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Off Topic / Favorite TV Show Genres
« on: October 26, 2011, 06:23:05 PM »
^^See Title^^
I myself like comedy like The Big Bang Theory.
I myself like comedy like The Big Bang Theory.
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//SemiAutoRifle.cs
//audio
datablock AudioProfile(SemiAutoRifleShot1Sound)
{
filename = "./gunShot1.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(SemiAutoRiflebulletHitSound)
{
filename = "./gunImpact1.wav";
description = AudioClose3d;
preload = true;
};
//shell
datablock DebrisData(SemiAutoRifleShellDebris)
{
shapeFile = "./shell.dts";
lifetime = 2.0;
minSpinSpeed = -400.0;
maxSpinSpeed = 200.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 3;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = true;
gravModifier = 2;
};
//muzzle flash effects
datablock ParticleData(SemiAutoRifleFlashParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 25;
lifetimeVarianceMS = 15;
textureName = "./star7_small.png";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0.9 0.9 0.9 0.9";
colors[1] = "1.0 1.0 1.0 1.0";
sizes[0] = 0.5;
sizes[1] = 1.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(SemiAutoRifleFlashEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "SemiAutoRifleFlashParticle";
uiName = "SemiAutoRifle Flash";
};
datablock ParticleData(SemiAutoRifleSmokeParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 525;
lifetimeVarianceMS = 55;
textureName = "./smoke.png";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0.5 0.5 0.5 0.9";
colors[1] = "0.5 0.5 0.5 0.0";
sizes[0] = 0.15;
sizes[1] = 0.15;
useInvAlpha = false;
};
datablock ParticleEmitterData(SemiAutoRifleSmokeEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "SemiAutoRifleSmokeParticle";
uiName = "SemiAutoRifle Smoke";
};
datablock ParticleData(SemiAutoRifleExplosionParticle)
{
dragCoefficient = 8;
gravityCoefficient = 1;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 700;
lifetimeVarianceMS = 400;
textureName = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0] = "0.9 0.9 0.9 0.3";
colors[1] = "0.9 0.5 0.6 0.0";
sizes[0] = 0.25;
sizes[1] = 0.75;
useInvAlpha = true;
};
datablock ParticleEmitterData(SemiAutoRifleExplosionEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 2;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "SemiAutoRifleExplosionParticle";
useEmitterColors = true;
uiName = "SemiAutoRifle Hit Dust";
};
datablock ParticleData(SemiAutoRifleExplosionRingParticle)
{
dragCoefficient = 8;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 50;
lifetimeVarianceMS = 35;
textureName = "base/data/particles/star1";
spinSpeed = 500.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "1 1 0.0 0.9";
colors[1] = "0.9 0.0 0.0 0.0";
sizes[0] = 1;
sizes[1] = 0;
useInvAlpha = false;
};
datablock ParticleEmitterData(SemiAutoRifleExplosionRingEmitter)
{
lifeTimeMS = 50;
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "SemiAutoRifleExplosionRingParticle";
useEmitterColors = true;
uiName = "SemiAutoRifle Hit Flash";
};
datablock ExplosionData(SemiAutoRifleExplosion)
{
//explosionShape = "";
soundProfile = bulletHitSound;
lifeTimeMS = 150;
particleEmitter = SemiAutoRifleExplosionEmitter;
particleDensity = 5;
particleRadius = 0.2;
emitter[0] = SemiAutoRifleExplosionRingEmitter;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = false;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 10.0;
// Dynamic light
lightStartRadius = 0;
lightEndRadius = 2;
lightStartColor = "0.3 0.6 0.7";
lightEndColor = "0 0 0";
};
AddDamageType("SemiAutoRifle", '<bitmap:add-ons/Weapon_SemiAutoRifle/CI_SemiAutoRifle> %1', '%2 <bitmap:add-ons/Weapon_SemiAutoRifle/CI_SemiAutoRifle> %1',0.2,1);
datablock ProjectileData(SemiAutoRifleProjectile)
{
projectileShapeName = "add-ons/weapon_gun/bullet.dts";
directDamage = 50;
directDamageType = $DamageType::SemiAutoRifle;
radiusDamageType = $DamageType::SemiAutoRifle;
brickExplosionRadius = 0;
brickExplosionImpact = true; //destroy a brick if we hit it directly?
brickExplosionForce = 10;
brickExplosionMaxVolume = 1; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 2; //max volume of bricks that we can destroy if they aren't connected to the ground
impactImpulse = 400;
verticalImpulse = 400;
explosion = SemiAutoRifleExplosion;
particleEmitter = ""; //bulletTrailEmitter;
muzzleVelocity = 100;
velInheritFactor = 1;
armingDelay = 00;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 0.0;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
uiName = "SemiAutoRifle Bullet";
};
//////////
// item //
//////////
datablock ItemData(SemiAutoRifleItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./SemiAutoRifle.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "SemiAutoRifle";
iconName = "./icon_SemiAutoRifle";
doColorShift = false;
colorShiftColor = "0.25 0.25 0.25 1.000";
// Dynamic properties defined by the scripts
image = SemiAutoRifleImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(SemiAutoRifleImage)
{
// Basic Item properties
shapeFile = "./SemiAutoRifle.dts";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
offset = "0 0 0";
eyeOffset = 0; //"0.7 1.2 -0.5";
rotation = eulerToMatrix( "0 0 0" );
// When firing from a point offset from the eye, muzzle correction
// will adjust the muzzle vector to point to the eye LOS point.
// Since this weapon doesn't actually fire from the muzzle point,
// we need to turn this off.
correctMuzzleVector = true;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
className = "WeaponImage";
// Projectile && Ammo.
item = BowItem;
ammo = " ";
projectile = SemiAutoRifleProjectile;
projectileType = Projectile;
casing = SemiAutoRifleShellDebris;
shellExitDir = "1.0 -1.3 1.0";
shellExitOffset = "0 0 0";
shellExitVariance = 15.0;
shellVelocity = 7.0;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
doColorShift = false;
colorShiftColor = SemiAutoRifleItem.colorShiftColor;//"0.400 0.196 0 1.000";
//Raycasting Weapons settings
raycastWeaponRange = 10000;
raycastWeaponTargets = $TypeMasks::FxBrickObjectType | //Targets the weapon can hit: Raycasting Bricks
$TypeMasks::PlayerObjectType | //AI/Players
$TypeMasks::StaticObjectType | //Static Shapes
$TypeMasks::TerrainObjectType | //Terrain
$TypeMasks::VehicleObjectType; //Vehicles
raycastWeaponPierceTargets = $TypeMasks::PlayerObjectType | //Targets the weapon can pierce through: AI/Players
$TypeMasks::VehicleObjectType; //Vehicles
raycastExplosionProjectile = gunprojectile;
raycastExplosionSound = ""; //sound played by exploding gunprojectile
raycastDirectDamage = 30;
raycastCritDirectDamage = 70;
raycastDirectDamageType = $DamageType::SemiAutoRifle;
raycastCritDirectDamageType = $DamageType::SemiAutoRifleHeadshot;
raycastSpreadCount = 1;
raycastSpreadAmt = 0; //except for inaccuracy
raycastTracerProjectile = SemiAutoRifleTrailProjectile;
raycastCritTracerProjectile = SemiAutoRifleCritTrailProjectile;
//casing = " ";
// Images have a state system which controls how the animations
// are run, which sounds are played, script callbacks, etc. This
// state system is downloaded to the client so that clients can
// predict state changes and animate accordingly. The following
// system supports basic ready->fire->reload transitions as
// well as a no-ammo->dryfire idle state.
// Initial start up state
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.15;
stateTransitionOnTimeout[0] = "Ready";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
stateSequence[1] = "Ready";
stateName[2] = "Fire";
stateTransitionOnTimeout[2] = "Smoke";
stateTimeoutValue[2] = 0.14;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = SemiAutoRifleFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = SemiAutoRifleShot1Sound;
stateEjectShell[2] = true;
stateName[3] = "Smoke";
stateEmitter[3] = SemiAutoRifleSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.01;
stateTransitionOnTimeout[3] = "Reload";
stateName[4] = "Reload";
stateSequence[4] = "Reload";
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "Ready";
};
////////////////
//sights image//
////////////////
datablock ShapeBaseImageData(SemiAutoRifleSightsImage)
{
// Basic Item properties
shapeFile = "./SemiAutoRifle.dts";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
offset = "0 0 0";
eyeOffset = 0; "-0.024 6.809 2.275";
rotation = eulerToMatrix( "0 0 0" );
// When firing from a point offset from the eye, muzzle correction
// will adjust the muzzle vector to point to the eye LOS point.
// Since this weapon doesn't actually fire from the muzzle point,
// we need to turn this off.
correctMuzzleVector = true;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
className = "WeaponImage";
// Projectile && Ammo.
item = BowItem;
ammo = " ";
projectile = SemiAutoRifleProjectile;
projectileType = Projectile;
casing = SemiAutoRifleShellDebris;
shellExitDir = "1.0 -1.3 1.0";
shellExitOffset = "0 0 0";
shellExitVariance = 15.0;
shellVelocity = 7.0;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
doColorShift = false;
colorShiftColor = SemiAutoRifleItem.colorShiftColor;//"0.400 0.196 0 1.000";
//Raycasting Weapons settings
raycastWeaponRange = 10000;
raycastWeaponTargets = $TypeMasks::FxBrickObjectType | //Targets the weapon can hit: Raycasting Bricks
$TypeMasks::PlayerObjectType | //AI/Players
$TypeMasks::StaticObjectType | //Static Shapes
$TypeMasks::TerrainObjectType | //Terrain
$TypeMasks::VehicleObjectType; //Vehicles
raycastWeaponPierceTargets = $TypeMasks::PlayerObjectType | //Targets the weapon can pierce through: AI/Players
$TypeMasks::VehicleObjectType; //Vehicles
raycastExplosionProjectile = gunprojectile;
raycastExplosionSound = ""; //sound played by exploding gunprojectile
raycastDirectDamage = 45;
raycastCritDirectDamage = 95;
raycastDirectDamageType = $DamageType::SemiAutoRifle;
raycastCritDirectDamageType = $DamageType::SemiAutoRifleHeadshot;
raycastSpreadCount = 1;
raycastSpreadAmt = 0; //except for inaccuracy
raycastTracerProjectile = SemiAutoRifleTrailProjectile;
raycastCritTracerProjectile = SemiAutoRifleCritTrailProjectile;
//casing = " ";
// Images have a state system which controls how the animations
// are run, which sounds are played, script callbacks, etc. This
// state system is downloaded to the client so that clients can
// predict state changes and animate accordingly. The following
// system supports basic ready->fire->reload transitions as
// well as a no-ammo->dryfire idle state.
// Initial start up state
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.15;
stateTransitionOnTimeout[0] = "Ready";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
stateSequence[1] = "Ready";
stateName[2] = "Fire";
stateTransitionOnTimeout[2] = "Smoke";
stateTimeoutValue[2] = 0.14;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = SemiAutoRifleFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = SemiAutoRifleShot1Sound;
stateEjectShell[2] = true;
stateName[3] = "Smoke";
stateEmitter[3] = SemiAutoRifleSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.01;
stateTransitionOnTimeout[3] = "Reload";
stateName[4] = "Reload";
stateSequence[4] = "Reload";
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "Ready";
};
function SemiAutoRifleImage::onMount(%this, %obj, %slot)
{
%obj.hidenode("RHand");
%obj.hidenode("LHand");
}
function SemiAutoRifleImage::onUnMount(%this, %obj, %slot)
{
%obj.unhidenode("RHand");
%obj.unhidenode("LHand");
}
package SemiAutoRifleSightsSwitch
{
function armor::onTrigger(%this, %obj, %triggerNum, %val)
{
%client = %obj.client;
if(%triggerNum == 4 && %obj.isImageMounted(SemiAutoRifleImage) && %val && %obj.toolAmmo[%obj.currTool] != 0)
{
%newAmmo = %obj.toolAmmo[%obj.currTool];
%obj.mountImage(SemiAutoRifleSightsImage, 0, 0, 0);
%obj.toolAmmo[%obj.currTool] = %newAmmo;
}
else if(%triggerNum == 4 && %obj.isImageMounted(SemiAutoRifleSightsImage) && %val)
{
%newAmmo = %obj.toolAmmo[%obj.currTool];
%obj.mountImage(SemiAutoRifleImage, 0, 0, 0);
%obj.toolAmmo[%obj.currTool] = %newAmmo;
}
Parent::onTrigger(%this, %obj, %triggerNum, %val);
}
};
activatePackage(SemiAutoRifleSightsSwitch);