BloodknightStudios

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Nov 26th, 2015
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  1. datablock AITurretShapeData(AITurret)
  2. {
  3. category = "Turrets";
  4. shapeFile = "art/shapes/weapons/Turret/Turret_Legs.DAE";
  5.  
  6. maxDamage = 70;
  7. destroyedLevel = 70;
  8. explosion = GrenadeExplosion;
  9.  
  10. simpleServerCollision = false;
  11.  
  12. zRotOnly = false;
  13.  
  14. // Rotation settings
  15. minPitch = 15;
  16. maxPitch = 80;
  17. maxHeading = 90;
  18. headingRate = 50;
  19. pitchRate = 50;
  20.  
  21. // Scan settings
  22. maxScanPitch = 10;
  23. maxScanHeading = 30;
  24. maxScanDistance = 20;
  25. trackLostTargetTime = 2;
  26.  
  27. maxWeaponRange = 30;
  28.  
  29. weaponLeadVelocity = 0;
  30.  
  31. // Weapon mounting
  32. numWeaponMountPoints = 1;
  33.  
  34. weapon[0] = AITurretHead;
  35. weaponAmmo[0] = AITurretAmmo;
  36. weaponAmmoAmount[0] = 10000;
  37.  
  38. maxInv[AITurretHead] = 1;
  39. maxInv[AITurretAmmo] = 10000;
  40.  
  41. // Initial start up state
  42. stateName[0] = "Preactivate";
  43. stateTransitionOnAtRest[0] = "Scanning";
  44. stateTransitionOnNotAtRest[0] = "Thrown";
  45.  
  46. // Scan for targets
  47. stateName[1] = "Scanning";
  48. stateScan[1] = true;
  49. stateTransitionOnTarget[1] = "Target";
  50. stateSequence[1] = "scan";
  51. stateScript[1] = "OnScanning";
  52.  
  53. // Have a target
  54. stateName[2] = "Target";
  55. stateTransitionOnNoTarget[2] = "NoTarget";
  56. stateTransitionOnTimeout[2] = "Firing";
  57. stateTimeoutValue[2] = 2.0;
  58. stateScript[2] = "OnTarget";
  59.  
  60. // Fire at target
  61. stateName[3] = "Firing";
  62. stateFire[3] = true;
  63. stateTransitionOnNoTarget[3] = "NoTarget";
  64. stateScript[3] = "OnFiring";
  65.  
  66. // Lost target
  67. stateName[4] = "NoTarget";
  68. stateTransitionOnTimeout[4] = "Scanning";
  69. stateTimeoutValue[4] = 2.0;
  70. stateScript[4] = "OnNoTarget";
  71.  
  72. // Player thrown turret
  73. stateName[5] = "Thrown";
  74. stateTransitionOnAtRest[5] = "Deploy";
  75. stateSequence[5] = "throw";
  76. stateScript[5] = "OnThrown";
  77.  
  78. // Player thrown turret is deploying
  79. stateName[6] = "Deploy";
  80. stateTransitionOnTimeout[6] = "Scanning";
  81. stateTimeoutValue[6] = 2.5;
  82. stateSequence[6] = "deploy";
  83. stateScaleAnimation[6] = true;
  84. stateScript[6] = "OnDeploy";
  85.  
  86. // Special state that is set when the turret is destroyed.
  87. // This state is set in the onDestroyed() callback.
  88. stateName[7] = "Destroyed";
  89. stateSequence[7] = "destroyed";
  90. };
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