construction-mod/scripts/vehicles/vehicle_shrike.cs

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2025-06-05 10:37:16 +00:00
//**************************************************************
// SHRIKE SCOUT FLIER
//**************************************************************
//**************************************************************
// SOUNDS
//**************************************************************
datablock EffectProfile(ScoutFlyerThrustEffect)
{
effectname = "vehicles/shrike_boost";
minDistance = 5.0;
maxDistance = 10.0;
};
datablock EffectProfile(ScoutFlyerEngineEffect)
{
effectname = "vehicles/shrike_engine";
minDistance = 5.0;
maxDistance = 10.0;
};
datablock EffectProfile(ShrikeBlasterFireEffect)
{
effectname = "vehicles/shrike_blaster";
minDistance = 5.0;
maxDistance = 10.0;
};
datablock AudioProfile(ScoutFlyerThrustSound)
{
filename = "fx/vehicles/shrike_boost.wav";
description = AudioDefaultLooping3d;
preload = true;
effect = ScoutFlyerThrustEffect;
};
datablock AudioProfile(ScoutFlyerEngineSound)
{
filename = "fx/vehicles/shrike_engine.wav";
description = AudioDefaultLooping3d;
preload = true;
};
datablock AudioProfile(ShrikeBlasterFire)
{
filename = "fx/vehicles/shrike_blaster.wav";
description = AudioDefault3d;
preload = true;
effect = ScoutFlyerEngineEffect;
};
datablock AudioProfile(ShrikeBlasterProjectile)
{
filename = "fx/weapons/shrike_blaster_projectile.wav";
description = ProjectileLooping3d;
preload = true;
effect = ShrikeBlasterFireEffect;
};
datablock AudioProfile(ShrikeBlasterDryFireSound)
{
filename = "fx/weapons/chaingun_dryfire.wav";
description = AudioClose3d;
preload = true;
};
//**************************************************************
// LIGHTS
//**************************************************************
datablock RunningLightData(ShrikeLight1)
{
type = 1;
radius = 2.0;
length = 3.0;
color = "1.0 1.0 1.0 1.0";
direction = "0.0 1.0 -1.0 ";
offset = "0.0 0.0 -0.5";
texture = "special/lightcone04";
};
datablock RunningLightData(ShrikeLight2)
{
radius = 1.5;
color = "1.0 1.0 1.0 0.3";
direction = "0.0 0.0 -1.0";
offset = "0.0 0.8 -1.2";
texture = "special/headlight4";
};
//**************************************************************
// VEHICLE CHARACTERISTICS
//**************************************************************
datablock FlyingVehicleData(ScoutFlyer) : ShrikeDamageProfile
{
spawnOffset = "0 0 2";
canControl = true;
catagory = "Vehicles";
shapeFile = "vehicle_air_scout.dts";
multipassenger = true;
computeCRC = true;
debrisShapeName = "vehicle_air_scout_debris.dts";
debris = ShapeDebris;
renderWhenDestroyed = false;
drag = 0.15;
density = 1.0;
canWarp = 1;
mountPose[0] = sitting;
numMountPoints = 2;
isProtectedMountPoint[0] = true;
isProtectedMountPoint[1] = true;
cameraMaxDist = 15;
cameraOffset = 2.5;
cameraLag = 0.9;
explosion = VehicleExplosion;
explosionDamage = 0.5;
explosionRadius = 5.0;
maxDamage = 1.40;
destroyedLevel = 1.40;
isShielded = true;
energyPerDamagePoint = 160;
maxEnergy = 280; // Afterburner and any energy weapon pool
rechargeRate = 0.8;
minDrag = 30; // Linear Drag (eventually slows you down when not thrusting...constant drag)
rotationalDrag = 900; // Anguler Drag (dampens the drift after you stop moving the mouse...also tumble drag)
maxAutoSpeed = 5; // Autostabilizer kicks in when less than this speed. (meters/second)
autoAngularForce = 50; // Angular stabilizer force (this force levels you out when autostabilizer kicks in)
autoLinearForce = 300; // Linear stabilzer force (this slows you down when autostabilizer kicks in)
autoInputDamping = 0.95; // Dampen control input so you don't` whack out at very slow speeds
// Maneuvering
maxSteeringAngle = 5; // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
horizontalSurfaceForce = 6; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
verticalSurfaceForce = 8; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
maneuveringForce = 3000; // Horizontal jets (W,S,D,A key thrust)
steeringForce = 1200; // Steering jets (force applied when you move the mouse)
steeringRollForce = 1600; // Steering jets (how much you heel over when you turn)
rollForce = 18; // Auto-roll (self-correction to right you after you roll/invert)
hoverHeight = 2; // Height off the ground at rest
createHoverHeight = 3; // Height off the ground when created
maxForwardSpeed = 400; // speed in which forward thrust force is no longer applied (meters/second)
// Turbo Jet
jetForce = 3000; // Afterburner thrust (this is in addition to normal thrust)
minJetEnergy = 1; // Afterburner can't be used if below this threshhold.
jetEnergyDrain = 0; // Energy use of the afterburners (low number is less drain...can be fractional) // Auto stabilize speed
vertThrustMultiple = 3.0;
// Rigid body
mass = 150; // Mass of the vehicle
bodyFriction = 0; // Don't mess with this.
bodyRestitution = 0.5; // When you hit the ground, how much you rebound. (between 0 and 1)
minRollSpeed = 0; // Don't mess with this.
softImpactSpeed = 14; // Sound hooks. This is the soft hit.
hardImpactSpeed = 25; // Sound hooks. This is the hard hit.
// Ground Impact Damage (uses DamageType::Ground)
minImpactSpeed = 10; // If hit ground at speed above this then it's an impact. Meters/second
speedDamageScale = 0.06;
// Object Impact Damage (uses DamageType::Impact)
collDamageThresholdVel = 23.0;
collDamageMultiplier = 0.02;
//
minTrailSpeed = 15; // The speed your contrail shows up at.
trailEmitter = ContrailEmitter;
forwardJetEmitter = FlyerJetEmitter;
downJetEmitter = FlyerJetEmitter;
//
jetSound = ScoutFlyerThrustSound;
engineSound = ScoutFlyerEngineSound;
softImpactSound = SoftImpactSound;
hardImpactSound = HardImpactSound;
//wheelImpactSound = WheelImpactSound;
//
softSplashSoundVelocity = 10.0;
mediumSplashSoundVelocity = 15.0;
hardSplashSoundVelocity = 20.0;
exitSplashSoundVelocity = 10.0;
exitingWater = VehicleExitWaterMediumSound;
impactWaterEasy = VehicleImpactWaterSoftSound;
impactWaterMedium = VehicleImpactWaterMediumSound;
impactWaterHard = VehicleImpactWaterMediumSound;
waterWakeSound = VehicleWakeMediumSplashSound;
dustEmitter = VehicleLiftoffDustEmitter;
triggerDustHeight = 4.0;
dustHeight = 1.0;
damageEmitter[0] = LightDamageSmoke;
damageEmitter[1] = HeavyDamageSmoke;
damageEmitter[2] = DamageBubbles;
damageEmitterOffset[0] = "0.0 -3.0 0.0 ";
damageLevelTolerance[0] = 0.3;
damageLevelTolerance[1] = 0.7;
numDmgEmitterAreas = 1;
//
max[chaingunAmmo] = 1000;
minMountDist = 4;
splashEmitter[0] = VehicleFoamDropletsEmitter;
splashEmitter[1] = VehicleFoamEmitter;
shieldImpact = VehicleShieldImpact;
cmdCategory = "Tactical";
cmdIcon = CMDFlyingScoutIcon;
cmdMiniIconName = "commander/MiniIcons/com_scout_grey";
targetNameTag = 'Shrike';
targetTypeTag = 'Turbograv';
sensorData = AWACPulseSensor;
sensorRadius = AWACPulseSensor.detectRadius;
sensorColor = "255 194 9";
checkRadius = 5.5;
observeParameters = "1 10 10";
runningLight[0] = ShrikeLight1;
// runningLight[1] = ShrikeLight2;
shieldEffectScale = "0.937 1.125 0.60";
};
//**************************************************************
// WEAPONS
//**************************************************************
datablock ShapeBaseImageData(ScoutChaingunPairImage)
{
className = WeaponImage;
shapeFile = "weapon_energy_vehicle.dts";
item = Chaingun;
ammo = ChaingunAmmo;
projectile = ScoutChaingunBullet;
projectileType = TracerProjectile;
mountPoint = 10;
//**original** offset = ".73 0 0";
offset = "1.93 -0.52 0.044";
projectileSpread = 1.0 / 1000.0;
usesEnergy = true;
useMountEnergy = true;
// DAVEG -- balancing numbers below!
minEnergy = 5;
fireEnergy = 5;
fireTimeout = 125;
//--------------------------------------
stateName[0] = "Activate";
stateSequence[0] = "Activate";
stateAllowImageChange[0] = false;
stateTimeoutValue[0] = 0.05;
stateTransitionOnTimeout[0] = "Ready";
stateTransitionOnNoAmmo[0] = "NoAmmo";
//--------------------------------------
stateName[1] = "Ready";
stateSpinThread[1] = Stop;
stateTransitionOnTriggerDown[1] = "Spinup";
stateTransitionOnNoAmmo[1] = "NoAmmo";
//--------------------------------------
stateName[2] = "NoAmmo";
stateTransitionOnAmmo[2] = "Ready";
stateSpinThread[2] = Stop;
stateTransitionOnTriggerDown[2] = "DryFire";
//--------------------------------------
stateName[3] = "Spinup";
stateSpinThread[3] = SpinUp;
stateTimeoutValue[3] = 0.01;
stateWaitForTimeout[3] = false;
stateTransitionOnTimeout[3] = "Fire";
stateTransitionOnTriggerUp[3] = "Spindown";
//--------------------------------------
stateName[4] = "Fire";
stateSpinThread[4] = FullSpeed;
stateRecoil[4] = LightRecoil;
stateAllowImageChange[4] = false;
stateScript[4] = "onFire";
stateFire[4] = true;
stateSound[4] = ShrikeBlasterFire;
// IMPORTANT! The stateTimeoutValue below has been replaced by fireTimeOut
// above.
stateTimeoutValue[4] = 0.25;
stateTransitionOnTimeout[4] = "checkState";
//--------------------------------------
stateName[5] = "Spindown";
stateSpinThread[5] = SpinDown;
stateTimeoutValue[5] = 0.01;
stateWaitForTimeout[5] = false;
stateTransitionOnTimeout[5] = "Ready";
stateTransitionOnTriggerDown[5] = "Spinup";
//--------------------------------------
stateName[6] = "EmptySpindown";
// stateSound[6] = ChaingunSpindownSound;
stateSpinThread[6] = SpinDown;
stateTransitionOnAmmo[6] = "Ready";
stateTimeoutValue[6] = 0.01;
stateTransitionOnTimeout[6] = "NoAmmo";
//--------------------------------------
stateName[7] = "DryFire";
stateSound[7] = ShrikeBlasterDryFireSound;
stateTransitionOnTriggerUp[7] = "NoAmmo";
stateTimeoutValue[7] = 0.25;
stateTransitionOnTimeout[7] = "NoAmmo";
stateName[8] = "checkState";
stateTransitionOnTriggerUp[8] = "Spindown";
stateTransitionOnNoAmmo[8] = "EmptySpindown";
stateTimeoutValue[8] = 0.01;
stateTransitionOnTimeout[8] = "ready";
};
datablock ShapeBaseImageData(ScoutChaingunImage) : ScoutChaingunPairImage
{
//**original** offset = "-.73 0 0";
offset = "-1.93 -0.52 0.044";
stateScript[3] = "onTriggerDown";
stateScript[5] = "onTriggerUp";
stateScript[6] = "onTriggerUp";
};
datablock ShapeBaseImageData(ScoutChaingunParam)
{
mountPoint = 2;
shapeFile = "turret_muzzlepoint.dts";
projectile = ScoutChaingunBullet;
projectileType = TracerProjectile;
};