//--------------------------------------------------------- // Deployable Light //--------------------------------------------------------- %colourOn = 0.5; %colourOff = 0.1; %strobeColourOn = 1.0; %strobeColourOff = 0.0; datablock StaticShapeData(DeployedLightBase) : StaticShapeDamageProfile { className = "lightbase"; shapeFile = "pack_deploy_sensor_motion.dts"; maxDamage = 0.5; destroyedLevel = 0.5; disabledLevel = 0.3; maxEnergy = 50; rechargeRate = 0.25; explosion = HandGrenadeExplosion; expDmgRadius = 1.0; expDamage = 0.05; expImpulse = 200; dynamicType = $TypeMasks::StaticShapeObjectType; deployedObject = true; cmdCategory = "DSupport"; cmdIcon = CMDSensorIcon; cmdMiniIconName = "commander/MiniIcons/com_deploymotionsensor"; targetNameTag = 'Deployed Light'; deployAmbientThread = true; debrisShapeName = "debris_generic_small.dts"; debris = DeployableDebris; heatSignature = 0; }; datablock ItemData(DeployedLight) { shapeFile = "turret_muzzlepoint.dts"; hasLight = true; lightType = "ConstantLight"; lightColor = "1.0 1.0 1.0 1.0"; lightTime = "1000"; lightRadius = "15"; }; // Constant datablock ItemData(DeployedLight0) : DeployedLight { lightColor = %colourOn SPC %colourOn SPC %colourOn; }; datablock ItemData(DeployedLight1) : DeployedLight { lightColor = %colourOn SPC %colourOff SPC %colourOff; }; datablock ItemData(DeployedLight2) : DeployedLight { lightColor = %colourOff SPC %colourOn SPC %colourOff; }; datablock ItemData(DeployedLight3) : DeployedLight { lightColor = %colourOff SPC %colourOff SPC %colourOn; }; datablock ItemData(DeployedLight4) : DeployedLight { lightColor = %colourOff SPC %colourOn SPC %colourOn; }; datablock ItemData(DeployedLight5) : DeployedLight { lightColor = %colourOn SPC %colourOff SPC %colourOn; }; datablock ItemData(DeployedLight6) : DeployedLight { lightColor = %colourOn SPC %colourOn SPC %colourOff; }; // Strobe datablock ItemData(DeployedLight7) : DeployedLight { lightColor = %strobeColourOn SPC %strobeColourOn SPC %strobeColourOn; lightType = "PulsingLight"; lightTime = "50"; lightRadius = "10"; }; datablock ItemData(DeployedLight8) : DeployedLight { lightType = "PulsingLight"; lightColor = %strobeColourOn SPC %strobeColourOff SPC %strobeColourOff; lightTime = "50"; lightRadius = "10"; }; datablock ItemData(DeployedLight9) : DeployedLight { lightType = "PulsingLight"; lightColor = %strobeColourOff SPC %strobeColourOn SPC %strobeColourOff; lightTime = "50"; lightRadius = "10"; }; datablock ItemData(DeployedLight10) : DeployedLight { lightType = "PulsingLight"; lightColor = %strobeColourOff SPC %strobeColourOff SPC %strobeColourOn; lightTime = "50"; lightRadius = "10"; }; datablock ItemData(DeployedLight11) : DeployedLight { lightType = "PulsingLight"; lightColor = %strobeColourOff SPC %strobeColourOn SPC %strobeColourOn; lightTime = "50"; lightRadius = "10"; }; datablock ItemData(DeployedLight12) : DeployedLight { lightType = "PulsingLight"; lightColor = %strobeColourOn SPC %strobeColourOff SPC %strobeColourOn; lightTime = "50"; lightRadius = "10"; }; datablock ItemData(DeployedLight13) : DeployedLight { lightType = "PulsingLight"; lightColor = %strobeColourOn SPC %strobeColourOn SPC %strobeColourOff; lightTime = "50"; lightRadius = "10"; }; datablock ShapeBaseImageData(LightDeployableImage) { mass = 1; emap = true; shapeFile = "stackable1s.dts"; item = LightDeployable; mountPoint = 1; offset = "0 0 0"; deployed = DeployedLightBase; heatSignature = 0; stateName[0] = "Idle"; stateTransitionOnTriggerDown[0] = "Activate"; stateName[1] = "Activate"; stateScript[1] = "onActivate"; stateTransitionOnTriggerUp[1] = "Idle"; isLarge = false; maxDepSlope = 360; deploySound = ItemPickupSound; minDeployDis = 0.5; maxDeployDis = 50.0; }; datablock ItemData(LightDeployable) { className = Pack; catagory = "Deployables"; shapeFile = "stackable1s.dts"; mass = 1; elasticity = 0.2; friction = 0.6; pickupRadius = 1; rotate = true; image = "LightDeployableImage"; pickUpName = "a light pack"; heatSignature = 0; emap = true; }; function LightDeployableImage::testObjectTooClose(%item) { return ""; } function LightDeployableImage::testNoTerrainFound(%item) { // don't check this for non-Landspike turret deployables } function LightDeployable::onPickup(%this, %obj, %shape, %amount) { // created to prevent console errors } function LightDeployableImage::onDeploy(%item, %plyr, %slot) { %className = "StaticShape"; %playerVector = vectorNormalize(-1 * getWord(%plyr.getEyeVector(),1) SPC getWord(%plyr.getEyeVector(),0) SPC "0"); if (vAbs(floorVec(%item.surfaceNrm,100)) $= "0 0 1") %item.surfaceNrm2 = %playerVector; else %item.surfaceNrm2 = vectorNormalize(vectorCross(%item.surfaceNrm,"0 0 -1")); %rot = fullRot(%item.surfaceNrm,%item.surfaceNrm2); %deplObj = new (%className)() { dataBlock = %item.deployed; }; %deplObj.light = new Item() { datablock = DeployedLight @ %plyr.packSet; static = true; }; // set orientation %deplObj.setTransform(%item.surfacePt SPC %rot); adjustLight(%deplObj); // set the recharge rate right away if (%deplObj.getDatablock().rechargeRate) %deplObj.setRechargeRate(%deplObj.getDatablock().rechargeRate); // set team, owner, and handle %deplObj.team = %plyr.client.Team; %deplObj.setOwner(%plyr); %deplObj.light.lightBase = %deplObj; // set the sensor group if it needs one if (%deplObj.getTarget() != -1) setTargetSensorGroup(%deplObj.getTarget(), %plyr.client.team); // place the deployable in the MissionCleanup/Deployables group (AI reasons) addToDeployGroup(%deplObj); //let the AI know as well... AIDeployObject(%plyr.client, %deplObj); // play the deploy sound serverPlay3D(%item.deploySound, %deplObj.getTransform()); // increment the team count for this deployed object $TeamDeployedCount[%plyr.team, %item.item]++; addDSurface(%item.surface,%deplObj); %deplObj.playThread($PowerThread,"Power"); %deplObj.playThread($AmbientThread,"ambient"); // take the deployable off the player's back and out of inventory %plyr.unmountImage(%slot); %plyr.decInventory(%item.item, 1); return %deplObj; } function DeployedLightBase::onDestroyed(%this,%obj,%prevState) { if (%obj.isRemoved) return; %obj.isRemoved = true; Parent::onDestroyed(%this,%obj,%prevState); $TeamDeployedCount[%obj.team, LightDeployable]--; remDSurface(%obj); %obj.schedule(500, "delete"); if (isObject(%obj.light)) %obj.light.schedule(500, "delete"); } function DeployedLightBase::disassemble(%data,%plyr,%obj) { if (isObject(%obj.light)) %obj.light.delete(); disassemble(%data,%plyr,%obj); } function adjustLight(%obj) { %obj.light.setTransform(vectorAdd(%obj.getPosition(),vectorScale(realVec(%obj,"0 0 1"),1)) SPC %obj.getRotation()); } function LightDeployableImage::onMount(%data, %obj, %node) { %obj.hasLight = true; // set for lightcheck %obj.packSet = 0; } function LightDeployableImage::onUnmount(%data, %obj, %node) { %obj.hasLight = ""; %obj.packSet = 0; }