mirror of
https://github.com/Ragora/TribesReplay.git
synced 2026-01-21 02:24:43 +00:00
Map Editor =================================== Several editor crashes have been resolved and this tool should be more stable for the MOD community now. VCR Mode =================================== The VCR Mode has been implemented. F3 starts recording. F4 stops the current recording. Multiple recordings can be made from the same mission. Other controls can be used while playing back a recording. They include: -- ESCAPE will stop the playback -- TAB will pop up the playback controls window in the upper part of the screen -- SPACEBAR will pause/unpause the playback -- Numpad + will increase the time step so that the playback accelerates (maximum of 16X speed) -- Numpad - will decrease the time step so that the playback slows down (minimum of 1/16X speed) ***If you Alt-Tab to windows to rename a demo file and then return to Tribes instead of using the rename file feature of the demo recorder you will crash after you exit the recorder. It is a windows issue and so we can't fix it. Satchel Charge Icon Glow =================================== When the satchel charge is deployed and ready to explode, the icon now glows. The icon disappears completely when the satchel is destroyed (either through activation or destruction). This allows players to more readily keep track of satchel charge status. "Visibility" option for Server Admins ===================================== Allows an Advanced Server option to indicate whether the server will use the "Speed" or "Distance" versions of the maps when hosting games. The "Distance" setting will use world versions with much less fog and more visible distance. The "Speed" setting will use the current foggier map settings. These settings will be displayed as a new column on the Master Server List titled "VISIBILITY" and the settings will be "Speed" or "Distance". NOTE: This visibility change won't be apparent on all maps. A map you can use as a test to show the differences is "Dessicator". World Skins Default to Main Tribes ========================================== The missions are now set up so they have default skins other than "Storm" vs. "Inferno". This occurs whenever a player has "Show Individual Skins" toggled OFF. In otherwords, some maps will have "Diamond Skin" vs. "StarWolf", while others will have different combinations. (NOTE: If a player has "Show Individual Skins" toggled ON, then he will see the regular individual skins for players.) New voice samples have been added to allow Victory messages indicate these new team skins. Also note: Bioderms are bioderms, regardless of the team they are on...we're not changing models or voice packages. Teams now use skins for CTF games relative to the planet - as follows: Terrain Team 1 Team 2 Ice Starwolf Blood Eagle Lush Blood Eagle Diamond Sword Badlands Starwolf Diamond Sword Desert Phoenix Blood Eagle Lava Diamond Sword Phoenix If the server admin wishes to specify team skins, set the variable $host:: useCustomSkins = true; in serverPrefs.cs if this variable is set true the skins and names used are $Host::TeamName1 and $Host::TeamName2 and $Host::TeamSkin1 and $Host::TeamSkin2 also set in serverPrefs.cs. These team and skin names are always used for non-CTF games. NOTE: In "Tournament" mode games, the skins will always default to Storm and Inferno rather than world-specific skins. This is to make it easier for League and Ladder players to assign teams to sides. Cheat Fixes =================================== Significant cheat prevention code has been implemented to eliminate known cheats, as well as to make it much more difficult for future cheating of a similar nature to occur. NOTE: If you have any troubles running a server now, you may have altered or removed something from the build on your server. The code is checking almost everything now (shapes, textures, etc.), so you should ensure that you have all files present from a normal build on your server. (Additional files, like MODs and extra art files won't be a problem...but all original files must be there as well.) Siege Halftime Improved =================================== The Siege halftime now gets a screen listing the winning team instead of simply "Switching Sides". CTF Individual Scoring =================================== No change was made whatsoever to the team CTF scoring. But the individual scoring now takes into account vehicle kills, more repair/destroy stuff, and makes it nice and robust for statistical tracking later. NOTE: The scores are dramatically inflated compared to previous individual scores so that we had more "granularity" in the system and didn't have to use decimal points. Thus, you will appear to be racking up a huge amount of points, but it's all relative when compared to other players in the game. Scoring Details ---------------------- Kill: 10 pts Flag Capture: 30 pts Flag Grab (if subsequently captured): 20 [A one player grab-and-cap you get both for a total of 50] Carrier Escort: 3 Sniper Headshot: 1 Turret kill: manned: 10 automated: 3 Flag Defend: 5 Flag Carrier Kill: 5 Flag Return: 0 - 10 pts [Points are scaled by distance: no points for a short return. 10 pts if the flag carrier gets all the way to the flag. 1 point per 10% (Halfway is 5 pts.)] 15 points if the return breaks a stalemate (both teams have had each others flags for 60 seconds or longer.) Generator Defend: 5 pts Object Destroy Repair Generator 10 8 Sensor 4 1 Base Turret 5 4 Inv Station 2 2 Vehicle Station 5 4 Solar Panel 5 4 Sentry Turret 4 2 Deployed sensor 1 0 Deployed inv station 2 0 Deployed turret 3 3 Shrike 5 Bomber 8 Havoc 5 Wildcat 5 Tank 8 MPB 12 *vehicles destroyed by mines are double points, vehicles destroyed by the Shrike are triple points **vehicles destroyed also score 2 points per passenger (after any multiplier) ***points accumulated in a vehicle are earned by everyone in the vehicle Heat Lock vs. Target Laser Lock =================================== Heat Locking now supercedes Targeting Laser Locking so that heat locks can be attained on objects that are being lazed by friends. Keep in mind that when the target is out of range for the ML, it will still lock onto the targeting laser giving the appearance that its locking onto the laser first. If the target is in range the ML will always look for heated targets first. Objective HUD Visible on Vehicles =================================== The objective HUD is now visible while flying/driving vehicles. Client-Side Toggle on Vehicle Tport =================================== The player now has the ability to toggle Vehicle Tport ability on/off (defaults to ON) as a client-side option in SETTINGS/GAME. EAX Sound Improvements =================================== EAX environmental sound reverbs have been included for underwater and interiors. Those sounds will only be heard when using EAX or EAX2 drivers. (We recommend EAX for best results.) IFeel Force Feedback Mouse =================================== The IFeel force feedback mouse vibrations should now work correctly again. They have also been enhanced beyond what was previously available. Vehicles Parking on Flags =================================== "Anti-Parking" code has been added to flags similar to the "anti-camping" code around a Nexus in Hunters. This results in vehicles taking damage over time when they are parked near a flag, eventually resulting in their destruction if left there too long. Aiming Up and Down =================================== The restrictions on aiming up and down have been virtually removed for all armors. NOTE: This will result in situations where your weapon can clip through the leg of your armor when looking straight down. If this bothers you, then change your graphics setting to "Items Only" so that your body is not drawn when in first-person perspective. Jetpower for Suits =================================== Scout jetpower (power of thrust) was reduced to previous levels, but their maximum speed velocity was increased somewhat. This removes the "butterfly" effect, but allows slightly faster skiing than previously allowed. Additionally, air resistance was reduced by 33% on all armors to further reduce the "floaty" feel. This also allows slightly faster speeds across the board. Splash Damage =================================== Splash damage on shots was reduced slightly. It is still much more powerful than when the game was released, but this change makes mortars and grenades more playable. Shrike Speed =================================== The Shrike thrust was returned to normal, making the Shrike very responsive again. A new maximum speed cap has been added to prevent it from going too fast, but the performance improvement on this vehicle is significant. Mine Damage =================================== Mine damage was reduced slightly to prevent Lights from being one-shotted by stepping on a mine. They will still be severely harmed, but won't go from 100% health to dead in one shot. Missile Launcher =================================== The Missile Launcher range had been inadvertently reduced during the reticule improvements a few patches back. It has now been increased back to its original design. Range is now 400m. Heat Signature Fall Off =================================== Heat reduces *very slightly* slower than it did previously. Players can still easily manage their heat signatures, but must be a bit more paranoid of missile launchers now (thus making it a bit easier for high-ping players to use this weapon). Suit Mortars vs. Tanks =================================== The strength of hand-held mortars versus Tanks was incorrectly weak. It has now been increased so that it is much more useful. Shrike Gun Changes =================================== The Shrike blasters have been moved out to the wing joints to allow easier strafing of objects. Additionally, there is some (very minor...one degree of spread) projectile spread on the blasters now to make strafing easier. (For comparison purposes, the chaingun has eight degrees of spread.)The range of the blasters was incorrectly enormous and has been reduced to a balanced distance (slightly outside the range of hand-held missile launchers). Water Movement =================================== Speeds in water have been greatly increased so as to make water a more viable playing environment. Whiteout Grenades =================================== A maximum saturation has been defined for the Whiteout grenades to keep your "whiteout" time to no more than two seconds. OOB Grid =================================== The mission boundary is now visually defined. As you approach a mission boundary, and "out of bounds grid" will fade into existence. If you go past the boundary, the grid will not fade out until you return inside the mission area. This is done to make it easier to avoid getting a flag stripped or getting damaged due to OOB damage. This visual option can be toggled OFF in your Game Settings area (option button is called "Show Out of Bounds Grid"). Wildcat Grav Bike =================================== "Suspension" has been added to the Wildcat making it easier to control over rough terrain. Air Drag =================================== Air Drag has been reduced making the game feel "faster". Panther XL Support Added =================================== Players will now be able to satisfactorily map the roller ball of the Panther XL. The Z axis or throttle is not configurable with T2 because of a Panther XL driver issue. Flight Ceiling limited for Shrike =================================== If you fly past the flight ceiling then you will lose your jetting and thrusting ability. Angle your nose down (when you are above the flight ceiling) and thrust will function normally. "Unassigned" Team =================================== This bug allowed a person to join as "unassigned" and view all friend/foe triangles as grey. It has been fixed. <Null> and random string issues =================================== There is a finite number of network strings available, the single quote strings. This problem occurs when all strings have been allocated. This is particularly common with mod servers, which appear to be allocating too many net strings. Mod and script developers need to be cautious when creating new strings. Don't create dynamic net strings unless you have a firm understanding of the implications. If a string is added using "AddTaggedString" make sure that there is a corresponding "RemoveTaggedSting" call when the string is no longer needed. Also be sure to limit the number of imbedded strings in your scripts.
3181 lines
89 KiB
C#
3181 lines
89 KiB
C#
//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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$InvincibleTime = 6;
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// Load dts shapes and merge animations
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exec("scripts/light_male.cs");
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exec("scripts/medium_male.cs");
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exec("scripts/heavy_male.cs");
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exec("scripts/light_female.cs");
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exec("scripts/medium_female.cs");
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exec("scripts/bioderm_light.cs");
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exec("scripts/bioderm_medium.cs");
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exec("scripts/bioderm_heavy.cs");
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$CorpseTimeoutValue = 22 * 1000;
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//Damage Rate for entering Liquid
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$DamageLava = 0.0325;
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$DamageHotLava = 0.0325;
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$DamageCrustyLava = 0.0325;
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$PlayerDeathAnim::TorsoFrontFallForward = 1;
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$PlayerDeathAnim::TorsoFrontFallBack = 2;
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$PlayerDeathAnim::TorsoBackFallForward = 3;
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$PlayerDeathAnim::TorsoLeftSpinDeath = 4;
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$PlayerDeathAnim::TorsoRightSpinDeath = 5;
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$PlayerDeathAnim::LegsLeftGimp = 6;
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$PlayerDeathAnim::LegsRightGimp = 7;
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$PlayerDeathAnim::TorsoBackFallForward = 8;
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$PlayerDeathAnim::HeadFrontDirect = 9;
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$PlayerDeathAnim::HeadBackFallForward = 10;
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$PlayerDeathAnim::ExplosionBlowBack = 11;
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datablock SensorData(PlayerSensor)
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{
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detects = true;
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detectsUsingLOS = true;
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detectsPassiveJammed = true;
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detectRadius = 2000;
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detectionPings = false;
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detectsFOVOnly = true;
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detectFOVPercent = 1.3;
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useObjectFOV = true;
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};
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//----------------------------------------------------------------------------
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datablock EffectProfile(ArmorJetEffect)
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{
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effectname = "armor/thrust";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(ImpactSoftEffect)
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{
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effectname = "armor/light_land_soft";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(ImpactHardEffect)
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{
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effectname = "armor/light_land_hard";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(ImpactMetalEffect)
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{
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effectname = "armor/light_land_metal";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(ImpactSnowEffect)
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{
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effectname = "armor/light_land_snow";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(CorpseLootingEffect)
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{
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effectname = "weapons/generic_switch";
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minDistance = 2.5;
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maxDistance = 2.5;
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};
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datablock EffectProfile(MountVehicleEffect)
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{
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effectname = "vehicles/mount_dis";
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minDistance = 5;
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maxDistance = 20;
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};
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datablock EffectProfile(UnmountVehicleEffect)
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{
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effectname = "weapons/generic_switch";
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minDistance = 5;
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maxDistance = 20;
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};
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datablock EffectProfile(GenericPainEffect)
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{
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effectname = "misc/generic_pain";
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minDistance = 2.5;
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maxDistance = 2.5;
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};
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datablock EffectProfile(GenericDeathEffect)
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{
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effectname = "misc/generic_death";
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minDistance = 2.5;
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maxDistance = 2.5;
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};
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datablock EffectProfile(ImpactHeavyWaterEasyEffect)
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{
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effectname = "armor/general_water_smallsplash";
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minDistance = 5;
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maxDistance = 15;
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};
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datablock EffectProfile(ImpactHeavyMediumWaterEffect)
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{
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effectname = "armor/general_water_medsplash";
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minDistance = 5;
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maxDistance = 15;
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};
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datablock EffectProfile(ImpactHeavyWaterHardEffect)
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{
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effectname = "armor/general_water_bigsplash";
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minDistance = 5;
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maxDistance = 15;
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};
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//----------------------------------------------------------------------------
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//datablock AudioProfile( DeathCrySound )
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//{
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// fileName = "";
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// description = AudioClose3d;
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// preload = true;
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//};
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//
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//datablock AudioProfile( PainCrySound )
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//{
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// fileName = "";
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// description = AudioClose3d;
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// preload = true;
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//};
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datablock AudioProfile(ArmorJetSound)
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{
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filename = "fx/armor/thrust.wav";
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description = CloseLooping3d;
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preload = true;
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effect = ArmorJetEffect;
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};
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datablock AudioProfile(ArmorWetJetSound)
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{
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filename = "fx/armor/thrust_uw.wav";
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description = CloseLooping3d;
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preload = true;
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effect = ArmorJetEffect;
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};
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datablock AudioProfile(MountVehicleSound)
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{
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filename = "fx/vehicles/mount_dis.wav";
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description = AudioClose3d;
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preload = true;
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effect = MountVehicleEffect;
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};
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datablock AudioProfile(UnmountVehicleSound)
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{
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filename = "fx/vehicles/mount.wav";
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description = AudioClose3d;
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preload = true;
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effect = UnmountVehicleEffect;
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};
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datablock AudioProfile(CorpseLootingSound)
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{
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fileName = "fx/weapons/generic_switch.wav";
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description = AudioClosest3d;
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preload = true;
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effect = CorpseLootingEffect;
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};
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datablock AudioProfile(ArmorMoveBubblesSound)
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{
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filename = "fx/armor/bubbletrail2.wav";
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description = CloseLooping3d;
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preload = true;
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};
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datablock AudioProfile(WaterBreathMaleSound)
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{
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filename = "fx/armor/breath_uw.wav";
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description = ClosestLooping3d;
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preload = true;
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};
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datablock AudioProfile(WaterBreathFemaleSound)
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{
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filename = "fx/armor/breath_fem_uw.wav";
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description = ClosestLooping3d;
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preload = true;
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};
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datablock AudioProfile(waterBreathBiodermSound)
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{
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filename = "fx/armor/breath_bio_uw.wav";
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description = ClosestLooping3d;
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preload = true;
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};
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datablock AudioProfile(SkiAllSoftSound)
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{
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filename = "fx/armor/ski_soft.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(SkiAllHardSound)
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{
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filename = "fx/armor/ski_soft.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(SkiAllMetalSound)
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{
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filename = "fx/armor/ski_soft.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(SkiAllSnowSound)
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{
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filename = "fx/armor/ski_soft.wav";
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description = AudioClosest3d;
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preload = true;
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};
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//SOUNDS ----- LIGHT ARMOR--------
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datablock AudioProfile(LFootLightSoftSound)
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{
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filename = "fx/armor/light_LF_soft.wav";
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description = AudioClosest3d;
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preload = true;
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};
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datablock AudioProfile(RFootLightSoftSound)
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{
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filename = "fx/armor/light_RF_soft.wav";
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description = AudioClosest3d;
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preload = true;
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};
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datablock AudioProfile(LFootLightHardSound)
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{
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filename = "fx/armor/light_LF_hard.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(RFootLightHardSound)
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{
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filename = "fx/armor/light_RF_hard.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(LFootLightMetalSound)
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{
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filename = "fx/armor/light_LF_metal.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(RFootLightMetalSound)
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{
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filename = "fx/armor/light_RF_metal.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(LFootLightSnowSound)
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{
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filename = "fx/armor/light_LF_snow.wav";
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description = AudioClosest3d;
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preload = true;
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};
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datablock AudioProfile(RFootLightSnowSound)
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{
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filename = "fx/armor/light_RF_snow.wav";
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description = AudioClosest3d;
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preload = true;
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};
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datablock AudioProfile(LFootLightShallowSplashSound)
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{
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filename = "fx/armor/light_LF_water.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(RFootLightShallowSplashSound)
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{
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filename = "fx/armor/light_RF_water.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(LFootLightWadingSound)
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{
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filename = "fx/armor/light_LF_wade.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(RFootLightWadingSound)
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{
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filename = "fx/armor/light_RF_wade.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(LFootLightUnderwaterSound)
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{
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filename = "fx/armor/light_LF_uw.wav";
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description = AudioClosest3d;
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preload = true;
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};
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datablock AudioProfile(RFootLightUnderwaterSound)
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{
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filename = "fx/armor/light_RF_uw.wav";
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description = AudioClosest3d;
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preload = true;
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};
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datablock AudioProfile(LFootLightBubblesSound)
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{
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filename = "fx/armor/light_LF_bubbles.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(RFootLightBubblesSound)
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{
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filename = "fx/armor/light_RF_bubbles.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(ImpactLightSoftSound)
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{
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filename = "fx/armor/light_land_soft.wav";
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description = AudioClose3d;
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preload = true;
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effect = ImpactSoftEffect;
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};
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datablock AudioProfile(ImpactLightHardSound)
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{
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filename = "fx/armor/light_land_hard.wav";
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description = AudioClose3d;
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preload = true;
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effect = ImpactHardEffect;
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};
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datablock AudioProfile(ImpactLightMetalSound)
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{
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filename = "fx/armor/light_land_metal.wav";
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description = AudioClose3d;
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preload = true;
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effect = ImpactMetalEffect;
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};
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datablock AudioProfile(ImpactLightSnowSound)
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{
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filename = "fx/armor/light_land_snow.wav";
|
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description = AudioClosest3d;
|
|
preload = true;
|
|
effect = ImpactSnowEffect;
|
|
};
|
|
|
|
datablock AudioProfile(ImpactLightWaterEasySound)
|
|
{
|
|
filename = "fx/armor/general_water_smallsplash2.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(ImpactLightWaterMediumSound)
|
|
{
|
|
filename = "fx/armor/general_water_medsplash.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(ImpactLightWaterHardSound)
|
|
{
|
|
filename = "fx/armor/general_water_bigsplash.wav";
|
|
description = AudioDefault3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(ExitingWaterLightSound)
|
|
{
|
|
filename = "fx/armor/general_water_exit2.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
|
|
//SOUNDS ----- Medium ARMOR--------
|
|
datablock AudioProfile(LFootMediumSoftSound)
|
|
{
|
|
filename = "fx/armor/med_LF_soft.wav";
|
|
description = AudioClosest3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(RFootMediumSoftSound)
|
|
{
|
|
filename = "fx/armor/med_RF_soft.wav";
|
|
description = AudioClosest3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(LFootMediumHardSound)
|
|
{
|
|
filename = "fx/armor/med_LF_hard.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(RFootMediumHardSound)
|
|
{
|
|
filename = "fx/armor/med_RF_hard.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(LFootMediumMetalSound)
|
|
{
|
|
filename = "fx/armor/med_LF_metal.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(RFootMediumMetalSound)
|
|
{
|
|
filename = "fx/armor/med_RF_metal.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
datablock AudioProfile(LFootMediumSnowSound)
|
|
{
|
|
filename = "fx/armor/med_LF_snow.wav";
|
|
description = AudioClosest3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(RFootMediumSnowSound)
|
|
{
|
|
filename = "fx/armor/med_RF_snow.wav";
|
|
description = AudioClosest3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(LFootMediumShallowSplashSound)
|
|
{
|
|
filename = "fx/armor/med_LF_water.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(RFootMediumShallowSplashSound)
|
|
{
|
|
filename = "fx/armor/med_RF_water.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(LFootMediumWadingSound)
|
|
{
|
|
filename = "fx/armor/med_LF_uw.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(RFootMediumWadingSound)
|
|
{
|
|
filename = "fx/armor/med_RF_uw.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(LFootMediumUnderwaterSound)
|
|
{
|
|
filename = "fx/armor/med_LF_uw.wav";
|
|
description = AudioClosest3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(RFootMediumUnderwaterSound)
|
|
{
|
|
filename = "fx/armor/med_RF_uw.wav";
|
|
description = AudioClosest3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(LFootMediumBubblesSound)
|
|
{
|
|
filename = "fx/armor/light_LF_bubbles.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(RFootMediumBubblesSound)
|
|
{
|
|
filename = "fx/armor/light_RF_bubbles.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
datablock AudioProfile(ImpactMediumSoftSound)
|
|
{
|
|
filename = "fx/armor/med_land_soft.wav";
|
|
description = AudioClosest3d;
|
|
preload = true;
|
|
effect = ImpactSoftEffect;
|
|
};
|
|
|
|
datablock AudioProfile(ImpactMediumHardSound)
|
|
{
|
|
filename = "fx/armor/med_land_hard.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
effect = ImpactHardEffect;
|
|
};
|
|
|
|
datablock AudioProfile(ImpactMediumMetalSound)
|
|
{
|
|
filename = "fx/armor/med_land_metal.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
effect = ImpactMetalEffect;
|
|
};
|
|
|
|
datablock AudioProfile(ImpactMediumSnowSound)
|
|
{
|
|
filename = "fx/armor/med_land_snow.wav";
|
|
description = AudioClosest3d;
|
|
preload = true;
|
|
effect = ImpactSnowEffect;
|
|
};
|
|
|
|
datablock AudioProfile(ImpactMediumWaterEasySound)
|
|
{
|
|
filename = "fx/armor/general_water_smallsplash.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(ImpactMediumWaterMediumSound)
|
|
{
|
|
filename = "fx/armor/general_water_medsplash.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(ImpactMediumWaterHardSound)
|
|
{
|
|
filename = "fx/armor/general_water_bigsplash.wav";
|
|
description = AudioDefault3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(ExitingWaterMediumSound)
|
|
{
|
|
filename = "fx/armor/general_water_exit.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
|
|
//SOUNDS ----- HEAVY ARMOR--------
|
|
datablock AudioProfile(LFootHeavySoftSound)
|
|
{
|
|
filename = "fx/armor/heavy_LF_soft.wav";
|
|
description = AudioClosest3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(RFootHeavySoftSound)
|
|
{
|
|
filename = "fx/armor/heavy_RF_soft.wav";
|
|
description = AudioClosest3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(LFootHeavyHardSound)
|
|
{
|
|
filename = "fx/armor/heavy_LF_hard.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(RFootHeavyHardSound)
|
|
{
|
|
filename = "fx/armor/heavy_RF_hard.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(LFootHeavyMetalSound)
|
|
{
|
|
filename = "fx/armor/heavy_LF_metal.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(RFootHeavyMetalSound)
|
|
{
|
|
filename = "fx/armor/heavy_RF_metal.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
datablock AudioProfile(LFootHeavySnowSound)
|
|
{
|
|
filename = "fx/armor/heavy_LF_snow.wav";
|
|
description = AudioClosest3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(RFootHeavySnowSound)
|
|
{
|
|
filename = "fx/armor/heavy_RF_snow.wav";
|
|
description = AudioClosest3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(LFootHeavyShallowSplashSound)
|
|
{
|
|
filename = "fx/armor/heavy_LF_water.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(RFootHeavyShallowSplashSound)
|
|
{
|
|
filename = "fx/armor/heavy_RF_water.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(LFootHeavyWadingSound)
|
|
{
|
|
filename = "fx/armor/heavy_LF_uw.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(RFootHeavyWadingSound)
|
|
{
|
|
filename = "fx/armor/heavy_RF_uw.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(LFootHeavyUnderwaterSound)
|
|
{
|
|
filename = "fx/armor/heavy_LF_uw.wav";
|
|
description = AudioClosest3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(RFootHeavyUnderwaterSound)
|
|
{
|
|
filename = "fx/armor/heavy_RF_uw.wav";
|
|
description = AudioClosest3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(LFootHeavyBubblesSound)
|
|
{
|
|
filename = "fx/armor/light_LF_bubbles.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(RFootHeavyBubblesSound)
|
|
{
|
|
filename = "fx/armor/light_RF_bubbles.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
datablock AudioProfile(ImpactHeavySoftSound)
|
|
{
|
|
filename = "fx/armor/heavy_land_soft.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
effect = ImpactSoftEffect;
|
|
};
|
|
|
|
datablock AudioProfile(ImpactHeavyHardSound)
|
|
{
|
|
filename = "fx/armor/heavy_land_hard.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
effect = ImpactHardEffect;
|
|
};
|
|
|
|
datablock AudioProfile(ImpactHeavyMetalSound)
|
|
{
|
|
filename = "fx/armor/heavy_land_metal.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
effect = ImpactMetalEffect;
|
|
};
|
|
|
|
datablock AudioProfile(ImpactHeavySnowSound)
|
|
{
|
|
filename = "fx/armor/heavy_land_snow.wav";
|
|
description = AudioClosest3d;
|
|
preload = true;
|
|
effect = ImpactSnowEffect;
|
|
};
|
|
|
|
datablock AudioProfile(ImpactHeavyWaterEasySound)
|
|
{
|
|
filename = "fx/armor/general_water_smallsplash.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(ImpactHeavyWaterMediumSound)
|
|
{
|
|
filename = "fx/armor/general_water_medsplash.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(ImpactHeavyWaterHardSound)
|
|
{
|
|
filename = "fx/armor/general_water_bigsplash.wav";
|
|
description = AudioDefault3d;
|
|
preload = true;
|
|
};
|
|
|
|
datablock AudioProfile(ExitingWaterHeavySound)
|
|
{
|
|
filename = "fx/armor/general_water_exit2.wav";
|
|
description = AudioClose3d;
|
|
preload = true;
|
|
};
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Splash
|
|
//----------------------------------------------------------------------------
|
|
|
|
datablock ParticleData(PlayerSplashMist)
|
|
{
|
|
dragCoefficient = 2.0;
|
|
gravityCoefficient = -0.05;
|
|
inheritedVelFactor = 0.0;
|
|
constantAcceleration = 0.0;
|
|
lifetimeMS = 400;
|
|
lifetimeVarianceMS = 100;
|
|
useInvAlpha = false;
|
|
spinRandomMin = -90.0;
|
|
spinRandomMax = 500.0;
|
|
textureName = "particleTest";
|
|
colors[0] = "0.7 0.8 1.0 1.0";
|
|
colors[1] = "0.7 0.8 1.0 0.5";
|
|
colors[2] = "0.7 0.8 1.0 0.0";
|
|
sizes[0] = 0.5;
|
|
sizes[1] = 0.5;
|
|
sizes[2] = 0.8;
|
|
times[0] = 0.0;
|
|
times[1] = 0.5;
|
|
times[2] = 1.0;
|
|
};
|
|
|
|
datablock ParticleEmitterData(PlayerSplashMistEmitter)
|
|
{
|
|
ejectionPeriodMS = 5;
|
|
periodVarianceMS = 0;
|
|
ejectionVelocity = 3.0;
|
|
velocityVariance = 2.0;
|
|
ejectionOffset = 0.0;
|
|
thetaMin = 85;
|
|
thetaMax = 85;
|
|
phiReferenceVel = 0;
|
|
phiVariance = 360;
|
|
overrideAdvances = false;
|
|
lifetimeMS = 250;
|
|
particles = "PlayerSplashMist";
|
|
};
|
|
|
|
|
|
datablock ParticleData(PlayerBubbleParticle)
|
|
{
|
|
dragCoefficient = 0.0;
|
|
gravityCoefficient = -0.50;
|
|
inheritedVelFactor = 0.0;
|
|
constantAcceleration = 0.0;
|
|
lifetimeMS = 400;
|
|
lifetimeVarianceMS = 100;
|
|
useInvAlpha = false;
|
|
textureName = "special/bubbles";
|
|
colors[0] = "0.7 0.8 1.0 0.4";
|
|
colors[1] = "0.7 0.8 1.0 0.4";
|
|
colors[2] = "0.7 0.8 1.0 0.0";
|
|
sizes[0] = 0.1;
|
|
sizes[1] = 0.3;
|
|
sizes[2] = 0.3;
|
|
times[0] = 0.0;
|
|
times[1] = 0.5;
|
|
times[2] = 1.0;
|
|
};
|
|
|
|
datablock ParticleEmitterData(PlayerBubbleEmitter)
|
|
{
|
|
ejectionPeriodMS = 1;
|
|
periodVarianceMS = 0;
|
|
ejectionVelocity = 2.0;
|
|
ejectionOffset = 0.5;
|
|
velocityVariance = 0.5;
|
|
thetaMin = 0;
|
|
thetaMax = 80;
|
|
phiReferenceVel = 0;
|
|
phiVariance = 360;
|
|
overrideAdvances = false;
|
|
particles = "PlayerBubbleParticle";
|
|
};
|
|
|
|
datablock ParticleData(PlayerFoamParticle)
|
|
{
|
|
dragCoefficient = 2.0;
|
|
gravityCoefficient = -0.05;
|
|
inheritedVelFactor = 0.0;
|
|
constantAcceleration = 0.0;
|
|
lifetimeMS = 400;
|
|
lifetimeVarianceMS = 100;
|
|
useInvAlpha = false;
|
|
spinRandomMin = -90.0;
|
|
spinRandomMax = 500.0;
|
|
textureName = "particleTest";
|
|
colors[0] = "0.7 0.8 1.0 0.20";
|
|
colors[1] = "0.7 0.8 1.0 0.20";
|
|
colors[2] = "0.7 0.8 1.0 0.00";
|
|
sizes[0] = 0.2;
|
|
sizes[1] = 0.4;
|
|
sizes[2] = 1.6;
|
|
times[0] = 0.0;
|
|
times[1] = 0.5;
|
|
times[2] = 1.0;
|
|
};
|
|
|
|
datablock ParticleEmitterData(PlayerFoamEmitter)
|
|
{
|
|
ejectionPeriodMS = 10;
|
|
periodVarianceMS = 0;
|
|
ejectionVelocity = 3.0;
|
|
velocityVariance = 1.0;
|
|
ejectionOffset = 0.0;
|
|
thetaMin = 85;
|
|
thetaMax = 85;
|
|
phiReferenceVel = 0;
|
|
phiVariance = 360;
|
|
overrideAdvances = false;
|
|
particles = "PlayerFoamParticle";
|
|
};
|
|
|
|
|
|
datablock ParticleData( PlayerFoamDropletsParticle )
|
|
{
|
|
dragCoefficient = 1;
|
|
gravityCoefficient = 0.2;
|
|
inheritedVelFactor = 0.2;
|
|
constantAcceleration = -0.0;
|
|
lifetimeMS = 600;
|
|
lifetimeVarianceMS = 0;
|
|
textureName = "special/droplet";
|
|
colors[0] = "0.7 0.8 1.0 1.0";
|
|
colors[1] = "0.7 0.8 1.0 0.5";
|
|
colors[2] = "0.7 0.8 1.0 0.0";
|
|
sizes[0] = 0.8;
|
|
sizes[1] = 0.3;
|
|
sizes[2] = 0.0;
|
|
times[0] = 0.0;
|
|
times[1] = 0.5;
|
|
times[2] = 1.0;
|
|
};
|
|
|
|
datablock ParticleEmitterData( PlayerFoamDropletsEmitter )
|
|
{
|
|
ejectionPeriodMS = 7;
|
|
periodVarianceMS = 0;
|
|
ejectionVelocity = 2;
|
|
velocityVariance = 1.0;
|
|
ejectionOffset = 0.0;
|
|
thetaMin = 60;
|
|
thetaMax = 80;
|
|
phiReferenceVel = 0;
|
|
phiVariance = 360;
|
|
overrideAdvances = false;
|
|
orientParticles = true;
|
|
particles = "PlayerFoamDropletsParticle";
|
|
};
|
|
|
|
|
|
|
|
datablock ParticleData( PlayerSplashParticle )
|
|
{
|
|
dragCoefficient = 1;
|
|
gravityCoefficient = 0.2;
|
|
inheritedVelFactor = 0.2;
|
|
constantAcceleration = -0.0;
|
|
lifetimeMS = 600;
|
|
lifetimeVarianceMS = 0;
|
|
textureName = "special/droplet";
|
|
colors[0] = "0.7 0.8 1.0 1.0";
|
|
colors[1] = "0.7 0.8 1.0 0.5";
|
|
colors[2] = "0.7 0.8 1.0 0.0";
|
|
sizes[0] = 0.5;
|
|
sizes[1] = 0.5;
|
|
sizes[2] = 0.5;
|
|
times[0] = 0.0;
|
|
times[1] = 0.5;
|
|
times[2] = 1.0;
|
|
};
|
|
|
|
datablock ParticleEmitterData( PlayerSplashEmitter )
|
|
{
|
|
ejectionPeriodMS = 1;
|
|
periodVarianceMS = 0;
|
|
ejectionVelocity = 3;
|
|
velocityVariance = 1.0;
|
|
ejectionOffset = 0.0;
|
|
thetaMin = 60;
|
|
thetaMax = 80;
|
|
phiReferenceVel = 0;
|
|
phiVariance = 360;
|
|
overrideAdvances = false;
|
|
orientParticles = true;
|
|
lifetimeMS = 100;
|
|
particles = "PlayerSplashParticle";
|
|
};
|
|
|
|
datablock SplashData(PlayerSplash)
|
|
{
|
|
numSegments = 15;
|
|
ejectionFreq = 15;
|
|
ejectionAngle = 40;
|
|
ringLifetime = 0.5;
|
|
lifetimeMS = 300;
|
|
velocity = 4.0;
|
|
startRadius = 0.0;
|
|
acceleration = -3.0;
|
|
texWrap = 5.0;
|
|
|
|
texture = "special/water2";
|
|
|
|
emitter[0] = PlayerSplashEmitter;
|
|
emitter[1] = PlayerSplashMistEmitter;
|
|
|
|
colors[0] = "0.7 0.8 1.0 0.0";
|
|
colors[1] = "0.7 0.8 1.0 0.3";
|
|
colors[2] = "0.7 0.8 1.0 0.7";
|
|
colors[3] = "0.7 0.8 1.0 0.0";
|
|
times[0] = 0.0;
|
|
times[1] = 0.4;
|
|
times[2] = 0.8;
|
|
times[3] = 1.0;
|
|
};
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Jet data
|
|
//----------------------------------------------------------------------------
|
|
datablock ParticleData(HumanArmorJetParticle)
|
|
{
|
|
dragCoefficient = 0.0;
|
|
gravityCoefficient = 0;
|
|
inheritedVelFactor = 0.2;
|
|
constantAcceleration = 0.0;
|
|
lifetimeMS = 100;
|
|
lifetimeVarianceMS = 0;
|
|
textureName = "particleTest";
|
|
colors[0] = "0.32 0.47 0.47 1.0";
|
|
colors[1] = "0.32 0.47 0.47 0";
|
|
sizes[0] = 0.40;
|
|
sizes[1] = 0.15;
|
|
};
|
|
|
|
datablock ParticleEmitterData(HumanArmorJetEmitter)
|
|
{
|
|
ejectionPeriodMS = 3;
|
|
periodVarianceMS = 0;
|
|
ejectionVelocity = 3;
|
|
velocityVariance = 2.9;
|
|
ejectionOffset = 0.0;
|
|
thetaMin = 0;
|
|
thetaMax = 5;
|
|
phiReferenceVel = 0;
|
|
phiVariance = 360;
|
|
overrideAdvances = false;
|
|
particles = "HumanArmorJetParticle";
|
|
};
|
|
|
|
datablock JetEffectData(HumanArmorJetEffect)
|
|
{
|
|
texture = "special/jetExhaust02";
|
|
coolColor = "0.0 0.0 1.0 1.0";
|
|
hotColor = "0.2 0.4 0.7 1.0";
|
|
activateTime = 0.2;
|
|
deactivateTime = 0.05;
|
|
length = 0.75;
|
|
width = 0.2;
|
|
speed = -15;
|
|
stretch = 2.0;
|
|
yOffset = 0.2;
|
|
};
|
|
|
|
datablock JetEffectData(HumanMediumArmorJetEffect)
|
|
{
|
|
texture = "special/jetExhaust02";
|
|
coolColor = "0.0 0.0 1.0 1.0";
|
|
hotColor = "0.2 0.4 0.7 1.0";
|
|
activateTime = 0.2;
|
|
deactivateTime = 0.05;
|
|
length = 0.75;
|
|
width = 0.2;
|
|
speed = -15;
|
|
stretch = 2.0;
|
|
yOffset = 0.4;
|
|
};
|
|
|
|
datablock JetEffectData(HumanLightFemaleArmorJetEffect)
|
|
{
|
|
texture = "special/jetExhaust02";
|
|
coolColor = "0.0 0.0 1.0 1.0";
|
|
hotColor = "0.2 0.4 0.7 1.0";
|
|
activateTime = 0.2;
|
|
deactivateTime = 0.05;
|
|
length = 0.75;
|
|
width = 0.2;
|
|
speed = -15;
|
|
stretch = 2.0;
|
|
yOffset = 0.2;
|
|
};
|
|
|
|
datablock JetEffectData(BiodermArmorJetEffect)
|
|
{
|
|
texture = "special/jetExhaust02";
|
|
coolColor = "0.0 0.0 1.0 1.0";
|
|
hotColor = "0.8 0.6 0.2 1.0";
|
|
activateTime = 0.2;
|
|
deactivateTime = 0.05;
|
|
length = 0.75;
|
|
width = 0.2;
|
|
speed = -15;
|
|
stretch = 2.0;
|
|
yOffset = 0.0;
|
|
};
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Foot puffs
|
|
//----------------------------------------------------------------------------
|
|
datablock ParticleData(LightPuff)
|
|
{
|
|
dragCoefficient = 2.0;
|
|
gravityCoefficient = -0.01;
|
|
inheritedVelFactor = 0.0;
|
|
constantAcceleration = 0.0;
|
|
lifetimeMS = 500;
|
|
lifetimeVarianceMS = 100;
|
|
useInvAlpha = true;
|
|
spinRandomMin = -35.0;
|
|
spinRandomMax = 35.0;
|
|
textureName = "particleTest";
|
|
colors[0] = "0.46 0.36 0.26 0.4";
|
|
colors[1] = "0.46 0.46 0.36 0.0";
|
|
sizes[0] = 0.4;
|
|
sizes[1] = 1.0;
|
|
};
|
|
|
|
datablock ParticleEmitterData(LightPuffEmitter)
|
|
{
|
|
ejectionPeriodMS = 35;
|
|
periodVarianceMS = 10;
|
|
ejectionVelocity = 0.1;
|
|
velocityVariance = 0.05;
|
|
ejectionOffset = 0.0;
|
|
thetaMin = 5;
|
|
thetaMax = 20;
|
|
phiReferenceVel = 0;
|
|
phiVariance = 360;
|
|
overrideAdvances = false;
|
|
useEmitterColors = true;
|
|
particles = "LightPuff";
|
|
};
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Liftoff dust
|
|
//----------------------------------------------------------------------------
|
|
datablock ParticleData(LiftoffDust)
|
|
{
|
|
dragCoefficient = 1.0;
|
|
gravityCoefficient = -0.01;
|
|
inheritedVelFactor = 0.0;
|
|
constantAcceleration = 0.0;
|
|
lifetimeMS = 1000;
|
|
lifetimeVarianceMS = 100;
|
|
useInvAlpha = true;
|
|
spinRandomMin = -90.0;
|
|
spinRandomMax = 500.0;
|
|
textureName = "particleTest";
|
|
colors[0] = "0.46 0.36 0.26 0.0";
|
|
colors[1] = "0.46 0.46 0.36 0.4";
|
|
colors[2] = "0.46 0.46 0.36 0.0";
|
|
sizes[0] = 0.2;
|
|
sizes[1] = 0.6;
|
|
sizes[2] = 1.0;
|
|
times[0] = 0.0;
|
|
times[1] = 0.5;
|
|
times[2] = 1.0;
|
|
};
|
|
|
|
datablock ParticleEmitterData(LiftoffDustEmitter)
|
|
{
|
|
ejectionPeriodMS = 5;
|
|
periodVarianceMS = 0;
|
|
ejectionVelocity = 2.0;
|
|
velocityVariance = 0.0;
|
|
ejectionOffset = 0.0;
|
|
thetaMin = 90;
|
|
thetaMax = 90;
|
|
phiReferenceVel = 0;
|
|
phiVariance = 360;
|
|
overrideAdvances = false;
|
|
useEmitterColors = true;
|
|
particles = "LiftoffDust";
|
|
};
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
datablock ParticleData(BiodermArmorJetParticle) : HumanArmorJetParticle
|
|
{
|
|
colors[0] = "0.50 0.48 0.36 1.0";
|
|
colors[1] = "0.50 0.48 0.36 0";
|
|
};
|
|
|
|
datablock ParticleEmitterData(BiodermArmorJetEmitter) : HumanArmorJetEmitter
|
|
{
|
|
particles = "BiodermArmorJetParticle";
|
|
};
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
datablock DecalData(LightMaleFootprint)
|
|
{
|
|
sizeX = 0.125;
|
|
sizeY = 0.25;
|
|
textureName = "special/footprints/L_male";
|
|
};
|
|
|
|
datablock DebrisData( PlayerDebris )
|
|
{
|
|
explodeOnMaxBounce = false;
|
|
|
|
elasticity = 0.35;
|
|
friction = 0.5;
|
|
|
|
lifetime = 4.0;
|
|
lifetimeVariance = 0.0;
|
|
|
|
minSpinSpeed = 60;
|
|
maxSpinSpeed = 600;
|
|
|
|
numBounces = 5;
|
|
bounceVariance = 0;
|
|
|
|
staticOnMaxBounce = true;
|
|
gravModifier = 1.0;
|
|
|
|
useRadiusMass = true;
|
|
baseRadius = 1;
|
|
|
|
velocity = 18.0;
|
|
velocityVariance = 12.0;
|
|
};
|
|
|
|
datablock PlayerData(LightMaleHumanArmor) : LightPlayerDamageProfile
|
|
{
|
|
emap = true;
|
|
|
|
className = Armor;
|
|
shapeFile = "light_male.dts";
|
|
cameraMaxDist = 3;
|
|
computeCRC = true;
|
|
|
|
canObserve = true;
|
|
cmdCategory = "Clients";
|
|
cmdIcon = CMDPlayerIcon;
|
|
cmdMiniIconName = "commander/MiniIcons/com_player_grey";
|
|
|
|
hudImageNameFriendly[0] = "gui/hud_playertriangle";
|
|
hudImageNameEnemy[0] = "gui/hud_playertriangle_enemy";
|
|
hudRenderModulated[0] = true;
|
|
|
|
hudImageNameFriendly[1] = "commander/MiniIcons/com_flag_grey";
|
|
hudImageNameEnemy[1] = "commander/MiniIcons/com_flag_grey";
|
|
hudRenderModulated[1] = true;
|
|
hudRenderAlways[1] = true;
|
|
hudRenderCenter[1] = true;
|
|
hudRenderDistance[1] = true;
|
|
|
|
hudImageNameFriendly[2] = "commander/MiniIcons/com_flag_grey";
|
|
hudImageNameEnemy[2] = "commander/MiniIcons/com_flag_grey";
|
|
hudRenderModulated[2] = true;
|
|
hudRenderAlways[2] = true;
|
|
hudRenderCenter[2] = true;
|
|
hudRenderDistance[2] = true;
|
|
|
|
cameraDefaultFov = 90.0;
|
|
cameraMinFov = 5.0;
|
|
cameraMaxFov = 120.0;
|
|
|
|
debrisShapeName = "debris_player.dts";
|
|
debris = playerDebris;
|
|
|
|
aiAvoidThis = true;
|
|
|
|
minLookAngle = -1.5;
|
|
maxLookAngle = 1.5;
|
|
maxFreelookAngle = 3.0;
|
|
|
|
mass = 90;
|
|
drag = 0.275;
|
|
maxdrag = 0.4;
|
|
density = 10;
|
|
maxDamage = 0.66;
|
|
maxEnergy = 60;
|
|
repairRate = 0.0033;
|
|
energyPerDamagePoint = 75.0; // shield energy required to block one point of damage
|
|
|
|
rechargeRate = 0.256;
|
|
jetForce = 26.21 * 90;
|
|
underwaterJetForce = 26.21 * 90 * 1.5;
|
|
underwaterVertJetFactor = 1.5;
|
|
jetEnergyDrain = 0.8;
|
|
underwaterJetEnergyDrain = 0.6;
|
|
minJetEnergy = 1;
|
|
maxJetHorizontalPercentage = 0.8;
|
|
|
|
runForce = 55.20 * 90;
|
|
runEnergyDrain = 0;
|
|
minRunEnergy = 0;
|
|
maxForwardSpeed = 15;
|
|
maxBackwardSpeed = 13;
|
|
maxSideSpeed = 13;
|
|
|
|
maxUnderwaterForwardSpeed = 11;
|
|
maxUnderwaterBackwardSpeed = 10;
|
|
maxUnderwaterSideSpeed = 10;
|
|
|
|
|
|
jumpForce = 8.3 * 90;
|
|
jumpEnergyDrain = 0;
|
|
minJumpEnergy = 0;
|
|
jumpDelay = 0;
|
|
|
|
|
|
recoverDelay = 9;
|
|
recoverRunForceScale = 1.2;
|
|
|
|
minImpactSpeed = 45;
|
|
speedDamageScale = 0.004;
|
|
|
|
jetSound = ArmorJetSound;
|
|
wetJetSound = ArmorJetSound;
|
|
jetEmitter = HumanArmorJetEmitter;
|
|
jetEffect = HumanArmorJetEffect;
|
|
|
|
boundingBox = "1.2 1.2 2.3";
|
|
pickupRadius = 0.75;
|
|
|
|
// damage location details
|
|
boxNormalHeadPercentage = 0.83;
|
|
boxNormalTorsoPercentage = 0.49;
|
|
boxHeadLeftPercentage = 0;
|
|
boxHeadRightPercentage = 1;
|
|
boxHeadBackPercentage = 0;
|
|
boxHeadFrontPercentage = 1;
|
|
|
|
//Foot Prints
|
|
decalData = LightMaleFootprint;
|
|
decalOffset = 0.25;
|
|
|
|
footPuffEmitter = LightPuffEmitter;
|
|
footPuffNumParts = 15;
|
|
footPuffRadius = 0.25;
|
|
|
|
dustEmitter = LiftoffDustEmitter;
|
|
|
|
splash = PlayerSplash;
|
|
splashVelocity = 4.0;
|
|
splashAngle = 67.0;
|
|
splashFreqMod = 300.0;
|
|
splashVelEpsilon = 0.60;
|
|
bubbleEmitTime = 0.4;
|
|
splashEmitter[0] = PlayerFoamDropletsEmitter;
|
|
splashEmitter[1] = PlayerFoamEmitter;
|
|
splashEmitter[2] = PlayerBubbleEmitter;
|
|
mediumSplashSoundVelocity = 10.0;
|
|
hardSplashSoundVelocity = 20.0;
|
|
exitSplashSoundVelocity = 5.0;
|
|
|
|
// Controls over slope of runnable/jumpable surfaces
|
|
runSurfaceAngle = 70;
|
|
jumpSurfaceAngle = 80;
|
|
|
|
minJumpSpeed = 20;
|
|
maxJumpSpeed = 30;
|
|
|
|
horizMaxSpeed = 68;
|
|
horizResistSpeed = 33;
|
|
horizResistFactor = 0.35;
|
|
maxJetForwardSpeed = 30;
|
|
|
|
upMaxSpeed = 80;
|
|
upResistSpeed = 25;
|
|
upResistFactor = 0.3;
|
|
|
|
// heat inc'ers and dec'ers
|
|
heatDecayPerSec = 1.0 / 4.0; // takes 4 seconds to clear heat sig.
|
|
heatIncreasePerSec = 1.0 / 3.0; // takes 3.0 seconds of constant jet to get full heat sig.
|
|
|
|
footstepSplashHeight = 0.35;
|
|
//Footstep Sounds
|
|
LFootSoftSound = LFootLightSoftSound;
|
|
RFootSoftSound = RFootLightSoftSound;
|
|
LFootHardSound = LFootLightHardSound;
|
|
RFootHardSound = RFootLightHardSound;
|
|
LFootMetalSound = LFootLightMetalSound;
|
|
RFootMetalSound = RFootLightMetalSound;
|
|
LFootSnowSound = LFootLightSnowSound;
|
|
RFootSnowSound = RFootLightSnowSound;
|
|
LFootShallowSound = LFootLightShallowSplashSound;
|
|
RFootShallowSound = RFootLightShallowSplashSound;
|
|
LFootWadingSound = LFootLightWadingSound;
|
|
RFootWadingSound = RFootLightWadingSound;
|
|
LFootUnderwaterSound = LFootLightUnderwaterSound;
|
|
RFootUnderwaterSound = RFootLightUnderwaterSound;
|
|
LFootBubblesSound = LFootLightBubblesSound;
|
|
RFootBubblesSound = RFootLightBubblesSound;
|
|
movingBubblesSound = ArmorMoveBubblesSound;
|
|
waterBreathSound = WaterBreathMaleSound;
|
|
|
|
impactSoftSound = ImpactLightSoftSound;
|
|
impactHardSound = ImpactLightHardSound;
|
|
impactMetalSound = ImpactLightMetalSound;
|
|
impactSnowSound = ImpactLightSnowSound;
|
|
|
|
skiSoftSound = SkiAllSoftSound;
|
|
skiHardSound = SkiAllHardSound;
|
|
skiMetalSound = SkiAllMetalSound;
|
|
skiSnowSound = SkiAllSnowSound;
|
|
|
|
impactWaterEasy = ImpactLightWaterEasySound;
|
|
impactWaterMedium = ImpactLightWaterMediumSound;
|
|
impactWaterHard = ImpactLightWaterHardSound;
|
|
|
|
groundImpactMinSpeed = 10.0;
|
|
groundImpactShakeFreq = "4.0 4.0 4.0";
|
|
groundImpactShakeAmp = "1.0 1.0 1.0";
|
|
groundImpactShakeDuration = 0.8;
|
|
groundImpactShakeFalloff = 10.0;
|
|
|
|
exitingWater = ExitingWaterLightSound;
|
|
|
|
maxWeapons = 3; // Max number of different weapons the player can have
|
|
maxGrenades = 1; // Max number of different grenades the player can have
|
|
maxMines = 1; // Max number of different mines the player can have
|
|
|
|
// Inventory restrictions
|
|
max[RepairKit] = 1;
|
|
max[Mine] = 3;
|
|
max[Grenade] = 5;
|
|
max[Blaster] = 1;
|
|
max[Plasma] = 1;
|
|
max[PlasmaAmmo] = 20;
|
|
max[Disc] = 1;
|
|
max[DiscAmmo] = 15;
|
|
max[SniperRifle] = 1;
|
|
max[GrenadeLauncher] = 1;
|
|
max[GrenadeLauncherAmmo]= 10;
|
|
max[Mortar] = 0;
|
|
max[MortarAmmo] = 0;
|
|
max[MissileLauncher] = 0;
|
|
max[MissileLauncherAmmo]= 0;
|
|
max[Chaingun] = 1;
|
|
max[ChaingunAmmo] = 100;
|
|
max[RepairGun] = 1;
|
|
max[CloakingPack] = 1;
|
|
max[SensorJammerPack] = 1;
|
|
max[EnergyPack] = 1;
|
|
max[RepairPack] = 1;
|
|
max[ShieldPack] = 1;
|
|
max[AmmoPack] = 1;
|
|
max[SatchelCharge] = 1;
|
|
max[MortarBarrelPack] = 0;
|
|
max[MissileBarrelPack] = 0;
|
|
max[AABarrelPack] = 0;
|
|
max[PlasmaBarrelPack] = 0;
|
|
max[ELFBarrelPack] = 0;
|
|
max[InventoryDeployable]= 0;
|
|
max[MotionSensorDeployable] = 1;
|
|
max[PulseSensorDeployable] = 1;
|
|
max[TurretOutdoorDeployable] = 0;
|
|
max[TurretIndoorDeployable] = 0;
|
|
max[FlashGrenade] = 5;
|
|
max[ConcussionGrenade] = 5;
|
|
max[FlareGrenade] = 5;
|
|
max[TargetingLaser] = 1;
|
|
max[ELFGun] = 1;
|
|
max[ShockLance] = 1;
|
|
max[CameraGrenade] = 2;
|
|
max[Beacon] = 3;
|
|
|
|
observeParameters = "0.5 4.5 4.5";
|
|
|
|
shieldEffectScale = "0.7 0.7 1.0";
|
|
|
|
};
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
datablock DecalData(MediumMaleFootprint)
|
|
{
|
|
sizeX = 0.125;
|
|
sizeY = 0.25;
|
|
textureName = "special/footprints/M_male";
|
|
};
|
|
|
|
datablock PlayerData(MediumMaleHumanArmor) : MediumPlayerDamageProfile
|
|
{
|
|
emap = true;
|
|
|
|
className = Armor;
|
|
shapeFile = "medium_male.dts";
|
|
cameraMaxDist = 3;
|
|
computeCRC = true;
|
|
|
|
debrisShapeName = "debris_player.dts";
|
|
debris = playerDebris;
|
|
|
|
canObserve = true;
|
|
cmdCategory = "Clients";
|
|
cmdIcon = CMDPlayerIcon;
|
|
cmdMiniIconName = "commander/MiniIcons/com_player_grey";
|
|
|
|
hudImageNameFriendly[0] = "gui/hud_playertriangle";
|
|
hudImageNameEnemy[0] = "gui/hud_playertriangle_enemy";
|
|
hudRenderModulated[0] = true;
|
|
|
|
hudImageNameFriendly[1] = "commander/MiniIcons/com_flag_grey";
|
|
hudImageNameEnemy[1] = "commander/MiniIcons/com_flag_grey";
|
|
hudRenderModulated[1] = true;
|
|
hudRenderAlways[1] = true;
|
|
hudRenderCenter[1] = true;
|
|
hudRenderDistance[1] = true;
|
|
|
|
hudImageNameFriendly[2] = "commander/MiniIcons/com_flag_grey";
|
|
hudImageNameEnemy[2] = "commander/MiniIcons/com_flag_grey";
|
|
hudRenderModulated[2] = true;
|
|
hudRenderAlways[2] = true;
|
|
hudRenderCenter[2] = true;
|
|
hudRenderDistance[2] = true;
|
|
|
|
aiAvoidThis = true;
|
|
|
|
minLookAngle = -1.5;
|
|
maxLookAngle = 1.5;
|
|
maxFreelookAngle = 3.0;
|
|
|
|
mass = 130;
|
|
drag = 0.3;
|
|
maxdrag = 0.5;
|
|
density = 10;
|
|
maxDamage = 1.1;
|
|
maxEnergy = 80;
|
|
repairRate = 0.0033;
|
|
energyPerDamagePoint = 75.0; // shield energy required to block one point of damage
|
|
|
|
rechargeRate = 0.256;
|
|
jetForce = 25.22 * 130;
|
|
underwaterJetForce = 25.22 * 130 * 1.5;
|
|
underwaterVertJetFactor = 1.5;
|
|
jetEnergyDrain = 1.0;
|
|
underwaterJetEnergyDrain = 0.6;
|
|
minJetEnergy = 1;
|
|
maxJetHorizontalPercentage = 0.8;
|
|
|
|
runForce = 46 * 130;
|
|
runEnergyDrain = 0;
|
|
minRunEnergy = 0;
|
|
maxForwardSpeed = 12;
|
|
maxBackwardSpeed = 10;
|
|
maxSideSpeed = 10;
|
|
|
|
maxUnderwaterForwardSpeed = 8.5;
|
|
maxUnderwaterBackwardSpeed = 7.5;
|
|
maxUnderwaterSideSpeed = 7.5;
|
|
|
|
recoverDelay = 9;
|
|
recoverRunForceScale = 1.2;
|
|
|
|
// heat inc'ers and dec'ers
|
|
heatDecayPerSec = 1.0 / 4.0; // takes 4 seconds to clear heat sig.
|
|
heatIncreasePerSec = 1.0 / 3.0; // takes 3.0 seconds of constant jet to get full heat sig.
|
|
|
|
jumpForce = 8.3 * 130;
|
|
jumpEnergyDrain = 0;
|
|
minJumpEnergy = 0;
|
|
jumpSurfaceAngle = 75;
|
|
jumpDelay = 0;
|
|
|
|
// Controls over slope of runnable/jumpable surfaces
|
|
runSurfaceAngle = 70;
|
|
jumpSurfaceAngle = 80;
|
|
|
|
minJumpSpeed = 15;
|
|
maxJumpSpeed = 25;
|
|
|
|
horizMaxSpeed = 60;
|
|
horizResistSpeed = 28;
|
|
horizResistFactor = 0.32;
|
|
maxJetForwardSpeed = 22;
|
|
|
|
upMaxSpeed = 70;
|
|
upResistSpeed = 30;
|
|
upResistFactor = 0.23;
|
|
|
|
minImpactSpeed = 45;
|
|
speedDamageScale = 0.004;
|
|
|
|
jetSound = ArmorJetSound;
|
|
wetJetSound = ArmorWetJetSound;
|
|
|
|
jetEmitter = HumanArmorJetEmitter;
|
|
jetEffect = HumanMediumArmorJetEffect;
|
|
|
|
boundingBox = "1.45 1.45 2.4";
|
|
pickupRadius = 0.75;
|
|
|
|
// damage location details
|
|
boxNormalHeadPercentage = 0.83;
|
|
boxNormalTorsoPercentage = 0.49;
|
|
boxHeadLeftPercentage = 0;
|
|
boxHeadRightPercentage = 1;
|
|
boxHeadBackPercentage = 0;
|
|
boxHeadFrontPercentage = 1;
|
|
|
|
//Foot Prints
|
|
decalData = MediumMaleFootprint;
|
|
decalOffset = 0.35;
|
|
|
|
footPuffEmitter = LightPuffEmitter;
|
|
footPuffNumParts = 15;
|
|
footPuffRadius = 0.25;
|
|
|
|
dustEmitter = LiftoffDustEmitter;
|
|
|
|
splash = PlayerSplash;
|
|
splashVelocity = 4.0;
|
|
splashAngle = 67.0;
|
|
splashFreqMod = 300.0;
|
|
splashVelEpsilon = 0.60;
|
|
bubbleEmitTime = 0.4;
|
|
splashEmitter[0] = PlayerFoamDropletsEmitter;
|
|
splashEmitter[1] = PlayerFoamEmitter;
|
|
splashEmitter[2] = PlayerBubbleEmitter;
|
|
mediumSplashSoundVelocity = 10.0;
|
|
hardSplashSoundVelocity = 20.0;
|
|
exitSplashSoundVelocity = 5.0;
|
|
|
|
footstepSplashHeight = 0.35;
|
|
//Footstep Sounds
|
|
LFootSoftSound = LFootMediumSoftSound;
|
|
RFootSoftSound = RFootMediumSoftSound;
|
|
LFootHardSound = LFootMediumHardSound;
|
|
RFootHardSound = RFootMediumHardSound;
|
|
LFootMetalSound = LFootMediumMetalSound;
|
|
RFootMetalSound = RFootMediumMetalSound;
|
|
LFootSnowSound = LFootMediumSnowSound;
|
|
RFootSnowSound = RFootMediumSnowSound;
|
|
LFootShallowSound = LFootMediumShallowSplashSound;
|
|
RFootShallowSound = RFootMediumShallowSplashSound;
|
|
LFootWadingSound = LFootMediumWadingSound;
|
|
RFootWadingSound = RFootMediumWadingSound;
|
|
LFootUnderwaterSound = LFootMediumUnderwaterSound;
|
|
RFootUnderwaterSound = RFootMediumUnderwaterSound;
|
|
LFootBubblesSound = LFootMediumBubblesSound;
|
|
RFootBubblesSound = RFootMediumBubblesSound;
|
|
movingBubblesSound = ArmorMoveBubblesSound;
|
|
waterBreathSound = WaterBreathMaleSound;
|
|
|
|
impactSoftSound = ImpactMediumSoftSound;
|
|
impactHardSound = ImpactMediumHardSound;
|
|
impactMetalSound = ImpactMediumMetalSound;
|
|
impactSnowSound = ImpactMediumSnowSound;
|
|
|
|
skiSoftSound = SkiAllSoftSound;
|
|
skiHardSound = SkiAllHardSound;
|
|
skiMetalSound = SkiAllMetalSound;
|
|
skiSnowSound = SkiAllSnowSound;
|
|
|
|
impactWaterEasy = ImpactMediumWaterEasySound;
|
|
impactWaterMedium = ImpactMediumWaterMediumSound;
|
|
impactWaterHard = ImpactMediumWaterHardSound;
|
|
|
|
groundImpactMinSpeed = 10.0;
|
|
groundImpactShakeFreq = "4.0 4.0 4.0";
|
|
groundImpactShakeAmp = "1.0 1.0 1.0";
|
|
groundImpactShakeDuration = 0.8;
|
|
groundImpactShakeFalloff = 10.0;
|
|
|
|
exitingWater = ExitingWaterMediumSound;
|
|
|
|
maxWeapons = 4; // Max number of different weapons the player can have
|
|
maxGrenades = 1; // Max number of different grenades the player can have
|
|
maxMines = 1; // Max number of different mines the player can have
|
|
|
|
// Inventory restrictions
|
|
max[RepairKit] = 1;
|
|
max[Mine] = 3;
|
|
max[Grenade] = 6;
|
|
max[Blaster] = 1;
|
|
max[Plasma] = 1;
|
|
max[PlasmaAmmo] = 40;
|
|
max[Disc] = 1;
|
|
max[DiscAmmo] = 15;
|
|
max[SniperRifle] = 0;
|
|
max[GrenadeLauncher] = 1;
|
|
max[GrenadeLauncherAmmo]= 12;
|
|
max[Mortar] = 0;
|
|
max[MortarAmmo] = 0;
|
|
max[MissileLauncher] = 1;
|
|
max[MissileLauncherAmmo]= 4;
|
|
max[Chaingun] = 1;
|
|
max[ChaingunAmmo] = 150;
|
|
max[RepairGun] = 1;
|
|
max[CloakingPack] = 0;
|
|
max[SensorJammerPack] = 1;
|
|
max[EnergyPack] = 1;
|
|
max[RepairPack] = 1;
|
|
max[ShieldPack] = 1;
|
|
max[AmmoPack] = 1;
|
|
max[SatchelCharge] = 1;
|
|
max[MortarBarrelPack] = 1;
|
|
max[MissileBarrelPack] = 1;
|
|
max[AABarrelPack] = 1;
|
|
max[PlasmaBarrelPack] = 1;
|
|
max[ELFBarrelPack] = 1;
|
|
max[InventoryDeployable]= 1;
|
|
max[MotionSensorDeployable] = 1;
|
|
max[PulseSensorDeployable] = 1;
|
|
max[TurretOutdoorDeployable] = 1;
|
|
max[TurretIndoorDeployable] = 1;
|
|
max[FlashGrenade] = 6;
|
|
max[ConcussionGrenade] = 6;
|
|
max[FlareGrenade] = 6;
|
|
max[TargetingLaser] = 1;
|
|
max[ELFGun] = 1;
|
|
max[ShockLance] = 1;
|
|
max[CameraGrenade] = 3;
|
|
max[Beacon] = 3;
|
|
|
|
observeParameters = "0.5 4.5 4.5";
|
|
|
|
shieldEffectScale = "0.7 0.7 1.0";
|
|
};
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
datablock DecalData(HeavyMaleFootprint)
|
|
{
|
|
sizeX = 0.25;
|
|
sizeY = 0.5;
|
|
textureName = "special/footprints/H_male";
|
|
};
|
|
|
|
datablock PlayerData(HeavyMaleHumanArmor) : HeavyPlayerDamageProfile
|
|
{
|
|
emap = true;
|
|
|
|
className = Armor;
|
|
shapeFile = "heavy_male.dts";
|
|
cameraMaxDist = 3;
|
|
computeCRC = true;
|
|
|
|
debrisShapeName = "debris_player.dts";
|
|
debris = playerDebris;
|
|
|
|
canObserve = true;
|
|
cmdCategory = "Clients";
|
|
cmdIcon = CMDPlayerIcon;
|
|
cmdMiniIconName = "commander/MiniIcons/com_player_grey";
|
|
|
|
hudImageNameFriendly[0] = "gui/hud_playertriangle";
|
|
hudImageNameEnemy[0] = "gui/hud_playertriangle_enemy";
|
|
hudRenderModulated[0] = true;
|
|
|
|
hudImageNameFriendly[1] = "commander/MiniIcons/com_flag_grey";
|
|
hudImageNameEnemy[1] = "commander/MiniIcons/com_flag_grey";
|
|
hudRenderModulated[1] = true;
|
|
hudRenderAlways[1] = true;
|
|
hudRenderCenter[1] = true;
|
|
hudRenderDistance[1] = true;
|
|
|
|
hudImageNameFriendly[2] = "commander/MiniIcons/com_flag_grey";
|
|
hudImageNameEnemy[2] = "commander/MiniIcons/com_flag_grey";
|
|
hudRenderModulated[2] = true;
|
|
hudRenderAlways[2] = true;
|
|
hudRenderCenter[2] = true;
|
|
hudRenderDistance[2] = true;
|
|
|
|
aiAvoidThis = true;
|
|
|
|
minLookAngle = -1.5;
|
|
maxLookAngle = 1.5;
|
|
maxFreelookAngle = 3.0;
|
|
|
|
mass = 180;
|
|
drag = 0.33;
|
|
maxdrag = 0.6;
|
|
density = 10;
|
|
maxDamage = 1.32;
|
|
maxEnergy = 110;
|
|
repairRate = 0.0033;
|
|
energyPerDamagePoint = 75.0; // shield energy required to block one point of damage
|
|
|
|
rechargeRate = 0.256;
|
|
jetForce = 22.47 * 180;
|
|
underwaterJetForce = 22.47 * 180 * 1.5;
|
|
underwaterVertJetFactor = 1.5;
|
|
jetEnergyDrain = 1.1;
|
|
underwaterJetEnergyDrain = 0.65;
|
|
minJetEnergy = 1;
|
|
maxJetHorizontalPercentage = 0.8;
|
|
|
|
runForce = 40.25 * 180;
|
|
runEnergyDrain = 0;
|
|
minRunEnergy = 0;
|
|
maxForwardSpeed = 7;
|
|
maxBackwardSpeed = 5;
|
|
maxSideSpeed = 5;
|
|
|
|
maxUnderwaterForwardSpeed = 4.5;
|
|
maxUnderwaterBackwardSpeed = 3;
|
|
maxUnderwaterSideSpeed = 3;
|
|
|
|
recoverDelay = 9;
|
|
recoverRunForceScale = 1.2;
|
|
|
|
jumpForce = 8.3 * 180;
|
|
jumpEnergyDrain = 0;
|
|
minJumpEnergy = 0;
|
|
jumpDelay = 0;
|
|
|
|
// heat inc'ers and dec'ers
|
|
heatDecayPerSec = 1.0 / 4.0; // takes 4 seconds to clear heat sig.
|
|
heatIncreasePerSec = 1.0 / 3.0; // takes 3.0 seconds of constant jet to get full heat sig.
|
|
|
|
// Controls over slope of runnable/jumpable surfaces
|
|
runSurfaceAngle = 70;
|
|
jumpSurfaceAngle = 75;
|
|
|
|
minJumpSpeed = 20;
|
|
maxJumpSpeed = 30;
|
|
|
|
horizMaxSpeed = 52;
|
|
horizResistSpeed = 23;
|
|
horizResistFactor = 0.29;
|
|
maxJetForwardSpeed = 16;
|
|
|
|
upMaxSpeed = 60;
|
|
upResistSpeed = 35;
|
|
upResistFactor = 0.18;
|
|
|
|
minImpactSpeed = 45;
|
|
speedDamageScale = 0.006;
|
|
|
|
jetSound = ArmorJetSound;
|
|
wetJetSound = ArmorJetSound;
|
|
jetEmitter = HumanArmorJetEmitter;
|
|
|
|
boundingBox = "1.63 1.63 2.6";
|
|
pickupRadius = 0.75;
|
|
|
|
// damage location details
|
|
boxNormalHeadPercentage = 0.83;
|
|
boxNormalTorsoPercentage = 0.49;
|
|
boxHeadLeftPercentage = 0;
|
|
boxHeadRightPercentage = 1;
|
|
boxHeadBackPercentage = 0;
|
|
boxHeadFrontPercentage = 1;
|
|
|
|
//Foot Prints
|
|
decalData = HeavyMaleFootprint;
|
|
decalOffset = 0.4;
|
|
|
|
footPuffEmitter = LightPuffEmitter;
|
|
footPuffNumParts = 15;
|
|
footPuffRadius = 0.25;
|
|
|
|
dustEmitter = LiftoffDustEmitter;
|
|
|
|
splash = PlayerSplash;
|
|
splashVelocity = 4.0;
|
|
splashAngle = 67.0;
|
|
splashFreqMod = 300.0;
|
|
splashVelEpsilon = 0.60;
|
|
bubbleEmitTime = 0.4;
|
|
splashEmitter[0] = PlayerFoamDropletsEmitter;
|
|
splashEmitter[1] = PlayerFoamEmitter;
|
|
splashEmitter[2] = PlayerBubbleEmitter;
|
|
mediumSplashSoundVelocity = 10.0;
|
|
hardSplashSoundVelocity = 20.0;
|
|
exitSplashSoundVelocity = 5.0;
|
|
|
|
footstepSplashHeight = 0.35;
|
|
//Footstep Sounds
|
|
LFootSoftSound = LFootHeavySoftSound;
|
|
RFootSoftSound = RFootHeavySoftSound;
|
|
LFootHardSound = LFootHeavyHardSound;
|
|
RFootHardSound = RFootHeavyHardSound;
|
|
LFootMetalSound = LFootHeavyMetalSound;
|
|
RFootMetalSound = RFootHeavyMetalSound;
|
|
LFootSnowSound = LFootHeavySnowSound;
|
|
RFootSnowSound = RFootHeavySnowSound;
|
|
LFootShallowSound = LFootHeavyShallowSplashSound;
|
|
RFootShallowSound = RFootHeavyShallowSplashSound;
|
|
LFootWadingSound = LFootHeavyWadingSound;
|
|
RFootWadingSound = RFootHeavyWadingSound;
|
|
LFootUnderwaterSound = LFootHeavyUnderwaterSound;
|
|
RFootUnderwaterSound = RFootHeavyUnderwaterSound;
|
|
LFootBubblesSound = LFootHeavyBubblesSound;
|
|
RFootBubblesSound = RFootHeavyBubblesSound;
|
|
movingBubblesSound = ArmorMoveBubblesSound;
|
|
waterBreathSound = WaterBreathMaleSound;
|
|
|
|
impactSoftSound = ImpactHeavySoftSound;
|
|
impactHardSound = ImpactHeavyHardSound;
|
|
impactMetalSound = ImpactHeavyMetalSound;
|
|
impactSnowSound = ImpactHeavySnowSound;
|
|
|
|
skiSoftSound = SkiAllSoftSound;
|
|
skiHardSound = SkiAllHardSound;
|
|
skiMetalSound = SkiAllMetalSound;
|
|
skiSnowSound = SkiAllSnowSound;
|
|
|
|
impactWaterEasy = ImpactHeavyWaterEasySound;
|
|
impactWaterMedium = ImpactHeavyWaterMediumSound;
|
|
impactWaterHard = ImpactHeavyWaterHardSound;
|
|
|
|
groundImpactMinSpeed = 10.0;
|
|
groundImpactShakeFreq = "4.0 4.0 4.0";
|
|
groundImpactShakeAmp = "1.0 1.0 1.0";
|
|
groundImpactShakeDuration = 0.8;
|
|
groundImpactShakeFalloff = 10.0;
|
|
|
|
exitingWater = ExitingWaterHeavySound;
|
|
|
|
maxWeapons = 5; // Max number of different weapons the player can have
|
|
maxGrenades = 1; // Max number of different grenades the player can have
|
|
maxMines = 1; // Max number of different mines the player can have
|
|
|
|
// Inventory restrictions
|
|
max[RepairKit] = 1;
|
|
max[Mine] = 3;
|
|
max[Grenade] = 8;
|
|
max[Blaster] = 1;
|
|
max[Plasma] = 1;
|
|
max[PlasmaAmmo] = 50;
|
|
max[Disc] = 1;
|
|
max[DiscAmmo] = 15;
|
|
max[SniperRifle] = 0;
|
|
max[GrenadeLauncher] = 1;
|
|
max[GrenadeLauncherAmmo]= 15;
|
|
max[Mortar] = 1;
|
|
max[MortarAmmo] = 10;
|
|
max[MissileLauncher] = 1;
|
|
max[MissileLauncherAmmo]= 8;
|
|
max[Chaingun] = 1;
|
|
max[ChaingunAmmo] = 200;
|
|
max[RepairGun] = 1;
|
|
max[CloakingPack] = 0;
|
|
max[SensorJammerPack] = 1;
|
|
max[EnergyPack] = 1;
|
|
max[RepairPack] = 1;
|
|
max[ShieldPack] = 1;
|
|
max[AmmoPack] = 1;
|
|
max[SatchelCharge] = 1;
|
|
max[MortarBarrelPack] = 1;
|
|
max[MissileBarrelPack] = 1;
|
|
max[AABarrelPack] = 1;
|
|
max[PlasmaBarrelPack] = 1;
|
|
max[ELFBarrelPack] = 1;
|
|
max[InventoryDeployable]= 1;
|
|
max[MotionSensorDeployable] = 1;
|
|
max[PulseSensorDeployable] = 1;
|
|
max[TurretOutdoorDeployable] = 1;
|
|
max[TurretIndoorDeployable] = 1;
|
|
max[FlashGrenade] = 8;
|
|
max[ConcussionGrenade] = 8;
|
|
max[FlareGrenade] = 8;
|
|
max[TargetingLaser] = 1;
|
|
max[ELFGun] = 1;
|
|
max[ShockLance] = 1;
|
|
max[CameraGrenade] = 3;
|
|
max[Beacon] = 3;
|
|
|
|
observeParameters = "0.5 4.5 4.5";
|
|
|
|
shieldEffectScale = "0.7 0.7 1.0";
|
|
};
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
datablock PlayerData(LightFemaleHumanArmor) : LightMaleHumanArmor
|
|
{
|
|
shapeFile = "light_female.dts";
|
|
waterBreathSound = WaterBreathFemaleSound;
|
|
jetEffect = HumanMediumArmorJetEffect;
|
|
};
|
|
|
|
//----------------------------------------------------------------------------
|
|
datablock PlayerData(MediumFemaleHumanArmor) : MediumMaleHumanArmor
|
|
{
|
|
shapeFile = "medium_female.dts";
|
|
waterBreathSound = WaterBreathFemaleSound;
|
|
jetEffect = HumanArmorJetEffect;
|
|
};
|
|
|
|
//----------------------------------------------------------------------------
|
|
datablock PlayerData(HeavyFemaleHumanArmor) : HeavyMaleHumanArmor
|
|
{
|
|
shapeFile = "heavy_male.dts";
|
|
waterBreathSound = WaterBreathFemaleSound;
|
|
};
|
|
|
|
//----------------------------------------------------------------------------
|
|
datablock DecalData(LightBiodermFootprint)
|
|
{
|
|
sizeX = 0.25;
|
|
sizeY = 0.25;
|
|
textureName = "special/footprints/L_bioderm";
|
|
};
|
|
|
|
datablock PlayerData(LightMaleBiodermArmor) : LightMaleHumanArmor
|
|
{
|
|
shapeFile = "bioderm_light.dts";
|
|
jetEmitter = BiodermArmorJetEmitter;
|
|
jetEffect = BiodermArmorJetEffect;
|
|
|
|
|
|
debrisShapeName = "bio_player_debris.dts";
|
|
|
|
//Foot Prints
|
|
decalData = LightBiodermFootprint;
|
|
decalOffset = 0.3;
|
|
|
|
waterBreathSound = WaterBreathBiodermSound;
|
|
};
|
|
|
|
//----------------------------------------------------------------------------
|
|
datablock DecalData(MediumBiodermFootprint)
|
|
{
|
|
sizeX = 0.25;
|
|
sizeY = 0.25;
|
|
textureName = "special/footprints/M_bioderm";
|
|
};
|
|
|
|
datablock PlayerData(MediumMaleBiodermArmor) : MediumMaleHumanArmor
|
|
{
|
|
shapeFile = "bioderm_medium.dts";
|
|
jetEmitter = BiodermArmorJetEmitter;
|
|
jetEffect = BiodermArmorJetEffect;
|
|
|
|
debrisShapeName = "bio_player_debris.dts";
|
|
|
|
//Foot Prints
|
|
decalData = MediumBiodermFootprint;
|
|
decalOffset = 0.35;
|
|
|
|
waterBreathSound = WaterBreathBiodermSound;
|
|
};
|
|
|
|
//----------------------------------------------------------------------------
|
|
datablock DecalData(HeavyBiodermFootprint)
|
|
{
|
|
sizeX = 0.25;
|
|
sizeY = 0.5;
|
|
textureName = "special/footprints/H_bioderm";
|
|
};
|
|
|
|
datablock PlayerData(HeavyMaleBiodermArmor) : HeavyMaleHumanArmor
|
|
{
|
|
emap = false;
|
|
|
|
shapeFile = "bioderm_heavy.dts";
|
|
jetEmitter = BiodermArmorJetEmitter;
|
|
|
|
debrisShapeName = "bio_player_debris.dts";
|
|
|
|
//Foot Prints
|
|
decalData = HeavyBiodermFootprint;
|
|
decalOffset = 0.4;
|
|
|
|
waterBreathSound = WaterBreathBiodermSound;
|
|
};
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
function Armor::onAdd(%data,%obj)
|
|
{
|
|
Parent::onAdd(%data, %obj);
|
|
// Vehicle timeout
|
|
%obj.mountVehicle = true;
|
|
|
|
// Default dynamic armor stats
|
|
%obj.setRechargeRate(%data.rechargeRate);
|
|
%obj.setRepairRate(0);
|
|
|
|
%obj.setSelfPowered();
|
|
}
|
|
|
|
function Armor::onRemove(%this, %obj)
|
|
{
|
|
//Frohny asked me to remove this - all players are deleted now on mission cycle...
|
|
//if(%obj.getState() !$= "Dead")
|
|
//{
|
|
// error("ERROR PLAYER REMOVED WITHOUT DEATH - TRACE:");
|
|
// trace(1);
|
|
// schedule(0,0,trace,0);
|
|
//}
|
|
|
|
if (%obj.client.player == %obj)
|
|
%obj.client.player = 0;
|
|
}
|
|
|
|
function Armor::onNewDataBlock(%this,%obj)
|
|
{
|
|
}
|
|
|
|
function Armor::onDisabled(%this,%obj,%state)
|
|
{
|
|
%fadeTime = 1000;
|
|
%obj.startFade( %fadeTime, ($CorpseTimeoutValue) - %fadeTime, true );
|
|
%obj.schedule($CorpseTimeoutValue, "delete");
|
|
}
|
|
|
|
function Armor::shouldApplyImpulse(%data, %obj)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
$wasFirstPerson = true;
|
|
|
|
function Armor::onMount(%this,%obj,%vehicle,%node)
|
|
{
|
|
if (%node == 0)
|
|
{
|
|
// Node 0 is the pilot's pos.
|
|
%obj.setTransform("0 0 0 0 0 1 0");
|
|
%obj.setActionThread(%vehicle.getDatablock().mountPose[%node],true,true);
|
|
|
|
if(!%obj.inStation)
|
|
%obj.lastWeapon = (%obj.getMountedImage($WeaponSlot) == 0 ) ? "" : %obj.getMountedImage($WeaponSlot).getName().item;
|
|
|
|
%obj.unmountImage($WeaponSlot);
|
|
|
|
if(!%obj.client.isAIControlled())
|
|
{
|
|
%obj.setControlObject(%vehicle);
|
|
%obj.client.setObjectActiveImage(%vehicle, 2);
|
|
}
|
|
|
|
//E3 respawn...
|
|
|
|
if(%obj == %obj.lastVehicle.lastPilot && %obj.lastVehicle != %vehicle)
|
|
{
|
|
schedule(15000, %obj.lastVehicle,"vehicleAbandonTimeOut", %obj.lastVehicle);
|
|
%obj.lastVehicle.lastPilot = "";
|
|
}
|
|
if(%vehicle.lastPilot !$= "" && %vehicle == %vehicle.lastPilot.lastVehicle)
|
|
%vehicle.lastPilot.lastVehicle = "";
|
|
|
|
%vehicle.abandon = false;
|
|
%vehicle.lastPilot = %obj;
|
|
%obj.lastVehicle = %vehicle;
|
|
|
|
// update the vehicle's team
|
|
if((%vehicle.getTarget() != -1) && %vehicle.getDatablock().cantTeamSwitch $= "")
|
|
{
|
|
setTargetSensorGroup(%vehicle.getTarget(), %obj.client.getSensorGroup());
|
|
if( %vehicle.turretObject > 0 )
|
|
setTargetSensorGroup(%vehicle.turretObject.getTarget(), %obj.client.getSensorGroup());
|
|
}
|
|
|
|
// Send a message to the client so they can decide if they want to change view or not:
|
|
commandToClient( %obj.client, 'VehicleMount' );
|
|
|
|
}
|
|
else
|
|
{
|
|
// tailgunner/passenger positions
|
|
if(%vehicle.getDataBlock().mountPose[%node] !$= "")
|
|
%obj.setActionThread(%vehicle.getDatablock().mountPose[%node]);
|
|
else
|
|
%obj.setActionThread("root", true);
|
|
}
|
|
// announce to any other passengers that you've boarded
|
|
if(%vehicle.getDatablock().numMountPoints > 1)
|
|
for(%i = 0; %i < %vehicle.getDatablock().numMountPoints; %i++)
|
|
if (%vehicle.getMountNodeObject(%i) > 0)
|
|
commandToClient(%pilot.client, 'showPassenger', %node, true);
|
|
|
|
//make sure they don't have any packs active
|
|
// if ( %obj.getImageState( $BackpackSlot ) $= "activate")
|
|
// %obj.use("Backpack");
|
|
if ( %obj.getImageTrigger( $BackpackSlot ) )
|
|
%obj.setImageTrigger( $BackpackSlot, false );
|
|
|
|
//AI hooks
|
|
%obj.client.vehicleMounted = %vehicle;
|
|
AIVehicleMounted(%vehicle);
|
|
if(%obj.client.isAIControlled())
|
|
%this.AIonMount(%obj, %vehicle, %node);
|
|
}
|
|
|
|
|
|
function Armor::onUnmount( %this, %obj, %vehicle, %node )
|
|
{
|
|
if ( %node == 0 )
|
|
{
|
|
commandToClient( %obj.client, 'VehicleDismount' );
|
|
commandToClient(%obj.client, 'removeReticle');
|
|
|
|
if(%obj.inv[%obj.lastWeapon])
|
|
%obj.use(%obj.lastWeapon);
|
|
|
|
if(%obj.getMountedImage($WeaponSlot) == 0)
|
|
%obj.selectWeaponSlot( 0 );
|
|
|
|
//Inform gunner position when pilot leaves...
|
|
//if(%vehicle.getDataBlock().showPilotInfo !$= "")
|
|
// if((%gunner = %vehicle.getMountNodeObject(1)) != 0)
|
|
// commandToClient(%gunner.client, 'PilotInfo', "PILOT EJECTED", 6, 1);
|
|
}
|
|
// announce to any other passengers that you've left
|
|
if(%vehicle.getDatablock().numMountPoints > 1)
|
|
for(%i = 0; %i < %vehicle.getDatablock().numMountPoints; %i++)
|
|
if (%vehicle.getMountNodeObject(%i) > 0)
|
|
commandToClient(%vehicle.getMountNodeObject(%i).client, 'showPassenger', %node, false);
|
|
|
|
//AI hooks
|
|
%obj.client.vehicleMounted = "";
|
|
if(%obj.client.isAIControlled())
|
|
%this.AIonUnMount(%obj, %vehicle, %node);
|
|
}
|
|
|
|
$ammoType[0] = "PlasmaAmmo";
|
|
$ammoType[1] = "DiscAmmo";
|
|
$ammoType[2] = "GrenadeLauncherAmmo";
|
|
$ammoType[3] = "MortarAmmo";
|
|
$ammoType[4] = "MissileLauncherAmmo";
|
|
$ammoType[5] = "ChaingunAmmo";
|
|
|
|
function Armor::onCollision(%this,%obj,%col,%forceVehicleNode)
|
|
{
|
|
if (%obj.getState() $= "Dead")
|
|
return;
|
|
|
|
%dataBlock = %col.getDataBlock();
|
|
%className = %dataBlock.className;
|
|
%client = %obj.client;
|
|
// player collided with a vehicle
|
|
%node = -1;
|
|
if (%forceVehicleNode !$= "" || (%className $= WheeledVehicleData || %className $= FlyingVehicleData || %className $= HoverVehicleData) &&
|
|
%obj.mountVehicle && %obj.getState() $= "Move" && %col.mountable && !%obj.inStation && %col.getDamageState() !$= "Destroyed") {
|
|
|
|
//if the player is an AI, he should snap to the mount points in node order,
|
|
//to ensure they mount the turret before the passenger seat, regardless of where they collide...
|
|
if (%obj.client.isAIControlled())
|
|
{
|
|
%transform = %col.getTransform();
|
|
|
|
//either the AI is *required* to pilot, or they'll pick the first available passenger seat
|
|
if (%client.pilotVehicle)
|
|
{
|
|
//make sure the bot is in light armor
|
|
if (%client.player.getArmorSize() $= "Light")
|
|
{
|
|
//make sure the pilot seat is empty
|
|
if (!%col.getMountNodeObject(0))
|
|
%node = 0;
|
|
}
|
|
}
|
|
else
|
|
%node = findAIEmptySeat(%col, %obj);
|
|
}
|
|
else
|
|
%node = findEmptySeat(%col, %obj, %forceVehicleNode);
|
|
|
|
//now mount the player in the vehicle
|
|
if(%node >= 0)
|
|
{
|
|
// players can't be pilots, bombardiers or turreteers if they have
|
|
// "large" packs -- stations, turrets, turret barrels
|
|
if(hasLargePack(%obj)) {
|
|
// check to see if attempting to enter a "sitting" node
|
|
if(nodeIsSitting(%datablock, %node)) {
|
|
// send the player a message -- can't sit here with large pack
|
|
if(!%obj.noSitMessage)
|
|
{
|
|
%obj.noSitMessage = true;
|
|
%obj.schedule(2000, "resetSitMessage");
|
|
messageClient(%obj.client, 'MsgCantSitHere', '\c2Pack too large, can\'t occupy this seat.~wfx/misc/misc.error.wav');
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
if(%col.noEnemyControl && %obj.team != %col.team)
|
|
return;
|
|
|
|
commandToClient(%obj.client,'SetDefaultVehicleKeys', true);
|
|
//If pilot or passenger then bind a few extra keys
|
|
if(%node == 0)
|
|
commandToClient(%obj.client,'SetPilotVehicleKeys', true);
|
|
else
|
|
commandToClient(%obj.client,'SetPassengerVehicleKeys', true);
|
|
|
|
if(!%obj.inStation)
|
|
%col.lastWeapon = ( %col.getMountedImage($WeaponSlot) == 0 ) ? "" : %col.getMountedImage($WeaponSlot).getName().item;
|
|
else
|
|
%col.lastWeapon = %obj.lastWeapon;
|
|
|
|
%col.mountObject(%obj,%node);
|
|
%col.playAudio(0, MountVehicleSound);
|
|
%obj.mVehicle = %col;
|
|
|
|
// if player is repairing something, stop it
|
|
if(%obj.repairing)
|
|
stopRepairing(%obj);
|
|
|
|
//this will setup the huds as well...
|
|
%dataBlock.playerMounted(%col,%obj, %node);
|
|
}
|
|
}
|
|
else if (%className $= "Armor") {
|
|
// player has collided with another player
|
|
if(%col.getState() $= "Dead") {
|
|
%gotSomething = false;
|
|
// it's corpse-looting time!
|
|
// weapons -- don't pick up more than you are allowed to carry!
|
|
for(%i = 0; ( %obj.weaponCount < %obj.getDatablock().maxWeapons ) && $InvWeapon[%i] !$= ""; %i++)
|
|
{
|
|
%weap = $NameToInv[$InvWeapon[%i]];
|
|
if ( %col.hasInventory( %weap ) )
|
|
{
|
|
if ( %obj.incInventory(%weap, 1) > 0 )
|
|
{
|
|
%col.decInventory(%weap, 1);
|
|
%gotSomething = true;
|
|
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', %weap.pickUpName);
|
|
}
|
|
}
|
|
}
|
|
// targeting laser:
|
|
if ( %col.hasInventory( "TargetingLaser" ) )
|
|
{
|
|
if ( %obj.incInventory( "TargetingLaser", 1 ) > 0 )
|
|
{
|
|
%col.decInventory( "TargetingLaser", 1 );
|
|
%gotSomething = true;
|
|
messageClient( %obj.client, 'MsgItemPickup', '\c0You picked up a targeting laser.' );
|
|
}
|
|
}
|
|
// ammo
|
|
for(%j = 0; $ammoType[%j] !$= ""; %j++)
|
|
{
|
|
%ammoAmt = %col.inv[$ammoType[%j]];
|
|
if(%ammoAmt)
|
|
{
|
|
// incInventory returns the amount of stuff successfully grabbed
|
|
%grabAmt = %obj.incInventory($ammoType[%j], %ammoAmt);
|
|
if(%grabAmt > 0)
|
|
{
|
|
%col.decInventory($ammoType[%j], %grabAmt);
|
|
%gotSomething = true;
|
|
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', $ammoType[%j].pickUpName);
|
|
%obj.client.setWeaponsHudAmmo($ammoType[%j], %obj.getInventory($ammoType[%j]));
|
|
}
|
|
}
|
|
}
|
|
// figure out what type, if any, grenades the (live) player has
|
|
%playerGrenType = "None";
|
|
for(%x = 0; $InvGrenade[%x] !$= ""; %x++) {
|
|
%gren = $NameToInv[$InvGrenade[%x]];
|
|
%playerGrenAmt = %obj.inv[%gren];
|
|
if(%playerGrenAmt > 0)
|
|
{
|
|
%playerGrenType = %gren;
|
|
break;
|
|
}
|
|
}
|
|
// grenades
|
|
for(%k = 0; $InvGrenade[%k] !$= ""; %k++)
|
|
{
|
|
%gren = $NameToInv[$InvGrenade[%k]];
|
|
%corpseGrenAmt = %col.inv[%gren];
|
|
// does the corpse hold any of this grenade type?
|
|
if(%corpseGrenAmt)
|
|
{
|
|
// can the player pick up this grenade type?
|
|
if((%playerGrenType $= "None") || (%playerGrenType $= %gren))
|
|
{
|
|
%taken = %obj.incInventory(%gren, %corpseGrenAmt);
|
|
if(%taken > 0)
|
|
{
|
|
%col.decInventory(%gren, %taken);
|
|
%gotSomething = true;
|
|
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', %gren.pickUpName);
|
|
%obj.client.setInventoryHudAmount(%gren, %obj.getInventory(%gren));
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
// figure out what type, if any, mines the (live) player has
|
|
%playerMineType = "None";
|
|
for(%y = 0; $InvMine[%y] !$= ""; %y++)
|
|
{
|
|
%mType = $NameToInv[$InvMine[%y]];
|
|
%playerMineAmt = %obj.inv[%mType];
|
|
if(%playerMineAmt > 0)
|
|
{
|
|
%playerMineType = %mType;
|
|
break;
|
|
}
|
|
}
|
|
// mines
|
|
for(%l = 0; $InvMine[%l] !$= ""; %l++)
|
|
{
|
|
%mine = $NameToInv[$InvMine[%l]];
|
|
%mineAmt = %col.inv[%mine];
|
|
if(%mineAmt) {
|
|
if((%playerMineType $= "None") || (%playerMineType $= %mine))
|
|
{
|
|
%grabbed = %obj.incInventory(%mine, %mineAmt);
|
|
if(%grabbed > 0)
|
|
{
|
|
%col.decInventory(%mine, %grabbed);
|
|
%gotSomething = true;
|
|
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', %mine.pickUpName);
|
|
%obj.client.setInventoryHudAmount(%mine, %obj.getInventory(%mine));
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
// beacons
|
|
%beacAmt = %col.inv[Beacon];
|
|
if(%beacAmt)
|
|
{
|
|
%bTaken = %obj.incInventory(Beacon, %beacAmt);
|
|
if(%bTaken > 0)
|
|
{
|
|
%col.decInventory(Beacon, %bTaken);
|
|
%gotSomething = true;
|
|
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', Beacon.pickUpName);
|
|
%obj.client.setInventoryHudAmount(Beacon, %obj.getInventory(Beacon));
|
|
}
|
|
}
|
|
// repair kit
|
|
%rkAmt = %col.inv[RepairKit];
|
|
if(%rkAmt)
|
|
{
|
|
%rkTaken = %obj.incInventory(RepairKit, %rkAmt);
|
|
if(%rkTaken > 0)
|
|
{
|
|
%col.decInventory(RepairKit, %rkTaken);
|
|
%gotSomething = true;
|
|
messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', RepairKit.pickUpName);
|
|
%obj.client.setInventoryHudAmount(RepairKit, %obj.getInventory(RepairKit));
|
|
}
|
|
}
|
|
}
|
|
if(%gotSomething)
|
|
%col.playAudio(0, CorpseLootingSound);
|
|
}
|
|
}
|
|
|
|
function Player::resetSitMessage(%obj)
|
|
{
|
|
%obj.noSitMessage = false;
|
|
}
|
|
|
|
function Player::setInvincible(%this, %val)
|
|
{
|
|
%this.invincible = %val;
|
|
}
|
|
|
|
function Player::causedRecentDamage(%this, %val)
|
|
{
|
|
%this.causedRecentDamage = %val;
|
|
}
|
|
|
|
function hasLargePack(%player)
|
|
{
|
|
%pack = %player.getMountedImage($BackpackSlot);
|
|
if(%pack.isLarge)
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
function nodeIsSitting(%vehDBlock, %node)
|
|
{
|
|
// pilot == always a "sitting" node
|
|
if(%node == 0)
|
|
return true;
|
|
else {
|
|
switch$ (%vehDBlock.getName())
|
|
{
|
|
// note: for assault tank -- both nodes are sitting
|
|
// for any single-user vehicle -- pilot node is sitting
|
|
case "BomberFlyer":
|
|
// bombardier == sitting; tailgunner == not sitting
|
|
if(%node == 1)
|
|
return true;
|
|
else
|
|
return false;
|
|
case "HAPCFlyer":
|
|
// only the pilot node is sitting
|
|
return false;
|
|
default:
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
function Player::setMountVehicle(%this, %val)
|
|
{
|
|
%this.mountVehicle = %val;
|
|
}
|
|
|
|
function Armor::doDismount(%this, %obj, %forced)
|
|
{
|
|
// This function is called by player.cc when the jump trigger
|
|
// is true while mounted
|
|
if (!%obj.isMounted())
|
|
return;
|
|
|
|
if(isObject(%obj.getObjectMount().shield))
|
|
%obj.getObjectMount().shield.delete();
|
|
|
|
commandToClient(%obj.client,'SetDefaultVehicleKeys', false);
|
|
|
|
// Position above dismount point
|
|
|
|
%pos = getWords(%obj.getTransform(), 0, 2);
|
|
%oldPos = %pos;
|
|
%vec[0] = " 0 0 1";
|
|
%vec[1] = " 0 0 1";
|
|
%vec[2] = " 0 0 -1";
|
|
%vec[3] = " 1 0 0";
|
|
%vec[4] = "-1 0 0";
|
|
%numAttempts = 5;
|
|
%success = -1;
|
|
%impulseVec = "0 0 0";
|
|
if (%obj.getObjectMount().getDatablock().hasDismountOverrides() == true)
|
|
{
|
|
%vec[0] = %obj.getObjectMount().getDatablock().getDismountOverride(%obj.getObjectMount(), %obj);
|
|
%vec[0] = MatrixMulVector(%obj.getObjectMount().getTransform(), %vec[0]);
|
|
}
|
|
else
|
|
{
|
|
%vec[0] = MatrixMulVector( %obj.getTransform(), %vec[0]);
|
|
}
|
|
|
|
%pos = "0 0 0";
|
|
for (%i = 0; %i < %numAttempts; %i++)
|
|
{
|
|
%pos = VectorAdd(%oldPos, VectorScale(%vec[%i], 3));
|
|
if (%obj.checkDismountPoint(%oldPos, %pos))
|
|
{
|
|
%success = %i;
|
|
%impulseVec = %vec[%i];
|
|
break;
|
|
}
|
|
}
|
|
if (%forced && %success == -1)
|
|
{
|
|
%pos = %oldPos;
|
|
}
|
|
|
|
// hide the dashboard HUD and delete elements based on node
|
|
commandToClient(%obj.client, 'setHudMode', 'Standard', "", 0);
|
|
// Unmount and control body
|
|
if(%obj.vehicleTurret)
|
|
%obj.vehicleTurret.getDataBlock().playerDismount(%obj.vehicleTurret);
|
|
%obj.unmount();
|
|
if(%obj.mVehicle)
|
|
%obj.mVehicle.getDataBlock().playerDismounted(%obj.mVehicle, %obj);
|
|
|
|
// bots don't change their control objects when in vehicles
|
|
if(!%obj.client.isAIControlled())
|
|
{
|
|
%vehicle = %obj.getControlObject();
|
|
%obj.setControlObject(0);
|
|
}
|
|
|
|
%obj.mountVehicle = false;
|
|
%obj.schedule(4000, "setMountVehicle", true);
|
|
|
|
// Position above dismount point
|
|
%obj.setTransform(%pos);
|
|
%obj.playAudio(0, UnmountVehicleSound);
|
|
%obj.applyImpulse(%pos, VectorScale(%impulseVec, %obj.getDataBlock().mass * 3));
|
|
%obj.setPilot(false);
|
|
%obj.vehicleTurret = "";
|
|
}
|
|
|
|
function resetObserveFollow( %client, %dismount )
|
|
{
|
|
if( %dismount )
|
|
{
|
|
if( !isObject( %client.player ) )
|
|
return;
|
|
|
|
for( %i = 0; %i < %client.observeCount; %i++ )
|
|
{
|
|
%client.observers[%i].camera.setOrbitMode( %client.player, %client.player.getTransform(), 0.5, 4.5, 4.5);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( !%client.player.isMounted() )
|
|
return;
|
|
|
|
// grab the vehicle...
|
|
%mount = %client.player.getObjectMount();
|
|
if( %mount.getDataBlock().observeParameters $= "" )
|
|
%params = %client.player.getTransform();
|
|
else
|
|
%params = %mount.getDataBlock().observeParameters;
|
|
|
|
for( %i = 0; %i < %client.observeCount; %i++ )
|
|
{
|
|
%client.observers[%i].camera.setOrbitMode(%mount, %mount.getTransform(), getWord( %params, 0 ), getWord( %params, 1 ), getWord( %params, 2 ));
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
function Player::scriptKill(%player, %damageType)
|
|
{
|
|
%player.scriptKilled = 1;
|
|
%player.setInvincible(false);
|
|
%player.damage(0, %player.getPosition(), 10000, %damageType);
|
|
}
|
|
|
|
function Armor::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType, %momVec, %mineSC)
|
|
{
|
|
//error("Armor::damageObject( "@%data@", "@%targetObject@", "@%sourceObject@", "@%position@", "@%amount@", "@%damageType@", "@%momVec@" )");
|
|
if(%targetObject.invincible || %targetObject.getState() $= "Dead")
|
|
return;
|
|
|
|
if (%targetObject.isMounted() && %targetObject.scriptKilled $= "")
|
|
{
|
|
%mount = %targetObject.getObjectMount();
|
|
if(%mount.team == %targetObject.team)
|
|
{
|
|
%found = -1;
|
|
for (%i = 0; %i < %mount.getDataBlock().numMountPoints; %i++)
|
|
{
|
|
if (%mount.getMountNodeObject(%i) == %targetObject)
|
|
{
|
|
%found = %i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (%found != -1)
|
|
{
|
|
if (%mount.getDataBlock().isProtectedMountPoint[%found])
|
|
{
|
|
%mount.getDataBlock().damageObject(%mount, %sourceObject, %position, %amount, %damageType);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
%targetClient = %targetObject.getOwnerClient();
|
|
if(isObject(%mineSC))
|
|
%sourceClient = %mineSC;
|
|
else
|
|
%sourceClient = isObject(%sourceObject) ? %sourceObject.getOwnerClient() : 0;
|
|
|
|
%targetTeam = %targetClient.team;
|
|
|
|
//if the source object is a player object, player's don't have sensor groups
|
|
// if it's a turret, get the sensor group of the target
|
|
// if its a vehicle (of any type) use the sensor group
|
|
if (%sourceClient)
|
|
%sourceTeam = %sourceClient.getSensorGroup();
|
|
else if(%damageType == $DamageType::Suicide)
|
|
%sourceTeam = 0;
|
|
else if(isObject(%sourceObject) && %sourceObject.getClassName() $= "Turret")
|
|
%sourceTeam = getTargetSensorGroup(%sourceObject.getTarget());
|
|
else if( isObject(%sourceObject) &&
|
|
( %sourceObject.getClassName() $= "FlyingVehicle" || %sourceObject.getClassName() $= "WheeledVehicle" || %sourceObject.getClassName() $= "HoverVehicle"))
|
|
%sourceTeam = getTargetSensorGroup(%sourceObject.getTarget());
|
|
else
|
|
{
|
|
if (isObject(%sourceObject) && %sourceObject.getTarget() >= 0 )
|
|
{
|
|
%sourceTeam = getTargetSensorGroup(%sourceObject.getTarget());
|
|
}
|
|
else
|
|
{
|
|
%sourceTeam = -1;
|
|
}
|
|
}
|
|
|
|
// if teamdamage is off, and both parties are on the same team
|
|
// (but are not the same person), apply no damage
|
|
if(!$teamDamage && (%targetClient != %sourceClient) && (%targetTeam == %sourceTeam))
|
|
return;
|
|
|
|
if(%targetObject.isShielded && %damageType != $DamageType::Blaster)
|
|
%amount = %data.checkShields(%targetObject, %position, %amount, %damageType);
|
|
|
|
if(%amount == 0)
|
|
return;
|
|
|
|
// Set the damage flash
|
|
%damageScale = %data.damageScale[%damageType];
|
|
if(%damageScale !$= "")
|
|
%amount *= %damageScale;
|
|
|
|
%flash = %targetObject.getDamageFlash() + (%amount * 2);
|
|
if (%flash > 0.75)
|
|
%flash = 0.75;
|
|
|
|
%previousDamage = %targetObject.getDamagePercent();
|
|
%targetObject.setDamageFlash(%flash);
|
|
%targetObject.applyDamage(%amount);
|
|
Game.onClientDamaged(%targetClient, %sourceClient, %damageType, %sourceObject);
|
|
|
|
%targetClient.lastDamagedBy = %damagingClient;
|
|
%targetClient.lastDamaged = getSimTime();
|
|
|
|
//now call the "onKilled" function if the client was... you know...
|
|
if(%targetObject.getState() $= "Dead")
|
|
{
|
|
// where did this guy get it?
|
|
%damLoc = %targetObject.getDamageLocation(%position);
|
|
|
|
// should this guy be blown apart?
|
|
if( %damageType == $DamageType::Explosion ||
|
|
%damageType == $DamageType::TankMortar ||
|
|
%damageType == $DamageType::Mortar ||
|
|
%damageType == $DamageType::MortarTurret ||
|
|
%damageType == $DamageType::BomberBombs ||
|
|
%damageType == $DamageType::SatchelCharge ||
|
|
%damageType == $DamageType::Missile )
|
|
{
|
|
if( %previousDamage >= 0.35 ) // only if <= 35 percent damage remaining
|
|
{
|
|
%targetObject.setMomentumVector(%momVec);
|
|
%targetObject.blowup();
|
|
}
|
|
}
|
|
|
|
// this should be funny...
|
|
if( %damageType == $DamageType::VehicleSpawn )
|
|
{
|
|
%targetObject.setMomentumVector("0 0 1");
|
|
%targetObject.blowup();
|
|
}
|
|
|
|
// If we were killed, max out the flash
|
|
%targetObject.setDamageFlash(0.75);
|
|
|
|
%damLoc = %targetObject.getDamageLocation(%position);
|
|
Game.onClientKilled(%targetClient, %sourceClient, %damageType, %sourceObject, %damLoc);
|
|
}
|
|
else if ( %amount > 0.1 )
|
|
{
|
|
if( %targetObject.station $= "" && %targetObject.isCloaked() )
|
|
{
|
|
%targetObject.setCloaked( false );
|
|
%targetObject.reCloak = %targetObject.schedule( 500, "setCloaked", true );
|
|
}
|
|
|
|
playPain( %targetObject );
|
|
}
|
|
}
|
|
|
|
function Armor::onImpact(%data, %playerObject, %collidedObject, %vec, %vecLen)
|
|
{
|
|
%data.damageObject(%playerObject, 0, VectorAdd(%playerObject.getPosition(),%vec),
|
|
%vecLen * %data.speedDamageScale, $DamageType::Ground);
|
|
}
|
|
|
|
function Armor::applyConcussion( %this, %dist, %radius, %sourceObject, %targetObject )
|
|
{
|
|
%percentage = 1 - ( %dist / %radius );
|
|
%random = getRandom();
|
|
|
|
if( %sourceObject == %targetObject )
|
|
{
|
|
%flagChance = 1.0;
|
|
%itemChance = 1.0;
|
|
}
|
|
else
|
|
{
|
|
%flagChance = 0.7;
|
|
%itemChance = 0.7;
|
|
}
|
|
|
|
%probabilityFlag = %flagChance * %percentage;
|
|
%probabilityItem = %itemChance * %percentage;
|
|
|
|
if( %random <= %probabilityFlag )
|
|
{
|
|
Game.applyConcussion( %targetObject );
|
|
}
|
|
|
|
if( %random <= %probabilityItem )
|
|
{
|
|
%player = %targetObject;
|
|
%numWeapons = 0;
|
|
|
|
// blaster 0
|
|
// plasma 1
|
|
// chain 2
|
|
// disc 3
|
|
// grenade 4
|
|
// snipe 5
|
|
// elf 6
|
|
// mortar 7
|
|
|
|
//get our inventory
|
|
if( %weaps[0] = %player.getInventory("Blaster") > 0 ) %numWeapons++;
|
|
if( %weaps[1] = %player.getInventory("Plasma") > 0 ) %numWeapons++;
|
|
if( %weaps[2] = %player.getInventory("Chaingun") > 0 ) %numWeapons++;
|
|
if( %weaps[3] = %player.getInventory("Disc") > 0 ) %numWeapons++;
|
|
if( %weaps[4] = %player.getInventory("GrenadeLauncher") > 0 ) %numWeapons++;
|
|
if( %weaps[5] = %player.getInventory("SniperRifle") > 0 ) %numWeapons++;
|
|
if( %weaps[6] = %player.getInventory("ELFGun") > 0 ) %numWeapons++;
|
|
if( %weaps[7] = %player.getInventory("Mortar") > 0 ) %numWeapons++;
|
|
|
|
%foundWeapon = false;
|
|
%attempts = 0;
|
|
|
|
if( %numWeapons > 0 )
|
|
{
|
|
while( !%foundWeapon )
|
|
{
|
|
%rand = mFloor( getRandom() * 8 );
|
|
if( %weaps[ %rand ] )
|
|
{
|
|
%foundWeapon = true;
|
|
|
|
switch ( %rand )
|
|
{
|
|
case 0:
|
|
%player.use("Blaster");
|
|
case 1:
|
|
%player.use("Plasma");
|
|
case 2:
|
|
%player.use("Chaingun");
|
|
case 3:
|
|
%player.use("Disc");
|
|
case 4:
|
|
%player.use("GrenadeLauncher");
|
|
case 5:
|
|
%player.use("SniperRifle");
|
|
case 6:
|
|
%player.use("ElfGun");
|
|
case 7:
|
|
%player.use("Mortar");
|
|
}
|
|
|
|
%image = %player.getMountedImage( $WeaponSlot );
|
|
%player.throw( %image.item );
|
|
%player.client.setWeaponsHudItem( %image.item, 0, 0 );
|
|
%player.throwPack();
|
|
}
|
|
else
|
|
{
|
|
%attempts++;
|
|
if( %attempts > 10 )
|
|
%foundWeapon = true;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
%targetObject.throwPack();
|
|
%targetObject.throwWeapon();
|
|
}
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
$DeathCry[1] = 'avo.deathCry_01';
|
|
$DeathCry[2] = 'avo.deathCry_02';
|
|
$PainCry[1] = 'avo.grunt';
|
|
$PainCry[2] = 'avo.pain';
|
|
|
|
function playDeathCry( %obj )
|
|
{
|
|
%client = %obj.client;
|
|
%random = getRandom(1) + 1;
|
|
%desc = AudioClosest3d;
|
|
|
|
playTargetAudio( %client.target, $DeathCry[%random], %desc, false );
|
|
}
|
|
|
|
function playPain( %obj )
|
|
{
|
|
%client = %obj.client;
|
|
%random = getRandom(1) + 1;
|
|
%desc = AudioClosest3d;
|
|
|
|
playTargetAudio( %client.target, $PainCry[%random], %desc, false);
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
|
|
//$DefaultPlayerArmor = LightMaleHumanArmor;
|
|
$DefaultPlayerArmor = Light;
|
|
|
|
function Player::setArmor(%this,%size)
|
|
{
|
|
// Takes size as "Light","Medium", "Heavy"
|
|
%client = %this.client;
|
|
if (%client.race $= "Bioderm")
|
|
// Only have male bioderms.
|
|
%armor = %size @ "Male" @ %client.race @ Armor;
|
|
else
|
|
%armor = %size @ %client.sex @ %client.race @ Armor;
|
|
//echo("Player::armor: " @ %armor);
|
|
%this.setDataBlock(%armor);
|
|
%client.armor = %size;
|
|
}
|
|
|
|
function getDamagePercent(%maxDmg, %dmgLvl)
|
|
{
|
|
return (%dmgLvl / %maxDmg);
|
|
}
|
|
|
|
function Player::getArmorSize(%this)
|
|
{
|
|
// return size as "Light","Medium", "Heavy"
|
|
%dataBlock = %this.getDataBlock().getName();
|
|
if (getSubStr(%dataBlock, 0, 5) $= "Light")
|
|
return "Light";
|
|
else if (getSubStr(%dataBlock, 0, 6) $= "Medium")
|
|
return "Medium";
|
|
else if (getSubStr(%dataBlock, 0, 5) $= "Heavy")
|
|
return "Heavy";
|
|
else
|
|
return "Unknown";
|
|
}
|
|
|
|
function Player::pickup(%this,%obj,%amount)
|
|
{
|
|
%data = %obj.getDataBlock();
|
|
// Don't pick up a pack if we already have one mounted
|
|
if (%data.className $= Pack &&
|
|
%this.getMountedImage($BackpackSlot) != 0)
|
|
return 0;
|
|
// don't pick up a weapon (other than targeting laser) if player's at maxWeapons
|
|
else if(%data.className $= Weapon
|
|
&& %data.getName() !$= "TargetingLaser" // Special case
|
|
&& %this.weaponCount >= %this.getDatablock().maxWeapons)
|
|
return 0;
|
|
// don't allow players to throw large packs at pilots (thanks Wizard)
|
|
else if(%data.className $= Pack && %data.image.isLarge && %this.isPilot())
|
|
return 0;
|
|
return ShapeBase::pickup(%this,%obj,%amount);
|
|
}
|
|
|
|
function Player::use( %this,%data )
|
|
{
|
|
// If player is in a station then he can't use any items
|
|
if(%this.station !$= "")
|
|
return false;
|
|
|
|
// Convert the word "Backpack" to whatever is in the backpack slot.
|
|
if ( %data $= "Backpack" )
|
|
{
|
|
if ( %this.inStation )
|
|
return false;
|
|
|
|
if ( %this.isPilot() )
|
|
{
|
|
messageClient( %this.client, 'MsgCantUsePack', '\c2You can\'t use your pack while piloting.~wfx/misc/misc.error.wav' );
|
|
return( false );
|
|
}
|
|
else if ( %this.isWeaponOperator() )
|
|
{
|
|
messageClient( %this.client, 'MsgCantUsePack', '\c2You can\'t use your pack while in a weaponry position.~wfx/misc/misc.error.wav' );
|
|
return( false );
|
|
}
|
|
|
|
%image = %this.getMountedImage( $BackpackSlot );
|
|
if ( %image )
|
|
%data = %image.item;
|
|
}
|
|
|
|
// Can't use some items when piloting or your a weapon operator
|
|
if ( %this.isPilot() || %this.isWeaponOperator() )
|
|
if ( %data.getName() !$= "RepairKit" )
|
|
return false;
|
|
|
|
return ShapeBase::use( %this, %data );
|
|
}
|
|
|
|
function Player::maxInventory(%this,%data)
|
|
{
|
|
%max = ShapeBase::maxInventory(%this,%data);
|
|
if (%this.getInventory(AmmoPack))
|
|
%max += AmmoPack.max[%data.getName()];
|
|
return %max;
|
|
}
|
|
|
|
function Player::isPilot(%this)
|
|
{
|
|
%vehicle = %this.getObjectMount();
|
|
// There are two "if" statements to avoid a script warning.
|
|
if (%vehicle)
|
|
if (%vehicle.getMountNodeObject(0) == %this)
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
function Player::isWeaponOperator(%this)
|
|
{
|
|
%vehicle = %this.getObjectMount();
|
|
if ( %vehicle )
|
|
{
|
|
%weaponNode = %vehicle.getDatablock().weaponNode;
|
|
if ( %weaponNode > 0 && %vehicle.getMountNodeObject( %weaponNode ) == %this )
|
|
return( true );
|
|
}
|
|
|
|
return( false );
|
|
}
|
|
|
|
function Player::liquidDamage(%obj, %data, %damageAmount, %damageType)
|
|
{
|
|
if(%obj.getState() !$= "Dead")
|
|
{
|
|
%data.damageObject(%obj, 0, "0 0 0", %damageAmount, %damageType);
|
|
%obj.lDamageSchedule = %obj.schedule(50, "liquidDamage", %data, %damageAmount, %damageType);
|
|
}
|
|
else
|
|
%obj.lDamageSchedule = "";
|
|
}
|
|
|
|
function Armor::onEnterLiquid(%data, %obj, %coverage, %type)
|
|
{
|
|
switch(%type)
|
|
{
|
|
case 0:
|
|
//Water
|
|
case 1:
|
|
//Ocean Water
|
|
case 2:
|
|
//River Water
|
|
case 3:
|
|
//Stagnant Water
|
|
case 4:
|
|
//Lava
|
|
%obj.liquidDamage(%data, $DamageLava, $DamageType::Lava);
|
|
case 5:
|
|
//Hot Lava
|
|
%obj.liquidDamage(%data, $DamageHotLava, $DamageType::Lava);
|
|
case 6:
|
|
//Crusty Lava
|
|
%obj.liquidDamage(%data, $DamageCrustyLava, $DamageType::Lava);
|
|
case 7:
|
|
//Quick Sand
|
|
}
|
|
}
|
|
|
|
function Armor::onLeaveLiquid(%data, %obj, %type)
|
|
{
|
|
switch(%type)
|
|
{
|
|
case 0:
|
|
//Water
|
|
case 1:
|
|
//Ocean Water
|
|
case 2:
|
|
//River Water
|
|
case 3:
|
|
//Stagnant Water
|
|
case 4:
|
|
//Lava
|
|
case 5:
|
|
//Hot Lava
|
|
case 6:
|
|
//Crusty Lava
|
|
case 7:
|
|
//Quick Sand
|
|
}
|
|
|
|
if(%obj.lDamageSchedule !$= "")
|
|
{
|
|
cancel(%obj.lDamageSchedule);
|
|
%obj.lDamageSchedule = "";
|
|
}
|
|
}
|
|
|
|
function Armor::onTrigger(%data, %player, %triggerNum, %val)
|
|
{
|
|
if (%triggerNum == 4)
|
|
{
|
|
// Throw grenade
|
|
if (%val == 1)
|
|
{
|
|
%player.grenTimer = 1;
|
|
}
|
|
else
|
|
{
|
|
if (%player.grenTimer == 0)
|
|
{
|
|
// Bad throw for some reason
|
|
}
|
|
else
|
|
{
|
|
%player.use(Grenade);
|
|
%player.grenTimer = 0;
|
|
}
|
|
}
|
|
}
|
|
else if (%triggerNum == 5)
|
|
{
|
|
// Throw mine
|
|
if (%val == 1)
|
|
{
|
|
%player.mineTimer = 1;
|
|
}
|
|
else
|
|
{
|
|
if (%player.mineTimer == 0)
|
|
{
|
|
// Bad throw for some reason
|
|
}
|
|
else
|
|
{
|
|
%player.use(Mine);
|
|
%player.mineTimer = 0;
|
|
}
|
|
}
|
|
}
|
|
else if (%triggerNum == 3)
|
|
{
|
|
// val = 1 when jet key (LMB) first pressed down
|
|
// val = 0 when jet key released
|
|
// MES - do we need this at all any more?
|
|
if(%val == 1)
|
|
%player.isJetting = true;
|
|
else
|
|
%player.isJetting = false;
|
|
}
|
|
}
|
|
|
|
function Player::setMoveState(%obj, %move)
|
|
{
|
|
%obj.disableMove(%move);
|
|
}
|
|
|
|
function Armor::onLeaveMissionArea(%data, %obj)
|
|
{
|
|
Game.leaveMissionArea(%data, %obj);
|
|
}
|
|
|
|
function Armor::onEnterMissionArea(%data, %obj)
|
|
{
|
|
Game.enterMissionArea(%data, %obj);
|
|
}
|
|
|
|
function Armor::animationDone(%data, %obj)
|
|
{
|
|
if(%obj.animResetWeapon !$= "")
|
|
{
|
|
if(%obj.getMountedImage($WeaponSlot) == 0)
|
|
if(%obj.inv[%obj.lastWeapon])
|
|
%obj.use(%obj.lastWeapon);
|
|
%obj.animSetWeapon = "";
|
|
}
|
|
}
|
|
|
|
function playDeathAnimation(%player, %damageLocation, %type)
|
|
{
|
|
%vertPos = firstWord(%damageLocation);
|
|
%quadrant = getWord(%damageLocation, 1);
|
|
|
|
//echo("vert Pos: " @ %vertPos);
|
|
//echo("quad: " @ %quadrant);
|
|
|
|
if( %type == $DamageType::Explosion || %type == $DamageType::Mortar || %type == $DamageType::Grenade)
|
|
{
|
|
if(%quadrant $= "front_left" || %quadrant $= "front_right")
|
|
%curDie = $PlayerDeathAnim::ExplosionBlowBack;
|
|
else
|
|
%curDie = $PlayerDeathAnim::TorsoBackFallForward;
|
|
}
|
|
else if(%vertPos $= "head")
|
|
{
|
|
if(%quadrant $= "front_left" || %quadrant $= "front_right" )
|
|
%curDie = $PlayerDeathAnim::HeadFrontDirect;
|
|
else
|
|
%curDie = $PlayerDeathAnim::HeadBackFallForward;
|
|
}
|
|
else if(%vertPos $= "torso")
|
|
{
|
|
if(%quadrant $= "front_left" )
|
|
%curDie = $PlayerDeathAnim::TorsoLeftSpinDeath;
|
|
else if(%quadrant $= "front_right")
|
|
%curDie = $PlayerDeathAnim::TorsoRightSpinDeath;
|
|
else if(%quadrant $= "back_left" )
|
|
%curDie = $PlayerDeathAnim::TorsoBackFallForward;
|
|
else if(%quadrant $= "back_right")
|
|
%curDie = $PlayerDeathAnim::TorsoBackFallForward;
|
|
}
|
|
else if (%vertPos $= "legs")
|
|
{
|
|
if(%quadrant $= "front_left" || %quadrant $= "back_left")
|
|
%curDie = $PlayerDeathAnim::LegsLeftGimp;
|
|
if(%quadrant $= "front_right" || %quadrant $= "back_right")
|
|
%curDie = $PlayerDeathAnim::LegsRightGimp;
|
|
}
|
|
|
|
if(%curDie $= "" || %curDie < 1 || %curDie > 11)
|
|
%curDie = 1;
|
|
|
|
%player.setActionThread("Death" @ %curDie);
|
|
}
|
|
|
|
function Armor::onDamage(%data, %obj)
|
|
{
|
|
if(%obj.station !$= "" && %obj.getDamageLevel() == 0)
|
|
%obj.station.getDataBlock().endRepairing(%obj.station);
|
|
} |