heavy RL:
//rocketLauncher.cs
//audio
datablock AudioProfile(HeavyrocketFireSound)
{
filename = "./HeavyrocketFireNEW.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(HeavyrocketExplodeSound)
{
filename = "./Heavy_RL_blast.wav";
description = AudioDefault3d;
preload = true;
};
datablock AudioProfile(HeavyrocketLoopSound)
{
filename = "./HeavyrocketLoop.wav";
description = AudioCloseLooping3d;
preload = true;
};
//muzzle flash effects
datablock ParticleData(HeavyrocketLauncherFlashParticle)
{
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 0.1 0.0 0.9";
colors[1] = "0.9 0.2 0.0 0.0";
sizes[0] = 0.25;
sizes[1] = 0.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(HeavyrocketLauncherFlashEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 10.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "HeavyrocketLauncherFlashParticle";
uiName = "Heavy RL Spark";
};
//smoke effects
datablock ParticleData(HeavyrocketLauncherSmokeParticle)
{
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(HeavyrocketLauncherSmokeEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 10.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 25;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "HeavyrocketLauncherSmokeParticle";
uiName = "Heavy RL Smoke";
};
//Trail
datablock ParticleData(HeavyrocketTrailParticle)
{
dragCoefficient = 0.1;
gravityCoefficient = -0.06;
windCoefficient = 0.35;
inheritedVelFactor = 0;
constantAcceleration = 0;
lifetimeMS = 3000;
lifetimeVarianceMS = 1000;
textureName = "base/data/particles/cloud";
spinSpeed = 10;
spinRandomMin = -600;
spinRandomMax = 700;
colors[0] = "1 1 0 0.5";
colors[1] = "1 0 0 0.3";
colors[2] = "0.1 0.1 0.1 0.3";
colors[3] = "0.1 0.1 0.1 0.4";
sizes[0] = 0.6;
sizes[1] = 0.7;
sizes[2] = 0.8;
sizes[3] = 0.9;
times[0] = 0;
times[1] = 0.1;
times[2] = 0.15;
times[3] = 1;
useInvAlpha = false;
};
datablock ParticleEmitterData(HeavyrocketTrailEmitter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 0;
ejectionVelocity = 0.3;
velocityVariance = 0.15;
ejectionOffset = 0.1;
thetaMin = 135;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "HeavyrocketTrailParticle";
uiName = "Heavy Rocket Trail";
};
//Explosion//
/////////////
datablock ParticleData(HeavyrocketExplosionParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 500;
textureName = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0] = "0.2 0.2 0.2 0.9";
colors[1] = "0.4 0.4 0.4 0.2";
colors[2] = "0.8 0.8 0.8 0.2";
sizes[0] = 10.0;
sizes[1] = 15.0;
sizes[2] = 15.0;
useInvAlpha = true;
};
datablock ParticleEmitterData(HeavyrocketExplosionEmitter)
{
ejectionPeriodMS = 10;
periodVarianceMS = 0;
ejectionVelocity = 10;
velocityVariance = 1.0;
ejectionOffset = 3.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "HeavyrocketExplosionParticle";
uiName = "Heavy Rocket Explosion Smoke";
emitterNode = TenthEmitterNode;
};
datablock ParticleData(HeavyrocketExplosionFlashParticle)
{
dragCoefficient = 8;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 55;
lifetimeVarianceMS = 10;
textureName = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "1 0.4 0.1 0.8";
colors[1] = "1 0.0 0.0 0.2";
sizes[0] = 13;
sizes[1] = 20;
useInvAlpha = false;
};
datablock ParticleEmitterData(HeavyrocketExplosionFlashEmitter)
{
lifeTimeMS = 50;
ejectionPeriodMS = 15;
periodVarianceMS = 0;
ejectionVelocity = 5;
velocityVariance = 0.0;
ejectionOffset = 3.0;
thetaMin = 0;
thetaMax = 180;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "HeavyrocketExplosionFlashParticle";
uiName = "Heavy Rocket Explosion Flash";
};
/////////////////
//--Explosion--//
/////////////////
datablock ExplosionData(HeavyrocketExplosion : tankShellExplosion)
{
//explosionShape = "";
explosionShape = "add-ons/Weapon_Rocket_Launcher/explosionSphere1.dts";
soundProfile = HeavyrocketExplodeSound;
lifeTimeMS = 150;
particleEmitter = HeavyrocketExplosionEmitter;
// particleEmitter = HeavyrocketExplosionFlashEmitter;
particleDensity = 10;
particleRadius = 0.2;
emitter[0] = HeavyrocketExplosionFlashEmitter;
// debris = HeavyrocketFlareDebris;
// debrisNum = 50;
// debrisNumVariance = 10;
// debrisPhiMin = 0;
// debrisPhiMax = 360;
// debrisThetaMin = 0;
// debrisThetaMax = 180;
// debrisVelocity = 120;
// debrisVelocityVariance = 30;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = true;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "3.0 10.0 3.0";
camShakeDuration = 1.5;
camShakeRadius = 30.0;
// Dynamic light
lightStartRadius = 5;
lightEndRadius = 20;
lightStartColor = "1 0.2 0.0 1";
lightEndColor = "0 0 0 0";
damageRadius = 13;
radiusDamage = 200;
impulseRadius = 13;
impulseForce = 1500;
playerBurnTime = 0;
};
//AddDamageType("HeavyRocketDirect", '<bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocket> %1', '%2 <bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocket> %1',1,1);
//AddDamageType("HeavyRocketRadius", '<bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocketRadius> %1', '%2 <bitmap:add-ons/Weapon_Rocket_Launcher/CI_rocketRadius> %1',1,0);
datablock ProjectileData(HeavyrocketLauncherProjectile)
{
projectileShapeName = "Add-Ons/Projectile_GravityRocket/RocketGravityProjectile.dts";
directDamage = 50;
directDamageType = $DamageType::RocketDirect;
radiusDamageType = $DamageType::RocketRadius;
impactImpulse = 4000;
verticalImpulse = 1000;
explosion = HeavyrocketExplosion;
particleEmitter = HeavyrocketTrailEmitter;
brickExplosionRadius = 5;
brickExplosionImpact = false; //destroy a brick if we hit it directly?
brickExplosionForce = 40;
brickExplosionMaxVolume = 40; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloating = 80; //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)
sound = HeavyrocketLoopSound;
muzzleVelocity = 52;
velInheritFactor = 1.0;
armingDelay = 00;
lifetime = 8000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = true;
gravityMod = 1;
hasLight = true;
lightRadius = 5.0;
lightColor = "1 0.5 0.0";
uiName = "MAS Heavy Rocket";
};
//////////
// item //
//////////
datablock ItemData(HeavyrocketLauncherItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./Heavy RL.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "MAS Heavy RL";
iconName = "./icon_HeavyRLNEW";
doColorShift = true;
colorShiftColor = "0.420 0.420 0.420 1.000";
// Dynamic properties defined by the scripts
image = HeavyrocketLauncherImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(HeavyrocketLauncherImage)
{
// Basic Item properties
shapeFile = "./Heavy RL.dts";
emap = true;
doColorShift = true;
colorShiftColor = "0.420 0.420 0.420 1.000";
// 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 = HeavyrocketLauncherProjectile;
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 = 1000; //minimum time allowed between shots (needed to prevent equip/dequip exploit)
//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";
stateSequence[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] = HeavyrocketLauncherFlashEmitter;
stateEmitterTime[2] = 0.1;
// stateEmitterNode[2] = tailNode;
stateSound[2] = HeavyrocketFireSound;
stateSequence[2] = "Fire";
//stateEjectShell[2] = true;
stateName[3] = "Smoke";
stateEmitter[3] = HeavyrocketLauncherSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.1;
stateSequence[3] = "TrigDown";
stateTransitionOnTimeout[3] = "CoolDown";
stateName[5] = "CoolDown";
stateTimeoutValue[5] = 2.5;
stateTransitionOnTimeout[5] = "Reload";
stateSequence[5] = "TrigDown";
stateName[4] = "Reload";
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "TrigDown";
stateName[6] = "NoAmmo";
stateTransitionOnAmmo[6] = "Ready";
};
function HeavyrocketLauncherImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, plant);
Parent::onFire(%this,%obj,%slot);
}
$zombie::ammo::Gun[$zombie::ammo::Listcount++] = HeavyrocketLauncherProjectile;
$zombie::ammo::AmmoHeavyrocketLauncherProjectile = 6;
note - too long to post in one reply :D