504 lines
14 KiB
C#
Executable File
504 lines
14 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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// detail material mapping...
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addMaterialMapping("Wall_filler101m" , "detail: starter.fps/data/interiors/lightingPack/wall_detail");
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datablock DecalData(GlowDecal)
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{
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sizeX = 2;
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sizeY = 2;
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textureName = "starter.fps/data/shapes/lightingPack/Arrow";
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SelfIlluminated = true;
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LifeSpan = 1000000000;
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};
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//sgCreateDecal(clientgroup.getobject(0).getcontrolobject().getposition(), "", "", "", GlowDecal);
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//sgDropDecal(spotlightleft.getposition(), "", "", "", GlowDecal);
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datablock ScopeAlwaysShapeData(PipeScopeAlwaysShape)
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{
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category = "Pipe";
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className = "PipeClass";
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shapeFile = "~/data/shapes/lightingPack/pipe.dts";
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};
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//datablock ScopeAlwaysShapeData(SpotSwingScopeAlwaysShape)
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//{
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// category = "Lights";
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// className = "SpotSwing";
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// shapeFile = "~/data/shapes/lightingPack/spotswing.dts";
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//};
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datablock StaticShapeData(SpotSwingStaticShape)
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{
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category = "Lights";
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className = "SpotSwing";
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shapeFile = "~/data/shapes/lightingPack/spotswing.dts";
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};
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function SpotSwing::onAdd(%this, %obj)
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{
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%obj.playthread(0, "ambient");
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%light = new volumeLight() {
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dataBlock = "sgMountLight";
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rotation = "-0.357694 0.933839 9.9834e-009 180";
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scale = "1 1 1";
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dataBlock = "sgMountLight";
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Enable = "1";
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IconSize = "1";
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ParticleColorAttenuation = "1";
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Texture = "common/lighting/lightFalloffMono.png";
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lpDistance = "0.35";
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ShootDistance = "5";
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Xextent = "0.6";
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Yextent = "0.6";
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SubdivideU = "4";
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SubdivideV = "4";
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FootColour = "1.000000 1.000000 1.000000 0.182000";
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TailColour = "0.000000 0.000000 0.000000 0.000000";
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};
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%light.attachtoobject(%obj);
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}
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datablock ItemData(sgCrossbow)
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{
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// Mission editor category
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category = "Weapon";
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// Hook into Item Weapon class hierarchy. The weapon namespace
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// provides common weapon handling functions in addition to hooks
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// into the inventory system.
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className = "Weapon";
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// Basic Item properties
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shapeFile = "~/data/shapes/crossbow/weapon.dts";
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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emap = true;
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// Dynamic properties defined by the scripts
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pickUpName = "a crossbow";
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image = sgCrossbowImage;
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lightType = ConstantLight;
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lightColor = "0.5 0.5 0.5";
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lightRadius = 4;
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};
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//--------------------------------------------------------------------------
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// Crossbow image which does all the work. Images do not normally exist in
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// the world, they can only be mounted on ShapeBase objects.
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datablock ShapeBaseImageData(sgCrossbowImage)
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{
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// Basic Item properties
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shapeFile = "~/data/shapes/crossbow/weapon.dts";
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emap = true;
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// Specify mount point & offset for 3rd person, and eye offset
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// for first person rendering.
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mountPoint = 0;
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eyeOffset = "0.1 0.4 -0.6";
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// When firing from a point offset from the eye, muzzle correction
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// will adjust the muzzle vector to point to the eye LOS point.
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// Since this weapon doesn't actually fire from the muzzle point,
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// we need to turn this off.
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correctMuzzleVector = false;
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// Add the WeaponImage namespace as a parent, WeaponImage namespace
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// provides some hooks into the inventory system.
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className = "WeaponImage";
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// Projectile && Ammo.
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item = sgCrossbow;
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ammo = CrossbowAmmo;
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projectile = CrossbowProjectile;
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projectileType = Projectile;
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// Images have a state system which controls how the animations
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// are run, which sounds are played, script callbacks, etc. This
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// state system is downloaded to the client so that clients can
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// predict state changes and animate accordingly. The following
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// system supports basic ready->fire->reload transitions as
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// well as a no-ammo->dryfire idle state.
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// Initial start up state
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stateName[0] = "Preactivate";
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stateTransitionOnLoaded[0] = "Activate";
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stateTransitionOnNoAmmo[0] = "NoAmmo";
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// Activating the gun. Called when the weapon is first
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// mounted and there is ammo.
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stateName[1] = "Activate";
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stateTransitionOnTimeout[1] = "Ready";
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stateTimeoutValue[1] = 0.6;
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stateSequence[1] = "Activate";
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// Ready to fire, just waiting for the trigger
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stateName[2] = "Ready";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateTransitionOnTriggerDown[2] = "Fire";
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// Fire the weapon. Calls the fire script which does
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// the actual work.
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.2;
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stateFire[3] = true;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = false;
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stateSequence[3] = "Fire";
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stateScript[3] = "onFire";
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stateSound[3] = CrossbowFireSound;
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// Play the relead animation, and transition into
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateTimeoutValue[4] = 0.8;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateEjectShell[4] = true;
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stateSound[4] = CrossbowReloadSound;
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// No ammo in the weapon, just idle until something
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// shows up. Play the dry fire sound if the trigger is
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// pulled.
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stateName[5] = "NoAmmo";
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stateTransitionOnAmmo[5] = "Reload";
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stateSequence[5] = "NoAmmo";
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stateTransitionOnTriggerDown[5] = "DryFire";
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// No ammo dry fire
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stateName[6] = "DryFire";
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stateTimeoutValue[6] = 1.0;
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stateTransitionOnTimeout[6] = "NoAmmo";
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stateSound[6] = CrossbowFireEmptySound;
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lightType = ConstantLight;
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lightColor = "0.5 0.5 0.5";
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lightRadius = 4;
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};
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datablock StaticShapeData(Tree2StaticShape)
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{
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category = "Trees";
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className = "Tree2";
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shapeFile = "~/data/shapes/trees/tree2.dts";
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};
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datablock ScopeAlwaysShapeData(Tree2ScopeAlwaysShape)
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{
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category = "Trees";
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className = "Tree2SA";
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shapeFile = "~/data/shapes/trees/tree2.dts";
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};
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datablock ParticleData(RealFireParticle)
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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 = -0.075; // rises slowly
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inheritedVelFactor = 0.00;
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lifetimeMS = 2000;
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lifetimeVarianceMS = 0;
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useInvAlpha = false;
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spinRandomMin = -90.0;
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spinRandomMax = 90.0;
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colors[0] = "0.6 0.2 0.0 1.0";
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colors[1] = "0.6 0.2 0.0 1.0";
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colors[2] = "0.2 0.0 0.0 0.0";
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sizes[0] = 0.9;
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sizes[1] = 0.75;
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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(RealFireEmitter)
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{
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ejectionPeriodMS = 200;
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periodVarianceMS = 0;
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ejectionVelocity = 0.07;
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velocityVariance = 0.00;
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thetaMin = 1.0;
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thetaMax = 100.0;
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particles = "RealFireParticle";
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};
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datablock ParticleData(RealFireSmallParticle)
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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 = -0.05; // rises slowly
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inheritedVelFactor = 0.00;
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lifetimeMS = 2000;
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lifetimeVarianceMS = 0;
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useInvAlpha = false;
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spinRandomMin = -90.0;
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spinRandomMax = 90.0;
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colors[0] = "0.6 0.2 0.0 1.0";
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colors[1] = "0.6 0.2 0.0 1.0";
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colors[2] = "0.2 0.0 0.0 0.0";
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sizes[0] = 0.6;
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sizes[1] = 0.5;
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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(RealFireSmallEmitter)
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{
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ejectionPeriodMS = 200;
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periodVarianceMS = 0;
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ejectionVelocity = 0.07;
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velocityVariance = 0.00;
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thetaMin = 1.0;
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thetaMax = 100.0;
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particles = "RealFireSmallParticle";
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};
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datablock ParticleData(RealFireBigParticle)
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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 = -0.15; // rises slowly
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inheritedVelFactor = 0.00;
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lifetimeMS = 2000;
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lifetimeVarianceMS = 0;
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useInvAlpha = false;
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spinRandomMin = -90.0;
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spinRandomMax = 90.0;
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colors[0] = "0.6 0.2 0.0 1.0";
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colors[1] = "0.6 0.2 0.0 1.0";
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colors[2] = "0.2 0.0 0.0 0.0";
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sizes[0] = 2.0;
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sizes[1] = 1.6;
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sizes[2] = 0.75;
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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(RealFireBigEmitter)
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{
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ejectionPeriodMS = 200;
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periodVarianceMS = 0;
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ejectionVelocity = 0.07;
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velocityVariance = 0.00;
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thetaMin = 2.0;
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thetaMax = 200.0;
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particles = "RealFireBigParticle";
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};
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datablock ParticleEmitterNodeData(RealFireNode)
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{
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timeMultiple = 1;
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};
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datablock ParticleData(SparkParticle)
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{
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textureName = "~/data/shapes/particles/smoke";
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dragCoefficient = 4.0;
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gravityCoefficient = 0.2; // rises slowly
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inheritedVelFactor = 0.00;
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lifetimeMS = 1000;
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lifetimeVarianceMS = 750;
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useInvAlpha = false;
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spinRandomMin = 0.0;
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spinRandomMax = 0.0;
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colors[0] = "0.6 0.6 0.6 1.0";
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colors[1] = "0.6 0.6 0.6 1.0";
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colors[2] = "0.0 0.0 0.0 0.0";
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sizes[0] = 0.2;
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sizes[1] = 0.15;
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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(SparkEmitter)
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{
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ejectionPeriodMS = 200;
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periodVarianceMS = 100;
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ejectionVelocity = 1.50;
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velocityVariance = 0.50;
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thetaMin = 0.0;
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thetaMax = 0.0;
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particles = "SparkParticle";
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};
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datablock ParticleEmitterNodeData(SparkNode)
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{
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timeMultiple = 1;
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};
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datablock ParticleData(TriggeredFireParticle)
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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 = -0.075; // rises slowly
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inheritedVelFactor = 0.00;
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lifetimeMS = 2000;
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lifetimeVarianceMS = 0;
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useInvAlpha = false;
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spinRandomMin = -90.0;
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spinRandomMax = 90.0;
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colors[0] = "0.0 0.0 0.0 1.0";
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colors[1] = "0.0 0.0 0.0 1.0";
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colors[2] = "0.0 0.0 0.0 0.0";
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sizes[0] = 0.9;
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sizes[1] = 0.75;
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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(TriggeredFireEmitter)
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{
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ejectionPeriodMS = 500;
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periodVarianceMS = 0;
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ejectionVelocity = 0.07;
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velocityVariance = 0.00;
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thetaMin = 1.0;
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thetaMax = 100.0;
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particles = "TriggeredFireParticle";
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};
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datablock TriggerData(sgParticleEmitterTriggerDataBlock)
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{
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// The period is value is used to control how often the console
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// onTriggerTick callback is called while there are any objects
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// in the trigger. The default value is 100 MS.
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tickPeriodMS = 100;
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};
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function sgParticleEmitterTriggerDataBlock::sgResetTriggeredFireEmitter()
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{
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TriggeredFireParticle.colors[0] = "0.0 0.0 0.0 1.0";
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TriggeredFireParticle.colors[1] = "0.0 0.0 0.0 1.0";
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TriggeredFireEmitter.ejectionPeriodMS = 750;
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}
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function sgParticleEmitterTriggerDataBlock::onEnterTrigger(%this,%trigger,%obj)
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{
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TriggeredFireParticle.colors[0] = "0.6 0.2 0.0 1.0";
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TriggeredFireParticle.colors[1] = "0.6 0.2 0.0 1.0";
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TriggeredFireEmitter.ejectionPeriodMS = 200;
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Parent::onEnterTrigger(%this,%trigger,%obj);
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}
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function sgParticleEmitterTriggerDataBlock::onLeaveTrigger(%this,%trigger,%obj)
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{
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TriggeredFireEmitter.ejectionPeriodMS = 3500;
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Parent::onLeaveTrigger(%this,%trigger,%obj);
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%this.schedule(3000, "sgResetTriggeredFireEmitter");
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}
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datablock ParticleData(SteamParticle)
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{
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animateTexture = "0";
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animTexName[0] = "starter.fps/data/shapes/particles/smoke";
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colors[0] = "1.000000 1.000000 1.000000 0.551180";
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colors[1] = "1.000000 1.000000 1.000000 0.2055118";
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colors[2] = "1.000000 1.000000 1.000000 0.000000";
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colors[3] = "1.000000 1.000000 1.000000 1.000000";
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constantAcceleration = "0.1";
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dragCoefficient = "0.44";
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framesPerSec = "1";
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gravityCoefficient = "0.0";
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inheritedVelFactor = "0";
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lifetimeMS = "3022";
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lifetimeVarianceMS = "320";
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allowLighting = "1";
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sizes[0] = "0.6";
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sizes[1] = "0.74";
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sizes[2] = "1.49";
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sizes[3] = "1";
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spinRandomMax = "35";
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spinRandomMin = "-100";
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spinSpeed = "0.29";
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textureName = "starter.fps/data/shapes/particles/smoke";
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times[0] = "0";
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times[1] = "0.49";
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times[2] = "1";
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times[3] = "1";
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useInvAlpha = "1";
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windCoefficient = "1";
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};
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datablock ParticleEmitterData(SteamEmitter)
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{
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className = "ParticleEmitterData";
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ejectionOffset = "0.09";
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ejectionPeriodMS = "40";
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ejectionVelocity = "2";
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lifetimeMS = "0";
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lifetimeVarianceMS = "0";
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orientOnVelocity = "1";
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orientParticles = "0";
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overrideAdvance = "0";
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particles = "SteamParticle";
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periodVarianceMS = "10";
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phiReferenceVel = "0";
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phiVariance = "360";
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thetaMax = "15.0";
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thetaMin = "0";
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useEmitterColors = "0";
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useEmitterSizes = "0";
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velocityVariance = "0";
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};
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datablock ParticleEmitterNodeData(SteamEmitterNode)
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{
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timeMultiple = 1;
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};
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//-----------------------------------------------------------------------------
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