//--------------------------------------------------------- // Deployable wall, Code by Parousia //--------------------------------------------------------- datablock StaticShapeData(DeployedwWall) : StaticShapeDamageProfile { className = "wwall"; shapeFile = "smiscf.dts"; maxDamage = 0.5; destroyedLevel = 0.5; disabledLevel = 0.3; isShielded = true; energyPerDamagePoint = 240; maxEnergy = 50; rechargeRate = 0.25; explosion = HandGrenadeExplosion; expDmgRadius = 3.0; expDamage = 0.1; expImpulse = 200.0; dynamicType = $TypeMasks::StaticShapeObjectType; deployedObject = true; cmdCategory = "DSupport"; cmdIcon = CMDSensorIcon; cmdMiniIconName = "commander/MiniIcons/com_deploymotionsensor"; targetNameTag = 'Light Walk Way'; deployAmbientThread = true; debrisShapeName = "debris_generic_small.dts"; debris = DeployableDebris; heatSignature = 0; needsPower = true; }; datablock ShapeBaseImageData(wWallDeployableImage) { mass = 1; emap = true; shapeFile = "stackable1s.dts"; item = wwallDeployable; mountPoint = 1; offset = "0 0 0"; deployed = DeployedwWall; 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; maxDeployDis = 50.0; }; datablock ItemData(wwallDeployable) { className = Pack; catagory = "Deployables"; shapeFile = "stackable1s.dts"; mass = 1; elasticity = 0.2; friction = 0.6; pickupRadius = 1; rotate = true; image = "wWallDeployableImage"; pickUpName = "a light walkway pack"; heatSignature = 0; emap = true; }; function wWallDeployableImage::testObjectTooClose(%item) { return ""; } function wWallDeployableImage::testNoTerrainFound(%item) { // don't check this for non-Landspike turret deployables } function wwallDeployable::onPickup(%this, %obj, %shape, %amount) { // created to prevent console errors } function wWallDeployableImage::onDeploy(%item, %plyr, %slot) { //Object %className = "StaticShape"; %grounded = 0; if (%item.surface.getClassName() $= TerrainBlock) %grounded = 1; %playerVector = vectorNormalize(-1 * getWord(%plyr.getEyeVector(),1) SPC getWord(%plyr.getEyeVector(),0) SPC "0"); %rot = intRot("1 0 0 0",%playerVector); %scale ="5 5 0.5"; if ($Host::ExpertMode == 1) { if (%plyr.expertSet == 2) %scale = getWord(%scale,0) * 2 SPC getWords(%scale,1,2); if (%plyr.expertSet == 3) %scale = getWord(%scale,0) SPC getWord(%scale,1) * 2 SPC getWord(%scale,2); } %surfaceAdjust = 1; // Do we link with another shape? if (%item.surface.getClassName() $= "StaticShape") { %surfaceAdjust = 0; // [[Most]] Get the relative x y location from the "pure" informtation. %link = sidelink(%item.surface,%item.surfaceNrm,%item.surfacePt,%scale,"0 0 -0.5"); %location = getWords(%link,0,2); %side = getWords(%link,3,5); %dirside = getWords(%link,6,8); // [[Most]] Set the rotation to match the surfaceNrm and match the side. // The power of the full rotation system.. ;) %rot = fullRot(%item.surfaceNrm,%dirside); // [[Most]] Adjust the location to match the scale. %adjust = vectorScale(%item.surfaceNrm,getWord(%scale,2)); %item.surfacePt = vectorSub(%location, %adjust); } // If we do not link with another shape if(%surfaceAdjust) { %item.surfacePt = vectorSub(%item.surfacePt,"0 0" SPC getWord(%scale,2) - 1); // Rise 1 meter above surface } %scale = vectorMultiply(%scale,1/4 SPC 1/3 SPC 2); %deplObj = new (%className)() { dataBlock = %item.deployed; scale = %scale; }; %deplObj.setTransform(%item.surfacePt SPC %rot); %axis = vectorCross(virvec(%item.surface,%item.surfaceNrm),virvec(%item.surface,%side)); %axis = vectorScale(%axis,-1); %vec1 = vectorScale(virvec(%item.surface,%side),0.5); %vec2 = vectorAdd(vectorScale(virvec(%item.surface,%item.surfaceNrm),-0.5),"0 0 -0.5"); deployEffect(%deplObj,%location,%side,"walk"); %angle = getWord($packSetting["walk",%plyr.packSet],0)/180*$Pi; %deplObj.setTransform(remoterotate(%deplObj,%axis SPC %angle,%item.surface,vectorAdd(%vec2,%vec1))); if ($Host::ExpertMode == 1 && %plyr.expertSet == 1) { %v = getRandom()*0.02 SPC getRandom()*0.02 SPC getRandom()*0.02; %deplObj.setTransform(vectorAdd(pos(%deplObj),%v) SPC rot(%deplObj)); } //////////////////////////Apply settings////////////////////////////// // [[Location]]: // exact: // misc info addDSurface(%item.surface,%deplObj); // [[Settings]]: %deplObj.grounded = %grounded; %deplObj.needsFit = 1; // [[Normal Stuff]]: // if(%deplObj.getDatablock().rechargeRate) // %deplObj.setRechargeRate(%deplObj.getDatablock().rechargeRate); // set team, owner, and handle %deplObj.team = %plyr.client.team; %deplObj.setOwner(%plyr); // set power frequency %deplObj.powerFreq = %plyr.powerFreq; // 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]++; %deplObj.deploy(); // Power object checkPowerObject(%deplObj); return %deplObj; } function DeployedwWall::onDestroyed(%this, %obj, %prevState) { if (%obj.isRemoved) return; %obj.isRemoved = true; Parent::onDestroyed(%this, %obj, %prevState); $TeamDeployedCount[%obj.team, wwallDeployable]--; remDSurface(%obj); %obj.schedule(500, "delete"); cascade(%obj); fireBallExplode(%obj,1); } function wWallDeployableImage::onMount(%data, %obj, %node) { %obj.hasWalk = true; // set for wwallcheck %obj.packSet = 0; displayPowerFreq(%obj); } function wWallDeployableImage::onUnmount(%data, %obj, %node) { %obj.packSet = 0; %obj.hasWalk = ""; }