmitter = LargeVehicleLiftoffDustEmitter;
|
||||
|
|
|
|||
|
|
@ -183,7 +183,7 @@ datablock WheeledVehicleData(MobileBaseVehicle) : MPBDamageProfile
|
|||
isShielded = true;
|
||||
energyPerDamagePoint = 125;
|
||||
maxEnergy = 600;
|
||||
jetForce = 2000;
|
||||
jetForce = 2800;
|
||||
minJetEnergy = 60;
|
||||
jetEnergyDrain = 2.75;
|
||||
rechargeRate = 1.0;
|
||||
|
|
|
|||
|
|
@ -124,7 +124,7 @@ datablock FlyingVehicleData(ScoutFlyer) : ShrikeDamageProfile
|
|||
jetForce = 1750; // Afterburner thrust (this is in addition to normal thrust)
|
||||
minJetEnergy = 28; // Afterburner can't be used if below this threshhold.
|
||||
jetEnergyDrain = 2.8; // Energy use of the afterburners (low number is less drain...can be fractional) // Auto stabilize speed
|
||||
vertThrustMultiple = 2.5;
|
||||
vertThrustMultiple = 3.0;
|
||||
|
||||
// Rigid body
|
||||
mass = 150; // Mass of the vehicle
|
||||
|
|
|
|||
|
|
@ -951,8 +951,8 @@ datablock ParticleData(VehicleBombExplosionParticle)
|
|||
gravityCoefficient = 0.2;
|
||||
inheritedVelFactor = 0.2;
|
||||
constantAcceleration = 0.0;
|
||||
lifetimeMS = 1050;
|
||||
lifetimeVarianceMS = 250;
|
||||
lifetimeMS = 900;
|
||||
lifetimeVarianceMS = 225;
|
||||
textureName = "particleTest";
|
||||
colors[0] = "0.56 0.36 0.26 1.0";
|
||||
colors[1] = "0.56 0.36 0.26 0.0";
|
||||
|
|
@ -1016,7 +1016,7 @@ datablock ExplosionData(VehicleBombSubExplosion1)
|
|||
playSpeed = 1.5;
|
||||
|
||||
sizes[0] = "1.5 1.5 1.5";
|
||||
sizes[1] = "2.0 2.0 2.0";
|
||||
sizes[1] = "3.0 3.0 3.0";
|
||||
times[0] = 0.0;
|
||||
times[1] = 1.0;
|
||||
|
||||
|
|
@ -1031,10 +1031,10 @@ datablock ExplosionData(VehicleBombSubExplosion2)
|
|||
|
||||
offset = 7.0;
|
||||
|
||||
playSpeed = 1.0;
|
||||
playSpeed = 1.1;
|
||||
|
||||
sizes[0] = "3.0 3.0 3.0";
|
||||
sizes[1] = "4.0 4.0 4.0";
|
||||
sizes[0] = "5.0 5.0 5.0";
|
||||
sizes[1] = "8.0 8.0 8.0";
|
||||
times[0] = 0.0;
|
||||
times[1] = 1.0;
|
||||
};
|
||||
|
|
@ -1048,11 +1048,11 @@ datablock ExplosionData(VehicleBombSubExplosion3)
|
|||
|
||||
offset = 0.0;
|
||||
|
||||
playSpeed = 0.7;
|
||||
playSpeed = 0.9;
|
||||
|
||||
|
||||
sizes[0] = "3.0 3.0 3.0";
|
||||
sizes[1] = "7.0 7.0 7.0";
|
||||
sizes[0] = "7.0 7.0 7.0";
|
||||
sizes[1] = "10.0 10.0 10.0";
|
||||
times[0] = 0.0;
|
||||
times[1] = 1.0;
|
||||
|
||||
|
|
|
|||
|
|
@ -211,7 +211,7 @@ datablock HoverVehicleData(AssaultVehicle) : TankDamageProfile
|
|||
mainThrustForce = 50;
|
||||
reverseThrustForce = 40;
|
||||
strafeThrustForce = 40;
|
||||
turboFactor = 1.25;
|
||||
turboFactor = 1.7;
|
||||
|
||||
brakingForce = 25;
|
||||
brakingActivationSpeed = 4;
|
||||
|
|
@ -357,10 +357,14 @@ datablock TurretData(AssaultPlasmaTurret) : TurretDamageProfile
|
|||
|
||||
mass = 1.0; // Not really relevant
|
||||
|
||||
maxEnergy = 1;
|
||||
maxDamage = AssaultVehicle.maxDamage;
|
||||
destroyedLevel = AssaultVehicle.destroyedLevel;
|
||||
repairRate = 0;
|
||||
maxEnergy = 1;
|
||||
maxDamage = AssaultVehicle.maxDamage;
|
||||
destroyedLevel = AssaultVehicle.destroyedLevel;
|
||||
repairRate = 0;
|
||||
|
||||
// capacitor
|
||||
maxCapacitorEnergy = 250;
|
||||
capacitorRechargeRate = 1.0;
|
||||
|
||||
thetaMin = 0;
|
||||
thetaMax = 100;
|
||||
|
|
@ -394,10 +398,11 @@ datablock TurretImageData(AssaultPlasmaTurretBarrel)
|
|||
|
||||
projectileSpread = 12.0 / 1000.0;
|
||||
|
||||
useCapacitor = true;
|
||||
usesEnergy = true;
|
||||
useMountEnergy = true;
|
||||
fireEnergy = 3.75;
|
||||
minEnergy = 20.0;
|
||||
fireEnergy = 7.5;
|
||||
minEnergy = 15.0;
|
||||
|
||||
// Turret parameters
|
||||
activationMS = 4000;
|
||||
|
|
@ -408,65 +413,62 @@ datablock TurretImageData(AssaultPlasmaTurretBarrel)
|
|||
attackRadius = 75;
|
||||
|
||||
// State transitions
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnNotLoaded[0] = "Dead";
|
||||
stateTransitionOnLoaded[0] = "ActivateReady";
|
||||
stateSound[0] = AssaultTurretActivateSound;
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnNotLoaded[0] = "Dead";
|
||||
stateTransitionOnLoaded[0] = "ActivateReady";
|
||||
stateSound[0] = AssaultTurretActivateSound;
|
||||
|
||||
stateName[1] = "ActivateReady";
|
||||
stateSequence[1] = "Activate";
|
||||
stateSound[1] = AssaultTurretActivateSound;
|
||||
stateTimeoutValue[1] = 1;
|
||||
stateTransitionOnTimeout[1] = "Ready";
|
||||
stateTransitionOnNotLoaded[1] = "Deactivate";
|
||||
stateName[1] = "ActivateReady";
|
||||
stateSequence[1] = "Activate";
|
||||
stateSound[1] = AssaultTurretActivateSound;
|
||||
stateTimeoutValue[1] = 1;
|
||||
stateTransitionOnTimeout[1] = "Ready";
|
||||
stateTransitionOnNotLoaded[1] = "Deactivate";
|
||||
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNotLoaded[2] = "Deactivate";
|
||||
stateTransitionOnTriggerDown[2] = "Fire";
|
||||
// stateSound[2] = AssaultChaingunIdleSound;
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNotLoaded[2] = "Deactivate";
|
||||
stateTransitionOnTriggerDown[2] = "Fire";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
|
||||
stateName[3] = "Fire";
|
||||
stateSequence[3] = "Fire";
|
||||
stateSequenceRandomFlash[3] = true;
|
||||
stateFire[3] = true;
|
||||
// stateRecoil[3] = LightRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateSound[3] = AssaultChaingunFireSound;
|
||||
stateScript[3] = "onFire";
|
||||
stateTimeoutValue[3] = 0.15;
|
||||
stateTransitionOnTimeout[3] = "Fire";
|
||||
stateTransitionOnTriggerUp[3] = "Reload";
|
||||
stateTransitionOnNoAmmo[3] = "Reload";
|
||||
stateName[3] = "Fire";
|
||||
stateSequence[3] = "Fire";
|
||||
stateSequenceRandomFlash[3] = true;
|
||||
stateFire[3] = true;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateSound[3] = AssaultChaingunFireSound;
|
||||
stateScript[3] = "onFire";
|
||||
stateTimeoutValue[3] = 0.1;
|
||||
stateTransitionOnTimeout[3] = "Fire";
|
||||
stateTransitionOnTriggerUp[3] = "Reload";
|
||||
stateTransitionOnNoAmmo[3] = "noAmmo";
|
||||
|
||||
stateName[4] = "Reload";
|
||||
stateTimeoutValue[4] = 0.1;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateSequence[4] = "Reload";
|
||||
stateTransitionOnTimeout[4] = "Ready";
|
||||
stateTransitionOnNotLoaded[4] = "Deactivate";
|
||||
// stateSound[4] = AssaultChaingunReloadSound;
|
||||
|
||||
stateName[5] = "Deactivate";
|
||||
stateSequence[5] = "Activate";
|
||||
stateDirection[5] = false;
|
||||
stateTimeoutValue[5] = 30;
|
||||
// stateTransitionOnLoaded[5] = "ActivateReady";
|
||||
// stateTransitionOnTimeout[5] = "Dead";
|
||||
stateTransitionOnTimeout[5] = "ActivateReady";
|
||||
stateName[4] = "Reload";
|
||||
stateSequence[4] = "Reload";
|
||||
stateTimeoutValue[4] = 0.1;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateTransitionOnTimeout[4] = "Ready";
|
||||
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||||
stateWaitForTimeout[4] = true;
|
||||
|
||||
stateName[6] = "Dead";
|
||||
stateTransitionOnLoaded[6] = "ActivateReady";
|
||||
stateTransitionOnTriggerDown[6] = "DryFire";
|
||||
stateName[5] = "Deactivate";
|
||||
stateSequence[5] = "Activate";
|
||||
stateDirection[5] = false;
|
||||
stateTimeoutValue[5] = 30;
|
||||
stateTransitionOnTimeout[5] = "ActivateReady";
|
||||
|
||||
stateName[7] = "DryFire";
|
||||
stateSound[7] = AssaultChaingunDryFireSound;
|
||||
stateTimeoutValue[7] = 0.5;
|
||||
stateTransitionOnTimeout[7] = "NoAmmo";
|
||||
stateName[6] = "Dead";
|
||||
stateTransitionOnLoaded[6] = "ActivateReady";
|
||||
stateTransitionOnTriggerDown[6] = "DryFire";
|
||||
|
||||
stateName[8] = "NoAmmo";
|
||||
stateTransitionOnAmmo[8] = "Reload";
|
||||
stateSequence[8] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[8] = "DryFire";
|
||||
stateName[7] = "DryFire";
|
||||
stateSound[7] = AssaultChaingunDryFireSound;
|
||||
stateTimeoutValue[7] = 0.5;
|
||||
stateTransitionOnTimeout[7] = "NoAmmo";
|
||||
|
||||
stateName[8] = "NoAmmo";
|
||||
stateTransitionOnAmmo[8] = "Reload";
|
||||
stateSequence[8] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[8] = "DryFire";
|
||||
|
||||
};
|
||||
|
||||
|
|
@ -530,75 +532,73 @@ datablock TurretImageData(AssaultMortarTurretBarrel)
|
|||
|
||||
usesEnergy = true;
|
||||
useMountEnergy = true;
|
||||
fireEnergy = 50.00;
|
||||
minEnergy = 50.00;
|
||||
fireEnergy = 77.00;
|
||||
minEnergy = 77.00;
|
||||
useCapacitor = true;
|
||||
|
||||
// Turret parameters
|
||||
activationMS = 4000;
|
||||
deactivateDelayMS = 1500;
|
||||
thinkTimeMS = 200;
|
||||
degPerSecTheta = 360;
|
||||
degPerSecPhi = 360;
|
||||
attackRadius = 75;
|
||||
activationMS = 4000;
|
||||
deactivateDelayMS = 1500;
|
||||
thinkTimeMS = 200;
|
||||
degPerSecTheta = 360;
|
||||
degPerSecPhi = 360;
|
||||
attackRadius = 75;
|
||||
|
||||
// State transitions
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnNotLoaded[0] = "Dead";
|
||||
stateTransitionOnLoaded[0] = "ActivateReady";
|
||||
//stateSound[0] = AssaultTurretActivateSound;
|
||||
stateName[0] = "Activate";
|
||||
stateTransitionOnNotLoaded[0] = "Dead";
|
||||
stateTransitionOnLoaded[0] = "ActivateReady";
|
||||
|
||||
stateName[1] = "ActivateReady";
|
||||
stateSequence[1] = "Activate";
|
||||
stateSound[1] = AssaultTurretActivateSound;
|
||||
stateTimeoutValue[1] = 1;
|
||||
stateTransitionOnTimeout[1] = "Ready";
|
||||
stateTransitionOnNotLoaded[1] = "Deactivate";
|
||||
stateName[1] = "ActivateReady";
|
||||
stateSequence[1] = "Activate";
|
||||
stateSound[1] = AssaultTurretActivateSound;
|
||||
stateTimeoutValue[1] = 1.0;
|
||||
stateTransitionOnTimeout[1] = "Ready";
|
||||
stateTransitionOnNotLoaded[1] = "Deactivate";
|
||||
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNotLoaded[2] = "Deactivate";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "Fire";
|
||||
// stateSound[2] = AssaultMortarIdleSound;
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNotLoaded[2] = "Deactivate";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "Fire";
|
||||
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Reload";
|
||||
stateTimeoutValue[3] = 0.3;
|
||||
stateFire[3] = true;
|
||||
stateRecoil[3] = LightRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateSequence[3] = "Fire";
|
||||
stateSound[3] = AssaultMortarFireSound;
|
||||
stateScript[3] = "onFire";
|
||||
stateName[3] = "Fire";
|
||||
stateSequence[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Reload";
|
||||
stateTimeoutValue[3] = 1.0;
|
||||
stateFire[3] = true;
|
||||
stateRecoil[3] = LightRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateSound[3] = AssaultMortarFireSound;
|
||||
stateScript[3] = "onFire";
|
||||
|
||||
stateName[4] = "Reload";
|
||||
stateTimeoutValue[4] = 1.5;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateSequence[4] = "Reload";
|
||||
stateTransitionOnTimeout[4] = "Ready";
|
||||
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||||
// stateSound[4] = AssaultMortarReloadSound;
|
||||
// stateTransitionOnNotLoaded[4] = "Deactivate";
|
||||
stateName[4] = "Reload";
|
||||
stateSequence[4] = "Reload";
|
||||
stateTimeoutValue[4] = 1.0;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateTransitionOnTimeout[4] = "Ready";
|
||||
//stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||||
stateWaitForTimeout[4] = true;
|
||||
|
||||
stateName[5] = "Deactivate";
|
||||
stateDirection[5] = false;
|
||||
stateSequence[5] = "Activate";
|
||||
stateTimeoutValue[5] = 1;
|
||||
stateTransitionOnLoaded[5] = "ActivateReady";
|
||||
stateTransitionOnTimeout[5] = "Dead";
|
||||
stateName[5] = "Deactivate";
|
||||
stateDirection[5] = false;
|
||||
stateSequence[5] = "Activate";
|
||||
stateTimeoutValue[5] = 1.0;
|
||||
stateTransitionOnLoaded[5] = "ActivateReady";
|
||||
stateTransitionOnTimeout[5] = "Dead";
|
||||
|
||||
stateName[6] = "Dead";
|
||||
stateTransitionOnLoaded[6] = "ActivateReady";
|
||||
stateTransitionOnTriggerDown[6] = "DryFire";
|
||||
stateName[6] = "Dead";
|
||||
stateTransitionOnLoaded[6] = "ActivateReady";
|
||||
stateTransitionOnTriggerDown[6] = "DryFire";
|
||||
|
||||
stateName[7] = "DryFire";
|
||||
stateSound[7] = AssaultMortarDryFireSound;
|
||||
stateTimeoutValue[7] = 1.5;
|
||||
stateTransitionOnTimeout[7] = "NoAmmo";
|
||||
stateName[7] = "DryFire";
|
||||
stateSound[7] = AssaultMortarDryFireSound;
|
||||
stateTimeoutValue[7] = 1.0;
|
||||
stateTransitionOnTimeout[7] = "NoAmmo";
|
||||
|
||||
stateName[8] = "NoAmmo";
|
||||
stateTransitionOnAmmo[8] = "Reload";
|
||||
stateSequence[8] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[8] = "DryFire";
|
||||
stateName[8] = "NoAmmo";
|
||||
stateSequence[8] = "NoAmmo";
|
||||
stateTransitionOnAmmo[8] = "Reload";
|
||||
stateTransitionOnTriggerDown[8] = "DryFire";
|
||||
};
|
||||
|
||||
datablock TurretImageData(AssaultTurretParam)
|
||||
|
|
@ -609,6 +609,9 @@ datablock TurretImageData(AssaultTurretParam)
|
|||
projectile = AssaultChaingunBullet;
|
||||
projectileType = TracerProjectile;
|
||||
|
||||
useCapacitor = true;
|
||||
usesEnergy = true;
|
||||
|
||||
// Turret parameters
|
||||
activationMS = 1000;
|
||||
deactivateDelayMS = 1500;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue