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- datablock ShapeBaseImageData(Wolf3dChainGunImage)
- {
- // Basic Item properties
- shapeFile = "./chaingun.dts";
- emap = true;
- // Specify mount point & offset for 3rd person, and eye offset
- // for first person rendering.
- mountPoint = 0;
- offset = "0 0 0";
- eyeOffset = "0.02 0.3 -1.25"; //"0.7 1.2 -0.5";
- rotation = eulerToMatrix( "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 = true;
- // Add the WeaponImage namespace as a parent, WeaponImage namespace
- // provides some hooks into the inventory system.
- className = "WeaponImage";
- // Projectile && Ammo.
- item = Wolf3dChaingunGunItem;
- ammo = "";
- projectile = Wolf3dGunProjectile;
- projectileType = Projectile;
- damageType = $DamageType::Wolf3dChainGunKill;
- casing = gunShellDebris;
- shellExitDir = "1.0 -1.3 1.0";
- shellExitOffset = "0 0 0";
- shellExitVariance = 15.0;
- shellVelocity = 7.0;
- //melee particles shoot from eye node for consistancy
- melee = false;
- //raise your arm up or not
- armReady = true;
- doColorShift = Wolf3dChainGunItem.doColorShift;
- colorShiftColor = Wolf3dChainGunItem.colorShiftColor;
- stateName[0] = "Activate";
- stateTimeoutValue[0] = 0.15;
- stateTransitionOnTimeout[0] = "Ready";
- stateSound[0] = weaponSwitchSound;
- stateName[1] = "Ready";
- stateTransitionOnTriggerDown[1]= "Prime";
- stateAllowImageChange[1] = true;
- stateSequence[1] = "Fire"; //Ready
- stateTimeoutValue[1] = 10.0;
- stateName[2] = "Prime";
- stateScript[2] = "checkAmmo";
- stateTimeoutValue[2] = 0.005;
- stateTransitionOnTimeout[2] = "PrimeCheck";
- stateName[3] = "PrimeCheck";
- stateTransitionOnAmmo[3] = "Fire";
- stateTransitionOnNoAmmo[3] = "ReloadWait";
- stateName[4] = "Fire";
- stateTransitionOnTimeout[4] = "Prime2";
- stateTimeoutValue[4] = 0.056;
- stateFire[4] = true;
- stateAllowImageChange[4] = false;
- stateSequence[4] = "Fire";
- stateScript[4] = "onFire";
- stateWaitForTimeout[4] = true;
- stateEmitter[4] = gunFlashEmitter;
- stateEmitterTime[4] = 0.05;
- stateEmitterNode[4] = "muzzleNode";
- stateSound[4] = Wolf3dChainGunSound;
- stateEjectShell[4] = true;
- stateName[8] = "Prime2";
- stateScript[8] = "checkAmmo";
- stateTimeoutValue[8] = 0.005;
- stateTransitionOnTimeout[8] = "Prime2Check";
- stateName[9] = "Prime2Check";
- stateTransitionOnAmmo[9] = "Fire2";
- stateTransitionOnNoAmmo[9] = "ReloadWait";
- stateName[5] = "Fire2";
- stateTransitionOnTimeout[5] = "Reload";
- stateTimeoutValue[5] = 0.056;
- stateFire[5] = true;
- stateAllowImageChange[5] = false;
- stateSequence[5] = "Fire";
- stateScript[5] = "onFire";
- stateWaitForTimeout[5] = true;
- stateEmitter[5] = gunFlashEmitter;
- stateEmitterTime[5] = 0.05;
- stateEmitterNode[5] = "muzzleNode";
- stateSound[5] = Wolf3dChainGunSound;
- stateEjectShell[5] = true;
- stateName[6] = "Smoke";
- stateEmitter[6] = gunSmokeEmitter;
- stateEmitterTime[6] = 0.5;
- stateEmitterNode[6] = "muzzleNode";
- stateTimeoutValue[6] = 0.057;
- stateTransitionOnTimeout[6] = "Ready";
- stateName[7] = "Reload";
- stateTransitionOnTriggerUp[7] = "Smoke";
- stateTransitionOnTriggerDown[7]= "Prime";
- stateName[10] = "ReloadWait";
- stateTimeoutValue[10] = 0.3;
- stateTransitionOnTimeout[10] = "Ready";
- stateWaitForTimeout[10] = true;
- };
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