datablock AudioProfile(HandheldArtilleryFireSound)
{
filename = "./artyshot.wav";
description = AudioDefault3d;
preload = true;
};
datablock AudioProfile(HandheldArtilleryExplosionSound)
{
filename = "./kaboomer.wav";
description = AudioDefault3d;
preload = true;
};
datablock AudioProfile(HandheldArtilleryReload1Sound)
{
filename = "./clickPlant.wav";
description = AudioDefault3d;
preload = true;
};
datablock AudioProfile(HandheldArtilleryReload2Sound)
{
filename = "./clickRotate.wav";
description = AudioDefault3d;
preload = true;
};
datablock ParticleData(HandheldArtilleryFlashParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 100;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = false;
animateTexture = false;
textureName = "base/data/particles/cloud";
// Interpolation variables
colors[0] = "1 0.875 0.75 0.75";
colors[1] = "1.0 0.5 0.0 0.5";
sizes[0] = 0.6;
sizes[1] = 0.5;
};
datablock ParticleEmitterData(HandheldArtilleryFlashEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 0; //0.25;
velocityVariance = 0; //0.10;
ejectionOffset = 0;
thetaMin = 0.0;
thetaMax = 90.0;
particles = HandheldArtilleryFlashParticle;
useEmitterColors = true;
};
datablock DebrisData(HandheldArtilleryShellDebris)
{
shapeFile = "./shell.dts";
lifetime = 4.0;
minSpinSpeed = -400.0;
maxSpinSpeed = 200.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 3;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = true;
gravModifier = 1;
};
datablock ParticleData(HandheldArtilleryExplosionParticle)
{
dragCoefficient = 5;
gravityCoefficient = 0;
inheritedVelFactor = 0;
constantAcceleration = 0.0;
lifetimeMS = 100;
lifetimeVarianceMS = 10;
textureName = "base/data/particles/star1";
spinSpeed = 500.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "1 1 1 0";
colors[1] = "1 0.25 0 0.9";
sizes[0] = 6;
sizes[1] = 12;
times[0] = 0.0;
times[1] = 0.025;
useInvAlpha = false;
};
datablock ParticleEmitterData(HandheldArtilleryExplosionEmitter)
{
ejectionPeriodMS = 5;
periodVarianceMS = 0;
ejectionVelocity = 2;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "HandheldArtilleryExplosionParticle";
};
datablock ParticleData(HandheldArtillerySmokeParticle)
{
dragCoefficient = 3;
gravityCoefficient = -1.25;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 700;
lifetimeVarianceMS = 300;
textureName = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -20.0;
spinRandomMax = 20.0;
colors[0] = "1 0.5 0.0 1.0";
colors[1] = "0.6 0.4 0.4 0.25";
colors[2] = "0.25 0.25 0.25 0.0";
sizes[0] = 20;
sizes[1] = 22.5;
sizes[2] = 25;
times[0] = 0.0;
times[1] = 0.25;
times[2] = 1.0;
useInvAlpha = true;
};
datablock ParticleEmitterData(HandheldArtillerySmokeEmitter)
{
ejectionPeriodMS = 25;
periodVarianceMS = 0;
ejectionVelocity = 2.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 25;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "HandheldArtillerySmokeParticle";
};
datablock ExplosionData(HandheldArtilleryExplosion)
{
//explosionShape = "";
explosionShape = "add-ons/weapon_rocket_launcher/explosionSphere1.dts";
soundProfile = HandheldArtilleryExplosionSound;
lifeTimeMS = 200;
particleEmitter = HandheldArtilleryExplosionEmitter;
particleDensity = 65;
particleRadius = 0.3;
emitter[0] = HandheldArtillerySmokeEmitter;
emitter[1] = HandheldArtilleryExplosionEmitter;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = true;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "3.0 10.0 3.0";
camShakeDuration = 1;
camShakeRadius = 40.0;
// Dynamic light
lightStartRadius = 5;
lightEndRadius = 30;
lightStartColor = "1 0.85 0.8 1";
lightEndColor = "0 0 0 0";
damageRadius = 15;
radiusDamage = 100;
impulseRadius = 20;
impulseForce = 1000;
};
datablock ParticleData(HandheldArtilleryTrailParticle)
{
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";
sizes[0] = 0.3;
sizes[1] = 0.9;
useInvAlpha = false;
};
datablock ParticleEmitterData(HandheldArtilleryTrailEmitter)
{
ejectionPeriodMS = 8;
periodVarianceMS = 1;
ejectionVelocity = 0.25;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "HandheldArtilleryTrailParticle";
uiName = "";
};
AddDamageType("HandheldArtillery", '<bitmap:add-ons/Weapon_HandheldArtillery/CI_HandheldArtillery> %1', '%2 <bitmap:add-ons/Weapon_HandheldArtillery/CI_HandheldArtillery> %1',0.75,1);
datablock ProjectileData(HandheldArtilleryProjectile)
{
projectileShapeName = "add-ons/Vehicle_Tank/tankbullet.dts";
directDamage = 250;
directDamageType = $DamageType::HandheldArtillery;
radiusDamageType = $DamageType::HandheldArtillery;
brickExplosionRadius = 5;
brickExplosionImpact = false; //destroy a brick if we hit it directly?
brickExplosionForce = 35;
brickExplosionMaxVolume = 45; //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)
impactImpulse = 1000;
verticalImpulse = 1000;
explosion = HandheldArtilleryExplosion;
particleEmitter = HandheldArtilleryTrailEmitter;
muzzleVelocity = 200;
velInheritFactor = 0;
armingDelay = 0;
lifetime = 4000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = true;
gravityMod = 1.0;
hasLight = true;
lightRadius = 5.0;
lightColor = "1 0.5 0";
uiName = "Handheld Artillery Shell";
};
//////////
// item //
//////////
datablock ItemData(HandheldArtilleryItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./handheldartillery.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Handheld Artillery";
iconName = "./icon";
doColorShift = true;
colorShiftColor = "0.25 0.25 0.25 1.000";
// Dynamic properties defined by the scripts
image = HandheldArtilleryImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(HandheldArtilleryImage)
{
// Basic Item properties
shapeFile = "./handheldartillery.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 = HandheldArtilleryItem;
ammo = " ";
projectile = HandheldArtilleryProjectile;
projectileType = Projectile;
casing = HandheldArtilleryShellDebris;
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;
doColorShift = false;
colorShiftColor = HandheldArtilleryItem.colorShiftColor;
// 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] = "Wait";
stateTimeoutValue[2] = 0.14;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = HandheldArtilleryFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = HandheldArtilleryFireSound;
stateEjectShell[2] = true;
stateName[3] = "Wait";
stateTimeoutValue[3] = 1;
stateScript[3] = "onWait";
stateTransitionOnTimeout[3] = "Load";
stateSound[3] = HandheldArtilleryReload1Sound;
stateSequence[3] = "Wait";
stateName[4] = "Load";
stateTimeoutValue[4] = 2;
stateScript[4] = "onLoad";
stateTransitionOnTimeout[4] = "Reload";
stateSound[4] = HandheldArtilleryReload2Sound;
stateSequence[4] = "Load";
stateName[5] = "Reload";
stateSequence[5] = "Reload";
stateScript[5] = "onReady";
stateTransitionOnTriggerUp[5] = "Ready";
stateSound[5] = HandheldArtilleryReload1Sound;
stateSequence[5] = "Ready";
};
function HandheldArtilleryImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
%obj.spawnExplosion(HandheldArtilleryRecoilProjectile,"1 1 1");
Parent::onFire(%this,%obj,%slot);
}
function HandheldArtilleryImage::onWait(%this,%obj,%slot)
{
%obj.playThread(2, plantBrick);
}
function HandheldArtilleryImage::onLoad(%this,%obj,%slot)
{
%obj.playThread(4, shiftLeft);
}
function HandheldArtilleryImage::onReady(%this,%obj,%slot)
{
%obj.playThread(2, plantBrick);
}