Created
April 6, 2013 15:22
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//sword.cs | |
datablock AudioProfile(swordDrawSound) | |
{ | |
filename = "./swordDraw.wav"; | |
description = AudioClosest3d; | |
preload = true; | |
}; | |
datablock AudioProfile(swordHitSound) | |
{ | |
filename = "./swordHit.wav"; | |
description = AudioClosest3d; | |
preload = true; | |
}; | |
//effects | |
datablock ParticleData(swordExplosionParticle) | |
{ | |
dragCoefficient = 2; | |
gravityCoefficient = 1.0; | |
inheritedVelFactor = 0.2; | |
constantAcceleration = 0.0; | |
spinRandomMin = -90; | |
spinRandomMax = 90; | |
lifetimeMS = 500; | |
lifetimeVarianceMS = 300; | |
textureName = "base/data/particles/chunk"; | |
colors[0] = "0.7 0.7 0.9 0.9"; | |
colors[1] = "0.9 0.9 0.9 0.0"; | |
sizes[0] = 0.5; | |
sizes[1] = 0.25; | |
}; | |
datablock ParticleEmitterData(swordExplosionEmitter) | |
{ | |
ejectionPeriodMS = 7; | |
periodVarianceMS = 0; | |
ejectionVelocity = 8; | |
velocityVariance = 1.0; | |
ejectionOffset = 0.0; | |
thetaMin = 0; | |
thetaMax = 60; | |
phiReferenceVel = 0; | |
phiVariance = 360; | |
overrideAdvance = false; | |
particles = "swordExplosionParticle"; | |
uiName = "Sword Hit"; | |
}; | |
datablock ExplosionData(swordExplosion) | |
{ | |
//explosionShape = ""; | |
lifeTimeMS = 500; | |
soundProfile = swordHitSound; | |
particleEmitter = swordExplosionEmitter; | |
particleDensity = 10; | |
particleRadius = 0.2; | |
faceViewer = true; | |
explosionScale = "1 1 1"; | |
shakeCamera = true; | |
camShakeFreq = "20.0 22.0 20.0"; | |
camShakeAmp = "1.0 1.0 1.0"; | |
camShakeDuration = 0.5; | |
camShakeRadius = 10.0; | |
// Dynamic light | |
lightStartRadius = 3; | |
lightEndRadius = 0; | |
lightStartColor = "00.0 0.2 0.6"; | |
lightEndColor = "0 0 0"; | |
}; | |
//projectile | |
AddDamageType("Sword", '<bitmap:add-ons/Weapon_Sword/CI_sword> %1', '%2 <bitmap:add-ons/Weapon_Sword/CI_sword> %1',0.75,1); | |
datablock ProjectileData(swordProjectile) | |
{ | |
directDamage = 5; | |
directDamageType = $DamageType::Sword; | |
radiusDamageType = $DamageType::Sword; | |
explosion = swordExplosion; | |
//particleEmitter = as; | |
muzzleVelocity = 50; | |
velInheritFactor = 1; | |
armingDelay = 0; | |
lifetime = 100; | |
fadeDelay = 70; | |
bounceElasticity = 0; | |
bounceFriction = 0; | |
isBallistic = false; | |
gravityMod = 0.0; | |
hasLight = false; | |
lightRadius = 3.0; | |
lightColor = "0 0 0.5"; | |
uiName = "Sword Slice"; | |
}; | |
////////// | |
// item // | |
////////// | |
datablock ItemData(swordItem) | |
{ | |
category = "Weapon"; // Mission editor category | |
className = "Weapon"; // For inventory system | |
// Basic Item Properties | |
shapeFile = "./sword.dts"; | |
mass = 1; | |
density = 0.2; | |
elasticity = 0.2; | |
friction = 0.6; | |
emap = true; | |
//gui stuff | |
uiName = "Sword"; | |
iconName = "./icon_sword"; | |
doColorShift = true; | |
colorShiftColor = "0.471 0.471 0.471 1.000"; | |
// Dynamic properties defined by the scripts | |
image = swordImage; | |
canDrop = true; | |
}; | |
//////////////// | |
//weapon image// | |
//////////////// | |
datablock ShapeBaseImageData(swordImage) | |
{ | |
// Basic Item properties | |
shapeFile = "./sword.dts"; | |
emap = true; | |
// Specify mount point & offset for 3rd person, and eye offset | |
// for first person rendering. | |
mountPoint = 0; | |
offset = "0 0 0"; | |
// When firing from a point offset from the eye, muzzle correction | |
// will adjust the muzzle vector to point to the eye LOS point. | |
// Since this weapon doesn't actually fire from the muzzle point, | |
// we need to turn this off. | |
correctMuzzleVector = false; | |
eyeOffset = "0.7 1.2 -0.25"; | |
// Add the WeaponImage namespace as a parent, WeaponImage namespace | |
// provides some hooks into the inventory system. | |
className = "WeaponImage"; | |
// Projectile && Ammo. | |
item = swordItem; | |
ammo = " "; | |
projectile = swordProjectile; | |
projectileType = Projectile; | |
//melee particles shoot from eye node for consistancy | |
melee = true; | |
doRetraction = false; | |
//raise your arm up or not | |
armReady = true; | |
//casing = " "; | |
doColorShift = true; | |
colorShiftColor = "0.471 0.471 0.471 1.000"; | |
// Images have a state system which controls how the animations | |
// are run, which sounds are played, script callbacks, etc. This | |
// state system is downloaded to the client so that clients can | |
// predict state changes and animate accordingly. The following | |
// system supports basic ready->fire->reload transitions as | |
// well as a no-ammo->dryfire idle state. | |
// Initial start up state | |
stateName[0] = "Activate"; | |
stateTimeoutValue[0] = 0.5; | |
stateTransitionOnTimeout[0] = "Ready"; | |
stateSound[0] = swordDrawSound; | |
stateName[1] = "Ready"; | |
stateTransitionOnTriggerDown[1] = "PreFire"; | |
stateAllowImageChange[1] = true; | |
stateName[2] = "PreFire"; | |
stateScript[2] = "onPreFire"; | |
stateAllowImageChange[2] = false; | |
stateTimeoutValue[2] = 0.1; | |
stateTransitionOnTimeout[2] = "Fire"; | |
stateName[3] = "Fire"; | |
stateTransitionOnTimeout[3] = "CheckFire"; | |
stateTimeoutValue[3] = 0.2; | |
stateFire[3] = true; | |
stateAllowImageChange[3] = false; | |
stateSequence[3] = "Fire"; | |
stateScript[3] = "onFire"; | |
stateWaitForTimeout[3] = true; | |
stateName[4] = "CheckFire"; | |
stateTransitionOnTriggerUp[4] = "StopFire"; | |
stateTransitionOnTriggerDown[4] = "Fire"; | |
stateName[5] = "StopFire"; | |
stateTransitionOnTimeout[5] = "Ready"; | |
stateTimeoutValue[5] = 0.2; | |
stateAllowImageChange[5] = false; | |
stateWaitForTimeout[5] = true; | |
stateSequence[5] = "StopFire"; | |
stateScript[5] = "onStopFire"; | |
}; | |
function swordImage::onPreFire(%this, %obj, %slot) | |
{ | |
%obj.playthread(2, armattack); | |
} | |
function swordImage::onStopFire(%this, %obj, %slot) | |
{ | |
%obj.playthread(2, root); | |
} |
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