mirror of
https://github.com/mostlikely4r/construction-mod.git
synced 2026-01-19 19:24:44 +00:00
345 lines
11 KiB
C#
345 lines
11 KiB
C#
//**************************************************************
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// SHRIKE SCOUT FLIER
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//**************************************************************
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//**************************************************************
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// SOUNDS
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//**************************************************************
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datablock EffectProfile(ScoutFlyerThrustEffect)
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{
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effectname = "vehicles/shrike_boost";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(ScoutFlyerEngineEffect)
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{
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effectname = "vehicles/shrike_engine";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock EffectProfile(ShrikeBlasterFireEffect)
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{
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effectname = "vehicles/shrike_blaster";
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minDistance = 5.0;
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maxDistance = 10.0;
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};
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datablock AudioProfile(ScoutFlyerThrustSound)
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{
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filename = "fx/vehicles/shrike_boost.wav";
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description = AudioDefaultLooping3d;
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preload = true;
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effect = ScoutFlyerThrustEffect;
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};
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datablock AudioProfile(ScoutFlyerEngineSound)
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{
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filename = "fx/vehicles/shrike_engine.wav";
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description = AudioDefaultLooping3d;
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preload = true;
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};
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datablock AudioProfile(ShrikeBlasterFire)
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{
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filename = "fx/vehicles/shrike_blaster.wav";
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description = AudioDefault3d;
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preload = true;
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effect = ScoutFlyerEngineEffect;
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};
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datablock AudioProfile(ShrikeBlasterProjectile)
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{
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filename = "fx/weapons/shrike_blaster_projectile.wav";
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description = ProjectileLooping3d;
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preload = true;
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effect = ShrikeBlasterFireEffect;
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};
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datablock AudioProfile(ShrikeBlasterDryFireSound)
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{
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filename = "fx/weapons/chaingun_dryfire.wav";
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description = AudioClose3d;
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preload = true;
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};
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//**************************************************************
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// LIGHTS
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//**************************************************************
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datablock RunningLightData(ShrikeLight1)
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{
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type = 1;
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radius = 2.0;
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length = 3.0;
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color = "1.0 1.0 1.0 1.0";
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direction = "0.0 1.0 -1.0 ";
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offset = "0.0 0.0 -0.5";
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texture = "special/lightcone04";
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};
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datablock RunningLightData(ShrikeLight2)
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{
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radius = 1.5;
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color = "1.0 1.0 1.0 0.3";
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direction = "0.0 0.0 -1.0";
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offset = "0.0 0.8 -1.2";
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texture = "special/headlight4";
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};
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//**************************************************************
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// VEHICLE CHARACTERISTICS
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//**************************************************************
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datablock FlyingVehicleData(ScoutFlyer) : ShrikeDamageProfile
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{
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spawnOffset = "0 0 2";
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canControl = true;
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catagory = "Vehicles";
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shapeFile = "vehicle_air_scout.dts";
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multipassenger = true;
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computeCRC = true;
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debrisShapeName = "vehicle_air_scout_debris.dts";
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debris = ShapeDebris;
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renderWhenDestroyed = false;
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drag = 0.15;
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density = 1.0;
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canWarp = 1;
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mountPose[0] = sitting;
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numMountPoints = 2;
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isProtectedMountPoint[0] = true;
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isProtectedMountPoint[1] = true;
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cameraMaxDist = 15;
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cameraOffset = 2.5;
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cameraLag = 0.9;
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explosion = VehicleExplosion;
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explosionDamage = 0.5;
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explosionRadius = 5.0;
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maxDamage = 1.40;
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destroyedLevel = 1.40;
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isShielded = true;
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energyPerDamagePoint = 160;
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maxEnergy = 280; // Afterburner and any energy weapon pool
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rechargeRate = 0.8;
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minDrag = 30; // Linear Drag (eventually slows you down when not thrusting...constant drag)
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rotationalDrag = 900; // Anguler Drag (dampens the drift after you stop moving the mouse...also tumble drag)
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maxAutoSpeed = 5; // Autostabilizer kicks in when less than this speed. (meters/second)
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autoAngularForce = 50; // Angular stabilizer force (this force levels you out when autostabilizer kicks in)
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autoLinearForce = 300; // Linear stabilzer force (this slows you down when autostabilizer kicks in)
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autoInputDamping = 0.95; // Dampen control input so you don't` whack out at very slow speeds
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// Maneuvering
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maxSteeringAngle = 5; // Max radiens you can rotate the wheel. Smaller number is more maneuverable.
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horizontalSurfaceForce = 6; // Horizontal center "wing" (provides "bite" into the wind for climbing/diving and turning)
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verticalSurfaceForce = 8; // Vertical center "wing" (controls side slip. lower numbers make MORE slide.)
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maneuveringForce = 3000; // Horizontal jets (W,S,D,A key thrust)
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steeringForce = 1200; // Steering jets (force applied when you move the mouse)
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steeringRollForce = 1600; // Steering jets (how much you heel over when you turn)
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rollForce = 18; // Auto-roll (self-correction to right you after you roll/invert)
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hoverHeight = 2; // Height off the ground at rest
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createHoverHeight = 3; // Height off the ground when created
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maxForwardSpeed = 400; // speed in which forward thrust force is no longer applied (meters/second)
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// Turbo Jet
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jetForce = 3000; // Afterburner thrust (this is in addition to normal thrust)
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minJetEnergy = 1; // Afterburner can't be used if below this threshhold.
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jetEnergyDrain = 0; // Energy use of the afterburners (low number is less drain...can be fractional) // Auto stabilize speed
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vertThrustMultiple = 3.0;
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// Rigid body
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mass = 150; // Mass of the vehicle
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bodyFriction = 0; // Don't mess with this.
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bodyRestitution = 0.5; // When you hit the ground, how much you rebound. (between 0 and 1)
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minRollSpeed = 0; // Don't mess with this.
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softImpactSpeed = 14; // Sound hooks. This is the soft hit.
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hardImpactSpeed = 25; // Sound hooks. This is the hard hit.
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// Ground Impact Damage (uses DamageType::Ground)
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minImpactSpeed = 10; // If hit ground at speed above this then it's an impact. Meters/second
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speedDamageScale = 0.06;
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// Object Impact Damage (uses DamageType::Impact)
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collDamageThresholdVel = 23.0;
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collDamageMultiplier = 0.02;
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//
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minTrailSpeed = 15; // The speed your contrail shows up at.
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trailEmitter = ContrailEmitter;
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forwardJetEmitter = FlyerJetEmitter;
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downJetEmitter = FlyerJetEmitter;
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//
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jetSound = ScoutFlyerThrustSound;
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engineSound = ScoutFlyerEngineSound;
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softImpactSound = SoftImpactSound;
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hardImpactSound = HardImpactSound;
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//wheelImpactSound = WheelImpactSound;
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//
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softSplashSoundVelocity = 10.0;
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mediumSplashSoundVelocity = 15.0;
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hardSplashSoundVelocity = 20.0;
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exitSplashSoundVelocity = 10.0;
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exitingWater = VehicleExitWaterMediumSound;
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impactWaterEasy = VehicleImpactWaterSoftSound;
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impactWaterMedium = VehicleImpactWaterMediumSound;
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impactWaterHard = VehicleImpactWaterMediumSound;
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waterWakeSound = VehicleWakeMediumSplashSound;
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dustEmitter = VehicleLiftoffDustEmitter;
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triggerDustHeight = 4.0;
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dustHeight = 1.0;
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damageEmitter[0] = LightDamageSmoke;
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damageEmitter[1] = HeavyDamageSmoke;
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damageEmitter[2] = DamageBubbles;
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damageEmitterOffset[0] = "0.0 -3.0 0.0 ";
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damageLevelTolerance[0] = 0.3;
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damageLevelTolerance[1] = 0.7;
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numDmgEmitterAreas = 1;
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//
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max[chaingunAmmo] = 1000;
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minMountDist = 4;
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splashEmitter[0] = VehicleFoamDropletsEmitter;
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splashEmitter[1] = VehicleFoamEmitter;
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shieldImpact = VehicleShieldImpact;
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cmdCategory = "Tactical";
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cmdIcon = CMDFlyingScoutIcon;
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cmdMiniIconName = "commander/MiniIcons/com_scout_grey";
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targetNameTag = 'Shrike';
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targetTypeTag = 'Turbograv';
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sensorData = AWACPulseSensor;
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sensorRadius = AWACPulseSensor.detectRadius;
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sensorColor = "255 194 9";
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checkRadius = 5.5;
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observeParameters = "1 10 10";
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runningLight[0] = ShrikeLight1;
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// runningLight[1] = ShrikeLight2;
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shieldEffectScale = "0.937 1.125 0.60";
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};
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//**************************************************************
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// WEAPONS
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//**************************************************************
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datablock ShapeBaseImageData(ScoutChaingunPairImage)
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{
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className = WeaponImage;
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shapeFile = "weapon_energy_vehicle.dts";
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item = Chaingun;
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ammo = ChaingunAmmo;
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projectile = ScoutChaingunBullet;
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projectileType = TracerProjectile;
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mountPoint = 10;
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//**original** offset = ".73 0 0";
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offset = "1.93 -0.52 0.044";
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projectileSpread = 1.0 / 1000.0;
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usesEnergy = true;
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useMountEnergy = true;
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// DAVEG -- balancing numbers below!
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minEnergy = 5;
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fireEnergy = 5;
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fireTimeout = 125;
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//--------------------------------------
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stateName[0] = "Activate";
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stateSequence[0] = "Activate";
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stateAllowImageChange[0] = false;
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stateTimeoutValue[0] = 0.05;
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stateTransitionOnTimeout[0] = "Ready";
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stateTransitionOnNoAmmo[0] = "NoAmmo";
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//--------------------------------------
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stateName[1] = "Ready";
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stateSpinThread[1] = Stop;
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stateTransitionOnTriggerDown[1] = "Spinup";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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//--------------------------------------
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stateName[2] = "NoAmmo";
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stateTransitionOnAmmo[2] = "Ready";
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stateSpinThread[2] = Stop;
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stateTransitionOnTriggerDown[2] = "DryFire";
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//--------------------------------------
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stateName[3] = "Spinup";
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stateSpinThread[3] = SpinUp;
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stateTimeoutValue[3] = 0.01;
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stateWaitForTimeout[3] = false;
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stateTransitionOnTimeout[3] = "Fire";
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stateTransitionOnTriggerUp[3] = "Spindown";
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//--------------------------------------
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stateName[4] = "Fire";
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stateSpinThread[4] = FullSpeed;
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stateRecoil[4] = LightRecoil;
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stateAllowImageChange[4] = false;
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stateScript[4] = "onFire";
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stateFire[4] = true;
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stateSound[4] = ShrikeBlasterFire;
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// IMPORTANT! The stateTimeoutValue below has been replaced by fireTimeOut
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// above.
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stateTimeoutValue[4] = 0.25;
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stateTransitionOnTimeout[4] = "checkState";
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//--------------------------------------
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stateName[5] = "Spindown";
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stateSpinThread[5] = SpinDown;
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stateTimeoutValue[5] = 0.01;
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stateWaitForTimeout[5] = false;
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stateTransitionOnTimeout[5] = "Ready";
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stateTransitionOnTriggerDown[5] = "Spinup";
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//--------------------------------------
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stateName[6] = "EmptySpindown";
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// stateSound[6] = ChaingunSpindownSound;
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stateSpinThread[6] = SpinDown;
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stateTransitionOnAmmo[6] = "Ready";
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stateTimeoutValue[6] = 0.01;
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stateTransitionOnTimeout[6] = "NoAmmo";
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//--------------------------------------
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stateName[7] = "DryFire";
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stateSound[7] = ShrikeBlasterDryFireSound;
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stateTransitionOnTriggerUp[7] = "NoAmmo";
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stateTimeoutValue[7] = 0.25;
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stateTransitionOnTimeout[7] = "NoAmmo";
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stateName[8] = "checkState";
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stateTransitionOnTriggerUp[8] = "Spindown";
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stateTransitionOnNoAmmo[8] = "EmptySpindown";
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stateTimeoutValue[8] = 0.01;
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stateTransitionOnTimeout[8] = "ready";
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};
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datablock ShapeBaseImageData(ScoutChaingunImage) : ScoutChaingunPairImage
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{
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//**original** offset = "-.73 0 0";
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offset = "-1.93 -0.52 0.044";
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stateScript[3] = "onTriggerDown";
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stateScript[5] = "onTriggerUp";
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stateScript[6] = "onTriggerUp";
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};
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datablock ShapeBaseImageData(ScoutChaingunParam)
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{
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mountPoint = 2;
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shapeFile = "turret_muzzlepoint.dts";
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projectile = ScoutChaingunBullet;
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projectileType = TracerProjectile;
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};
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