// Generic
exec("./Content/Support/Support_RaycastingWeapons.cs");
exec("./Content/Support/Support_AmmoGuns.cs");
exec("./Content/Support/Support_TF2Weapons.cs");
// Pyromania
exec("./Content/Pyromania/Scripts/Support_TF2_Pyromania.cs");
exec("./Content/Pyromania/Scripts/Weapon_BeggarsBazooka.cs");
//exec("./Content/Pyromania/Sounds/Weapon_Sounds.cs");
Server.cs ^^^
//BeggarsBazooka.cs
//muzzle flash effects
datablock ParticleData(TFTwoRLFlashParticle)
{
dragCoefficient = 0;
gravityCoefficient = 0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 50;
lifetimeVarianceMS = 0;
textureName = "base/data/particles/star1";
spinSpeed = 100.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0.9 0.4 0.1 0.9";
colors[1] = "0.9 0.5 0.2 0.0";
sizes[0] = 3.0;
sizes[1] = 1.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(TFTwoRLFlashEmitter)
{
ejectionPeriodMS = 2; //10
periodVarianceMS = 0;
ejectionVelocity = 40.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 0;
phiReferenceVel = 0;
phiVariance = 0;
overrideAdvance = false;
particles = "TFTwoRLFlashParticle";
uiName = "TF2 Rocket Launcher Flash";
};
datablock ParticleData(TFTwoRLSmokeParticle)
{
dragCoefficient = 15;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 300;
lifetimeVarianceMS = 250;
textureName = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "1 0.4 0.1 0.0";
colors[1] = "1 0.7 0.3 0.9";
colors[2] = "1 0.7 0.3 0.9";
colors[3] = "1 1 1 0.0";
sizes[0] = 0.75; //0.25
sizes[1] = 1.0; //1.0
sizes[2] = 2; //1.75
sizes[3] = 4;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 0.75;
times[3] = 1.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(TFTwoRLSmokeEmitter)
{
ejectionPeriodMS = 10; //50
periodVarianceMS = 0;
ejectionVelocity = -70.0;
velocityVariance = 10.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 0; //25
phiReferenceVel = 0;
phiVariance = 1;
overrideAdvance = false;
particles = "TFTwoRLSmokeParticle";
uiName = "TF2 Rocket Launcher Smoke";
};
//bullet trail effects
datablock ParticleData(TFTwoRLTrailParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.0;
inheritedVelFactor = 0.15;
constantAcceleration = 0.0;
lifetimeMS = 1500; //1000
lifetimeVarianceMS = 805;
textureName = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -150.0;
spinRandomMax = 150.0;
colors[0] = "0.86 0.46 0.1 0.9";
colors[1] = "0.51 0.09 0 0.7";
colors[2] = "0.5 0.5 0.5 0.2";
colors[3] = "0.1 0.1 0.1 0.1";
sizes[0] = 0.25;
sizes[1] = 0.85;
sizes[2] = 0.35;
sizes[3] = 0.05;
times[0] = 0.0;
times[1] = 0.05;
times[2] = 0.3;
times[3] = 1.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(TFTwoRLTrailEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 1;
ejectionVelocity = 0.25;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "TFTwoRLTrailParticle";
uiName = "TF2 Rocket Launcher Trail";
};
datablock ParticleData(TFTwoRLExplosionParticle)
{
dragCoefficient = 7;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 3000;
lifetimeVarianceMS = 400;
textureName = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0] = "0.2 0.2 0.2 0.6";
colors[1] = "0.1 0.1 0.1 0.0";
sizes[0] = 10.0;
sizes[1] = 25.0;
times[0] = 0.0;
times[1] = 1.0;
useInvAlpha = true;
};
datablock ParticleEmitterData(TFTwoRLExplosionEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 15;
velocityVariance = 1.0;
ejectionOffset = 3.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "TFTwoRLExplosionParticle";
uiName = "TF2 Rocket Launcher Explosion Smoke";
emitterNode = TenthEmitterNode;
};
datablock ParticleData(TFTwoRLExplosionRingParticle)
{
dragCoefficient = 8;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 200;
lifetimeVarianceMS = 10;
textureName = "base/data/particles/star1";
spinSpeed = 70.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "1 0.91 0.59 0.9";
colors[1] = "0.7 0.25 0.02 0.9";
sizes[0] = 3;
sizes[1] = 30;
times[1] = 0.0;
times[2] = 1.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(TFTwoRLExplosionRingEmitter)
{
lifeTimeMS = 50;
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 10;
velocityVariance = 10.0;
ejectionOffset = 3.0;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "TFTwoRLExplosionRingParticle";
uiName = "TF2 Rocket Launcher Explosion Flash";
};
datablock ExplosionData(TFTwoRLExplosion)
{
//explosionShape = "";
explosionShape = "./explosionSphere1.dts";
soundProfile = rocketExplodeSound;
lifeTimeMS = 150;
particleEmitter = TFTwoRLExplosionEmitter;
particleDensity = 10;
particleRadius = 0.2;
emitter[0] = TFTwoRLExplosionRingEmitter;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = true;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "3.0 10.0 3.0";
camShakeDuration = 0.5;
camShakeRadius = 20.0;
// Dynamic light
lightStartRadius = 5;
lightEndRadius = 20;
lightStartColor = "1 1 1 1";
lightEndColor = "0 0 0 0";
damageRadius = 3;
radiusDamage = 65;
impulseRadius = 4;
impulseForce = 2000; //4000
};
AddDamageType("TFTwoRLDirect", '<bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocket> %1', '%2 <bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocket> %1',1,1);
AddDamageType("TFTwoRLRadius", '<bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocketRadius> %1', '%2 <bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocketRadius> %1',1,0);
datablock ProjectileData(TFTwoRLProjectile)
{
projectileShapeName = "./TF2Rocket.dts";
directDamage = 65;
directDamageType = $DamageType::TFTwoRLDirect;
radiusDamageType = $DamageType::TFTwoRLRadius;
impactImpulse = 1000;
verticalImpulse = 1000;
explosion = rocketExplosion;
particleEmitter = rocketTrailEmitter;
brickExplosionRadius = 3;
brickExplosionImpact = false; //destroy a brick if we hit it directly?
brickExplosionForce = 30;
brickExplosionMaxVolume = 30; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 60; //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)
sound = rocketLoopSound;
muzzleVelocity = 35;
velInheritFactor = 1.0;
armingDelay = 00;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 0.0;
hasLight = true;
lightRadius = 5.0;
lightColor = "1 0.5 0.0";
uiName = "TF2 Rocket";
};
//////////
// item //
//////////
datablock ItemData(BeggarsBazookaItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./BeggarsBazooka.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Beggar's Bazooka";
iconName = "./icon_BeggarsBazooka";
doColorShift = true;
colorShiftColor = "0.100 0.500 0.250 1.000";
// Dynamic properties defined by the scripts
image = BeggarsBazookaImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(BeggarsBazookaImage)
{
// Basic Item properties
shapeFile = "./BeggarsBazooka.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 = TF2rocketProjectile;
projectileType = Projectile;
//casing = rocketLauncherShellDebris;
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;
minShotTime = 700; //minimum time allowed between shots (needed to prevent equip/dequip exploit)
doColorShift = true;
colorShiftColor = BeggarsBazookaItem.colorShiftColor;//"0.400 0.196 0 1.000";
//casing = " ";
// TF2 stuff
TF2_IsWeapon = 1;
TF2_IsBazooka = 1;
// 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] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "LoadShell";
stateAllowImageChange[1] = true;
stateName[2] = "LoadShell";
stateTimeoutValue[2] = 0.75;
stateScript[2] = "onLoadShell";
stateTransitionOnTimeout[2] = "CheckForAction";
stateAllowImageChange[2] = false;
stateName[3] = "CheckForAction";
stateTimeoutValue[3] = 0.5;
stateTransitionOnTriggerUp[3] = "Fire";
stateTransitionOnTimeout[3] = "LoadShell";
stateAllowImageChange[3] = false;
stateName[4] = "Fire";
stateTransitionOnTimeout[4] = "Smoke";
stateTimeoutValue[4] = 0.1;
stateFire[4] = true;
stateAllowImageChange[4] = false;
stateSequence[4] = "Fire";
stateScript[4] = "onFire";
stateWaitForTimeout[4] = true;
stateEmitter[4] = TFTwoRLFlashEmitter;
stateEmitterTime[4] = 0.05;
stateEmitterNode[4] = tailNode;
stateSound[4] = rocketFireSound;
stateName[5] = "Smoke";
stateEmitter[5] = TFTwoRLSmokeEmitter;
stateEmitterTime[5] = 0.05;
stateEmitterNode[5] = "muzzleNode";
stateTimeoutValue[5] = 0.1;
stateTransitionOnTimeout[5] = "CoolDown";
stateName[6] = "CoolDown";
stateTimeoutValue[6] = 0.5;
stateTransitionOnTimeout[6] = "Ready";
};
function BeggarsBazookaImage::onLoadShell(%this, %obj, %slot)
{
%obj.tf2LoadCount++;
if(%obj.tf2LoadCount > 3)
{
%obj.spawnExplosion(TFTwoRLProjectile, 2);
%obj.tf2LoadCount = 3;
}
}
BeggarsBazooka.cs
Currently the bazooka fires a rocket and instantly the rocket explodes.