//wcb.cs
//audio
datablock AudioProfile(wcbShot1Sound)
{
filename = "./wcbShot1Sound.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(wcbShot2Sound)
{
filename = "./wcbShot2Sound.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(wcbhitSound)
{
filename = "./wcbhit.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(wcbchargeSound)
{
filename = "./wcbcharge.wav";
description = AudioClose3d;
preload = true;
};
//muzzle flash effects
datablock ParticleData(wcbshotParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 525;
lifetimeVarianceMS = 55;
textureName = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0.0 1.0 0.0 0.9";
colors[1] = "0.1 1.0 0.1 0.0";
sizes[0] = 0.25;
sizes[1] = 0.25;
useInvAlpha = false;
};
datablock ParticleEmitterData(wcbshotEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 50;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "wcbshotParticle";
uiName = "LEGO Bowcaster Shot";
};
datablock ParticleData(wcbchargedParticle)
{
dragCoefficient = 3;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 200;
lifetimeVarianceMS = 55;
textureName = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0.0 1.0 0.0 0.9";
colors[1] = "0.1 1.0 0.1 0.0";
sizes[0] = 0.40;
sizes[1] = 0.40;
useInvAlpha = false;
};
datablock ParticleEmitterData(wcbchargedEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 0.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 50;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "wcbchargedParticle";
uiName = "LEGO Bowcaster Charged";
};
datablock ParticleData(wcbTrailparticle)
{
dragCoefficient = 3;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 75;
lifetimeVarianceMS = 55;
textureName = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0] = "0.0 1.0 0.0 0.5";
colors[1] = "0.1 1.0 0.1 0.5";
sizes[0] = 0.25;
sizes[1] = 0.25;
//times[0] = 0.5;
//times[1] = 0.5;
useInvAlpha = true;
};
datablock ParticleEmitterData(wcbTrailEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 0.0; //0.25
velocityVariance = 0.0; //0.10
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "wcbTrailparticle";
useEmitterColors = true;
uiName = "LEGO Bowcaster Trail";
};
datablock ParticleData(wcbExplosionParticle)
{
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] = "0.0 1.0 0.0 0.5";
colors[1] = "0.0 0.9 0.0 0.0";
sizes[0] = 0.75;
sizes[1] = 0.85;
useInvAlpha = true;
};
datablock ParticleEmitterData(wcbExplosionEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 2;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "wcbExplosionParticle";
useEmitterColors = true;
uiName = "LEGO Bowcaster Explosion";
};
datablock ExplosionData(wcbExplosion)
{
//explosionShape = "";
soundProfile = wcbhitSound;
lifeTimeMS = 150;
particleEmitter = wcbExplosionEmitter;
particleDensity = 5;
particleRadius = 0.2;
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 = 4;
lightStartColor = "0.0 0.9 0.0 1.0";
lightEndColor = "0.0 1.0 0.0 1.0";
};
AddDamageType("wcb", '<bitmap:add-ons/Pack_LEGOweapons/CI_wcb> %1', '%2 <bitmap:add-ons/Pack_LEGOweapons/CI_wcb> %1',0.2,1);
datablock ProjectileData(wcbProjectile)
{
projectileShapeName = "base/data/shapes/empty.dts";
directDamage = 40;
directDamageType = $DamageType::wcb;
radiusDamageType = $DamageType::wcb;
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 = 250;
verticalImpulse = 200;
explosion = wcbExplosion;
particleEmitter = wcbTrailEmitter;
muzzleVelocity = 80;
velInheritFactor = 1;
armingDelay = 00;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 0.0;
hasLight = True;
lightRadius = 3.0;
lightColor = "0.0 1.0 0.0";
uiName = "Bowcaster Laser";
};
//////////
// item //
//////////
datablock ItemData(wcbItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./wcb.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "LEGO Bowcaster";
iconName = "./icon_wcb";
doColorShift = true;
colorShiftColor = "1.00 1.00 1.00 1.000";
// Dynamic properties defined by the scripts
image = wcbImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(wcbImage)
{
// Basic Item properties
shapeFile = "./wcb.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 = wcbProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
doColorShift = true;
colorShiftColor = wcbItem.colorShiftColor;//"0.400 0.196 0 1.000";
//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] = "chargeopt";
stateAllowImageChange[1] = true;
stateSequence[1] = "Ready";
stateName[2] = "chargeopt";
stateTransitionOnTriggerUp[2] = "fire";
stateWaitForTimeout[2] = false;
stateTransitionOnTimeout[2] = "chargeready";
stateTimeoutvalue[2] = 3;
stateAllowImageChange[2] = true;
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "Reload";
stateTimeoutValue[3] = 0.1;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateWaitForTimeout[3] = true;
stateEmitter[3] = wcbshotemitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateSound[3] = wcbShot1Sound;
statename[4] = "Reload";
statesequence[4] = "Reload";
stateTransitionOnTimeout[4] = "Ready";
stateTimeoutValue[4] = 0.3;
statename[5] = "chargeready";
stateTransitionOnTriggerUp[5] = "chargefire";
stateEmitter[5] = wcbchargedEmitter;
stateEmitterTime[5] = 0.3;
stateEmitterNode[5] = "muzzleNode";
stateSound[5] = wcbchargeSound;
stateTransitionOnTimeout[5] = "chargeready";
stateTimeoutValue[5] = 0.3;
statename[6] = "chargefire";
statesequence[6] = "Fire";
stateFire[6] = true;
stateScript[6] = "onchargeFire";
stateTransitiononTimeout[6] = "Reload";
stateEmitter[6] = wcbshotemitter;
stateEmitterTime[6] = 0.05;
stateEmitterNode[6] = "muzzleNode";
stateSound[6] = wcbShot2Sound;
};
function wcbImage::onchargeFire(%this,%obj,%slot)
{
if((%obj.lastFireTime+%this.minShotTime) > getSimTime())
return;
%obj.lastFireTime = getSimTime();
%obj.setVelocity(VectorAdd(%obj.getVelocity(),VectorScale(%obj.client.player.getEyeVector(),"-3")));
%projectile = %this.projectile;
%spread = 0.0050;
%shellcount = 8;
for(%shell=0; %shell<%shellcount; %shell++)
{
%vector = %obj.getMuzzleVector(%slot);
%objectVelocity = %obj.getVelocity();
%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
%velocity = VectorAdd(%vector1,%vector2);
%x = (%shell - 4) * 25 * %spread;
%y = (getRandom() - 0.0) * 0 * 0 * %spread;
%z = (getRandom() - 0.0) * 0 * 0 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%velocity = MatrixMulVector(%mat, %velocity);
%p = new (%this.projectileType)()
{
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
MissionCleanup.add(%p);
}
return %p;
}