Initial commit

This commit is contained in:
Brian Beck 2025-09-11 16:56:30 -07:00
parent 2211ed7650
commit ebb3dc9cdd
10121 changed files with 801 additions and 4 deletions

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//--------------------------------------------------------------------------
//
// ELF barrel pack
//
//--------------------------------------------------------------------------
datablock ShapeBaseImageData(ELFBarrelPackImage)
{
mass = 15;
shapeFile = "pack_barrel_elf.dts";
item = ELFBarrelPack;
mountPoint = 1;
offset = "0 0 0";
turretBarrel = "ELFBarrelLarge";
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeOut[2] = "Idle";
isLarge = true;
};
datablock ItemData(ELFBarrelPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_barrel_elf.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "ELFBarrelPackImage";
pickUpName = "an ELF barrel pack";
computeCRC = true;
};
function ELFBarrelPackImage::onActivate(%data, %obj, %slot)
{
checkTurretMount(%data, %obj, %slot);
}
function ELFBarrelPackImage::onDeactivate(%data, %obj, %slot)
{
%obj.setImageTrigger($BackpackSlot, false);
}
function ELFBarrelPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}

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//--------------------------------------------------------------------------
//
//
//
//--------------------------------------------------------------------------
datablock ShapeBaseImageData(AABarrelPackImage)
{
mass = 15;
shapeFile = "pack_barrel_aa.dts";
item = AABarrelPack;
mountPoint = 1;
offset = "0 0 0";
turretBarrel = "AABarrelLarge";
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeOut[2] = "Idle";
isLarge = true;
};
datablock ItemData(AABarrelPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_barrel_aa.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "AABarrelPackImage";
pickUpName = "an anti-aircraft barrel pack";
computeCRC = true;
};
//AABarrelPackImage.turretBarrel = "AABarrelLarge";
function AABarrelPackImage::onActivate(%data, %obj, %slot)
{
checkTurretMount(%data, %obj, %slot);
}
function AABarrelPackImage::onDeactivate(%data, %obj, %slot)
{
%obj.setImageTrigger($BackpackSlot, false);
}
function AABarrelPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}

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// ------------------------------------------------------------------
// AMMO PACK
// can be used by any armor type
// uses no energy, does not have to be activated
// increases the max amount of non-energy ammo carried
// put vars here for ammo max counts with ammo pack
$AmmoItem[0] = PlasmaAmmo;
$AmmoItem[1] = ChaingunAmmo;
$AmmoItem[2] = DiscAmmo;
$AmmoItem[3] = GrenadeLauncherAmmo;
$AmmoItem[4] = MortarAmmo;
$AmmoItem[5] = MissileLauncherAmmo;
$AmmoItem[6] = RepairKit;
$numAmmoItems = 7;
$grenAmmoType[0] = Grenade;
$grenAmmoType[1] = ConcussionGrenade;
$grenAmmoType[2] = FlashGrenade;
$grenAmmoType[3] = FlareGrenade;
$numGrenTypes = 4;
datablock ShapeBaseImageData(AmmoPackImage)
{
shapeFile = "pack_upgrade_ammo.dts";
item = AmmoPack;
mountPoint = 1;
offset = "0 0 0";
};
datablock ItemData(AmmoPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_upgrade_ammo.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "AmmoPackImage";
pickUpName = "an ammo pack";
computeCRC = true;
// lightType = "PulsingLight";
// lightColor = "0.2 0.4 0.0 1.0";
// lightTime = "1200";
// lightRadius = "1.0";
max[PlasmaAmmo] = 30;
max[ChaingunAmmo] = 150;
max[DiscAmmo] = 15;
max[GrenadeLauncherAmmo] = 15;
max[MortarAmmo] = 10;
max[MissileLauncherAmmo] = 4;
max[Grenade] = 10;
max[ConcussionGrenade] = 10;
max[FlashGrenade] = 10;
max[FlareGrenade] = 10;
max[CameraGrenade] = 0;
max[Mine] = 5;
max[RepairKit] = 1;
};
function AmmoPack::onPickup(%this,%pack,%player,%amount)
{
// %this = AmmoPack datablock
// %pack = AmmoPack object number
// %player = player
// %amount = 1
for (%idx = 0; %idx < $numAmmoItems; %idx++)
{
%ammo = $AmmoItem[%idx];
if (%pack.inv[%ammo] > 0)
{
%amount = %pack.getInventory(%ammo);
%player.incInventory(%ammo,%amount);
%pack.setInventory(%ammo,0);
}
else if(%pack.inv[%ammo] == -1)
{
// this particular type of ammo has already been exhausted for this pack;
// don't give the player any
}
else
{
// Assume it's full if no inventory has been assigned
%player.incInventory(%ammo,%this.max[%ammo]);
}
}
// now check what type grenades (if any) player is carrying
%gFound = false;
for (%i = 0; %i < $numGrenTypes; %i++)
{
%gType = $grenAmmoType[%i];
if(%player.inv[%gType] > 0)
{
%gFound = true;
%playerGrenType = %gType;
break;
}
}
// if player doesn't have any grenades at all, give 'em whatever the ammo pack has
if(!%gFound)
{
%given = false;
for(%j = 0; %j < $numGrenTypes; %j++)
{
%packGren = $grenAmmoType[%j];
if(%pack.inv[%packGren] > 0)
{
// pack has some of these grenades
%player.incInventory(%packGren, %pack.getInventory(%packGren));
%pack.setInventory(%packGren, 0);
%given = true;
break;
}
else if(%pack.inv[%packGren] == -1)
{
// the pack doesn't have any of this type of grenades
}
else
{
// pack has full complement of this grenade type
%player.incInventory(%packGren, %this.max[%packGren]);
%given = true;
}
if(%given)
break;
}
}
else
{
// player had some amount of grenades before picking up pack
if(%pack.inv[%playerGrenType] > 0)
{
// pack has 1 or more of this type of grenade
%player.incInventory(%playerGrenType, %pack.getInventory(%playerGrenType));
%pack.setInventory(%playerGrenType, 0);
}
else if(%pack.inv[%playerGrenType] == -1)
{
// sorry Chester, the pack is out of these grenades.
}
else
{
// pack is uninitialized for this grenade type -- meaning it has full count
%player.incInventory(%playerGrenType, %this.max[%playerGrenType]);
}
}
// now see if player had mines selected and if they're allowed in this mission type
%mineFav = %player.client.favorites[getField(%player.client.mineIndex, 0)];
if ( ( $InvBanList[$CurrentMissionType, "Mine"] !$= "1" )
&& !( ( %mineFav $= "EMPTY" ) || ( %mineFav $= "INVALID" ) ) )
{
// player has selected mines, and they are legal in this mission type
if(%pack.inv[Mine] > 0)
{
// and the pack has some mines in it! bonus!
%player.incInventory(Mine, %pack.getInventory(Mine));
%pack.setInventory(Mine, 0);
}
else if(%pack.inv[Mine] == -1)
{
// no mines left in the pack. do nothing.
}
else
{
// assume it's full of mines if no inventory has been assigned
%player.incInventory(Mine,%this.max[Mine]);
}
}
}
function AmmoPack::onThrow(%this,%pack,%player)
{
// %this = AmmoPack datablock
// %pack = AmmoPack object number
// %player = player
%player.throwAmmoPack = 1;
dropAmmoPack(%pack, %player);
// do the normal ItemData::onThrow stuff -- sound and schedule deletion
serverPlay3D(ItemThrowSound, %player.getTransform());
%pack.schedulePop();
}
function AmmoPack::onInventory(%this,%player,%value)
{
// %this = AmmoPack
// %player = player
// %value = 1 if gaining a pack, 0 if losing a pack
// the below test is necessary because this function is called everytime the ammo
// pack gains or loses an item
if(%player.getClassName() $= "Player")
{
if(!%value)
if(%player.throwAmmoPack == 1)
{
%player.throwAmmoPack = 0;
// ammo stuff already handled by AmmoPack::onThrow
}
else
{
// ammo pack was sold at inventory station -- no need to worry about
// setting the ammo in the pack object (it doesn't exist any more)
dropAmmoPack(-1, %player);
}
}
Pack::onInventory(%this,%player,%value);
}
function dropAmmoPack(%packObj, %player)
{
// %packObj = Ammo Pack object number if pack is being thrown, -1 if sold at inv station
// %player = player object
for(%i = 0; %i < $numAmmoItems; %i++)
{
%ammo = $AmmoItem[%i];
// %pAmmo == how much of this ammo type the player has
%pAmmo = %player.getInventory(%ammo);
// %pMax == how much of this ammo type the player's datablock says can be carried
%pMax = %player.getDatablock().max[%ammo];
if(%pAmmo > %pMax)
{
// if player has more of this ammo type than datablock's max...
if(%packObj > 0)
{
// put ammo that player can't carry anymore in pack
%packObj.setInventory(%ammo, %pAmmo - %pMax);
}
// set player to max for this ammo type
%player.setInventory(%ammo, %pMax);
}
else
{
if(%packObj > 0)
{
// the pack gets -1 of this ammo type -- else it'll assume it's full
// can't use setInventory() because it won't allow values less than 1
%packObj.inv[%ammo] = -1;
}
}
}
// and, of course, a pass for the grenades. Whee.
%gotGren = false;
// check to see what kind of grenades the player has.
for(%j = 0; %j < $numGrenTypes; %j++)
{
%gType = $grenAmmoType[%j];
if(%player.inv[%gType] > 0)
{
%gotGren = true;
%playerGren = %gType;
break;
}
else
{
// ammo pack only carries type of grenades that player who bought it (or picked
// it up) had at the time -- all else are zeroed out (value of -1)
if(%packObj > 0)
%packObj.inv[%gType] = -1;
}
}
if(%gotGren)
{
%pAmmo = %player.getInventory(%playerGren);
%pMax = %player.getDatablock().max[%playerGren];
if(%pAmmo > %pMax)
{
if(%packObj > 0)
%packObj.setInventory(%playerGren, %pAmmo - %pMax);
%player.setInventory(%playerGren, %pMax);
}
else
if(%packObj > 0)
%packObj.inv[%playerGren] = -1;
}
else
{
// player doesn't have any grenades at all. nothing needs to be done here.
}
// crap. forgot the mines.
if(%player.getInventory(Mine) > %player.getDatablock().max[Mine])
{
// if player has more mines than datablock's max...
if(%packObj > 0)
{
// put mines that player can't carry anymore in pack
%packObj.setInventory(Mine, %player.getInventory(Mine) - %player.getDatablock().max[Mine]);
}
// set player to max mines
%player.setInventory(Mine, %player.getDatablock().max[Mine]);
}
else
{
if(%packObj > 0)
{
// the pack gets -1 for mines -- else it'll assume it's full
// can't use setInventory() because it won't allow values less than 1
%packObj.inv[Mine] = -1;
}
}
}

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// ------------------------------------------------------------------
// CLOAKING PACK
//
// When activated, this pack cloaks the user from all visual detection
// by other players and cameras. This is a local effect only (someone standing
// next to the cloaked player will still be visible). Motion sensors will
// still detect a (moving) cloaked player.
//
// When not activated, the pack creates a localized passive sensor dampening
// field. The user will not be visible to any non-motion-detecting sensor.
//
//Only light armors may equip with this item.
datablock EffectProfile(CloakingPackActivateEffect)
{
effectname = "packs/cloak_on";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock AudioProfile(CloakingPackActivateSound)
{
filename = "fx/packs/cloak_on.wav";
description = CloseLooping3d;
preload = true;
effect = CloakingPackActivateEffect;
};
datablock ShapeBaseImageData(CloakingPackImage)
{
shapeFile = "pack_upgrade_cloaking.dts";
item = CloakingPack;
mountPoint = 1;
offset = "0 0 0";
usesEnergy = true;
minEnergy = 3;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateSequence[1] = "fire";
stateSound[1] = CloakingPackActivateSound;
stateEnergyDrain[1] = 12;
stateTransitionOnTriggerUp[1] = "Deactivate";
stateTransitionOnNoAmmo[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeout[2] = "Idle";
};
datablock ItemData(CloakingPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_upgrade_cloaking.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "CloakingPackImage";
pickUpName = "a cloaking pack";
computeCRC = true;
};
function CloakingPackImage::onMount(%data, %obj, %node)
{
// player is sensor-invisible while wearing pack (except to motion sensors)
%obj.setPassiveJammed(true);
}
function CloakingPackImage::onUnmount(%data, %obj, %node)
{
%obj.setPassiveJammed(false);
%obj.setCloaked(false);
%obj.setImageTrigger(%node, false);
}
// make player completely invisible to all players/sensors (except motion)
function CloakingPackImage::onActivate(%data, %obj, %slot)
{
if(%obj.reCloak !$= "")
{
Cancel(%obj.reCloak);
%obj.reCloak = "";
}
if(%obj.client.armor $= "Light")
{
// can the player currently cloak (function returns "true" or reason for failure)?
if(%obj.canCloak() $= "true")
{
messageClient(%obj.client, 'MsgCloakingPackOn', '\c2Cloaking pack on.');
%obj.setCloaked(true);
if ( !isDemo() )
commandToClient( %obj.client, 'setCloakIconOn' );
}
else
{
// notify player that they cannot cloak
messageClient(%obj.client, 'MsgCloakingPackFailed', '\c2Jamming field prevents cloaking.');
%obj.setImageTrigger(%slot, false);
}
}
else
{
// hopefully avoid some loopholes
messageClient(%obj.client, 'MsgCloakingPackInvalid', '\c2Cloaking available for light armors only.');
%obj.setImageTrigger(%slot, false);
}
}
function CloakingPackImage::onDeactivate(%data, %obj, %slot)
{
if(%obj.reCloak !$= "")
{
Cancel(%obj.reCloak);
%obj.reCloak = "";
}
// if pack is not on then dont bother...
if(%obj.getImageState($BackpackSlot) $= "activate")
messageClient(%obj.client, 'MsgCloakingPackOff', '\c2Cloaking pack off.');
%obj.setCloaked(false);
%obj.setImageTrigger(%slot, false);
if ( !isDemo() )
commandToClient( %obj.client, 'setCloakIconOff' );
}
function CloakingPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}
function ShapeBaseData::onForceUncloak(%this, %obj, %reason)
{
// dummy
}
function Armor::onForceUncloak(%this, %obj, %reason)
{
%pack = %obj.getMountedImage($BackpackSlot);
if((%pack <= 0) || (%pack.item !$= "CloakingPack"))
return;
if(%obj.getImageState($BackpackSlot) $= "activate")
{
// cancel recloak thread
if(%obj.reCloak !$= "")
{
Cancel(%obj.reCloak);
%obj.reCloak = "";
}
messageClient(%obj.client, 'MsgCloakingPackOff', '\c2Cloaking pack off. Jammed.');
%obj.setCloaked(false);
%obj.setImageTrigger($BackpackSlot, false);
}
}

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// ------------------------------------------------------------------
// ENERGY PACK
// can be used by any armor type
// does not have to be activated
// increases the user's energy recharge rate
datablock ShapeBaseImageData(EnergyPackImage)
{
shapeFile = "pack_upgrade_energy.dts";
item = EnergyPack;
mountPoint = 1;
offset = "0 0 0";
rechargeRateBoost = 0.15;
stateName[0] = "default";
stateSequence[0] = "activation";
};
datablock ItemData(EnergyPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_upgrade_energy.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "EnergyPackImage";
pickUpName = "an energy pack";
computeCRC = true;
};
function EnergyPackImage::onMount(%data, %obj, %node)
{
%obj.setRechargeRate(%obj.getRechargeRate() + %data.rechargeRateBoost);
%obj.hasEnergyPack = true; // set for sniper check
}
function EnergyPackImage::onUnmount(%data, %obj, %node)
{
%obj.setRechargeRate(%obj.getRechargeRate() - %data.rechargeRateBoost);
%obj.hasEnergyPack = "";
}
function EnergyPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}

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//--------------------------------------------------------------------------
//
//
//
//--------------------------------------------------------------------------
datablock ShapeBaseImageData(MissileBarrelPackImage)
{
mass = 15;
className = TurretPack;
shapeFile = "pack_barrel_missile.dts";
item = MissileBarrelPack;
mountPoint = 1;
offset = "0 0 0";
turretBarrel = "MissileBarrelLarge";
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeOut[2] = "Idle";
isLarge = true;
};
datablock ItemData(MissileBarrelPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_barrel_missile.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "MissileBarrelPackImage";
pickUpName = "a missile barrel pack";
computeCRC = true;
};
//MissileBarrelPackImage.turretBarrel = "MissileBarrelLarge";
function MissileBarrelPackImage::onActivate(%data, %obj, %slot)
{
checkTurretMount(%data, %obj, %slot);
}
function MissileBarrelPackImage::onDeactivate(%data, %obj, %slot)
{
%obj.setImageTrigger($BackpackSlot, false);
}
function MissileBarrelPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}

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//--------------------------------------------------------------------------
//
//
//
//--------------------------------------------------------------------------
datablock ShapeBaseImageData(MortarBarrelPackImage)
{
mass = 15;
className = TurretPack;
shapeFile = "pack_barrel_mortar.dts";
item = MortarBarrelPack;
mountPoint = 1;
offset = "0 0 0";
turretBarrel = "MortarBarrelLarge";
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeOut[2] = "Idle";
isLarge = true;
};
datablock ItemData(MortarBarrelPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_barrel_mortar.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "MortarBarrelPackImage";
pickUpName = "a mortar barrel pack";
computeCRC = true;
};
function MortarBarrelPackImage::onActivate(%data, %obj, %slot)
{
checkTurretMount(%data, %obj, %slot);
}
function MortarBarrelPackImage::onDeactivate(%data, %obj, %slot)
{
%obj.setImageTrigger($BackpackSlot, false);
}
function MortarBarrelPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}

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//--------------------------------------------------------------------------
//
// Plasma barrel pack
//
//--------------------------------------------------------------------------
datablock ShapeBaseImageData(PlasmaBarrelPackImage)
{
mass = 15;
shapeFile = "pack_barrel_fusion.dts";
item = PlasmaBarrelPack;
mountPoint = 1;
offset = "0 0 0";
turretBarrel = "PlasmaBarrelLarge";
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateTransitionOnTriggerUp[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeOut[2] = "Idle";
isLarge = true;
};
datablock ItemData(PlasmaBarrelPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_barrel_fusion.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "PlasmaBarrelPackImage";
pickUpName = "a plasma barrel pack";
computeCRC = true;
};
function PlasmaBarrelPackImage::onActivate(%data, %obj, %slot)
{
checkTurretMount(%data, %obj, %slot);
}
function PlasmaBarrelPackImage::onDeactivate(%data, %obj, %slot)
{
%obj.setImageTrigger($BackpackSlot, false);
}
function PlasmaBarrelPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}

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//--------------------------------------------------------------------------
// Repair Pack
// can be used by any armor type
// when activated, gives user a "repair gun" that can be used to
// repair a damaged object or player. If there is no target in
// range for the repair gun, the user is repaired.
//--------------------------------------------------------------------------
// Sounds & feedback effects
datablock EffectProfile(RepairPackActivateEffect)
{
effectname = "packs/packs.repairPackOn";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(RepairPackFireEffect)
{
effectname = "packs/repair_use";
minDistance = 2.5;
maxDistance = 5.0;
};
datablock AudioProfile(RepairPackActivateSound)
{
filename = "fx/packs/packs.repairPackOn.wav";
description = AudioClosest3d;
preload = true;
effect = RepairPackActivateEffect;
};
datablock AudioProfile(RepairPackFireSound)
{
filename = "fx/packs/repair_use.wav";
description = CloseLooping3d;
preload = true;
effect = RepairPackFireEffect;
};
//--------------------------------------------------------------------------
// Projectile
datablock RepairProjectileData(DefaultRepairBeam)
{
sound = RepairPackFireSound;
beamRange = 10;
beamWidth = 0.15;
numSegments = 20;
texRepeat = 0.20;
blurFreq = 10.0;
blurLifetime = 1.0;
cutoffAngle = 25.0;
textures[0] = "special/redbump2";
textures[1] = "special/redflare";
};
//-------------------------------------------------------------------------
// shapebase datablocks
datablock ShapeBaseImageData(RepairPackImage)
{
shapeFile = "pack_upgrade_repair.dts";
item = RepairPack;
mountPoint = 1;
offset = "0 0 0";
emap = true;
gun = RepairGunImage;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateSequence[1] = "fire";
stateSound[1] = RepairPackActivateSound;
stateTransitionOnTriggerUp[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeout[2] = "Idle";
};
datablock ItemData(RepairPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_upgrade_repair.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "RepairPackImage";
pickUpName = "a repair pack";
lightOnlyStatic = true;
lightType = "PulsingLight";
lightColor = "1 0 0 1";
lightTime = 1200;
lightRadius = 4;
computeCRC = true;
emap = true;
};
//--------------------------------------------------------------------------
// Repair Gun
datablock ShapeBaseImageData(RepairGunImage)
{
shapeFile = "weapon_repair.dts";
offset = "0 0 0";
usesEnergy = true;
minEnergy = 3;
cutOffEnergy = 3.1;
emap = true;
repairFactorPlayer = 0.002; // <--- attention DaveG!
repairFactorObject = 0.004; // <--- attention DaveG!
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.25;
stateName[1] = "ActivateReady";
stateScript[1] = "onActivateReady";
stateSpinThread[1] = Stop;
stateTransitionOnAmmo[1] = "Ready";
stateTransitionOnNoAmmo[1] = "ActivateReady";
stateName[2] = "Ready";
stateSpinThread[2] = Stop;
stateTransitionOnNoAmmo[2] = "Deactivate";
stateTransitionOnTriggerDown[2] = "Validate";
stateName[3] = "Validate";
stateTransitionOnTimeout[3] = "Validate";
stateTimeoutValue[3] = 0.2;
stateEnergyDrain[3] = 3;
stateSpinThread[3] = SpinUp;
stateScript[3] = "onValidate";
stateIgnoreLoadedForReady[3] = true;
stateTransitionOnLoaded[3] = "Repair";
stateTransitionOnNoAmmo[3] = "Deactivate";
stateTransitionOnTriggerUp[3] = "Deactivate";
stateName[4] = "Repair";
stateSound[4] = RepairPackFireSound;
stateScript[4] = "onRepair";
stateSpinThread[4] = FullSpeed;
stateAllowImageChange[4] = false;
stateSequence[4] = "activate";
stateFire[4] = true;
stateEnergyDrain[4] = 9;
stateTimeoutValue[4] = 0.2;
stateTransitionOnTimeOut[4] = "Repair";
stateTransitionOnNoAmmo[4] = "Deactivate";
stateTransitionOnTriggerUp[4] = "Deactivate";
stateTransitionOnNotLoaded[4] = "Validate";
stateName[5] = "Deactivate";
stateScript[5] = "onDeactivate";
stateSpinThread[5] = SpinDown;
stateSequence[5] = "activate";
stateDirection[5] = false;
stateTimeoutValue[5] = 0.2;
stateTransitionOnTimeout[5] = "ActivateReady";
};
function RepairPackImage::onUnmount(%data, %obj, %node)
{
// dismount the repair gun if the player had it mounted
// need the extra "if" statement to avoid a console error message
if(%obj.getMountedImage($WeaponSlot))
if(%obj.getMountedImage($WeaponSlot).getName() $= "RepairGunImage")
%obj.unmountImage($WeaponSlot);
// if the player was repairing something when the pack was thrown, stop repairing it
if(%obj.repairing != 0)
stopRepairing(%obj);
}
function RepairPackImage::onActivate(%data, %obj, %slot)
{
// don't activate the pack if player is piloting a vehicle
if(%obj.isPilot())
{
%obj.setImageTrigger(%slot, false);
return;
}
if(!isObject(%obj.getMountedImage($WeaponSlot)) || %obj.getMountedImage($WeaponSlot).getName() !$= "RepairGunImage")
{
messageClient(%obj.client, 'MsgRepairPackOn', '\c2Repair pack activated.');
// make sure player's arm thread is "look"
%obj.setArmThread(look);
// mount the repair gun
%obj.mountImage(RepairGunImage, $WeaponSlot);
// clientCmdsetRepairReticle found in hud.cs
commandToClient(%obj.client, 'setRepairReticle');
}
}
function RepairPackImage::onDeactivate(%data, %obj, %slot)
{
//called when the player hits the "pack" key again (toggle)
%obj.setImageTrigger(%slot, false);
// if repair gun was mounted, unmount it
if(%obj.getMountedImage($WeaponSlot).getName() $= "RepairGunImage")
%obj.unmountImage($WeaponSlot);
}
function RepairGunImage::onMount(%this,%obj,%slot)
{
%obj.setImageAmmo(%slot,true);
if ( !isDemo() )
commandToClient( %obj.client, 'setRepairPackIconOn' );
}
function RepairGunImage::onUnmount(%this,%obj,%slot)
{
// called when player switches to another weapon
// stop repairing whatever player was repairing
if(%obj.repairing)
stopRepairing(%obj);
%obj.setImageTrigger(%slot, false);
// "turn off" the repair pack -- player needs to hit the "pack" key to
// activate the repair gun again
%obj.setImageTrigger($BackpackSlot, false);
if ( !isDemo() )
commandToClient( %obj.client, 'setRepairPackIconOff' );
}
function RepairGunImage::onActivateReady(%this,%obj,%slot)
{
%obj.errMsgSent = false;
%obj.selfRepairing = false;
%obj.repairing = 0;
%obj.setImageLoaded(%slot, false);
}
function RepairGunImage::onValidate(%this,%obj,%slot)
{
// this = repairgunimage datablock
// obj = player wielding the repair gun
// slot = weapon slot
if(%obj.getEnergyLevel() <= %this.cutOffEnergy)
{
stopRepairing(%obj);
return;
}
%repGun = %obj.getMountedImage(%slot);
// muzVec is the vector coming from the repair gun's "muzzle"
%muzVec = %obj.getMuzzleVector(%slot);
// muzNVec = normalized muzVec
%muzNVec = VectorNormalize(%muzVec);
%repairRange = DefaultRepairBeam.beamRange;
// scale muzNVec to the range the repair beam can reach
%muzScaled = VectorScale(%muzNVec, %repairRange);
// muzPoint = the actual point of the gun's "muzzle"
%muzPoint = %obj.getMuzzlePoint(%slot);
// rangeEnd = muzzle point + length of beam
%rangeEnd = VectorAdd(%muzPoint, %muzScaled);
// search for just about anything that can be damaged as well as interiors
%searchMasks = $TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType |
$TypeMasks::StaticShapeObjectType | $TypeMasks::TurretObjectType | $TypeMasks::InteriorObjectType;
// search for objects within the beam's range that fit the masks above
%scanTarg = ContainerRayCast(%muzPoint, %rangeEnd, %searchMasks, %obj);
// screen out interiors
if(%scanTarg && !(%scanTarg.getType() & $TypeMasks::InteriorObjectType))
{
// a target in range was found
%repTgt = firstWord(%scanTarg);
// is the prospective target damaged?
if(%repTgt.notRepairable)
{
// this is an object that cant be repaired at all
// -- mission specific flag set on the object
if(!%obj.errMsgSent)
{
messageClient(%obj.client, 'MsgRepairPackIrrepairable', '\c2Target is not repairable.', %repTgt);
%obj.errMsgSent = true;
}
// if player was repairing something, stop the repairs -- we're done
if(%obj.repairing)
stopRepairing(%obj);
}
else if(%repTgt.getDamageLevel())
{
// yes, it's damaged
if(%repTgt != %obj.repairing)
{
if(isObject(%obj.repairing))
stopRepairing(%obj);
%obj.repairing = %repTgt;
}
// setting imageLoaded to true sends us to repair state (function onRepair)
%obj.setImageLoaded(%slot, true);
}
else
{
// there is a target in range, but it's not damaged
if(!%obj.errMsgSent)
{
// if the target isn't damaged, send a message to that effect only once
messageClient(%obj.client, 'MsgRepairPackNotDamaged', '\c2Target is not damaged.', %repTgt);
%obj.errMsgSent = true;
}
// if player was repairing something, stop the repairs -- we're done
if(%obj.repairing)
stopRepairing(%obj);
}
}
//AI hack - too many things influence the aiming, so I'm going to force the repair object for bots only
else if (%obj.client.isAIControlled() && isObject(%obj.client.repairObject))
{
%repTgt = %obj.client.repairObject;
%repPoint = %repTgt.getAIRepairPoint();
if (%repPoint $= "0 0 0")
%repPoint = %repTgt.getWorldBoxCenter();
%repTgtVector = VectorNormalize(VectorSub(%muzPoint, %repPoint));
%aimVector = VectorNormalize(VectorSub(%muzPoint, %rangeEnd));
//if the dot product is very close (ie. we're aiming in the right direction)
if (VectorDot(%repTgtVector, %aimVector) > 0.85)
{
//do an LOS to make sure nothing is in the way...
%scanTarg = ContainerRayCast(%muzPoint, %repPoint, %searchMasks, %obj);
if (firstWord(%scanTarg) == %repTgt)
{
// yes, it's damaged
if(isObject(%obj.repairing))
stopRepairing(%obj);
%obj.repairing = %repTgt;
// setting imageLoaded to true sends us to repair state (function onRepair)
%obj.setImageLoaded(%slot, true);
}
}
}
else if(%obj.getDamageLevel())
{
// there is no target in range, but the player is damaged
// check to see if we were repairing something before -- if so, stop repairing old target
if(%obj.repairing != 0)
if(%obj.repairing != %obj)
stopRepairing(%obj);
if(isObject(%obj.repairing))
stopRepairing(%obj);
%obj.repairing = %obj;
// quick, to onRepair!
%obj.setImageLoaded(%slot, true);
}
else
{
// there is no target in range, and the player isn't damaged
if(!%obj.errMsgSent)
{
// send an error message only once
messageClient(%obj.client, 'MsgRepairPackNoTarget', '\c2No target to repair.');
%obj.errMsgSent = true;
}
stopRepairing(%obj);
}
}
function RepairGunImage::onRepair(%this,%obj,%slot)
{
// this = repairgunimage datablock
// obj = player wielding the repair gun
// slot = weapon slot
if(%obj.getEnergyLevel() <= %this.cutOffEnergy)
{
stopRepairing(%obj);
return;
}
// reset the flag that indicates an error message has been sent
%obj.errMsgSent = false;
%target = %obj.repairing;
if(!%target)
{
// no target -- whoops! never mind
stopRepairing(%obj);
}
else
{
%target.repairedBy = %obj.client; //keep track of who last repaired this item
if(%obj.repairing == %obj)
{
// player is self-repairing
if(%obj.getDamageLevel())
{
if(!%obj.selfRepairing)
{
// no need for a projectile, just send a message and up the repair rate
messageClient(%obj.client, 'MsgRepairPackPlayerSelfRepair', '\c2Repairing self.');
%obj.selfRepairing = true;
startRepairing(%obj, true);
}
}
else
{
messageClient(%obj.client, 'MsgRepairPackSelfDone', '\c2Repairs completed on self.');
stopRepairing(%obj);
%obj.errMsgSent = true;
}
}
else
{
// make sure we still have a target -- more vector fun!!!
%muzVec = %obj.getMuzzleVector(%slot);
%muzNVec = VectorNormalize(%muzVec);
%repairRange = DefaultRepairBeam.beamRange;
%muzScaled = VectorScale(%muzNVec, %repairRange);
%muzPoint = %obj.getMuzzlePoint(%slot);
%rangeEnd = VectorAdd(%muzPoint, %muzScaled);
%searchMasks = $TypeMasks::PlayerObjectType | $TypeMasks::VehicleObjectType |
$TypeMasks::StaticShapeObjectType | $TypeMasks::TurretObjectType;
//AI hack to help "fudge" the repairing stuff...
if (%obj.client.isAIControlled() && isObject(%obj.client.repairObject) && %obj.client.repairObject == %obj.repairing)
{
%repTgt = %obj.client.repairObject;
%repPoint = %repTgt.getAIRepairPoint();
if (%repPoint $= "0 0 0")
%repPoint = %repTgt.getWorldBoxCenter();
%repTgtVector = VectorNormalize(VectorSub(%muzPoint, %repPoint));
%aimVector = VectorNormalize(VectorSub(%muzPoint, %rangeEnd));
//if the dot product is very close (ie. we're aiming in the right direction)
if (VectorDot(%repTgtVector, %aimVector) > 0.85)
%scanTarg = ContainerRayCast(%muzPoint, %repPoint, %searchMasks, %obj);
}
else
%scanTarg = ContainerRayCast(%muzPoint, %rangeEnd, %searchMasks, %obj);
if (%scanTarg)
{
%pos = getWords(%scanTarg, 1, 3);
%obstructMask = $TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType;
%obstruction = ContainerRayCast(%muzPoint, %pos, %obstructMask, %obj);
if (%obstruction)
%scanTarg = "0";
}
if(%scanTarg)
{
// there's still a target out there
%repTgt = firstWord(%scanTarg);
// is the target damaged?
if(%repTgt.getDamageLevel())
{
if(%repTgt != %obj.repairing)
{
// the target is not the same as the one we were just repairing
// stop repairing old target, start repairing new target
stopRepairing(%obj);
if(isObject(%obj.repairing))
stopRepairing(%obj);
%obj.repairing = %repTgt;
// extract the name of what player is repairing based on what it is
// if it's a player, it's the player's name (duh)
// if it's an object, look for a nametag
// if object has no nametag, just say what it is (e.g. generatorLarge)
if(%repTgt.getClassName() $= Player)
%tgtName = getTaggedString(%repTgt.client.name);
else if(%repTgt.getGameName() !$= "")
%tgtName = %repTgt.getGameName();
else
%tgtName = %repTgt.getDatablock().getName();
messageClient(%obj.client, 'MsgRepairPackRepairingObj', '\c2Repairing %1.', %tgtName, %repTgt);
startRepairing(%obj, false);
}
else
{
// it's the same target as last time
// changed to fix "2 players can't repair same object" bug
if(%obj.repairProjectile == 0)
{
if(%repTgt.getClassName() $= Player)
%tgtName = getTaggedString(%repTgt.client.name);
else if(%repTgt.getGameName() !$= "")
%tgtName = %repTgt.getGameName();
else
%tgtName = %repTgt.getDatablock().getName();
messageClient(%obj.client, 'MsgRepairPackRepairingObj', '\c2Repairing %1.', %tgtName, %repTgt);
startRepairing(%obj, false);
}
}
}
else
{
%rateOfRepair = %this.repairFactorObject;
if(%repTgt.getClassName() $= Player)
{
%tgtName = getTaggedString(%repTgt.client.name);
%rateOfRepair = %this.repairFactorPlayer;
}
else if(%repTgt.getGameName() !$= "")
%tgtName = %repTgt.getGameName();
else
%tgtName = %repTgt.getDatablock().getName();
if(%repTgt != %obj.repairing)
{
// it isn't the same object we were repairing previously
messageClient(%obj.client, 'MsgRepairPackNotDamaged', '\c2%1 is not damaged.', %tgtName);
}
else
{
// same target, but not damaged -- we must be done
messageClient(%obj.client, 'MsgRepairPackDone', '\c2Repairs completed.');
Game.objectRepaired(%repTgt, %tgtName);
}
%obj.errMsgSent = true;
stopRepairing(%obj);
}
}
else
{
// whoops, we lost our target
messageClient(%obj.client, 'MsgRepairPackLostTarget', '\c2Repair target no longer in range.');
stopRepairing(%obj);
}
}
}
}
function RepairGunImage::onDeactivate(%this,%obj,%slot)
{
stopRepairing(%obj);
}
function stopRepairing(%player)
{
// %player = the player who was using the repair pack
if(%player.selfRepairing)
{
// there is no projectile for self-repairing
%player.setRepairRate(%player.getRepairRate() - %player.repairingRate);
%player.selfRepairing = false;
}
else if(%player.repairing > 0)
{
// player was repairing something else
//if(%player.repairing.beingRepaired > 0)
//{
// don't decrement this stuff if it's already at 0 -- though it shouldn't be
//%player.repairing.beingRepaired--;
%player.repairing.setRepairRate(%player.repairing.getRepairRate() - %player.repairingRate);
//}
if(%player.repairProjectile > 0)
{
// is there a repair projectile? delete it
%player.repairProjectile.delete();
%player.repairProjectile = 0;
}
}
%player.repairing = 0;
%player.repairingRate = 0;
%player.setImageTrigger($WeaponSlot, false);
%player.setImageLoaded($WeaponSlot, false);
}
function startRepairing(%player, %self)
{
// %player = the player who was using the repair pack
// %self = boolean -- is player repairing him/herself?
if(%self)
{
// one repair, hold the projectile
%player.setRepairRate(%player.getRepairRate() + RepairGunImage.repairFactorPlayer);
%player.selfRepairing = true;
%player.repairingRate = RepairGunImage.repairFactorPlayer;
}
else
{
//if(%player.repairing.beingRepaired $= "")
// %player.repairing.beingRepaired = 1;
//else
// %player.repairing.beingRepaired++;
//AI hack...
if (%player.client.isAIControlled() && %player.client.repairObject == %player.repairing)
{
%initialPosition = %player.getMuzzlePoint($WeaponSlot);
%initialDirection = VectorSub(%initialPosition, %player.repairing.getWorldBoxCenter());
}
else
{
%initialDirection = %player.getMuzzleVector($WeaponSlot);
%initialPosition = %player.getMuzzlePoint($WeaponSlot);
}
if(%player.repairing.getClassName() $= Player)
%repRate = RepairGunImage.repairFactorPlayer;
else
%repRate = RepairGunImage.repairFactorObject;
%player.repairing.setRepairRate(%player.repairing.getRepairRate() + %repRate);
%player.repairingRate = %repRate;
%player.repairProjectile = new RepairProjectile() {
dataBlock = DefaultRepairBeam;
initialDirection = %initialDirection;
initialPosition = %initialPosition;
sourceObject = %player;
sourceSlot = $WeaponSlot;
targetObject = %player.repairing;
};
// ----------------------------------------------------
// z0dd - ZOD, 5/27/02. Fix lingering projectile bug
if(isObject(%player.lastProjectile))
%player.lastProjectile.delete();
%player.lastProjectile = %player.repairProjectile;
// End z0dd - ZOD
// ----------------------------------------------------
MissionCleanup.add(%player.repairProjectile);
}
}
function RepairPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}

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@ -0,0 +1,736 @@
//--------------------------------------------------------------------------
// Satchel Charge pack
// can be used by any armor type
// when activated, throws the pack -- when activated again (before
// picking up another pack), detonates with a BIG explosion.
//--------------------------------------------------------------------------
// Sounds
datablock EffectProfile(SatchelChargeActivateEffect)
{
effectname = "packs/satchel_pack_activate";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(SatchelChargeExplosionEffect)
{
effectname = "packs/satchel_pack_detonate";
minDistance = 2.5;
maxDistance = 5.0;
};
datablock EffectProfile(SatchelChargePreExplosionEffect)
{
effectname = "explosions/explosion.xpl03";
minDistance = 10.0;
maxDistance = 30.0;
};
datablock AudioProfile(SatchelChargeActivateSound)
{
filename = "fx/packs/satchel_pack_activate.wav";
description = AudioClose3d;
preload = true;
effect = SatchelChargeActivateEffect;
};
datablock AudioProfile(SatchelChargeExplosionSound)
{
filename = "fx/packs/satchel_pack_detonate.wav";
description = AudioBIGExplosion3d;
preload = true;
effect = SatchelChargeExplosionEffect;
};
datablock AudioProfile(SatchelChargePreExplosionSound)
{
filename = "fx/explosions/explosion.xpl03.wav";
description = AudioBIGExplosion3d;
preload = true;
effect = SatchelChargePreExplosionEffect;
};
datablock AudioProfile(UnderwaterSatchelChargeExplosionSound)
{
filename = "fx/weapons/mortar_explode_UW.wav";
description = AudioBIGExplosion3d;
preload = true;
effect = SatchelChargeExplosionEffect;
};
//----------------------------------------------------------------------------
// Satchel Debris
//----------------------------------------------------------------------------
datablock ParticleData( SDebrisSmokeParticle )
{
dragCoeffiecient = 1.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
lifetimeMS = 1000;
lifetimeVarianceMS = 100;
textureName = "particleTest";
useInvAlpha = true;
spinRandomMin = -60.0;
spinRandomMax = 60.0;
colors[0] = "0.4 0.4 0.4 1.0";
colors[1] = "0.3 0.3 0.3 0.5";
colors[2] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.0;
sizes[1] = 2.0;
sizes[2] = 3.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( SDebrisSmokeEmitter )
{
ejectionPeriodMS = 7;
periodVarianceMS = 1;
ejectionVelocity = 1.0; // A little oomph at the back end
velocityVariance = 0.2;
thetaMin = 0.0;
thetaMax = 40.0;
particles = "SDebrisSmokeParticle";
};
datablock DebrisData( SatchelDebris )
{
emitters[0] = SDebrisSmokeEmitter;
explodeOnMaxBounce = true;
elasticity = 0.4;
friction = 0.2;
lifetime = 0.3;
lifetimeVariance = 0.02;
};
//----------------------------------------------------------------------------
// Bubbles
//----------------------------------------------------------------------------
datablock ParticleData(SatchelBubbleParticle)
{
dragCoefficient = 0.0;
gravityCoefficient = -0.25;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1500;
lifetimeVarianceMS = 600;
useInvAlpha = false;
textureName = "special/bubbles";
spinRandomMin = -100.0;
spinRandomMax = 100.0;
colors[0] = "0.7 0.8 1.0 0.0";
colors[1] = "0.7 0.8 1.0 0.4";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 2.0;
sizes[1] = 2.0;
sizes[2] = 2.0;
times[0] = 0.0;
times[1] = 0.8;
times[2] = 1.0;
};
datablock ParticleEmitterData(SatchelBubbleEmitter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
ejectionOffset = 7.0;
velocityVariance = 0.5;
thetaMin = 0;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "MortarExplosionBubbleParticle";
};
//--------------------------------------------------------------------------
// Satchel Explosion Particle effects
//--------------------------------------
datablock ParticleData(SatchelExplosionSmoke)
{
dragCoeffiecient = 0.4;
gravityCoefficient = -0.0; // rises slowly
inheritedVelFactor = 0.025;
lifetimeMS = 2000;
lifetimeVarianceMS = 0;
textureName = "particleTest";
useInvAlpha = true;
spinRandomMin = -200.0;
spinRandomMax = 200.0;
textureName = "special/Smoke/smoke_001";
colors[0] = "1.0 0.7 0.0 1.0";
colors[1] = "0.2 0.2 0.2 0.5";
colors[2] = "0.0 0.0 0.0 0.0";
sizes[0] = 7.0;
sizes[1] = 17.0;
sizes[2] = 2.0;
times[0] = 0.0;
times[1] = 0.4;
times[2] = 1.0;
};
datablock ParticleEmitterData(SatchelExplosionSmokeEmitter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 0;
ejectionVelocity = 14.25;
velocityVariance = 2.25;
thetaMin = 0.0;
thetaMax = 180.0;
lifetimeMS = 200;
particles = "SatchelExplosionSmoke";
};
datablock ParticleData(UnderwaterSatchelExplosionSmoke)
{
dragCoeffiecient = 105.0;
gravityCoefficient = -0.0;
inheritedVelFactor = 0.025;
constantAcceleration = -1.0;
lifetimeMS = 1500;
lifetimeVarianceMS = 0;
textureName = "particleTest";
useInvAlpha = false;
spinRandomMin = -200.0;
spinRandomMax = 200.0;
textureName = "special/Smoke/smoke_001";
colors[0] = "0.4 0.4 1.0 1.0";
colors[1] = "0.4 0.4 1.0 0.5";
colors[2] = "0.0 0.0 0.0 0.0";
sizes[0] = 7.0;
sizes[1] = 17.0;
sizes[2] = 2.0;
times[0] = 0.0;
times[1] = 0.2;
times[2] = 1.0;
};
datablock ParticleEmitterData(UnderwaterSatchelExplosionSmokeEmitter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 0;
ejectionVelocity = 14.25;
velocityVariance = 2.25;
thetaMin = 0.0;
thetaMax = 180.0;
lifetimeMS = 200;
particles = "UnderwaterSatchelExplosionSmoke";
};
datablock ParticleData(SatchelSparks)
{
dragCoefficient = 1;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 150;
textureName = "special/bigSpark";
colors[0] = "0.56 0.36 0.26 1.0";
colors[1] = "0.56 0.36 0.26 1.0";
colors[2] = "1.0 0.36 0.26 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.75;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(SatchelSparksEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 40;
velocityVariance = 20.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
lifetimeMS = 200;
particles = "SatchelSparks";
};
datablock ParticleData(UnderwaterSatchelSparks)
{
dragCoefficient = 1;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 350;
textureName = "special/underwaterSpark";
colors[0] = "0.6 0.6 1.0 1.0";
colors[1] = "0.6 0.6 1.0 1.0";
colors[2] = "0.6 0.6 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.75;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(UnderwaterSatchelSparksEmitter)
{
ejectionPeriodMS = 2;
periodVarianceMS = 0;
ejectionVelocity = 30;
velocityVariance = 5.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 70;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
lifetimeMS = 100;
particles = "UnderwaterSatchelSparks";
};
//---------------------------------------------------------------------------
// Explosion
//---------------------------------------------------------------------------
datablock ExplosionData(SatchelSubExplosion)
{
explosionShape = "disc_explosion.dts";
faceViewer = true;
explosionScale = "0.5 0.5 0.5";
debris = SatchelDebris;
debrisThetaMin = 10;
debrisThetaMax = 80;
debrisNum = 8;
debrisVelocity = 60.0;
debrisVelocityVariance = 15.0;
lifetimeMS = 1000;
delayMS = 0;
emitter[0] = SatchelExplosionSmokeEmitter;
emitter[1] = SatchelSparksEmitter;
offset = 0.0;
playSpeed = 1.5;
sizes[0] = "1.5 1.5 1.5";
sizes[1] = "3.0 3.0 3.0";
times[0] = 0.0;
times[1] = 1.0;
};
datablock ExplosionData(SatchelSubExplosion2)
{
explosionShape = "disc_explosion.dts";
faceViewer = true;
explosionScale = "0.7 0.7 0.7";
debris = SatchelDebris;
debrisThetaMin = 10;
debrisThetaMax = 170;
debrisNum = 8;
debrisVelocity = 60.0;
debrisVelocityVariance = 15.0;
lifetimeMS = 1000;
delayMS = 50;
emitter[0] = SatchelExplosionSmokeEmitter;
emitter[1] = SatchelSparksEmitter;
offset = 9.0;
playSpeed = 1.5;
sizes[0] = "1.5 1.5 1.5";
sizes[1] = "1.5 1.5 1.5";
times[0] = 0.0;
times[1] = 1.0;
};
datablock ExplosionData(SatchelSubExplosion3)
{
explosionShape = "disc_explosion.dts";
faceViewer = true;
explosionScale = "1.0 1.0 1.0";
debris = SatchelDebris;
debrisThetaMin = 10;
debrisThetaMax = 170;
debrisNum = 8;
debrisVelocity = 60.0;
debrisVelocityVariance = 15.0;
lifetimeMS = 2000;
delayMS = 100;
emitter[0] = SatchelExplosionSmokeEmitter;
emitter[1] = SatchelSparksEmitter;
offset = 9.0;
playSpeed = 2.5;
sizes[0] = "1.0 1.0 1.0";
sizes[1] = "1.0 1.0 1.0";
times[0] = 0.0;
times[1] = 1.0;
};
datablock ExplosionData(SatchelMainExplosion)
{
soundProfile = SatchelChargePreExplosionSound;
subExplosion[0] = SatchelSubExplosion;
subExplosion[1] = SatchelSubExplosion2;
subExplosion[2] = SatchelSubExplosion3;
};
//---------------------------------------------------------------------------
// Underwater Explosion
//---------------------------------------------------------------------------
datablock ExplosionData(UnderwaterSatchelSubExplosion)
{
explosionShape = "disc_explosion.dts";
faceViewer = true;
explosionScale = "0.5 0.5 0.5";
lifetimeMS = 1000;
delayMS = 0;
emitter[0] = UnderwaterSatchelExplosionSmokeEmitter;
emitter[1] = UnderwaterSatchelSparksEmitter;
emitter[2] = SatchelBubbleEmitter;
offset = 0.0;
playSpeed = 0.75;
sizes[0] = "1.5 1.5 1.5";
sizes[1] = "2.5 2.5 2.5";
sizes[2] = "2.0 2.0 2.0";
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ExplosionData(UnderwaterSatchelSubExplosion2)
{
explosionShape = "disc_explosion.dts";
faceViewer = true;
explosionScale = "0.7 0.7 0.7";
lifetimeMS = 1000;
delayMS = 50;
emitter[0] = UnderwaterSatchelExplosionSmokeEmitter;
emitter[1] = UnderwaterSatchelSparksEmitter;
emitter[2] = SatchelBubbleEmitter;
offset = 9.0;
playSpeed = 0.75;
sizes[0] = "1.5 1.5 1.5";
sizes[1] = "1.0 1.0 1.0";
sizes[2] = "0.75 0.75 0.75";
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ExplosionData(UnderwaterSatchelSubExplosion3)
{
explosionShape = "disc_explosion.dts";
faceViewer = true;
explosionScale = "1.0 1.0 1.0";
lifetimeMS = 2000;
delayMS = 100;
emitter[0] = UnderwaterSatchelExplosionSmokeEmitter;
emitter[1] = UnderwaterSatchelSparksEmitter;
emitter[2] = SatchelBubbleEmitter;
offset = 9.0;
playSpeed = 1.25;
sizes[0] = "1.0 1.0 1.0";
sizes[1] = "1.0 1.0 1.0";
sizes[2] = "0.5 0.5 0.5";
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ExplosionData(UnderwaterSatchelMainExplosion)
{
soundProfile = UnderwaterSatchelChargeExplosionSound;
subExplosion[0] = UnderwaterSatchelSubExplosion;
subExplosion[1] = UnderwaterSatchelSubExplosion2;
subExplosion[2] = UnderwaterSatchelSubExplosion3;
};
//--------------------------------------------------------------------------
// Projectile
//-------------------------------------------------------------------------
// shapebase datablocks
datablock ShapeBaseImageData(SatchelChargeImage)
{
shapeFile = "pack_upgrade_satchel.dts";
item = SatchelCharge;
mountPoint = 1;
offset = "0 0 0";
emap = true;
};
datablock ItemData(SatchelCharge)
{
className = Pack;
catagory = "Packs";
image = SatchelChargeImage;
shapeFile = "pack_upgrade_satchel.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
pickUpName = "a satchel charge pack";
computeCRC = true;
};
datablock ItemData(SatchelChargeThrown)
{
shapeFile = "pack_upgrade_satchel.dts";
explosion = SatchelMainExplosion;
underwaterExplosion = UnderwaterSatchelMainExplosion;
mass = 1.2;
elasticity = 0.1;
friction = 0.9;
rotate = false;
pickupRadius = 0;
noTimeout = true;
armDelay = 3000;
maxDamage = 0.6;
kickBackStrength = 4000;
computeCRC = true;
};
//--------------------------------------------------------------------------
function SatchelCharge::onUse(%this, %obj)
{
%item = new Item() {
dataBlock = SatchelChargeThrown;
rotation = "0 0 1 " @ (getRandom() * 360);
};
MissionCleanup.add(%item);
// take pack out of inventory and unmount image
%obj.decInventory(SatchelCharge, 1);
%obj.throwObject(%item);
//error("throwing satchel charge #" @ %item);
%obj.thrownChargeId = %item;
%item.sourceObject = %obj;
%item.armed = false;
%item.damaged = 0.0;
%item.thwart = false;
// arm itself 3 seconds after being thrown
schedule(%item.getDatablock().armDelay, %item, "initArmSatchelCharge", %item);
messageClient(%obj.client, 'MsgSatchelChargePlaced', "\c2Satchel charge deployed.");
}
function initArmSatchelCharge(%satchel)
{
// "deet deet deet" sound
%satchel.playAudio(1, SatchelChargeActivateSound);
// also need to play "antenna extending" animation
%satchel.playThread(0, "deploy");
%satchel.playThread(1, "activate");
// delay the actual arming until after sound is done playing
schedule( 2200, 0, "armSatchelCharge", %satchel );
}
function armSatchelCharge(%satchel)
{
%satchel.armed = true;
commandToClient( %satchel.sourceObject.client, 'setSatchelArmed' );
}
function detonateSatchelCharge(%player)
{
%satchelCharge = %player.thrownChargeId;
// can't detonate the satchel charge if it isn't armed
if(!%satchelCharge.armed)
return;
//error("Detonating satchel charge #" @ %satchelCharge @ " for player #" @ %player);
if(%satchelCharge.getDamageState() !$= Destroyed)
{
%satchelCharge.setDamageState(Destroyed);
%satchelCharge.blowup();
}
if(isObject(%player))
%player.thrownChargeId = 0;
// Clear the player's HUD:
%player.client.clearBackpackIcon();
}
function SatchelChargeThrown::onEnterLiquid(%data, %obj, %coverage, %type)
{
// lava types
if(%type >=4 && %type <= 6)
{
if(%obj.getDamageState() !$= "Destroyed")
{
%obj.armed = true;
detonateSatchelCharge(%obj.sourceObject);
return;
}
}
// quickSand
if(%type == 7)
if(isObject(%obj.sourceObject))
%obj.sourceObject.thrownChargeId = 0;
Parent::onEnterLiquid(%data, %obj, %coverage, %type);
}
function SatchelChargeImage::onMount(%data, %obj, %node)
{
%obj.thrownChargeId = 0;
}
function SatchelChargeImage::onUnmount(%data, %obj, %node)
{
}
function SatchelChargeThrown::onDestroyed(%this, %object, %lastState)
{
if(%object.kaboom)
return;
else
{
%object.kaboom = true;
// the "thwart" flag is set if the charge is destroyed with weapons rather
// than detonated. A less damaging explosion, but visually the same scale.
if(%object.thwart)
{
messageClient(%object.sourceObject.client, 'msgSatchelChargeDetonate', "\c2Satchel charge destroyed.");
%dmgRadius = 10;
%dmgMod = 0.3;
%expImpulse = 1000;
%dmgType = $DamageType::Explosion;
}
else
{
messageClient(%object.sourceObject.client, 'msgSatchelChargeDetonate', "\c2Satchel charge detonated!");
%dmgRadius = 20;
%dmgMod = 1.0;
%expImpulse = 2500;
%dmgType = $DamageType::SatchelCharge;
}
%object.blowingUp = true;
RadiusExplosion(%object, %object.getPosition(), %dmgRadius, %dmgMod, %expImpulse, %object.sourceObject, %dmgType);
%object.schedule(1000, "delete");
}
// -------------------------------------------------------------------
// z0dd - ZOD, 5/8/02. Addition. Satchel bug fix. Prior to fix,
// clients couldn't pick up packs when satchel was destroyed from dmg.
if(isObject(%object.sourceObject))
%object.sourceObject.thrownChargeId = 0;
}
function SatchelChargeThrown::onCollision(%data,%obj,%col)
{
// Do nothing...
}
function SatchelChargeThrown::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType)
{
if (!%object.blowingUp)
{
%targetObject.damaged += %amount;
if(%targetObject.damaged >= %targetObject.getDataBlock().maxDamage &&
%targetObject.getDamageState() !$= Destroyed)
{
%targetObject.thwart = true;
%targetObject.setDamageState(Destroyed);
%targetObject.blowup();
// clear the player's HUD:
%targetObject.sourceObject.client.clearBackPackIcon();
}
}
}
function SatchelCharge::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}

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@ -0,0 +1,133 @@
// ------------------------------------------------------------------
// SENSOR JAMMER PACK
//
// When activated, the sensor jammer pack emits a sensor-jamming field of
// 20m radius. Any players within this field are completely invisible to
// all sensors, turrets and cameras.
//
// When not activated, the pack has no effect.
//
datablock EffectProfile(SensorJammerPackActivateEffect)
{
effectname = "packs/cloak_on";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock AudioProfile(SensorJammerActivateSound)
{
filename = "fx/packs/sensorjammerpack_on.wav";
description = ClosestLooping3d;
preload = true;
effect = SensorJammerPackActivateEffect;
};
datablock ShapeBaseImageData(SensorJammerPackImage)
{
shapeFile = "pack_upgrade_sensorjammer.dts";
item = SensorJammerPack;
mountPoint = 1;
offset = "0 0 0";
usesEnergy = true;
minEnergy = 3;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateSequence[1] = "fire";
stateSound[1] = SensorJammerActivateSound;
stateEnergyDrain[1] = 10.5;
stateTransitionOnTriggerUp[1] = "Deactivate";
stateTransitionOnNoAmmo[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeout[2] = "Idle";
};
datablock ItemData(SensorJammerPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_upgrade_sensorjammer.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "SensorJammerPackImage";
pickUpName = "a sensor jammer pack";
computeCRC = true;
};
// datablock SensorData(JammerSensorObjectPassive)
// {
// // same detection info as 'PlayerObject' sensorData
// detects = true;
// detectsUsingLOS = true;
// detectsPassiveJammed = true;
// detectRadius = 2000;
// detectionPings = false;
// detectsFOVOnly = true;
// detectFOVPercent = 1.3;
// useObjectFOV = true;
//
// jams = true;
// jamsOnlyGroup = true;
// jamsUsingLOS = true;
// jamRadius = 0;
// };
datablock SensorData(JammerSensorObjectActive)
{
// same detection info as 'PlayerObject' sensorData
detects = true;
detectsUsingLOS = true;
detectsPassiveJammed = true;
detectRadius = 2000;
detectionPings = false;
detectsFOVOnly = true;
detectFOVPercent = 1.3;
useObjectFOV = true;
jams = true;
jamsOnlyGroup = true;
jamsUsingLOS = true;
jamRadius = 30;
};
function SensorJammerPackImage::onUnmount(%data, %obj, %slot)
{
setTargetSensorData(%obj.client.target, PlayerSensor);
%obj.setImageTrigger(%slot, false);
}
function SensorJammerPackImage::onActivate(%data, %obj, %slot)
{
messageClient(%obj.client, 'MsgSensorJammerPackOn', '\c2Sensor jammer pack on.');
setTargetSensorData(%obj.client.target, JammerSensorObjectActive);
if ( !isDemo() )
commandToClient( %obj.client, 'setSenJamIconOn' );
%obj.setJammerFX( true );
}
function SensorJammerPackImage::onDeactivate(%data, %obj, %slot)
{
messageClient(%obj.client, 'MsgSensorJammerPackOff', '\c2Sensor jammer pack off.');
%obj.setImageTrigger(%slot, false);
setTargetSensorData(%obj.client.target, PlayerSensor);
if ( !isDemo() )
commandToClient( %obj.client, 'setSenJamIconOff' );
%obj.setJammerFX( false );
}
function SensorJammerPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}

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@ -0,0 +1,94 @@
// ------------------------------------------------------------------
// SHIELD PACK
// can be used by any armor type
// while activated, absorbs damage at cost of energy
datablock EffectProfile(ShieldPackActivateEffect)
{
effectname = "packs/shield_on";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock AudioProfile(ShieldPackActivateSound)
{
filename = "fx/packs/shield_on.wav";
description = ClosestLooping3d;
preload = true;
effect = ShieldPackActivateEffect;
};
datablock ShapeBaseImageData(ShieldPackImage)
{
shapeFile = "pack_upgrade_shield.dts";
item = ShieldPack;
mountPoint = 1;
offset = "0 0 0";
usesEnergy = true;
minEnergy = 3;
stateName[0] = "Idle";
stateTransitionOnTriggerDown[0] = "Activate";
stateName[1] = "Activate";
stateScript[1] = "onActivate";
stateSequence[1] = "fire";
stateSound[1] = ShieldPackActivateSound;
stateEnergyDrain[1] = 9;
stateTransitionOnTriggerUp[1] = "Deactivate";
stateTransitionOnNoAmmo[1] = "Deactivate";
stateName[2] = "Deactivate";
stateScript[2] = "onDeactivate";
stateTransitionOnTimeout[2] = "Idle";
};
datablock ItemData(ShieldPack)
{
className = Pack;
catagory = "Packs";
shapeFile = "pack_upgrade_shield.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
rotate = true;
image = "ShieldPackImage";
pickUpName = "a shield pack";
computeCRC = true;
};
function ShieldPackImage::onMount(%data, %obj, %node)
{
}
function ShieldPackImage::onUnmount(%data, %obj, %node)
{
%obj.setImageTrigger(%node, false);
%obj.isShielded = "";
}
function ShieldPackImage::onActivate(%data, %obj, %slot)
{
messageClient(%obj.client, 'MsgShieldPackOn', '\c2Shield pack on.');
%obj.isShielded = true;
if ( !isDemo() )
commandToClient( %obj.client, 'setShieldIconOn' );
}
function ShieldPackImage::onDeactivate(%data, %obj, %slot)
{
messageClient(%obj.client, 'MsgShieldPackOff', '\c2Shield pack off.');
%obj.setImageTrigger(%slot,false);
%obj.isShielded = "";
if ( !isDemo() )
commandToClient( %obj.client, 'setShieldIconOff' );
}
function ShieldPack::onPickup(%this, %obj, %shape, %amount)
{
// created to prevent console errors
}