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Fastmapler

Image

Jul 14th, 2018
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  1. datablock ShapeBaseImageData(Wolf3dChainGunImage)
  2. {
  3. // Basic Item properties
  4. shapeFile = "./chaingun.dts";
  5. emap = true;
  6.  
  7. // Specify mount point & offset for 3rd person, and eye offset
  8. // for first person rendering.
  9. mountPoint = 0;
  10. offset = "0 0 0";
  11. eyeOffset = "0.02 0.3 -1.25"; //"0.7 1.2 -0.5";
  12. rotation = eulerToMatrix( "0 0 0" );
  13.  
  14. // When firing from a point offset from the eye, muzzle correction
  15. // will adjust the muzzle vector to point to the eye LOS point.
  16. // Since this weapon doesn't actually fire from the muzzle point,
  17. // we need to turn this off.
  18. correctMuzzleVector = true;
  19.  
  20. // Add the WeaponImage namespace as a parent, WeaponImage namespace
  21. // provides some hooks into the inventory system.
  22. className = "WeaponImage";
  23.  
  24. // Projectile && Ammo.
  25. item = Wolf3dChaingunGunItem;
  26. ammo = "";
  27. projectile = Wolf3dGunProjectile;
  28. projectileType = Projectile;
  29. damageType = $DamageType::Wolf3dChainGunKill;
  30.  
  31. casing = gunShellDebris;
  32. shellExitDir = "1.0 -1.3 1.0";
  33. shellExitOffset = "0 0 0";
  34. shellExitVariance = 15.0;
  35. shellVelocity = 7.0;
  36.  
  37. //melee particles shoot from eye node for consistancy
  38. melee = false;
  39. //raise your arm up or not
  40. armReady = true;
  41.  
  42. doColorShift = Wolf3dChainGunItem.doColorShift;
  43. colorShiftColor = Wolf3dChainGunItem.colorShiftColor;
  44.  
  45. stateName[0] = "Activate";
  46. stateTimeoutValue[0] = 0.15;
  47. stateTransitionOnTimeout[0] = "Ready";
  48. stateSound[0] = weaponSwitchSound;
  49.  
  50. stateName[1] = "Ready";
  51. stateTransitionOnTriggerDown[1]= "Prime";
  52. stateAllowImageChange[1] = true;
  53. stateSequence[1] = "Fire"; //Ready
  54. stateTimeoutValue[1] = 10.0;
  55.  
  56. stateName[2] = "Prime";
  57. stateScript[2] = "checkAmmo";
  58. stateTimeoutValue[2] = 0.005;
  59. stateTransitionOnTimeout[2] = "PrimeCheck";
  60.  
  61. stateName[3] = "PrimeCheck";
  62. stateTransitionOnAmmo[3] = "Fire";
  63. stateTransitionOnNoAmmo[3] = "ReloadWait";
  64.  
  65. stateName[4] = "Fire";
  66. stateTransitionOnTimeout[4] = "Prime2";
  67. stateTimeoutValue[4] = 0.056;
  68. stateFire[4] = true;
  69. stateAllowImageChange[4] = false;
  70. stateSequence[4] = "Fire";
  71. stateScript[4] = "onFire";
  72. stateWaitForTimeout[4] = true;
  73. stateEmitter[4] = gunFlashEmitter;
  74. stateEmitterTime[4] = 0.05;
  75. stateEmitterNode[4] = "muzzleNode";
  76. stateSound[4] = Wolf3dChainGunSound;
  77. stateEjectShell[4] = true;
  78.  
  79. stateName[8] = "Prime2";
  80. stateScript[8] = "checkAmmo";
  81. stateTimeoutValue[8] = 0.005;
  82. stateTransitionOnTimeout[8] = "Prime2Check";
  83.  
  84. stateName[9] = "Prime2Check";
  85. stateTransitionOnAmmo[9] = "Fire2";
  86. stateTransitionOnNoAmmo[9] = "ReloadWait";
  87.  
  88. stateName[5] = "Fire2";
  89. stateTransitionOnTimeout[5] = "Reload";
  90. stateTimeoutValue[5] = 0.056;
  91. stateFire[5] = true;
  92. stateAllowImageChange[5] = false;
  93. stateSequence[5] = "Fire";
  94. stateScript[5] = "onFire";
  95. stateWaitForTimeout[5] = true;
  96. stateEmitter[5] = gunFlashEmitter;
  97. stateEmitterTime[5] = 0.05;
  98. stateEmitterNode[5] = "muzzleNode";
  99. stateSound[5] = Wolf3dChainGunSound;
  100. stateEjectShell[5] = true;
  101.  
  102. stateName[6] = "Smoke";
  103. stateEmitter[6] = gunSmokeEmitter;
  104. stateEmitterTime[6] = 0.5;
  105. stateEmitterNode[6] = "muzzleNode";
  106. stateTimeoutValue[6] = 0.057;
  107. stateTransitionOnTimeout[6] = "Ready";
  108.  
  109. stateName[7] = "Reload";
  110. stateTransitionOnTriggerUp[7] = "Smoke";
  111. stateTransitionOnTriggerDown[7]= "Prime";
  112.  
  113. stateName[10] = "ReloadWait";
  114. stateTimeoutValue[10] = 0.3;
  115. stateTransitionOnTimeout[10] = "Ready";
  116. stateWaitForTimeout[10] = true;
  117. };
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