//lrls.cs
datablock AudioProfile(lrlsDrawSound)
{
filename = "./lrlsDraw.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(lrlstuffSound)
{
filename = "./lrlstuff.wav";
description = AudioClosest3d;
preload = true;
};
datablock AudioProfile(lrlsLoopSound)
{
filename = "./lrlsLoop.wav";
description = AudioCloseLooping3d;
preload = true;
};
datablock AudioProfile(lrlSwingSound)
{
filename = "./lrlsSwing.wav";
description = AudioClosest3d;
preload = true;
};
//effects
datablock ParticleData(lrlloveplosionParticle)
{
dragCoefficient = 2;
gravityCoefficient = 1.0;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
spinRandomMin = -90;
spinRandomMax = 90;
lifetimeMS = 500;
lifetimeVarianceMS = 300;
textureName = "./spark";
colors[0] = "1.0 0.9 0.0 0.9";
colors[1] = "0.9 0.8 0.0 0.0";
sizes[0] = 0.2;
sizes[1] = 0.1;
};
datablock ParticleEmitterData(lrlloveplosionEmitter)
{
ejectionPeriodMS = 4;
periodVarianceMS = 0;
ejectionVelocity = 5;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 60;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "lrlloveplosionParticle";
uiName = "LEGO Green Lightsaber Hit";
};
datablock ExplosionData(lrlloveplosion)
{
//explosionShape = "";
lifeTimeMS = 300;
soundProfile = lrlstuffSound;
particleEmitter = lrlloveplosionEmitter;
particleDensity = 8;
particleRadius = 0.2;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = true;
camShakeFreq = "20.0 22.0 20.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 10.0;
// Dynamic light
lightStartRadius = 3;
lightEndRadius = 0;
lightStartColor = "1.0 0.0 0.0 0.8";
lightEndColor = "0.8 0.0 0.0 0.5";
};
//projectile
AddDamageType("lrls", '<bitmap:add-ons/Pack_LEGOweapons/CI_lrls> %1', '%2 <bitmap:add-ons/Pack_LEGOweapons/CI_lrls> %1',0.75,1);
datablock ProjectileData(lrlsProjectile)
{
directDamage = 40;
directDamageType = $DamageType::lrls;
radiusDamageType = $DamageType::lrls;
explosion = lrlloveplosion;
//particleEmitter = as;
muzzleVelocity = 50;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 100;
fadeDelay = 70;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = false;
gravityMod = 0.0;
hasLight = true;
lightRadius = 3.0;
lightColor = "1.0 0 0 0.5";
uiName = "LEGO Red Lightsaber Slice";
};
//////////
// item //
//////////
datablock ItemData(lrlsItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./lrls.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "LEGO Red Lightsaber";
iconName = "./icon_lrls";
doColorShift = false;
colorShiftColor = "0.471 0.471 0.471 1.000";
// Dynamic properties defined by the scripts
image = lrlsImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(lrlsImage)
{
// Basic Item properties
shapeFile = "./lrls.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 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 = false;
eyeOffset = "0 0 0";
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
className = "WeaponImage";
// Projectile && Ammo.
item = lrlsItem;
ammo = " ";
projectile = lrlsProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = true;
doRetraction = false;
//raise your arm up or not
armReady = true;
//casing = " ";
doColorShift = true;
colorShiftColor = "0.471 0.471 0.471 1.000";
// 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] = 0.5;
stateTransitionOnTimeout[0] = "Ready";
stateSound[0] = lrlsDrawSound;
stateSequence[0] = "Activate";
stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "PreFire";
stateAllowImageChange[1] = true;
stateSound[1] = lrlsLoopSound;
stateName[2] = "PreFire";
stateScript[2] = "onPreFire";
stateAllowImageChange[2] = false;
stateTimeoutValue[2] = 0.2;
stateTransitionOnTimeout[2] = "Fire";
stateSound[2] = lrlsLoopSound;
stateName[3] = "Fire";
stateTransitionOnTimeout[3] = "CheckFire";
stateTimeoutValue[3] = 0.2;
stateFire[3] = true;
stateAllowImageChange[3] = false;
stateSequence[3] = "Fire";
stateScript[3] = "onFire";
stateWaitForTimeout[3] = true;
statesound[3] = lrlSwingSound;
stateName[4] = "CheckFire";
stateTransitionOnTriggerUp[4] = "StopFire";
stateTransitionOnTriggerDown[4] = "Fire";
stateSound[4] = lrlsLoopSound;
stateName[5] = "StopFire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.2;
stateAllowImageChange[5] = false;
stateWaitForTimeout[5] = true;
stateSequence[5] = "StopFire";
stateScript[5] = "onStopFire";
stateSound[5] = lrlsLoopSound;
};
function lrlsImage::onPreFire(%this, %obj, %slot)
{
%obj.playthread(2, armattack);
}
function lrlsImage::onStopFire(%this, %obj, %slot)
{
%obj.playthread(2, root);
}