mirror of
https://github.com/mostlikely4r/construction-mod.git
synced 2026-01-19 19:24:44 +00:00
687 lines
19 KiB
C#
687 lines
19 KiB
C#
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//**************************************************************
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// BEOWULF ASSAULT VEHICLE
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//**************************************************************
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//**************************************************************
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// SOUNDS
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//**************************************************************
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datablock EffectProfile(AssaultVehicleEngineEffect)
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{
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effectname = "vehicles/tank_engine";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(AssaultVehicleThrustEffect)
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{
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effectname = "vehicles/tank_boost";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(AssaultTurretActivateEffect)
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{
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effectname = "vehicles/tank_activate";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(AssaultMortarDryFireEffect)
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{
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effectname = "weapons/mortar_dryfire";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(AssaultMortarFireEffect)
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{
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effectname = "vehicles/tank_mortar_fire";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(AssaultMortarReloadEffect)
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{
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effectname = "weapons/mortar_reload";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(AssaultChaingunFireEffect)
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{
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effectname = "weapons/chaingun_fire";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock AudioProfile(AssaultVehicleSkid)
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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(AssaultVehicleEngineSound)
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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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effect = AssaultVehicleEngineEffect;
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};
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datablock AudioProfile(AssaultVehicleThrustSound)
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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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effect = AssaultVehicleThrustEffect;
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};
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datablock AudioProfile(AssaultChaingunFireSound)
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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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effect = AssaultChaingunFireEffect;
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};
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datablock AudioProfile(AssaultChaingunReloadSound)
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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(AssaultTurretActivateSound)
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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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effect = AssaultTurretActivateEffect;
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};
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datablock AudioProfile(AssaultChaingunDryFireSound)
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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(AssaultChaingunIdleSound)
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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(AssaultMortarDryFireSound)
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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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effect = AssaultMortarDryFireEffect;
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};
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datablock AudioProfile(AssaultMortarFireSound)
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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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effect = AssaultMortarFireEffect;
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};
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datablock AudioProfile(AssaultMortarReloadSound)
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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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effect = AssaultMortarReloadEffect;
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};
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datablock AudioProfile(AssaultMortarIdleSound)
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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(AssaultVehicle) : TankDamageProfile
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{
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spawnOffset = "0 0 4";
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canControl = true;
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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 = LargeGroundVehicleExplosion;
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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 = 3.15;
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destroyedLevel = 3.15;
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isShielded = true;
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rechargeRate = 1.0;
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energyPerDamagePoint = 135;
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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 = 1500;
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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 = AssaultVehicleThrustSound;
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engineSound = AssaultVehicleEngineSound;
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floatSound = AssaultVehicleSkid;
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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 = 'Assault Tank';
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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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// ASSAULT CHAINGUN (projectile)
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//-------------------------------------
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datablock TracerProjectileData(AssaultChaingunBullet)
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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;
|
||
|
|
decalData[2] = ChaingunDecal3;
|
||
|
|
decalData[3] = ChaingunDecal4;
|
||
|
|
decalData[4] = ChaingunDecal5;
|
||
|
|
decalData[5] = ChaingunDecal6;
|
||
|
|
|
||
|
|
activateDelayMS = 100;
|
||
|
|
|
||
|
|
explosion = ChaingunExplosion;
|
||
|
|
};
|
||
|
|
|
||
|
|
//-------------------------------------
|
||
|
|
// ASSAULT CHAINGUN CHARACTERISTICS
|
||
|
|
//-------------------------------------
|
||
|
|
|
||
|
|
datablock TurretData(AssaultPlasmaTurret) : TurretDamageProfile
|
||
|
|
{
|
||
|
|
className = VehicleTurret;
|
||
|
|
catagory = "Turrets";
|
||
|
|
shapeFile = "Turret_tank_base.dts";
|
||
|
|
preload = true;
|
||
|
|
canControl = true;
|
||
|
|
cmdCategory = "Tactical";
|
||
|
|
cmdIcon = CMDGroundTankIcon;
|
||
|
|
cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
|
||
|
|
targetNameTag = 'Beowulf';
|
||
|
|
targetTypeTag = 'Assault Tank turret';
|
||
|
|
mass = 1.0; // Not really relevant
|
||
|
|
|
||
|
|
maxEnergy = 1;
|
||
|
|
maxDamage = AssaultVehicle.maxDamage;
|
||
|
|
destroyedLevel = AssaultVehicle.destroyedLevel;
|
||
|
|
repairRate = 0;
|
||
|
|
|
||
|
|
// capacitor
|
||
|
|
maxCapacitorEnergy = 250;
|
||
|
|
capacitorRechargeRate = 1.0;
|
||
|
|
|
||
|
|
thetaMin = 0;
|
||
|
|
thetaMax = 100;
|
||
|
|
|
||
|
|
inheritEnergyFromMount = true;
|
||
|
|
firstPersonOnly = true;
|
||
|
|
useEyePoint = true;
|
||
|
|
numWeapons = 2;
|
||
|
|
|
||
|
|
cameraDefaultFov = 90.0;
|
||
|
|
cameraMinFov = 5.0;
|
||
|
|
cameraMaxFov = 120.0;
|
||
|
|
|
||
|
|
targetNameTag = 'Beowulf Chaingun';
|
||
|
|
targetTypeTag = 'Turret';
|
||
|
|
};
|
||
|
|
|
||
|
|
datablock TurretImageData(AssaultPlasmaTurretBarrel)
|
||
|
|
{
|
||
|
|
shapeFile = "turret_tank_barrelchain.dts";
|
||
|
|
mountPoint = 1;
|
||
|
|
|
||
|
|
projectile = AssaultChaingunBullet;
|
||
|
|
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 = 7.5;
|
||
|
|
minEnergy = 15.0;
|
||
|
|
|
||
|
|
// Turret parameters
|
||
|
|
activationMS = 4000;
|
||
|
|
deactivateDelayMS = 500;
|
||
|
|
thinkTimeMS = 200;
|
||
|
|
degPerSecTheta = 360;
|
||
|
|
degPerSecPhi = 360;
|
||
|
|
attackRadius = 75;
|
||
|
|
|
||
|
|
// State transitions
|
||
|
|
stateName[0] = "Activate";
|
||
|
|
stateTransitionOnNotLoaded[0] = "Dead";
|
||
|
|
stateTransitionOnLoaded[0] = "ActivateReady";
|
||
|
|
stateSound[0] = AssaultTurretActivateSound;
|
||
|
|
|
||
|
|
stateName[1] = "ActivateReady";
|
||
|
|
stateSequence[1] = "Activate";
|
||
|
|
stateSound[1] = AssaultTurretActivateSound;
|
||
|
|
stateTimeoutValue[1] = 1;
|
||
|
|
stateTransitionOnTimeout[1] = "Ready";
|
||
|
|
stateTransitionOnNotLoaded[1] = "Deactivate";
|
||
|
|
|
||
|
|
stateName[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] = AssaultChaingunFireSound;
|
||
|
|
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] = 30;
|
||
|
|
stateTransitionOnTimeout[5] = "ActivateReady";
|
||
|
|
|
||
|
|
stateName[6] = "Dead";
|
||
|
|
stateTransitionOnLoaded[6] = "ActivateReady";
|
||
|
|
stateTransitionOnTriggerDown[6] = "DryFire";
|
||
|
|
|
||
|
|
stateName[7] = "DryFire";
|
||
|
|
stateSound[7] = AssaultChaingunDryFireSound;
|
||
|
|
stateTimeoutValue[7] = 0.5;
|
||
|
|
stateTransitionOnTimeout[7] = "NoAmmo";
|
||
|
|
|
||
|
|
stateName[8] = "NoAmmo";
|
||
|
|
stateTransitionOnAmmo[8] = "Reload";
|
||
|
|
stateSequence[8] = "NoAmmo";
|
||
|
|
stateTransitionOnTriggerDown[8] = "DryFire";
|
||
|
|
|
||
|
|
};
|
||
|
|
|
||
|
|
//-------------------------------------
|
||
|
|
// ASSAULT MORTAR (projectile)
|
||
|
|
//-------------------------------------
|
||
|
|
|
||
|
|
datablock ItemData(AssaultMortarAmmo)
|
||
|
|
{
|
||
|
|
className = Ammo;
|
||
|
|
catagory = "Ammo";
|
||
|
|
shapeFile = "repair_kit.dts";
|
||
|
|
mass = 1;
|
||
|
|
elasticity = 0.5;
|
||
|
|
friction = 0.6;
|
||
|
|
pickupRadius = 1;
|
||
|
|
|
||
|
|
computeCRC = true;
|
||
|
|
};
|
||
|
|
|
||
|
|
datablock GrenadeProjectileData(AssaultMortar)
|
||
|
|
{
|
||
|
|
projectileShapeName = "mortar_projectile.dts";
|
||
|
|
emitterDelay = -1;
|
||
|
|
directDamage = 0.0;
|
||
|
|
hasDamageRadius = true;
|
||
|
|
indirectDamage = 1.0;
|
||
|
|
damageRadius = 25.0;
|
||
|
|
radiusDamageType = $DamageType::TankMortar;
|
||
|
|
kickBackStrength = 2500;
|
||
|
|
|
||
|
|
sound = MortarProjectileSound;
|
||
|
|
explosion = "MortarExplosion";
|
||
|
|
velInheritFactor = 1.0;
|
||
|
|
|
||
|
|
baseEmitter = MortarSmokeEmitter;
|
||
|
|
|
||
|
|
grenadeElasticity = 0.0;
|
||
|
|
grenadeFriction = 0.4;
|
||
|
|
armingDelayMS = 250;
|
||
|
|
muzzleVelocity = 65;
|
||
|
|
drag = 0.1;
|
||
|
|
|
||
|
|
hasLight = true;
|
||
|
|
lightRadius = 4;
|
||
|
|
lightColor = "0.1 0.4 0.1";
|
||
|
|
};
|
||
|
|
|
||
|
|
//-------------------------------------
|
||
|
|
// ASSAULT MORTAR CHARACTERISTICS
|
||
|
|
//-------------------------------------
|
||
|
|
|
||
|
|
datablock TurretImageData(AssaultMortarTurretBarrel)
|
||
|
|
{
|
||
|
|
shapeFile = "turret_tank_barrelmortar.dts";
|
||
|
|
mountPoint = 0;
|
||
|
|
|
||
|
|
// ammo = AssaultMortarAmmo;
|
||
|
|
projectile = AssaultMortar;
|
||
|
|
projectileType = GrenadeProjectile;
|
||
|
|
|
||
|
|
usesEnergy = true;
|
||
|
|
useMountEnergy = true;
|
||
|
|
fireEnergy = 77.00;
|
||
|
|
minEnergy = 77.00;
|
||
|
|
useCapacitor = true;
|
||
|
|
|
||
|
|
// Turret parameters
|
||
|
|
activationMS = 4000;
|
||
|
|
deactivateDelayMS = 1500;
|
||
|
|
thinkTimeMS = 200;
|
||
|
|
degPerSecTheta = 360;
|
||
|
|
degPerSecPhi = 360;
|
||
|
|
attackRadius = 75;
|
||
|
|
|
||
|
|
// State transitions
|
||
|
|
stateName[0] = "Activate";
|
||
|
|
stateTransitionOnNotLoaded[0] = "Dead";
|
||
|
|
stateTransitionOnLoaded[0] = "ActivateReady";
|
||
|
|
|
||
|
|
stateName[1] = "ActivateReady";
|
||
|
|
stateSequence[1] = "Activate";
|
||
|
|
stateSound[1] = AssaultTurretActivateSound;
|
||
|
|
stateTimeoutValue[1] = 1.0;
|
||
|
|
stateTransitionOnTimeout[1] = "Ready";
|
||
|
|
stateTransitionOnNotLoaded[1] = "Deactivate";
|
||
|
|
|
||
|
|
stateName[2] = "Ready";
|
||
|
|
stateTransitionOnNotLoaded[2] = "Deactivate";
|
||
|
|
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||
|
|
stateTransitionOnTriggerDown[2] = "Fire";
|
||
|
|
|
||
|
|
stateName[3] = "Fire";
|
||
|
|
stateSequence[3] = "Fire";
|
||
|
|
stateTransitionOnTimeout[3] = "Reload";
|
||
|
|
stateTimeoutValue[3] = 1.0;
|
||
|
|
stateFire[3] = true;
|
||
|
|
stateRecoil[3] = LightRecoil;
|
||
|
|
stateAllowImageChange[3] = false;
|
||
|
|
stateSound[3] = AssaultMortarFireSound;
|
||
|
|
stateScript[3] = "onFire";
|
||
|
|
|
||
|
|
stateName[4] = "Reload";
|
||
|
|
stateSequence[4] = "Reload";
|
||
|
|
stateTimeoutValue[4] = 1.0;
|
||
|
|
stateAllowImageChange[4] = false;
|
||
|
|
stateTransitionOnTimeout[4] = "Ready";
|
||
|
|
//stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||
|
|
stateWaitForTimeout[4] = true;
|
||
|
|
|
||
|
|
stateName[5] = "Deactivate";
|
||
|
|
stateDirection[5] = false;
|
||
|
|
stateSequence[5] = "Activate";
|
||
|
|
stateTimeoutValue[5] = 1.0;
|
||
|
|
stateTransitionOnLoaded[5] = "ActivateReady";
|
||
|
|
stateTransitionOnTimeout[5] = "Dead";
|
||
|
|
|
||
|
|
stateName[6] = "Dead";
|
||
|
|
stateTransitionOnLoaded[6] = "ActivateReady";
|
||
|
|
stateTransitionOnTriggerDown[6] = "DryFire";
|
||
|
|
|
||
|
|
stateName[7] = "DryFire";
|
||
|
|
stateSound[7] = AssaultMortarDryFireSound;
|
||
|
|
stateTimeoutValue[7] = 1.0;
|
||
|
|
stateTransitionOnTimeout[7] = "NoAmmo";
|
||
|
|
|
||
|
|
stateName[8] = "NoAmmo";
|
||
|
|
stateSequence[8] = "NoAmmo";
|
||
|
|
stateTransitionOnAmmo[8] = "Reload";
|
||
|
|
stateTransitionOnTriggerDown[8] = "DryFire";
|
||
|
|
};
|
||
|
|
|
||
|
|
datablock TurretImageData(AssaultTurretParam)
|
||
|
|
{
|
||
|
|
mountPoint = 2;
|
||
|
|
shapeFile = "turret_muzzlepoint.dts";
|
||
|
|
|
||
|
|
projectile = AssaultChaingunBullet;
|
||
|
|
projectileType = TracerProjectile;
|
||
|
|
|
||
|
|
useCapacitor = true;
|
||
|
|
usesEnergy = true;
|
||
|
|
|
||
|
|
// Turret parameters
|
||
|
|
activationMS = 1000;
|
||
|
|
deactivateDelayMS = 1500;
|
||
|
|
thinkTimeMS = 200;
|
||
|
|
degPerSecTheta = 500;
|
||
|
|
degPerSecPhi = 500;
|
||
|
|
|
||
|
|
attackRadius = 75;
|
||
|
|
};
|
||
|
|
|
||
|
|
|
||
|
|
|