//audio
datablock AudioProfile(MagnumSound)
{
filename = "./magnum.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(roosterSound)
{
filename = "./rooster.wav";
description = AudioClose3d;
preload = true;
};
//shell
datablock DebrisData(gunShellDebris)
{
shapeFile = "./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(MagnumFlashParticle)
{
dragCoefficient = 0;
gravityCoefficient = 0;
inheritedVelFactor = 0;
constantAcceleration = 0.0;
lifetimeMS = 50;
lifetimeVarianceMS = 0;
textureName = "base/data/particles/star1";
spinSpeed = 9000.0;
spinRandomMin = -5000.0;
spinRandomMax = 5000.0;
colors[0] = "1.0 0.5 0 0.9";
colors[1] = "0.9 0.4 0 0.8";
colors[2] = "1 0.5 0.2 0.6";
colors[3] = "1 0.5 0.2 0.4";
sizes[0] = 1.75;
sizes[1] = 0.4;
sizes[2] = 0.10;
sizes[3] = 0.0;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 0.5;
times[3] = 1.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(MagnumFlashEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 34.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 1;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "MagnumFlashParticle";
};
datablock ParticleData(MagnumSmokeParticle)
{
dragCoefficient = 3;
gravityCoefficient = 0;
inheritedVelFactor = 0;
constantAcceleration = 0.0;
lifetimeMS = 100;
lifetimeVarianceMS = 0;
textureName = "base/data/particles/cloud";
spinSpeed = 9000.0;
spinRandomMin = -5000.0;
spinRandomMax = 5000.0;
colors[0] = "0.6 0.6 0.6 0.0";
colors[1] = "0.7 0.7 0.7 0.3";
colors[2] = "1 1 1 0.2";
colors[3] = "1 1 1 0";
sizes[0] = 0.0;
sizes[1] = 0.4;
sizes[2] = 0.10;
sizes[3] = 0.05;
times[0] = 0.0;
times[1] = 0.1;
times[2] = 0.5;
times[3] = 1.0;
useInvAlpha = false;
};
datablock ParticleEmitterData(MagnumSmokeEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 32.0;
velocityVariance = 0.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 1;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "MagnumSmokeParticle";
};
datablock ParticleData(MagnumTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 210;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = false;
animateTexture = false;
//framesPerSec = 1;
textureName = "base/data/particles/cloud";
//animTexName = "~/data/particles/dot";
// Interpolation variables
colors[0] = "1 1 0 0.5";
colors[1] = "1 1 0.4 0.5";
colors[2] = "1 1 1 0.5";
sizes[0] = 0.25;
sizes[1] = 0.15;
sizes[2] = 0.0;
times[0] = 0.0;
times[1] = 0.5;
times[2] = 1.0;
};
datablock ParticleEmitterData(MagnumTrailEmitter)
{
ejectionPeriodMS = 2;
periodVarianceMS = 0;
ejectionVelocity = 0; //0.25;
velocityVariance = 0; //0.10;
ejectionOffset = 0;
thetaMin = 0.0;
thetaMax = 90.0;
particles = "MagnumTrailParticle";
useEmitterColors = true;
};
datablock ParticleData(MagnumExplosionParticle)
{
dragCoefficient = 8;
gravityCoefficient = 1;
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 0.9 0.3";
colors[1] = "0.9 0.5 0.6 0.0";
sizes[0] = 0.25;
sizes[1] = 0.75;
useInvAlpha = true;
};
datablock ParticleEmitterData(MagnumExplosionEmitter)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 2;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "MagnumExplosionParticle";
useEmitterColors = true;
uiName = "";
};
datablock ParticleData(MagnumExplosionRingParticle)
{
dragCoefficient = 8;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 50;
lifetimeVarianceMS = 35;
textureName = "base/data/particles/star1";
spinSpeed = 500.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0] = "1 1 0.0 0.9";
colors[1] = "0.9 0.0 0.0 0.0";
sizes[0] = 2;
sizes[1] = 0;
useInvAlpha = false;
};
datablock ParticleEmitterData(MagnumExplosionRingEmitter)
{
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 = "MagnumExplosionRingParticle";
useEmitterColors = true;
uiName = "";
};
datablock ExplosionData(MagnumExplosion)
{
//explosionShape = "";
soundProfile = bulletHitSound;
lifeTimeMS = 150;
particleEmitter = MagnumExplosionEmitter;
particleDensity = 5;
particleRadius = 0.2;
emitter[0] = MagnumExplosionRingEmitter;
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 = 2;
lightStartColor = "0.5 0.8 0.9";
lightEndColor = "0 0 0";
};
AddDamageType("Magnum", '<bitmap:add-ons/Weapon_Magnum/CI_Magnum> %1', '%2 <bitmap:add-ons/Weapon_Magnum/CI_Magnum> %1',0.2,1);
datablock ProjectileData(MagnumProjectile)
{
projectileShapeName = "./bullet.dts";
directDamage = 35;
directDamageType = $DamageType::Magnum;
radiusDamageType = $DamageType::Magnum;
brickExplosionRadius = 0;
brickExplosionImpact = false; //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 = 200;
verticalImpulse = 200;
explosion = gunExplosion;
particleEmitter = "MagnumTrailEmitter"; //bulletTrailEmitter;
muzzleVelocity = 135;
velInheritFactor = 1;
armingDelay = 00;
lifetime = 10000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 0.0;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
uiName = "";
};
AddDamageType("Magnum", '<bitmap:add-ons/Weapon_Magnum/CI_Magnum> %1', '%2 <bitmap:add-ons/Weapon_Magnum/CI_Magnum> %1',0.2,1);
datablock ProjectileData(MagnumProjectileHeadshot)
{
projectileShapeName = "./bullet.dts";
directDamage = 80;
directDamageType = $DamageType::Magnum;
radiusDamageType = $DamageType::Magnum;
brickExplosionRadius = 0;
brickExplosionImpact = false; //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 = 200;
verticalImpulse = 200;
explosion = gunExplosion;
particleEmitter = "MagnumTrailEmitter"; //bulletTrailEmitter;
muzzleVelocity = 135;
velInheritFactor = 1;
armingDelay = 00;
lifetime = 10000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = false;
gravityMod = 0.0;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
uiName = "";
};
//////////
// item //
//////////
datablock ItemData(MagnumItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./Magnum.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Old Magnum";
iconName = "./icon_Magnum";
doColorShift = true;
colorShiftColor = "0.5 0.4 0.3 1.000";
// Dynamic properties defined by the scripts
image = MagnumImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(MagnumImage)
{
// Basic Item properties
shapeFile = "./Magnum.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 = MagnumProjectile;
projectileType = Projectile;
//casing = gunShellDebris;
shellExitDir = "1.0 -1.0 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 = MagnumItem.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] = 0.25;
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] = 0.15;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = MagnumFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = MagnumSound;
stateEjectShell[2] = true;
stateName[3] = "Smoke";
stateEmitter[3] = MagnumSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.01;
stateTransitionOnTimeout[3] = "Reload";
stateName[4] = "Wait";
stateTimeoutValue[4] = 0.7;
stateScript[4] = "onWait";
stateSound[4] = roosterSound;
stateTransitionOnTimeout[4] = "Ready";
};
function MagnumImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, shiftAway);
%obj.schedule(100,playThread, Plant);
Parent::onFire(%this,%obj,%slot);
}
function MagnumImage::onWait(%this,%obj,%slot)
{
%obj.playThread(2, shiftLeft);
%obj.schedule(100,playThread, shiftRight);
}
function MagnumProjectile::Damage(%this,%obj,%col,%fade,%pos,%normal)
{
if(%col.getClassName() $="Player" || %col.getClassName() $= "AIPlayer")
{
if(%col.getClassName() $= "AIPlayer")
{
%oldClient = %col.client;
%col.client = BotConnection;
%hitBoxList = getHitbox(%obj,%col,%pos);
%col.client = %oldClient;
}
else
{
%hitBoxList = getHitbox(%obj,%col,%pos);
}
if(strReplace(%hitBoxList,"headskin","BAM") $= %hitBoxList)
{
parent::Damage(%this,%obj,%col,%fade,%pos,%normal);
}
else
{
%col.damage(%obj,%pos,120 / %obj.getScale(),$DamageType::InterventionHeadshot);
}
}
else
{
parent::Damage(%this,%obj,%col,%fade,%pos,%normal);
}
}
whoa