t2-mapper/docs/base/@vl2/scripts.vl2/scripts/weapons/plasma.cs
2025-09-11 16:56:30 -07:00

494 lines
12 KiB
C#

//--------------------------------------
// Plasma rifle
//--------------------------------------
//--------------------------------------------------------------------------
// Force-Feedback Effects
//--------------------------------------
datablock EffectProfile(PlasmaSwitchEffect)
{
effectname = "weapons/plasma_rifle_activate";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(PlasmaFireEffect)
{
effectname = "weapons/plasma_fire";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(PlasmaDryFireEffect)
{
effectname = "weapons/plasma_dryfire";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(PlasmaIdleEffect)
{
effectname = "weapons/plasma_rifle_idle";
minDistance = 2.5;
};
datablock EffectProfile(PlasmaReloadEffect)
{
effectname = "weapons/plasma_rifle_reload";
minDistance = 2.5;
maxDistance = 2.5;
};
datablock EffectProfile(PlasmaExpEffect)
{
effectname = "explosions/explosion.xpl10";
minDistance = 10;
maxDistance = 25;
};
//--------------------------------------------------------------------------
// Sounds
//--------------------------------------
datablock AudioProfile(PlasmaSwitchSound)
{
filename = "fx/weapons/plasma_rifle_activate.wav";
description = AudioClosest3d;
preload = true;
effect = PlasmaSwitchEffect;
};
datablock AudioProfile(PlasmaFireSound)
{
filename = "fx/weapons/plasma_rifle_fire.wav";
description = AudioDefault3d;
preload = true;
effect = PlasmaFireEffect;
};
datablock AudioProfile(PlasmaIdleSound)
{
filename = "fx/weapons/plasma_rifle_idle.wav";
description = ClosestLooping3d;
preload = true;
//effect = PlasmaIdleEffect;
};
datablock AudioProfile(PlasmaReloadSound)
{
filename = "fx/weapons/plasma_rifle_reload.wav";
description = Audioclosest3d;
preload = true;
effect = PlasmaReloadEffect;
};
datablock AudioProfile(plasmaExpSound)
{
filename = "fx/explosions/explosion.xpl10.wav";
description = AudioExplosion3d;
effect = PlasmaExpEffect;
};
datablock AudioProfile(PlasmaProjectileSound)
{
filename = "fx/weapons/plasma_rifle_projectile.WAV";
description = ProjectileLooping3d;
preload = true;
};
datablock AudioProfile(PlasmaDryFireSound)
{
filename = "fx/weapons/plasma_dryfire.wav";
description = AudioClose3d;
preload = true;
effect = PlasmaDryFireEffect;
};
datablock AudioProfile(PlasmaFireWetSound)
{
filename = "fx/weapons/plasma_fizzle.wav";
description = AudioClose3d;
preload = true;
};
//--------------------------------------------------------------------------
// Explosion
//--------------------------------------
datablock ParticleData(PlasmaExplosionParticle)
{
dragCoefficient = 2;
gravityCoefficient = 0.2;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 750;
lifetimeVarianceMS = 150;
textureName = "particleTest";
colors[0] = "0.56 0.36 0.26 1.0";
colors[1] = "0.56 0.36 0.26 0.0";
sizes[0] = 0.5;
sizes[1] = 2;
};
datablock ParticleEmitterData(PlasmaExplosionEmitter)
{
ejectionPeriodMS = 7;
periodVarianceMS = 0;
ejectionVelocity = 5;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 60;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
particles = "PlasmaExplosionParticle";
};
datablock ExplosionData(PlasmaBoltExplosion)
{
explosionShape = "effect_plasma_explosion.dts";
soundProfile = plasmaExpSound;
particleEmitter = PlasmaExplosionEmitter;
particleDensity = 150;
particleRadius = 1.25;
faceViewer = true;
sizes[0] = "1.0 1.0 1.0";
sizes[1] = "1.0 1.0 1.0";
times[0] = 0.0;
times[1] = 1.5;
};
//--------------------------------------------------------------------------
// Splash
//--------------------------------------------------------------------------
datablock ParticleData(PlasmaMist)
{
dragCoefficient = 2.0;
gravityCoefficient = -0.05;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 400;
lifetimeVarianceMS = 100;
useInvAlpha = false;
spinRandomMin = -90.0;
spinRandomMax = 500.0;
textureName = "particleTest";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.8;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(PlasmaMistEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 3.0;
velocityVariance = 2.0;
ejectionOffset = 0.0;
thetaMin = 85;
thetaMax = 85;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
lifetimeMS = 250;
particles = "PlasmaMist";
};
datablock ParticleData( PlasmaSplashParticle2 )
{
dragCoeffiecient = 0.4;
gravityCoefficient = -0.03; // rises slowly
inheritedVelFactor = 0.025;
lifetimeMS = 600;
lifetimeVarianceMS = 300;
textureName = "particleTest";
useInvAlpha = false;
spinRandomMin = -200.0;
spinRandomMax = 200.0;
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 1.0;
sizes[2] = 2.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( PlasmaSplashEmitter2 )
{
ejectionPeriodMS = 25;
ejectionOffset = 0.2;
periodVarianceMS = 0;
ejectionVelocity = 2.25;
velocityVariance = 0.50;
thetaMin = 0.0;
thetaMax = 30.0;
lifetimeMS = 250;
particles = "PlasmaSplashParticle2";
};
datablock ParticleData( PlasmaSplashParticle )
{
dragCoefficient = 1;
gravityCoefficient = 0.2;
inheritedVelFactor = 0.2;
constantAcceleration = -0.0;
lifetimeMS = 600;
lifetimeVarianceMS = 0;
textureName = "special/droplet";
colors[0] = "0.7 0.8 1.0 1.0";
colors[1] = "0.7 0.8 1.0 0.5";
colors[2] = "0.7 0.8 1.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.5;
sizes[2] = 0.5;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData( PlasmaSplashEmitter )
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 3;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 60;
thetaMax = 80;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvances = false;
orientParticles = true;
lifetimeMS = 100;
particles = "PlasmaSplashParticle";
};
datablock SplashData(PlasmaSplash)
{
numSegments = 15;
ejectionFreq = 0.0001;
ejectionAngle = 45;
ringLifetime = 0.5;
lifetimeMS = 400;
velocity = 5.0;
startRadius = 0.0;
acceleration = -3.0;
texWrap = 5.0;
texture = "special/water2";
emitter[0] = PlasmaSplashEmitter;
emitter[1] = PlasmaSplashEmitter2;
emitter[2] = PlasmaMistEmitter;
colors[0] = "0.7 0.8 1.0 0.0";
colors[1] = "0.7 0.8 1.0 1.0";
colors[2] = "0.7 0.8 1.0 0.0";
colors[3] = "0.7 0.8 1.0 0.0";
times[0] = 0.0;
times[1] = 0.4;
times[2] = 0.8;
times[3] = 1.0;
};
//--------------------------------------------------------------------------
// Projectile
//--------------------------------------
datablock ParticleData(PlasmaRifleParticle)
{
dragCoefficient = 2.75;
gravityCoefficient = 0.1;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 550;
lifetimeVarianceMS = 0;
textureName = "particleTest";
colors[0] = "0.46 0.36 0.26 1.0";
colors[1] = "0.46 0.36 0.26 0.0";
sizes[0] = 0.25;
sizes[1] = 0.20;
};
datablock ParticleEmitterData(PlasmaRifleEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 10;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 12;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = true;
particles = "PlasmaRifleParticle";
};
//--------------------------------------------------------------------------
// Projectile
//--------------------------------------
datablock LinearFlareProjectileData(PlasmaBolt)
{
projectileShapeName = "plasmabolt.dts";
scale = "2.0 2.0 2.0";
faceViewer = true;
directDamage = 0.0;
hasDamageRadius = true;
indirectDamage = 0.45;
damageRadius = 4.0;
kickBackStrength = 0.0;
radiusDamageType = $DamageType::Plasma;
explosion = "PlasmaBoltExplosion";
splash = PlasmaSplash;
dryVelocity = 55.0;
wetVelocity = -1;
velInheritFactor = 0.3;
fizzleTimeMS = 2000;
lifetimeMS = 3000;
explodeOnDeath = false;
reflectOnWaterImpactAngle = 0.0;
explodeOnWaterImpact = true;
deflectionOnWaterImpact = 0.0;
fizzleUnderwaterMS = -1;
//activateDelayMS = 100;
activateDelayMS = -1;
size[0] = 0.2;
size[1] = 0.5;
size[2] = 0.1;
numFlares = 35;
flareColor = "1 0.75 0.25";
flareModTexture = "flaremod";
flareBaseTexture = "flarebase";
sound = PlasmaProjectileSound;
fireSound = PlasmaFireSound;
wetFireSound = PlasmaFireWetSound;
hasLight = true;
lightRadius = 3.0;
lightColor = "1 0.75 0.25";
};
//--------------------------------------------------------------------------
// Ammo
//--------------------------------------
datablock ItemData(PlasmaAmmo)
{
className = Ammo;
catagory = "Ammo";
shapeFile = "ammo_plasma.dts";
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "some plasma gun ammo";
};
//--------------------------------------------------------------------------
// Weapon
//--------------------------------------
datablock ItemData(Plasma)
{
className = Weapon;
catagory = "Spawn Items";
shapeFile = "weapon_plasma.dts";
image = PlasmaImage;
mass = 1;
elasticity = 0.2;
friction = 0.6;
pickupRadius = 2;
pickUpName = "a plasma gun";
};
datablock ShapeBaseImageData(PlasmaImage)
{
className = WeaponImage;
shapeFile = "weapon_plasma.dts";
item = Plasma;
ammo = PlasmaAmmo;
offset = "0 0 0";
projectile = PlasmaBolt;
projectileType = LinearFlareProjectile;
stateName[0] = "Activate";
stateTransitionOnTimeout[0] = "ActivateReady";
stateTimeoutValue[0] = 0.5;
stateSequence[0] = "Activate";
stateSound[0] = PlasmaSwitchSound;
stateName[1] = "ActivateReady";
stateTransitionOnLoaded[1] = "Ready";
stateTransitionOnNoAmmo[1] = "NoAmmo";
stateName[2] = "Ready";
stateTransitionOnNoAmmo[2] = "NoAmmo";
stateTransitionOnTriggerDown[2] = "CheckWet";
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.1;
stateFire[3] = true;
stateRecoil[3] = LightRecoil;
stateAllowImageChange[3] = false;
stateScript[3] = "onFire";
stateEmitterTime[3] = 0.2;
stateSound[3] = PlasmaFireSound;
stateName[4] = "Reload";
stateTransitionOnNoAmmo[4] = "NoAmmo";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.6;
stateAllowImageChange[4] = false;
stateSequence[4] = "Reload";
stateSound[4] = PlasmaReloadSound;
stateName[5] = "NoAmmo";
stateTransitionOnAmmo[5] = "Reload";
stateSequence[5] = "NoAmmo";
stateTransitionOnTriggerDown[5] = "DryFire";
stateName[6] = "DryFire";
stateSound[6] = PlasmaDryFireSound;
stateTimeoutValue[6] = 1.5;
stateTransitionOnTimeout[6] = "NoAmmo";
stateName[7] = "WetFire";
stateSound[7] = PlasmaFireWetSound;
stateTimeoutValue[7] = 1.5;
stateTransitionOnTimeout[7] = "Ready";
stateName[8] = "CheckWet";
stateTransitionOnWet[8] = "WetFire";
stateTransitionOnNotWet[8] = "Fire";
};