Note: It IS an edit of the HorseRay.
//No Jet Ray - shoot someone, take away their jets
//audio
//datablock AudioProfile(NoJetRayFireSound)
//{
// filename = "base/data/sound/printFire.wav";
// description = AudioClose3d;
// preload = true;
//};
//datablock AudioProfile(NoJetRayHitSound)
//{
// filename = "./NoJetRayHit.wav";
// description = AudioClose3d;
// preload = true;
//};
//explosion
datablock ParticleData(NoJetRayExplosionParticle)
{
dragCoefficient = 10;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 300;
lifetimeVarianceMS = 290;
spinSpeed = 0.0;
spinRandomMin = -150.0;
spinRandomMax = 150.0;
textureName = "base/data/particles/star1";
colors[0] = "0.4 0.9 0.4 0.9";
colors[1] = "0.0 1.0 0.0 0.9";
colors[2] = "0.0 1.0 0.6 1.0";
sizes[0] = 0.0;
sizes[1] = 0.7;
sizes[2] = 2.0;
times[0] = 0.0;
times[1] = 0.9;
times[2] = 1.0;
};
datablock ParticleEmitterData(NoJetRayExplosionEmitter)
{
lifeTimeMS = 50;
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 15;
velocityVariance = 4.0;
ejectionOffset = 1.25;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "NoJetRayExplosionParticle";
uiName = "No Jet Ray Explosion";
};
datablock ExplosionData(NoJetRayExplosion)
{
//explosionShape = "";
lifeTimeMS = 500;
emitter[0] = NoJetRayExplosionEmitter;
//soundProfile = NoJetRayHitSound;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = true;
camShakeFreq = "2.0 2.0 2.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 10.0;
// Dynamic light
lightStartRadius = 3;
lightEndRadius = 1;
lightStartColor = "00.6 0.0 0.9";
lightEndColor = "0 0 0";
};
//muzzle flash effects
datablock ParticleData(NoJetRayFlashParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 25;
lifetimeVarianceMS = 15;
textureName = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "1.0 0.0 0.0 0.9";
colors[1] = "0.5 0.0 0.0 0.0";
sizes[0] = 1.5;
sizes[1] = 2.50;
useInvAlpha = false;
};
datablock ParticleEmitterData(NoJetRayFlashEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "NoJetRayFlashParticle";
uiName = "No Jet Ray Flash";
};
datablock ParticleData(NoJetRaySmokeParticle)
{
dragCoefficient = 1;
gravityCoefficient = 0.0;
inheritedVelFactor = 1.0;
constantAcceleration = 0.0;
lifetimeMS = 525;
lifetimeVarianceMS = 55;
textureName = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0.1 0.0 0.1 0.2";
colors[1] = "0.1 0.0 0.1 0.0";
sizes[0] = 0.25;
sizes[1] = 0.1;
useInvAlpha = false;
};
datablock ParticleEmitterData(NoJetRaySmokeEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = -3.0;
velocityVariance = 0.0;
ejectionOffset = 0.50;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "NoJetRaySmokeParticle";
uiName = "No Jet Ray Charge";
};
//bullet trail effects
datablock ParticleData(NoJetRayTrailParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 300;
lifetimeVarianceMS = 55;
textureName = "base/data/particles/thinRing";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "0.9 0.0 0.1 0.4";
colors[1] = "0.9 0.0 0.0 0.4";
colors[2] = "0.1 0.9 0.0 0.0";
sizes[0] = 0.0;
sizes[1] = 1.0;
sizes[2] = 0.0;
times[0] = 0;
times[1] = 0.3;
times[2] = 1;
useInvAlpha = false;
};
datablock ParticleEmitterData(NoJetRayTrailEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 0.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "NoJetRayTrailParticle";
uiName = "No Jet Ray Trail";
};
datablock ProjectileData(NoJetRayProjectile)
{
projectileShapeName = "base/data/shapes/empty.dts";
directDamage = 30;
directDamageType = $DamageType::Default;
radiusDamageType = $DamageType::Default;
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 = 000;
verticalImpulse = 100;
explosion = NoJetRayExplosion;
bloodExplosion = NoJetRayExplosion;
particleEmitter = NoJetRayTrailEmitter;
explodeOnPlayerImpact = true;
explodeOnDeath = false;
muzzleVelocity = 90;
velInheritFactor = 1;
armingDelay = 3000;
lifetime = 3000;
fadeDelay = 3500;
bounceElasticity = 0.99;
bounceFriction = 0.20;
isBallistic = true;
gravityMod = 0.0;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
uiName = "No Jet Ray";
};
//////////
// item //
//////////
datablock ItemData(NoJetRayItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "base/data/shapes/printGun.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "No Jet Ray";
iconName = "base/client/ui/itemIcons/Printer";
doColorShift = true;
colorShiftColor = "0.7 0.0 0.0 1.000";
// Dynamic properties defined by the scripts
image = NoJetRayImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(NoJetRayImage)
{
// Basic Item properties
shapeFile = "base/data/shapes/printGun.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 = NoJetRayProjectile;
projectileType = Projectile;
//casing = NoJetRayShellDebris;
//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 = true;
colorShiftColor = NoJetRayItem.colorShiftColor;//"0.7 0.0 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] = "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] = NoJetRayFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = printFireSound;
stateEjectShell[2] = true;
stateName[3] = "Smoke";
stateEmitter[3] = NoJetRaySmokeEmitter;
stateEmitterTime[3] = 0.4;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.5;
stateTransitionOnTimeout[3] = "Reload";
stateName[4] = "Reload";
stateSequence[4] = "Reload";
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "Ready";
};
function NoJetRayImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
}
function NoJetRayProjectile::Damage(%this,%obj,%col,%fade,%pos,%normal)
{
if(%col.getType() & $TypeMasks::PlayerObjectType)
{
%col.setDataBlock(PlayerNoJet);
if(isObject(%col.client))
%col.client.applyBodyColors();
if(%col.getObjectMount())
%col.getDataBlock().doDismount(%col);
}
}