mirror of
https://github.com/mostlikely4r/construction-mod.git
synced 2026-01-19 19:24:44 +00:00
781 lines
22 KiB
C#
781 lines
22 KiB
C#
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//**************************************************************
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// Long Range Artillery
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//**************************************************************
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//**************************************************************
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// SOUNDS
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//**************************************************************
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datablock AudioProfile(ArtillerySkid)
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{
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filename = "fx/vehicles/tank_skid.wav";
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description = ClosestLooping3d;
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preload = true;
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};
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datablock AudioProfile(ArtilleryEngineSound)
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{
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filename = "fx/vehicles/tank_engine.wav";
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description = AudioDefaultLooping3d;
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preload = true;
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};
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datablock AudioProfile(ArtilleryThrustSound)
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{
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filename = "fx/vehicles/tank_boost.wav";
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description = AudioDefaultLooping3d;
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preload = true;
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};
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datablock AudioProfile(ArtilleryChaingunFireSound)
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{
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filename = "fx/vehicles/tank_chaingun.wav";
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description = AudioDefaultLooping3d;
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preload = true;
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};
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datablock AudioProfile(ArtilleryChaingunReloadSound)
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{
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filename = "fx/weapons/chaingun_dryfire.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(TankChaingunProjectile)
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{
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filename = "fx/weapons/chaingun_projectile.wav";
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description = ProjectileLooping3d;
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preload = true;
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};
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datablock AudioProfile(ArtilleryTurretActivateSound)
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{
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filename = "fx/vehicles/tank_activate.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(ArtilleryChaingunDryFireSound)
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{
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filename = "fx/weapons/chaingun_dryfire.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(ArtilleryChaingunIdleSound)
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{
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filename = "fx/misc/diagnostic_on.wav";
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description = ClosestLooping3d;
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preload = true;
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};
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datablock AudioProfile(ArtilleryMortarDryFireSound)
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{
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filename = "fx/weapons/mortar_dryfire.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(ArtilleryMortarFireSound)
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{
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filename = "fx/vehicles/tank_mortar_fire.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(ArtilleryMortarReloadSound)
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{
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filename = "fx/weapons/mortar_reload.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(ArtilleryMortarIdleSound)
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{
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filename = "fx/misc/diagnostic_on.wav";
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description = ClosestLooping3d;
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preload = true;
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};
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//**************************************************************
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// LIGHTS
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//**************************************************************
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datablock RunningLightData(TankLight1)
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{
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radius = 1.5;
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color = "1.0 1.0 1.0 0.2";
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nodeName = "Headlight_node01";
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direction = "0.0 1.0 0.0";
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texture = "special/headlight4";
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};
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datablock RunningLightData(TankLight2)
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{
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radius = 1.5;
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color = "1.0 1.0 1.0 0.2";
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nodeName = "Headlight_node02";
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direction = "0.0 1.0 0.0";
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texture = "special/headlight4";
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};
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datablock RunningLightData(TankLight3)
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{
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radius = 1.5;
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color = "1.0 1.0 1.0 0.2";
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nodeName = "Headlight_node03";
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direction = "0.0 1.0 0.0";
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texture = "special/headlight4";
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};
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datablock RunningLightData(TankLight4)
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{
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radius = 1.5;
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color = "1.0 1.0 1.0 0.2";
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nodeName = "Headlight_node04";
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direction = "0.0 1.0 0.0";
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texture = "special/headlight4";
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};
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//**************************************************************
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// VEHICLE CHARACTERISTICS
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//**************************************************************
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datablock HoverVehicleData(Artillery) : TankDamageProfile
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{
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spawnOffset = "0 0 4";
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floatingGravMag = 4.5;
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catagory = "Vehicles";
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shapeFile = "vehicle_grav_tank.dts";
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multipassenger = true;
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computeCRC = true;
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renderWhenDestroyed = false;
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weaponNode = 1;
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debrisShapeName = "vehicle_land_assault_debris.dts";
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debris = ShapeDebris;
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drag = 0.0;
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density = 0.9;
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mountPose[0] = sitting;
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mountPose[1] = sitting;
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numMountPoints = 2;
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isProtectedMountPoint[0] = true;
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isProtectedMountPoint[1] = true;
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cameraMaxDist = 20;
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cameraOffset = 3;
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cameraLag = 1.5;
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explosion = LargeGroundVehicleExplosion2;
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explosionDamage = 0.5;
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explosionRadius = 5.0;
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maxSteeringAngle = 0.5; // 20 deg.
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maxDamage = 1.575;
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destroyedLevel = 1.575;
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isShielded = true;
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rechargeRate = 1.0;
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energyPerDamagePoint = 300;
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maxEnergy = 400;
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minJetEnergy = 15;
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jetEnergyDrain = 2.0;
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// Rigid Body
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mass = 4000;
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bodyFriction = 0.8;
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bodyRestitution = 0.5;
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minRollSpeed = 3;
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gyroForce = 400;
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gyroDamping = 0.3;
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stabilizerForce = 20;
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minDrag = 10;
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softImpactSpeed = 15; // Play SoftImpact Sound
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hardImpactSpeed = 18; // Play HardImpact Sound
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// Ground Impact Damage (uses DamageType::Ground)
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minImpactSpeed = 17;
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speedDamageScale = 0.060;
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// Object Impact Damage (uses DamageType::Impact)
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collDamageThresholdVel = 18;
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collDamageMultiplier = 0.045;
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dragForce = 40 / 20;
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vertFactor = 0.0;
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floatingThrustFactor = 0.15;
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mainThrustForce = 50;
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reverseThrustForce = 40;
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strafeThrustForce = 40;
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turboFactor = 1.7;
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brakingForce = 25;
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brakingActivationSpeed = 4;
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stabLenMin = 3.25;
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stabLenMax = 4;
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stabSpringConstant = 50;
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stabDampingConstant = 20;
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gyroDrag = 20;
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normalForce = 20;
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restorativeForce = 10;
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steeringForce = 15;
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rollForce = 5;
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pitchForce = 3;
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dustEmitter = TankDustEmitter;
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triggerDustHeight = 3.5;
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dustHeight = 1.0;
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dustTrailEmitter = TireEmitter;
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dustTrailOffset = "0.0 -1.0 0.5";
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triggerTrailHeight = 3.6;
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dustTrailFreqMod = 15.0;
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jetSound = ArtilleryThrustSound;
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engineSound = ArtilleryEngineSound;
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floatSound = ArtillerySkid;
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softImpactSound = GravSoftImpactSound;
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hardImpactSound = HardImpactSound;
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wheelImpactSound = WheelImpactSound;
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forwardJetEmitter = TankJetEmitter;
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//
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softSplashSoundVelocity = 5.0;
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mediumSplashSoundVelocity = 10.0;
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hardSplashSoundVelocity = 15.0;
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exitSplashSoundVelocity = 10.0;
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exitingWater = VehicleExitWaterMediumSound;
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impactWaterEasy = VehicleImpactWaterSoftSound;
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impactWaterMedium = VehicleImpactWaterMediumSound;
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impactWaterHard = VehicleImpactWaterMediumSound;
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waterWakeSound = VehicleWakeMediumSplashSound;
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minMountDist = 4;
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damageEmitter[0] = SmallLightDamageSmoke;
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damageEmitter[1] = SmallHeavyDamageSmoke;
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damageEmitter[2] = DamageBubbles;
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damageEmitterOffset[0] = "0.0 -1.5 3.5 ";
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damageLevelTolerance[0] = 0.3;
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damageLevelTolerance[1] = 0.7;
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numDmgEmitterAreas = 1;
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splashEmitter[0] = VehicleFoamDropletsEmitter;
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splashEmitter[1] = VehicleFoamEmitter;
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shieldImpact = VehicleShieldImpact;
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cmdCategory = "Tactical";
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cmdIcon = CMDGroundTankIcon;
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cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
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targetNameTag = 'Beowulf';
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targetTypeTag = 'Long Range Artillery';
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sensorData = VehiclePulseSensor;
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checkRadius = 5.5535;
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observeParameters = "1 10 10";
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runningLight[0] = TankLight1;
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runningLight[1] = TankLight2;
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runningLight[2] = TankLight3;
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runningLight[3] = TankLight4;
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shieldEffectScale = "0.9 1.0 0.6";
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showPilotInfo = 1;
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};
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//**************************************************************
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// WEAPONS
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//**************************************************************
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//-------------------------------------
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// Artillery CHAINGUN (projectile)
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//-------------------------------------
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datablock TracerProjectileData(ArtilleryChaingunBullet)
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{
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doDynamicClientHits = true;
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projectileShapeName = "";
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directDamage = 0.16;
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directDamageType = $DamageType::TankChaingun;
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hasDamageRadius = false;
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splash = ChaingunSplash;
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kickbackstrength = 0.0;
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sound = TankChaingunProjectile;
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dryVelocity = 425.0;
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wetVelocity = 100.0;
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velInheritFactor = 1.0;
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fizzleTimeMS = 3000;
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lifetimeMS = 3000;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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deflectionOnWaterImpact = 0.0;
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fizzleUnderwaterMS = 3000;
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tracerLength = 15.0;
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tracerAlpha = false;
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tracerMinPixels = 6;
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tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
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tracerTex[0] = "special/tracer00";
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tracerTex[1] = "special/tracercross";
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tracerWidth = 0.10;
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crossSize = 0.20;
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crossViewAng = 0.990;
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renderCross = true;
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decalData[0] = ChaingunDecal1;
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decalData[1] = ChaingunDecal2;
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decalData[2] = ChaingunDecal3;
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decalData[3] = ChaingunDecal4;
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decalData[4] = ChaingunDecal5;
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decalData[5] = ChaingunDecal6;
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activateDelayMS = 100;
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explosion = ChaingunExplosion;
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};
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//-------------------------------------
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// Artillery CHAINGUN CHARACTERISTICS
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//-------------------------------------
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datablock TurretData(ArtilleryPlasmaTurret) : TurretDamageProfile
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{
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className = VehicleTurret;
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catagory = "Turrets";
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shapeFile = "Turret_tank_base.dts";
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preload = true;
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mass = 1.0; // Not really relevant
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maxEnergy = 1;
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maxDamage = Artillery.maxDamage;
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destroyedLevel = Artillery.destroyedLevel;
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repairRate = 0;
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// capacitor
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maxCapacitorEnergy = 250;
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capacitorRechargeRate = 1.0;
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thetaMin = 0;
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thetaMax = 100;
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inheritEnergyFromMount = true;
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firstPersonOnly = true;
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useEyePoint = true;
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numWeapons = 1;
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cameraDefaultFov = 90.0;
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cameraMinFov = 5.0;
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cameraMaxFov = 120.0;
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targetNameTag = 'Artillery Chaingun';
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targetTypeTag = 'Turret';
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};
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datablock TurretImageData(ArtilleryTurretParam)
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{
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mountPoint = 2;
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shapeFile = "turret_muzzlepoint.dts";
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projectile = ArtilleryChaingunBullet;
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projectileType = TracerProjectile;
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useCapacitor = true;
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usesEnergy = true;
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||
|
|
// Turret parameters
|
||
|
|
activationMS = 10;
|
||
|
|
deactivateDelayMS = 15;
|
||
|
|
thinkTimeMS = 20;
|
||
|
|
degPerSecTheta = 500;
|
||
|
|
degPerSecPhi = 500;
|
||
|
|
|
||
|
|
attackRadius = 750;
|
||
|
|
};
|
||
|
|
|
||
|
|
datablock TurretImageData(ArtilleryPlasmaTurretBarrel)
|
||
|
|
{
|
||
|
|
shapeFile = "turret_tank_barrelchain.dts";
|
||
|
|
mountPoint = 1;
|
||
|
|
|
||
|
|
projectile = ArtilleryChaingunBullet;
|
||
|
|
projectileType = TracerProjectile;
|
||
|
|
|
||
|
|
casing = ShellDebris;
|
||
|
|
shellExitDir = "1.0 0.3 1.0";
|
||
|
|
shellExitOffset = "0.15 -0.56 -0.1";
|
||
|
|
shellExitVariance = 15.0;
|
||
|
|
shellVelocity = 3.0;
|
||
|
|
|
||
|
|
projectileSpread = 12.0 / 1000.0;
|
||
|
|
|
||
|
|
useCapacitor = true;
|
||
|
|
usesEnergy = true;
|
||
|
|
useMountEnergy = true;
|
||
|
|
fireEnergy = 3.75;
|
||
|
|
minEnergy = 15.0;
|
||
|
|
|
||
|
|
// Turret parameters
|
||
|
|
activationMS = 400;
|
||
|
|
deactivateDelayMS = 50;
|
||
|
|
thinkTimeMS = 20;
|
||
|
|
degPerSecTheta = 360;
|
||
|
|
degPerSecPhi = 360;
|
||
|
|
attackRadius = 750;
|
||
|
|
|
||
|
|
// State transitions
|
||
|
|
stateName[0] = "Activate";
|
||
|
|
stateTransitionOnNotLoaded[0] = "Dead";
|
||
|
|
stateTransitionOnLoaded[0] = "ActivateReady";
|
||
|
|
stateSound[0] = ArtilleryTurretActivateSound;
|
||
|
|
|
||
|
|
stateName[1] = "ActivateReady";
|
||
|
|
stateSequence[1] = "Activate";
|
||
|
|
stateSound[1] = ArtilleryTurretActivateSound;
|
||
|
|
stateTimeoutValue[1] = 0.1;
|
||
|
|
stateTransitionOnTimeout[1] = "Ready";
|
||
|
|
stateTransitionOnNotLoaded[1] = "Deactivate";
|
||
|
|
|
||
|
|
stateName[2] = "Ready";
|
||
|
|
stateTransitionOnNotLoaded[2] = "Deactivate";
|
||
|
|
stateTransitionOnTriggerDown[2] = "Fire";
|
||
|
|
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||
|
|
|
||
|
|
stateName[3] = "Fire";
|
||
|
|
stateSequence[3] = "Fire";
|
||
|
|
stateSequenceRandomFlash[3] = true;
|
||
|
|
stateFire[3] = true;
|
||
|
|
stateAllowImageChange[3] = false;
|
||
|
|
stateSound[3] = ArtilleryChaingunFireSound;
|
||
|
|
stateScript[3] = "onFire";
|
||
|
|
stateTimeoutValue[3] = 0.1;
|
||
|
|
stateTransitionOnTimeout[3] = "Fire";
|
||
|
|
stateTransitionOnTriggerUp[3] = "Reload";
|
||
|
|
stateTransitionOnNoAmmo[3] = "noAmmo";
|
||
|
|
|
||
|
|
stateName[4] = "Reload";
|
||
|
|
stateSequence[4] = "Reload";
|
||
|
|
stateTimeoutValue[4] = 0.1;
|
||
|
|
stateAllowImageChange[4] = false;
|
||
|
|
stateTransitionOnTimeout[4] = "Ready";
|
||
|
|
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||
|
|
stateWaitForTimeout[4] = true;
|
||
|
|
|
||
|
|
stateName[5] = "Deactivate";
|
||
|
|
stateSequence[5] = "Activate";
|
||
|
|
stateDirection[5] = false;
|
||
|
|
stateTimeoutValue[5] = 0.1;
|
||
|
|
stateTransitionOnTimeout[5] = "ActivateReady";
|
||
|
|
|
||
|
|
stateName[6] = "Dead";
|
||
|
|
stateTransitionOnLoaded[6] = "ActivateReady";
|
||
|
|
stateTransitionOnTriggerDown[6] = "DryFire";
|
||
|
|
|
||
|
|
stateName[7] = "DryFire";
|
||
|
|
stateSound[7] = ArtilleryChaingunDryFireSound;
|
||
|
|
stateTimeoutValue[7] = 0.1;
|
||
|
|
stateTransitionOnTimeout[7] = "NoAmmo";
|
||
|
|
|
||
|
|
stateName[8] = "NoAmmo";
|
||
|
|
stateTransitionOnAmmo[8] = "Reload";
|
||
|
|
stateSequence[8] = "NoAmmo";
|
||
|
|
stateTransitionOnTriggerDown[8] = "DryFire";
|
||
|
|
};
|
||
|
|
|
||
|
|
datablock TurretImageData(ArtilleryPlasmaTurretBarrel2) : ArtilleryPlasmaTurretBarrel
|
||
|
|
{
|
||
|
|
mountPoint = 0;
|
||
|
|
};
|
||
|
|
|
||
|
|
datablock ShapeBaseImageData(ArtilleryCannonTurret)
|
||
|
|
{
|
||
|
|
className = WeaponImage;
|
||
|
|
shapeFile = "turret_tank_barrelmortar.dts";
|
||
|
|
mountPoint = 3;
|
||
|
|
offset = "2 -2.5 1.5";
|
||
|
|
rotation = "-1 0 0 80";
|
||
|
|
activationMS = 100;
|
||
|
|
deactivateDelayMS = 150;
|
||
|
|
thinkTimeMS = 20;
|
||
|
|
degPerSecTheta = 500;
|
||
|
|
degPerSecPhi = 500;
|
||
|
|
attackRadius = 500;
|
||
|
|
};
|
||
|
|
|
||
|
|
datablock ShapeBaseImageData(ArtilleryCannonTurret2)
|
||
|
|
{
|
||
|
|
className = WeaponImage;
|
||
|
|
shapeFile = "turret_tank_barrelmortar.dts";
|
||
|
|
mountPoint = 3;
|
||
|
|
offset = "-2 -2.5 1.5";
|
||
|
|
rotation = "-1 0 0 80";
|
||
|
|
activationMS = 100;
|
||
|
|
deactivateDelayMS = 150;
|
||
|
|
thinkTimeMS = 20;
|
||
|
|
degPerSecTheta = 500;
|
||
|
|
degPerSecPhi = 500;
|
||
|
|
attackRadius = 500;
|
||
|
|
};
|
||
|
|
|
||
|
|
function Artillery::onAdd(%this, %obj)
|
||
|
|
{
|
||
|
|
Parent::onAdd(%this, %obj);
|
||
|
|
%turret = TurretData::create(ArtilleryPlasmaTurret);
|
||
|
|
%turret.selectedWeapon = 1;
|
||
|
|
MissionCleanup.add(%turret);
|
||
|
|
%turret.team = %obj.teamBought;
|
||
|
|
%turret.setSelfPowered();
|
||
|
|
%obj.mountObject(%turret, 10);
|
||
|
|
%turret.setCapacitorRechargeRate( %turret.getDataBlock().capacitorRechargeRate );
|
||
|
|
%obj.turretObject = %turret;
|
||
|
|
%turret.setAutoFire(false);
|
||
|
|
%turret.mountImage(ArtilleryPlasmaTurretBarrel, 2);
|
||
|
|
%turret.mountImage(ArtilleryPlasmaTurretBarrel2, 4);
|
||
|
|
%turret.mountImage(AssaultTurretParam, 0);
|
||
|
|
%obj.schedule(6000, "playThread", $ActivateThread, "activate");
|
||
|
|
setTargetSensorGroup(%turret.getTarget(), %turret.team);
|
||
|
|
setTargetNeverVisMask(%turret.getTarget(), 0xffffffff);
|
||
|
|
|
||
|
|
%obj.mountImage(ArtilleryCannonTurret, 3);
|
||
|
|
%obj.mountImage(ArtilleryCannonTurret2, 4);
|
||
|
|
schedule(6100, 0, "ArtilleryLookForTarget", %obj);
|
||
|
|
}
|
||
|
|
|
||
|
|
function Artillery::deleteAllMounted(%data, %obj)
|
||
|
|
{
|
||
|
|
%turret = %obj.getMountNodeObject(10);
|
||
|
|
if (%turret)
|
||
|
|
{
|
||
|
|
if(%client = %turret.getControllingClient())
|
||
|
|
{
|
||
|
|
%client.player.setControlObject(%client.player);
|
||
|
|
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
|
||
|
|
%client.player.mountVehicle = false;
|
||
|
|
}
|
||
|
|
%turret.delete();
|
||
|
|
}
|
||
|
|
%turret = %obj.getMountNodeObject(10);
|
||
|
|
if(%turret)
|
||
|
|
%turret.delete();
|
||
|
|
}
|
||
|
|
|
||
|
|
function Artillery::playerMounted(%data, %obj, %player, %node)
|
||
|
|
{
|
||
|
|
if(%node == 0)
|
||
|
|
commandToClient(%player.client, 'setHudMode', 'Pilot', "Assault", %node);
|
||
|
|
else if(%node == 1)
|
||
|
|
{
|
||
|
|
%turret = %obj.getMountNodeObject(10);
|
||
|
|
%player.vehicleTurret = %turret;
|
||
|
|
%player.setTransform("0 0 0 0 0 1 0");
|
||
|
|
%player.lastWeapon = %player.getMountedImage($WeaponSlot);
|
||
|
|
%player.unmountImage($WeaponSlot);
|
||
|
|
if(!%player.client.isAIControlled())
|
||
|
|
{
|
||
|
|
%player.setControlObject(%turret);
|
||
|
|
%player.client.setObjectActiveImage(%turret, 2);
|
||
|
|
}
|
||
|
|
%turret.turreteer = %player;
|
||
|
|
$aWeaponActive = 0;
|
||
|
|
commandToClient(%player.client,'SetWeaponryVehicleKeys', true);
|
||
|
|
%obj.getMountNodeObject(10).selectedWeapon = 1;
|
||
|
|
commandToClient(%player.client, 'setHudMode', 'Pilot', "Assault", %node);
|
||
|
|
}
|
||
|
|
if( %player.client.observeCount > 0 )
|
||
|
|
resetObserveFollow( %player.client, false );
|
||
|
|
%passString = buildPassengerString(%obj);
|
||
|
|
for(%i = 0; %i < %data.numMountPoints; %i++)
|
||
|
|
if(%obj.getMountNodeObject(%i) > 0)
|
||
|
|
commandToClient(%obj.getMountNodeObject(%i).client, 'checkPassengers', %passString);
|
||
|
|
}
|
||
|
|
|
||
|
|
function ArtilleryPlasmaTurret::onDamage(%data, %obj)
|
||
|
|
{
|
||
|
|
%newDamageVal = %obj.getDamageLevel();
|
||
|
|
if(%obj.lastDamageVal !$= "")
|
||
|
|
if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal)
|
||
|
|
%obj.getObjectMount().setDamageLevel(%newDamageVal);
|
||
|
|
%obj.lastDamageVal = %newDamageVal;
|
||
|
|
}
|
||
|
|
|
||
|
|
function ArtilleryPlasmaTurret::damageObject(%this, %targetObject, %sourceObject, %position, %amount, %damageType ,%vec, %client, %projectile)
|
||
|
|
{
|
||
|
|
%vehicle = %targetObject.getObjectMount();
|
||
|
|
if(%vehicle)
|
||
|
|
%vehicle.getDataBlock().damageObject(%vehicle, %sourceObject, %position, %amount, %damageType, %vec, %client, %projectile);
|
||
|
|
}
|
||
|
|
|
||
|
|
function ArtilleryPlasmaTurret::onTrigger(%data, %obj, %trigger, %state)
|
||
|
|
{
|
||
|
|
switch (%trigger)
|
||
|
|
{
|
||
|
|
case 0:
|
||
|
|
%obj.fireTrigger = %state;
|
||
|
|
if(%state)
|
||
|
|
{
|
||
|
|
%obj.setImageTrigger(2, true);
|
||
|
|
%obj.setImageTrigger(4, true);
|
||
|
|
}
|
||
|
|
else
|
||
|
|
{
|
||
|
|
%obj.setImageTrigger(2, false);
|
||
|
|
%obj.setImageTrigger(4, false);
|
||
|
|
}
|
||
|
|
case 2:
|
||
|
|
if(%state)
|
||
|
|
%obj.getDataBlock().playerDismount(%obj);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
function ArtilleryPlasmaTurret::playerDismount(%data, %obj)
|
||
|
|
{
|
||
|
|
%obj.fireTrigger = 0;
|
||
|
|
%obj.setImageTrigger(2, false);
|
||
|
|
%obj.setImageTrigger(4, false);
|
||
|
|
%client = %obj.getControllingClient();
|
||
|
|
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
|
||
|
|
%client.player.mountVehicle = false;
|
||
|
|
setTargetSensorGroup(%obj.getTarget(), 0);
|
||
|
|
setTargetNeverVisMask(%obj.getTarget(), 0xffffffff);
|
||
|
|
}
|
||
|
|
|
||
|
|
function ArtilleryCannonTurret::onMount(%this, %obj, %slot)
|
||
|
|
{
|
||
|
|
}
|
||
|
|
|
||
|
|
function ArtilleryCannonTurret::onUnmount(%this, %obj, %slot)
|
||
|
|
{
|
||
|
|
}
|
||
|
|
|
||
|
|
function ArtilleryCannonTurret2::onMount(%this, %obj, %slot)
|
||
|
|
{
|
||
|
|
}
|
||
|
|
|
||
|
|
function ArtilleryCannonTurret2::onUnmount(%this, %obj, %slot)
|
||
|
|
{
|
||
|
|
}
|
||
|
|
|
||
|
|
function ArtilleryLookForTarget(%obj)
|
||
|
|
{
|
||
|
|
if (isObject(%obj))
|
||
|
|
{
|
||
|
|
if (%obj.lastcannon == 3)
|
||
|
|
%obj.lastcannon = 4;
|
||
|
|
else
|
||
|
|
%obj.lastcannon = 3;
|
||
|
|
%pos = %obj.getMuzzlePoint(%obj.lastcannon);
|
||
|
|
%vec = %obj.getMuzzleVector(%obj.lastcannon);
|
||
|
|
%count = ClientGroup.getCount();
|
||
|
|
%mainDist = 1760;
|
||
|
|
%targetPos = "";
|
||
|
|
%damageMasks = $TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType |
|
||
|
|
$TypeMasks::StationObjectType | $TypeMasks::GeneratorObjectType |
|
||
|
|
$TypeMasks::SensorObjectType | $TypeMasks::TurretObjectType |
|
||
|
|
$TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType;
|
||
|
|
for (%i=0;%i<%count;%i++)
|
||
|
|
{
|
||
|
|
%obj2 = ClientGroup.getObject(%i);
|
||
|
|
%player = %obj2.player;
|
||
|
|
if (%player)
|
||
|
|
{
|
||
|
|
if ((%player.team == %obj.team) && (%player.posLaze))
|
||
|
|
{
|
||
|
|
%muzzlePos = %player.getMuzzlePoint($WeaponSlot);
|
||
|
|
%muzzleVec = %player.getMuzzleVector($WeaponSlot);
|
||
|
|
%endPos = VectorAdd(%muzzlePos, VectorScale(%muzzleVec, 1000));
|
||
|
|
%hit = ContainerRayCast(%muzzlePos, %endPos, %damageMasks, %player);
|
||
|
|
if (%hit)
|
||
|
|
%pos2 = getWords(%hit, 1, 3);
|
||
|
|
%dist = VectorDist(%pos, %pos2);
|
||
|
|
if ((%dist > 2) && (%dist < 7500) && (%dist < %mainDist))
|
||
|
|
{
|
||
|
|
%targetPos = %pos2;
|
||
|
|
%mainDist = %dist;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
if (%targetPos)
|
||
|
|
{
|
||
|
|
%p = new GrenadeProjectile() {
|
||
|
|
dataBlock = ArtilleryShot;
|
||
|
|
initialDirection = %vec;
|
||
|
|
initialPosition = %pos;
|
||
|
|
sourceObject = %obj.lastpilot;
|
||
|
|
sourceSlot = %obj.lastcannon;
|
||
|
|
vehicleObject = %obj;
|
||
|
|
};
|
||
|
|
MissionCleanup.add(%p);
|
||
|
|
schedule(200, 0, ArtilleryShotDrop, %p, %pos, %targetPos);
|
||
|
|
}
|
||
|
|
schedule (50, 0, ArtilleryLookForTarget, %obj);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
function ArtilleryShotDrop(%b, %pos, %pos2)
|
||
|
|
{
|
||
|
|
if (isObject(%b))
|
||
|
|
{
|
||
|
|
%dist = VectorDist(%pos, %pos2);
|
||
|
|
%accuracy = %dist / 100;
|
||
|
|
%b.schedule(50, "delete");
|
||
|
|
%pos3 = VectorAdd(%pos2, "0 0 500");
|
||
|
|
%vec = "0 0 -1";
|
||
|
|
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %accuracy / 10000;
|
||
|
|
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %accuracy / 10000;
|
||
|
|
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %accuracy / 10000;
|
||
|
|
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
|
||
|
|
%vec = MatrixMulVector(%mat, %vec);
|
||
|
|
%p = new GrenadeProjectile() {
|
||
|
|
dataBlock = ArtilleryShot;
|
||
|
|
initialDirection = %vec;
|
||
|
|
initialPosition = %pos3;
|
||
|
|
sourceObject = %b.sourceObject;
|
||
|
|
sourceSlot = %b.sourceSlot;
|
||
|
|
vehicleObject = %b.vehicleObject;
|
||
|
|
};
|
||
|
|
MissionCleanup.add(%p);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
datablock GrenadeProjectileData(ArtilleryShot)
|
||
|
|
{
|
||
|
|
projectileShapeName = "mortar_projectile.dts";
|
||
|
|
emitterDelay = -1;
|
||
|
|
directDamage = 0.0;
|
||
|
|
hasDamageRadius = true;
|
||
|
|
indirectDamage = 1.0;
|
||
|
|
damageRadius = 25.0;
|
||
|
|
radiusDamageType = $DamageType::Mortar;
|
||
|
|
kickBackStrength = 2500;
|
||
|
|
scale = "2 2 2";
|
||
|
|
explosion = "MortarExplosion";
|
||
|
|
underwaterExplosion = "UnderwaterMortarExplosion";
|
||
|
|
velInheritFactor = 0.5;
|
||
|
|
splash = MortarSplash;
|
||
|
|
depthTolerance = 10.0; // depth at which it uses underwater explosion
|
||
|
|
baseEmitter = MortarSmokeEmitter;
|
||
|
|
bubbleEmitter = MortarBubbleEmitter;
|
||
|
|
grenadeElasticity = 0.15;
|
||
|
|
grenadeFriction = 0.4;
|
||
|
|
armingDelayMS = 10;
|
||
|
|
muzzleVelocity = 300;
|
||
|
|
drag = 0.01;
|
||
|
|
sound = MortarProjectileSound;
|
||
|
|
hasLight = true;
|
||
|
|
lightRadius = 4;
|
||
|
|
lightColor = "0.05 0.2 0.05";
|
||
|
|
hasLightUnderwaterColor = true;
|
||
|
|
underWaterLightColor = "0.05 0.075 0.2";
|
||
|
|
};
|