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add DMP2 map pack
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1073 changed files with 118893 additions and 1 deletions
653
docs/base/@vl2/TR2final105-server.vl2/scripts/TR2Physics.cs
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653
docs/base/@vl2/TR2final105-server.vl2/scripts/TR2Physics.cs
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// Flag physics
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$TR2_UpwardFlagThrust = 23;
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$TR2_ForwardFlagThrust = 42.3;
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$TR2_GeneralFlagBoost = 22.4;
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$TR2_PlayerVelocityAddedToFlagThrust = 32;
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$TR2_FlagFriction = 0.7;//0.7;//1.3;
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$TR2_FlagMass = 30;
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$TR2_FlagDensity = 0.25;
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$TR2_FlagElasticity = 0.1;//0.2;
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// This controls the range of possible strengths
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$TR2_FlagThrowScale = 3.0;
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$TR2::Gravity = -43;//-41;
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// Misc
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$TR2_BeaconStopScale = 0.7;
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// Grid
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$TR2_MinimumGridBoost = 80;
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$TR2_GridVelocityScale = 1.15;
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$TR2_MaximumGridSpeed = 310;
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// Player camera
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$TR2_player3rdPersonDistance = 7;
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$TR2_playerObserveParameters = "1.0 18.0 18.0";
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// Player physics (light armor only)
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$TR2_playerNoFrictionOnSki = true;
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$TR2_playerMass = 130;
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$TR2_playerDrag = 0.003;//0.2; //
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$TR2_playerMaxdrag = 0.005;//0.4;
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$TR2_playerDensity = 1.2;//10;
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$TR2_playerRechargeRate = 0.251;//0.256;
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$TR2_playerJetForce = 7030;//4000;//26.21 * 90;
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$TR2_playerUnderwaterJetForce = 5800;//26.21 * 90 * 1.75;
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$TR2_playerUnderwaterVertJetFactor = 1.0;//1.5;
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$TR2_playerJetEnergyDrain = 0.81;//0.8;
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$TR2_playerUnderwaterJetEnergyDrain = 0.5;//0.6;
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$TR2_playerMinJetEnergy = 5;//1;
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$TR2_playerMaxJetHorizontalPercentage = 0.8;//0.8;
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$TR2_playerRunForce = 12500;//12400;//4500;//55.20 * 90;
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$TR2_playerMaxForwardSpeed = 25;//16;//15;
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$TR2_playerMaxBackwardSpeed = 23;//16;//13;
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$TR2_playerMaxSideSpeed = 23;//16;//13;
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$TR2_playerMaxUnderwaterForwardSpeed = 16;
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$TR2_playerMaxUnderwaterBackwardSpeed = 15;
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$TR2_playerMaxUnderwaterSideSpeed = 15;
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$TR2_playerJumpForce = 1800;//8.3 * 90;
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$TR2_playerRecoverDelay = 0;//9;
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$TR2_playerRecoverRunForceScale = 2;//1.2;
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$TR2_playerMinImpactSpeed = 75;//45;
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$TR2_playerSpeedDamageScale = 0.001;//0.004;
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$TR2_playerBoundingBox = "2.4 2.1 4.6";//"3 3 4.0";//"1.2 1.2 2.3";
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$TR2_playerRunSurfaceAngle = 90;//70;
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$TR2_playerJumpSurfaceAngle = 90;//80;
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$TR2_playerMinJumpSpeed = 600;
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$TR2_playerMaxJumpSpeed = 700;//30;
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$TR2_playerHorizMaxSpeed = 10000;
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$TR2_playerHorizResistSpeed = 10000;//200;//445;//33 * 1.15;
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$TR2_playerHorizResistFactor = 0.0;//0.15;//0.35;
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$TR2_playerMaxJetForwardSpeed = 50;//57;//42;//30 * 1.5;
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$TR2_playerUpMaxSpeed = 10000;//80;
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$TR2_playerUpResistSpeed = 38;//200;//150;//25;
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$TR2_playerUpResistFactor = 0.05;//0.15;//0.55;//0.30;
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// Unused
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$TR2_ForwardHandGrenadeThrust = 0;
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$StaticTSObjects[$NumStaticTSObjects] = "PlayerArmors TR2LightMaleHumanArmorImage TR2light_male.dts";
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$NumStaticTSObjects++;
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$StaticTSObjects[$NumStaticTSObjects] = "PlayerArmors TR2LightFemaleHumanArmorImage TR2light_female.dts";
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$NumStaticTSObjects++;
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exec("scripts/TR2light_male.cs");
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exec("scripts/TR2light_female.cs");
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exec("scripts/TR2medium_male.cs");
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exec("scripts/TR2medium_female.cs");
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exec("scripts/TR2heavy_male.cs");
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datablock AudioProfile(TR2SkiAllSoftSound)
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{
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filename = "fx/armor/TR2ski_soft.wav";
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description = AudioClose3d;
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preload = true;
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};
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datablock PlayerData(TR2LightMaleHumanArmor) : LightPlayerDamageProfile
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{
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// KP: Use this to turn ski friction on and off
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noFrictionOnSki = $TR2_playerNoFrictionOnSki;
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emap = true;
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//offset = $TR2_playerOffset;
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className = Armor;
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shapeFile = "TR2light_male.dts";
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cameraMaxDist = $TR2_player3rdPersonDistance;
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computeCRC = false;
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canObserve = true;
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cmdCategory = "Clients";
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cmdIcon = CMDPlayerIcon;
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cmdMiniIconName = "commander/MiniIcons/TR2com_player_grey";
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//targetTypeTag = 'Flag';
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hudImageNameFriendly[0] = "gui/TR2hud_playertriangle";
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hudImageNameEnemy[0] = "gui/TR2hud_playertriangle_enemy";
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hudRenderModulated[0] = true;
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hudRenderAlways[0] = true;
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hudRenderCenter[0] = false;
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hudImageNameFriendly[1] = "commander/MiniIcons/TR2com_flag_grey";
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hudImageNameEnemy[1] = "commander/MiniIcons/TR2com_flag_grey";
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hudRenderModulated[1] = true;
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hudRenderAlways[1] = true;
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hudRenderCenter[1] = true;
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hudRenderDistance[1] = true;
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hudImageNameFriendly[2] = "commander/MiniIcons/TR2com_flag_grey";
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hudImageNameEnemy[2] = "commander/MiniIcons/TR2com_flag_grey";
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hudRenderModulated[2] = true;
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hudRenderAlways[2] = true;
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hudRenderCenter[2] = true;
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hudRenderDistance[2] = true;
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cameraDefaultFov = 97.0;
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cameraMinFov = 5.0;
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cameraMaxFov = 120.0;
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debrisShapeName = "debris_player.dts";
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debris = playerDebris;
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aiAvoidThis = true;
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minLookAngle = -1.5;//-1.5;
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maxLookAngle = 1.5;//1.5;
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maxFreelookAngle = 3.5;//3.0;
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// KP: Mass affects all forces...very important
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mass = $TR2_playerMass;//90;
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// KP: Drag affects movement through liquids
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drag = $TR2_playerDrag;
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maxdrag = $TR2_playerMaxDrag;
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// KP: Density affects water buoyancy...water skiing is back!
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density = $TR2_playerDensity;//10;
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maxDamage = 0.62;
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maxEnergy = 60;//60;
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repairRate = 0.0033;
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energyPerDamagePoint = 70.0; // shield energy required to block one point of damage
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// KP: How fast your jets will charge
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rechargeRate = $TR2_playerRechargeRate;
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// KP: The force of your jets (critically important)
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jetForce = $TR2_playerJetForce;
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underwaterJetForce = $TR2_playerUnderwaterJetForce;
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underwaterVertJetFactor = $TR2_playerUnderwaterVertJetFactor;
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// KP: How quickly your energy drains
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jetEnergyDrain = $TR2_playerJetEnergyDrain;
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underwaterJetEnergyDrain = $TR2_playerUnderwaterJetEnergyDrain;
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// KP: Minimum amount of energy you need in order to jet
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minJetEnergy = $TR2_playerminJetEnergy;
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// KP: Percentage of jets applied to strafing
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maxJetHorizontalPercentage = $TR2_playerMaxJetHorizontalPercentage;
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// KP: This seems to affect the speed at which you can come to a stop, but if
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// it's too low, you slide all around the terrain.
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runForce = $TR2_playerRunForce;
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runEnergyDrain = 0;
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minRunEnergy = 0;
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// KP: These are your walking speeds
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maxForwardSpeed = $TR2_playerMaxForwardSpeed;
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maxBackwardSpeed = $TR2_playerMaxBackwardSpeed;
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maxSideSpeed = $TR2_playerMaxSideSpeed;
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maxUnderwaterForwardSpeed = $TR2_playerMaxUnderwaterForwardSpeed;
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maxUnderwaterBackwardSpeed = $TR2_playerMaxUnderwaterBackwardSpeed;
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maxUnderwaterSideSpeed = $TR2_playerMaxUnderwaterSideSpeed;
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// KP: Your jump force
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jumpForce = $TR2_playerJumpForce;
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jumpEnergyDrain = 0;
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minJumpEnergy = 0;
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jumpDelay = 0;
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// KP: Not 100% sure what this is...looking at Torque, it seems to affect
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// your momentum when you land heavily on terrain
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recoverDelay = $TR2_playerRecoverDelay;
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recoverRunForceScale = $TR2_playerRecoverRunForceScale;
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// KP: This controls the damage that you take on impact (most important for
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// inserting another degree of skill into skiing)
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minImpactSpeed = $TR2_playerMinImpactSpeed;
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speedDamageScale = $TR2_playerSpeedDamageScale;
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jetSound = ArmorJetSound;
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wetJetSound = ArmorJetSound;
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jetEmitter = HumanArmorJetEmitter;
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jetEffect = HumanArmorJetEffect;
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boundingBox = $TR2_playerBoundingBox;
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pickupRadius = 1.5;//0.75;
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// damage location details
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boxNormalHeadPercentage = 0.83;
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boxNormalTorsoPercentage = 0.49;
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boxHeadLeftPercentage = 0;
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boxHeadRightPercentage = 1;
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boxHeadBackPercentage = 0;
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boxHeadFrontPercentage = 1;
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//Foot Prints
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decalData = LightMaleFootprint;
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decalOffset = 0.25;
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footPuffEmitter = LightPuffEmitter;
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footPuffNumParts = 15;
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footPuffRadius = 0.25;
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dustEmitter = LiftoffDustEmitter;
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splash = PlayerSplash;
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splashVelocity = 4.0;
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splashAngle = 67.0;
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splashFreqMod = 300.0;
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splashVelEpsilon = 0.60;
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bubbleEmitTime = 0.4;
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splashEmitter[0] = PlayerFoamDropletsEmitter;
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splashEmitter[1] = PlayerFoamEmitter;
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splashEmitter[2] = PlayerBubbleEmitter;
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mediumSplashSoundVelocity = 10.0;
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hardSplashSoundVelocity = 20.0;
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exitSplashSoundVelocity = 5.0;
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// Controls over slope of runnable/jumpable surfaces
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// KP: This seems to control your "stickiness" to surfaces. Can affect the
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// fluidity of skiing when friction is enabled. Best used in
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// conjunction with runForce.
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runSurfaceAngle = $TR2_playerRunSurfaceAngle;
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jumpSurfaceAngle = $TR2_playerJumpSurfaceAngle;
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// KP: These don't seem to have an obvious effect, but might be useful
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minJumpSpeed = $TR2_playerMinJumpSpeed;
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maxJumpSpeed = $TR2_playerMaxJumpSpeed;
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// KP: Max speed settings including resistance. High resistSpeed seems to
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// result in faster movement. resistFactor determines the magnitude of
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// the resistance.
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horizMaxSpeed = $TR2_playerHorizMaxSpeed;
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horizResistSpeed = $TR2_playerHorizResistSpeed;
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horizResistFactor = $TR2_playerHorizResistFactor;
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// KP: Limits how much your jets can affect your forward speed...very useful
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// for balancing how much your speed can be increased by jets as opposed to
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// pure skiing
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maxJetForwardSpeed = $TR2_playerMaxJetForwardSpeed;
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// KP: Same as horizontal counterparts. Should be set so that players can't
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// go too high. Must be careful not to make it feel too "floaty"
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upMaxSpeed = $TR2_playerUpMaxSpeed;
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upResistSpeed = $TR2_playerUpResistSpeed;
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upResistFactor = $TR2_playerUpResistFactor;
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// heat inc'ers and dec'ers
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heatDecayPerSec = 1.0 / 4.0; // takes 4 seconds to clear heat sig.
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heatIncreasePerSec = 1.0 / 3.0; // takes 3.0 seconds of constant jet to get full heat sig.
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footstepSplashHeight = 0.35;
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//Footstep Sounds
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LFootSoftSound = LFootLightSoftSound;
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RFootSoftSound = RFootLightSoftSound;
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LFootHardSound = LFootLightHardSound;
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RFootHardSound = RFootLightHardSound;
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LFootMetalSound = LFootLightMetalSound;
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RFootMetalSound = RFootLightMetalSound;
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LFootSnowSound = LFootLightSnowSound;
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RFootSnowSound = RFootLightSnowSound;
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LFootShallowSound = LFootLightShallowSplashSound;
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RFootShallowSound = RFootLightShallowSplashSound;
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LFootWadingSound = LFootLightWadingSound;
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RFootWadingSound = RFootLightWadingSound;
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LFootUnderwaterSound = LFootLightUnderwaterSound;
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RFootUnderwaterSound = RFootLightUnderwaterSound;
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LFootBubblesSound = LFootLightBubblesSound;
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RFootBubblesSound = RFootLightBubblesSound;
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movingBubblesSound = ArmorMoveBubblesSound;
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waterBreathSound = WaterBreathMaleSound;
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impactSoftSound = ImpactLightSoftSound;
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impactHardSound = ImpactLightHardSound;
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impactMetalSound = ImpactLightMetalSound;
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impactSnowSound = ImpactLightSnowSound;
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skiSoftSound = "";//TR2SkiAllSoftSound;
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skiHardSound = "";//SkiAllHardSound;
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skiMetalSound = SkiAllMetalSound;
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skiSnowSound = SkiAllSnowSound;
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impactWaterEasy = ImpactLightWaterEasySound;
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impactWaterMedium = ImpactLightWaterMediumSound;
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impactWaterHard = ImpactLightWaterHardSound;
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// KP: Removed the annoying shaking upon impact
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groundImpactMinSpeed = 30.0;//10.0;
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groundImpactShakeFreq = "4.0 4.0 4.0";
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groundImpactShakeAmp = "0.1 0.1 0.1";//"1.0 1.0 1.0";
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groundImpactShakeDuration = 0.05;//0.8;
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groundImpactShakeFalloff = 2.0;//10.0;
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exitingWater = ExitingWaterLightSound;
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maxWeapons = 3; // Max number of different weapons the player can have
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maxGrenades = 1; // Max number of different grenades the player can have
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maxMines = 1; // Max number of different mines the player can have
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// Inventory restrictions
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max[RepairKit] = 1;
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max[Mine] = 3;
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max[Grenade] = 5;
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max[Blaster] = 1;
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max[Plasma] = 1;
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max[PlasmaAmmo] = 20;
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max[Disc] = 1;
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max[DiscAmmo] = 15;
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max[SniperRifle] = 1;
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max[GrenadeLauncher] = 1;
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max[GrenadeLauncherAmmo]= 10;
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max[Mortar] = 0;
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max[MortarAmmo] = 0;
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max[MissileLauncher] = 0;
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max[MissileLauncherAmmo]= 0;
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max[Chaingun] = 1;
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max[ChaingunAmmo] = 100;
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max[RepairGun] = 1;
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max[CloakingPack] = 1;
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max[SensorJammerPack] = 1;
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max[EnergyPack] = 1;
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max[RepairPack] = 1;
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max[ShieldPack] = 1;
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max[AmmoPack] = 1;
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max[SatchelCharge] = 1;
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max[MortarBarrelPack] = 0;
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max[MissileBarrelPack] = 0;
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max[AABarrelPack] = 0;
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max[PlasmaBarrelPack] = 0;
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max[ELFBarrelPack] = 0;
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max[InventoryDeployable]= 0;
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max[MotionSensorDeployable] = 1;
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max[PulseSensorDeployable] = 1;
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max[TurretOutdoorDeployable] = 0;
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max[TurretIndoorDeployable] = 0;
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max[FlashGrenade] = 5;
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max[ConcussionGrenade] = 5;
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max[FlareGrenade] = 5;
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max[TargetingLaser] = 1;
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max[ELFGun] = 1;
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max[ShockLance] = 1;
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max[CameraGrenade] = 2;
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max[Beacon] = 3;
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// TR2
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max[TR2Disc] = 1;
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max[TR2GrenadeLauncher] = 1;
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max[TR2Chaingun] = 1;
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max[TR2GoldTargetingLaser] = 1;
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max[TR2SilverTargetingLaser] = 1;
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max[TR2Grenade] = 5;
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max[TR2DiscAmmo] = 15;
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max[TR2GrenadeLauncherAmmo] = 10;
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max[TR2ChaingunAmmo] = 100;
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max[TR2EnergyPack] = 1;
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observeParameters = "1.0 12.0 12.0";//$TR2_playerObserveParameters;//"1.0 32.0 32.0";//"0.5 4.5 4.5";
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shieldEffectScale = "0.7 0.7 1.0";
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};
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datablock PlayerData(TR2LightFemaleHumanArmor) : TR2LightMaleHumanArmor
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{
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shapeFile = "TR2light_female.dts";
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waterBreathSound = WaterBreathFemaleSound;
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jetEffect = HumanMediumArmorJetEffect;
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};
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datablock ItemData(TR2DummyArmor)// : TR2LightMaleHumanArmor
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{
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shapeFile = "statue_lmale.dts";
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};
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datablock PlayerData(TR2MediumMaleHumanArmor) : TR2LightMaleHumanArmor
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{
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emap = true;
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className = Armor;
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shapeFile = "TR2medium_male.dts";
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maxDamage = 1.55;//1.1;
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jetSound = ArmorJetSound;
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wetJetSound = ArmorWetJetSound;
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jetEmitter = HumanArmorJetEmitter;
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jetEffect = HumanMediumArmorJetEffect;
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boundingBox = "2.9 2.3 5.2";
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boxHeadFrontPercentage = 1;
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//Foot Prints
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decalData = MediumMaleFootprint;
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decalOffset = 0.35;
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||||
|
||||
footPuffEmitter = LightPuffEmitter;
|
||||
footPuffNumParts = 15;
|
||||
footPuffRadius = 0.25;
|
||||
|
||||
dustEmitter = LiftoffDustEmitter;
|
||||
|
||||
splash = PlayerSplash;
|
||||
splashVelocity = 4.0;
|
||||
splashAngle = 67.0;
|
||||
splashFreqMod = 300.0;
|
||||
splashVelEpsilon = 0.60;
|
||||
bubbleEmitTime = 0.4;
|
||||
splashEmitter[0] = PlayerFoamDropletsEmitter;
|
||||
splashEmitter[1] = PlayerFoamEmitter;
|
||||
splashEmitter[2] = PlayerBubbleEmitter;
|
||||
mediumSplashSoundVelocity = 10.0;
|
||||
hardSplashSoundVelocity = 20.0;
|
||||
exitSplashSoundVelocity = 5.0;
|
||||
|
||||
footstepSplashHeight = 0.35;
|
||||
//Footstep Sounds
|
||||
LFootSoftSound = LFootMediumSoftSound;
|
||||
RFootSoftSound = RFootMediumSoftSound;
|
||||
LFootHardSound = LFootMediumHardSound;
|
||||
RFootHardSound = RFootMediumHardSound;
|
||||
LFootMetalSound = LFootMediumMetalSound;
|
||||
RFootMetalSound = RFootMediumMetalSound;
|
||||
LFootSnowSound = LFootMediumSnowSound;
|
||||
RFootSnowSound = RFootMediumSnowSound;
|
||||
LFootShallowSound = LFootMediumShallowSplashSound;
|
||||
RFootShallowSound = RFootMediumShallowSplashSound;
|
||||
LFootWadingSound = LFootMediumWadingSound;
|
||||
RFootWadingSound = RFootMediumWadingSound;
|
||||
LFootUnderwaterSound = LFootMediumUnderwaterSound;
|
||||
RFootUnderwaterSound = RFootMediumUnderwaterSound;
|
||||
LFootBubblesSound = LFootMediumBubblesSound;
|
||||
RFootBubblesSound = RFootMediumBubblesSound;
|
||||
movingBubblesSound = ArmorMoveBubblesSound;
|
||||
waterBreathSound = WaterBreathMaleSound;
|
||||
|
||||
impactSoftSound = ImpactMediumSoftSound;
|
||||
impactHardSound = ImpactMediumHardSound;
|
||||
impactMetalSound = ImpactMediumMetalSound;
|
||||
impactSnowSound = ImpactMediumSnowSound;
|
||||
|
||||
impactWaterEasy = ImpactMediumWaterEasySound;
|
||||
impactWaterMedium = ImpactMediumWaterMediumSound;
|
||||
impactWaterHard = ImpactMediumWaterHardSound;
|
||||
|
||||
exitingWater = ExitingWaterMediumSound;
|
||||
|
||||
maxWeapons = 4; // Max number of different weapons the player can have
|
||||
maxGrenades = 1; // Max number of different grenades the player can have
|
||||
maxMines = 1; // Max number of different mines the player can have
|
||||
|
||||
// Inventory restrictions
|
||||
max[RepairKit] = 1;
|
||||
max[Mine] = 3;
|
||||
max[Grenade] = 6;
|
||||
max[Blaster] = 1;
|
||||
max[Plasma] = 1;
|
||||
max[PlasmaAmmo] = 40;
|
||||
max[Disc] = 1;
|
||||
max[DiscAmmo] = 15;
|
||||
max[SniperRifle] = 0;
|
||||
max[GrenadeLauncher] = 1;
|
||||
max[GrenadeLauncherAmmo]= 12;
|
||||
max[Mortar] = 0;
|
||||
max[MortarAmmo] = 0;
|
||||
max[MissileLauncher] = 1;
|
||||
max[MissileLauncherAmmo]= 4;
|
||||
max[Chaingun] = 1;
|
||||
max[ChaingunAmmo] = 150;
|
||||
max[RepairGun] = 1;
|
||||
max[CloakingPack] = 0;
|
||||
max[SensorJammerPack] = 1;
|
||||
max[EnergyPack] = 1;
|
||||
max[RepairPack] = 1;
|
||||
max[ShieldPack] = 1;
|
||||
max[AmmoPack] = 1;
|
||||
max[SatchelCharge] = 1;
|
||||
max[MortarBarrelPack] = 1;
|
||||
max[MissileBarrelPack] = 1;
|
||||
max[AABarrelPack] = 1;
|
||||
max[PlasmaBarrelPack] = 1;
|
||||
max[ELFBarrelPack] = 1;
|
||||
max[InventoryDeployable]= 1;
|
||||
max[MotionSensorDeployable] = 1;
|
||||
max[PulseSensorDeployable] = 1;
|
||||
max[TurretOutdoorDeployable] = 1;
|
||||
max[TurretIndoorDeployable] = 1;
|
||||
max[FlashGrenade] = 6;
|
||||
max[ConcussionGrenade] = 6;
|
||||
max[FlareGrenade] = 6;
|
||||
max[TargetingLaser] = 1;
|
||||
max[ELFGun] = 1;
|
||||
max[ShockLance] = 1;
|
||||
max[CameraGrenade] = 3;
|
||||
max[Beacon] = 3;
|
||||
|
||||
max[TR2Shocklance] = 1;
|
||||
|
||||
shieldEffectScale = "0.7 0.7 1.0";
|
||||
};
|
||||
|
||||
datablock PlayerData(TR2MediumFemaleHumanArmor) : TR2MediumMaleHumanArmor
|
||||
{
|
||||
shapeFile = "TR2medium_female.dts";
|
||||
};
|
||||
|
||||
|
||||
datablock PlayerData(TR2HeavyMaleHumanArmor) : TR2LightMaleHumanArmor
|
||||
{
|
||||
emap = true;
|
||||
|
||||
mass = 245;
|
||||
jetForce = 14000;
|
||||
jumpForce = 3500;
|
||||
runForce = 22000;
|
||||
|
||||
className = Armor;
|
||||
shapeFile = "TR2heavy_male.dts";
|
||||
cameraMaxDist = 14;
|
||||
|
||||
boundingBox = "6.2 6.2 9.0";
|
||||
maxDamage = 6.0;//1.32;
|
||||
|
||||
// Give lots of energy to goalies
|
||||
maxEnergy = 120;//60;
|
||||
maxJetHorizontalPercentage = 1.0;
|
||||
|
||||
//Foot Prints
|
||||
decalData = HeavyMaleFootprint;
|
||||
decalOffset = 0.4;
|
||||
|
||||
footPuffEmitter = LightPuffEmitter;
|
||||
footPuffNumParts = 15;
|
||||
footPuffRadius = 0.25;
|
||||
|
||||
dustEmitter = LiftoffDustEmitter;
|
||||
|
||||
//Footstep Sounds
|
||||
LFootSoftSound = LFootHeavySoftSound;
|
||||
RFootSoftSound = RFootHeavySoftSound;
|
||||
LFootHardSound = LFootHeavyHardSound;
|
||||
RFootHardSound = RFootHeavyHardSound;
|
||||
LFootMetalSound = LFootHeavyMetalSound;
|
||||
RFootMetalSound = RFootHeavyMetalSound;
|
||||
LFootSnowSound = LFootHeavySnowSound;
|
||||
RFootSnowSound = RFootHeavySnowSound;
|
||||
LFootShallowSound = LFootHeavyShallowSplashSound;
|
||||
RFootShallowSound = RFootHeavyShallowSplashSound;
|
||||
LFootWadingSound = LFootHeavyWadingSound;
|
||||
RFootWadingSound = RFootHeavyWadingSound;
|
||||
LFootUnderwaterSound = LFootHeavyUnderwaterSound;
|
||||
RFootUnderwaterSound = RFootHeavyUnderwaterSound;
|
||||
LFootBubblesSound = LFootHeavyBubblesSound;
|
||||
RFootBubblesSound = RFootHeavyBubblesSound;
|
||||
movingBubblesSound = ArmorMoveBubblesSound;
|
||||
waterBreathSound = WaterBreathMaleSound;
|
||||
|
||||
impactSoftSound = ImpactHeavySoftSound;
|
||||
impactHardSound = ImpactHeavyHardSound;
|
||||
impactMetalSound = ImpactHeavyMetalSound;
|
||||
impactSnowSound = ImpactHeavySnowSound;
|
||||
|
||||
impactWaterEasy = ImpactHeavyWaterEasySound;
|
||||
impactWaterMedium = ImpactHeavyWaterMediumSound;
|
||||
impactWaterHard = ImpactHeavyWaterHardSound;
|
||||
|
||||
|
||||
maxWeapons = 5; // Max number of different weapons the player can have
|
||||
maxGrenades = 1; // Max number of different grenades the player can have
|
||||
maxMines = 1; // Max number of different mines the player can have
|
||||
|
||||
// Inventory restrictions
|
||||
max[RepairKit] = 1;
|
||||
max[Mine] = 3;
|
||||
max[Grenade] = 8;
|
||||
max[Blaster] = 1;
|
||||
max[Plasma] = 1;
|
||||
max[PlasmaAmmo] = 50;
|
||||
max[Disc] = 1;
|
||||
max[DiscAmmo] = 15;
|
||||
max[SniperRifle] = 0;
|
||||
max[GrenadeLauncher] = 1;
|
||||
max[GrenadeLauncherAmmo]= 15;
|
||||
max[Mortar] = 1;
|
||||
max[MortarAmmo] = 10;
|
||||
max[MissileLauncher] = 1;
|
||||
max[MissileLauncherAmmo]= 8;
|
||||
max[Chaingun] = 1;
|
||||
max[ChaingunAmmo] = 200;
|
||||
max[RepairGun] = 1;
|
||||
max[CloakingPack] = 0;
|
||||
max[SensorJammerPack] = 1;
|
||||
max[EnergyPack] = 1;
|
||||
max[RepairPack] = 1;
|
||||
max[ShieldPack] = 1;
|
||||
max[AmmoPack] = 1;
|
||||
max[SatchelCharge] = 1;
|
||||
max[MortarBarrelPack] = 1;
|
||||
max[MissileBarrelPack] = 1;
|
||||
max[AABarrelPack] = 1;
|
||||
max[PlasmaBarrelPack] = 1;
|
||||
max[ELFBarrelPack] = 1;
|
||||
max[InventoryDeployable]= 1;
|
||||
max[MotionSensorDeployable] = 1;
|
||||
max[PulseSensorDeployable] = 1;
|
||||
max[TurretOutdoorDeployable] = 1;
|
||||
max[TurretIndoorDeployable] = 1;
|
||||
max[FlashGrenade] = 8;
|
||||
max[ConcussionGrenade] = 8;
|
||||
max[FlareGrenade] = 8;
|
||||
max[TargetingLaser] = 1;
|
||||
max[ELFGun] = 1;
|
||||
max[ShockLance] = 1;
|
||||
max[CameraGrenade] = 3;
|
||||
max[Beacon] = 3;
|
||||
|
||||
max[TR2Mortar] = 1;
|
||||
max[TR2MortarAmmo] = 99;
|
||||
max[TR2Shocklance] = 1;
|
||||
|
||||
shieldEffectScale = "0.7 0.7 1.0";
|
||||
};
|
||||
|
||||
datablock PlayerData(TR2HeavyFemaleHumanArmor) : TR2HeavyMaleHumanArmor
|
||||
{
|
||||
className = Armor;
|
||||
};
|
||||
Loading…
Add table
Add a link
Reference in a new issue