added everything
This commit is contained in:
253
example/starter.fps/server/scripts/aiPlayer.cs
Executable file
253
example/starter.fps/server/scripts/aiPlayer.cs
Executable file
@ -0,0 +1,253 @@
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// AIPlayer callbacks
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// The AIPlayer class implements the following callbacks:
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//
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// PlayerData::onStuck(%this,%obj)
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// PlayerData::onUnStuck(%this,%obj)
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// PlayerData::onStop(%this,%obj)
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// PlayerData::onMove(%this,%obj)
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// PlayerData::onReachDestination(%this,%obj)
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// PlayerData::onTargetEnterLOS(%this,%obj)
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// PlayerData::onTargetExitLOS(%this,%obj)
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// PlayerData::onAdd(%this,%obj)
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//
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// Since the AIPlayer doesn't implement it's own datablock, these callbacks
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// all take place in the PlayerData namespace.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Demo Pathed AIPlayer.
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//-----------------------------------------------------------------------------
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datablock PlayerData(DemoPlayer : PlayerBody)
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{
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shootingDelay = 2000;
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};
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function DemoPlayer::onReachDestination(%this,%obj)
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{
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// Moves to the next node on the path.
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// Override for all player. Normally we'd override this for only
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// a specific player datablock or class of players.
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if (%obj.path !$= "") {
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if (%obj.currentNode == %obj.targetNode)
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%this.onEndOfPath(%obj,%obj.path);
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else
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%obj.moveToNextNode();
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}
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}
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function DemoPlayer::onEndOfPath(%this,%obj,%path)
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{
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%obj.nextTask();
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}
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function DemoPlayer::onEndSequence(%this,%obj,%slot)
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{
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echo("Sequence Done!");
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%obj.stopThread(%slot);
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%obj.nextTask();
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}
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//-----------------------------------------------------------------------------
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// AIPlayer static functions
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//-----------------------------------------------------------------------------
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function AIPlayer::spawn(%name,%spawnPoint)
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{
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// Create the demo player object
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%player = new AiPlayer() {
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dataBlock = DemoPlayer;
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path = "";
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};
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MissionCleanup.add(%player);
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%player.setShapeName(%name);
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%player.setTransform(%spawnPoint);
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return %player;
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}
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function AIPlayer::spawnOnPath(%name,%path)
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{
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// Spawn a player and place him on the first node of the path
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if (!isObject(%path))
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return 0;
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%node = %path.getObject(0);
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%player = AIPlayer::spawn(%name,%node.getTransform());
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return %player;
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}
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//-----------------------------------------------------------------------------
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// AIPlayer methods
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//-----------------------------------------------------------------------------
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function AIPlayer::followPath(%this,%path,%node)
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{
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// Start the player following a path
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%this.stopThread(0);
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if (!isObject(%path)) {
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%this.path = "";
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return;
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}
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if (%node > %path.getCount() - 1)
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%this.targetNode = %path.getCount() - 1;
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else
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%this.targetNode = %node;
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if (%this.path $= %path)
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%this.moveToNode(%this.currentNode);
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else {
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%this.path = %path;
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%this.moveToNode(0);
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}
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}
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function AIPlayer::moveToNextNode(%this)
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{
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if (%this.targetNode < 0 || %this.currentNode < %this.targetNode) {
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if (%this.currentNode < %this.path.getCount() - 1)
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%this.moveToNode(%this.currentNode + 1);
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else
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%this.moveToNode(0);
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}
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else
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if (%this.currentNode == 0)
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%this.moveToNode(%this.path.getCount() - 1);
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else
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%this.moveToNode(%this.currentNode - 1);
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}
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function AIPlayer::moveToNode(%this,%index)
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{
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// Move to the given path node index
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%this.currentNode = %index;
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%node = %this.path.getObject(%index);
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%this.setMoveDestination(%node.getTransform(), %index == %this.targetNode);
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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function AIPlayer::pushTask(%this,%method)
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{
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if (%this.taskIndex $= "") {
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%this.taskIndex = 0;
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%this.taskCurrent = -1;
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}
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%this.task[%this.taskIndex] = %method;
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%this.taskIndex++;
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if (%this.taskCurrent == -1)
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%this.executeTask(%this.taskIndex - 1);
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}
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function AIPlayer::clearTasks(%this)
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{
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%this.taskIndex = 0;
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%this.taskCurrent = -1;
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}
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function AIPlayer::nextTask(%this)
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{
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if (%this.taskCurrent != -1)
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if (%this.taskCurrent < %this.taskIndex - 1)
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%this.executeTask(%this.taskCurrent++);
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else
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%this.taskCurrent = -1;
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}
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function AIPlayer::executeTask(%this,%index)
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{
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%this.taskCurrent = %index;
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eval(%this.getId() @ "." @ %this.task[%index] @ ";");
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}
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//-----------------------------------------------------------------------------
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function AIPlayer::singleShot(%this)
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{
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// The shooting delay is used to pulse the trigger
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%this.setImageTrigger(0,true);
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%this.setImageTrigger(0,false);
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%this.trigger = %this.schedule(%this.shootingDelay,singleShot);
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}
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//-----------------------------------------------------------------------------
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function AIPlayer::wait(%this,%time)
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{
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%this.schedule(%time * 1000,"nextTask");
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}
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function AIPlayer::done(%this,%time)
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{
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%this.schedule(0,"delete");
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}
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function AIPlayer::fire(%this,%bool)
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{
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if (%bool) {
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cancel(%this.trigger);
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%this.singleShot();
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}
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else
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cancel(%this.trigger);
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%this.nextTask();
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}
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function AIPlayer::aimAt(%this,%object)
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{
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echo("Aim: " @ %object);
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%this.setAimObject(%object);
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%this.nextTask();
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}
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function AIPlayer::animate(%this,%seq)
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{
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//%this.stopThread(0);
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//%this.playThread(0,%seq);
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%this.setActionThread(%seq);
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}
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//-----------------------------------------------------------------------------
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function AIManager::think(%this)
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{
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// We could hook into the player's onDestroyed state instead of
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// having to "think", but thinking allows us to consider other
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// things...
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if (!isObject(%this.player))
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%this.player = %this.spawn();
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%this.schedule(500,think);
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}
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function AIManager::spawn(%this)
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{
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%player = AIPlayer::spawnOnPath("Kork","MissionGroup/Paths/Path1");
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if (isObject(%player))
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{
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%player.followPath("MissionGroup/Paths/Path1",-1);
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%player.mountImage(CrossbowImage,0);
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%player.setInventory(CrossbowAmmo,1000);
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return %player;
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}
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else
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return 0;
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}
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|
113
example/starter.fps/server/scripts/audioProfiles.cs
Executable file
113
example/starter.fps/server/scripts/audioProfiles.cs
Executable file
@ -0,0 +1,113 @@
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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||||
//-----------------------------------------------------------------------------
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// 3D Sounds
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Single shot sounds
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datablock AudioDescription(AudioDefault3d)
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{
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volume = 1.0;
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isLooping= false;
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||||
is3D = true;
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||||
ReferenceDistance= 20.0;
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||||
MaxDistance= 100.0;
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||||
type = $SimAudioType;
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||||
};
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||||
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||||
datablock AudioDescription(AudioClose3d)
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{
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||||
volume = 1.0;
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||||
isLooping= false;
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||||
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||||
is3D = true;
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||||
ReferenceDistance= 10.0;
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||||
MaxDistance= 60.0;
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type = $SimAudioType;
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||||
};
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||||
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||||
datablock AudioDescription(AudioClosest3d)
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||||
{
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||||
volume = 1.0;
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||||
isLooping= false;
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||||
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||||
is3D = true;
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||||
ReferenceDistance= 5.0;
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||||
MaxDistance= 30.0;
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||||
type = $SimAudioType;
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||||
};
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||||
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||||
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||||
//-----------------------------------------------------------------------------
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||||
// Looping sounds
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||||
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||||
datablock AudioDescription(AudioDefaultLooping3d)
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||||
{
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||||
volume = 1.0;
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||||
isLooping= true;
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||||
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||||
is3D = true;
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||||
ReferenceDistance= 20.0;
|
||||
MaxDistance= 100.0;
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||||
type = $SimAudioType;
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||||
};
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||||
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||||
datablock AudioDescription(AudioCloseLooping3d)
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||||
{
|
||||
volume = 1.0;
|
||||
isLooping= true;
|
||||
|
||||
is3D = true;
|
||||
ReferenceDistance= 10.0;
|
||||
MaxDistance= 50.0;
|
||||
type = $SimAudioType;
|
||||
};
|
||||
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||||
datablock AudioDescription(AudioClosestLooping3d)
|
||||
{
|
||||
volume = 1.0;
|
||||
isLooping= true;
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||||
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||||
is3D = true;
|
||||
ReferenceDistance= 5.0;
|
||||
MaxDistance= 30.0;
|
||||
type = $SimAudioType;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// 2d sounds
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Used for non-looping environmental sounds (like power on, power off)
|
||||
datablock AudioDescription(Audio2D)
|
||||
{
|
||||
volume = 1.0;
|
||||
isLooping = false;
|
||||
is3D = false;
|
||||
type = $SimAudioType;
|
||||
};
|
||||
|
||||
// Used for Looping Environmental Sounds
|
||||
datablock AudioDescription(AudioLooping2D)
|
||||
{
|
||||
volume = 1.0;
|
||||
isLooping = true;
|
||||
is3D = false;
|
||||
type = $SimAudioType;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
datablock AudioProfile(takeme)
|
||||
{
|
||||
filename = "~/data/sound/takeme.wav";
|
||||
description = "AudioDefaultLooping3d";
|
||||
preload = false;
|
||||
};
|
80
example/starter.fps/server/scripts/camera.cs
Executable file
80
example/starter.fps/server/scripts/camera.cs
Executable file
@ -0,0 +1,80 @@
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||||
//-----------------------------------------------------------------------------
|
||||
// Torque Game Engine
|
||||
// Copyright (C) GarageGames.com, Inc.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Global movement speed that affects all cameras. This should be moved
|
||||
// into the camera datablock.
|
||||
$Camera::movementSpeed = 40;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Define a datablock class to use for our observer camera
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
datablock CameraData(Observer)
|
||||
{
|
||||
mode = "Observer";
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function Observer::onTrigger(%this,%obj,%trigger,%state)
|
||||
{
|
||||
// state = 0 means that a trigger key was released
|
||||
if (%state == 0)
|
||||
return;
|
||||
|
||||
// Default player triggers: 0=fire 1=altFire 2=jump
|
||||
%client = %obj.getControllingClient();
|
||||
switch$ (%obj.mode)
|
||||
{
|
||||
case "Observer":
|
||||
// Do something interesting.
|
||||
|
||||
case "Corpse":
|
||||
// Viewing dead corpse, so we probably want to respawn.
|
||||
%client.spawnPlayer();
|
||||
|
||||
// Set the camera back into observer mode, since in
|
||||
// debug mode we like to switch to it.
|
||||
%this.setMode(%obj,"Observer");
|
||||
}
|
||||
}
|
||||
|
||||
function Observer::setMode(%this,%obj,%mode,%arg1,%arg2,%arg3)
|
||||
{
|
||||
switch$ (%mode)
|
||||
{
|
||||
case "Observer":
|
||||
// Let the player fly around
|
||||
%obj.setFlyMode();
|
||||
|
||||
case "Corpse":
|
||||
// Lock the camera down in orbit around the corpse,
|
||||
// which should be arg1
|
||||
%transform = %arg1.getTransform();
|
||||
%obj.setOrbitMode(%arg1, %transform, 0.5, 4.5, 4.5);
|
||||
|
||||
}
|
||||
%obj.mode = %mode;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Camera methods
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function Camera::onAdd(%this,%obj)
|
||||
{
|
||||
// Default start mode
|
||||
%this.setMode(%this.mode);
|
||||
}
|
||||
|
||||
function Camera::setMode(%this,%mode,%arg1,%arg2,%arg3)
|
||||
{
|
||||
// Punt this one over to our datablock
|
||||
%this.getDatablock().setMode(%this,%mode,%arg1,%arg2,%arg3);
|
||||
}
|
87
example/starter.fps/server/scripts/centerPrint.cs
Executable file
87
example/starter.fps/server/scripts/centerPrint.cs
Executable file
@ -0,0 +1,87 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Torque Game Engine
|
||||
// Copyright (C) GarageGames.com, Inc.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function centerPrintAll( %message, %time, %lines )
|
||||
{
|
||||
if( %lines $= "" || ((%lines > 3) || (%lines < 1)) )
|
||||
%lines = 1;
|
||||
|
||||
%count = ClientGroup.getCount();
|
||||
for (%i = 0; %i < %count; %i++)
|
||||
{
|
||||
%cl = ClientGroup.getObject(%i);
|
||||
if( !%cl.isAIControlled() )
|
||||
commandToClient( %cl, 'centerPrint', %message, %time, %lines );
|
||||
}
|
||||
}
|
||||
|
||||
function bottomPrintAll( %message, %time, %lines )
|
||||
{
|
||||
if( %lines $= "" || ((%lines > 3) || (%lines < 1)) )
|
||||
%lines = 1;
|
||||
|
||||
%count = ClientGroup.getCount();
|
||||
for (%i = 0; %i < %count; %i++)
|
||||
{
|
||||
%cl = ClientGroup.getObject(%i);
|
||||
if( !%cl.isAIControlled() )
|
||||
commandToClient( %cl, 'bottomPrint', %message, %time, %lines );
|
||||
}
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------------------------
|
||||
|
||||
function centerPrint( %client, %message, %time, %lines )
|
||||
{
|
||||
if( %lines $= "" || ((%lines > 3) || (%lines < 1)) )
|
||||
%lines = 1;
|
||||
|
||||
|
||||
commandToClient( %client, 'CenterPrint', %message, %time, %lines );
|
||||
}
|
||||
|
||||
function bottomPrint( %client, %message, %time, %lines )
|
||||
{
|
||||
if( %lines $= "" || ((%lines > 3) || (%lines < 1)) )
|
||||
%lines = 1;
|
||||
|
||||
commandToClient( %client, 'BottomPrint', %message, %time, %lines );
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------------------------
|
||||
|
||||
function clearCenterPrint( %client )
|
||||
{
|
||||
commandToClient( %client, 'ClearCenterPrint');
|
||||
}
|
||||
|
||||
function clearBottomPrint( %client )
|
||||
{
|
||||
commandToClient( %client, 'ClearBottomPrint');
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------------------------------
|
||||
|
||||
function clearCenterPrintAll()
|
||||
{
|
||||
%count = ClientGroup.getCount();
|
||||
for (%i = 0; %i < %count; %i++)
|
||||
{
|
||||
%cl = ClientGroup.getObject(%i);
|
||||
if( !%cl.isAIControlled() )
|
||||
commandToClient( %cl, 'ClearCenterPrint');
|
||||
}
|
||||
}
|
||||
|
||||
function clearBottomPrintAll()
|
||||
{
|
||||
%count = ClientGroup.getCount();
|
||||
for (%i = 0; %i < %count; %i++)
|
||||
{
|
||||
%cl = ClientGroup.getObject(%i);
|
||||
if( !%cl.isAIControlled() )
|
||||
commandToClient( %cl, 'ClearBottomPrint');
|
||||
}
|
||||
}
|
394
example/starter.fps/server/scripts/chimneyfire.cs
Executable file
394
example/starter.fps/server/scripts/chimneyfire.cs
Executable file
@ -0,0 +1,394 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Torque Game Engine
|
||||
// Copyright (C) GarageGames.com, Inc.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
datablock ParticleData(ChimneySmoke)
|
||||
{
|
||||
textureName = "~/data/shapes/particles/smoke";
|
||||
dragCoefficient = 0.0;
|
||||
gravityCoefficient = -0.2; // rises slowly
|
||||
inheritedVelFactor = 0.00;
|
||||
lifetimeMS = 3000;
|
||||
lifetimeVarianceMS = 250;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -30.0;
|
||||
spinRandomMax = 30.0;
|
||||
|
||||
colors[0] = "0.6 0.6 0.6 0.1";
|
||||
colors[1] = "0.6 0.6 0.6 0.1";
|
||||
colors[2] = "0.6 0.6 0.6 0.0";
|
||||
|
||||
sizes[0] = 0.5;
|
||||
sizes[1] = 0.75;
|
||||
sizes[2] = 1.5;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(ChimneySmokeEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 20;
|
||||
periodVarianceMS = 5;
|
||||
|
||||
ejectionVelocity = 0.25;
|
||||
velocityVariance = 0.10;
|
||||
|
||||
thetaMin = 0.0;
|
||||
thetaMax = 90.0;
|
||||
|
||||
particles = ChimneySmoke;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterNodeData(ChimneySmokeEmitterNode)
|
||||
{
|
||||
timeMultiple = 1;
|
||||
};
|
||||
|
||||
datablock ParticleData(CottageSmoke)
|
||||
{
|
||||
textureName = "~/data/shapes/particles/smoke";
|
||||
dragCoefficient = 0.0;
|
||||
gravityCoefficient = 0.02; // rises slowly
|
||||
inheritedVelFactor = 0.00;
|
||||
lifetimeMS = 3000;
|
||||
lifetimeVarianceMS = 250;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -30.0;
|
||||
spinRandomMax = 30.0;
|
||||
|
||||
colors[0] = "0.0 0.0 0.0 0.0";
|
||||
colors[1] = "0.2 0.2 0.2 0.1";
|
||||
colors[2] = "0.0 0.0 0.0 0.0";
|
||||
|
||||
sizes[0] = 0.5;
|
||||
sizes[1] = 0.75;
|
||||
sizes[2] = 1.5;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(CottageSmokeEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 20;
|
||||
periodVarianceMS = 5;
|
||||
|
||||
ejectionVelocity = 0.0;
|
||||
velocityVariance = 0.0;
|
||||
|
||||
thetaMin = 0.0;
|
||||
thetaMax = 90.0;
|
||||
|
||||
particles = CottageSmoke;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterNodeData(CottageSmokeEmitterNode)
|
||||
{
|
||||
timeMultiple = 1;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
datablock ParticleData(ChimneyFire1)
|
||||
{
|
||||
textureName = "~/data/shapes/particles/smoke";
|
||||
dragCoefficient = 0.0;
|
||||
gravityCoefficient = -0.3; // rises slowly
|
||||
inheritedVelFactor = 0.00;
|
||||
lifetimeMS = 500;
|
||||
lifetimeVarianceMS = 250;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -30.0;
|
||||
spinRandomMax = 30.0;
|
||||
|
||||
colors[0] = "0.8 0.6 0.0 0.1";
|
||||
colors[1] = "0.8 0.6 0.0 0.1";
|
||||
colors[2] = "0.0 0.0 0.0 0.0";
|
||||
|
||||
sizes[0] = 1.0;
|
||||
sizes[1] = 1.0;
|
||||
sizes[2] = 5.0;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleData(ChimneyFire2)
|
||||
{
|
||||
textureName = "~/data/shapes/particles/smoke";
|
||||
dragCoefficient = 0.0;
|
||||
gravityCoefficient = -0.5; // rises slowly
|
||||
inheritedVelFactor = 0.00;
|
||||
lifetimeMS = 800;
|
||||
lifetimeVarianceMS = 150;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -30.0;
|
||||
spinRandomMax = 30.0;
|
||||
|
||||
colors[0] = "0.6 0.6 0.0 0.1";
|
||||
colors[1] = "0.6 0.6 0.0 0.1";
|
||||
colors[2] = "0.0 0.0 0.0 0.0";
|
||||
|
||||
sizes[0] = 0.5;
|
||||
sizes[1] = 0.5;
|
||||
sizes[2] = 0.5;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(ChimneyFireEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 15;
|
||||
periodVarianceMS = 5;
|
||||
|
||||
ejectionVelocity = 0.25;
|
||||
velocityVariance = 0.10;
|
||||
|
||||
thetaMin = 0.0;
|
||||
thetaMax = 90.0;
|
||||
|
||||
particles = "ChimneyFire1" TAB "ChimneyFire2";
|
||||
};
|
||||
|
||||
datablock ParticleEmitterNodeData(ChimneyFireEmitterNode)
|
||||
{
|
||||
timeMultiple = 1;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// TORCHFIRE particle emitters - used on the braziers in the Orc Temple
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
datablock ParticleData(TorchFire1)
|
||||
{
|
||||
textureName = "~/data/shapes/particles/smoke";
|
||||
dragCoefficient = 0.0;
|
||||
gravityCoefficient = -0.3; // rises slowly
|
||||
inheritedVelFactor = 0.00;
|
||||
lifetimeMS = 500;
|
||||
lifetimeVarianceMS = 250;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -30.0;
|
||||
spinRandomMax = 30.0;
|
||||
|
||||
colors[0] = "0.6 0.6 0.0 0.1";
|
||||
colors[1] = "0.8 0.6 0.0 0.1";
|
||||
colors[2] = "0.0 0.0 0.0 0.1";
|
||||
|
||||
sizes[0] = 0.5;
|
||||
sizes[1] = 0.5;
|
||||
sizes[2] = 2.4;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleData(TorchFire2)
|
||||
{
|
||||
textureName = "~/data/shapes/particles/smoke";
|
||||
dragCoefficient = 0.0;
|
||||
gravityCoefficient = -0.5; // rises slowly
|
||||
inheritedVelFactor = 0.00;
|
||||
lifetimeMS = 800;
|
||||
lifetimeVarianceMS = 150;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -30.0;
|
||||
spinRandomMax = 30.0;
|
||||
|
||||
colors[0] = "0.8 0.6 0.0 0.1";
|
||||
colors[1] = "0.6 0.6 0.0 0.1";
|
||||
colors[2] = "0.0 0.0 0.0 0.1";
|
||||
|
||||
sizes[0] = 0.3;
|
||||
sizes[1] = 0.3;
|
||||
sizes[2] = 0.3;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(TorchFireEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 15;
|
||||
periodVarianceMS = 5;
|
||||
|
||||
ejectionVelocity = 0.25;
|
||||
velocityVariance = 0.10;
|
||||
|
||||
thetaMin = 0.0;
|
||||
thetaMax = 45.0;
|
||||
|
||||
particles = "TorchFire1" TAB "TorchFire2";
|
||||
};
|
||||
|
||||
datablock ParticleEmitterNodeData(TorchFireEmitterNode)
|
||||
{
|
||||
timeMultiple = 1;
|
||||
};
|
||||
|
||||
// ----------------------------------------
|
||||
|
||||
datablock ParticleData(FliesParticle)
|
||||
{
|
||||
textureName = "~/data/shapes/particles/firefly";
|
||||
dragCoefficient = 0.0;
|
||||
windCoefficient = 5.0;
|
||||
gravityCoefficient = 0.0;
|
||||
inheritedVelFactor = 0.00;
|
||||
lifetimeMS = 8000;
|
||||
lifetimeVarianceMS = 0;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -90.0;
|
||||
spinRandomMax = 90.0;
|
||||
|
||||
colors[0] = "0 0 0 0 ";
|
||||
colors[1] = "1 0 0 1";
|
||||
colors[2] = "1 1 0 1";
|
||||
colors[3] = "0 0 0 0";
|
||||
|
||||
sizes[0] = 0.0;
|
||||
sizes[1] = 0.15;
|
||||
sizes[2] = 0.2;
|
||||
sizes[3] = 0.0;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.1;
|
||||
times[2] = 0.5;
|
||||
times[3] = 1.0;
|
||||
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(FliesEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 300;
|
||||
periodVarianceMS = 0;
|
||||
|
||||
ejectionVelocity = 3;
|
||||
velocityVariance = 1.00;
|
||||
ejectionOffset = 1.0;
|
||||
|
||||
thetaMin = 75.0;
|
||||
thetaMax = 90.0;
|
||||
|
||||
phiReferenceVel = 360.00;
|
||||
phiVariance = 360.00;
|
||||
|
||||
particles = "FliesParticle";
|
||||
};
|
||||
|
||||
datablock ParticleEmitterNodeData(FliesNode)
|
||||
{
|
||||
timeMultiple = 1;
|
||||
};
|
||||
|
||||
// ----------------------------------------
|
||||
|
||||
datablock ParticleData(EmberParticle)
|
||||
{
|
||||
textureName = "~/data/shapes/particles/ember";
|
||||
dragCoefficient = 0.0;
|
||||
windCoefficient = 0.0;
|
||||
gravityCoefficient = -0.05; // rises slowly
|
||||
inheritedVelFactor = 0.00;
|
||||
lifetimeMS = 5000;
|
||||
lifetimeVarianceMS = 0;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -90.0;
|
||||
spinRandomMax = 90.0;
|
||||
|
||||
colors[0] = "1.000000 0.800000 0.000000 0.800000";
|
||||
colors[1] = "1.000000 0.700000 0.000000 0.800000";
|
||||
colors[2] = "1.000000 0.000000 0.000000 0.200000";
|
||||
|
||||
sizes[0] = 0.05;
|
||||
sizes[1] = 0.1;
|
||||
sizes[2] = 0.05;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(EmberEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 100;
|
||||
periodVarianceMS = 0;
|
||||
|
||||
ejectionVelocity = 0.75;
|
||||
velocityVariance = 0.00;
|
||||
ejectionOffset = 2.0;
|
||||
|
||||
thetaMin = 1.0;
|
||||
thetaMax = 100.0;
|
||||
|
||||
particles = "EmberParticle";
|
||||
};
|
||||
|
||||
datablock ParticleEmitterNodeData(EmberNode)
|
||||
{
|
||||
timeMultiple = 1;
|
||||
};
|
||||
|
||||
// ----------------------------------------
|
||||
|
||||
datablock ParticleData(CampFireParticle)
|
||||
{
|
||||
textureName = "~/data/shapes/particles/smoke";
|
||||
dragCoefficient = 0.0;
|
||||
windCoefficient = 0.0;
|
||||
gravityCoefficient = -0.05; // rises slowly
|
||||
inheritedVelFactor = 0.00;
|
||||
lifetimeMS = 5000;
|
||||
lifetimeVarianceMS = 1000;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -90.0;
|
||||
spinRandomMax = 90.0;
|
||||
spinSpeed = 1.0;
|
||||
|
||||
colors[0] = "0.2 0.2 0.0 0.2";
|
||||
colors[1] = "0.6 0.2 0.0 0.2";
|
||||
colors[2] = "0.4 0.0 0.0 0.1";
|
||||
colors[3] = "0.1 0.04 0.0 0.3";
|
||||
|
||||
sizes[0] = 0.5;
|
||||
sizes[1] = 4.0;
|
||||
sizes[2] = 5.0;
|
||||
sizes[3] = 6.0;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.1;
|
||||
times[2] = 0.2;
|
||||
times[3] = 0.3;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(CampFireEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 50;
|
||||
periodVarianceMS = 0;
|
||||
|
||||
ejectionVelocity = 0.55;
|
||||
velocityVariance = 0.00;
|
||||
ejectionOffset = 1.0;
|
||||
|
||||
|
||||
thetaMin = 1.0;
|
||||
thetaMax = 100.0;
|
||||
|
||||
particles = "CampFireParticle";
|
||||
};
|
||||
|
||||
datablock ParticleEmitterNodeData(CampFireNode)
|
||||
{
|
||||
timeMultiple = 1;
|
||||
};
|
64
example/starter.fps/server/scripts/commands.cs
Executable file
64
example/starter.fps/server/scripts/commands.cs
Executable file
@ -0,0 +1,64 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Torque Game Engine
|
||||
// Copyright (C) GarageGames.com, Inc.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Misc. server commands avialable to clients
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function serverCmdToggleCamera(%client)
|
||||
{
|
||||
%control = %client.getControlObject();
|
||||
if (%control == %client.player)
|
||||
{
|
||||
%control = %client.camera;
|
||||
%control.mode = toggleCameraFly;
|
||||
}
|
||||
else
|
||||
{
|
||||
%control = %client.player;
|
||||
%control.mode = observerFly;
|
||||
}
|
||||
%client.setControlObject(%control);
|
||||
}
|
||||
|
||||
function serverCmdDropPlayerAtCamera(%client)
|
||||
{
|
||||
if ($Server::TestCheats || isObject(EditorGui))
|
||||
{
|
||||
%client.player.setTransform(%client.camera.getTransform());
|
||||
%client.player.setVelocity("0 0 0");
|
||||
%client.setControlObject(%client.player);
|
||||
}
|
||||
}
|
||||
|
||||
function serverCmdDropCameraAtPlayer(%client)
|
||||
{
|
||||
%client.camera.setTransform(%client.player.getEyeTransform());
|
||||
%client.camera.setVelocity("0 0 0");
|
||||
%client.setControlObject(%client.camera);
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function serverCmdSuicide(%client)
|
||||
{
|
||||
if (isObject(%client.player))
|
||||
%client.player.kill("Suicide");
|
||||
}
|
||||
|
||||
function serverCmdPlayCel(%client,%anim)
|
||||
{
|
||||
if (isObject(%client.player))
|
||||
%client.player.playCelAnimation(%anim);
|
||||
}
|
||||
|
||||
function serverCmdPlayDeath(%client)
|
||||
{
|
||||
if (isObject(%client.player))
|
||||
%client.player.playDeathAnimation();
|
||||
}
|
941
example/starter.fps/server/scripts/crossbow.cs
Executable file
941
example/starter.fps/server/scripts/crossbow.cs
Executable file
@ -0,0 +1,941 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Torque Game Engine
|
||||
// Copyright (C) GarageGames.com, Inc.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Crossbow weapon. This file contains all the items related to this weapon
|
||||
// including explosions, ammo, the item and the weapon item image.
|
||||
// These objects rely on the item & inventory support system defined
|
||||
// in item.cs and inventory.cs
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Sounds profiles
|
||||
|
||||
datablock AudioProfile(CrossbowReloadSound)
|
||||
{
|
||||
filename = "~/data/sound/crossbow_reload.ogg";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock AudioProfile(CrossbowFireSound)
|
||||
{
|
||||
filename = "~/data/sound/relbow_mono_01.ogg";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock AudioProfile(CrossbowFireEmptySound)
|
||||
{
|
||||
filename = "~/data/sound/crossbow_firing_empty.ogg";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock AudioProfile(CrossbowExplosionSound)
|
||||
{
|
||||
filename = "~/data/sound/explosion_mono_01.ogg";
|
||||
description = AudioDefault3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Crossbow bolt projectile splash
|
||||
|
||||
datablock ParticleData(CrossbowSplashMist)
|
||||
{
|
||||
dragCoefficient = 2.0;
|
||||
gravityCoefficient = -0.05;
|
||||
inheritedVelFactor = 0.0;
|
||||
constantAcceleration = 0.0;
|
||||
lifetimeMS = 400;
|
||||
lifetimeVarianceMS = 100;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -90.0;
|
||||
spinRandomMax = 500.0;
|
||||
textureName = "~/data/shapes/crossbow/splash";
|
||||
|
||||
colors[0] = "0.7 0.8 1.0 1.0";
|
||||
colors[1] = "0.7 0.8 1.0 0.5";
|
||||
colors[2] = "0.7 0.8 1.0 0.0";
|
||||
|
||||
sizes[0] = 0.5;
|
||||
sizes[1] = 0.5;
|
||||
sizes[2] = 0.8;
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(CrossbowSplashMistEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 5;
|
||||
periodVarianceMS = 0;
|
||||
ejectionVelocity = 3.0;
|
||||
velocityVariance = 2.0;
|
||||
ejectionOffset = 0.0;
|
||||
thetaMin = 85;
|
||||
thetaMax = 85;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvance = false;
|
||||
lifetimeMS = 250;
|
||||
particles = "CrossbowSplashMist";
|
||||
};
|
||||
|
||||
datablock ParticleData( CrossbowSplashParticle )
|
||||
{
|
||||
dragCoefficient = 1;
|
||||
gravityCoefficient = 0.2;
|
||||
inheritedVelFactor = 0.2;
|
||||
constantAcceleration = -0.0;
|
||||
lifetimeMS = 600;
|
||||
lifetimeVarianceMS = 0;
|
||||
colors[0] = "0.7 0.8 1.0 1.0";
|
||||
colors[1] = "0.7 0.8 1.0 0.5";
|
||||
colors[2] = "0.7 0.8 1.0 0.0";
|
||||
sizes[0] = 0.5;
|
||||
sizes[1] = 0.5;
|
||||
sizes[2] = 0.5;
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData( CrossbowSplashEmitter )
|
||||
{
|
||||
ejectionPeriodMS = 1;
|
||||
periodVarianceMS = 0;
|
||||
ejectionVelocity = 3;
|
||||
velocityVariance = 1.0;
|
||||
ejectionOffset = 0.0;
|
||||
thetaMin = 60;
|
||||
thetaMax = 80;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvance = false;
|
||||
orientParticles = true;
|
||||
lifetimeMS = 100;
|
||||
particles = "CrossbowSplashParticle";
|
||||
};
|
||||
|
||||
datablock SplashData(CrossbowSplash)
|
||||
{
|
||||
numSegments = 15;
|
||||
ejectionFreq = 15;
|
||||
ejectionAngle = 40;
|
||||
ringLifetime = 0.5;
|
||||
lifetimeMS = 300;
|
||||
velocity = 4.0;
|
||||
startRadius = 0.0;
|
||||
acceleration = -3.0;
|
||||
texWrap = 5.0;
|
||||
|
||||
texture = "~/data/shapes/crossbow/splash";
|
||||
|
||||
emitter[0] = CrossbowSplashEmitter;
|
||||
emitter[1] = CrossbowSplashMistEmitter;
|
||||
|
||||
colors[0] = "0.7 0.8 1.0 0.0";
|
||||
colors[1] = "0.7 0.8 1.0 0.3";
|
||||
colors[2] = "0.7 0.8 1.0 0.7";
|
||||
colors[3] = "0.7 0.8 1.0 0.0";
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.4;
|
||||
times[2] = 0.8;
|
||||
times[3] = 1.0;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Crossbow bolt projectile particles
|
||||
|
||||
datablock ParticleData(CrossbowBoltParticle)
|
||||
{
|
||||
textureName = "~/data/shapes/particles/smoke";
|
||||
dragCoefficient = 0.0;
|
||||
gravityCoefficient = -0.1; // rises slowly
|
||||
inheritedVelFactor = 0.0;
|
||||
lifetimeMS = 150;
|
||||
lifetimeVarianceMS = 10; // ...more or less
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -30.0;
|
||||
spinRandomMax = 30.0;
|
||||
|
||||
colors[0] = "0.1 0.1 0.1 1.0";
|
||||
colors[1] = "0.1 0.1 0.1 1.0";
|
||||
colors[2] = "0.1 0.1 0.1 0";
|
||||
|
||||
sizes[0] = 0.15;
|
||||
sizes[1] = 0.20;
|
||||
sizes[2] = 0.25;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.3;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleData(CrossbowBubbleParticle)
|
||||
{
|
||||
textureName = "~/data/shapes/particles/bubble";
|
||||
dragCoefficient = 0.0;
|
||||
gravityCoefficient = -0.25; // rises slowly
|
||||
inheritedVelFactor = 0.0;
|
||||
constantAcceleration = 0.0;
|
||||
lifetimeMS = 1500;
|
||||
lifetimeVarianceMS = 600; // ...more or less
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -100.0;
|
||||
spinRandomMax = 100.0;
|
||||
|
||||
colors[0] = "0.7 0.8 1.0 0.4";
|
||||
colors[1] = "0.7 0.8 1.0 1.0";
|
||||
colors[2] = "0.7 0.8 1.0 0.0";
|
||||
|
||||
sizes[0] = 0.2;
|
||||
sizes[1] = 0.2;
|
||||
sizes[2] = 0.2;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(CrossbowBoltEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 2;
|
||||
periodVarianceMS = 0;
|
||||
|
||||
ejectionVelocity = 0.0;
|
||||
velocityVariance = 0.10;
|
||||
|
||||
thetaMin = 0.0;
|
||||
thetaMax = 90.0;
|
||||
|
||||
particles = CrossbowBoltParticle;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(CrossbowBoltBubbleEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 9;
|
||||
periodVarianceMS = 0;
|
||||
|
||||
ejectionVelocity = 1.0;
|
||||
ejectionOffset = 0.1;
|
||||
velocityVariance = 0.5;
|
||||
|
||||
thetaMin = 0.0;
|
||||
thetaMax = 80.0;
|
||||
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvances = false;
|
||||
|
||||
particles = CrossbowBubbleParticle;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Explosion Debris
|
||||
|
||||
// Debris "spark" explosion
|
||||
datablock ParticleData(CrossbowDebrisSpark)
|
||||
{
|
||||
textureName = "~/data/shapes/particles/fire";
|
||||
dragCoefficient = 0;
|
||||
gravityCoefficient = 0.0;
|
||||
windCoefficient = 0;
|
||||
inheritedVelFactor = 0.5;
|
||||
constantAcceleration = 0.0;
|
||||
lifetimeMS = 500;
|
||||
lifetimeVarianceMS = 50;
|
||||
spinRandomMin = -90.0;
|
||||
spinRandomMax = 90.0;
|
||||
useInvAlpha = false;
|
||||
|
||||
colors[0] = "0.8 0.2 0 1.0";
|
||||
colors[1] = "0.8 0.2 0 1.0";
|
||||
colors[2] = "0 0 0 0.0";
|
||||
|
||||
sizes[0] = 0.2;
|
||||
sizes[1] = 0.3;
|
||||
sizes[2] = 0.1;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(CrossbowDebrisSparkEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 20;
|
||||
periodVarianceMS = 0;
|
||||
ejectionVelocity = 0.5;
|
||||
velocityVariance = 0.25;
|
||||
ejectionOffset = 0.0;
|
||||
thetaMin = 0;
|
||||
thetaMax = 90;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvances = false;
|
||||
orientParticles = false;
|
||||
lifetimeMS = 300;
|
||||
particles = "CrossbowDebrisSpark";
|
||||
};
|
||||
|
||||
datablock ExplosionData(CrossbowDebrisExplosion)
|
||||
{
|
||||
emitter[0] = CrossbowDebrisSparkEmitter;
|
||||
|
||||
// Turned off..
|
||||
shakeCamera = false;
|
||||
impulseRadius = 0;
|
||||
lightStartRadius = 0;
|
||||
lightEndRadius = 0;
|
||||
};
|
||||
|
||||
// Debris smoke trail
|
||||
datablock ParticleData(CrossbowDebrisTrail)
|
||||
{
|
||||
textureName = "~/data/shapes/particles/fire";
|
||||
dragCoefficient = 1;
|
||||
gravityCoefficient = 0;
|
||||
inheritedVelFactor = 0;
|
||||
windCoefficient = 0;
|
||||
constantAcceleration = 0;
|
||||
lifetimeMS = 800;
|
||||
lifetimeVarianceMS = 100;
|
||||
spinSpeed = 0;
|
||||
spinRandomMin = -90.0;
|
||||
spinRandomMax = 90.0;
|
||||
useInvAlpha = true;
|
||||
|
||||
colors[0] = "0.8 0.3 0.0 1.0";
|
||||
colors[1] = "0.1 0.1 0.1 0.7";
|
||||
colors[2] = "0.1 0.1 0.1 0.0";
|
||||
|
||||
sizes[0] = 0.2;
|
||||
sizes[1] = 0.3;
|
||||
sizes[2] = 0.4;
|
||||
|
||||
times[0] = 0.1;
|
||||
times[1] = 0.2;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(CrossbowDebrisTrailEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 30;
|
||||
periodVarianceMS = 0;
|
||||
ejectionVelocity = 0.0;
|
||||
velocityVariance = 0.0;
|
||||
ejectionOffset = 0.0;
|
||||
thetaMin = 170;
|
||||
thetaMax = 180;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
//overrideAdvances = false;
|
||||
//orientParticles = true;
|
||||
lifetimeMS = 5000;
|
||||
particles = "CrossbowDebrisTrail";
|
||||
};
|
||||
|
||||
// Debris object
|
||||
datablock DebrisData(CrossbowExplosionDebris)
|
||||
{
|
||||
shapeFile = "~/data/shapes/crossbow/debris.dts";
|
||||
emitters = "CrossbowDebrisTrailEmitter";
|
||||
explosion = CrossbowDebrisExplosion;
|
||||
|
||||
elasticity = 0.6;
|
||||
friction = 0.5;
|
||||
numBounces = 1;
|
||||
bounceVariance = 1;
|
||||
explodeOnMaxBounce = true;
|
||||
staticOnMaxBounce = false;
|
||||
snapOnMaxBounce = false;
|
||||
minSpinSpeed = 0;
|
||||
maxSpinSpeed = 700;
|
||||
render2D = false;
|
||||
lifetime = 4;
|
||||
lifetimeVariance = 0.4;
|
||||
velocity = 5;
|
||||
velocityVariance = 0.5;
|
||||
fade = false;
|
||||
useRadiusMass = true;
|
||||
baseRadius = 0.3;
|
||||
gravModifier = 0.5;
|
||||
terminalVelocity = 6;
|
||||
ignoreWater = true;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Bolt Explosion
|
||||
|
||||
datablock ParticleData(CrossbowExplosionSmoke)
|
||||
{
|
||||
textureName = "~/data/shapes/particles/smoke";
|
||||
dragCoeffiecient = 100.0;
|
||||
gravityCoefficient = 0;
|
||||
inheritedVelFactor = 0.25;
|
||||
constantAcceleration = -0.30;
|
||||
lifetimeMS = 1200;
|
||||
lifetimeVarianceMS = 300;
|
||||
useInvAlpha = true;
|
||||
spinRandomMin = -80.0;
|
||||
spinRandomMax = 80.0;
|
||||
|
||||
colors[0] = "0.56 0.36 0.26 1.0";
|
||||
colors[1] = "0.2 0.2 0.2 1.0";
|
||||
colors[2] = "0.0 0.0 0.0 0.0";
|
||||
|
||||
sizes[0] = 4.0;
|
||||
sizes[1] = 2.5;
|
||||
sizes[2] = 1.0;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleData(CrossbowExplosionBubble)
|
||||
{
|
||||
textureName = "~/data/shapes/particles/bubble";
|
||||
dragCoeffiecient = 0.0;
|
||||
gravityCoefficient = -0.25;
|
||||
inheritedVelFactor = 0.0;
|
||||
constantAcceleration = 0.0;
|
||||
lifetimeMS = 1500;
|
||||
lifetimeVarianceMS = 600;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -100.0;
|
||||
spinRandomMax = 100.0;
|
||||
|
||||
colors[0] = "0.7 0.8 1.0 0.4";
|
||||
colors[1] = "0.7 0.8 1.0 0.4";
|
||||
colors[2] = "0.7 0.8 1.0 0.0";
|
||||
|
||||
sizes[0] = 0.3;
|
||||
sizes[1] = 0.3;
|
||||
sizes[2] = 0.3;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(CrossbowExplosionSmokeEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 10;
|
||||
periodVarianceMS = 0;
|
||||
ejectionVelocity = 4;
|
||||
velocityVariance = 0.5;
|
||||
thetaMin = 0.0;
|
||||
thetaMax = 180.0;
|
||||
lifetimeMS = 250;
|
||||
particles = "CrossbowExplosionSmoke";
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(CrossbowExplosionBubbleEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 9;
|
||||
periodVarianceMS = 0;
|
||||
ejectionVelocity = 1;
|
||||
ejectionOffset = 0.1;
|
||||
velocityVariance = 0.5;
|
||||
thetaMin = 0.0;
|
||||
thetaMax = 80.0;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvances = false;
|
||||
particles = "CrossbowExplosionBubble";
|
||||
};
|
||||
|
||||
datablock ParticleData(CrossbowExplosionFire)
|
||||
{
|
||||
textureName = "~/data/shapes/particles/fire";
|
||||
dragCoeffiecient = 100.0;
|
||||
gravityCoefficient = 0;
|
||||
inheritedVelFactor = 0.25;
|
||||
constantAcceleration = 0.1;
|
||||
lifetimeMS = 1200;
|
||||
lifetimeVarianceMS = 300;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -80.0;
|
||||
spinRandomMax = 80.0;
|
||||
|
||||
colors[0] = "0.8 0.4 0 0.8";
|
||||
colors[1] = "0.2 0.0 0 0.8";
|
||||
colors[2] = "0.0 0.0 0.0 0.0";
|
||||
|
||||
sizes[0] = 1.5;
|
||||
sizes[1] = 0.9;
|
||||
sizes[2] = 0.5;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(CrossbowExplosionFireEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 10;
|
||||
periodVarianceMS = 0;
|
||||
ejectionVelocity = 0.8;
|
||||
velocityVariance = 0.5;
|
||||
thetaMin = 0.0;
|
||||
thetaMax = 180.0;
|
||||
lifetimeMS = 250;
|
||||
particles = "CrossbowExplosionFire";
|
||||
};
|
||||
|
||||
datablock ParticleData(CrossbowExplosionSparks)
|
||||
{
|
||||
textureName = "~/data/shapes/particles/spark";
|
||||
dragCoefficient = 1;
|
||||
gravityCoefficient = 0.0;
|
||||
inheritedVelFactor = 0.2;
|
||||
constantAcceleration = 0.0;
|
||||
lifetimeMS = 500;
|
||||
lifetimeVarianceMS = 350;
|
||||
|
||||
colors[0] = "0.60 0.40 0.30 1.0";
|
||||
colors[1] = "0.60 0.40 0.30 1.0";
|
||||
colors[2] = "1.0 0.40 0.30 0.0";
|
||||
|
||||
sizes[0] = 0.25;
|
||||
sizes[1] = 0.15;
|
||||
sizes[2] = 0.15;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleData(CrossbowExplosionWaterSparks)
|
||||
{
|
||||
textureName = "~/data/shapes/particles/bubble";
|
||||
dragCoefficient = 0;
|
||||
gravityCoefficient = 0.0;
|
||||
inheritedVelFactor = 0.2;
|
||||
constantAcceleration = 0.0;
|
||||
lifetimeMS = 500;
|
||||
lifetimeVarianceMS = 350;
|
||||
|
||||
colors[0] = "0.4 0.4 1.0 1.0";
|
||||
colors[1] = "0.4 0.4 1.0 1.0";
|
||||
colors[2] = "0.4 0.4 1.0 0.0";
|
||||
|
||||
sizes[0] = 0.5;
|
||||
sizes[1] = 0.5;
|
||||
sizes[2] = 0.5;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(CrossbowExplosionSparkEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 3;
|
||||
periodVarianceMS = 0;
|
||||
ejectionVelocity = 5;
|
||||
velocityVariance = 1;
|
||||
ejectionOffset = 0.0;
|
||||
thetaMin = 0;
|
||||
thetaMax = 180;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvances = false;
|
||||
orientParticles = true;
|
||||
lifetimeMS = 100;
|
||||
particles = "CrossbowExplosionSparks";
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(CrossbowExplosionWaterSparkEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 3;
|
||||
periodVarianceMS = 0;
|
||||
ejectionVelocity = 4;
|
||||
velocityVariance = 4;
|
||||
ejectionOffset = 0.0;
|
||||
thetaMin = 0;
|
||||
thetaMax = 60;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvances = false;
|
||||
orientParticles = true;
|
||||
lifetimeMS = 200;
|
||||
particles = "CrossbowExplosionWaterSparks";
|
||||
};
|
||||
|
||||
datablock ExplosionData(CrossbowSubExplosion1)
|
||||
{
|
||||
offset = 0;
|
||||
emitter[0] = CrossbowExplosionSmokeEmitter;
|
||||
emitter[1] = CrossbowExplosionSparkEmitter;
|
||||
};
|
||||
|
||||
datablock ExplosionData(CrossbowSubExplosion2)
|
||||
{
|
||||
offset = 1.0;
|
||||
emitter[0] = CrossbowExplosionSmokeEmitter;
|
||||
emitter[1] = CrossbowExplosionSparkEmitter;
|
||||
};
|
||||
|
||||
datablock ExplosionData(CrossbowSubWaterExplosion1)
|
||||
{
|
||||
delayMS = 100;
|
||||
offset = 1.2;
|
||||
playSpeed = 1.5;
|
||||
|
||||
emitter[0] = CrossbowExplosionBubbleEmitter;
|
||||
emitter[1] = CrossbowExplosionWaterSparkEmitter;
|
||||
|
||||
sizes[0] = "0.75 0.75 0.75";
|
||||
sizes[1] = "1.0 1.0 1.0";
|
||||
sizes[2] = "0.5 0.5 0.5";
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ExplosionData(CrossbowSubWaterExplosion2)
|
||||
{
|
||||
delayMS = 50;
|
||||
offset = 1.2;
|
||||
playSpeed = 0.75;
|
||||
|
||||
emitter[0] = CrossbowExplosionBubbleEmitter;
|
||||
emitter[1] = CrossbowExplosionWaterSparkEmitter;
|
||||
|
||||
sizes[0] = "1.5 1.5 1.5";
|
||||
sizes[1] = "1.5 1.5 1.5";
|
||||
sizes[2] = "1.0 1.0 1.0";
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ExplosionData(CrossbowExplosion)
|
||||
{
|
||||
soundProfile = CrossbowExplosionSound;
|
||||
lifeTimeMS = 1200;
|
||||
|
||||
// Volume particles
|
||||
particleEmitter = CrossbowExplosionFireEmitter;
|
||||
particleDensity = 75;
|
||||
particleRadius = 2;
|
||||
|
||||
// Point emission
|
||||
emitter[0] = CrossbowExplosionSmokeEmitter;
|
||||
emitter[1] = CrossbowExplosionSparkEmitter;
|
||||
|
||||
// Sub explosion objects
|
||||
subExplosion[0] = CrossbowSubExplosion1;
|
||||
subExplosion[1] = CrossbowSubExplosion2;
|
||||
|
||||
// Camera Shaking
|
||||
shakeCamera = true;
|
||||
camShakeFreq = "10.0 11.0 10.0";
|
||||
camShakeAmp = "1.0 1.0 1.0";
|
||||
camShakeDuration = 0.5;
|
||||
camShakeRadius = 10.0;
|
||||
|
||||
// Exploding debris
|
||||
debris = CrossbowExplosionDebris;
|
||||
debrisThetaMin = 0;
|
||||
debrisThetaMax = 60;
|
||||
debrisPhiMin = 0;
|
||||
debrisPhiMax = 360;
|
||||
debrisNum = 6;
|
||||
debrisNumVariance = 2;
|
||||
debrisVelocity = 1;
|
||||
debrisVelocityVariance = 0.5;
|
||||
|
||||
// Impulse
|
||||
impulseRadius = 10;
|
||||
impulseForce = 15;
|
||||
|
||||
// Dynamic light
|
||||
lightStartRadius = 6;
|
||||
lightEndRadius = 3;
|
||||
lightStartColor = "0.5 0.5 0";
|
||||
lightEndColor = "0 0 0";
|
||||
};
|
||||
|
||||
datablock ExplosionData(CrossbowWaterExplosion)
|
||||
{
|
||||
soundProfile = CrossbowExplosionSound;
|
||||
|
||||
// Volume particles
|
||||
particleEmitter = CrossbowExplosionBubbleEmitter;
|
||||
particleDensity = 375;
|
||||
particleRadius = 2;
|
||||
|
||||
|
||||
// Point emission
|
||||
emitter[0] = CrossbowExplosionBubbleEmitter;
|
||||
emitter[1] = CrossbowExplosionWaterSparkEmitter;
|
||||
|
||||
// Sub explosion objects
|
||||
subExplosion[0] = CrossbowSubWaterExplosion1;
|
||||
subExplosion[1] = CrossbowSubWaterExplosion2;
|
||||
|
||||
// Camera Shaking
|
||||
shakeCamera = true;
|
||||
camShakeFreq = "8.0 9.0 7.0";
|
||||
camShakeAmp = "3.0 3.0 3.0";
|
||||
camShakeDuration = 1.3;
|
||||
camShakeRadius = 20.0;
|
||||
|
||||
// Exploding debris
|
||||
debris = CrossbowExplosionDebris;
|
||||
debrisThetaMin = 0;
|
||||
debrisThetaMax = 60;
|
||||
debrisPhiMin = 0;
|
||||
debrisPhiMax = 360;
|
||||
debrisNum = 6;
|
||||
debrisNumVariance = 2;
|
||||
debrisVelocity = 0.5;
|
||||
debrisVelocityVariance = 0.2;
|
||||
|
||||
// Impulse
|
||||
impulseRadius = 10;
|
||||
impulseForce = 15;
|
||||
|
||||
// Dynamic light
|
||||
lightStartRadius = 6;
|
||||
lightEndRadius = 3;
|
||||
lightStartColor = "0 0.5 0.5";
|
||||
lightEndColor = "0 0 0";
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Projectile Object
|
||||
|
||||
datablock ProjectileData(CrossbowProjectile)
|
||||
{
|
||||
projectileShapeName = "~/data/shapes/crossbow/projectile.dts";
|
||||
directDamage = 20;
|
||||
radiusDamage = 20;
|
||||
damageRadius = 1.5;
|
||||
areaImpulse = 2000;
|
||||
|
||||
explosion = CrossbowExplosion;
|
||||
waterExplosion = CrossbowWaterExplosion;
|
||||
|
||||
particleEmitter = CrossbowBoltEmitter;
|
||||
particleWaterEmitter= CrossbowBoltBubbleEmitter;
|
||||
|
||||
splash = CrossbowSplash;
|
||||
|
||||
muzzleVelocity = 100;
|
||||
velInheritFactor = 0.3;
|
||||
|
||||
armingDelay = 0;
|
||||
lifetime = 5000;
|
||||
fadeDelay = 5000;
|
||||
bounceElasticity = 0;
|
||||
bounceFriction = 0;
|
||||
isBallistic = false;
|
||||
gravityMod = 0.80;
|
||||
|
||||
hasLight = true;
|
||||
lightRadius = 4;
|
||||
lightColor = "0.5 0.5 0.25";
|
||||
|
||||
hasWaterLight = true;
|
||||
waterLightColor = "0 0.5 0.5";
|
||||
};
|
||||
|
||||
function CrossbowProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
|
||||
{
|
||||
// Apply damage to the object all shape base objects
|
||||
if (%col.getType() & $TypeMasks::ShapeBaseObjectType)
|
||||
%col.damage(%obj,%pos,%this.directDamage,"CrossbowBolt");
|
||||
|
||||
// Radius damage is a support scripts defined in radiusDamage.cs
|
||||
// Push the contact point away from the contact surface slightly
|
||||
// along the contact normal to derive the explosion center. -dbs
|
||||
radiusDamage(%obj, %pos, %this.damageRadius, %this.radiusDamage, "Radius", %this.areaImpulse);
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Ammo Item
|
||||
|
||||
datablock ItemData(CrossbowAmmo)
|
||||
{
|
||||
// Mission editor category
|
||||
category = "Ammo";
|
||||
|
||||
// Add the Ammo namespace as a parent. The ammo namespace provides
|
||||
// common ammo related functions and hooks into the inventory system.
|
||||
className = "Ammo";
|
||||
|
||||
// Basic Item properties
|
||||
shapeFile = "~/data/shapes/crossbow/ammo.dts";
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
|
||||
// Dynamic properties defined by the scripts
|
||||
pickUpName = "crossbow bolts";
|
||||
maxInventory = 20;
|
||||
};
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Weapon Item. This is the item that exists in the world, i.e. when it's
|
||||
// been dropped, thrown or is acting as re-spawnable item. When the weapon
|
||||
// is mounted onto a shape, the CrossbowImage is used.
|
||||
|
||||
datablock ItemData(Crossbow)
|
||||
{
|
||||
// Mission editor category
|
||||
category = "Weapon";
|
||||
|
||||
// Hook into Item Weapon class hierarchy. The weapon namespace
|
||||
// provides common weapon handling functions in addition to hooks
|
||||
// into the inventory system.
|
||||
className = "Weapon";
|
||||
|
||||
// Basic Item properties
|
||||
shapeFile = "~/data/shapes/crossbow/weapon.dts";
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
emap = true;
|
||||
|
||||
// Dynamic properties defined by the scripts
|
||||
pickUpName = "a crossbow";
|
||||
image = CrossbowImage;
|
||||
};
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Crossbow image which does all the work. Images do not normally exist in
|
||||
// the world, they can only be mounted on ShapeBase objects.
|
||||
|
||||
datablock ShapeBaseImageData(CrossbowImage)
|
||||
{
|
||||
// Basic Item properties
|
||||
shapeFile = "~/data/shapes/crossbow/weapon.dts";
|
||||
emap = true;
|
||||
|
||||
// Specify mount point & offset for 3rd person, and eye offset
|
||||
// for first person rendering.
|
||||
mountPoint = 0;
|
||||
eyeOffset = "0.1 0.4 -0.6";
|
||||
|
||||
// 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;
|
||||
|
||||
// Add the WeaponImage namespace as a parent, WeaponImage namespace
|
||||
// provides some hooks into the inventory system.
|
||||
className = "WeaponImage";
|
||||
|
||||
// Projectile && Ammo.
|
||||
item = Crossbow;
|
||||
ammo = CrossbowAmmo;
|
||||
projectile = CrossbowProjectile;
|
||||
projectileType = Projectile;
|
||||
|
||||
// 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] = "Preactivate";
|
||||
stateTransitionOnLoaded[0] = "Activate";
|
||||
stateTransitionOnNoAmmo[0] = "NoAmmo";
|
||||
|
||||
// Activating the gun. Called when the weapon is first
|
||||
// mounted and there is ammo.
|
||||
stateName[1] = "Activate";
|
||||
stateTransitionOnTimeout[1] = "Ready";
|
||||
stateTimeoutValue[1] = 0.6;
|
||||
stateSequence[1] = "Activate";
|
||||
|
||||
// Ready to fire, just waiting for the trigger
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "Fire";
|
||||
|
||||
// Fire the weapon. Calls the fire script which does
|
||||
// the actual work.
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Reload";
|
||||
stateTimeoutValue[3] = 0.2;
|
||||
stateFire[3] = true;
|
||||
stateRecoil[3] = LightRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateSequence[3] = "Fire";
|
||||
stateScript[3] = "onFire";
|
||||
stateSound[3] = CrossbowFireSound;
|
||||
|
||||
// Play the relead animation, and transition into
|
||||
stateName[4] = "Reload";
|
||||
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||||
stateTransitionOnTimeout[4] = "Ready";
|
||||
stateTimeoutValue[4] = 0.8;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateSequence[4] = "Reload";
|
||||
stateEjectShell[4] = true;
|
||||
stateSound[4] = CrossbowReloadSound;
|
||||
|
||||
// No ammo in the weapon, just idle until something
|
||||
// shows up. Play the dry fire sound if the trigger is
|
||||
// pulled.
|
||||
stateName[5] = "NoAmmo";
|
||||
stateTransitionOnAmmo[5] = "Reload";
|
||||
stateSequence[5] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[5] = "DryFire";
|
||||
|
||||
// No ammo dry fire
|
||||
stateName[6] = "DryFire";
|
||||
stateTimeoutValue[6] = 1.0;
|
||||
stateTransitionOnTimeout[6] = "NoAmmo";
|
||||
stateSound[6] = CrossbowFireEmptySound;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function CrossbowImage::onFire(%this, %obj, %slot)
|
||||
{
|
||||
%projectile = %this.projectile;
|
||||
|
||||
// Decrement inventory ammo. The image's ammo state is update
|
||||
// automatically by the ammo inventory hooks.
|
||||
%obj.decInventory(%this.ammo,1);
|
||||
|
||||
// Determin initial projectile velocity based on the
|
||||
// gun's muzzle point and the object's current velocity
|
||||
%muzzleVector = %obj.getMuzzleVector(%slot);
|
||||
%objectVelocity = %obj.getVelocity();
|
||||
%muzzleVelocity = VectorAdd(
|
||||
VectorScale(%muzzleVector, %projectile.muzzleVelocity),
|
||||
VectorScale(%objectVelocity, %projectile.velInheritFactor));
|
||||
|
||||
// Create the projectile object
|
||||
%p = new (%this.projectileType)() {
|
||||
dataBlock = %projectile;
|
||||
initialVelocity = %muzzleVelocity;
|
||||
initialPosition = %obj.getMuzzlePoint(%slot);
|
||||
sourceObject = %obj;
|
||||
sourceSlot = %slot;
|
||||
client = %obj.client;
|
||||
};
|
||||
MissionCleanup.add(%p);
|
||||
return %p;
|
||||
}
|
85
example/starter.fps/server/scripts/envAudioProfiles.cs
Executable file
85
example/starter.fps/server/scripts/envAudioProfiles.cs
Executable file
@ -0,0 +1,85 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Torque Game Engine
|
||||
// Copyright (C) GarageGames.com, Inc.
|
||||
// Environment Audio Profiles
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// 3D Sounds
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
datablock AudioDescription(Shore01Looping3d)
|
||||
{
|
||||
volume = 1.0;
|
||||
isLooping= true;
|
||||
|
||||
is3D = true;
|
||||
ReferenceDistance = 20;
|
||||
maxDistance = 65;
|
||||
type = $EnvAudioType;
|
||||
};
|
||||
|
||||
datablock AudioDescription(TreeGrove01Looping3d)
|
||||
{
|
||||
volume = 1.0;
|
||||
isLooping= true;
|
||||
|
||||
is3D = true;
|
||||
ReferenceDistance = 20;
|
||||
maxDistance = 80;
|
||||
type = $EnvAudioType;
|
||||
};
|
||||
|
||||
datablock AudioDescription(Tree01Looping3d)
|
||||
{
|
||||
volume = 1.0;
|
||||
isLooping= true;
|
||||
|
||||
is3D = true;
|
||||
ReferenceDistance = 20;
|
||||
maxDistance = 60;
|
||||
type = $EnvAudioType;
|
||||
};
|
||||
|
||||
datablock AudioDescription(Fire01Looping3d)
|
||||
{
|
||||
volume = 1.0;
|
||||
isLooping= true;
|
||||
|
||||
is3D = true;
|
||||
ReferenceDistance = 3;
|
||||
maxDistance = 10;
|
||||
type = $EnvAudioType;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
datablock AudioProfile(Shore01Snd)
|
||||
{
|
||||
fileName = "~/data/sound/Lakeshore_mono_01.ogg";
|
||||
description = "Shore01Looping3d";
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock AudioProfile(TreeGrove01Snd)
|
||||
{
|
||||
fileName = "~/data/sound/treegrove_mono_01.ogg";
|
||||
description = "TreeGrove01Looping3d";
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock AudioProfile(Tree01Snd)
|
||||
{
|
||||
fileName = "~/data/sound/tree_mono_01.ogg";
|
||||
description = "Tree01Looping3d";
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock AudioProfile(Fire01Snd)
|
||||
{
|
||||
fileName = "~/data/sound/Fire_Mono_01.ogg";
|
||||
description = "Fire01Looping3d";
|
||||
preload = true;
|
||||
};
|
97
example/starter.fps/server/scripts/environment.cs
Executable file
97
example/starter.fps/server/scripts/environment.cs
Executable file
@ -0,0 +1,97 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Torque Game Engine
|
||||
// Copyright (C) GarageGames.com, Inc.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
datablock AudioProfile(HeavyRainSound)
|
||||
{
|
||||
filename = "~/data/sound/amb.ogg";
|
||||
description = AudioLooping2d;
|
||||
};
|
||||
|
||||
datablock PrecipitationData(HeavyRain2)
|
||||
{
|
||||
dropTexture = "~/data/environment/mist";
|
||||
splashTexture = "~/data/environment/mist2";
|
||||
dropSize = 10;
|
||||
splashSize = 0.1;
|
||||
useTrueBillboards = false;
|
||||
splashMS = 250;
|
||||
};
|
||||
|
||||
datablock PrecipitationData(HeavyRain3)
|
||||
{
|
||||
dropTexture = "~/data/environment/shine";
|
||||
splashTexture = "~/data/environment/mist2";
|
||||
dropSize = 20;
|
||||
splashSize = 0.1;
|
||||
useTrueBillboards = false;
|
||||
splashMS = 250;
|
||||
};
|
||||
|
||||
datablock PrecipitationData(HeavyRain)
|
||||
{
|
||||
soundProfile = "HeavyRainSound";
|
||||
|
||||
dropTexture = "~/data/environment/rain";
|
||||
splashTexture = "~/data/environment/water_splash";
|
||||
dropSize = 0.35;
|
||||
splashSize = 0.1;
|
||||
useTrueBillboards = false;
|
||||
splashMS = 500;
|
||||
};
|
||||
|
||||
|
||||
//-=-=-=-=-=-=-=-
|
||||
|
||||
datablock AudioProfile(Sandstormsound)
|
||||
{
|
||||
filename = "~/data/sound/waste.ogg";
|
||||
description = AudioLooping2d;
|
||||
volume = 1.0;
|
||||
};
|
||||
|
||||
datablock PrecipitationData(Sandstorm)
|
||||
{
|
||||
soundProfile = "Sandstormsound";
|
||||
|
||||
dropTexture = "~/data/environment/sandstorm";
|
||||
splashTexture = "~/data/environment/sandstorm2";
|
||||
dropSize = 10;
|
||||
splashSize = 2;
|
||||
useTrueBillboards = false;
|
||||
splashMS = 250;
|
||||
};
|
||||
|
||||
datablock AudioProfile(dustsound)
|
||||
{
|
||||
filename = "~/data/sound/dust.ogg";
|
||||
description = AudioLooping2d;
|
||||
};
|
||||
|
||||
datablock PrecipitationData(dustspecks)
|
||||
{
|
||||
soundProfile = "dustsound";
|
||||
|
||||
dropTexture = "~/data/environment/dust";
|
||||
splashTexture = "~/data/environment/dust2";
|
||||
dropSize = 0.25;
|
||||
splashSize = 0.25;
|
||||
useTrueBillboards = false;
|
||||
splashMS = 250;
|
||||
};
|
||||
|
||||
//-=-=-=-=-=-=-=-
|
||||
|
||||
|
||||
|
||||
datablock PrecipitationData(HeavySnow)
|
||||
{
|
||||
dropTexture = "~/data/environment/snow";
|
||||
splashTexture = "~/data/environment/snow";
|
||||
dropSize = 0.27;
|
||||
splashSize = 0.27;
|
||||
useTrueBillboards = false;
|
||||
splashMS = 50;
|
||||
};
|
351
example/starter.fps/server/scripts/game.cs
Executable file
351
example/starter.fps/server/scripts/game.cs
Executable file
@ -0,0 +1,351 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Torque Game Engine
|
||||
// Copyright (C) GarageGames.com, Inc.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Game duration in secs, no limit if the duration is set to 0
|
||||
$Game::Duration = 20 * 60;
|
||||
|
||||
// When a client score reaches this value, the game is ended.
|
||||
$Game::EndGameScore = 30;
|
||||
|
||||
// Pause while looking over the end game screen (in secs)
|
||||
$Game::EndGamePause = 10;
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Functions that implement game-play
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function onServerCreated()
|
||||
{
|
||||
// Server::GameType is sent to the master server.
|
||||
// This variable should uniquely identify your game and/or mod.
|
||||
$Server::GameType = "FPS Starter Kit";
|
||||
|
||||
// Server::MissionType sent to the master server. Clients can
|
||||
// filter servers based on mission type.
|
||||
$Server::MissionType = "Deathmatch";
|
||||
|
||||
// GameStartTime is the sim time the game started. Used to calculated
|
||||
// game elapsed time.
|
||||
$Game::StartTime = 0;
|
||||
|
||||
// Load up all datablocks, objects etc. This function is called when
|
||||
// a server is constructed.
|
||||
exec("./audioProfiles.cs");
|
||||
exec("./envAudioProfiles.cs");
|
||||
exec("./camera.cs");
|
||||
exec("./markers.cs");
|
||||
exec("./triggers.cs");
|
||||
exec("./inventory.cs");
|
||||
exec("./shapeBase.cs");
|
||||
exec("./item.cs");
|
||||
exec("./environment.cs");
|
||||
exec("./health.cs");
|
||||
exec("./staticShape.cs");
|
||||
exec("./weapon.cs");
|
||||
exec("./radiusDamage.cs");
|
||||
exec("./crossbow.cs");
|
||||
exec("./environment.cs");
|
||||
|
||||
exec("common/server/lightingSystem.cs");
|
||||
|
||||
exec("./player.cs");
|
||||
exec("./chimneyfire.cs");
|
||||
exec("./aiPlayer.cs");
|
||||
|
||||
exec("./sgExamples.cs");
|
||||
|
||||
// Keep track of when the game started
|
||||
$Game::StartTime = $Sim::Time;
|
||||
}
|
||||
|
||||
function onServerDestroyed()
|
||||
{
|
||||
// This function is called as part of a server shutdown.
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function onMissionLoaded()
|
||||
{
|
||||
// Called by loadMission() once the mission is finished loading.
|
||||
// Nothing special for now, just start up the game play.
|
||||
startGame();
|
||||
}
|
||||
|
||||
function onMissionEnded()
|
||||
{
|
||||
// Called by endMission(), right before the mission is destroyed
|
||||
|
||||
// Normally the game should be ended first before the next
|
||||
// mission is loaded, this is here in case loadMission has been
|
||||
// called directly. The mission will be ended if the server
|
||||
// is destroyed, so we only need to cleanup here.
|
||||
cancel($Game::Schedule);
|
||||
$Game::Running = false;
|
||||
$Game::Cycling = false;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function startGame()
|
||||
{
|
||||
if ($Game::Running) {
|
||||
error("startGame: End the game first!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Inform the client we're starting up
|
||||
for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ ) {
|
||||
%cl = ClientGroup.getObject( %clientIndex );
|
||||
commandToClient(%cl, 'GameStart');
|
||||
|
||||
// Other client specific setup..
|
||||
%cl.score = 0;
|
||||
}
|
||||
|
||||
// Start the game timer
|
||||
if ($Game::Duration)
|
||||
$Game::Schedule = schedule($Game::Duration * 1000, 0, "onGameDurationEnd" );
|
||||
$Game::Running = true;
|
||||
|
||||
// Start the AIManager
|
||||
new ScriptObject(AIManager) {};
|
||||
MissionCleanup.add(AIManager);
|
||||
AIManager.think();
|
||||
}
|
||||
|
||||
function endGame()
|
||||
{
|
||||
if (!$Game::Running) {
|
||||
error("endGame: No game running!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Stop the AIManager
|
||||
AIManager.delete();
|
||||
|
||||
// Stop any game timers
|
||||
cancel($Game::Schedule);
|
||||
|
||||
// Inform the client the game is over
|
||||
for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ ) {
|
||||
%cl = ClientGroup.getObject( %clientIndex );
|
||||
commandToClient(%cl, 'GameEnd');
|
||||
}
|
||||
|
||||
// Delete all the temporary mission objects
|
||||
resetMission();
|
||||
$Game::Running = false;
|
||||
}
|
||||
|
||||
function onGameDurationEnd()
|
||||
{
|
||||
// This "redirect" is here so that we can abort the game cycle if
|
||||
// the $Game::Duration variable has been cleared, without having
|
||||
// to have a function to cancel the schedule.
|
||||
if ($Game::Duration && !isObject(EditorGui))
|
||||
cycleGame();
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function cycleGame()
|
||||
{
|
||||
// This is setup as a schedule so that this function can be called
|
||||
// directly from object callbacks. Object callbacks have to be
|
||||
// carefull about invoking server functions that could cause
|
||||
// their object to be deleted.
|
||||
if (!$Game::Cycling) {
|
||||
$Game::Cycling = true;
|
||||
$Game::Schedule = schedule(0, 0, "onCycleExec");
|
||||
}
|
||||
}
|
||||
|
||||
function onCycleExec()
|
||||
{
|
||||
// End the current game and start another one, we'll pause for a little
|
||||
// so the end game victory screen can be examined by the clients.
|
||||
endGame();
|
||||
$Game::Schedule = schedule($Game::EndGamePause * 1000, 0, "onCyclePauseEnd");
|
||||
}
|
||||
|
||||
function onCyclePauseEnd()
|
||||
{
|
||||
$Game::Cycling = false;
|
||||
|
||||
// Just cycle through the missions for now.
|
||||
%search = $Server::MissionFileSpec;
|
||||
for (%file = findFirstFile(%search); %file !$= ""; %file = findNextFile(%search)) {
|
||||
if (%file $= $Server::MissionFile) {
|
||||
// Get the next one, back to the first if there
|
||||
// is no next.
|
||||
%file = findNextFile(%search);
|
||||
if (%file $= "")
|
||||
%file = findFirstFile(%search);
|
||||
break;
|
||||
}
|
||||
}
|
||||
loadMission(%file);
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// GameConnection Methods
|
||||
// These methods are extensions to the GameConnection class. Extending
|
||||
// GameConnection make is easier to deal with some of this functionality,
|
||||
// but these could also be implemented as stand-alone functions.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function GameConnection::onClientEnterGame(%this)
|
||||
{
|
||||
commandToClient(%this, 'SyncClock', $Sim::Time - $Game::StartTime);
|
||||
|
||||
// Create a new camera object.
|
||||
%this.camera = new Camera() {
|
||||
dataBlock = Observer;
|
||||
};
|
||||
MissionCleanup.add( %this.camera );
|
||||
%this.camera.scopeToClient(%this);
|
||||
|
||||
// Setup game parameters, the onConnect method currently starts
|
||||
// everyone with a 0 score.
|
||||
%this.score = 0;
|
||||
|
||||
// Create a player object.
|
||||
%this.spawnPlayer();
|
||||
}
|
||||
|
||||
function GameConnection::onClientLeaveGame(%this)
|
||||
{
|
||||
if (isObject(%this.camera))
|
||||
%this.camera.delete();
|
||||
if (isObject(%this.player))
|
||||
%this.player.delete();
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function GameConnection::onLeaveMissionArea(%this)
|
||||
{
|
||||
// The control objects invoked this method when they
|
||||
// move out of the mission area.
|
||||
}
|
||||
|
||||
function GameConnection::onEnterMissionArea(%this)
|
||||
{
|
||||
// The control objects invoked this method when they
|
||||
// move back into the mission area.
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function GameConnection::onDeath(%this, %sourceObject, %sourceClient, %damageType, %damLoc)
|
||||
{
|
||||
// Clear out the name on the corpse
|
||||
%this.player.setShapeName("");
|
||||
|
||||
// Switch the client over to the death cam and unhook the player object.
|
||||
if (isObject(%this.camera) && isObject(%this.player)) {
|
||||
%this.camera.setMode("Corpse",%this.player);
|
||||
%this.setControlObject(%this.camera);
|
||||
}
|
||||
%this.player = 0;
|
||||
|
||||
// Doll out points and display an appropriate message
|
||||
if (%damageType $= "Suicide" || %sourceClient == %this) {
|
||||
%this.incScore(-1);
|
||||
messageAll('MsgClientKilled','%1 takes his own life!',%this.name);
|
||||
}
|
||||
else {
|
||||
%sourceClient.incScore(1);
|
||||
messageAll('MsgClientKilled','%1 gets nailed by %2!',%this.name,%sourceClient.name);
|
||||
if (%sourceClient.score >= $Game::EndGameScore)
|
||||
cycleGame();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function GameConnection::spawnPlayer(%this)
|
||||
{
|
||||
// Combination create player and drop him somewhere
|
||||
%spawnPoint = pickSpawnPoint();
|
||||
%this.createPlayer(%spawnPoint);
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function GameConnection::createPlayer(%this, %spawnPoint)
|
||||
{
|
||||
if (%this.player > 0) {
|
||||
// The client should not have a player currently
|
||||
// assigned. Assigning a new one could result in
|
||||
// a player ghost.
|
||||
error( "Attempting to create an angus ghost!" );
|
||||
}
|
||||
|
||||
// Create the player object
|
||||
%player = new Player() {
|
||||
dataBlock = PlayerBody;
|
||||
client = %this;
|
||||
};
|
||||
MissionCleanup.add(%player);
|
||||
|
||||
// Player setup...
|
||||
%player.setTransform(%spawnPoint);
|
||||
%player.setShapeName(%this.name);
|
||||
|
||||
// Starting equipment
|
||||
%player.setInventory(Crossbow,1);
|
||||
%player.setInventory(CrossbowAmmo,10);
|
||||
%player.mountImage(CrossbowImage,0);
|
||||
|
||||
// Update the camera to start with the player
|
||||
%this.camera.setTransform(%player.getEyeTransform());
|
||||
|
||||
// Give the client control of the player
|
||||
%this.player = %player;
|
||||
%this.setControlObject(%player);
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Support functions
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function pickSpawnPoint()
|
||||
{
|
||||
%groupName = "MissionGroup/PlayerDropPoints";
|
||||
%group = nameToID(%groupName);
|
||||
|
||||
if (%group != -1) {
|
||||
%count = %group.getCount();
|
||||
if (%count != 0) {
|
||||
%index = getRandom(%count-1);
|
||||
%spawn = %group.getObject(%index);
|
||||
return %spawn.getTransform();
|
||||
}
|
||||
else
|
||||
error("No spawn points found in " @ %groupName);
|
||||
}
|
||||
else
|
||||
error("Missing spawn points group " @ %groupName);
|
||||
|
||||
// Could be no spawn points, in which case we'll stick the
|
||||
// player at the center of the world.
|
||||
return "0 0 300 1 0 0 0";
|
||||
}
|
96
example/starter.fps/server/scripts/health.cs
Executable file
96
example/starter.fps/server/scripts/health.cs
Executable file
@ -0,0 +1,96 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Torque Game Engine
|
||||
// Copyright (C) GarageGames.com, Inc.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Inventory items. These objects rely on the item & inventory support
|
||||
// system defined in item.cs and inventory.cs
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Health kits can be added to your inventory and used to heal up.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Audio profiles
|
||||
//-----------------------------------------------------------------------------
|
||||
datablock AudioProfile(HealthUseSound)
|
||||
{
|
||||
filename = "~/data/sound/health_mono_01.ogg";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Health Kits are designed to be picked up and stored in the player's
|
||||
// inventory until they "use" it. This differs from the Health Patches below
|
||||
// that apply immediately on collision with a wounded player.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
datablock ItemData(HealthKit)
|
||||
{
|
||||
// Mission editor category, this datablock will show up in the
|
||||
// specified category under the "shapes" root category.
|
||||
category = "Health";
|
||||
|
||||
// Basic Item properties
|
||||
shapeFile = "~/data/shapes/items/healthKit.dts";
|
||||
mass = 1;
|
||||
friction = 1;
|
||||
elasticity = 0.3;
|
||||
emap = true;
|
||||
|
||||
// Dynamic properties defined by the scripts
|
||||
pickupName = "a health kit";
|
||||
repairAmount = 50;
|
||||
};
|
||||
|
||||
function HealthKit::onUse(%this,%user)
|
||||
{
|
||||
// Apply some health to whoever uses it, the health kit is only
|
||||
// used if the user is currently damaged.
|
||||
if (%user.getDamageLevel() != 0) {
|
||||
%user.decInventory(%this,1);
|
||||
%user.applyRepair(%this.repairAmount);
|
||||
if (%user.client)
|
||||
messageClient(%user.client, 'MsgHealthKitUsed', '\c2Health Kit Applied');
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Health Patchs cannot be picked up and are not meant to be added to
|
||||
// inventory. Health is applied automatically when an objects collides
|
||||
// with a patch.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
datablock ItemData(HealthPatch)
|
||||
{
|
||||
// Mission editor category, this datablock will show up in the
|
||||
// specified category under the "shapes" root category.
|
||||
category = "Health";
|
||||
|
||||
// Basic Item properties
|
||||
shapeFile = "~/data/shapes/items/healthPatch.dts";
|
||||
mass = 1;
|
||||
friction = 1;
|
||||
elasticity = 0.3;
|
||||
emap = true;
|
||||
|
||||
// Dynamic properties defined by the scripts
|
||||
repairAmount = 20;
|
||||
maxInventory = 0; // No pickup or throw
|
||||
};
|
||||
|
||||
function HealthPatch::onCollision(%this,%obj,%col)
|
||||
{
|
||||
// Apply health to colliding object if it needs it.
|
||||
// Works for all shapebase objects.
|
||||
if (%col.getDamageLevel() != 0 && %col.getState() !$= "Dead" ) {
|
||||
%col.applyRepair(%this.repairAmount);
|
||||
%obj.respawn();
|
||||
if (%col.client)
|
||||
messageClient(%col.client, 'MsgHealthPatchUsed', '\c2Health Patch Applied');
|
||||
serverPlay3D(HealthUseSound,%obj.getTransform());
|
||||
}
|
||||
}
|
256
example/starter.fps/server/scripts/inventory.cs
Executable file
256
example/starter.fps/server/scripts/inventory.cs
Executable file
@ -0,0 +1,256 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Torque Game Engine
|
||||
// Copyright (C) GarageGames.com, Inc.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// This inventory system is totally scripted, no C++ code involved.
|
||||
// It uses object datablock names to track inventory and is generally
|
||||
// object type, or class, agnostic. In other words, it will inventory
|
||||
// any kind of ShapeBase object, though the throw method does assume
|
||||
// that the objects are small enough to throw :)
|
||||
//
|
||||
// For a ShapeBase object to support inventory, it must have an array
|
||||
// of inventory max values:
|
||||
//
|
||||
// %this.maxInv[GunAmmo] = 100;
|
||||
// %this.maxInv[SpeedGun] = 1;
|
||||
//
|
||||
// where the names "SpeedGun" and "GunAmmo" are datablocks.
|
||||
//
|
||||
// For objects to be inventoriable, they must provide a set of inventory
|
||||
// callback methods, mainly:
|
||||
//
|
||||
// onUse
|
||||
// onThrow
|
||||
// onPickup
|
||||
//
|
||||
// Example methods are given further down. The item.cs file also contains
|
||||
// example inventory items.
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Inventory server commands
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function serverCmdUse(%client,%data)
|
||||
{
|
||||
%client.getControlObject().use(%data);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ShapeBase inventory support
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function ShapeBase::use(%this,%data)
|
||||
{
|
||||
// Use an object in the inventory.
|
||||
if (%this.getInventory(%data) > 0)
|
||||
return %data.onUse(%this);
|
||||
return false;
|
||||
}
|
||||
|
||||
function ShapeBase::throw(%this,%data,%amount)
|
||||
{
|
||||
// Throw objects from inventory. The onThrow method is
|
||||
// responsible for decrementing the inventory.
|
||||
if (%this.getInventory(%data) > 0) {
|
||||
%obj = %data.onThrow(%this,%amount);
|
||||
if (%obj) {
|
||||
%this.throwObject(%obj);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
function ShapeBase::pickup(%this,%obj,%amount)
|
||||
{
|
||||
// This method is called to pickup an object and add it
|
||||
// to the inventory. The datablock onPickup method is actually
|
||||
// responsible for doing all the work, including incrementing
|
||||
// the inventory.
|
||||
%data = %obj.getDatablock();
|
||||
|
||||
// Try and pickup the max if no value was specified
|
||||
if (%amount $= "")
|
||||
%amount = %this.maxInventory(%data) - %this.getInventory(%data);
|
||||
|
||||
// The datablock does the work...
|
||||
if (%amount < 0)
|
||||
%amount = 0;
|
||||
if (%amount)
|
||||
return %data.onPickup(%obj,%this,%amount);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function ShapeBase::maxInventory(%this,%data)
|
||||
{
|
||||
// If there is no limit defined, we assume 0
|
||||
return %this.getDatablock().maxInv[%data.getName()];
|
||||
}
|
||||
|
||||
function ShapeBase::incInventory(%this,%data,%amount)
|
||||
{
|
||||
// Increment the inventory by the given amount. The return value
|
||||
// is the amount actually added, which may be less than the
|
||||
// requested amount due to inventory restrictions.
|
||||
%max = %this.maxInventory(%data);
|
||||
%total = %this.inv[%data.getName()];
|
||||
if (%total < %max) {
|
||||
if (%total + %amount > %max)
|
||||
%amount = %max - %total;
|
||||
%this.setInventory(%data,%total + %amount);
|
||||
return %amount;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
function ShapeBase::decInventory(%this,%data,%amount)
|
||||
{
|
||||
// Decrement the inventory by the given amount. The return value
|
||||
// is the amount actually removed.
|
||||
%total = %this.inv[%data.getName()];
|
||||
if (%total > 0) {
|
||||
if (%total < %amount)
|
||||
%amount = %total;
|
||||
%this.setInventory(%data,%total - %amount);
|
||||
return %amount;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function ShapeBase::getInventory(%this,%data)
|
||||
{
|
||||
// Return the current inventory amount
|
||||
return %this.inv[%data.getName()];
|
||||
}
|
||||
|
||||
function ShapeBase::setInventory(%this,%data,%value)
|
||||
{
|
||||
// Set the inventory amount for this datablock and invoke
|
||||
// inventory callbacks. All changes to inventory go through this
|
||||
// single method.
|
||||
|
||||
// Impose inventory limits
|
||||
if (%value < 0)
|
||||
%value = 0;
|
||||
else {
|
||||
%max = %this.maxInventory(%data);
|
||||
if (%value > %max)
|
||||
%value = %max;
|
||||
}
|
||||
|
||||
// Set the value and invoke object callbacks
|
||||
%name = %data.getName();
|
||||
if (%this.inv[%name] != %value)
|
||||
{
|
||||
%this.inv[%name] = %value;
|
||||
%data.onInventory(%this,%value);
|
||||
%this.getDataBlock().onInventory(%data,%value);
|
||||
}
|
||||
return %value;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function ShapeBase::clearInventory(%this)
|
||||
{
|
||||
// To be filled in...
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function ShapeBase::throwObject(%this,%obj)
|
||||
{
|
||||
// Throw the given object in the direction the shape is looking.
|
||||
// The force value is hardcoded according to the current default
|
||||
// object mass and mission gravity (20m/s^2).
|
||||
%throwForce = %this.throwForce;
|
||||
if (!%throwForce)
|
||||
%throwForce = 20;
|
||||
|
||||
// Start with the shape's eye vector...
|
||||
%eye = %this.getEyeVector();
|
||||
%vec = vectorScale(%eye, %throwForce);
|
||||
|
||||
// Add a vertical component to give the object a better arc
|
||||
%verticalForce = %throwForce / 2;
|
||||
%dot = vectorDot("0 0 1",%eye);
|
||||
if (%dot < 0)
|
||||
%dot = -%dot;
|
||||
%vec = vectorAdd(%vec,vectorScale("0 0 " @ %verticalForce,1 - %dot));
|
||||
|
||||
// Add the shape's velocity
|
||||
%vec = vectorAdd(%vec,%this.getVelocity());
|
||||
|
||||
// Set the object's position and initial velocity
|
||||
%pos = getBoxCenter(%this.getWorldBox());
|
||||
%obj.setTransform(%pos);
|
||||
%obj.applyImpulse(%pos,%vec);
|
||||
|
||||
// Since the object is thrown from the center of the
|
||||
// shape, the object needs to avoid colliding with it's
|
||||
// thrower.
|
||||
%obj.setCollisionTimeout(%this);
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Callback hooks invoked by the inventory system
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ShapeBase object callbacks invoked by the inventory system
|
||||
|
||||
function ShapeBase::onInventory(%this, %data, %value)
|
||||
{
|
||||
// Invoked on ShapeBase objects whenever their inventory changes
|
||||
// for the given datablock.
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ShapeBase datablock callback invoked by the inventory system.
|
||||
|
||||
function ShapeBaseData::onUse(%this,%user)
|
||||
{
|
||||
// Invoked when the object uses this datablock, should return
|
||||
// true if the item was used.
|
||||
return false;
|
||||
}
|
||||
|
||||
function ShapeBaseData::onThrow(%this,%user,%amount)
|
||||
{
|
||||
// Invoked when the object is thrown. This method should
|
||||
// construct and return the actual mission object to be
|
||||
// physically thrown. This method is also responsible for
|
||||
// decrementing the user's inventory.
|
||||
return 0;
|
||||
}
|
||||
|
||||
function ShapeBaseData::onPickup(%this,%obj,%user,%amount)
|
||||
{
|
||||
// Invoked when the user attempts to pickup this datablock object.
|
||||
// The %amount argument is the space in the user's inventory for
|
||||
// this type of datablock. This method is responsible for
|
||||
// incrementing the user's inventory is something is addded.
|
||||
// Should return true if something was added to the inventory.
|
||||
return false;
|
||||
}
|
||||
|
||||
function ShapeBaseData::onInventory(%this,%user,%value)
|
||||
{
|
||||
// Invoked whenever an user's inventory total changes for
|
||||
// this datablock.
|
||||
}
|
130
example/starter.fps/server/scripts/item.cs
Executable file
130
example/starter.fps/server/scripts/item.cs
Executable file
@ -0,0 +1,130 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Torque Game Engine
|
||||
// Copyright (C) GarageGames.com, Inc.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// These scripts make use of dynamic attribute values on Item datablocks,
|
||||
// these are as follows:
|
||||
//
|
||||
// maxInventory Max inventory per object (100 bullets per box, etc.)
|
||||
// pickupName Name to display when client pickups item
|
||||
//
|
||||
// Item objects can have:
|
||||
//
|
||||
// count The # of inventory items in the object. This
|
||||
// defaults to maxInventory if not set.
|
||||
|
||||
// Respawntime is the amount of time it takes for a static "auto-respawn"
|
||||
// object, such as an ammo box or weapon, to re-appear after it's been
|
||||
// picked up. Any item marked as "static" is automaticlly respawned.
|
||||
$Item::RespawnTime = 20 * 1000;
|
||||
|
||||
// Poptime represents how long dynamic items (those that are thrown or
|
||||
// dropped) will last in the world before being deleted.
|
||||
$Item::PopTime = 10 * 1000;
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ItemData base class methods used by all items
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function Item::respawn(%this)
|
||||
{
|
||||
// This method is used to respawn static ammo and weapon items
|
||||
// and is usually called when the item is picked up.
|
||||
// Instant fade...
|
||||
%this.startFade(0, 0, true);
|
||||
%this.setHidden(true);
|
||||
|
||||
// Shedule a reapearance
|
||||
%this.schedule($Item::RespawnTime, "setHidden", false);
|
||||
%this.schedule($Item::RespawnTime + 100, "startFade", 1000, 0, false);
|
||||
}
|
||||
|
||||
function Item::schedulePop(%this)
|
||||
{
|
||||
// This method deletes the object after a default duration. Dynamic
|
||||
// items such as thrown or drop weapons are usually popped to avoid
|
||||
// world clutter.
|
||||
%this.schedule($Item::PopTime - 1000, "startFade", 1000, 0, true);
|
||||
%this.schedule($Item::PopTime, "delete");
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Callbacks to hook items into the inventory system
|
||||
|
||||
function ItemData::onThrow(%this,%user,%amount)
|
||||
{
|
||||
// Remove the object from the inventory
|
||||
if (%amount $= "")
|
||||
%amount = 1;
|
||||
if (%this.maxInventory !$= "")
|
||||
if (%amount > %this.maxInventory)
|
||||
%amount = %this.maxInventory;
|
||||
if (!%amount)
|
||||
return 0;
|
||||
%user.decInventory(%this,%amount);
|
||||
|
||||
// Construct the actual object in the world, and add it to
|
||||
// the mission group so it's cleaned up when the mission is
|
||||
// done. The object is given a random z rotation.
|
||||
%obj = new Item() {
|
||||
datablock = %this;
|
||||
rotation = "0 0 1 " @ (getRandom() * 360);
|
||||
count = %amount;
|
||||
};
|
||||
MissionGroup.add(%obj);
|
||||
%obj.schedulePop();
|
||||
return %obj;
|
||||
}
|
||||
|
||||
function ItemData::onPickup(%this,%obj,%user,%amount)
|
||||
{
|
||||
// Add it to the inventory, this currently ignores the request
|
||||
// amount, you get what you get. If the object doesn't have
|
||||
// a count or the datablock doesn't have maxIventory set, the
|
||||
// object cannot be picked up.
|
||||
%count = %obj.count;
|
||||
if (%count $= "")
|
||||
if (%this.maxInventory !$= "") {
|
||||
if (!(%count = %this.maxInventory))
|
||||
return;
|
||||
}
|
||||
else
|
||||
%count = 1;
|
||||
%user.incInventory(%this,%count);
|
||||
|
||||
// Inform the client what they got.
|
||||
if (%user.client)
|
||||
messageClient(%user.client, 'MsgItemPickup', '\c0You picked up %1', %this.pickupName);
|
||||
|
||||
// If the item is a static respawn item, then go ahead and
|
||||
// respawn it, otherwise remove it from the world.
|
||||
// Anything not taken up by inventory is lost.
|
||||
if (%obj.isStatic())
|
||||
%obj.respawn();
|
||||
else
|
||||
%obj.delete();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Hook into the mission editor.
|
||||
|
||||
function ItemData::create(%data)
|
||||
{
|
||||
// The mission editor invokes this method when it wants to create
|
||||
// an object of the given datablock type. For the mission editor
|
||||
// we always create "static" re-spawnable rotating objects.
|
||||
%obj = new Item() {
|
||||
dataBlock = %data;
|
||||
static = true;
|
||||
rotate = true;
|
||||
};
|
||||
return %obj;
|
||||
}
|
||||
|
37
example/starter.fps/server/scripts/markers.cs
Executable file
37
example/starter.fps/server/scripts/markers.cs
Executable file
@ -0,0 +1,37 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Torque Game Engine
|
||||
// Copyright (C) GarageGames.com, Inc.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
datablock MissionMarkerData(WayPointMarker)
|
||||
{
|
||||
category = "Misc";
|
||||
shapeFile = "~/data/shapes/markers/octahedron.dts";
|
||||
};
|
||||
|
||||
datablock MissionMarkerData(SpawnSphereMarker)
|
||||
{
|
||||
category = "Misc";
|
||||
shapeFile = "~/data/shapes/markers/octahedron.dts";
|
||||
};
|
||||
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
// - serveral marker types may share MissionMarker datablock type
|
||||
function MissionMarkerData::create(%block)
|
||||
{
|
||||
switch$(%block)
|
||||
{
|
||||
case "WayPointMarker":
|
||||
%obj = new WayPoint() {
|
||||
dataBlock = %block;
|
||||
};
|
||||
return(%obj);
|
||||
case "SpawnSphereMarker":
|
||||
%obj = new SpawnSphere() {
|
||||
datablock = %block;
|
||||
};
|
||||
return(%obj);
|
||||
}
|
||||
return(-1);
|
||||
}
|
986
example/starter.fps/server/scripts/player.cs
Executable file
986
example/starter.fps/server/scripts/player.cs
Executable file
@ -0,0 +1,986 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Torque Game Engine
|
||||
// Copyright (C) GarageGames.com, Inc.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Load dts shapes and merge animations
|
||||
exec("~/data/shapes/player/player.cs");
|
||||
|
||||
// Timeouts for corpse deletion.
|
||||
$CorpseTimeoutValue = 22 * 1000;
|
||||
|
||||
// Damage Rate for entering Liquid
|
||||
$DamageLava = 0.01;
|
||||
$DamageHotLava = 0.01;
|
||||
$DamageCrustyLava = 0.01;
|
||||
|
||||
//
|
||||
$PlayerDeathAnim::TorsoFrontFallForward = 1;
|
||||
$PlayerDeathAnim::TorsoFrontFallBack = 2;
|
||||
$PlayerDeathAnim::TorsoBackFallForward = 3;
|
||||
$PlayerDeathAnim::TorsoLeftSpinDeath = 4;
|
||||
$PlayerDeathAnim::TorsoRightSpinDeath = 5;
|
||||
$PlayerDeathAnim::LegsLeftGimp = 6;
|
||||
$PlayerDeathAnim::LegsRightGimp = 7;
|
||||
$PlayerDeathAnim::TorsoBackFallForward = 8;
|
||||
$PlayerDeathAnim::HeadFrontDirect = 9;
|
||||
$PlayerDeathAnim::HeadBackFallForward = 10;
|
||||
$PlayerDeathAnim::ExplosionBlowBack = 11;
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// Player Audio Profiles
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
datablock AudioProfile(DeathCrySound)
|
||||
{
|
||||
fileName = "~/data/sound/orc_death.wav";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock AudioProfile(PainCrySound)
|
||||
{
|
||||
fileName = "~/data/sound/orc_pain.wav";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
datablock AudioProfile(FootLightSoftSound)
|
||||
{
|
||||
filename = "~/data/sound/lgtstep_mono_01.ogg";
|
||||
description = AudioClosest3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock AudioProfile(FootLightHardSound)
|
||||
{
|
||||
filename = "~/data/sound/hvystep_ mono_01.ogg";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock AudioProfile(FootLightMetalSound)
|
||||
{
|
||||
filename = "~/data/sound/metalstep_mono_01.ogg";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock AudioProfile(FootLightSnowSound)
|
||||
{
|
||||
filename = "~/data/sound/snowstep_mono_01.ogg";
|
||||
description = AudioClosest3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock AudioProfile(FootLightShallowSplashSound)
|
||||
{
|
||||
filename = "~/data/sound/waterstep_mono_01.ogg";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock AudioProfile(FootLightWadingSound)
|
||||
{
|
||||
filename = "~/data/sound/waterstep_mono_01.ogg";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock AudioProfile(FootLightUnderwaterSound)
|
||||
{
|
||||
filename = "~/data/sound/waterstep_mono_01.ogg";
|
||||
description = AudioClosest3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock AudioProfile(FootLightBubblesSound)
|
||||
{
|
||||
filename = "~/data/sound/replaceme.wav";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock AudioProfile(ArmorMoveBubblesSound)
|
||||
{
|
||||
filename = "~/data/sound/replaceme.wav";
|
||||
description = AudioCloseLooping3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock AudioProfile(WaterBreathMaleSound)
|
||||
{
|
||||
filename = "~/data/sound/replaceme.wav";
|
||||
description = AudioClosestLooping3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
datablock AudioProfile(ImpactLightSoftSound)
|
||||
{
|
||||
filename = "~/data/sound/replaceme.wav";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
effect = ImpactSoftEffect;
|
||||
};
|
||||
|
||||
datablock AudioProfile(ImpactLightHardSound)
|
||||
{
|
||||
filename = "~/data/sound/replaceme.wav";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
effect = ImpactHardEffect;
|
||||
};
|
||||
|
||||
datablock AudioProfile(ImpactLightMetalSound)
|
||||
{
|
||||
filename = "~/data/sound/replaceme.wav";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
effect = ImpactMetalEffect;
|
||||
};
|
||||
|
||||
datablock AudioProfile(ImpactLightSnowSound)
|
||||
{
|
||||
filename = "~/data/sound/replaceme.wav";
|
||||
description = AudioClosest3d;
|
||||
preload = true;
|
||||
effect = ImpactSnowEffect;
|
||||
};
|
||||
|
||||
datablock AudioProfile(ImpactLightWaterEasySound)
|
||||
{
|
||||
filename = "~/data/sound/replaceme.wav";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock AudioProfile(ImpactLightWaterMediumSound)
|
||||
{
|
||||
filename = "~/data/sound/replaceme.wav";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock AudioProfile(ImpactLightWaterHardSound)
|
||||
{
|
||||
filename = "~/data/sound/replaceme.wav";
|
||||
description = AudioDefault3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock AudioProfile(ExitingWaterLightSound)
|
||||
{
|
||||
filename = "~/data/sound/replaceme.wav";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// Splash
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
datablock ParticleData(PlayerSplashMist)
|
||||
{
|
||||
dragCoefficient = 2.0;
|
||||
gravityCoefficient = -0.05;
|
||||
inheritedVelFactor = 0.0;
|
||||
constantAcceleration = 0.0;
|
||||
lifetimeMS = 400;
|
||||
lifetimeVarianceMS = 100;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -90.0;
|
||||
spinRandomMax = 500.0;
|
||||
textureName = "~/data/shapes/player/splash";
|
||||
colors[0] = "0.7 0.8 1.0 1.0";
|
||||
colors[1] = "0.7 0.8 1.0 0.5";
|
||||
colors[2] = "0.7 0.8 1.0 0.0";
|
||||
sizes[0] = 0.5;
|
||||
sizes[1] = 0.5;
|
||||
sizes[2] = 0.8;
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(PlayerSplashMistEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 5;
|
||||
periodVarianceMS = 0;
|
||||
ejectionVelocity = 3.0;
|
||||
velocityVariance = 2.0;
|
||||
ejectionOffset = 0.0;
|
||||
thetaMin = 85;
|
||||
thetaMax = 85;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvance = false;
|
||||
lifetimeMS = 250;
|
||||
particles = "PlayerSplashMist";
|
||||
};
|
||||
|
||||
|
||||
datablock ParticleData(PlayerBubbleParticle)
|
||||
{
|
||||
dragCoefficient = 0.0;
|
||||
gravityCoefficient = -0.50;
|
||||
inheritedVelFactor = 0.0;
|
||||
constantAcceleration = 0.0;
|
||||
lifetimeMS = 400;
|
||||
lifetimeVarianceMS = 100;
|
||||
useInvAlpha = false;
|
||||
textureName = "~/data/shapes/player/splash";
|
||||
colors[0] = "0.7 0.8 1.0 0.4";
|
||||
colors[1] = "0.7 0.8 1.0 0.4";
|
||||
colors[2] = "0.7 0.8 1.0 0.0";
|
||||
sizes[0] = 0.1;
|
||||
sizes[1] = 0.3;
|
||||
sizes[2] = 0.3;
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(PlayerBubbleEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 1;
|
||||
periodVarianceMS = 0;
|
||||
ejectionVelocity = 2.0;
|
||||
ejectionOffset = 0.5;
|
||||
velocityVariance = 0.5;
|
||||
thetaMin = 0;
|
||||
thetaMax = 80;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvance = false;
|
||||
particles = "PlayerBubbleParticle";
|
||||
};
|
||||
|
||||
datablock ParticleData(PlayerFoamParticle)
|
||||
{
|
||||
dragCoefficient = 2.0;
|
||||
gravityCoefficient = -0.05;
|
||||
inheritedVelFactor = 0.0;
|
||||
constantAcceleration = 0.0;
|
||||
lifetimeMS = 400;
|
||||
lifetimeVarianceMS = 100;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -90.0;
|
||||
spinRandomMax = 500.0;
|
||||
textureName = "~/data/shapes/player/splash";
|
||||
colors[0] = "0.7 0.8 1.0 0.20";
|
||||
colors[1] = "0.7 0.8 1.0 0.20";
|
||||
colors[2] = "0.7 0.8 1.0 0.00";
|
||||
sizes[0] = 0.2;
|
||||
sizes[1] = 0.4;
|
||||
sizes[2] = 1.6;
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(PlayerFoamEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 10;
|
||||
periodVarianceMS = 0;
|
||||
ejectionVelocity = 3.0;
|
||||
velocityVariance = 1.0;
|
||||
ejectionOffset = 0.0;
|
||||
thetaMin = 85;
|
||||
thetaMax = 85;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvance = false;
|
||||
particles = "PlayerFoamParticle";
|
||||
};
|
||||
|
||||
|
||||
datablock ParticleData( PlayerFoamDropletsParticle )
|
||||
{
|
||||
dragCoefficient = 1;
|
||||
gravityCoefficient = 0.2;
|
||||
inheritedVelFactor = 0.2;
|
||||
constantAcceleration = -0.0;
|
||||
lifetimeMS = 600;
|
||||
lifetimeVarianceMS = 0;
|
||||
textureName = "~/data/shapes/player/splash";
|
||||
colors[0] = "0.7 0.8 1.0 1.0";
|
||||
colors[1] = "0.7 0.8 1.0 0.5";
|
||||
colors[2] = "0.7 0.8 1.0 0.0";
|
||||
sizes[0] = 0.8;
|
||||
sizes[1] = 0.3;
|
||||
sizes[2] = 0.0;
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData( PlayerFoamDropletsEmitter )
|
||||
{
|
||||
ejectionPeriodMS = 7;
|
||||
periodVarianceMS = 0;
|
||||
ejectionVelocity = 2;
|
||||
velocityVariance = 1.0;
|
||||
ejectionOffset = 0.0;
|
||||
thetaMin = 60;
|
||||
thetaMax = 80;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvance = false;
|
||||
orientParticles = true;
|
||||
particles = "PlayerFoamDropletsParticle";
|
||||
};
|
||||
|
||||
|
||||
datablock ParticleData( PlayerSplashParticle )
|
||||
{
|
||||
dragCoefficient = 1;
|
||||
gravityCoefficient = 0.2;
|
||||
inheritedVelFactor = 0.2;
|
||||
constantAcceleration = -0.0;
|
||||
lifetimeMS = 600;
|
||||
lifetimeVarianceMS = 0;
|
||||
colors[0] = "0.7 0.8 1.0 1.0";
|
||||
colors[1] = "0.7 0.8 1.0 0.5";
|
||||
colors[2] = "0.7 0.8 1.0 0.0";
|
||||
sizes[0] = 0.5;
|
||||
sizes[1] = 0.5;
|
||||
sizes[2] = 0.5;
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData( PlayerSplashEmitter )
|
||||
{
|
||||
ejectionPeriodMS = 1;
|
||||
periodVarianceMS = 0;
|
||||
ejectionVelocity = 3;
|
||||
velocityVariance = 1.0;
|
||||
ejectionOffset = 0.0;
|
||||
thetaMin = 60;
|
||||
thetaMax = 80;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvance = false;
|
||||
orientParticles = true;
|
||||
lifetimeMS = 100;
|
||||
particles = "PlayerSplashParticle";
|
||||
};
|
||||
|
||||
datablock SplashData(PlayerSplash)
|
||||
{
|
||||
numSegments = 15;
|
||||
ejectionFreq = 15;
|
||||
ejectionAngle = 40;
|
||||
ringLifetime = 0.5;
|
||||
lifetimeMS = 300;
|
||||
velocity = 4.0;
|
||||
startRadius = 0.0;
|
||||
acceleration = -3.0;
|
||||
texWrap = 5.0;
|
||||
|
||||
texture = "~/data/shapes/player/splash";
|
||||
|
||||
emitter[0] = PlayerSplashEmitter;
|
||||
emitter[1] = PlayerSplashMistEmitter;
|
||||
|
||||
colors[0] = "0.7 0.8 1.0 0.0";
|
||||
colors[1] = "0.7 0.8 1.0 0.3";
|
||||
colors[2] = "0.7 0.8 1.0 0.7";
|
||||
colors[3] = "0.7 0.8 1.0 0.0";
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.4;
|
||||
times[2] = 0.8;
|
||||
times[3] = 1.0;
|
||||
};
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// Foot puffs
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
datablock ParticleData(LightPuff)
|
||||
{
|
||||
dragCoefficient = 2.0;
|
||||
gravityCoefficient = -0.01;
|
||||
inheritedVelFactor = 0.6;
|
||||
constantAcceleration = 0.0;
|
||||
lifetimeMS = 800;
|
||||
lifetimeVarianceMS = 100;
|
||||
useInvAlpha = true;
|
||||
spinRandomMin = -35.0;
|
||||
spinRandomMax = 35.0;
|
||||
colors[0] = "1.0 1.0 1.0 1.0";
|
||||
colors[1] = "1.0 1.0 1.0 0.0";
|
||||
sizes[0] = 0.1;
|
||||
sizes[1] = 0.8;
|
||||
times[0] = 0.3;
|
||||
times[1] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(LightPuffEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 35;
|
||||
periodVarianceMS = 10;
|
||||
ejectionVelocity = 0.2;
|
||||
velocityVariance = 0.1;
|
||||
ejectionOffset = 0.0;
|
||||
thetaMin = 20;
|
||||
thetaMax = 60;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvance = false;
|
||||
useEmitterColors = true;
|
||||
particles = "LightPuff";
|
||||
};
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// Liftoff dust
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
datablock ParticleData(LiftoffDust)
|
||||
{
|
||||
dragCoefficient = 1.0;
|
||||
gravityCoefficient = -0.01;
|
||||
inheritedVelFactor = 0.0;
|
||||
constantAcceleration = 0.0;
|
||||
lifetimeMS = 1000;
|
||||
lifetimeVarianceMS = 100;
|
||||
useInvAlpha = true;
|
||||
spinRandomMin = -90.0;
|
||||
spinRandomMax = 500.0;
|
||||
colors[0] = "1.0 1.0 1.0 1.0";
|
||||
sizes[0] = 1.0;
|
||||
times[0] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(LiftoffDustEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 5;
|
||||
periodVarianceMS = 0;
|
||||
ejectionVelocity = 2.0;
|
||||
velocityVariance = 0.0;
|
||||
ejectionOffset = 0.0;
|
||||
thetaMin = 90;
|
||||
thetaMax = 90;
|
||||
phiReferenceVel = 0;
|
||||
phiVariance = 360;
|
||||
overrideAdvance = false;
|
||||
useEmitterColors = true;
|
||||
particles = "LiftoffDust";
|
||||
};
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
datablock DecalData(PlayerFootprint)
|
||||
{
|
||||
sizeX = 0.25;
|
||||
sizeY = 0.25;
|
||||
textureName = "~/data/shapes/player/footprint";
|
||||
};
|
||||
|
||||
datablock DebrisData( PlayerDebris )
|
||||
{
|
||||
explodeOnMaxBounce = false;
|
||||
|
||||
elasticity = 0.15;
|
||||
friction = 0.5;
|
||||
|
||||
lifetime = 4.0;
|
||||
lifetimeVariance = 0.0;
|
||||
|
||||
minSpinSpeed = 40;
|
||||
maxSpinSpeed = 600;
|
||||
|
||||
numBounces = 5;
|
||||
bounceVariance = 0;
|
||||
|
||||
staticOnMaxBounce = true;
|
||||
gravModifier = 1.0;
|
||||
|
||||
useRadiusMass = true;
|
||||
baseRadius = 1;
|
||||
|
||||
velocity = 20.0;
|
||||
velocityVariance = 12.0;
|
||||
};
|
||||
|
||||
datablock PlayerData(PlayerBody)
|
||||
{
|
||||
renderFirstPerson = false;
|
||||
emap = true;
|
||||
|
||||
className = Armor;
|
||||
shapeFile = "~/data/shapes/player/player.dts";
|
||||
cameraMaxDist = 3;
|
||||
computeCRC = true;
|
||||
|
||||
canObserve = true;
|
||||
cmdCategory = "Clients";
|
||||
|
||||
cameraDefaultFov = 90.0;
|
||||
cameraMinFov = 5.0;
|
||||
cameraMaxFov = 120.0;
|
||||
|
||||
debrisShapeName = "~/data/shapes/player/debris_player.dts";
|
||||
debris = playerDebris;
|
||||
|
||||
aiAvoidThis = true;
|
||||
|
||||
minLookAngle = -1.4;
|
||||
maxLookAngle = 1.4;
|
||||
maxFreelookAngle = 3.0;
|
||||
|
||||
mass = 90;
|
||||
drag = 0.3;
|
||||
maxdrag = 0.4;
|
||||
density = 10;
|
||||
maxDamage = 100;
|
||||
maxEnergy = 60;
|
||||
repairRate = 0.33;
|
||||
energyPerDamagePoint = 75.0;
|
||||
|
||||
rechargeRate = 0.256;
|
||||
|
||||
runForce = 48 * 90;
|
||||
runEnergyDrain = 0;
|
||||
minRunEnergy = 0;
|
||||
maxForwardSpeed = 14;
|
||||
maxBackwardSpeed = 13;
|
||||
maxSideSpeed = 13;
|
||||
|
||||
maxUnderwaterForwardSpeed = 8.4;
|
||||
maxUnderwaterBackwardSpeed = 7.8;
|
||||
maxUnderwaterSideSpeed = 7.8;
|
||||
|
||||
jumpForce = 8.3 * 90;
|
||||
jumpEnergyDrain = 0;
|
||||
minJumpEnergy = 0;
|
||||
jumpDelay = 15;
|
||||
|
||||
recoverDelay = 9;
|
||||
recoverRunForceScale = 1.2;
|
||||
|
||||
minImpactSpeed = 45;
|
||||
speedDamageScale = 0.4;
|
||||
|
||||
boundingBox = "1.2 1.2 2.3";
|
||||
pickupRadius = 0.75;
|
||||
|
||||
// Damage location details
|
||||
boxNormalHeadPercentage = 0.83;
|
||||
boxNormalTorsoPercentage = 0.49;
|
||||
boxHeadLeftPercentage = 0;
|
||||
boxHeadRightPercentage = 1;
|
||||
boxHeadBackPercentage = 0;
|
||||
boxHeadFrontPercentage = 1;
|
||||
|
||||
// Foot Prints
|
||||
decalData = PlayerFootprint;
|
||||
decalOffset = 0.25;
|
||||
|
||||
footPuffEmitter = LightPuffEmitter;
|
||||
footPuffNumParts = 10;
|
||||
footPuffRadius = 0.25;
|
||||
|
||||
dustEmitter = LiftoffDustEmitter;
|
||||
|
||||
splash = PlayerSplash;
|
||||
splashVelocity = 4.0;
|
||||
splashAngle = 67.0;
|
||||
splashFreqMod = 300.0;
|
||||
splashVelEpsilon = 0.60;
|
||||
bubbleEmitTime = 0.4;
|
||||
splashEmitter[0] = PlayerFoamDropletsEmitter;
|
||||
splashEmitter[1] = PlayerFoamEmitter;
|
||||
splashEmitter[2] = PlayerBubbleEmitter;
|
||||
mediumSplashSoundVelocity = 10.0;
|
||||
hardSplashSoundVelocity = 20.0;
|
||||
exitSplashSoundVelocity = 5.0;
|
||||
|
||||
// Controls over slope of runnable/jumpable surfaces
|
||||
runSurfaceAngle = 70;
|
||||
jumpSurfaceAngle = 80;
|
||||
|
||||
minJumpSpeed = 20;
|
||||
maxJumpSpeed = 30;
|
||||
|
||||
horizMaxSpeed = 68;
|
||||
horizResistSpeed = 33;
|
||||
horizResistFactor = 0.35;
|
||||
|
||||
upMaxSpeed = 80;
|
||||
upResistSpeed = 25;
|
||||
upResistFactor = 0.3;
|
||||
|
||||
footstepSplashHeight = 0.35;
|
||||
|
||||
//NOTE: some sounds commented out until wav's are available
|
||||
|
||||
// Footstep Sounds
|
||||
FootSoftSound = FootLightSoftSound;
|
||||
FootHardSound = FootLightHardSound;
|
||||
FootMetalSound = FootLightMetalSound;
|
||||
FootSnowSound = FootLightSnowSound;
|
||||
FootShallowSound = FootLightShallowSplashSound;
|
||||
FootWadingSound = FootLightWadingSound;
|
||||
FootUnderwaterSound = FootLightUnderwaterSound;
|
||||
|
||||
//FootBubblesSound = FootLightBubblesSound;
|
||||
//movingBubblesSound = ArmorMoveBubblesSound;
|
||||
//waterBreathSound = WaterBreathMaleSound;
|
||||
|
||||
//impactSoftSound = ImpactLightSoftSound;
|
||||
//impactHardSound = ImpactLightHardSound;
|
||||
//impactMetalSound = ImpactLightMetalSound;
|
||||
//impactSnowSound = ImpactLightSnowSound;
|
||||
|
||||
//impactWaterEasy = ImpactLightWaterEasySound;
|
||||
//impactWaterMedium = ImpactLightWaterMediumSound;
|
||||
//impactWaterHard = ImpactLightWaterHardSound;
|
||||
|
||||
groundImpactMinSpeed = 10.0;
|
||||
groundImpactShakeFreq = "4.0 4.0 4.0";
|
||||
groundImpactShakeAmp = "1.0 1.0 1.0";
|
||||
groundImpactShakeDuration = 0.8;
|
||||
groundImpactShakeFalloff = 10.0;
|
||||
|
||||
//exitingWater = ExitingWaterLightSound;
|
||||
|
||||
observeParameters = "0.5 4.5 4.5";
|
||||
|
||||
// Allowable Inventory Items
|
||||
maxInv[BulletAmmo] = 20;
|
||||
maxInv[HealthKit] = 1;
|
||||
maxInv[RifleAmmo] = 100;
|
||||
maxInv[CrossbowAmmo] = 50;
|
||||
maxInv[Crossbow] = 1;
|
||||
maxInv[Rifle] = 1;
|
||||
};
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
// Armor Datablock methods
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
function Armor::onAdd(%this,%obj)
|
||||
{
|
||||
// Vehicle timeout
|
||||
%obj.mountVehicle = true;
|
||||
|
||||
// Default dynamic armor stats
|
||||
%obj.setRechargeRate(%this.rechargeRate);
|
||||
%obj.setRepairRate(0);
|
||||
|
||||
//%light = new volumeLight() {
|
||||
// dataBlock = "sgMountLight";
|
||||
// rotation = "-0.357694 0.933839 9.9834e-009 180";
|
||||
// scale = "1 1 1";
|
||||
// dataBlock = "sgMountLight";
|
||||
// Enable = "1";
|
||||
// IconSize = "1";
|
||||
// ParticleColorAttenuation = "1";
|
||||
// Texture = "common/lighting/lightFalloffMono.png";
|
||||
// lpDistance = "0.35";
|
||||
// ShootDistance = "5";
|
||||
// Xextent = "0.6";
|
||||
// Yextent = "0.6";
|
||||
// SubdivideU = "4";
|
||||
// SubdivideV = "4";
|
||||
// FootColour = "1.000000 1.000000 1.000000 0.182000";
|
||||
// TailColour = "0.000000 0.000000 0.000000 0.000000";
|
||||
//};
|
||||
|
||||
//%light.attachtoobject(%obj);
|
||||
//%obj.light = %light;
|
||||
}
|
||||
|
||||
function Armor::onRemove(%this, %obj)
|
||||
{
|
||||
if (%obj.client.player == %obj)
|
||||
%obj.client.player = 0;
|
||||
|
||||
//if(isObject(%obj.light))
|
||||
// %obj.light.delete();
|
||||
}
|
||||
|
||||
function Armor::onNewDataBlock(%this,%obj)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
function Armor::onMount(%this,%obj,%vehicle,%node)
|
||||
{
|
||||
if (%node == 0) {
|
||||
%obj.setTransform("0 0 0 0 0 1 0");
|
||||
%obj.setActionThread(%vehicle.getDatablock().mountPose[%node],true,true);
|
||||
%obj.lastWeapon = %obj.getMountedImage($WeaponSlot);
|
||||
|
||||
%obj.unmountImage($WeaponSlot);
|
||||
%obj.setControlObject(%vehicle);
|
||||
%obj.client.setObjectActiveImage(%vehicle, 2);
|
||||
}
|
||||
}
|
||||
|
||||
function Armor::onUnmount( %this, %obj, %vehicle, %node )
|
||||
{
|
||||
if (%node == 0)
|
||||
%obj.mountImage(%obj.lastWeapon, $WeaponSlot);
|
||||
}
|
||||
|
||||
function Armor::doDismount(%this, %obj, %forced)
|
||||
{
|
||||
// This function is called by player.cc when the jump trigger
|
||||
// is true while mounted
|
||||
if (!%obj.isMounted())
|
||||
return;
|
||||
|
||||
// Position above dismount point
|
||||
%pos = getWords(%obj.getTransform(), 0, 2);
|
||||
%oldPos = %pos;
|
||||
%vec[0] = " 0 0 1";
|
||||
%vec[1] = " 0 0 1";
|
||||
%vec[2] = " 0 0 -1";
|
||||
%vec[3] = " 1 0 0";
|
||||
%vec[4] = "-1 0 0";
|
||||
%impulseVec = "0 0 0";
|
||||
%vec[0] = MatrixMulVector( %obj.getTransform(), %vec[0]);
|
||||
|
||||
// Make sure the point is valid
|
||||
%pos = "0 0 0";
|
||||
%numAttempts = 5;
|
||||
%success = -1;
|
||||
for (%i = 0; %i < %numAttempts; %i++) {
|
||||
%pos = VectorAdd(%oldPos, VectorScale(%vec[%i], 3));
|
||||
if (%obj.checkDismountPoint(%oldPos, %pos)) {
|
||||
%success = %i;
|
||||
%impulseVec = %vec[%i];
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (%forced && %success == -1)
|
||||
%pos = %oldPos;
|
||||
|
||||
%obj.mountVehicle = false;
|
||||
%obj.schedule(4000, "mountVehicles", true);
|
||||
|
||||
// Position above dismount point
|
||||
%obj.setTransform(%pos);
|
||||
%obj.applyImpulse(%pos, VectorScale(%impulseVec, %obj.getDataBlock().mass));
|
||||
%obj.setPilot(false);
|
||||
%obj.vehicleTurret = "";
|
||||
}
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
function Armor::onCollision(%this,%obj,%col)
|
||||
{
|
||||
if (%obj.getState() $= "Dead")
|
||||
return;
|
||||
|
||||
// Try and pickup all items
|
||||
if (%col.getClassName() $= "Item")
|
||||
%obj.pickup(%col);
|
||||
|
||||
// Mount vehicles
|
||||
%this = %col.getDataBlock();
|
||||
if ((%this.className $= WheeledVehicleData) && %obj.mountVehicle &&
|
||||
%obj.getState() $= "Move" && %col.mountable) {
|
||||
|
||||
// Only mount drivers for now.
|
||||
%node = 0;
|
||||
%col.mountObject(%obj,%node);
|
||||
%obj.mVehicle = %col;
|
||||
}
|
||||
}
|
||||
|
||||
function Armor::onImpact(%this, %obj, %collidedObject, %vec, %vecLen)
|
||||
{
|
||||
%obj.damage(0, VectorAdd(%obj.getPosition(),%vec),
|
||||
%vecLen * %this.speedDamageScale, "Impact");
|
||||
}
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
function Armor::damage(%this, %obj, %sourceObject, %position, %damage, %damageType)
|
||||
{
|
||||
if (%obj.getState() $= "Dead")
|
||||
return;
|
||||
%obj.applyDamage(%damage);
|
||||
%location = "Body";
|
||||
|
||||
// Deal with client callbacks here because we don't have this
|
||||
// information in the onDamage or onDisable methods
|
||||
%client = %obj.client;
|
||||
%sourceClient = %sourceObject ? %sourceObject.client : 0;
|
||||
|
||||
if (%obj.getState() $= "Dead")
|
||||
%client.onDeath(%sourceObject, %sourceClient, %damageType, %location);
|
||||
}
|
||||
|
||||
function Armor::onDamage(%this, %obj, %delta)
|
||||
{
|
||||
// This method is invoked by the ShapeBase code whenever the
|
||||
// object's damage level changes.
|
||||
if (%delta > 0 && %obj.getState() !$= "Dead") {
|
||||
|
||||
// Increment the flash based on the amount.
|
||||
%flash = %obj.getDamageFlash() + ((%delta / %this.maxDamage) * 2);
|
||||
if (%flash > 0.75)
|
||||
%flash = 0.75;
|
||||
%obj.setDamageFlash(%flash);
|
||||
|
||||
// If the pain is excessive, let's hear about it.
|
||||
if (%delta > 10)
|
||||
%obj.playPain();
|
||||
}
|
||||
}
|
||||
|
||||
function Armor::onDisabled(%this,%obj,%state)
|
||||
{
|
||||
// The player object sets the "disabled" state when damage exceeds
|
||||
// it's maxDamage value. This is method is invoked by ShapeBase
|
||||
// state mangement code.
|
||||
|
||||
// If we want to deal with the damage information that actually
|
||||
// caused this death, then we would have to move this code into
|
||||
// the script "damage" method.
|
||||
%obj.playDeathCry();
|
||||
%obj.playDeathAnimation();
|
||||
%obj.setDamageFlash(0.75);
|
||||
|
||||
// Release the main weapon trigger
|
||||
%obj.setImageTrigger(0,false);
|
||||
|
||||
// Schedule corpse removal. Just keeping the place clean.
|
||||
%obj.schedule($CorpseTimeoutValue - 1000, "startFade", 1000, 0, true);
|
||||
%obj.schedule($CorpseTimeoutValue, "delete");
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function Armor::onLeaveMissionArea(%this, %obj)
|
||||
{
|
||||
// Inform the client
|
||||
%obj.client.onLeaveMissionArea();
|
||||
}
|
||||
|
||||
function Armor::onEnterMissionArea(%this, %obj)
|
||||
{
|
||||
// Inform the client
|
||||
%obj.client.onEnterMissionArea();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function Armor::onEnterLiquid(%this, %obj, %coverage, %type)
|
||||
{
|
||||
switch(%type)
|
||||
{
|
||||
case 0: //Water
|
||||
case 1: //Ocean Water
|
||||
case 2: //River Water
|
||||
case 3: //Stagnant Water
|
||||
case 4: //Lava
|
||||
%obj.setDamageDt(%this, $DamageLava, "Lava");
|
||||
case 5: //Hot Lava
|
||||
%obj.setDamageDt(%this, $DamageHotLava, "Lava");
|
||||
case 6: //Crusty Lava
|
||||
%obj.setDamageDt(%this, $DamageCrustyLava, "Lava");
|
||||
case 7: //Quick Sand
|
||||
}
|
||||
}
|
||||
|
||||
function Armor::onLeaveLiquid(%this, %obj, %type)
|
||||
{
|
||||
%obj.clearDamageDt();
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function Armor::onTrigger(%this, %obj, %triggerNum, %val)
|
||||
{
|
||||
// This method is invoked when the player receives a trigger
|
||||
// move event. The player automatically triggers slot 0 and
|
||||
// slot one off of triggers # 0 & 1. Trigger # 2 is also used
|
||||
// as the jump key.
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Player methods
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
function Player::kill(%this, %damageType)
|
||||
{
|
||||
%this.damage(0, %this.getPosition(), 10000, %damageType);
|
||||
}
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
function Player::mountVehicles(%this,%bool)
|
||||
{
|
||||
// If set to false, this variable disables vehicle mounting.
|
||||
%this.mountVehicle = %bool;
|
||||
}
|
||||
|
||||
function Player::isPilot(%this)
|
||||
{
|
||||
%vehicle = %this.getObjectMount();
|
||||
// There are two "if" statements to avoid a script warning.
|
||||
if (%vehicle)
|
||||
if (%vehicle.getMountNodeObject(0) == %this)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
function Player::playDeathAnimation(%this)
|
||||
{
|
||||
if (%this.deathIdx++ > 11)
|
||||
%this.deathIdx = 1;
|
||||
%this.setActionThread("Death" @ %this.deathIdx);
|
||||
}
|
||||
|
||||
function Player::playCelAnimation(%this,%anim)
|
||||
{
|
||||
if (%this.getState() !$= "Dead")
|
||||
%this.setActionThread("cel"@%anim);
|
||||
}
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
function Player::playDeathCry( %this )
|
||||
{
|
||||
%this.playAudio(0,DeathCrySound);
|
||||
}
|
||||
|
||||
function Player::playPain( %this )
|
||||
{
|
||||
%this.playAudio(0,PainCrySound);
|
||||
}
|
54
example/starter.fps/server/scripts/radiusDamage.cs
Executable file
54
example/starter.fps/server/scripts/radiusDamage.cs
Executable file
@ -0,0 +1,54 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Torque Game Engine
|
||||
// Copyright (C) GarageGames.com, Inc.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Support function which applies damage to objects within the radius of
|
||||
// some effect, usually an explosion. This function will also optionally
|
||||
// apply an impulse to each object.
|
||||
|
||||
function radiusDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse)
|
||||
{
|
||||
// Use the container system to iterate through all the objects
|
||||
// within our explosion radius. We'll apply damage to all ShapeBase
|
||||
// objects.
|
||||
InitContainerRadiusSearch(%position, %radius, $TypeMasks::ShapeBaseObjectType);
|
||||
|
||||
%halfRadius = %radius / 2;
|
||||
while ((%targetObject = containerSearchNext()) != 0) {
|
||||
|
||||
// Calculate how much exposure the current object has to
|
||||
// the explosive force. The object types listed are objects
|
||||
// that will block an explosion. If the object is totally blocked,
|
||||
// then no damage is applied.
|
||||
%coverage = calcExplosionCoverage(%position, %targetObject,
|
||||
$TypeMasks::InteriorObjectType | $TypeMasks::TerrainObjectType |
|
||||
$TypeMasks::ForceFieldObjectType | $TypeMasks::VehicleObjectType);
|
||||
if (%coverage == 0)
|
||||
continue;
|
||||
|
||||
// Radius distance subtracts out the length of smallest bounding
|
||||
// box axis to return an appriximate distance to the edge of the
|
||||
// object's bounds, as opposed to the distance to it's center.
|
||||
%dist = containerSearchCurrRadiusDist();
|
||||
|
||||
// Calculate a distance scale for the damage and the impulse.
|
||||
// Full damage is applied to anything less than half the radius away,
|
||||
// linear scale from there.
|
||||
%distScale = (%dist < %halfRadius)? 1.0:
|
||||
1.0 - ((%dist - %halfRadius) / %halfRadius);
|
||||
|
||||
// Apply the damage
|
||||
%targetObject.damage(%sourceObject, %position,
|
||||
%damage * %coverage * %distScale, %damageType);
|
||||
|
||||
// Apply the impulse
|
||||
if (%impulse)
|
||||
{
|
||||
%impulseVec = VectorSub(%targetObject.getWorldBoxCenter(), %position);
|
||||
%impulseVec = VectorNormalize(%impulseVec);
|
||||
%impulseVec = VectorScale(%impulseVec, %impulse * %distScale);
|
||||
%targetObject.applyImpulse(%position, %impulseVec);
|
||||
}
|
||||
}
|
||||
}
|
503
example/starter.fps/server/scripts/sgExamples.cs
Executable file
503
example/starter.fps/server/scripts/sgExamples.cs
Executable file
@ -0,0 +1,503 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Torque Game Engine
|
||||
// Copyright (C) GarageGames.com, Inc.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
// detail material mapping...
|
||||
addMaterialMapping("Wall_filler101m" , "detail: starter.fps/data/interiors/lightingPack/wall_detail");
|
||||
|
||||
|
||||
datablock DecalData(GlowDecal)
|
||||
{
|
||||
sizeX = 2;
|
||||
sizeY = 2;
|
||||
textureName = "starter.fps/data/shapes/lightingPack/Arrow";
|
||||
SelfIlluminated = true;
|
||||
LifeSpan = 1000000000;
|
||||
};
|
||||
|
||||
//sgCreateDecal(clientgroup.getobject(0).getcontrolobject().getposition(), "", "", "", GlowDecal);
|
||||
//sgDropDecal(spotlightleft.getposition(), "", "", "", GlowDecal);
|
||||
|
||||
datablock ScopeAlwaysShapeData(PipeScopeAlwaysShape)
|
||||
{
|
||||
category = "Pipe";
|
||||
className = "PipeClass";
|
||||
shapeFile = "~/data/shapes/lightingPack/pipe.dts";
|
||||
};
|
||||
|
||||
//datablock ScopeAlwaysShapeData(SpotSwingScopeAlwaysShape)
|
||||
//{
|
||||
// category = "Lights";
|
||||
// className = "SpotSwing";
|
||||
// shapeFile = "~/data/shapes/lightingPack/spotswing.dts";
|
||||
//};
|
||||
|
||||
datablock StaticShapeData(SpotSwingStaticShape)
|
||||
{
|
||||
category = "Lights";
|
||||
className = "SpotSwing";
|
||||
shapeFile = "~/data/shapes/lightingPack/spotswing.dts";
|
||||
};
|
||||
|
||||
function SpotSwing::onAdd(%this, %obj)
|
||||
{
|
||||
%obj.playthread(0, "ambient");
|
||||
|
||||
%light = new volumeLight() {
|
||||
dataBlock = "sgMountLight";
|
||||
rotation = "-0.357694 0.933839 9.9834e-009 180";
|
||||
scale = "1 1 1";
|
||||
dataBlock = "sgMountLight";
|
||||
Enable = "1";
|
||||
IconSize = "1";
|
||||
ParticleColorAttenuation = "1";
|
||||
Texture = "common/lighting/lightFalloffMono.png";
|
||||
lpDistance = "0.35";
|
||||
ShootDistance = "5";
|
||||
Xextent = "0.6";
|
||||
Yextent = "0.6";
|
||||
SubdivideU = "4";
|
||||
SubdivideV = "4";
|
||||
FootColour = "1.000000 1.000000 1.000000 0.182000";
|
||||
TailColour = "0.000000 0.000000 0.000000 0.000000";
|
||||
};
|
||||
|
||||
%light.attachtoobject(%obj);
|
||||
}
|
||||
|
||||
|
||||
datablock ItemData(sgCrossbow)
|
||||
{
|
||||
// Mission editor category
|
||||
category = "Weapon";
|
||||
|
||||
// Hook into Item Weapon class hierarchy. The weapon namespace
|
||||
// provides common weapon handling functions in addition to hooks
|
||||
// into the inventory system.
|
||||
className = "Weapon";
|
||||
|
||||
// Basic Item properties
|
||||
shapeFile = "~/data/shapes/crossbow/weapon.dts";
|
||||
mass = 1;
|
||||
elasticity = 0.2;
|
||||
friction = 0.6;
|
||||
emap = true;
|
||||
|
||||
// Dynamic properties defined by the scripts
|
||||
pickUpName = "a crossbow";
|
||||
image = sgCrossbowImage;
|
||||
|
||||
lightType = ConstantLight;
|
||||
lightColor = "0.5 0.5 0.5";
|
||||
lightRadius = 4;
|
||||
};
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Crossbow image which does all the work. Images do not normally exist in
|
||||
// the world, they can only be mounted on ShapeBase objects.
|
||||
|
||||
datablock ShapeBaseImageData(sgCrossbowImage)
|
||||
{
|
||||
// Basic Item properties
|
||||
shapeFile = "~/data/shapes/crossbow/weapon.dts";
|
||||
emap = true;
|
||||
|
||||
// Specify mount point & offset for 3rd person, and eye offset
|
||||
// for first person rendering.
|
||||
mountPoint = 0;
|
||||
eyeOffset = "0.1 0.4 -0.6";
|
||||
|
||||
// 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;
|
||||
|
||||
// Add the WeaponImage namespace as a parent, WeaponImage namespace
|
||||
// provides some hooks into the inventory system.
|
||||
className = "WeaponImage";
|
||||
|
||||
// Projectile && Ammo.
|
||||
item = sgCrossbow;
|
||||
ammo = CrossbowAmmo;
|
||||
projectile = CrossbowProjectile;
|
||||
projectileType = Projectile;
|
||||
|
||||
// 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] = "Preactivate";
|
||||
stateTransitionOnLoaded[0] = "Activate";
|
||||
stateTransitionOnNoAmmo[0] = "NoAmmo";
|
||||
|
||||
// Activating the gun. Called when the weapon is first
|
||||
// mounted and there is ammo.
|
||||
stateName[1] = "Activate";
|
||||
stateTransitionOnTimeout[1] = "Ready";
|
||||
stateTimeoutValue[1] = 0.6;
|
||||
stateSequence[1] = "Activate";
|
||||
|
||||
// Ready to fire, just waiting for the trigger
|
||||
stateName[2] = "Ready";
|
||||
stateTransitionOnNoAmmo[2] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[2] = "Fire";
|
||||
|
||||
// Fire the weapon. Calls the fire script which does
|
||||
// the actual work.
|
||||
stateName[3] = "Fire";
|
||||
stateTransitionOnTimeout[3] = "Reload";
|
||||
stateTimeoutValue[3] = 0.2;
|
||||
stateFire[3] = true;
|
||||
stateRecoil[3] = LightRecoil;
|
||||
stateAllowImageChange[3] = false;
|
||||
stateSequence[3] = "Fire";
|
||||
stateScript[3] = "onFire";
|
||||
stateSound[3] = CrossbowFireSound;
|
||||
|
||||
// Play the relead animation, and transition into
|
||||
stateName[4] = "Reload";
|
||||
stateTransitionOnNoAmmo[4] = "NoAmmo";
|
||||
stateTransitionOnTimeout[4] = "Ready";
|
||||
stateTimeoutValue[4] = 0.8;
|
||||
stateAllowImageChange[4] = false;
|
||||
stateSequence[4] = "Reload";
|
||||
stateEjectShell[4] = true;
|
||||
stateSound[4] = CrossbowReloadSound;
|
||||
|
||||
// No ammo in the weapon, just idle until something
|
||||
// shows up. Play the dry fire sound if the trigger is
|
||||
// pulled.
|
||||
stateName[5] = "NoAmmo";
|
||||
stateTransitionOnAmmo[5] = "Reload";
|
||||
stateSequence[5] = "NoAmmo";
|
||||
stateTransitionOnTriggerDown[5] = "DryFire";
|
||||
|
||||
// No ammo dry fire
|
||||
stateName[6] = "DryFire";
|
||||
stateTimeoutValue[6] = 1.0;
|
||||
stateTransitionOnTimeout[6] = "NoAmmo";
|
||||
stateSound[6] = CrossbowFireEmptySound;
|
||||
|
||||
lightType = ConstantLight;
|
||||
lightColor = "0.5 0.5 0.5";
|
||||
lightRadius = 4;
|
||||
};
|
||||
|
||||
datablock StaticShapeData(Tree2StaticShape)
|
||||
{
|
||||
category = "Trees";
|
||||
className = "Tree2";
|
||||
shapeFile = "~/data/shapes/trees/tree2.dts";
|
||||
};
|
||||
|
||||
datablock ScopeAlwaysShapeData(Tree2ScopeAlwaysShape)
|
||||
{
|
||||
category = "Trees";
|
||||
className = "Tree2SA";
|
||||
shapeFile = "~/data/shapes/trees/tree2.dts";
|
||||
};
|
||||
|
||||
datablock ParticleData(RealFireParticle)
|
||||
{
|
||||
textureName = "~/data/shapes/particles/smoke";
|
||||
dragCoefficient = 0.0;
|
||||
gravityCoefficient = -0.075; // rises slowly
|
||||
inheritedVelFactor = 0.00;
|
||||
lifetimeMS = 2000;
|
||||
lifetimeVarianceMS = 0;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -90.0;
|
||||
spinRandomMax = 90.0;
|
||||
|
||||
colors[0] = "0.6 0.2 0.0 1.0";
|
||||
colors[1] = "0.6 0.2 0.0 1.0";
|
||||
colors[2] = "0.2 0.0 0.0 0.0";
|
||||
|
||||
sizes[0] = 0.9;
|
||||
sizes[1] = 0.75;
|
||||
sizes[2] = 0.3;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(RealFireEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 200;
|
||||
periodVarianceMS = 0;
|
||||
|
||||
ejectionVelocity = 0.07;
|
||||
velocityVariance = 0.00;
|
||||
|
||||
thetaMin = 1.0;
|
||||
thetaMax = 100.0;
|
||||
|
||||
particles = "RealFireParticle";
|
||||
};
|
||||
|
||||
datablock ParticleData(RealFireSmallParticle)
|
||||
{
|
||||
textureName = "~/data/shapes/particles/smoke";
|
||||
dragCoefficient = 0.0;
|
||||
gravityCoefficient = -0.05; // rises slowly
|
||||
inheritedVelFactor = 0.00;
|
||||
lifetimeMS = 2000;
|
||||
lifetimeVarianceMS = 0;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -90.0;
|
||||
spinRandomMax = 90.0;
|
||||
|
||||
colors[0] = "0.6 0.2 0.0 1.0";
|
||||
colors[1] = "0.6 0.2 0.0 1.0";
|
||||
colors[2] = "0.2 0.0 0.0 0.0";
|
||||
|
||||
sizes[0] = 0.6;
|
||||
sizes[1] = 0.5;
|
||||
sizes[2] = 0.1;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(RealFireSmallEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 200;
|
||||
periodVarianceMS = 0;
|
||||
|
||||
ejectionVelocity = 0.07;
|
||||
velocityVariance = 0.00;
|
||||
|
||||
thetaMin = 1.0;
|
||||
thetaMax = 100.0;
|
||||
|
||||
particles = "RealFireSmallParticle";
|
||||
};
|
||||
|
||||
datablock ParticleData(RealFireBigParticle)
|
||||
{
|
||||
textureName = "~/data/shapes/particles/smoke";
|
||||
dragCoefficient = 0.0;
|
||||
gravityCoefficient = -0.15; // rises slowly
|
||||
inheritedVelFactor = 0.00;
|
||||
lifetimeMS = 2000;
|
||||
lifetimeVarianceMS = 0;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -90.0;
|
||||
spinRandomMax = 90.0;
|
||||
|
||||
colors[0] = "0.6 0.2 0.0 1.0";
|
||||
colors[1] = "0.6 0.2 0.0 1.0";
|
||||
colors[2] = "0.2 0.0 0.0 0.0";
|
||||
|
||||
sizes[0] = 2.0;
|
||||
sizes[1] = 1.6;
|
||||
sizes[2] = 0.75;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(RealFireBigEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 200;
|
||||
periodVarianceMS = 0;
|
||||
|
||||
ejectionVelocity = 0.07;
|
||||
velocityVariance = 0.00;
|
||||
|
||||
thetaMin = 2.0;
|
||||
thetaMax = 200.0;
|
||||
|
||||
particles = "RealFireBigParticle";
|
||||
};
|
||||
|
||||
datablock ParticleEmitterNodeData(RealFireNode)
|
||||
{
|
||||
timeMultiple = 1;
|
||||
};
|
||||
|
||||
datablock ParticleData(SparkParticle)
|
||||
{
|
||||
textureName = "~/data/shapes/particles/smoke";
|
||||
dragCoefficient = 4.0;
|
||||
gravityCoefficient = 0.2; // rises slowly
|
||||
inheritedVelFactor = 0.00;
|
||||
lifetimeMS = 1000;
|
||||
lifetimeVarianceMS = 750;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = 0.0;
|
||||
spinRandomMax = 0.0;
|
||||
|
||||
colors[0] = "0.6 0.6 0.6 1.0";
|
||||
colors[1] = "0.6 0.6 0.6 1.0";
|
||||
colors[2] = "0.0 0.0 0.0 0.0";
|
||||
|
||||
sizes[0] = 0.2;
|
||||
sizes[1] = 0.15;
|
||||
sizes[2] = 0.1;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(SparkEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 200;
|
||||
periodVarianceMS = 100;
|
||||
|
||||
ejectionVelocity = 1.50;
|
||||
velocityVariance = 0.50;
|
||||
|
||||
thetaMin = 0.0;
|
||||
thetaMax = 0.0;
|
||||
|
||||
particles = "SparkParticle";
|
||||
};
|
||||
|
||||
datablock ParticleEmitterNodeData(SparkNode)
|
||||
{
|
||||
timeMultiple = 1;
|
||||
};
|
||||
|
||||
datablock ParticleData(TriggeredFireParticle)
|
||||
{
|
||||
textureName = "~/data/shapes/particles/smoke";
|
||||
dragCoefficient = 0.0;
|
||||
gravityCoefficient = -0.075; // rises slowly
|
||||
inheritedVelFactor = 0.00;
|
||||
lifetimeMS = 2000;
|
||||
lifetimeVarianceMS = 0;
|
||||
useInvAlpha = false;
|
||||
spinRandomMin = -90.0;
|
||||
spinRandomMax = 90.0;
|
||||
|
||||
colors[0] = "0.0 0.0 0.0 1.0";
|
||||
colors[1] = "0.0 0.0 0.0 1.0";
|
||||
colors[2] = "0.0 0.0 0.0 0.0";
|
||||
|
||||
sizes[0] = 0.9;
|
||||
sizes[1] = 0.75;
|
||||
sizes[2] = 0.3;
|
||||
|
||||
times[0] = 0.0;
|
||||
times[1] = 0.5;
|
||||
times[2] = 1.0;
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(TriggeredFireEmitter)
|
||||
{
|
||||
ejectionPeriodMS = 500;
|
||||
periodVarianceMS = 0;
|
||||
|
||||
ejectionVelocity = 0.07;
|
||||
velocityVariance = 0.00;
|
||||
|
||||
thetaMin = 1.0;
|
||||
thetaMax = 100.0;
|
||||
|
||||
particles = "TriggeredFireParticle";
|
||||
};
|
||||
|
||||
datablock TriggerData(sgParticleEmitterTriggerDataBlock)
|
||||
{
|
||||
// The period is value is used to control how often the console
|
||||
// onTriggerTick callback is called while there are any objects
|
||||
// in the trigger. The default value is 100 MS.
|
||||
tickPeriodMS = 100;
|
||||
};
|
||||
|
||||
function sgParticleEmitterTriggerDataBlock::sgResetTriggeredFireEmitter()
|
||||
{
|
||||
TriggeredFireParticle.colors[0] = "0.0 0.0 0.0 1.0";
|
||||
TriggeredFireParticle.colors[1] = "0.0 0.0 0.0 1.0";
|
||||
TriggeredFireEmitter.ejectionPeriodMS = 750;
|
||||
}
|
||||
|
||||
function sgParticleEmitterTriggerDataBlock::onEnterTrigger(%this,%trigger,%obj)
|
||||
{
|
||||
|
||||
TriggeredFireParticle.colors[0] = "0.6 0.2 0.0 1.0";
|
||||
TriggeredFireParticle.colors[1] = "0.6 0.2 0.0 1.0";
|
||||
TriggeredFireEmitter.ejectionPeriodMS = 200;
|
||||
Parent::onEnterTrigger(%this,%trigger,%obj);
|
||||
}
|
||||
|
||||
function sgParticleEmitterTriggerDataBlock::onLeaveTrigger(%this,%trigger,%obj)
|
||||
{
|
||||
TriggeredFireEmitter.ejectionPeriodMS = 3500;
|
||||
Parent::onLeaveTrigger(%this,%trigger,%obj);
|
||||
%this.schedule(3000, "sgResetTriggeredFireEmitter");
|
||||
}
|
||||
|
||||
datablock ParticleData(SteamParticle)
|
||||
{
|
||||
animateTexture = "0";
|
||||
animTexName[0] = "starter.fps/data/shapes/particles/smoke";
|
||||
colors[0] = "1.000000 1.000000 1.000000 0.551180";
|
||||
colors[1] = "1.000000 1.000000 1.000000 0.2055118";
|
||||
colors[2] = "1.000000 1.000000 1.000000 0.000000";
|
||||
colors[3] = "1.000000 1.000000 1.000000 1.000000";
|
||||
constantAcceleration = "0.1";
|
||||
dragCoefficient = "0.44";
|
||||
framesPerSec = "1";
|
||||
gravityCoefficient = "0.0";
|
||||
inheritedVelFactor = "0";
|
||||
lifetimeMS = "3022";
|
||||
lifetimeVarianceMS = "320";
|
||||
allowLighting = "1";
|
||||
sizes[0] = "0.6";
|
||||
sizes[1] = "0.74";
|
||||
sizes[2] = "1.49";
|
||||
sizes[3] = "1";
|
||||
spinRandomMax = "35";
|
||||
spinRandomMin = "-100";
|
||||
spinSpeed = "0.29";
|
||||
textureName = "starter.fps/data/shapes/particles/smoke";
|
||||
times[0] = "0";
|
||||
times[1] = "0.49";
|
||||
times[2] = "1";
|
||||
times[3] = "1";
|
||||
useInvAlpha = "1";
|
||||
windCoefficient = "1";
|
||||
};
|
||||
|
||||
datablock ParticleEmitterData(SteamEmitter)
|
||||
{
|
||||
className = "ParticleEmitterData";
|
||||
ejectionOffset = "0.09";
|
||||
ejectionPeriodMS = "40";
|
||||
ejectionVelocity = "2";
|
||||
lifetimeMS = "0";
|
||||
lifetimeVarianceMS = "0";
|
||||
orientOnVelocity = "1";
|
||||
orientParticles = "0";
|
||||
overrideAdvance = "0";
|
||||
particles = "SteamParticle";
|
||||
periodVarianceMS = "10";
|
||||
phiReferenceVel = "0";
|
||||
phiVariance = "360";
|
||||
thetaMax = "15.0";
|
||||
thetaMin = "0";
|
||||
useEmitterColors = "0";
|
||||
useEmitterSizes = "0";
|
||||
velocityVariance = "0";
|
||||
};
|
||||
|
||||
datablock ParticleEmitterNodeData(SteamEmitterNode)
|
||||
{
|
||||
timeMultiple = 1;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
60
example/starter.fps/server/scripts/shapeBase.cs
Executable file
60
example/starter.fps/server/scripts/shapeBase.cs
Executable file
@ -0,0 +1,60 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Torque Game Engine
|
||||
// Copyright (C) GarageGames.com, Inc.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// This file contains ShapeBase methods used by all the derived classes
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ShapeBase object
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function ShapeBase::damage(%this, %sourceObject, %position, %damage, %damageType)
|
||||
{
|
||||
// All damage applied by one object to another should go through this
|
||||
// method. This function is provided to allow objects some chance of
|
||||
// overriding or processing damage values and types. As opposed to
|
||||
// having weapons call ShapeBase::applyDamage directly.
|
||||
// Damage is redirected to the datablock, this is standard proceedure
|
||||
// for many built in callbacks.
|
||||
%this.getDataBlock().damage(%this, %sourceObject, %position, %damage, %damageType);
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function ShapeBase::setDamageDt(%this, %damageAmount, %damageType)
|
||||
{
|
||||
// This function is used to apply damage over time. The damage
|
||||
// is applied at a fixed rate (50 ms). Damage could be applied
|
||||
// over time using the built in ShapBase C++ repair functions
|
||||
// (using a neg. repair), but this has the advantage of going
|
||||
// through the normal script channels.
|
||||
if (%obj.getState() !$= "Dead") {
|
||||
%this.damage(0, "0 0 0", %damageAmount, %damageType);
|
||||
%obj.damageSchedule = %obj.schedule(50, "setDamageDt", %damageAmount, %damageType);
|
||||
}
|
||||
else
|
||||
%obj.damageSchedule = "";
|
||||
}
|
||||
|
||||
function ShapeBase::clearDamageDt(%this)
|
||||
{
|
||||
if (%obj.damageSchedule !$= "") {
|
||||
cancel(%obj.damageSchedule);
|
||||
%obj.damageSchedule = "";
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ShapeBase datablock
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function ShapeBaseData::damage(%this, %obj, %position, %source, %amount, %damageType)
|
||||
{
|
||||
// Ignore damage by default. This empty method is here to
|
||||
// avoid console warnings.
|
||||
}
|
19
example/starter.fps/server/scripts/staticShape.cs
Executable file
19
example/starter.fps/server/scripts/staticShape.cs
Executable file
@ -0,0 +1,19 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Torque Game Engine
|
||||
// Copyright (C) GarageGames.com, Inc.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Hook into the mission editor.
|
||||
|
||||
function StaticShapeData::create(%data)
|
||||
{
|
||||
// The mission editor invokes this method when it wants to create
|
||||
// an object of the given datablock type.
|
||||
%obj = new StaticShape() {
|
||||
dataBlock = %data;
|
||||
};
|
||||
return %obj;
|
||||
}
|
||||
|
||||
|
52
example/starter.fps/server/scripts/triggers.cs
Executable file
52
example/starter.fps/server/scripts/triggers.cs
Executable file
@ -0,0 +1,52 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Torque Game Engine
|
||||
// Copyright (C) GarageGames.com, Inc.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// DefaultTrigger is used by the mission editor. This is also an example
|
||||
// of trigger methods and callbacks.
|
||||
|
||||
datablock TriggerData(DefaultTrigger)
|
||||
{
|
||||
// The period is value is used to control how often the console
|
||||
// onTriggerTick callback is called while there are any objects
|
||||
// in the trigger. The default value is 100 MS.
|
||||
tickPeriodMS = 100;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function DefaultTrigger::onEnterTrigger(%this,%trigger,%obj)
|
||||
{
|
||||
// This method is called whenever an object enters the %trigger
|
||||
// area, the object is passed as %obj. The default onEnterTrigger
|
||||
// method (in the C++ code) invokes the ::onTrigger(%trigger,1) method on
|
||||
// every object (whatever it's type) in the same group as the trigger.
|
||||
Parent::onEnterTrigger(%this,%trigger,%obj);
|
||||
}
|
||||
|
||||
function DefaultTrigger::onLeaveTrigger(%this,%trigger,%obj)
|
||||
{
|
||||
// This method is called whenever an object leaves the %trigger
|
||||
// area, the object is passed as %obj. The default onLeaveTrigger
|
||||
// method (in the C++ code) invokes the ::onTrigger(%trigger,0) method on
|
||||
// every object (whatever it's type) in the same group as the trigger.
|
||||
Parent::onLeaveTrigger(%this,%trigger,%obj);
|
||||
}
|
||||
|
||||
function DefaultTrigger::onTickTrigger(%this,%trigger)
|
||||
{
|
||||
// This method is called every tickPerioMS, as long as any
|
||||
// objects intersect the trigger. The default onTriggerTick
|
||||
// method (in the C++ code) invokes the ::onTriggerTick(%trigger) method on
|
||||
// every object (whatever it's type) in the same group as the trigger.
|
||||
|
||||
// You can iterate through the objects in the list by using these
|
||||
// methods:
|
||||
// %this.getNumObjects();
|
||||
// %this.getObject(n);
|
||||
Parent::onTickTrigger(%this,%trigger);
|
||||
}
|
||||
|
118
example/starter.fps/server/scripts/weapon.cs
Executable file
118
example/starter.fps/server/scripts/weapon.cs
Executable file
@ -0,0 +1,118 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Torque Game Engine
|
||||
// Copyright (C) GarageGames.com, Inc.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// This file contains Weapon and Ammo Class/"namespace" helper methods
|
||||
// as well as hooks into the inventory system. These functions are not
|
||||
// attached to a specific C++ class or datablock, but define a set of
|
||||
// methods which are part of dynamic namespaces "class". The Items
|
||||
// include these namespaces into their scope using the ItemData and
|
||||
// ItemImageData "className" variable.
|
||||
|
||||
// All ShapeBase images are mounted into one of 8 slots on a shape.
|
||||
// This weapon system assumes all primary weapons are mounted into
|
||||
// this specified slot:
|
||||
$WeaponSlot = 0;
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Audio profiles
|
||||
|
||||
datablock AudioProfile(WeaponUseSound)
|
||||
{
|
||||
filename = "~/data/sound/weapon_switch.wav";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock AudioProfile(WeaponPickupSound)
|
||||
{
|
||||
filename = "~/data/sound/weapon_pickup.wav";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
datablock AudioProfile(AmmoPickupSound)
|
||||
{
|
||||
filename = "~/data/sound/ammo_mono_01.ogg";
|
||||
description = AudioClose3d;
|
||||
preload = true;
|
||||
};
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Weapon Class
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function Weapon::onUse(%data,%obj)
|
||||
{
|
||||
// Default behavoir for all weapons is to mount it into the
|
||||
// this object's weapon slot, which is currently assumed
|
||||
// to be slot 0
|
||||
if (%obj.getMountedImage($WeaponSlot) != %data.image.getId()) {
|
||||
serverPlay3D(WeaponUseSound,%obj.getTransform());
|
||||
%obj.mountImage(%data.image, $WeaponSlot);
|
||||
if (%obj.client)
|
||||
messageClient(%obj.client, 'MsgWeaponUsed', '\c0Weapon selected');
|
||||
}
|
||||
}
|
||||
|
||||
function Weapon::onPickup(%this, %obj, %shape, %amount)
|
||||
{
|
||||
// The parent Item method performs the actual pickup.
|
||||
// For player's we automatically use the weapon if the
|
||||
// player does not already have one in hand.
|
||||
if (Parent::onPickup(%this, %obj, %shape, %amount)) {
|
||||
serverPlay3D(WeaponPickupSound,%obj.getTransform());
|
||||
if (%shape.getClassName() $= "Player" &&
|
||||
%shape.getMountedImage($WeaponSlot) == 0) {
|
||||
%shape.use(%this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function Weapon::onInventory(%this,%obj,%amount)
|
||||
{
|
||||
// Weapon inventory has changed, make sure there are no weapons
|
||||
// of this type mounted if there are none left in inventory.
|
||||
if (!%amount && (%slot = %obj.getMountSlot(%this.image)) != -1)
|
||||
%obj.unmountImage(%slot);
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Weapon Image Class
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function WeaponImage::onMount(%this,%obj,%slot)
|
||||
{
|
||||
// Images assume a false ammo state on load. We need to
|
||||
// set the state according to the current inventory.
|
||||
if (%obj.getInventory(%this.ammo))
|
||||
%obj.setImageAmmo(%slot,true);
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Ammmo Class
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function Ammo::onPickup(%this, %obj, %shape, %amount)
|
||||
{
|
||||
// The parent Item method performs the actual pickup.
|
||||
if (Parent::onPickup(%this, %obj, %shape, %amount)) {
|
||||
serverPlay3D(AmmoPickupSound,%obj.getTransform());
|
||||
}
|
||||
}
|
||||
|
||||
function Ammo::onInventory(%this,%obj,%amount)
|
||||
{
|
||||
// The ammo inventory state has changed, we need to update any
|
||||
// mounted images using this ammo to reflect the new state.
|
||||
for (%i = 0; %i < 8; %i++) {
|
||||
if ((%image = %obj.getMountedImage(%i)) > 0)
|
||||
if (isObject(%image.ammo) && %image.ammo.getId() == %this.getId())
|
||||
%obj.setImageAmmo(%i,%amount != 0);
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user