Author Topic: Homing RocketLauncher  (Read 1253 times)

"I'm in a bit of a pickle"

My homing rocket launcher Weapon works fine apart from one glitch.
When it homes in on someone and collides with them it does not kill itself.
Also I need to know the variable to check if the player its about to home in on is not in the minigame, if so it pulls out. If someone could help I would be much appreciative.
Please do not steal my idea -_-

Code: [Select]
//Homing RocketL.cs
//Made by Destiny - Original homing script by Qwertyuiopas.

//audio
datablock AudioProfile(HomingRocketFireSound)
{
   filename    = "./sound/rocketFire.wav";
   description = AudioClosest3d;
   preload = true;
};

datablock AudioProfile(HomingRocketExplodeSound)
{
   filename    = "./sound/tntExplode.wav";
   description = AudioDefault3d;
   preload = true;
};
datablock AudioProfile(HomingRocketLoopSound)
{
   filename    = "./sound/rocketLoop.wav";
   description = AudioCloseLooping3d;
   preload = true;
};

//muzzle flash effects
datablock ParticleData(HomingRocketFlashParticle)
{
dragCoefficient      = 1;
gravityCoefficient   = 1.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 1500;
lifetimeVarianceMS   = 150;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.4 0.0 0.9";
colors[1]     = "0.9 0.5 0.0 0.0";
sizes[0]      = 0.25;
sizes[1]      = 0.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(HomingRocketFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 10.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "rocketLauncherFlashParticle";
};

datablock ParticleData(HomingRocketSmokeParticle)
{
dragCoefficient      = 5;
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]     = "0.5 0.5 0.5 0.0";
colors[1]     = "0.5 0.5 0.5 0.9";
colors[2]     = "0.5 0.5 0.5 0.0";

sizes[0]      = 0.25;
   sizes[1]      = 1.0;
sizes[2]      = 1.75;

   times[0] = 0.0;
   times[1] = 0.5;
   times[2] = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(HomingRocketSmokeEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 0;
   ejectionVelocity = 10.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 25;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "HomingRocketSmokeParticle";
};


//bullet trail effects
datablock ParticleData(HomingRocketTrailParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.0;
inheritedVelFactor   = 0.15;
constantAcceleration = 0.0;
lifetimeMS           = 1000;
lifetimeVarianceMS   = 805;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -150.0;
spinRandomMax = 150.0;
colors[0]     = "1.0 1.0 0.0 0.4";
colors[1]     = "1.0 0.2 0.0 0.5";
   colors[2]     = "0.20 0.20 0.20 0.3";
   colors[3]     = "0.0 0.0 0.0 0.0";

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(HomingRocketTrailEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 1;
   ejectionVelocity = 0.25;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "HomingRocketTrailParticle";
};


datablock ParticleData(HomingRocketExplosionParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
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 0.6 0.9";
colors[1]     = "0.9 0.5 0.6 0.0";
sizes[0]      = 10.0;
sizes[1]      = 15.0;

useInvAlpha = true;
};
datablock ParticleEmitterData(HomingRocketExplosionEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 10;
   velocityVariance = 1.0;
   ejectionOffset   = 3.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "HomingRocketExplosionParticle";
};


datablock ParticleData(HomingRocketExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 40;
lifetimeVarianceMS   = 10;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "1 0.5 0.2 0.5";
colors[1]     = "0.9 0.0 0.0 0.0";
sizes[0]      = 8;
sizes[1]      = 13;

useInvAlpha = false;
};
datablock ParticleEmitterData(HomingRocketExplosionRingEmitter)
{
lifeTimeMS = 50;

   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 0.0;
   ejectionOffset   = 3.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "HomingRocketExplosionRingParticle";
};

datablock ExplosionData(HomingRocketExplosion)
{
   //explosionShape = "";
   explosionShape = "./shapes/explosionSphere1.dts";
soundProfile = HomingRocketExplodeSound;

   lifeTimeMS = 150;

   particleEmitter = HomingRocketExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = HomingRocketExplosionRingEmitter;

   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 = 100;

   impulseRadius = 6;
   impulseForce = 4000;
};


AddDamageType("RocketDirect",   '<bitmap:add-ons/ci/rocket> %1',    '%2 <bitmap:add-ons/ci/rocket> %1',1,1);
AddDamageType("RocketRadius",   '<bitmap:add-ons/ci/rocketRadius> %1',    '%2 <bitmap:add-ons/ci/rocketRadius> %1',1,0);
datablock ProjectileData(HomingRocketProjectile)
{
   projectileShapeName = "./shapes/RocketProjectile.dts";
   directDamage        = 30;
   directDamageType = $DamageType::RocketDirect;
   radiusDamageType = $DamageType::RocketRadius;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = HomingRocketExplosion;
   particleEmitter     = HomingRocketTrailEmitter;

   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 = HomingRocketLoopSound;

   muzzleVelocity      = 65;
   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";
};

//////////
// item //
//////////
datablock ItemData(HomingRocketItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

// Basic Item Properties
shapeFile = "./shapes/rocketLauncher.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "HomingRocket.";
iconName = "./ItemIcons/rocketLauncher";
doColorShift = true;
colorShiftColor = "0.100 0.500 0.250 1.000";

// Dynamic properties defined by the scripts
image = HomingRocketImage;
canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(HomingRocketImage)
{
   // Basic Item properties
   shapeFile = "./shapes/rocketLauncher.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 = HomingRocketProjectile;
   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 = rocketLauncherItem.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]             = 0.1;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;
   stateTransitionOnNoAmmo[1]       = "NoAmmo";
stateSequence[1] = "Ready";

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.1;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = rocketLauncherFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = tailNode;
stateSound[2] = rocketFireSound;
   stateSequence[2]                = "Fire";
//stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = rocketLauncherSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.1;
   stateSequence[3]                = "TrigDown";
stateTransitionOnTimeout[3]     = "CoolDown";

   stateName[5] = "CoolDown";
   stateTimeoutValue[5]            = 0.5;
stateTransitionOnTimeout[5]     = "Reload";
   stateSequence[5]                = "TrigDown";


stateName[4] = "Reload";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[4] = "TrigDown";

   stateName[6]   = "NoAmmo";
   stateTransitionOnAmmo[6] = "Ready";

};

function HomingRocketImage::onFire(%this,%obj,%slot)
{
    %initPos = %obj.getEyeTransform();
%muzzleVector = %obj.getMuzzleVector(%slot);
%objectVelocity = %obj.getVelocity();
%muzzleVelocity = VectorScale(%muzzleVector, 20);
%p = new Projectile()
{
dataBlock        = HomingRocketProjectile;
initialVelocity  = %muzzleVelocity;
initialPosition  = %initPos;
sourceObject     = %obj;
sourceSlot       = %slot;
client           = %obj.client;
};
    %p.target=ContainerRayCast(vectoradd(%initPos,vectorscale(%muzzleVector,2)),vectoradd(%initPos,vectorscale(%muzzleVector,500)),$TypeMasks::PlayerObjectType);
    schedule(400,0,"projectilehome",%p);
    MissionCleanup.add(%p);
return %p;
}
function projectilehome(%projectile)
{
    if(!isobject(%projectile.target))return;//if the projectile is gone, it will return nothing, and nothing is NOT an object. this also checks the target, so it is actually faster
    //echo("homing");
    %pos=%projectile.getposition();
    %targ=vectoradd(%projectile.target.getposition(),"0 0 1.5");
    %diff=vectorsub(%targ,%pos);
    %p = new Projectile()
{
dataBlock        = rocketlauncherProjectile;
initialVelocity  = vectorscale(%diff,10/vectorlen(%diff));
initialPosition  = %projectile.getposition();
sourceObject     = %projectile.sourceObject;
sourceSlot       = %projectile.sourceSlot;
client           = %projectile.client;
};
    %p.target=%projectile.target;
    %p.event=schedule(200,0,"projectilehome",%p);
    %projectile.delete();
    return;
    %projectile.initialVelocity=vectorscale(%diff,10/vectorlen(%diff));
    schedule(200,0,"rocketlauncherprojectilehome",%projectile);
    %projectile.initialPosition=%projectile.getposition();
}

function HomingRocketProjectile::damage(%this,%obj,%col,%fade,%pos,%normal)
{
   if(%this.directDamage <= 0)
      return;

   //direct damage doubles for crouching players
   %damageType = $DamageType::Direct;
   if(%this.DirectDamageType)
      %damageType = %this.DirectDamageType;

   if(%col.getType() & $TypeMasks::PlayerObjectType)
   {
      %col.damage(%obj, %pos, %this.directDamage, %damageType);
   }
   else
   {
      %col.damage(%obj, %pos, %this.directDamage, %damageType);
   }
}
« Last Edit: February 15, 2008, 06:56:23 PM by Destiny/Zack0Wack0 »

Aloshi made one of these recently :o( like a week or two ago)


Orly? I searched and no other homing topics came up beside wrench events

me thinks you got it from poiuytrewq on RTBcentralforums

Aye verily, He gave it to me awhile back but and allowed me to modify it in anyway.


My homing rocket launcher script

Its really not cool to claim you wrote something someone else made. Even if he let you edit it in any way - that doesn't make it yours.

Oh did I say script? I'll change it to *Weapon*