//---------------------------------------------------------------------------- //---------------------------------------------------------------------------- $InvincibleTime = 6; // Load dts shapes and merge animations exec("scripts/light_male.cs"); exec("scripts/medium_male.cs"); exec("scripts/heavy_male.cs"); exec("scripts/light_female.cs"); exec("scripts/medium_female.cs"); exec("scripts/bioderm_light.cs"); exec("scripts/bioderm_medium.cs"); exec("scripts/bioderm_heavy.cs"); $CorpseTimeoutValue = 22 * 1000; //Damage Rate for entering Liquid $DamageLava = 0.0325; $DamageHotLava = 0.0325; $DamageCrustyLava = 0.0325; $PlayerDeathAnim::TorsoFrontFallForward = 1; $PlayerDeathAnim::TorsoFrontFallBack = 2; $PlayerDeathAnim::TorsoBackFallForward = 3; $PlayerDeathAnim::TorsoLeftSpinDeath = 4; $PlayerDeathAnim::TorsoRightSpinDeath = 5; $PlayerDeathAnim::LegsLeftGimp = 6; $PlayerDeathAnim::LegsRightGimp = 7; $PlayerDeathAnim::TorsoBackFallForward = 8; $PlayerDeathAnim::HeadFrontDirect = 9; $PlayerDeathAnim::HeadBackFallForward = 10; $PlayerDeathAnim::ExplosionBlowBack = 11; datablock SensorData(PlayerSensor) { detects = true; detectsUsingLOS = true; detectsPassiveJammed = true; detectRadius = 2000; detectionPings = false; detectsFOVOnly = true; detectFOVPercent = 1.3; useObjectFOV = true; }; //---------------------------------------------------------------------------- datablock EffectProfile(ArmorJetEffect) { effectname = "armor/thrust"; minDistance = 5.0; maxDistance = 10.0; }; datablock EffectProfile(ImpactSoftEffect) { effectname = "armor/light_land_soft"; minDistance = 5.0; maxDistance = 10.0; }; datablock EffectProfile(ImpactHardEffect) { effectname = "armor/light_land_hard"; minDistance = 5.0; maxDistance = 10.0; }; datablock EffectProfile(ImpactMetalEffect) { effectname = "armor/light_land_metal"; minDistance = 5.0; maxDistance = 10.0; }; datablock EffectProfile(ImpactSnowEffect) { effectname = "armor/light_land_snow"; minDistance = 5.0; maxDistance = 10.0; }; datablock EffectProfile(CorpseLootingEffect) { effectname = "weapons/generic_switch"; minDistance = 2.5; }; datablock EffectProfile(MountVehicleEffect) { effectname = "vehicles/mount_dis"; minDistance = 20; }; datablock EffectProfile(UnmountVehicleEffect) { effectname = "weapons/generic_switch"; minDistance = 20; }; //---------------------------------------------------------------------------- datablock AudioProfile( DeathCrySound ) { fileName = ""; description = AudioClose3d; preload = true; }; datablock AudioProfile( PainCrySound ) { fileName = ""; description = AudioClose3d; preload = true; }; datablock AudioProfile(ArmorJetSound) { filename = "fx/armor/thrust.wav"; description = CloseLooping3d; preload = true; effect = ArmorJetEffect; }; datablock AudioProfile(ArmorWetJetSound) { filename = "fx/armor/thrust_uw.wav"; description = CloseLooping3d; preload = true; effect = ArmorJetEffect; }; datablock AudioProfile(MountVehicleSound) { filename = "fx/vehicles/mount_dis.wav"; description = AudioClose3d; preload = true; effect = MountVehicleEffect; }; datablock AudioProfile(UnmountVehicleSound) { filename = "fx/vehicles/mount.wav"; description = AudioClose3d; preload = true; effect = UnmountVehicleEffect; }; datablock AudioProfile(CorpseLootingSound) { fileName = "fx/weapons/generic_switch.wav"; description = AudioClosest3d; preload = true; effect = CorpseLootingEffect; }; datablock AudioProfile(ArmorMoveBubblesSound) { filename = "fx/armor/bubbletrail2.wav"; description = CloseLooping3d; preload = true; }; datablock AudioProfile(WaterBreathMaleSound) { filename = "fx/armor/breath_uw.wav"; description = ClosestLooping3d; preload = true; }; datablock AudioProfile(WaterBreathFemaleSound) { filename = "fx/armor/breath_fem_uw.wav"; description = ClosestLooping3d; preload = true; }; datablock AudioProfile(waterBreathBiodermSound) { filename = "fx/armor/breath_bio_uw.wav"; description = ClosestLooping3d; preload = true; }; datablock AudioProfile(SkiAllSoftSound) { filename = "fx/armor/ski_soft.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(SkiAllHardSound) { filename = "fx/armor/ski_soft.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(SkiAllMetalSound) { filename = "fx/armor/ski_soft.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(SkiAllSnowSound) { filename = "fx/armor/ski_soft.wav"; description = AudioClosest3d; preload = true; }; //SOUNDS ----- LIGHT ARMOR-------- datablock AudioProfile(LFootLightSoftSound) { filename = "fx/armor/light_LF_soft.wav"; description = AudioClosest3d; preload = true; }; datablock AudioProfile(RFootLightSoftSound) { filename = "fx/armor/light_RF_soft.wav"; description = AudioClosest3d; preload = true; }; datablock AudioProfile(LFootLightHardSound) { filename = "fx/armor/light_LF_hard.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(RFootLightHardSound) { filename = "fx/armor/light_RF_hard.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(LFootLightMetalSound) { filename = "fx/armor/light_LF_metal.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(RFootLightMetalSound) { filename = "fx/armor/light_RF_metal.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(LFootLightSnowSound) { filename = "fx/armor/light_LF_snow.wav"; description = AudioClosest3d; preload = true; }; datablock AudioProfile(RFootLightSnowSound) { filename = "fx/armor/light_RF_snow.wav"; description = AudioClosest3d; preload = true; }; datablock AudioProfile(LFootLightShallowSplashSound) { filename = "fx/armor/light_LF_water.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(RFootLightShallowSplashSound) { filename = "fx/armor/light_RF_water.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(LFootLightWadingSound) { filename = "fx/armor/light_LF_wade.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(RFootLightWadingSound) { filename = "fx/armor/light_RF_wade.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(LFootLightUnderwaterSound) { filename = "fx/armor/light_LF_uw.wav"; description = AudioClosest3d; preload = true; }; datablock AudioProfile(RFootLightUnderwaterSound) { filename = "fx/armor/light_RF_uw.wav"; description = AudioClosest3d; preload = true; }; datablock AudioProfile(LFootLightBubblesSound) { filename = "fx/armor/light_LF_bubbles.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(RFootLightBubblesSound) { filename = "fx/armor/light_RF_bubbles.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(ImpactLightSoftSound) { filename = "fx/armor/light_land_soft.wav"; description = AudioClose3d; preload = true; effect = ImpactSoftEffect; }; datablock AudioProfile(ImpactLightHardSound) { filename = "fx/armor/light_land_hard.wav"; description = AudioClose3d; preload = true; effect = ImpactHardEffect; }; datablock AudioProfile(ImpactLightMetalSound) { filename = "fx/armor/light_land_metal.wav"; description = AudioClose3d; preload = true; effect = ImpactMetalEffect; }; datablock AudioProfile(ImpactLightSnowSound) { filename = "fx/armor/light_land_snow.wav"; description = AudioClosest3d; preload = true; effect = ImpactSnowEffect; }; datablock AudioProfile(ImpactLightWaterEasySound) { filename = "fx/armor/general_water_smallsplash2.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(ImpactLightWaterMediumSound) { filename = "fx/armor/general_water_medsplash.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(ImpactLightWaterHardSound) { filename = "fx/armor/general_water_bigsplash.wav"; description = AudioDefault3d; preload = true; }; datablock AudioProfile(ExitingWaterLightSound) { filename = "fx/armor/general_water_exit2.wav"; description = AudioClose3d; preload = true; }; //SOUNDS ----- Medium ARMOR-------- datablock AudioProfile(LFootMediumSoftSound) { filename = "fx/armor/med_LF_soft.wav"; description = AudioClosest3d; preload = true; }; datablock AudioProfile(RFootMediumSoftSound) { filename = "fx/armor/med_RF_soft.wav"; description = AudioClosest3d; preload = true; }; datablock AudioProfile(LFootMediumHardSound) { filename = "fx/armor/med_LF_hard.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(RFootMediumHardSound) { filename = "fx/armor/med_RF_hard.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(LFootMediumMetalSound) { filename = "fx/armor/med_LF_metal.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(RFootMediumMetalSound) { filename = "fx/armor/med_RF_metal.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(LFootMediumSnowSound) { filename = "fx/armor/med_LF_snow.wav"; description = AudioClosest3d; preload = true; }; datablock AudioProfile(RFootMediumSnowSound) { filename = "fx/armor/med_RF_snow.wav"; description = AudioClosest3d; preload = true; }; datablock AudioProfile(LFootMediumShallowSplashSound) { filename = "fx/armor/med_LF_water.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(RFootMediumShallowSplashSound) { filename = "fx/armor/med_RF_water.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(LFootMediumWadingSound) { filename = "fx/armor/med_LF_uw.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(RFootMediumWadingSound) { filename = "fx/armor/med_RF_uw.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(LFootMediumUnderwaterSound) { filename = "fx/armor/med_LF_uw.wav"; description = AudioClosest3d; preload = true; }; datablock AudioProfile(RFootMediumUnderwaterSound) { filename = "fx/armor/med_RF_uw.wav"; description = AudioClosest3d; preload = true; }; datablock AudioProfile(LFootMediumBubblesSound) { filename = "fx/armor/light_LF_bubbles.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(RFootMediumBubblesSound) { filename = "fx/armor/light_RF_bubbles.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(ImpactMediumSoftSound) { filename = "fx/armor/med_land_soft.wav"; description = AudioClosest3d; preload = true; effect = ImpactSoftEffect; }; datablock AudioProfile(ImpactMediumHardSound) { filename = "fx/armor/med_land_hard.wav"; description = AudioClose3d; preload = true; effect = ImpactHardEffect; }; datablock AudioProfile(ImpactMediumMetalSound) { filename = "fx/armor/med_land_metal.wav"; description = AudioClose3d; preload = true; effect = ImpactMetalEffect; }; datablock AudioProfile(ImpactMediumSnowSound) { filename = "fx/armor/med_land_snow.wav"; description = AudioClosest3d; preload = true; effect = ImpactSnowEffect; }; datablock AudioProfile(ImpactMediumWaterEasySound) { filename = "fx/armor/general_water_smallsplash.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(ImpactMediumWaterMediumSound) { filename = "fx/armor/general_water_medsplash.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(ImpactMediumWaterHardSound) { filename = "fx/armor/general_water_bigsplash.wav"; description = AudioDefault3d; preload = true; }; datablock AudioProfile(ExitingWaterMediumSound) { filename = "fx/armor/general_water_exit.wav"; description = AudioClose3d; preload = true; }; //SOUNDS ----- HEAVY ARMOR-------- datablock AudioProfile(LFootHeavySoftSound) { filename = "fx/armor/heavy_LF_soft.wav"; description = AudioClosest3d; preload = true; }; datablock AudioProfile(RFootHeavySoftSound) { filename = "fx/armor/heavy_RF_soft.wav"; description = AudioClosest3d; preload = true; }; datablock AudioProfile(LFootHeavyHardSound) { filename = "fx/armor/heavy_LF_hard.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(RFootHeavyHardSound) { filename = "fx/armor/heavy_RF_hard.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(LFootHeavyMetalSound) { filename = "fx/armor/heavy_LF_metal.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(RFootHeavyMetalSound) { filename = "fx/armor/heavy_RF_metal.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(LFootHeavySnowSound) { filename = "fx/armor/heavy_LF_snow.wav"; description = AudioClosest3d; preload = true; }; datablock AudioProfile(RFootHeavySnowSound) { filename = "fx/armor/heavy_RF_snow.wav"; description = AudioClosest3d; preload = true; }; datablock AudioProfile(LFootHeavyShallowSplashSound) { filename = "fx/armor/heavy_LF_water.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(RFootHeavyShallowSplashSound) { filename = "fx/armor/heavy_RF_water.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(LFootHeavyWadingSound) { filename = "fx/armor/heavy_LF_uw.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(RFootHeavyWadingSound) { filename = "fx/armor/heavy_RF_uw.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(LFootHeavyUnderwaterSound) { filename = "fx/armor/heavy_LF_uw.wav"; description = AudioClosest3d; preload = true; }; datablock AudioProfile(RFootHeavyUnderwaterSound) { filename = "fx/armor/heavy_RF_uw.wav"; description = AudioClosest3d; preload = true; }; datablock AudioProfile(LFootHeavyBubblesSound) { filename = "fx/armor/light_LF_bubbles.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(RFootHeavyBubblesSound) { filename = "fx/armor/light_RF_bubbles.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(ImpactHeavySoftSound) { filename = "fx/armor/heavy_land_soft.wav"; description = AudioClose3d; preload = true; effect = ImpactSoftEffect; }; datablock AudioProfile(ImpactHeavyHardSound) { filename = "fx/armor/heavy_land_hard.wav"; description = AudioClose3d; preload = true; effect = ImpactHardEffect; }; datablock AudioProfile(ImpactHeavyMetalSound) { filename = "fx/armor/heavy_land_metal.wav"; description = AudioClose3d; preload = true; effect = ImpactMetalEffect; }; datablock AudioProfile(ImpactHeavySnowSound) { filename = "fx/armor/heavy_land_snow.wav"; description = AudioClosest3d; preload = true; effect = ImpactSnowEffect; }; datablock AudioProfile(ImpactHeavyWaterEasySound) { filename = "fx/armor/general_water_smallsplash.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(ImpactHeavyWaterMediumSound) { filename = "fx/armor/general_water_medsplash.wav"; description = AudioClose3d; preload = true; }; datablock AudioProfile(ImpactHeavyWaterHardSound) { filename = "fx/armor/general_water_bigsplash.wav"; description = AudioDefault3d; preload = true; }; datablock AudioProfile(ExitingWaterHeavySound) { filename = "fx/armor/general_water_exit2.wav"; description = AudioClose3d; preload = true; }; //---------------------------------------------------------------------------- // Splash //---------------------------------------------------------------------------- datablock ParticleData(PlayerSplashMist) { dragCoefficient = 2.0; gravityCoefficient = -0.05; inheritedVelFactor = 0.0; constantAcceleration = 0.0; lifetimeMS = 400; lifetimeVarianceMS = 100; useInvAlpha = false; spinRandomMin = -90.0; spinRandomMax = 500.0; textureName = "particleTest"; colors[0] = "0.7 0.8 1.0 1.0"; colors[1] = "0.7 0.8 1.0 0.5"; colors[2] = "0.7 0.8 1.0 0.0"; sizes[0] = 0.5; sizes[1] = 0.5; sizes[2] = 0.8; times[0] = 0.0; times[1] = 0.5; times[2] = 1.0; }; datablock ParticleEmitterData(PlayerSplashMistEmitter) { ejectionPeriodMS = 5; periodVarianceMS = 0; ejectionVelocity = 3.0; velocityVariance = 2.0; ejectionOffset = 0.0; thetaMin = 85; thetaMax = 85; phiReferenceVel = 0; phiVariance = 360; overrideAdvances = false; lifetimeMS = 250; particles = "PlayerSplashMist"; }; datablock ParticleData(PlayerBubbleParticle) { dragCoefficient = 0.0; gravityCoefficient = -0.50; inheritedVelFactor = 0.0; constantAcceleration = 0.0; lifetimeMS = 400; lifetimeVarianceMS = 100; useInvAlpha = false; textureName = "special/bubbles"; colors[0] = "0.7 0.8 1.0 0.4"; colors[1] = "0.7 0.8 1.0 0.4"; colors[2] = "0.7 0.8 1.0 0.0"; sizes[0] = 0.1; sizes[1] = 0.3; sizes[2] = 0.3; times[0] = 0.0; times[1] = 0.5; times[2] = 1.0; }; datablock ParticleEmitterData(PlayerBubbleEmitter) { ejectionPeriodMS = 1; periodVarianceMS = 0; ejectionVelocity = 2.0; ejectionOffset = 0.5; velocityVariance = 0.5; thetaMin = 0; thetaMax = 80; phiReferenceVel = 0; phiVariance = 360; overrideAdvances = false; particles = "PlayerBubbleParticle"; }; datablock ParticleData(PlayerFoamParticle) { dragCoefficient = 2.0; gravityCoefficient = -0.05; inheritedVelFactor = 0.0; constantAcceleration = 0.0; lifetimeMS = 400; lifetimeVarianceMS = 100; useInvAlpha = false; spinRandomMin = -90.0; spinRandomMax = 500.0; textureName = "particleTest"; colors[0] = "0.7 0.8 1.0 0.20"; colors[1] = "0.7 0.8 1.0 0.20"; colors[2] = "0.7 0.8 1.0 0.00"; sizes[0] = 0.2; sizes[1] = 0.4; sizes[2] = 1.6; times[0] = 0.0; times[1] = 0.5; times[2] = 1.0; }; datablock ParticleEmitterData(PlayerFoamEmitter) { ejectionPeriodMS = 10; periodVarianceMS = 0; ejectionVelocity = 3.0; velocityVariance = 1.0; ejectionOffset = 0.0; thetaMin = 85; thetaMax = 85; phiReferenceVel = 0; phiVariance = 360; overrideAdvances = false; particles = "PlayerFoamParticle"; }; datablock ParticleData( PlayerFoamDropletsParticle ) { dragCoefficient = 1; gravityCoefficient = 0.2; inheritedVelFactor = 0.2; constantAcceleration = -0.0; lifetimeMS = 600; lifetimeVarianceMS = 0; textureName = "special/droplet"; colors[0] = "0.7 0.8 1.0 1.0"; colors[1] = "0.7 0.8 1.0 0.5"; colors[2] = "0.7 0.8 1.0 0.0"; sizes[0] = 0.8; sizes[1] = 0.3; sizes[2] = 0.0; times[0] = 0.0; times[1] = 0.5; times[2] = 1.0; }; datablock ParticleEmitterData( PlayerFoamDropletsEmitter ) { ejectionPeriodMS = 7; periodVarianceMS = 0; ejectionVelocity = 2; velocityVariance = 1.0; ejectionOffset = 0.0; thetaMin = 60; thetaMax = 80; phiReferenceVel = 0; phiVariance = 360; overrideAdvances = false; orientParticles = true; particles = "PlayerFoamDropletsParticle"; }; datablock ParticleData( PlayerSplashParticle ) { dragCoefficient = 1; gravityCoefficient = 0.2; inheritedVelFactor = 0.2; constantAcceleration = -0.0; lifetimeMS = 600; lifetimeVarianceMS = 0; textureName = "special/droplet"; colors[0] = "0.7 0.8 1.0 1.0"; colors[1] = "0.7 0.8 1.0 0.5"; colors[2] = "0.7 0.8 1.0 0.0"; sizes[0] = 0.5; sizes[1] = 0.5; sizes[2] = 0.5; times[0] = 0.0; times[1] = 0.5; times[2] = 1.0; }; datablock ParticleEmitterData( PlayerSplashEmitter ) { ejectionPeriodMS = 1; periodVarianceMS = 0; ejectionVelocity = 3; velocityVariance = 1.0; ejectionOffset = 0.0; thetaMin = 60; thetaMax = 80; phiReferenceVel = 0; phiVariance = 360; overrideAdvances = false; orientParticles = true; lifetimeMS = 100; particles = "PlayerSplashParticle"; }; datablock SplashData(PlayerSplash) { numSegments = 15; ejectionFreq = 15; ejectionAngle = 40; ringLifetime = 0.5; lifetimeMS = 300; velocity = 4.0; startRadius = 0.0; acceleration = -3.0; texWrap = 5.0; texture = "special/water2"; emitter[0] = PlayerSplashEmitter; emitter[1] = PlayerSplashMistEmitter; colors[0] = "0.7 0.8 1.0 0.0"; colors[1] = "0.7 0.8 1.0 0.3"; colors[2] = "0.7 0.8 1.0 0.7"; colors[3] = "0.7 0.8 1.0 0.0"; times[0] = 0.0; times[1] = 0.4; times[2] = 0.8; times[3] = 1.0; }; //---------------------------------------------------------------------------- // Jet data //---------------------------------------------------------------------------- datablock ParticleData(HumanArmorJetParticle) { dragCoefficient = 0.0; gravityCoefficient = 0; inheritedVelFactor = 0.2; constantAcceleration = 0.0; lifetimeMS = 100; lifetimeVarianceMS = 0; textureName = "particleTest"; colors[0] = "0.32 0.47 0.47 1.0"; colors[1] = "0.32 0.47 0.47 0"; sizes[0] = 0.40; sizes[1] = 0.15; }; datablock ParticleEmitterData(HumanArmorJetEmitter) { ejectionPeriodMS = 3; periodVarianceMS = 0; ejectionVelocity = 3; velocityVariance = 2.9; ejectionOffset = 0.0; thetaMin = 0; thetaMax = 5; phiReferenceVel = 0; phiVariance = 360; overrideAdvances = false; particles = "HumanArmorJetParticle"; }; datablock JetEffectData(HumanArmorJetEffect) { texture = "special/jetExhaust02"; coolColor = "0.0 0.0 1.0 1.0"; hotColor = "0.2 0.4 0.7 1.0"; activateTime = 0.2; deactivateTime = 0.05; length = 0.75; width = 0.2; speed = -15; stretch = 2.0; yOffset = 0.2; }; datablock JetEffectData(HumanMediumArmorJetEffect) { texture = "special/jetExhaust02"; coolColor = "0.0 0.0 1.0 1.0"; hotColor = "0.2 0.4 0.7 1.0"; activateTime = 0.2; deactivateTime = 0.05; length = 0.75; width = 0.2; speed = -15; stretch = 2.0; yOffset = 0.4; }; datablock JetEffectData(HumanLightFemaleArmorJetEffect) { texture = "special/jetExhaust02"; coolColor = "0.0 0.0 1.0 1.0"; hotColor = "0.2 0.4 0.7 1.0"; activateTime = 0.2; deactivateTime = 0.05; length = 0.75; width = 0.2; speed = -15; stretch = 2.0; yOffset = 0.2; }; datablock JetEffectData(BiodermArmorJetEffect) { texture = "special/jetExhaust02"; coolColor = "0.0 0.0 1.0 1.0"; hotColor = "0.8 0.6 0.2 1.0"; activateTime = 0.2; deactivateTime = 0.05; length = 0.75; width = 0.2; speed = -15; stretch = 2.0; yOffset = 0.0; }; //---------------------------------------------------------------------------- // Foot puffs //---------------------------------------------------------------------------- datablock ParticleData(LightPuff) { dragCoefficient = 2.0; gravityCoefficient = -0.01; inheritedVelFactor = 0.0; constantAcceleration = 0.0; lifetimeMS = 500; lifetimeVarianceMS = 100; useInvAlpha = true; spinRandomMin = -35.0; spinRandomMax = 35.0; textureName = "particleTest"; colors[0] = "0.46 0.36 0.26 0.4"; colors[1] = "0.46 0.46 0.36 0.0"; sizes[0] = 0.4; sizes[1] = 1.0; }; datablock ParticleEmitterData(LightPuffEmitter) { ejectionPeriodMS = 35; periodVarianceMS = 10; ejectionVelocity = 0.1; velocityVariance = 0.05; ejectionOffset = 0.0; thetaMin = 5; thetaMax = 20; phiReferenceVel = 0; phiVariance = 360; overrideAdvances = false; useEmitterColors = true; particles = "LightPuff"; }; //---------------------------------------------------------------------------- // Liftoff dust //---------------------------------------------------------------------------- datablock ParticleData(LiftoffDust) { dragCoefficient = 1.0; gravityCoefficient = -0.01; inheritedVelFactor = 0.0; constantAcceleration = 0.0; lifetimeMS = 1000; lifetimeVarianceMS = 100; useInvAlpha = true; spinRandomMin = -90.0; spinRandomMax = 500.0; textureName = "particleTest"; colors[0] = "0.46 0.36 0.26 0.0"; colors[1] = "0.46 0.46 0.36 0.4"; colors[2] = "0.46 0.46 0.36 0.0"; sizes[0] = 0.2; sizes[1] = 0.6; sizes[2] = 1.0; times[0] = 0.0; times[1] = 0.5; times[2] = 1.0; }; datablock ParticleEmitterData(LiftoffDustEmitter) { ejectionPeriodMS = 5; periodVarianceMS = 0; ejectionVelocity = 2.0; velocityVariance = 0.0; ejectionOffset = 0.0; thetaMin = 90; thetaMax = 90; phiReferenceVel = 0; phiVariance = 360; overrideAdvances = false; useEmitterColors = true; particles = "LiftoffDust"; }; //---------------------------------------------------------------------------- datablock ParticleData(BiodermArmorJetParticle) : HumanArmorJetParticle { colors[0] = "0.50 0.48 0.36 1.0"; colors[1] = "0.50 0.48 0.36 0"; }; datablock ParticleEmitterData(BiodermArmorJetEmitter) : HumanArmorJetEmitter { particles = "BiodermArmorJetParticle"; }; //---------------------------------------------------------------------------- datablock DecalData(LightMaleFootprint) { sizeX = 0.125; sizeY = 0.25; textureName = "special/footprints/L_male"; }; datablock DebrisData( PlayerDebris ) { explodeOnMaxBounce = false; elasticity = 0.35; friction = 0.5; lifetime = 4.0; lifetimeVariance = 0.0; minSpinSpeed = 60; maxSpinSpeed = 600; numBounces = 5; bounceVariance = 0; staticOnMaxBounce = true; gravModifier = 1.0; useRadiusMass = true; baseRadius = 1; velocity = 18.0; velocityVariance = 12.0; }; datablock PlayerData(LightMaleHumanArmor) : LightPlayerDamageProfile { emap = true; className = Armor; shapeFile = "light_male.dts"; cameraMaxDist = 3; computeCRC = true; canObserve = true; cmdCategory = "Clients"; cmdIcon = CMDPlayerIcon; cmdMiniIconName = "commander/MiniIcons/com_player_grey"; hudImageNameFriendly[0] = "gui/hud_playertriangle"; hudImageNameEnemy[0] = "gui/hud_playertriangle_enemy"; hudRenderModulated[0] = true; hudImageNameFriendly[1] = "commander/MiniIcons/com_flag_grey"; hudImageNameEnemy[1] = "commander/MiniIcons/com_flag_grey"; hudRenderModulated[1] = true; hudRenderAlways[1] = true; hudRenderCenter[1] = true; hudRenderDistance[1] = true; hudImageNameFriendly[2] = "commander/MiniIcons/com_flag_grey"; hudImageNameEnemy[2] = "commander/MiniIcons/com_flag_grey"; hudRenderModulated[2] = true; hudRenderAlways[2] = true; hudRenderCenter[2] = true; hudRenderDistance[2] = true; cameraDefaultFov = 90.0; cameraMinFov = 5.0; cameraMaxFov = 120.0; debrisShapeName = "debris_player.dts"; debris = playerDebris; aiAvoidThis = true; minLookAngle = -1.4; maxLookAngle = 1.4; maxFreelookAngle = 3.0; mass = 90; drag = 0.3; maxdrag = 0.4; density = 10; maxDamage = 0.66; maxEnergy = 60; repairRate = 0.0033; energyPerDamagePoint = 75.0; // shield energy required to block one point of damage rechargeRate = 0.256; jetForce = 27.51 * 90; underwaterJetForce = 27.51 * 90 * 2.0; underwaterVertJetFactor = 1.5; jetEnergyDrain = 0.8; underwaterJetEnergyDrain = 0.5; minJetEnergy = 1; maxJetHorizontalPercentage = 0.8; runForce = 55.20 * 90; runEnergyDrain = 0; minRunEnergy = 0; maxForwardSpeed = 14; maxBackwardSpeed = 13; maxSideSpeed = 13; maxUnderwaterForwardSpeed = 8.4; maxUnderwaterBackwardSpeed = 7.8; maxUnderwaterSideSpeed = 7.8; jumpForce = 8.3 * 90; jumpEnergyDrain = 0; minJumpEnergy = 0; jumpDelay = 0; recoverDelay = 9; recoverRunForceScale = 1.2; minImpactSpeed = 45; speedDamageScale = 0.004; jetSound = ArmorJetSound; wetJetSound = ArmorJetSound; jetEmitter = HumanArmorJetEmitter; jetEffect = HumanArmorJetEffect; boundingBox = "1.2 1.2 2.3"; pickupRadius = 0.75; // damage location details boxNormalHeadPercentage = 0.83; boxNormalTorsoPercentage = 0.49; boxHeadLeftPercentage = 0; boxHeadRightPercentage = 1; boxHeadBackPercentage = 0; boxHeadFrontPercentage = 1; //Foot Prints decalData = LightMaleFootprint; decalOffset = 0.25; footPuffEmitter = LightPuffEmitter; footPuffNumParts = 15; footPuffRadius = 0.25; dustEmitter = LiftoffDustEmitter; splash = PlayerSplash; splashVelocity = 4.0; splashAngle = 67.0; splashFreqMod = 300.0; splashVelEpsilon = 0.60; bubbleEmitTime = 0.4; splashEmitter[0] = PlayerFoamDropletsEmitter; splashEmitter[1] = PlayerFoamEmitter; splashEmitter[2] = PlayerBubbleEmitter; mediumSplashSoundVelocity = 10.0; hardSplashSoundVelocity = 20.0; exitSplashSoundVelocity = 5.0; // Controls over slope of runnable/jumpable surfaces runSurfaceAngle = 70; jumpSurfaceAngle = 80; minJumpSpeed = 20; maxJumpSpeed = 30; horizMaxSpeed = 68; horizResistSpeed = 33; horizResistFactor = 0.35; maxJetForwardSpeed = 30; upMaxSpeed = 80; upResistSpeed = 25; upResistFactor = 0.3; // heat inc'ers and dec'ers heatDecayPerSec = 1.0 / 3.0; // takes 3 seconds to clear heat sig. heatIncreasePerSec = 1.0 / 3.0; // takes 3.0 seconds of constant jet to get full heat sig. footstepSplashHeight = 0.35; //Footstep Sounds LFootSoftSound = LFootLightSoftSound; RFootSoftSound = RFootLightSoftSound; LFootHardSound = LFootLightHardSound; RFootHardSound = RFootLightHardSound; LFootMetalSound = LFootLightMetalSound; RFootMetalSound = RFootLightMetalSound; LFootSnowSound = LFootLightSnowSound; RFootSnowSound = RFootLightSnowSound; LFootShallowSound = LFootLightShallowSplashSound; RFootShallowSound = RFootLightShallowSplashSound; LFootWadingSound = LFootLightWadingSound; RFootWadingSound = RFootLightWadingSound; LFootUnderwaterSound = LFootLightUnderwaterSound; RFootUnderwaterSound = RFootLightUnderwaterSound; LFootBubblesSound = LFootLightBubblesSound; RFootBubblesSound = RFootLightBubblesSound; movingBubblesSound = ArmorMoveBubblesSound; waterBreathSound = WaterBreathMaleSound; impactSoftSound = ImpactLightSoftSound; impactHardSound = ImpactLightHardSound; impactMetalSound = ImpactLightMetalSound; impactSnowSound = ImpactLightSnowSound; skiSoftSound = SkiAllSoftSound; skiHardSound = SkiAllHardSound; skiMetalSound = SkiAllMetalSound; skiSnowSound = SkiAllSnowSound; impactWaterEasy = ImpactLightWaterEasySound; impactWaterMedium = ImpactLightWaterMediumSound; impactWaterHard = ImpactLightWaterHardSound; groundImpactMinSpeed = 10.0; groundImpactShakeFreq = "4.0 4.0 4.0"; groundImpactShakeAmp = "1.0 1.0 1.0"; groundImpactShakeDuration = 0.8; groundImpactShakeFalloff = 10.0; exitingWater = ExitingWaterLightSound; maxWeapons = 3; // Max number of different weapons the player can have maxGrenades = 1; // Max number of different grenades the player can have maxMines = 1; // Max number of different mines the player can have // Inventory restrictions max[RepairKit] = 10; max[Mine] = 3; max[Grenade] = 5; max[Blaster] = 1; max[Plasma] = 1; max[PlasmaAmmo] = 20; max[Disc] = 1; max[DiscAmmo] = 100; max[SniperRifle] = 1; max[GrenadeLauncher] = 1; max[GrenadeLauncherAmmo]= 10; max[Mortar] = 0; max[MortarAmmo] = 0; max[MissileLauncher] = 0; max[MissileLauncherAmmo]= 0; max[Chaingun] = 1; max[ChaingunAmmo] = 100; max[RepairGun] = 1; max[CloakingPack] = 1; max[SensorJammerPack] = 1; max[EnergyPack] = 1; max[RepairPack] = 1; max[ShieldPack] = 1; max[AmmoPack] = 1; //max[ReflectionPack] = 1; //max[RepulsorPack] = 1; //max[EnvironmentPack] = 1; max[SatchelCharge] = 1; max[MortarBarrelPack] = 0; max[MissileBarrelPack] = 0; max[AABarrelPack] = 0; max[PlasmaBarrelPack] = 0; max[ELFBarrelPack] = 0; max[InventoryDeployable]= 0; //max[AmmoDeployable] = 0; max[MotionSensorDeployable] = 1; max[PulseSensorDeployable] = 1; max[TurretOutdoorDeployable] = 0; max[TurretIndoorDeployable] = 0; //max[MineAir] = 3; //max[MineLand] = 3; //max[MineSticky] = 3; max[FlashGrenade] = 5; max[ConcussionGrenade] = 5; max[FlareGrenade] = 5; max[TargetingLaser] = 1; max[ELFGun] = 1; max[ShockLance] = 1; max[CameraGrenade] = 5; max[Beacon] = 3; //max[Rock] = 1; observeParameters = "0.5 4.5 4.5"; shieldEffectScale = "0.7 0.7 1.0"; }; //---------------------------------------------------------------------------- datablock DecalData(MediumMaleFootprint) { sizeX = 0.125; sizeY = 0.25; textureName = "special/footprints/M_male"; }; datablock PlayerData(MediumMaleHumanArmor) : MediumPlayerDamageProfile { emap = true; className = Armor; shapeFile = "medium_male.dts"; cameraMaxDist = 3; computeCRC = true; debrisShapeName = "debris_player.dts"; debris = playerDebris; canObserve = true; cmdCategory = "Clients"; cmdIcon = CMDPlayerIcon; cmdMiniIconName = "commander/MiniIcons/com_player_grey"; hudImageNameFriendly[0] = "gui/hud_playertriangle"; hudImageNameEnemy[0] = "gui/hud_playertriangle_enemy"; hudRenderModulated[0] = true; hudImageNameFriendly[1] = "commander/MiniIcons/com_flag_grey"; hudImageNameEnemy[1] = "commander/MiniIcons/com_flag_grey"; hudRenderModulated[1] = true; hudRenderAlways[1] = true; hudRenderCenter[1] = true; hudRenderDistance[1] = true; hudImageNameFriendly[2] = "commander/MiniIcons/com_flag_grey"; hudImageNameEnemy[2] = "commander/MiniIcons/com_flag_grey"; hudRenderModulated[2] = true; hudRenderAlways[2] = true; hudRenderCenter[2] = true; hudRenderDistance[2] = true; aiAvoidThis = true; minLookAngle = -1.4; maxLookAngle = 1.4; maxFreelookAngle = 3.0; mass = 130; drag = 0.4; maxdrag = 0.5; density = 10; maxDamage = 1.1; maxEnergy = 80; repairRate = 0.0033; energyPerDamagePoint = 75.0; // shield energy required to block one point of damage rechargeRate = 0.256; jetForce = 25.83 * 130; underwaterJetForce = 25.83 * 130 * 2.0; underwaterVertJetFactor = 1.5; jetEnergyDrain = 1.0; underwaterJetEnergyDrain = 0.5; minJetEnergy = 1; maxJetHorizontalPercentage = 0.8; runForce = 46 * 130; runEnergyDrain = 0; minRunEnergy = 0; maxForwardSpeed = 11; maxBackwardSpeed = 10; maxSideSpeed = 10; maxUnderwaterForwardSpeed = 6.6; maxUnderwaterBackwardSpeed = 6; maxUnderwaterSideSpeed = 6; recoverDelay = 9; recoverRunForceScale = 1.2; // heat inc'ers and dec'ers heatDecayPerSec = 1.0 / 3.0; // takes 3 seconds to clear heat sig. heatIncreasePerSec = 1.0 / 3.0; // takes 3.0 seconds of constant jet to get full heat sig. jumpForce = 8.3 * 130; jumpEnergyDrain = 0; minJumpEnergy = 0; jumpSurfaceAngle = 75; jumpDelay = 0; // Controls over slope of runnable/jumpable surfaces runSurfaceAngle = 70; jumpSurfaceAngle = 80; minJumpSpeed = 15; maxJumpSpeed = 25; horizMaxSpeed = 60; horizResistSpeed = 28; horizResistFactor = 0.32; maxJetForwardSpeed = 22; upMaxSpeed = 70; upResistSpeed = 30; upResistFactor = 0.23; minImpactSpeed = 45; speedDamageScale = 0.004; jetSound = ArmorJetSound; wetJetSound = ArmorWetJetSound; jetEmitter = HumanArmorJetEmitter; jetEffect = HumanMediumArmorJetEffect; boundingBox = "1.45 1.45 2.4"; pickupRadius = 0.75; // damage location details boxNormalHeadPercentage = 0.83; boxNormalTorsoPercentage = 0.49; boxHeadLeftPercentage = 0; boxHeadRightPercentage = 1; boxHeadBackPercentage = 0; boxHeadFrontPercentage = 1; //Foot Prints decalData = MediumMaleFootprint; decalOffset = 0.35; footPuffEmitter = LightPuffEmitter; footPuffNumParts = 15; footPuffRadius = 0.25; dustEmitter = LiftoffDustEmitter; splash = PlayerSplash; splashVelocity = 4.0; splashAngle = 67.0; splashFreqMod = 300.0; splashVelEpsilon = 0.60; bubbleEmitTime = 0.4; splashEmitter[0] = PlayerFoamDropletsEmitter; splashEmitter[1] = PlayerFoamEmitter; splashEmitter[2] = PlayerBubbleEmitter; mediumSplashSoundVelocity = 10.0; hardSplashSoundVelocity = 20.0; exitSplashSoundVelocity = 5.0; footstepSplashHeight = 0.35; //Footstep Sounds LFootSoftSound = LFootMediumSoftSound; RFootSoftSound = RFootMediumSoftSound; LFootHardSound = LFootMediumHardSound; RFootHardSound = RFootMediumHardSound; LFootMetalSound = LFootMediumMetalSound; RFootMetalSound = RFootMediumMetalSound; LFootSnowSound = LFootMediumSnowSound; RFootSnowSound = RFootMediumSnowSound; LFootShallowSound = LFootMediumShallowSplashSound; RFootShallowSound = RFootMediumShallowSplashSound; LFootWadingSound = LFootMediumWadingSound; RFootWadingSound = RFootMediumWadingSound; LFootUnderwaterSound = LFootMediumUnderwaterSound; RFootUnderwaterSound = RFootMediumUnderwaterSound; LFootBubblesSound = LFootMediumBubblesSound; RFootBubblesSound = RFootMediumBubblesSound; movingBubblesSound = ArmorMoveBubblesSound; waterBreathSound = WaterBreathMaleSound; impactSoftSound = ImpactMediumSoftSound; impactHardSound = ImpactMediumHardSound; impactMetalSound = ImpactMediumMetalSound; impactSnowSound = ImpactMediumSnowSound; skiSoftSound = SkiAllSoftSound; skiHardSound = SkiAllHardSound; skiMetalSound = SkiAllMetalSound; skiSnowSound = SkiAllSnowSound; impactWaterEasy = ImpactMediumWaterEasySound; impactWaterMedium = ImpactMediumWaterMediumSound; impactWaterHard = ImpactMediumWaterHardSound; groundImpactMinSpeed = 10.0; groundImpactShakeFreq = "4.0 4.0 4.0"; groundImpactShakeAmp = "1.0 1.0 1.0"; groundImpactShakeDuration = 0.8; groundImpactShakeFalloff = 10.0; exitingWater = ExitingWaterMediumSound; maxWeapons = 4; // Max number of different weapons the player can have maxGrenades = 1; // Max number of different grenades the player can have maxMines = 1; // Max number of different mines the player can have // Inventory restrictions max[RepairKit] = 10; max[Mine] = 3; max[Grenade] = 6; max[Blaster] = 1; max[Plasma] = 1; max[PlasmaAmmo] = 40; max[Disc] = 1; max[DiscAmmo] = 15; max[SniperRifle] = 0; max[GrenadeLauncher] = 1; max[GrenadeLauncherAmmo]= 12; max[Mortar] = 0; max[MortarAmmo] = 0; max[MissileLauncher] = 1; max[MissileLauncherAmmo]= 4; max[Chaingun] = 1; max[ChaingunAmmo] = 150; max[RepairGun] = 1; max[CloakingPack] = 0; max[SensorJammerPack] = 1; max[EnergyPack] = 1; max[RepairPack] = 1; max[ShieldPack] = 1; max[AmmoPack] = 1; //max[ReflectionPack] = 1; //max[RepulsorPack] = 1; //max[EnvironmentPack] = 1; max[SatchelCharge] = 1; max[MortarBarrelPack] = 1; max[MissileBarrelPack] = 1; max[AABarrelPack] = 1; max[PlasmaBarrelPack] = 1; max[ELFBarrelPack] = 1; max[InventoryDeployable]= 1; //max[AmmoDeployable] = 1; max[MotionSensorDeployable] = 1; max[PulseSensorDeployable] = 1; max[TurretOutdoorDeployable] = 1; max[TurretIndoorDeployable] = 1; //max[MineAir] = 3; //max[MineLand] = 3; //max[MineSticky] = 3; max[FlashGrenade] = 6; max[ConcussionGrenade] = 6; max[FlareGrenade] = 6; max[TargetingLaser] = 1; max[ELFGun] = 1; max[ShockLance] = 1; max[CameraGrenade] = 6; max[Beacon] = 3; //max[Rock] = 1; observeParameters = "0.5 4.5 4.5"; shieldEffectScale = "0.7 0.7 1.0"; }; //---------------------------------------------------------------------------- datablock DecalData(HeavyMaleFootprint) { sizeX = 0.25; sizeY = 0.5; textureName = "special/footprints/H_male"; }; datablock PlayerData(HeavyMaleHumanArmor) : HeavyPlayerDamageProfile { emap = true; className = Armor; shapeFile = "heavy_male.dts"; cameraMaxDist = 3; computeCRC = true; debrisShapeName = "debris_player.dts"; debris = playerDebris; canObserve = true; cmdCategory = "Clients"; cmdIcon = CMDPlayerIcon; cmdMiniIconName = "commander/MiniIcons/com_player_grey"; hudImageNameFriendly[0] = "gui/hud_playertriangle"; hudImageNameEnemy[0] = "gui/hud_playertriangle_enemy"; hudRenderModulated[0] = true; hudImageNameFriendly[1] = "commander/MiniIcons/com_flag_grey"; hudImageNameEnemy[1] = "commander/MiniIcons/com_flag_grey"; hudRenderModulated[1] = true; hudRenderAlways[1] = true; hudRenderCenter[1] = true; hudRenderDistance[1] = true; hudImageNameFriendly[2] = "commander/MiniIcons/com_flag_grey"; hudImageNameEnemy[2] = "commander/MiniIcons/com_flag_grey"; hudRenderModulated[2] = true; hudRenderAlways[2] = true; hudRenderCenter[2] = true; hudRenderDistance[2] = true; aiAvoidThis = true; minLookAngle = -1.4; maxLookAngle = 1.4; maxFreelookAngle = 3.0; mass = 180; drag = 0.5; maxdrag = 0.6; density = 10; maxDamage = 1.32; maxEnergy = 110; repairRate = 0.0033; energyPerDamagePoint = 75.0; // shield energy required to block one point of damage rechargeRate = 0.256; jetForce = 22.47 * 180; underwaterJetForce = 22.47 * 180 * 2.0; underwaterVertJetFactor = 1.5; jetEnergyDrain = 1.1; underwaterJetEnergyDrain = 0.55; minJetEnergy = 1; maxJetHorizontalPercentage = 0.8; runForce = 40.25 * 180; runEnergyDrain = 0; minRunEnergy = 0; maxForwardSpeed = 6.5; maxBackwardSpeed = 5; maxSideSpeed = 5; maxUnderwaterForwardSpeed = 3.9; maxUnderwaterBackwardSpeed = 3; maxUnderwaterSideSpeed = 3; recoverDelay = 9; recoverRunForceScale = 1.2; jumpForce = 8.3 * 180; jumpEnergyDrain = 0; minJumpEnergy = 0; jumpDelay = 0; // heat inc'ers and dec'ers heatDecayPerSec = 1.0 / 3.0; // takes 3 seconds to clear heat sig. heatIncreasePerSec = 1.0 / 3.0; // takes 3.0 seconds of constant jet to get full heat sig. // Controls over slope of runnable/jumpable surfaces runSurfaceAngle = 70; jumpSurfaceAngle = 75; minJumpSpeed = 20; maxJumpSpeed = 30; horizMaxSpeed = 52; horizResistSpeed = 23; horizResistFactor = 0.29; maxJetForwardSpeed = 16; upMaxSpeed = 60; upResistSpeed = 35; upResistFactor = 0.18; minImpactSpeed = 45; speedDamageScale = 0.006; jetSound = ArmorJetSound; wetJetSound = ArmorJetSound; jetEmitter = HumanArmorJetEmitter; boundingBox = "1.63 1.63 2.6"; pickupRadius = 0.75; // damage location details boxNormalHeadPercentage = 0.83; boxNormalTorsoPercentage = 0.49; boxHeadLeftPercentage = 0; boxHeadRightPercentage = 1; boxHeadBackPercentage = 0; boxHeadFrontPercentage = 1; //Foot Prints decalData = HeavyMaleFootprint; decalOffset = 0.4; footPuffEmitter = LightPuffEmitter; footPuffNumParts = 15; footPuffRadius = 0.25; dustEmitter = LiftoffDustEmitter; splash = PlayerSplash; splashVelocity = 4.0; splashAngle = 67.0; splashFreqMod = 300.0; splashVelEpsilon = 0.60; bubbleEmitTime = 0.4; splashEmitter[0] = PlayerFoamDropletsEmitter; splashEmitter[1] = PlayerFoamEmitter; splashEmitter[2] = PlayerBubbleEmitter; mediumSplashSoundVelocity = 10.0; hardSplashSoundVelocity = 20.0; exitSplashSoundVelocity = 5.0; footstepSplashHeight = 0.35; //Footstep Sounds LFootSoftSound = LFootHeavySoftSound; RFootSoftSound = RFootHeavySoftSound; LFootHardSound = LFootHeavyHardSound; RFootHardSound = RFootHeavyHardSound; LFootMetalSound = LFootHeavyMetalSound; RFootMetalSound = RFootHeavyMetalSound; LFootSnowSound = LFootHeavySnowSound; RFootSnowSound = RFootHeavySnowSound; LFootShallowSound = LFootHeavyShallowSplashSound; RFootShallowSound = RFootHeavyShallowSplashSound; LFootWadingSound = LFootHeavyWadingSound; RFootWadingSound = RFootHeavyWadingSound; LFootUnderwaterSound = LFootHeavyUnderwaterSound; RFootUnderwaterSound = RFootHeavyUnderwaterSound; LFootBubblesSound = LFootHeavyBubblesSound; RFootBubblesSound = RFootHeavyBubblesSound; movingBubblesSound = ArmorMoveBubblesSound; waterBreathSound = WaterBreathMaleSound; impactSoftSound = ImpactHeavySoftSound; impactHardSound = ImpactHeavyHardSound; impactMetalSound = ImpactHeavyMetalSound; impactSnowSound = ImpactHeavySnowSound; skiSoftSound = SkiAllSoftSound; skiHardSound = SkiAllHardSound; skiMetalSound = SkiAllMetalSound; skiSnowSound = SkiAllSnowSound; impactWaterEasy = ImpactHeavyWaterEasySound; impactWaterMedium = ImpactHeavyWaterMediumSound; impactWaterHard = ImpactHeavyWaterHardSound; groundImpactMinSpeed = 10.0; groundImpactShakeFreq = "4.0 4.0 4.0"; groundImpactShakeAmp = "1.0 1.0 1.0"; groundImpactShakeDuration = 0.8; groundImpactShakeFalloff = 10.0; exitingWater = ExitingWaterHeavySound; maxWeapons = 5; // Max number of different weapons the player can have maxGrenades = 1; // Max number of different grenades the player can have maxMines = 1; // Max number of different mines the player can have // Inventory restrictions max[RepairKit] = 10; max[Mine] = 3; max[Grenade] = 8; max[Blaster] = 1; max[Plasma] = 1; max[PlasmaAmmo] = 50; max[Disc] = 1; max[DiscAmmo] = 15; max[SniperRifle] = 0; max[GrenadeLauncher] = 1; max[GrenadeLauncherAmmo]= 15; max[Mortar] = 1; max[MortarAmmo] = 10; max[MissileLauncher] = 1; max[MissileLauncherAmmo]= 8; max[Chaingun] = 1; max[ChaingunAmmo] = 200; max[RepairGun] = 1; max[CloakingPack] = 0; max[SensorJammerPack] = 1; max[EnergyPack] = 1; max[RepairPack] = 10; max[ShieldPack] = 1; max[AmmoPack] = 1; //max[ReflectionPack] = 1; //max[RepulsorPack] = 1; //max[EnvironmentPack] = 1; max[SatchelCharge] = 1; max[MortarBarrelPack] = 1; max[MissileBarrelPack] = 1; max[AABarrelPack] = 1; max[PlasmaBarrelPack] = 1; max[ELFBarrelPack] = 1; max[InventoryDeployable]= 1; //max[AmmoDeployable] = 1; max[MotionSensorDeployable] = 1; max[PulseSensorDeployable] = 1; max[TurretOutdoorDeployable] = 1; max[TurretIndoorDeployable] = 1; //max[MineAir] = 3; //max[MineLand] = 3; //max[MineSticky] = 3; max[FlashGrenade] = 8; max[ConcussionGrenade] = 8; max[FlareGrenade] = 8; max[TargetingLaser] = 1; max[ELFGun] = 1; max[ShockLance] = 1; max[CameraGrenade] = 8; max[Beacon] = 3; //max[Rock] = 1; observeParameters = "0.5 4.5 4.5"; shieldEffectScale = "0.7 0.7 1.0"; }; //---------------------------------------------------------------------------- datablock PlayerData(LightFemaleHumanArmor) : LightMaleHumanArmor { shapeFile = "light_female.dts"; waterBreathSound = WaterBreathFemaleSound; jetEffect = HumanMediumArmorJetEffect; }; //---------------------------------------------------------------------------- datablock PlayerData(MediumFemaleHumanArmor) : MediumMaleHumanArmor { shapeFile = "medium_female.dts"; waterBreathSound = WaterBreathFemaleSound; jetEffect = HumanArmorJetEffect; }; //---------------------------------------------------------------------------- datablock PlayerData(HeavyFemaleHumanArmor) : HeavyMaleHumanArmor { shapeFile = "heavy_male.dts"; waterBreathSound = WaterBreathFemaleSound; }; //---------------------------------------------------------------------------- datablock DecalData(LightBiodermFootprint) { sizeX = 0.25; sizeY = 0.25; textureName = "special/footprints/L_bioderm"; }; datablock PlayerData(LightMaleBiodermArmor) : LightMaleHumanArmor { shapeFile = "bioderm_light.dts"; jetEmitter = BiodermArmorJetEmitter; jetEffect = BiodermArmorJetEffect; debrisShapeName = "bio_player_debris.dts"; //Foot Prints decalData = LightBiodermFootprint; decalOffset = 0.3; waterBreathSound = WaterBreathBiodermSound; }; //---------------------------------------------------------------------------- datablock DecalData(MediumBiodermFootprint) { sizeX = 0.25; sizeY = 0.25; textureName = "special/footprints/M_bioderm"; }; datablock PlayerData(MediumMaleBiodermArmor) : MediumMaleHumanArmor { shapeFile = "bioderm_medium.dts"; jetEmitter = BiodermArmorJetEmitter; jetEffect = BiodermArmorJetEffect; debrisShapeName = "bio_player_debris.dts"; //Foot Prints decalData = MediumBiodermFootprint; decalOffset = 0.35; waterBreathSound = WaterBreathBiodermSound; }; //---------------------------------------------------------------------------- datablock DecalData(HeavyBiodermFootprint) { sizeX = 0.25; sizeY = 0.5; textureName = "special/footprints/H_bioderm"; }; datablock PlayerData(HeavyMaleBiodermArmor) : HeavyMaleHumanArmor { emap = false; shapeFile = "bioderm_heavy.dts"; jetEmitter = BiodermArmorJetEmitter; debrisShapeName = "bio_player_debris.dts"; //Foot Prints decalData = HeavyBiodermFootprint; decalOffset = 0.4; waterBreathSound = WaterBreathBiodermSound; }; //---------------------------------------------------------------------------- function Armor::onAdd(%data,%obj) { Parent::onAdd(%data, %obj); // Vehicle timeout %obj.mountVehicle = true; // Default dynamic armor stats %obj.setRechargeRate(%data.rechargeRate); %obj.setRepairRate(0); %obj.setSelfPowered(); } function Armor::onRemove(%this, %obj) { //Frohny asked me to remove this - all players are deleted now on mission cycle... //if(%obj.getState() !$= "Dead") //{ // error("ERROR PLAYER REMOVED WITHOUT DEATH - TRACE:"); // trace(1); // schedule(0,0,trace,0); //} if (%obj.client.player == %obj) %obj.client.player = 0; } function Armor::onNewDataBlock(%this,%obj) { } function Armor::onDisabled(%this,%obj,%state) { %fadeTime = 1000; %obj.startFade( %fadeTime, ($CorpseTimeoutValue) - %fadeTime, true ); %obj.schedule($CorpseTimeoutValue, "delete"); } function Armor::shouldApplyImpulse(%data, %obj) { return true; } $wasFirstPerson = true; function Armor::onMount(%this,%obj,%vehicle,%node) { if (%node == 0) { // Node 0 is the pilot's pos. %obj.setTransform("0 0 0 0 0 1 0"); %obj.setActionThread(%vehicle.getDatablock().mountPose[%node],true,true); if(!%obj.inStation) %obj.lastWeapon = (%obj.getMountedImage($WeaponSlot) == 0 ) ? "" : %obj.getMountedImage($WeaponSlot).getName().item; %obj.unmountImage($WeaponSlot); if(!%obj.client.isAIControlled()) { %obj.setControlObject(%vehicle); %obj.client.setObjectActiveImage(%vehicle, 2); } //E3 respawn... if(%obj == %obj.lastVehicle.lastPilot && %obj.lastVehicle != %vehicle) { schedule(15000, %obj.lastVehicle,"vehicleAbandonTimeOut", %obj.lastVehicle); %obj.lastVehicle.lastPilot = ""; } if(%vehicle.lastPilot !$= "" && %vehicle == %vehicle.lastPilot.lastVehicle) %vehicle.lastPilot.lastVehicle = ""; %vehicle.abandon = false; %vehicle.lastPilot = %obj; %obj.lastVehicle = %vehicle; // update the vehicle's team if((%vehicle.getTarget() != -1) && %vehicle.getDatablock().cantTeamSwitch $= "") setTargetSensorGroup(%vehicle.getTarget(), %obj.client.getSensorGroup()); // Send a message to the client so they can decide if they want to change view or not: commandToClient( %obj.client, 'VehicleMount' ); } else { // tailgunner/passenger positions if(%vehicle.getDataBlock().mountPose[%node] !$= "") %obj.setActionThread(%vehicle.getDatablock().mountPose[%node]); else %obj.setActionThread("root", true); } // announce to any other passengers that you've boarded if(%vehicle.getDatablock().numMountPoints > 1) for(%i = 0; %i < %vehicle.getDatablock().numMountPoints; %i++) if (%vehicle.getMountNodeObject(%i) > 0) commandToClient(%pilot.client, 'showPassenger', %node, true); //make sure they don't have any packs active // if ( %obj.getImageState( $BackpackSlot ) $= "activate") // %obj.use("Backpack"); if ( %obj.getImageTrigger( $BackpackSlot ) ) %obj.setImageTrigger( $BackpackSlot, false ); //AI hooks %obj.client.vehicleMounted = %vehicle; AIVehicleMounted(%vehicle); if(%obj.client.isAIControlled()) %this.AIonMount(%obj, %vehicle, %node); } function Armor::onUnmount( %this, %obj, %vehicle, %node ) { if ( %node == 0 ) { commandToClient( %obj.client, 'VehicleDismount' ); commandToClient(%obj.client, 'removeReticle'); if(%obj.inv[%obj.lastWeapon]) %obj.use(%obj.lastWeapon); if(%obj.getMountedImage($WeaponSlot) == 0) %obj.selectWeaponSlot( 0 ); //Inform gunner position when pilot leaves... //if(%vehicle.getDataBlock().showPilotInfo !$= "") // if((%gunner = %vehicle.getMountNodeObject(1)) != 0) // commandToClient(%gunner.client, 'PilotInfo', "PILOT EJECTED", 6, 1); } // announce to any other passengers that you've left if(%vehicle.getDatablock().numMountPoints > 1) for(%i = 0; %i < %vehicle.getDatablock().numMountPoints; %i++) if (%vehicle.getMountNodeObject(%i) > 0) commandToClient(%vehicle.getMountNodeObject(%i).client, 'showPassenger', %node, false); //AI hooks %obj.client.vehicleMounted = ""; if(%obj.client.isAIControlled()) %this.AIonUnMount(%obj, %vehicle, %node); } $ammoType[0] = "PlasmaAmmo"; $ammoType[1] = "DiscAmmo"; $ammoType[2] = "GrenadeLauncherAmmo"; $ammoType[3] = "MortarAmmo"; $ammoType[4] = "MissileLauncherAmmo"; $ammoType[5] = "ChaingunAmmo"; function Armor::onCollision(%this,%obj,%col,%forceVehicleNode) { if (%obj.getState() $= "Dead") return; %dataBlock = %col.getDataBlock(); %className = %dataBlock.className; %client = %obj.client; // player collided with a vehicle %node = -1; if (%forceVehicleNode !$= "" || (%className $= WheeledVehicleData || %className $= FlyingVehicleData || %className $= HoverVehicleData) && %obj.mountVehicle && %obj.getState() $= "Move" && %col.mountable && !%obj.inStation && %col.getDamageState() !$= "Destroyed") { //if the player is an AI, he should snap to the mount points in node order, //to ensure they mount the turret before the passenger seat, regardless of where they collide... if (%obj.client.isAIControlled()) { %transform = %col.getTransform(); //either the AI is *required* to pilot, or they'll pick the first available passenger seat if (%client.pilotVehicle) { //make sure the bot is in light armor if (%client.player.getArmorSize() $= "Light") { //make sure the pilot seat is empty if (!%col.getMountNodeObject(0)) %node = 0; } } else %node = findAIEmptySeat(%col, %obj); } else %node = findEmptySeat(%col, %obj, %forceVehicleNode); //now mount the player in the vehicle if(%node >= 0) { // players can't be pilots, bombardiers or turreteers if they have // "large" packs -- stations, turrets, turret barrels if(hasLargePack(%obj)) { // check to see if attempting to enter a "sitting" node if(nodeIsSitting(%datablock, %node)) { // send the player a message -- can't sit here with large pack if(!%obj.noSitMessage) { %obj.noSitMessage = true; %obj.schedule(2000, "resetSitMessage"); messageClient(%obj.client, 'MsgCantSitHere', '\c2Pack too large, can\'t occupy this seat.~wfx/misc/misc.error.wav'); } return; } } if(%col.noEnemyControl && %obj.team != %col.team) return; commandToClient(%obj.client,'SetDefaultVehicleKeys', true); //If pilot or passenger then bind a few extra keys if(%node == 0) commandToClient(%obj.client,'SetPilotVehicleKeys', true); else commandToClient(%obj.client,'SetPassengerVehicleKeys', true); if(!%obj.inStation) %col.lastWeapon = ( %col.getMountedImage($WeaponSlot) == 0 ) ? "" : %col.getMountedImage($WeaponSlot).getName().item; else %col.lastWeapon = %obj.lastWeapon; %col.mountObject(%obj,%node); %col.playAudio(0, MountVehicleSound); %obj.mVehicle = %col; // if player is repairing something, stop it if(%obj.repairing) stopRepairing(%obj); //this will setup the huds as well... %dataBlock.playerMounted(%col,%obj, %node); } } else if (%className $= "Armor") { // player has collided with another player if(%col.getState() $= "Dead") { %gotSomething = false; // it's corpse-looting time! // weapons -- don't pick up more than you are allowed to carry! for(%i = 0; ( %obj.weaponCount < %obj.getDatablock().maxWeapons ) && $InvWeapon[%i] !$= ""; %i++) { %weap = $NameToInv[$InvWeapon[%i]]; if ( %col.hasInventory( %weap ) ) { if ( %obj.incInventory(%weap, 1) > 0 ) { %col.decInventory(%weap, 1); %gotSomething = true; messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', %weap.pickUpName); } } } // targeting laser: if ( %col.hasInventory( "TargetingLaser" ) ) { if ( %obj.incInventory( "TargetingLaser", 1 ) > 0 ) { %col.decInventory( "TargetingLaser", 1 ); %gotSomething = true; messageClient( %obj.client, 'MsgItemPickup', '\c0You picked up a targeting laser.' ); } } // ammo for(%j = 0; $ammoType[%j] !$= ""; %j++) { %ammoAmt = %col.inv[$ammoType[%j]]; if(%ammoAmt) { // incInventory returns the amount of stuff successfully grabbed %grabAmt = %obj.incInventory($ammoType[%j], %ammoAmt); if(%grabAmt > 0) { %col.decInventory($ammoType[%j], %grabAmt); %gotSomething = true; messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', $ammoType[%j].pickUpName); %obj.client.setWeaponsHudAmmo($ammoType[%j], %obj.getInventory($ammoType[%j])); } } } // figure out what type, if any, grenades the (live) player has %playerGrenType = "None"; for(%x = 0; $InvGrenade[%x] !$= ""; %x++) { %gren = $NameToInv[$InvGrenade[%x]]; %playerGrenAmt = %obj.inv[%gren]; if(%playerGrenAmt > 0) { %playerGrenType = %gren; break; } } // grenades for(%k = 0; $InvGrenade[%k] !$= ""; %k++) { %gren = $NameToInv[$InvGrenade[%k]]; %corpseGrenAmt = %col.inv[%gren]; // does the corpse hold any of this grenade type? if(%corpseGrenAmt) { // can the player pick up this grenade type? if((%playerGrenType $= "None") || (%playerGrenType $= %gren)) { %taken = %obj.incInventory(%gren, %corpseGrenAmt); if(%taken > 0) { %col.decInventory(%gren, %taken); %gotSomething = true; messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', %gren.pickUpName); %obj.client.setInventoryHudAmount(%gren, %obj.getInventory(%gren)); } } break; } } // figure out what type, if any, mines the (live) player has %playerMineType = "None"; for(%y = 0; $InvMine[%y] !$= ""; %y++) { %mType = $NameToInv[$InvMine[%y]]; %playerMineAmt = %obj.inv[%mType]; if(%playerMineAmt > 0) { %playerMineType = %mType; break; } } // mines for(%l = 0; $InvMine[%l] !$= ""; %l++) { %mine = $NameToInv[$InvMine[%l]]; %mineAmt = %col.inv[%mine]; if(%mineAmt) { if((%playerMineType $= "None") || (%playerMineType $= %mine)) { %grabbed = %obj.incInventory(%mine, %mineAmt); if(%grabbed > 0) { %col.decInventory(%mine, %grabbed); %gotSomething = true; messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', %mine.pickUpName); %obj.client.setInventoryHudAmount(%mine, %obj.getInventory(%mine)); } } break; } } // beacons %beacAmt = %col.inv[Beacon]; if(%beacAmt) { %bTaken = %obj.incInventory(Beacon, %beacAmt); if(%bTaken > 0) { %col.decInventory(Beacon, %bTaken); %gotSomething = true; messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', Beacon.pickUpName); %obj.client.setInventoryHudAmount(Beacon, %obj.getInventory(Beacon)); } } // repair kit %rkAmt = %col.inv[RepairKit]; if(%rkAmt) { %rkTaken = %obj.incInventory(RepairKit, %rkAmt); if(%rkTaken > 0) { %col.decInventory(RepairKit, %rkTaken); %gotSomething = true; messageClient(%obj.client, 'MsgItemPickup', '\c0You picked up %1.', RepairKit.pickUpName); %obj.client.setInventoryHudAmount(RepairKit, %obj.getInventory(RepairKit)); } } } if(%gotSomething) %col.playAudio(0, CorpseLootingSound); } } function Player::resetSitMessage(%obj) { %obj.noSitMessage = false; } function Player::setInvincible(%this, %val) { %this.invincible = %val; } function Player::causedRecentDamage(%this, %val) { %this.causedRecentDamage = %val; } function hasLargePack(%player) { %pack = %player.getMountedImage($BackpackSlot); if(%pack.isLarge) return true; else return false; } function nodeIsSitting(%vehDBlock, %node) { // pilot == always a "sitting" node if(%node == 0) return true; else { switch$ (%vehDBlock.getName()) { // note: for assault tank -- both nodes are sitting // for any single-user vehicle -- pilot node is sitting case "BomberFlyer": // bombardier == sitting; tailgunner == not sitting if(%node == 1) return true; else return false; case "HAPCFlyer": // only the pilot node is sitting return false; default: return true; } } } //---------------------------------------------------------------------------- function Player::setMountVehicle(%this, %val) { %this.mountVehicle = %val; } function Armor::doDismount(%this, %obj, %forced) { // This function is called by player.cc when the jump trigger // is true while mounted if (!%obj.isMounted()) return; if(isObject(%obj.getObjectMount().shield)) %obj.getObjectMount().shield.delete(); commandToClient(%obj.client,'SetDefaultVehicleKeys', false); // Position above dismount point %pos = getWords(%obj.getTransform(), 0, 2); %oldPos = %pos; %vec[0] = " 0 0 1"; %vec[1] = " 0 0 1"; %vec[2] = " 0 0 -1"; %vec[3] = " 1 0 0"; %vec[4] = "-1 0 0"; %numAttempts = 5; %success = -1; %impulseVec = "0 0 0"; if (%obj.getObjectMount().getDatablock().hasDismountOverrides() == true) { %vec[0] = %obj.getObjectMount().getDatablock().getDismountOverride(%obj.getObjectMount(), %obj); %vec[0] = MatrixMulVector(%obj.getObjectMount().getTransform(), %vec[0]); } else { %vec[0] = MatrixMulVector( %obj.getTransform(), %vec[0]); } %pos = "0 0 0"; for (%i = 0; %i < %numAttempts; %i++) { %pos = VectorAdd(%oldPos, VectorScale(%vec[%i], 3)); if (%obj.checkDismountPoint(%oldPos, %pos)) { %success = %i; %impulseVec = %vec[%i]; break; } } if (%forced && %success == -1) { %pos = %oldPos; } // hide the dashboard HUD and delete elements based on node commandToClient(%obj.client, 'setHudMode', 'Standard', "", 0); // Unmount and control body if(%obj.vehicleTurret) %obj.vehicleTurret.getDataBlock().playerDismount(%obj.vehicleTurret); %obj.unmount(); if(%obj.mVehicle) %obj.mVehicle.getDataBlock().playerDismounted(%obj.mVehicle, %obj); // bots don't change their control objects when in vehicles if(!%obj.client.isAIControlled()) { %vehicle = %obj.getControlObject(); %obj.setControlObject(0); } %obj.mountVehicle = false; %obj.schedule(4000, "setMountVehicle", true); // Position above dismount point %obj.setTransform(%pos); %obj.playAudio(0, UnmountVehicleSound); %obj.applyImpulse(%pos, VectorScale(%impulseVec, %obj.getDataBlock().mass * 3)); %obj.setPilot(false); %obj.vehicleTurret = ""; } function resetObserveFollow( %client, %dismount ) { if( %dismount ) { if( !isObject( %client.player ) ) return; for( %i = 0; %i < %client.observeCount; %i++ ) { %client.observers[%i].camera.setOrbitMode( %client.player, %client.player.getTransform(), 0.5, 4.5, 4.5); } } else { if( !%client.player.isMounted() ) return; // grab the vehicle... %mount = %client.player.getObjectMount(); if( %mount.getDataBlock().observeParameters $= "" ) %params = %client.player.getTransform(); else %params = %mount.getDataBlock().observeParameters; for( %i = 0; %i < %client.observeCount; %i++ ) { %client.observers[%i].camera.setOrbitMode(%mount, %mount.getTransform(), getWord( %params, 0 ), getWord( %params, 1 ), getWord( %params, 2 )); } } } //---------------------------------------------------------------------------- function Player::scriptKill(%player, %damageType) { %player.scriptKilled = 1; %player.setInvincible(false); %player.damage(0, %player.getPosition(), 10000, %damageType); } function Armor::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType, %momVec, %mineSC) { //error("Armor::damageObject( "@%data@", "@%targetObject@", "@%sourceObject@", "@%position@", "@%amount@", "@%damageType@", "@%momVec@" )"); if(%targetObject.invincible || %targetObject.getState() $= "Dead") return; if (%targetObject.isMounted() && %targetObject.scriptKilled $= "") { %mount = %targetObject.getObjectMount(); if(%mount.team == %targetObject.team) { %found = -1; for (%i = 0; %i < %mount.getDataBlock().numMountPoints; %i++) { if (%mount.getMountNodeObject(%i) == %targetObject) { %found = %i; break; } } if (%found != -1) { if (%mount.getDataBlock().isProtectedMountPoint[%found]) { %mount.getDataBlock().damageObject(%mount, %sourceObject, %position, %amount, %damageType); return; } } } } %targetClient = %targetObject.getOwnerClient(); if(isObject(%mineSC)) %sourceClient = %mineSC; else %sourceClient = isObject(%sourceObject) ? %sourceObject.getOwnerClient() : 0; %targetTeam = %targetClient.team; //if the source object is a player object, player's don't have sensor groups // if it's a turret, get the sensor group of the target // if its a vehicle (of any type) use the sensor group if (%sourceClient) %sourceTeam = %sourceClient.getSensorGroup(); else if(%damageType == $DamageType::Suicide) %sourceTeam = 0; else if(isObject(%sourceObject) && %sourceObject.getClassName() $= "Turret") %sourceTeam = getTargetSensorGroup(%sourceObject.getTarget()); else if( isObject(%sourceObject) && ( %sourceObject.getClassName() $= "FlyingVehicle" || %sourceObject.getClassName() $= "WheeledVehicle" || %sourceObject.getClassName() $= "HoverVehicle")) %sourceTeam = getTargetSensorGroup(%sourceObject.getTarget()); else { if (isObject(%sourceObject) && %sourceObject.getTarget() >= 0 ) { %sourceTeam = getTargetSensorGroup(%sourceObject.getTarget()); } else { %sourceTeam = -1; } } // if teamdamage is off, and both parties are on the same team // (but are not the same person), apply no damage if(!$teamDamage && (%targetClient != %sourceClient) && (%targetTeam == %sourceTeam)) return; if(%targetObject.isShielded && %damageType != $DamageType::Blaster) %amount = %data.checkShields(%targetObject, %position, %amount, %damageType); if(%amount == 0) return; // Set the damage flash %damageScale = %data.damageScale[%damageType]; if(%damageScale !$= "") %amount *= %damageScale; %flash = %targetObject.getDamageFlash() + (%amount * 2); if (%flash > 0.75) %flash = 0.75; %previousDamage = %targetObject.getDamagePercent(); %targetObject.setDamageFlash(%flash); %targetObject.applyDamage(%amount); Game.onClientDamaged(%targetClient, %sourceClient, %damageType, %sourceObject); %targetClient.lastDamagedBy = %damagingClient; %targetClient.lastDamaged = getSimTime(); //now call the "onKilled" function if the client was... you know... if(%targetObject.getState() $= "Dead") { // where did this guy get it? %damLoc = %targetObject.getDamageLocation(%position); // should this guy be blown apart? if( %damageType == $DamageType::Explosion || %damageType == $DamageType::TankMortar || %damageType == $DamageType::Mortar || %damageType == $DamageType::MortarTurret || %damageType == $DamageType::BomberBombs || %damageType == $DamageType::SatchelCharge || %damageType == $DamageType::Missile ) { if( %previousDamage >= 0.35 ) // only if <= 35 percent damage remaining { %targetObject.setMomentumVector(%momVec); %targetObject.blowup(); } } // this should be funny... if( %damageType == $DamageType::VehicleSpawn ) { %targetObject.setMomentumVector("0 0 1"); %targetObject.blowup(); } // If we were killed, max out the flash %targetObject.setDamageFlash(0.75); %damLoc = %targetObject.getDamageLocation(%position); Game.onClientKilled(%targetClient, %sourceClient, %damageType, %sourceObject, %damLoc); } else if ( %amount > 0.1 ) { if( %targetObject.station $= "" && %targetObject.isCloaked() ) { %targetObject.setCloaked( false ); %targetObject.reCloak = %targetObject.schedule( 500, "setCloaked", true ); } playPain( %targetObject ); } } function Armor::onImpact(%data, %playerObject, %collidedObject, %vec, %vecLen) { %data.damageObject(%playerObject, 0, VectorAdd(%playerObject.getPosition(),%vec), %vecLen * %data.speedDamageScale, $DamageType::Ground); } function Armor::applyConcussion( %this, %dist, %radius, %sourceObject, %targetObject ) { %percentage = 1 - ( %dist / %radius ); %random = getRandom(); if( %sourceObject == %targetObject ) { %flagChance = 1.0; %itemChance = 1.0; } else { %flagChance = 0.7; %itemChance = 0.7; } %probabilityFlag = %flagChance * %percentage; %probabilityItem = %itemChance * %percentage; if( %random <= %probabilityFlag ) { Game.applyConcussion( %targetObject ); } if( %random <= %probabilityItem ) { %player = %targetObject; %numWeapons = 0; // blaster 0 // plasma 1 // chain 2 // disc 3 // grenade 4 // snipe 5 // elf 6 // mortar 7 //get our inventory if( %weaps[0] = %player.getInventory("Blaster") > 0 ) %numWeapons++; if( %weaps[1] = %player.getInventory("Plasma") > 0 ) %numWeapons++; if( %weaps[2] = %player.getInventory("Chaingun") > 0 ) %numWeapons++; if( %weaps[3] = %player.getInventory("Disc") > 0 ) %numWeapons++; if( %weaps[4] = %player.getInventory("GrenadeLauncher") > 0 ) %numWeapons++; if( %weaps[5] = %player.getInventory("SniperRifle") > 0 ) %numWeapons++; if( %weaps[6] = %player.getInventory("ELFGun") > 0 ) %numWeapons++; if( %weaps[7] = %player.getInventory("Mortar") > 0 ) %numWeapons++; %foundWeapon = false; %attempts = 0; if( %numWeapons > 0 ) { while( !%foundWeapon ) { %rand = mFloor( getRandom() * 8 ); if( %weaps[ %rand ] ) { %foundWeapon = true; switch ( %rand ) { case 0: %player.use("Blaster"); case 1: %player.use("Plasma"); case 2: %player.use("Chaingun"); case 3: %player.use("Disc"); case 4: %player.use("GrenadeLauncher"); case 5: %player.use("SniperRifle"); case 6: %player.use("ElfGun"); case 7: %player.use("Mortar"); } %image = %player.getMountedImage( $WeaponSlot ); %player.throw( %image.item ); %player.client.setWeaponsHudItem( %image.item, 0, 0 ); %player.throwPack(); } else { %attempts++; if( %attempts > 10 ) %foundWeapon = true; } } } else { %targetObject.throwPack(); %targetObject.throwWeapon(); } } } //---------------------------------------------------------------------------- $DeathCry[1] = 'avo.deathCry_01'; $DeathCry[2] = 'avo.deathCry_02'; $PainCry[1] = 'avo.grunt'; $PainCry[2] = 'avo.pain'; function playDeathCry( %obj ) { %client = %obj.client; %random = getRandom(1) + 1; %desc = AudioClosest3d; playTargetAudio( %client.target, $DeathCry[%random], %desc, false ); } function playPain( %obj ) { %client = %obj.client; %random = getRandom(1) + 1; %desc = AudioClosest3d; playTargetAudio( %client.target, $PainCry[%random], %desc, false); } //---------------------------------------------------------------------------- //$DefaultPlayerArmor = LightMaleHumanArmor; $DefaultPlayerArmor = Light; function Player::setArmor(%this,%size) { // Takes size as "Light","Medium", "Heavy" %client = %this.client; if (%client.race $= "Bioderm") // Only have male bioderms. %armor = %size @ "Male" @ %client.race @ Armor; else %armor = %size @ %client.sex @ %client.race @ Armor; //echo("Player::armor: " @ %armor); %this.setDataBlock(%armor); %client.armor = %size; } function getDamagePercent(%maxDmg, %dmgLvl) { return (%dmgLvl / %maxDmg); } function Player::getArmorSize(%this) { // return size as "Light","Medium", "Heavy" %dataBlock = %this.getDataBlock().getName(); if (getSubStr(%dataBlock, 0, 5) $= "Light") return "Light"; else if (getSubStr(%dataBlock, 0, 6) $= "Medium") return "Medium"; else if (getSubStr(%dataBlock, 0, 5) $= "Heavy") return "Heavy"; else return "Unknown"; } function Player::pickup(%this,%obj,%amount) { %data = %obj.getDataBlock(); // Don't pick up a pack if we already have one mounted if (%data.className $= Pack && %this.getMountedImage($BackpackSlot) != 0) return 0; // don't pick up a weapon (other than targeting laser) if player's at maxWeapons else if(%data.className $= Weapon && %data.getName() !$= "TargetingLaser" // Special case && %this.weaponCount >= %this.getDatablock().maxWeapons) return 0; // don't allow players to throw large packs at pilots (thanks Wizard) else if(%data.className $= Pack && %data.image.isLarge && %this.isPilot()) return 0; return ShapeBase::pickup(%this,%obj,%amount); } function Player::use( %this,%data ) { // If player is in a station then he can't use any items if(%this.station !$= "") return false; // Convert the word "Backpack" to whatever is in the backpack slot. if ( %data $= "Backpack" ) { if ( %this.inStation ) return false; if ( %this.isPilot() ) { messageClient( %this.client, 'MsgCantUsePack', '\c2You can\'t use your pack while piloting.~wfx/misc/misc.error.wav' ); return( false ); } else if ( %this.isWeaponOperator() ) { messageClient( %this.client, 'MsgCantUsePack', '\c2You can\'t use your pack while in a weaponry position.~wfx/misc/misc.error.wav' ); return( false ); } %image = %this.getMountedImage( $BackpackSlot ); if ( %image ) %data = %image.item; } // Can't use some items when piloting or your a weapon operator if ( %this.isPilot() || %this.isWeaponOperator() ) if ( %data.getName() !$= "RepairKit" ) return false; return ShapeBase::use( %this, %data ); } function Player::maxInventory(%this,%data) { %max = ShapeBase::maxInventory(%this,%data); if (%this.getInventory(AmmoPack)) %max += AmmoPack.max[%data.getName()]; return %max; } function Player::isPilot(%this) { %vehicle = %this.getObjectMount(); // There are two "if" statements to avoid a script warning. if (%vehicle) if (%vehicle.getMountNodeObject(0) == %this) return true; return false; } function Player::isWeaponOperator(%this) { %vehicle = %this.getObjectMount(); if ( %vehicle ) { %weaponNode = %vehicle.getDatablock().weaponNode; if ( %weaponNode > 0 && %vehicle.getMountNodeObject( %weaponNode ) == %this ) return( true ); } return( false ); } function Player::liquidDamage(%obj, %data, %damageAmount, %damageType) { if(%obj.getState() !$= "Dead") { %data.damageObject(%obj, 0, "0 0 0", %damageAmount, %damageType); %obj.lDamageSchedule = %obj.schedule(50, "liquidDamage", %data, %damageAmount, %damageType); } else %obj.lDamageSchedule = ""; } function Armor::onEnterLiquid(%data, %obj, %coverage, %type) { switch(%type) { case 0: //Water case 1: //Ocean Water case 2: //River Water case 3: //Stagnant Water case 4: //Lava %obj.liquidDamage(%data, $DamageLava, $DamageType::Lava); case 5: //Hot Lava %obj.liquidDamage(%data, $DamageHotLava, $DamageType::Lava); case 6: //Crusty Lava %obj.liquidDamage(%data, $DamageCrustyLava, $DamageType::Lava); case 7: //Quick Sand } } function Armor::onLeaveLiquid(%data, %obj, %type) { switch(%type) { case 0: //Water case 1: //Ocean Water case 2: //River Water case 3: //Stagnant Water case 4: //Lava case 5: //Hot Lava case 6: //Crusty Lava case 7: //Quick Sand } if(%obj.lDamageSchedule !$= "") { cancel(%obj.lDamageSchedule); %obj.lDamageSchedule = ""; } } function Armor::onTrigger(%data, %player, %triggerNum, %val) { if (%triggerNum == 4) { // Throw grenade if (%val == 1) { %player.grenTimer = 1; } else { if (%player.grenTimer == 0) { // Bad throw for some reason } else { %player.use(Grenade); %player.grenTimer = 0; } } } else if (%triggerNum == 5) { // Throw mine if (%val == 1) { %player.mineTimer = 1; } else { if (%player.mineTimer == 0) { // Bad throw for some reason } else { %player.use(Mine); %player.mineTimer = 0; } } } else if (%triggerNum == 3) { // val = 1 when jet key (LMB) first pressed down // val = 0 when jet key released // MES - do we need this at all any more? if(%val == 1) %player.isJetting = true; else %player.isJetting = false; } } function Player::setMoveState(%obj, %move) { %obj.disableMove(%move); } function Armor::onLeaveMissionArea(%data, %obj) { Game.leaveMissionArea(%data, %obj); } function Armor::onEnterMissionArea(%data, %obj) { Game.enterMissionArea(%data, %obj); } function Armor::animationDone(%data, %obj) { if(%obj.animResetWeapon !$= "") { if(%obj.getMountedImage($WeaponSlot) == 0) if(%obj.inv[%obj.lastWeapon]) %obj.use(%obj.lastWeapon); %obj.animSetWeapon = ""; } } function playDeathAnimation(%player, %damageLocation, %type) { %vertPos = firstWord(%damageLocation); %quadrant = getWord(%damageLocation, 1); //echo("vert Pos: " @ %vertPos); //echo("quad: " @ %quadrant); if( %type == $DamageType::Explosion || %type == $DamageType::Mortar || %type == $DamageType::Grenade) { if(%quadrant $= "front_left" || %quadrant $= "front_right") %curDie = $PlayerDeathAnim::ExplosionBlowBack; else %curDie = $PlayerDeathAnim::TorsoBackFallForward; } else if(%vertPos $= "head") { if(%quadrant $= "front_left" || %quadrant $= "front_right" ) %curDie = $PlayerDeathAnim::HeadFrontDirect; else %curDie = $PlayerDeathAnim::HeadBackFallForward; } else if(%vertPos $= "torso") { if(%quadrant $= "front_left" ) %curDie = $PlayerDeathAnim::TorsoLeftSpinDeath; else if(%quadrant $= "front_right") %curDie = $PlayerDeathAnim::TorsoRightSpinDeath; else if(%quadrant $= "back_left" ) %curDie = $PlayerDeathAnim::TorsoBackFallForward; else if(%quadrant $= "back_right") %curDie = $PlayerDeathAnim::TorsoBackFallForward; } else if (%vertPos $= "legs") { if(%quadrant $= "front_left" || %quadrant $= "back_left") %curDie = $PlayerDeathAnim::LegsLeftGimp; if(%quadrant $= "front_right" || %quadrant $= "back_right") %curDie = $PlayerDeathAnim::LegsRightGimp; } if(%curDie $= "" || %curDie < 1 || %curDie > 11) %curDie = 1; %player.setActionThread("Death" @ %curDie); } function Armor::onDamage(%data, %obj) { if(%obj.station !$= "" && %obj.getDamageLevel() == 0) %obj.station.getDataBlock().endRepairing(%obj.station); }