Initial commit
This commit is contained in:
941
Torque/SDK/example/demo/server/scripts/crossbow.cs
Normal file
941
Torque/SDK/example/demo/server/scripts/crossbow.cs
Normal 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/crossbow_firing.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/crossbow_explosion.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 = 200;
|
||||
|
||||
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;
|
||||
}
|
||||
Reference in New Issue
Block a user