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157
docs/base/@vl2/scripts.vl2/scripts/turrets/ELFBarrelLarge.cs
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157
docs/base/@vl2/scripts.vl2/scripts/turrets/ELFBarrelLarge.cs
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//--------------------------------------------------------------------------
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// ELF Turret barrel
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//--------------------------------------------------------------------------
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//--------------------------------------------------------------------------
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// Sounds
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//--------------------------------------------------------------------------
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datablock EffectProfile(EBLSwitchEffect)
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{
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effectname = "powered/turret_light_activate";
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minDistance = 2.5;
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maxDistance = 5.0;
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};
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datablock EffectProfile(EBLFireEffect)
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{
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effectname = "weapons/ELF_fire";
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minDistance = 2.5;
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maxDistance = 5.0;
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};
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datablock AudioProfile(EBLSwitchSound)
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{
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filename = "fx/powered/turret_light_activate.wav";
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description = AudioClose3d;
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preload = true;
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effect = EBLSwitchEffect;
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};
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datablock AudioProfile(EBLFireSound)
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{
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filename = "fx/weapons/ELF_fire.wav";
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description = AudioDefaultLooping3d;
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preload = true;
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effect = EBLFireEffect;
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};
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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------
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datablock ELFProjectileData(ELFTurretBolt)
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{
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beamRange = 75;
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numControlPoints = 8;
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restorativeFactor = 3.75;
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dragFactor = 4.5;
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endFactor = 2.25;
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randForceFactor = 2;
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randForceTime = 0.125;
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drainEnergy = 1.0;
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drainHealth = 0.0015;
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directDamageType = $DamageType::ELFTurret;
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mainBeamWidth = 0.1; // width of blue wave beam
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mainBeamSpeed = 9.0; // speed that the beam travels forward
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mainBeamRepeat = 0.25; // number of times the texture repeats
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lightningWidth = 0.1;
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lightningDist = 0.15; // distance of lightning from main beam
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fireSound = EBLFireSound;
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textures[0] = "special/ELFBeam";
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textures[1] = "special/ELFLightning";
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textures[2] = "special/BlueImpact";
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// --------------------------------------------------------------------
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// z0dd - ZOD, 5/27/02. Was missing this parameter, (console spam fix).
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emitter = ELFSparksEmitter;
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};
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//--------------------------------------------------------------------------
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// ELF Turret Image
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//--------------------------------------------------------------------------
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datablock TurretImageData(ELFBarrelLarge)
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{
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shapeFile = "turret_elf_large.dts";
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// ---------------------------------------------
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// z0dd - ZOD, 5/8/02. Incorrect parameter value
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//item = ELFBarrelLargePack;
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item = ELFBarrelPack;
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projectile = ELFTurretBolt;
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projectileType = ELFProjectile;
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deleteLastProjectile = true;
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usesEnergy = true;
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fireEnergy = 0.0;
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minEnergy = 0.0;
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// Turret parameters
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activationMS = 500;
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deactivateDelayMS = 100;
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thinkTimeMS = 100;
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degPerSecTheta = 580;
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degPerSecPhi = 960;
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attackRadius = 75;
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yawVariance = 30.0; // these will smooth out the elf tracking code.
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pitchVariance = 30.0; // more or less just tolerances
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// State transiltions
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stateName[0] = "Activate";
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stateTransitionOnNotLoaded[0] = "Dead";
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stateTransitionOnLoaded[0] = "ActivateReady";
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stateName[1] = "ActivateReady";
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stateSequence[1] = "Activate";
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stateSound[1] = EBLSwitchSound;
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stateTimeoutValue[1] = 1;
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stateTransitionOnTimeout[1] = "Ready";
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stateTransitionOnNotLoaded[1] = "Deactivate";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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stateName[2] = "Ready";
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stateTransitionOnNotLoaded[2] = "Deactivate";
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stateTransitionOnTriggerDown[2] = "Fire";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateName[3] = "Fire";
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stateFire[3] = true;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = false;
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stateSequence[3] = "Fire";
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stateSound[3] = EBLFireSound;
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stateScript[3] = "onFire";
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stateTransitionOnTriggerUp[3] = "Deconstruction";
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stateTransitionOnNoAmmo[3] = "Deconstruction";
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stateName[4] = "Reload";
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stateTimeoutValue[4] = 0.01;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateTransitionOnTimeout[4] = "Ready";
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stateTransitionOnNotLoaded[4] = "Deactivate";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateName[5] = "Deactivate";
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stateSequence[5] = "Activate";
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stateDirection[5] = false;
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stateTimeoutValue[5] = 1;
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stateTransitionOnLoaded[5] = "ActivateReady";
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stateTransitionOnTimeout[5] = "Dead";
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stateName[6] = "Dead";
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stateTransitionOnLoaded[6] = "ActivateReady";
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stateName[7] = "NoAmmo";
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stateTransitionOnAmmo[7] = "Reload";
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stateSequence[7] = "NoAmmo";
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stateName[8] = "Deconstruction";
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stateScript[8] = "deconstruct";
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stateTransitionOnNoAmmo[8] = "NoAmmo";
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stateTransitionOnTimeout[8] = "Reload";
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stateTimeoutValue[8] = 0.1;
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};
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