//GoldGun.cs
//audio
datablock AudioProfile(GoldGunShot1Sound)
{
filename = "./GoldGunShot.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(bulletHitSound)
{
filename = "./GoldGunHit.wav";
description = AudioClose3d;
preload = true;
};
//shell
datablock DebrisData(GoldGunShellDebris)
{
shapeFile = "add-ons/weapon_gun/gunshell.dts";
lifetime = 2.0;
minSpinSpeed = -400.0;
maxSpinSpeed = 200.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 3;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = true;
gravModifier = 2;
};
//muzzle flash effects
datablock ParticleData(GoldGunFlashParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 25;
lifetimeVarianceMS = 15;
textureName = "base/lighting/flare";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[1] = "1 0.85 0 1";
colors[2] = "1 0.85 0 0.8";
colors[3] = "1 0.85 0 0.6";
sizes[1] = 0.6;
sizes[2] = 0.7;
sizes[3] = 0.5;
times[1] = 0;
times[2] = 0.04;
times[3] = 1;
useInvAlpha = false;
};
datablock ParticleEmitterData(GoldGunFlashEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "GoldGunFlashParticle";
uiName = "GoldGun Flash";
};
datablock ParticleData(GoldGunSmokeParticle)
{
dragCoefficient = 3;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 525;
lifetimeVarianceMS = 55;
textureName = "base/lighting/flare";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[1] = "1 0.85 0 1";
colors[2] = "1 0.85 0 0.8";
colors[3] = "1 0.85 0 0.6";
sizes[1] = 0.6;
sizes[2] = 0.7;
sizes[3] = 0.5;
times[1] = 0;
times[2] = 0.04;
times[3] = 1;
useInvAlpha = false;
};
datablock ParticleEmitterData(GoldGunSmokeEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 1.0;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "GoldGunSmokeParticle";
uiName = "GoldGun Smoke";
};
datablock ParticleData(GoldGunExplosionParticle)
{
dragCoefficient = 8;
gravityCoefficient = 1;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 700;
lifetimeVarianceMS = 400;
textureName = "base/lighting/flare";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[1] = "1 0.85 0 1";
colors[2] = "1 0.85 0 0.8";
colors[3] = "1 0.85 0 0.6";
sizes[1] = 0.6;
sizes[2] = 0.7;
sizes[3] = 0.5;
times[1] = 0;
times[2] = 0.04;
times[3] = 1;
useInvAlpha = true;
};
datablock ParticleEmitterData(GoldGunExplosionEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 2;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "GoldGunExplosionParticle";
useEmitterColors = true;
uiName = "GoldGun Hit Dust";
};
datablock ParticleData(GoldGunExplosionRingParticle)
{
dragCoefficient = 8;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 50;
lifetimeVarianceMS = 35;
textureName = "base/lighting/flare";
spinSpeed = 500.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[1] = "1 0.85 0 1";
colors[2] = "1 0.85 0 0.8";
colors[3] = "1 0.85 0 0.6";
sizes[1] = 0.6;
sizes[2] = 0.7;
sizes[3] = 0.5;
times[1] = 0;
times[2] = 0.04;
times[3] = 1;
useInvAlpha = false;
};
datablock ParticleEmitterData(GoldGunExplosionRingEmitter)
{
lifeTimeMS = 50;
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "GoldGunExplosionRingParticle";
useEmitterColors = true;
uiName = "GoldGun Hit Flash";
};
datablock ExplosionData(GoldGunExplosion)
{
//explosionShape = "";
soundProfile = bulletHitSound;
lifeTimeMS = 150;
particleEmitter = GoldGunExplosionEmitter;
particleDensity = 5;
particleRadius = 0.2;
emitter[0] = GoldGunExplosionRingEmitter;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = false;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 10.0;
// Dynamic light
lightStartRadius = 2;
lightEndRadius = 0;
lightStartColor = "1 0.5 0.3 0.4";
lightEndColor = "0 0 0";
};
AddDamageType("GoldGun", '<bitmap:add-ons/Weapon_GoldGun/CI_GoldGun> %1', '%2 <bitmap:add-ons/Weapon_GoldGun/CI_GoldGun> %1',0.2,1);
datablock ProjectileData(GoldGunProjectile)
{
projectileShapeName = "add-ons/weapon_gun/bullet.dts";
directDamage = 35;
directDamageType = $DamageType::GoldGun;
radiusDamageType = $DamageType::GoldGun;
brickExplosionRadius = 0;
brickExplosionImpact = true; //destroy a brick if we hit it directly?
brickExplosionForce = 10;
brickExplosionMaxVolume = 1; //max volume of bricks that we can destroy
brickExplosionMaxVolumeFloati ng = 2; //max volume of bricks that we can destroy if they aren't connected to the ground
impactImpulse = 400;
verticalImpulse = 400;
explosion = GoldGunExplosion;
particleEmitter = "base/lighting/flare"; //bulletTrailEmitter;
muzzleVelocity = 300;
velInheritFactor = 1;
armingDelay = 00;
lifetime = 4000;
mask = $TypeMasks::FxBrickAlwaysObjectType | $TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 0.0;
hasLight = true;
lightRadius = 1.0;
lightColor = "1 0.5 0.3 0.4";
uiName = "GoldGun Bullet";
};
datablock particleData(GoldGunParticleA)
{
colors[1] = "1 0.85 0 1";
colors[2] = "1 0.85 0 0.8";
colors[3] = "1 0.85 0 0.6";
sizes[1] = 1.6;
sizes[2] = 1.7;
sizes[3] = 1.5;
times[1] = 0;
times[2] = 0.04;
times[3] = 1;
gravityCoefficient = -0.5;
lifetimeMS = 400;
lifetimeVarianceMS = 200;
spinRandomMax = 90;
spinRandomMin = -90;
textureName = "base/lighting/flare";
};
datablock particleEmitterData(GoldGunEmitterA)
{
ejectionOffset = 0.09;
ejectionPeriodMS = 50;
ejectionVelocity = 0.2;
particles = GoldGunParticleA;
periodVarianceMS = 2;
thetaMax = 180;
velocityVariance = 0;
};
datablock particleData(GoldGunParticleB)
{
colors[1] = "1 0.85 0 1";
colors[2] = "1 0.85 0 0.8";
colors[3] = "1 0.85 0 0.6";
sizes[1] = 1.1;
sizes[2] = 1.2;
sizes[3] = 1.3;
times[1] = 0;
times[2] = 0.04;
times[3] = 1;
gravityCoefficient = -0.4;
dragCoefficient = 2;
lifetimeMS = 400;
lifetimeVarianceMS = 200;
spinRandomMax = 0;
spinRandomMin = 0;
textureName = "base/lighting/flare";
};
datablock particleEmitterData(GoldGunEmitterB)
{
ejectionOffset = -0.0;
ejectionPeriodMS = 10;
ejectionVelocity = 0;
particles = GoldGunParticleB;
periodVarianceMS = 2;
thetaMin = 0.0;
thetaMax = 0.1;
velocityVariance = 0;
orientParticles = true;
phiVariance = 10;
};
datablock shapeBaseImageData(GoldGunImage : wandImage)
{
projectile = GoldGunProjectile;
showBricks = false;
colorShiftColor = "1 0.85 0 1";
stateEmitter[1] = GoldGunEmitterA;
stateEmitter[3] = GoldGunEmitterB;
};
//////////
// item //
//////////
datablock ItemData(GoldGunItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "add-ons/weapon_gun/pistol.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "GoldGun";
iconName = "";
doColorShift = true;
colorShiftColor = "1 0.85 0 1";
// Dynamic properties defined by the scripts
image = GoldGunImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(GoldGunImage)
{
// Basic Item properties
shapeFile = "add-ons/weapon_gun/pistol.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 = GoldGunProjectile;
projectileType = Projectile;
casing = GoldGunShellDebris;
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 = GoldGunItem.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] = 0.15;
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] = GoldGunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = GoldGunShot1Sound;
stateEjectShell[2] = true;
stateName[3] = "Smoke";
stateEmitter[3] = GoldGunSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.01;
stateTransitionOnTimeout[3] = "Reload";
stateName[4] = "Reload";
stateSequence[4] = "Reload";
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "Ready";
};
function GoldGunImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
Parent::onFire(%this,%obj,%slot);
}