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

532 lines
16 KiB
C#

///Using new weapon mode switching logic :D :D
$WeaponSettings1[TractorGunImage] = "7 -1 TractorGun:[Power]";
$WeaponSetting1[TractorGunImage,0] = "Grapling Power 1";
$WeaponSetting1[TractorGunImage,1] = "Grapling Power 2";
$WeaponSetting1[TractorGunImage,2] = "Grapling Power 3";
$WeaponSetting1[TractorGunImage,3] = "Grapling Power 4";
$WeaponSetting1[TractorGunImage,4] = "Grapling Power 5";
$WeaponSetting1[TractorGunImage,5] = "Grapling Power 10";
$WeaponSetting1[TractorGunImage,6] = "Grapling Power 125";
$WeaponSetting1[TractorGunImage,7] = "Grapling Power 256";
$WeaponSettings2[TractorGunImage] = "5 -1 TractorGun:[Direction]";
$WeaponSetting2[TractorGunImage,0] = "Pull target";
$WeaponSetting2[TractorGunImage,1] = "Push target";
$WeaponSetting2[TractorGunImage,2] = "Keep target at 10 meters distance";
$WeaponSetting2[TractorGunImage,3] = "Pull user";
$WeaponSetting2[TractorGunImage,4] = "Push user";
$WeaponSetting2[TractorGunImage,5] = "Keep user at 10 meters distance";
datablock ItemData(TractorGun)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_elf.dts";
image = TractorGunImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "an Tractor gun";
computeCRC = true;
emap = true;
};
///////////////////////////////////////////////////
////////////////Tractor Beam///////////////////////
///////////////////////////////////////////////////
datablock ELFProjectileData(TractorBeam)
{
beamRange = 150;
numControlPoints = 8;
restorativeFactor = 3.75;
dragFactor = 4.5;
endFactor = 2.25;
randForceFactor = 2;
randForceTime = 0.125;
drainEnergy = 0.0;
drainHealth = 0.0;
directDamageType = $DamageType::ELF;
mainBeamWidth = 0.1; // width of blue wave beam
mainBeamSpeed = 9.0; // speed that the beam travels forward
mainBeamRepeat = 0.25; // number of times the texture repeats
lightningWidth = 0.5;
lightningDist = 0.5; // distance of lightning from main beam
fireSound = ElfGunFireSound;
wetFireSound = ElfFireWetSound;
textures[0] = "special/Sniper";
textures[1] = "special/FlareSpark";
textures[2] = "special/Redflare";
emitter = FlareEmitter;
};
datablock ShapeBaseImageData(TractorGunImage)
{
className = WeaponImage;
shapeFile = "weapon_elf.dts";
item = TractorGun;
offset = "0 0 0";
projectile = TractorBeam;
projectileType = ELFProjectile;
deleteLastProjectile = true;
emap = true;
usesEnergy = true;
minEnergy = 3;
stateName[0] = "Activate";
stateSequence[0] = "Activate";
stateSound[0] = ELFGunSwitchSound;
stateTimeoutValue[0] = 0.5;
stateTransitionOnTimeout[0] = "ActivateReady";
stateName[1] = "ActivateReady";
stateTransitionOnAmmo[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire";
stateEnergyDrain[3] = 5;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateTransitionOnTriggerUp[3] = "Deconstruction";
stateTransitionOnNoAmmo[3] = "Deconstruction";
//stateSound[3] = ElfFireWetSound;
stateName[4] = "NoAmmo";
stateTransitionOnAmmo[4] = "Ready";
stateName[5] = "Deconstruction";
stateScript[5] = "deconstruct";
stateTransitionOnTimeout[5] = "Ready";
stateTransitionOnNoAmmo[6] = "NoAmmo";
stateName[6] = "DryFire";
stateSound[6] = ElfFireWetSound;
stateTimeoutValue[6] = 0.5;
stateTransitionOnTimeout[6] = "Ready";
stateName[7] = "CheckWet";
stateTransitionOnWet[7] = "DryFire";
stateTransitionOnNotWet[7] = "Fire";
};
datablock TurretImageData(TractorTurretBarrel)
{
shapeFile = "turret_Elf_large.dts";//"weapon_elf.dts";//
item = ELFGun;
projectile = TractorBeam;
projectileType = ELFProjectile;
deleteLastProjectile = true;
emap = true;
UsesEnergy = true;
minEnergy = 0.1;
fireEnergy = 0.1;
rotation = "0 1 0 90";
offset = "0 -0.5 0";
yawVariance = 30.0; // these will smooth out the elf tracking code.
pitchVariance = 30.0; // more or less just tolerances
// Turret parameters
activationMS = 500;
deactivateDelayMS = 100;
thinkTimeMS = 100;
degPerSecTheta = 580;
degPerSecPhi = 960;
attackRadius = 500;
yawVariance = 60.0; // these will smooth out the elf tracking code.
pitchVariance = 60.0; // more or less just tolerances
// State transiltions
stateName[0] = "Activate";
stateTransitionOnNotLoaded[0] = "Dead";
stateTransitionOnLoaded[0] = "ActivateReady";
stateName[1] = "ActivateReady";
stateSequence[1] = "Activate";
stateSound[1] = EBLSwitchSound;
stateTimeoutValue[1] = 1;
stateTransitionOnTimeout[1] = "Ready";
stateTransitionOnNotLoaded[1] = "Deactivate";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNotLoaded[2] = "Deactivate";
stateTransitionOnTriggerDown[2] = "Fire";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateName[3] = "Fire";
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateSound[3] = EBLFireSound;
stateScript[3] = "onFire";
stateTransitionOnTriggerUp[3] = "Deconstruction";
stateTransitionOnNoAmmo[3] = "Deconstruction";
stateName[4] = "Reload";
stateTimeoutValue[4] = 0.01;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateTransitionOnTimeout[4] = "Ready";
stateTransitionOnNotLoaded[4] = "Deactivate";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateName[5] = "Deactivate";
stateSequence[5] = "Activate";
stateDirection[5] = false;
stateTimeoutValue[5] = 1;
stateTransitionOnLoaded[5] = "ActivateReady";
stateTransitionOnTimeout[5] = "Dead";
stateName[6] = "Dead";
stateTransitionOnLoaded[6] = "ActivateReady";
stateName[7] = "NoAmmo";
stateTransitionOnAmmo[7] = "Reload";
stateSequence[7] = "NoAmmo";
stateName[8] = "Deconstruction";
stateScript[8] = "deconstruct";
stateTransitionOnNoAmmo[8] = "NoAmmo";
stateTransitionOnTimeout[8] = "Reload";
stateTimeoutValue[8] = 0.1;
};
function TractorBeam::zapTarget(%data, %projectile, %target, %targeter)
{
%projectile.checkTractorStatus(%data, %target, %targeter);
}
function TractorTurretBarrel::onFire(%data, %obj, %slot)
{
//if (getSimTime()-%target.swingend > 5000)
%p = Parent::onFire(%data, %obj, %slot);
}
function ELFProjectile::checkTractorStatus(%this, %data, %target, %targeter)
{
%obj = %this.sourceObject;
if((isObject(%target)) && (isObject(%obj)))
{
if(%target.getDamageState() $= "Destroyed")
{
cancel(%this.Tractorrecur);
%this.delete();
%targeter.base.resetorders();
return;
}
%data = %target.getDataBlock();
%data2 = %targeter.getDataBlock();
%pos = %target.getWorldBoxCenter();
%pos2 = %targeter.getWorldBoxCenter();
if (%targeter.IsMtc())
%pos2= VectorAdd(%pos2,"0 0 15");
%vec = VectorSub(%pos2,%pos);
%dist = VectorLen(%vec);
%dir = VectorNormalize(%vec);
%set = %targeter.weaponSet1;
if (%set !$="")
%speed = getWord($WeaponSetting1[TractorGunImage,%targeter.weaponSet1],2);
else
%speed = 5;
%dspeed = Limit((%dist-10)/10,-1,1);
if (%targeter.weaponSet2 == 2 || %targeter.weaponSet2 == 5)
{
%speed = %dspeed*%dspeed*%speed;
%dir = VectorScale(%dir,Lev(%dspeed));
}
if (%targeter.weaponSet2 == 1 || %targeter.weaponSet2 == 4)
%dir = VectorScale(%dir,-1);
//%amount = VectorScale(%dir, Limit((10000/%dist),0,10000));
if (%client = %targeter.client)
%admin = (%client.isAdmin || %client.isSuperAdmin);
%wantuser = (%targeter.weaponSet2 > 2);
%tisplayer = (%target.getType() & $TypeMasks::PlayerObjectType);
%tisgveh = (%target.getType() & $TypeMasks::VehicleObjectType && !%obj.disableMove);
%allowed = ((%target.team != %obj.team) || ($teamDamage || %admin));
if (%allowed && (%tisplayer || %tisgveh) && !%wantuser)
{
if(%obj.getObjectMount() != %target && %this.hasTarget())
{
%limit = (%target.getType() & $TypeMasks::VehicleObjectType);
%size = Limit(3*%data.mass*%speed,0,10000*(1+9*%limit));
%amount = VectorScale(%dir, %size);
%target.applyImpulse(%pos, %amount);
}
}
else
{
if(%obj.getObjectMount() != %target && %this.hasTarget())
{
%size = Limit(3*%data2.mass*%speed,0,10000);
%amount = VectorScale(%dir, %size);
%targeter.applyImpulse(%pos2, VectorScale(%amount,-1));
}
}
%this.TractorRecur = %this.schedule(70, checkTractorStatus, %data, %target, %targeter);
}
}
/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////SwarmDisc////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
datablock SeekerProjectileData(SeekingDisc)
{
projectileShapeName = "disc.dts";
emitterDelay = -1;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 0.10;
damageRadius = 7.5;
radiusDamageType = $DamageType::Disc;
kickBackStrength = 1750;
sound = discProjectileSound;
explosion = "DiscExplosion";
underwaterExplosion = "UnderwaterDiscExplosion";
splash = DiscSplash;
velInheritFactor = 0.5;
fizzleTimeMS = 50000;
lifetimeMS = 50000;
explodeOnDeath = true;
reflectOnWaterImpactAngle = 15.0;
explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = 5000;
baseEmitter = HumanArmorJetEmitter;
delayEmitter = HumanArmorJetEmitter;
exhaustEmitter = DiscMistEmitter;
exhaustTimeMs = 300;
exhaustNodeName = "muzzlePoint1";
muzzleVelocity = 10.0;
maxVelocity = 30.0;
turningSpeed = 110.0;
acceleration = 5;
proximityRadius = 0;
terrainAvoidanceSpeed = 180;
terrainScanAhead = 25;
terrainHeightFail = 12;
terrainAvoidanceRadius = 100;
activateDelayMS = 200;
hasLight = true;
lightRadius = 6.0;
lightColor = "0.175 0.175 0.5";
};
datablock TurretImageData(SwarmDiscTurretBarrel)
{
shapeFile = "turret_AA_large.dts";//weapon_missile.dts";
item = MissileLauncher;
//ammo = MissileLauncherAmmo;
armThread = lookms;
emap = true;
projectile= SeekingDisc;
projectileType= SeekerProjectile;
isSeeker = true;
seekRadius = 900;
maxSeekAngle = 90;
seekTime = 5.0;
minSeekHeat = 0.0; // the heat that must be present on a target to lock it.
yawVariance = 30.0; // these will smooth out the elf tracking code.
pitchVariance = 30.0; // more or less just tolerances
usesEnergy = true;
fireEnergy = 5;
minEnergy = 5;
projectileSpread = 0.01;
offset = "0.7 -0.04 -0.45";
rotation = "0 1 0 -90";
// only target objects outside this range
minTargetingDistance = 4;
// Turret parameters
activationMS = 250;
deactivateDelayMS = 500;
thinkTimeMS = 200;
degPerSecTheta = 580;
degPerSecPhi = 1080;
attackRadius = 500;
// State transitions
stateName[0] = "Activate";
stateTransitionOnNotLoaded[0] = "Dead";
stateTransitionOnLoaded[0] = "ActivateReady";
stateName[1] = "ActivateReady";
stateSequence[1] = "Activate";
stateSound[1] = MBLSwitchSound;
stateTimeoutValue[1] = 2;
stateTransitionOnTimeout[1] = "Ready";
stateTransitionOnNotLoaded[1] = "Deactivate";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNotLoaded[2] = "Deactivate";
stateTransitionOnTriggerDown[2] = "Fire";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.3;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateSound[3] = MBLFireSound;
stateScript[3] = "onFire";
stateName[4] = "Reload";
stateTimeoutValue[4] = 3.5;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateTransitionOnTimeout[4] = "Ready";
stateTransitionOnNotLoaded[4] = "Deactivate";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateName[5] = "Deactivate";
stateSequence[5] = "Activate";
stateDirection[5] = false;
stateTimeoutValue[5] = 2;
stateTransitionOnLoaded[5] = "ActivateReady";
stateTransitionOnTimeout[5] = "Dead";
stateName[6] = "Dead";
stateTransitionOnLoaded[6] = "ActivateReady";
stateName[7] = "NoAmmo";
stateTransitionOnAmmo[7] = "Reload";
stateSequence[7] = "NoAmmo";
};
datablock TurretImageData(SwarmDiscTurretBarrel1):SwarmDiscTurretBarrel
{
shapeFile = "turret_AA_large.dts";//weapon_mortar.dts";
item = Mortar;
offset = "-0.7 -0.04 -0.45";
rotation = "0 1 0 -90";
};
function SwarmDiscTurretBarrel::onMount(%this, %obj, %slot)
{
%mount1 = "SwarmDiscTurretBarrel1";
%mount2 = "MtcTurretCore";
%obj.schedule(2000,"mountImage",%mount1,1,true);
%obj.mountImage(%mount2,2,true);
}
function SwarmDiscTurretBarrel::onFire(%data,%obj,%slot)
{
for (%i = 0; %i < 5;%i++)
{
%obj.currentbarrel = !%obj.currentbarrel;
%slot = %obj.currentbarrel;
%p = Parent::onFire(%data, %obj, %slot);
if (%p)
{
MissileSet.add(%p);
if (%obj.base.target)
{
%target = %obj.base.target;
}
else
%target = %obj.getLockedTarget();
%sign = GiveSign(%target);
if(%target)
{
%p.setObjectTarget(%sign);
}
else if(%obj.isLocked())
%p.setPositionTarget(%obj.getLockedPosition());
else
%p.setNoTarget();
discoff(%p);
}
}
}
function SwarmDiscTurretBarrel1::onFire(%data,%obj,%slot)
{
//Do nothing;
}
function discoff(%p)
{
if (!IsObject(%p))
return "";
if (!IsObject(%p.getTargetObject()) && IsObject(%p.disctarget))
{
%p.setObjectTarget(%p.disctarget);
}
else if (IsObject(%p.getTargetObject()))
{
%p.disctarget = %p.getTargetObject();
%p.setNoTarget();
}
else
return "";
schedule(getRandom()*1000+500,0,"discoff",%p);
}