construction-mod/scripts/vehicles/vehicle_artillery.cs
2025-06-05 12:37:16 +02:00

781 lines
22 KiB
C#

//**************************************************************
// Long Range Artillery
//**************************************************************
//**************************************************************
// SOUNDS
//**************************************************************
datablock AudioProfile(ArtillerySkid)
{
filename = "fx/vehicles/tank_skid.wav";
description = ClosestLooping3d;
preload = true;
};
datablock AudioProfile(ArtilleryEngineSound)
{
filename = "fx/vehicles/tank_engine.wav";
description = AudioDefaultLooping3d;
preload = true;
};
datablock AudioProfile(ArtilleryThrustSound)
{
filename = "fx/vehicles/tank_boost.wav";
description = AudioDefaultLooping3d;
preload = true;
};
datablock AudioProfile(ArtilleryChaingunFireSound)
{
filename = "fx/vehicles/tank_chaingun.wav";
description = AudioDefaultLooping3d;
preload = true;
};
datablock AudioProfile(ArtilleryChaingunReloadSound)
{
filename = "fx/weapons/chaingun_dryfire.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(TankChaingunProjectile)
{
filename = "fx/weapons/chaingun_projectile.wav";
description = ProjectileLooping3d;
preload = true;
};
datablock AudioProfile(ArtilleryTurretActivateSound)
{
filename = "fx/vehicles/tank_activate.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ArtilleryChaingunDryFireSound)
{
filename = "fx/weapons/chaingun_dryfire.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ArtilleryChaingunIdleSound)
{
filename = "fx/misc/diagnostic_on.wav";
description = ClosestLooping3d;
preload = true;
};
datablock AudioProfile(ArtilleryMortarDryFireSound)
{
filename = "fx/weapons/mortar_dryfire.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ArtilleryMortarFireSound)
{
filename = "fx/vehicles/tank_mortar_fire.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ArtilleryMortarReloadSound)
{
filename = "fx/weapons/mortar_reload.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(ArtilleryMortarIdleSound)
{
filename = "fx/misc/diagnostic_on.wav";
description = ClosestLooping3d;
preload = true;
};
//**************************************************************
// LIGHTS
//**************************************************************
datablock RunningLightData(TankLight1)
{
radius = 1.5;
color = "1.0 1.0 1.0 0.2";
nodeName = "Headlight_node01";
direction = "0.0 1.0 0.0";
texture = "special/headlight4";
};
datablock RunningLightData(TankLight2)
{
radius = 1.5;
color = "1.0 1.0 1.0 0.2";
nodeName = "Headlight_node02";
direction = "0.0 1.0 0.0";
texture = "special/headlight4";
};
datablock RunningLightData(TankLight3)
{
radius = 1.5;
color = "1.0 1.0 1.0 0.2";
nodeName = "Headlight_node03";
direction = "0.0 1.0 0.0";
texture = "special/headlight4";
};
datablock RunningLightData(TankLight4)
{
radius = 1.5;
color = "1.0 1.0 1.0 0.2";
nodeName = "Headlight_node04";
direction = "0.0 1.0 0.0";
texture = "special/headlight4";
};
//**************************************************************
// VEHICLE CHARACTERISTICS
//**************************************************************
datablock HoverVehicleData(Artillery) : TankDamageProfile
{
spawnOffset = "0 0 4";
floatingGravMag = 4.5;
catagory = "Vehicles";
shapeFile = "vehicle_grav_tank.dts";
multipassenger = true;
computeCRC = true;
renderWhenDestroyed = false;
weaponNode = 1;
debrisShapeName = "vehicle_land_assault_debris.dts";
debris = ShapeDebris;
drag = 0.0;
density = 0.9;
mountPose[0] = sitting;
mountPose[1] = sitting;
numMountPoints = 2;
isProtectedMountPoint[0] = true;
isProtectedMountPoint[1] = true;
cameraMaxDist = 20;
cameraOffset = 3;
cameraLag = 1.5;
explosion = LargeGroundVehicleExplosion2;
explosionDamage = 0.5;
explosionRadius = 5.0;
maxSteeringAngle = 0.5; // 20 deg.
maxDamage = 1.575;
destroyedLevel = 1.575;
isShielded = true;
rechargeRate = 1.0;
energyPerDamagePoint = 300;
maxEnergy = 400;
minJetEnergy = 15;
jetEnergyDrain = 2.0;
// Rigid Body
mass = 4000;
bodyFriction = 0.8;
bodyRestitution = 0.5;
minRollSpeed = 3;
gyroForce = 400;
gyroDamping = 0.3;
stabilizerForce = 20;
minDrag = 10;
softImpactSpeed = 15; // Play SoftImpact Sound
hardImpactSpeed = 18; // Play HardImpact Sound
// Ground Impact Damage (uses DamageType::Ground)
minImpactSpeed = 17;
speedDamageScale = 0.060;
// Object Impact Damage (uses DamageType::Impact)
collDamageThresholdVel = 18;
collDamageMultiplier = 0.045;
dragForce = 40 / 20;
vertFactor = 0.0;
floatingThrustFactor = 0.15;
mainThrustForce = 50;
reverseThrustForce = 40;
strafeThrustForce = 40;
turboFactor = 1.7;
brakingForce = 25;
brakingActivationSpeed = 4;
stabLenMin = 3.25;
stabLenMax = 4;
stabSpringConstant = 50;
stabDampingConstant = 20;
gyroDrag = 20;
normalForce = 20;
restorativeForce = 10;
steeringForce = 15;
rollForce = 5;
pitchForce = 3;
dustEmitter = TankDustEmitter;
triggerDustHeight = 3.5;
dustHeight = 1.0;
dustTrailEmitter = TireEmitter;
dustTrailOffset = "0.0 -1.0 0.5";
triggerTrailHeight = 3.6;
dustTrailFreqMod = 15.0;
jetSound = ArtilleryThrustSound;
engineSound = ArtilleryEngineSound;
floatSound = ArtillerySkid;
softImpactSound = GravSoftImpactSound;
hardImpactSound = HardImpactSound;
wheelImpactSound = WheelImpactSound;
forwardJetEmitter = TankJetEmitter;
//
softSplashSoundVelocity = 5.0;
mediumSplashSoundVelocity = 10.0;
hardSplashSoundVelocity = 15.0;
exitSplashSoundVelocity = 10.0;
exitingWater = VehicleExitWaterMediumSound;
impactWaterEasy = VehicleImpactWaterSoftSound;
impactWaterMedium = VehicleImpactWaterMediumSound;
impactWaterHard = VehicleImpactWaterMediumSound;
waterWakeSound = VehicleWakeMediumSplashSound;
minMountDist = 4;
damageEmitter[0] = SmallLightDamageSmoke;
damageEmitter[1] = SmallHeavyDamageSmoke;
damageEmitter[2] = DamageBubbles;
damageEmitterOffset[0] = "0.0 -1.5 3.5 ";
damageLevelTolerance[0] = 0.3;
damageLevelTolerance[1] = 0.7;
numDmgEmitterAreas = 1;
splashEmitter[0] = VehicleFoamDropletsEmitter;
splashEmitter[1] = VehicleFoamEmitter;
shieldImpact = VehicleShieldImpact;
cmdCategory = "Tactical";
cmdIcon = CMDGroundTankIcon;
cmdMiniIconName = "commander/MiniIcons/com_tank_grey";
targetNameTag = 'Beowulf';
targetTypeTag = 'Long Range Artillery';
sensorData = VehiclePulseSensor;
checkRadius = 5.5535;
observeParameters = "1 10 10";
runningLight[0] = TankLight1;
runningLight[1] = TankLight2;
runningLight[2] = TankLight3;
runningLight[3] = TankLight4;
shieldEffectScale = "0.9 1.0 0.6";
showPilotInfo = 1;
};
//**************************************************************
// WEAPONS
//**************************************************************
//-------------------------------------
// Artillery CHAINGUN (projectile)
//-------------------------------------
datablock TracerProjectileData(ArtilleryChaingunBullet)
{
doDynamicClientHits = true;
projectileShapeName = "";
directDamage = 0.16;
directDamageType = $DamageType::TankChaingun;
hasDamageRadius = false;
splash = ChaingunSplash;
kickbackstrength = 0.0;
sound = TankChaingunProjectile;
dryVelocity = 425.0;
wetVelocity = 100.0;
velInheritFactor = 1.0;
fizzleTimeMS = 3000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = false;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 3000;
tracerLength = 15.0;
tracerAlpha = false;
tracerMinPixels = 6;
tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
tracerTex[0] = "special/tracer00";
tracerTex[1] = "special/tracercross";
tracerWidth = 0.10;
crossSize = 0.20;
crossViewAng = 0.990;
renderCross = true;
decalData[0] = ChaingunDecal1;
decalData[1] = ChaingunDecal2;
decalData[2] = ChaingunDecal3;
decalData[3] = ChaingunDecal4;
decalData[4] = ChaingunDecal5;
decalData[5] = ChaingunDecal6;
activateDelayMS = 100;
explosion = ChaingunExplosion;
};
//-------------------------------------
// Artillery CHAINGUN CHARACTERISTICS
//-------------------------------------
datablock TurretData(ArtilleryPlasmaTurret) : TurretDamageProfile
{
className = VehicleTurret;
catagory = "Turrets";
shapeFile = "Turret_tank_base.dts";
preload = true;
mass = 1.0; // Not really relevant
maxEnergy = 1;
maxDamage = Artillery.maxDamage;
destroyedLevel = Artillery.destroyedLevel;
repairRate = 0;
// capacitor
maxCapacitorEnergy = 250;
capacitorRechargeRate = 1.0;
thetaMin = 0;
thetaMax = 100;
inheritEnergyFromMount = true;
firstPersonOnly = true;
useEyePoint = true;
numWeapons = 1;
cameraDefaultFov = 90.0;
cameraMinFov = 5.0;
cameraMaxFov = 120.0;
targetNameTag = 'Artillery Chaingun';
targetTypeTag = 'Turret';
};
datablock TurretImageData(ArtilleryTurretParam)
{
mountPoint = 2;
shapeFile = "turret_muzzlepoint.dts";
projectile = ArtilleryChaingunBullet;
projectileType = TracerProjectile;
useCapacitor = true;
usesEnergy = true;
// Turret parameters
activationMS = 10;
deactivateDelayMS = 15;
thinkTimeMS = 20;
degPerSecTheta = 500;
degPerSecPhi = 500;
attackRadius = 750;
};
datablock TurretImageData(ArtilleryPlasmaTurretBarrel)
{
shapeFile = "turret_tank_barrelchain.dts";
mountPoint = 1;
projectile = ArtilleryChaingunBullet;
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 = 3.75;
minEnergy = 15.0;
// Turret parameters
activationMS = 400;
deactivateDelayMS = 50;
thinkTimeMS = 20;
degPerSecTheta = 360;
degPerSecPhi = 360;
attackRadius = 750;
// State transitions
stateName[0] = "Activate";
stateTransitionOnNotLoaded[0] = "Dead";
stateTransitionOnLoaded[0] = "ActivateReady";
stateSound[0] = ArtilleryTurretActivateSound;
stateName[1] = "ActivateReady";
stateSequence[1] = "Activate";
stateSound[1] = ArtilleryTurretActivateSound;
stateTimeoutValue[1] = 0.1;
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] = ArtilleryChaingunFireSound;
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] = 0.1;
stateTransitionOnTimeout[5] = "ActivateReady";
stateName[6] = "Dead";
stateTransitionOnLoaded[6] = "ActivateReady";
stateTransitionOnTriggerDown[6] = "DryFire";
stateName[7] = "DryFire";
stateSound[7] = ArtilleryChaingunDryFireSound;
stateTimeoutValue[7] = 0.1;
stateTransitionOnTimeout[7] = "NoAmmo";
stateName[8] = "NoAmmo";
stateTransitionOnAmmo[8] = "Reload";
stateSequence[8] = "NoAmmo";
stateTransitionOnTriggerDown[8] = "DryFire";
};
datablock TurretImageData(ArtilleryPlasmaTurretBarrel2) : ArtilleryPlasmaTurretBarrel
{
mountPoint = 0;
};
datablock ShapeBaseImageData(ArtilleryCannonTurret)
{
className = WeaponImage;
shapeFile = "turret_tank_barrelmortar.dts";
mountPoint = 3;
offset = "2 -2.5 1.5";
rotation = "-1 0 0 80";
activationMS = 100;
deactivateDelayMS = 150;
thinkTimeMS = 20;
degPerSecTheta = 500;
degPerSecPhi = 500;
attackRadius = 500;
};
datablock ShapeBaseImageData(ArtilleryCannonTurret2)
{
className = WeaponImage;
shapeFile = "turret_tank_barrelmortar.dts";
mountPoint = 3;
offset = "-2 -2.5 1.5";
rotation = "-1 0 0 80";
activationMS = 100;
deactivateDelayMS = 150;
thinkTimeMS = 20;
degPerSecTheta = 500;
degPerSecPhi = 500;
attackRadius = 500;
};
function Artillery::onAdd(%this, %obj)
{
Parent::onAdd(%this, %obj);
%turret = TurretData::create(ArtilleryPlasmaTurret);
%turret.selectedWeapon = 1;
MissionCleanup.add(%turret);
%turret.team = %obj.teamBought;
%turret.setSelfPowered();
%obj.mountObject(%turret, 10);
%turret.setCapacitorRechargeRate( %turret.getDataBlock().capacitorRechargeRate );
%obj.turretObject = %turret;
%turret.setAutoFire(false);
%turret.mountImage(ArtilleryPlasmaTurretBarrel, 2);
%turret.mountImage(ArtilleryPlasmaTurretBarrel2, 4);
%turret.mountImage(AssaultTurretParam, 0);
%obj.schedule(6000, "playThread", $ActivateThread, "activate");
setTargetSensorGroup(%turret.getTarget(), %turret.team);
setTargetNeverVisMask(%turret.getTarget(), 0xffffffff);
%obj.mountImage(ArtilleryCannonTurret, 3);
%obj.mountImage(ArtilleryCannonTurret2, 4);
schedule(6100, 0, "ArtilleryLookForTarget", %obj);
}
function Artillery::deleteAllMounted(%data, %obj)
{
%turret = %obj.getMountNodeObject(10);
if (%turret)
{
if(%client = %turret.getControllingClient())
{
%client.player.setControlObject(%client.player);
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
%client.player.mountVehicle = false;
}
%turret.delete();
}
%turret = %obj.getMountNodeObject(10);
if(%turret)
%turret.delete();
}
function Artillery::playerMounted(%data, %obj, %player, %node)
{
if(%node == 0)
commandToClient(%player.client, 'setHudMode', 'Pilot', "Assault", %node);
else if(%node == 1)
{
%turret = %obj.getMountNodeObject(10);
%player.vehicleTurret = %turret;
%player.setTransform("0 0 0 0 0 1 0");
%player.lastWeapon = %player.getMountedImage($WeaponSlot);
%player.unmountImage($WeaponSlot);
if(!%player.client.isAIControlled())
{
%player.setControlObject(%turret);
%player.client.setObjectActiveImage(%turret, 2);
}
%turret.turreteer = %player;
$aWeaponActive = 0;
commandToClient(%player.client,'SetWeaponryVehicleKeys', true);
%obj.getMountNodeObject(10).selectedWeapon = 1;
commandToClient(%player.client, 'setHudMode', 'Pilot', "Assault", %node);
}
if( %player.client.observeCount > 0 )
resetObserveFollow( %player.client, false );
%passString = buildPassengerString(%obj);
for(%i = 0; %i < %data.numMountPoints; %i++)
if(%obj.getMountNodeObject(%i) > 0)
commandToClient(%obj.getMountNodeObject(%i).client, 'checkPassengers', %passString);
}
function ArtilleryPlasmaTurret::onDamage(%data, %obj)
{
%newDamageVal = %obj.getDamageLevel();
if(%obj.lastDamageVal !$= "")
if(isObject(%obj.getObjectMount()) && %obj.lastDamageVal > %newDamageVal)
%obj.getObjectMount().setDamageLevel(%newDamageVal);
%obj.lastDamageVal = %newDamageVal;
}
function ArtilleryPlasmaTurret::damageObject(%this, %targetObject, %sourceObject, %position, %amount, %damageType ,%vec, %client, %projectile)
{
%vehicle = %targetObject.getObjectMount();
if(%vehicle)
%vehicle.getDataBlock().damageObject(%vehicle, %sourceObject, %position, %amount, %damageType, %vec, %client, %projectile);
}
function ArtilleryPlasmaTurret::onTrigger(%data, %obj, %trigger, %state)
{
switch (%trigger)
{
case 0:
%obj.fireTrigger = %state;
if(%state)
{
%obj.setImageTrigger(2, true);
%obj.setImageTrigger(4, true);
}
else
{
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(4, false);
}
case 2:
if(%state)
%obj.getDataBlock().playerDismount(%obj);
}
}
function ArtilleryPlasmaTurret::playerDismount(%data, %obj)
{
%obj.fireTrigger = 0;
%obj.setImageTrigger(2, false);
%obj.setImageTrigger(4, false);
%client = %obj.getControllingClient();
%client.player.mountImage(%client.player.lastWeapon, $WeaponSlot);
%client.player.mountVehicle = false;
setTargetSensorGroup(%obj.getTarget(), 0);
setTargetNeverVisMask(%obj.getTarget(), 0xffffffff);
}
function ArtilleryCannonTurret::onMount(%this, %obj, %slot)
{
}
function ArtilleryCannonTurret::onUnmount(%this, %obj, %slot)
{
}
function ArtilleryCannonTurret2::onMount(%this, %obj, %slot)
{
}
function ArtilleryCannonTurret2::onUnmount(%this, %obj, %slot)
{
}
function ArtilleryLookForTarget(%obj)
{
if (isObject(%obj))
{
if (%obj.lastcannon == 3)
%obj.lastcannon = 4;
else
%obj.lastcannon = 3;
%pos = %obj.getMuzzlePoint(%obj.lastcannon);
%vec = %obj.getMuzzleVector(%obj.lastcannon);
%count = ClientGroup.getCount();
%mainDist = 1760;
%targetPos = "";
%damageMasks = $TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType |
$TypeMasks::StationObjectType | $TypeMasks::GeneratorObjectType |
$TypeMasks::SensorObjectType | $TypeMasks::TurretObjectType |
$TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType;
for (%i=0;%i<%count;%i++)
{
%obj2 = ClientGroup.getObject(%i);
%player = %obj2.player;
if (%player)
{
if ((%player.team == %obj.team) && (%player.posLaze))
{
%muzzlePos = %player.getMuzzlePoint($WeaponSlot);
%muzzleVec = %player.getMuzzleVector($WeaponSlot);
%endPos = VectorAdd(%muzzlePos, VectorScale(%muzzleVec, 1000));
%hit = ContainerRayCast(%muzzlePos, %endPos, %damageMasks, %player);
if (%hit)
%pos2 = getWords(%hit, 1, 3);
%dist = VectorDist(%pos, %pos2);
if ((%dist > 2) && (%dist < 7500) && (%dist < %mainDist))
{
%targetPos = %pos2;
%mainDist = %dist;
}
}
}
}
if (%targetPos)
{
%p = new GrenadeProjectile() {
dataBlock = ArtilleryShot;
initialDirection = %vec;
initialPosition = %pos;
sourceObject = %obj.lastpilot;
sourceSlot = %obj.lastcannon;
vehicleObject = %obj;
};
MissionCleanup.add(%p);
schedule(200, 0, ArtilleryShotDrop, %p, %pos, %targetPos);
}
schedule (50, 0, ArtilleryLookForTarget, %obj);
}
}
function ArtilleryShotDrop(%b, %pos, %pos2)
{
if (isObject(%b))
{
%dist = VectorDist(%pos, %pos2);
%accuracy = %dist / 100;
%b.schedule(50, "delete");
%pos3 = VectorAdd(%pos2, "0 0 500");
%vec = "0 0 -1";
%x = (getRandom() - 0.5) * 2 * 3.1415926 * %accuracy / 10000;
%y = (getRandom() - 0.5) * 2 * 3.1415926 * %accuracy / 10000;
%z = (getRandom() - 0.5) * 2 * 3.1415926 * %accuracy / 10000;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%vec = MatrixMulVector(%mat, %vec);
%p = new GrenadeProjectile() {
dataBlock = ArtilleryShot;
initialDirection = %vec;
initialPosition = %pos3;
sourceObject = %b.sourceObject;
sourceSlot = %b.sourceSlot;
vehicleObject = %b.vehicleObject;
};
MissionCleanup.add(%p);
}
}
datablock GrenadeProjectileData(ArtilleryShot)
{
projectileShapeName = "mortar_projectile.dts";
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 1.0;
damageRadius = 25.0;
radiusDamageType = $DamageType::Mortar;
kickBackStrength = 2500;
scale = "2 2 2";
explosion = "MortarExplosion";
underwaterExplosion = "UnderwaterMortarExplosion";
velInheritFactor = 0.5;
splash = MortarSplash;
depthTolerance = 10.0; // depth at which it uses underwater explosion
baseEmitter = MortarSmokeEmitter;
bubbleEmitter = MortarBubbleEmitter;
grenadeElasticity = 0.15;
grenadeFriction = 0.4;
armingDelayMS = 10;
muzzleVelocity = 300;
drag = 0.01;
sound = MortarProjectileSound;
hasLight = true;
lightRadius = 4;
lightColor = "0.05 0.2 0.05";
hasLightUnderwaterColor = true;
underWaterLightColor = "0.05 0.075 0.2";
};