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163
docs/base/@vl2/scripts.vl2/scripts/turrets/mortarBarrelLarge.cs
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163
docs/base/@vl2/scripts.vl2/scripts/turrets/mortarBarrelLarge.cs
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//--------------------------------------------------------------------------
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// Large Mortar Turret
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//
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//
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//--------------------------------------------------------------------------
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//--------------------------------------------------------------------------
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// Sounds
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//--------------------------------------
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datablock EffectProfile(MBLSwitchEffect)
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{
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effectname = "powered/turret_heavy_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(MBLFireEffect)
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{
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effectname = "powered/turret_mortar_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(MBLSwitchSound)
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{
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filename = "fx/powered/turret_heavy_activate.wav";
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description = AudioClose3d;
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preload = true;
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effect = MBLSwitchEffect;
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};
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datablock AudioProfile(MBLFireSound)
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{
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filename = "fx/powered/turret_mortar_fire.wav";
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description = AudioDefault3d;
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preload = true;
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effect = MBLFireEffect;
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};
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//--------------------------------------------------------------------------
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// Projectile
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//--------------------------------------
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datablock AudioProfile(MortarTurretProjectileSound)
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{
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filename = "fx/weapons/mortar_projectile.wav";
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description = ProjectileLooping3d;
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preload = true;
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};
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datablock GrenadeProjectileData(MortarTurretShot)
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{
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projectileShapeName = "mortar_projectile.dts";
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emitterDelay = -1;
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directDamage = 0.0;
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hasDamageRadius = true;
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indirectDamage = 1.32;
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damageRadius = 30.0;
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radiusDamageType = $DamageType::MortarTurret;
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kickBackStrength = 3000;
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explosion = "MortarExplosion";
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velInheritFactor = 0.5;
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splash = MortarSplash;
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baseEmitter = MortarSmokeEmitter;
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bubbleEmitter = MortarBubbleEmitter;
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grenadeElasticity = 0.25;
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grenadeFriction = 0.4;
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armingDelayMS = 2000;
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muzzleVelocity = 43.7;
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drag = 0.1;
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sound = MortarTurretProjectileSound;
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hasLight = true;
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lightRadius = 3;
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lightColor = "0.05 0.2 0.05";
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};
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//--------------------------------------------------------------------------
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//-------------------------------------- Fusion Turret Image
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//
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datablock TurretImageData(MortarBarrelLarge)
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{
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shapeFile = "turret_mortar_large.dts";
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// ---------------------------------------------
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// z0dd - ZOD, 5/8/02. Incorrect parameter value
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//item = MortarBarrelLargePack;
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item = MortarBarrelPack;
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projectile = MortarTurretShot;
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projectileType = GrenadeProjectile;
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usesEnergy = true;
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fireEnergy = 30;
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minEnergy = 30;
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emap = true;
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// don't let a mortar turret blow itself up
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dontFireInsideDamageRadius = true;
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damageRadius = 40;
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// Turret parameters
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activationMS = 1000;
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deactivateDelayMS = 1500;
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thinkTimeMS = 200;
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degPerSecTheta = 580;
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degPerSecPhi = 960;
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attackRadius = 160;
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// State transitions
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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] = MBLSwitchSound;
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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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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.3;
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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] = MBLFireSound;
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stateScript[3] = "onFire";
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stateName[4] = "Reload";
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stateTimeoutValue[4] = 1.5;
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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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};
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