//-------------------------------------------------------------------------- // Large Pulse Sensor //-------------------------------------------------------------------------- datablock ShapeBaseImageData(LargeSensorDeployableImage) { mass = 1; emap = true; shapeFile = "stackable1s.dts"; item = LargeSensorDeployable; mountPoint = 1; offset = "0 0 0"; deployed = SensorLargePulse; heatSignature = 0; stateName[0] = "Idle"; stateTransitionOnTriggerDown[0] = "Activate"; stateName[1] = "Activate"; stateScript[1] = "onActivate"; stateTransitionOnTriggerUp[1] = "Idle"; isLarge = true; maxDepSlope = 360; deploySound = ItemPickupSound; minDeployDis = 0.5; maxDeployDis = 5.0; }; datablock ItemData(LargeSensorDeployable) { className = Pack; catagory = "Deployables"; shapeFile = "stackable1s.dts"; mass = 1; elasticity = 0.2; friction = 0.6; pickupRadius = 1; rotate = true; image = "LargeSensorDeployableImage"; joint = "4.5 4.5 4.5"; pickUpName = "a large pulse sensor pack"; heatSignature = 0; emap = true; }; function LargeSensorDeployable::onPickup(%this, %obj, %shape, %amount) { // created to prevent console errors } function LargeSensorDeployableImage::testNoTerrainFound(%item) { // don't check this for non-Landspike turret deployables } function LargeSensorDeployableImage::onDeploy(%item, %plyr, %slot) { %className = "StaticShape"; %playerVector = vectorNormalize(getWord(%plyr.getEyeVector(),1) SPC -1 * getWord(%plyr.getEyeVector(),0) SPC "0"); %item.surfaceNrm2 = %playerVector; 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 = SensorLargePulse; deployed = true; }; // set orientation %deplObj.setTransform(%item.surfacePt SPC %rot); // set team, owner, and handle %deplObj.team = %plyr.client.Team; %deplObj.setOwner(%plyr); // set power frequency %deplObj.powerFreq = %plyr.powerFreq; // setTargetName(%deplObj.target,addTaggedString("Frequency" SPC %deplObj.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 $TeamDeployedCount[%plyr.team, %item.item]++; addDSurface(%item.surface,%deplObj); // %deplObj.playThread($PowerThread,"Power"); // take the deployable off the player's back and out of inventory %plyr.unmountImage(%slot); %plyr.decInventory(%item.item, 1); // Power object checkPowerObject(%deplObj); return %deplObj; } function SensorLargePulse::onDestroyed(%data,%obj,%prevState) { if (%obj.isRemoved) return; if (%obj.deployed) { %obj.isRemoved = true; $TeamDeployedCount[%obj.team,LargeSensorDeployable]--; remDSurface(%obj); %obj.schedule(500,"delete"); } Parent::onDestroyed(%data,%obj,%prevState); } function LargeSensorDeployableImage::onMount(%data, %obj, %node) { displayPowerFreq(%obj); }