942 lines
25 KiB
C#
Executable File
942 lines
25 KiB
C#
Executable File
//-----------------------------------------------------------------------------
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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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// Crossbow weapon. This file contains all the items related to this weapon
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// including explosions, ammo, the item and the weapon item image.
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// These objects rely on the item & inventory support system defined
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// in item.cs and inventory.cs
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Sounds profiles
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datablock AudioProfile(CrossbowReloadSound)
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{
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filename = "~/data/sound/crossbow_reload.ogg";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(CrossbowFireSound)
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{
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filename = "~/data/sound/relbow_mono_01.ogg";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(CrossbowFireEmptySound)
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{
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filename = "~/data/sound/crossbow_firing_empty.ogg";
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description = AudioClose3d;
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preload = true;
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};
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datablock AudioProfile(CrossbowExplosionSound)
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{
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filename = "~/data/sound/explosion_mono_01.ogg";
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description = AudioDefault3d;
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preload = true;
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};
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//-----------------------------------------------------------------------------
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// Crossbow bolt projectile splash
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datablock ParticleData(CrossbowSplashMist)
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{
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dragCoefficient = 2.0;
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gravityCoefficient = -0.05;
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inheritedVelFactor = 0.0;
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constantAcceleration = 0.0;
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lifetimeMS = 400;
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lifetimeVarianceMS = 100;
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useInvAlpha = false;
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spinRandomMin = -90.0;
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spinRandomMax = 500.0;
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textureName = "~/data/shapes/crossbow/splash";
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colors[0] = "0.7 0.8 1.0 1.0";
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colors[1] = "0.7 0.8 1.0 0.5";
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colors[2] = "0.7 0.8 1.0 0.0";
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sizes[0] = 0.5;
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sizes[1] = 0.5;
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sizes[2] = 0.8;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(CrossbowSplashMistEmitter)
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{
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ejectionPeriodMS = 5;
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periodVarianceMS = 0;
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ejectionVelocity = 3.0;
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velocityVariance = 2.0;
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ejectionOffset = 0.0;
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thetaMin = 85;
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thetaMax = 85;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvance = false;
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lifetimeMS = 250;
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particles = "CrossbowSplashMist";
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};
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datablock ParticleData( CrossbowSplashParticle )
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{
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dragCoefficient = 1;
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gravityCoefficient = 0.2;
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inheritedVelFactor = 0.2;
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constantAcceleration = -0.0;
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lifetimeMS = 600;
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lifetimeVarianceMS = 0;
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colors[0] = "0.7 0.8 1.0 1.0";
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colors[1] = "0.7 0.8 1.0 0.5";
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colors[2] = "0.7 0.8 1.0 0.0";
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sizes[0] = 0.5;
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sizes[1] = 0.5;
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sizes[2] = 0.5;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData( CrossbowSplashEmitter )
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{
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ejectionPeriodMS = 1;
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periodVarianceMS = 0;
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ejectionVelocity = 3;
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velocityVariance = 1.0;
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ejectionOffset = 0.0;
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thetaMin = 60;
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thetaMax = 80;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvance = false;
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orientParticles = true;
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lifetimeMS = 100;
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particles = "CrossbowSplashParticle";
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};
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datablock SplashData(CrossbowSplash)
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{
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numSegments = 15;
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ejectionFreq = 15;
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ejectionAngle = 40;
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ringLifetime = 0.5;
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lifetimeMS = 300;
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velocity = 4.0;
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startRadius = 0.0;
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acceleration = -3.0;
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texWrap = 5.0;
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texture = "~/data/shapes/crossbow/splash";
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emitter[0] = CrossbowSplashEmitter;
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emitter[1] = CrossbowSplashMistEmitter;
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colors[0] = "0.7 0.8 1.0 0.0";
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colors[1] = "0.7 0.8 1.0 0.3";
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colors[2] = "0.7 0.8 1.0 0.7";
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colors[3] = "0.7 0.8 1.0 0.0";
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times[0] = 0.0;
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times[1] = 0.4;
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times[2] = 0.8;
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times[3] = 1.0;
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};
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//-----------------------------------------------------------------------------
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// Crossbow bolt projectile particles
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datablock ParticleData(CrossbowBoltParticle)
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{
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textureName = "~/data/shapes/particles/smoke";
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dragCoefficient = 0.0;
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gravityCoefficient = -0.1; // rises slowly
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inheritedVelFactor = 0.0;
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lifetimeMS = 150;
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lifetimeVarianceMS = 10; // ...more or less
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useInvAlpha = false;
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spinRandomMin = -30.0;
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spinRandomMax = 30.0;
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colors[0] = "0.1 0.1 0.1 1.0";
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colors[1] = "0.1 0.1 0.1 1.0";
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colors[2] = "0.1 0.1 0.1 0";
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sizes[0] = 0.15;
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sizes[1] = 0.20;
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sizes[2] = 0.25;
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times[0] = 0.0;
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times[1] = 0.3;
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times[2] = 1.0;
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};
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datablock ParticleData(CrossbowBubbleParticle)
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{
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textureName = "~/data/shapes/particles/bubble";
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dragCoefficient = 0.0;
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gravityCoefficient = -0.25; // rises slowly
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inheritedVelFactor = 0.0;
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constantAcceleration = 0.0;
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lifetimeMS = 1500;
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lifetimeVarianceMS = 600; // ...more or less
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useInvAlpha = false;
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spinRandomMin = -100.0;
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spinRandomMax = 100.0;
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colors[0] = "0.7 0.8 1.0 0.4";
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colors[1] = "0.7 0.8 1.0 1.0";
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colors[2] = "0.7 0.8 1.0 0.0";
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sizes[0] = 0.2;
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sizes[1] = 0.2;
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sizes[2] = 0.2;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(CrossbowBoltEmitter)
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{
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ejectionPeriodMS = 2;
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periodVarianceMS = 0;
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ejectionVelocity = 0.0;
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velocityVariance = 0.10;
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thetaMin = 0.0;
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thetaMax = 90.0;
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particles = CrossbowBoltParticle;
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};
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datablock ParticleEmitterData(CrossbowBoltBubbleEmitter)
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{
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ejectionPeriodMS = 9;
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periodVarianceMS = 0;
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ejectionVelocity = 1.0;
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ejectionOffset = 0.1;
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velocityVariance = 0.5;
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thetaMin = 0.0;
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thetaMax = 80.0;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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particles = CrossbowBubbleParticle;
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};
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//-----------------------------------------------------------------------------
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// Explosion Debris
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// Debris "spark" explosion
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datablock ParticleData(CrossbowDebrisSpark)
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{
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textureName = "~/data/shapes/particles/fire";
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dragCoefficient = 0;
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gravityCoefficient = 0.0;
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windCoefficient = 0;
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inheritedVelFactor = 0.5;
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constantAcceleration = 0.0;
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lifetimeMS = 500;
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lifetimeVarianceMS = 50;
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spinRandomMin = -90.0;
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spinRandomMax = 90.0;
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useInvAlpha = false;
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colors[0] = "0.8 0.2 0 1.0";
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colors[1] = "0.8 0.2 0 1.0";
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colors[2] = "0 0 0 0.0";
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sizes[0] = 0.2;
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sizes[1] = 0.3;
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sizes[2] = 0.1;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(CrossbowDebrisSparkEmitter)
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{
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ejectionPeriodMS = 20;
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periodVarianceMS = 0;
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ejectionVelocity = 0.5;
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velocityVariance = 0.25;
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ejectionOffset = 0.0;
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thetaMin = 0;
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thetaMax = 90;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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orientParticles = false;
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lifetimeMS = 300;
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particles = "CrossbowDebrisSpark";
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};
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datablock ExplosionData(CrossbowDebrisExplosion)
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{
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emitter[0] = CrossbowDebrisSparkEmitter;
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// Turned off..
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shakeCamera = false;
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impulseRadius = 0;
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lightStartRadius = 0;
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lightEndRadius = 0;
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};
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// Debris smoke trail
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datablock ParticleData(CrossbowDebrisTrail)
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{
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textureName = "~/data/shapes/particles/fire";
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dragCoefficient = 1;
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gravityCoefficient = 0;
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inheritedVelFactor = 0;
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windCoefficient = 0;
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constantAcceleration = 0;
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lifetimeMS = 800;
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lifetimeVarianceMS = 100;
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spinSpeed = 0;
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spinRandomMin = -90.0;
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spinRandomMax = 90.0;
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useInvAlpha = true;
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colors[0] = "0.8 0.3 0.0 1.0";
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colors[1] = "0.1 0.1 0.1 0.7";
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colors[2] = "0.1 0.1 0.1 0.0";
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sizes[0] = 0.2;
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sizes[1] = 0.3;
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sizes[2] = 0.4;
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times[0] = 0.1;
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times[1] = 0.2;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(CrossbowDebrisTrailEmitter)
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{
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ejectionPeriodMS = 30;
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periodVarianceMS = 0;
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ejectionVelocity = 0.0;
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velocityVariance = 0.0;
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ejectionOffset = 0.0;
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thetaMin = 170;
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thetaMax = 180;
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phiReferenceVel = 0;
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phiVariance = 360;
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//overrideAdvances = false;
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//orientParticles = true;
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lifetimeMS = 5000;
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particles = "CrossbowDebrisTrail";
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};
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// Debris object
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datablock DebrisData(CrossbowExplosionDebris)
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{
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shapeFile = "~/data/shapes/crossbow/debris.dts";
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emitters = "CrossbowDebrisTrailEmitter";
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explosion = CrossbowDebrisExplosion;
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elasticity = 0.6;
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friction = 0.5;
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numBounces = 1;
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bounceVariance = 1;
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explodeOnMaxBounce = true;
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staticOnMaxBounce = false;
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snapOnMaxBounce = false;
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minSpinSpeed = 0;
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maxSpinSpeed = 700;
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render2D = false;
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lifetime = 4;
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lifetimeVariance = 0.4;
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velocity = 5;
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velocityVariance = 0.5;
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fade = false;
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useRadiusMass = true;
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baseRadius = 0.3;
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gravModifier = 0.5;
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terminalVelocity = 6;
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ignoreWater = true;
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};
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//-----------------------------------------------------------------------------
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// Bolt Explosion
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datablock ParticleData(CrossbowExplosionSmoke)
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{
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textureName = "~/data/shapes/particles/smoke";
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dragCoeffiecient = 100.0;
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gravityCoefficient = 0;
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inheritedVelFactor = 0.25;
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constantAcceleration = -0.30;
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lifetimeMS = 1200;
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lifetimeVarianceMS = 300;
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useInvAlpha = true;
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spinRandomMin = -80.0;
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spinRandomMax = 80.0;
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colors[0] = "0.56 0.36 0.26 1.0";
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colors[1] = "0.2 0.2 0.2 1.0";
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colors[2] = "0.0 0.0 0.0 0.0";
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sizes[0] = 4.0;
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sizes[1] = 2.5;
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sizes[2] = 1.0;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleData(CrossbowExplosionBubble)
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{
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textureName = "~/data/shapes/particles/bubble";
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dragCoeffiecient = 0.0;
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gravityCoefficient = -0.25;
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inheritedVelFactor = 0.0;
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constantAcceleration = 0.0;
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lifetimeMS = 1500;
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lifetimeVarianceMS = 600;
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useInvAlpha = false;
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spinRandomMin = -100.0;
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spinRandomMax = 100.0;
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colors[0] = "0.7 0.8 1.0 0.4";
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colors[1] = "0.7 0.8 1.0 0.4";
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colors[2] = "0.7 0.8 1.0 0.0";
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sizes[0] = 0.3;
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sizes[1] = 0.3;
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sizes[2] = 0.3;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(CrossbowExplosionSmokeEmitter)
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{
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ejectionPeriodMS = 10;
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periodVarianceMS = 0;
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ejectionVelocity = 4;
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velocityVariance = 0.5;
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thetaMin = 0.0;
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thetaMax = 180.0;
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lifetimeMS = 250;
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particles = "CrossbowExplosionSmoke";
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};
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datablock ParticleEmitterData(CrossbowExplosionBubbleEmitter)
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{
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ejectionPeriodMS = 9;
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periodVarianceMS = 0;
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ejectionVelocity = 1;
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ejectionOffset = 0.1;
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velocityVariance = 0.5;
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thetaMin = 0.0;
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thetaMax = 80.0;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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particles = "CrossbowExplosionBubble";
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};
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datablock ParticleData(CrossbowExplosionFire)
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{
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textureName = "~/data/shapes/particles/fire";
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dragCoeffiecient = 100.0;
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gravityCoefficient = 0;
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inheritedVelFactor = 0.25;
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constantAcceleration = 0.1;
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lifetimeMS = 1200;
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lifetimeVarianceMS = 300;
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useInvAlpha = false;
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spinRandomMin = -80.0;
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spinRandomMax = 80.0;
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colors[0] = "0.8 0.4 0 0.8";
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colors[1] = "0.2 0.0 0 0.8";
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colors[2] = "0.0 0.0 0.0 0.0";
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sizes[0] = 1.5;
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sizes[1] = 0.9;
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sizes[2] = 0.5;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(CrossbowExplosionFireEmitter)
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{
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ejectionPeriodMS = 10;
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periodVarianceMS = 0;
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ejectionVelocity = 0.8;
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velocityVariance = 0.5;
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thetaMin = 0.0;
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thetaMax = 180.0;
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lifetimeMS = 250;
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particles = "CrossbowExplosionFire";
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};
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datablock ParticleData(CrossbowExplosionSparks)
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{
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textureName = "~/data/shapes/particles/spark";
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dragCoefficient = 1;
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gravityCoefficient = 0.0;
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inheritedVelFactor = 0.2;
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constantAcceleration = 0.0;
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lifetimeMS = 500;
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lifetimeVarianceMS = 350;
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colors[0] = "0.60 0.40 0.30 1.0";
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colors[1] = "0.60 0.40 0.30 1.0";
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colors[2] = "1.0 0.40 0.30 0.0";
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sizes[0] = 0.25;
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sizes[1] = 0.15;
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sizes[2] = 0.15;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleData(CrossbowExplosionWaterSparks)
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{
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textureName = "~/data/shapes/particles/bubble";
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dragCoefficient = 0;
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gravityCoefficient = 0.0;
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inheritedVelFactor = 0.2;
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constantAcceleration = 0.0;
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lifetimeMS = 500;
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lifetimeVarianceMS = 350;
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colors[0] = "0.4 0.4 1.0 1.0";
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colors[1] = "0.4 0.4 1.0 1.0";
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colors[2] = "0.4 0.4 1.0 0.0";
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sizes[0] = 0.5;
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sizes[1] = 0.5;
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sizes[2] = 0.5;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(CrossbowExplosionSparkEmitter)
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{
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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;
|
|
}
|