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193
docs/base/@vl2/scripts.vl2/scripts/weapons/cameraGrenade.cs
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193
docs/base/@vl2/scripts.vl2/scripts/weapons/cameraGrenade.cs
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// ------------------------------------------------------------------
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// Deployable camera script
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//
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// Cameras will occupy grenade slots vice backpack slots. The player
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// will "throw" them like grenades, and they should stick to (and
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// deploy on) interior surfaces and terrain.
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// ------------------------------------------------------------------
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$TeamDeployableMax[DeployedCamera] = 15;
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// ------------------------------------------
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// force-feedback effect datablocks
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// ------------------------------------------
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datablock EffectProfile(CameraGrenadeActivateEffect)
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{
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effectname = "weapons/grenade_camera_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(CameraGrenadeAttachEffect)
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{
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effectname = "weapons/grenade_camera_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(CameraGrenadeExplosionEffect)
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{
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effectname = "explosions/explosion.xpl10";
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minDistance = 10;
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maxDistance = 30;
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};
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// ------------------------------------------
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// sound datablocks
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// ------------------------------------------
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datablock AudioProfile(CameraGrenadeActivateSound)
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{
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filename = "fx/weapons/grenade_camera_activate.wav";
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description = AudioClosest3d;
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preload = true;
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effect = CameraGrenadeActivateEffect;
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};
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datablock AudioProfile(CameraGrenadeAttachSound)
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{
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filename = "fx/weapons/grenade_camera_attach.wav";
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description = AudioClosest3d;
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preload = true;
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effect = CameraGrenadeAttachEffect;
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};
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datablock AudioProfile(CameraGrenadeExplosionSound)
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{
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filename = "fx/explosions/explosion.xpl10.wav";
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description = AudioExplosion3d;
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preload = true;
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effect = CameraGrenadeExplosionEffect;
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};
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//--------------------------------------------------------------------------
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// Camera explosion particle effects
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//--------------------------------------------------------------------------
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datablock ExplosionData(CameraGrenadeExplosion)
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{
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soundProfile = CameraGrenadeExplosionSound;
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faceViewer = true;
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explosionShape = "effect_plasma_explosion.dts";
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playSpeed = 1.0;
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sizes[0] = "0.2 0.2 0.2";
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sizes[1] = "0.3 0.3 0.3";
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};
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// ------------------------------------------
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// other datablocks
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// ------------------------------------------
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datablock ItemData(CameraGrenadeThrown)
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{
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shapeFile = "camera.dts";
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mass = 0.7;
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elasticity = 0.2;
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friction = 1;
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pickupRadius = 2;
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maxDamage = 0.8;
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sticky = true;
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emap = true;
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};
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datablock ItemData(CameraGrenade)
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{
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className = HandInventory;
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catagory = "Handheld";
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shapeFile = "camera.dts";
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mass = 0.7;
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elasticity = 0.2;
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friction = 1;
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pickupRadius = 2;
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thrownItem = CameraGrenadeThrown;
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pickUpName = "a deployable camera";
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computeCRC = true;
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emap = true;
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};
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datablock SensorData(CameraSensorObject)
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{
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detects = true;
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detectsUsingLOS = true;
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detectionPings = false;
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detectsPassiveJammed = true;
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detectsActiveJammed = false;
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detectRadius = 40;
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detectsFOVOnly = true;
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useObjectFOV = true;
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};
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datablock TurretData(TurretDeployedCamera) : TurretDamageProfile
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{
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className = CameraTurret;
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shapeFile = "camera.dts";
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mass = 0.7;
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maxDamage = 0.2;
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destroyedLevel = 0.2;
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disabledLevel = 0.2;
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repairRate = 0;
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explosion = CameraGrenadeExplosion;
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thetaMin = 0;
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thetaMax = 180;
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//thetaNull = 90;
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deployedObject = true;
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isShielded = false;
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energyPerDamagePoint = 40;
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maxEnergy = 30;
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renderWhenDestroyed = false;
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rechargeRate = 0.05;
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cameraDefaultFov = 150;
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cameraMinFov = 150;
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cameraMaxFov = 150;
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neverUpdateControl = true;
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canControl = true;
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canObserve = true;
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observeThroughObject = true;
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cmdCategory = "DSupport";
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cmdIcon = CMDCameraIcon;
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cmdMiniIconName = "commander/MiniIcons/com_camera_grey";
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targetNameTag = 'Deployed';
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targetTypeTag = 'Camera';
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sensorData = CameraSensorObject;
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sensorRadius = CameraSensorObject.detectRadius;
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firstPersonOnly = true;
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observeParameters = "0.5 4.5 4.5";
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debrisShapeName = "debris_generic_small.dts";
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debris = SmallShapeDebris;
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};
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datablock TurretImageData(DeployableCameraBarrel)
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{
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shapeFile = "turret_muzzlepoint.dts";
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usesEnergy = false;
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// Turret parameters
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activationMS = 100;
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deactivateDelayMS = 100;
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thinkTimeMS = 100;
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degPerSecTheta = 180;
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degPerSecPhi = 360;
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};
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//------------------------------------------------------------------------------
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// Functions:
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//------------------------------------------------------------------------------
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function CameraGrenadeThrown::onCollision( %data, %obj, %col )
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{
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// Do nothing...
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}
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