flak_m/zscript/flakcannon.zsc
Marisa Kirisame 72eb6ca8d1 Impact Hammer fully implemented. Began working on Chainsaw.
Tweaked the shake effect on all weapons.
Covered up some seams on redeemer texture. Moved the model slightly to cover up a gap.
Corrected the chainsaw and translocator HUD icons.
2018-05-26 00:10:31 +02:00

593 lines
13 KiB
Text

Class Tier5Ammo : RandomSpawner2 replaces RocketAmmo
{
Default
{
DropItem "FlakAmmo2", 255, 1;
DropItem "UTRocketAmmo2", 255, 1;
}
}
Class Tier5Ammo2 : RandomSpawner2 replaces RocketBox
{
Default
{
DropItem "FlakAmmo", 255, 1;
DropItem "UTRocketAmmo", 255, 1;
}
}
Class Tier5Weapon : RandomSpawner2 replaces RocketLauncher
{
Default
{
DropItem "FlakCannon", 255, 1;
DropItem "UTRocketLauncher", 255, 1;
}
}
Class FlakAmmo : Ammo
{
Default
{
Tag "Flak Shells";
Inventory.PickupMessage "You picked up 10 Flak Shells.";
Inventory.Amount 10;
Inventory.MaxAmount 50;
Ammo.BackpackAmount 20;
Ammo.BackpackMaxAmount 50;
Ammo.DropAmount 10;
}
States
{
Spawn:
FAMO A -1;
Stop;
}
}
Class FlakAmmo2 : FlakAmmo
{
Default
{
Tag "Flak Shell";
Inventory.PickupMessage "You picked up a Flak Shell.";
Inventory.Amount 1;
Ammo.DropAmount 1;
}
States
{
Spawn:
FSLG A -1;
Stop;
}
}
Class ChunkLight : DynamicLight
{
Default
{
DynamicLight.Type "Point";
Args 255,224,128,8;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
if ( globalfreeze || level.frozen ) return;
args[LIGHT_RED] = 255*target.alpha;
args[LIGHT_GREEN] = 224*target.alpha;
args[LIGHT_BLUE] = 128*target.alpha;
}
}
Class ChunkTrail : Actor
{
Default
{
RenderStyle "Add";
Radius 0.1;
Height 0;
+NOBLOCKMAP;
+NOGRAVITY;
+DONTSPLASH;
+FORCEXYBILLBOARD;
+INVISIBLE; // temporarily until clipping screwery is fixed
Scale 0.2;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
let l = Spawn("ChunkLight",pos);
l.target = self;
}
override void Tick()
{
Super.Tick();
if ( globalfreeze || level.frozen ) return;
A_SpawnParticle("FFFF00",SPF_FULLBRIGHT,1,8,startalphaf:alpha);
A_SpawnParticle("E0A000",SPF_FULLBRIGHT,1,16,startalphaf:alpha*0.6);
A_SpawnParticle("804000",SPF_FULLBRIGHT,1,32,startalphaf:alpha*0.3);
if ( InStateSequence(CurState,FindState("Death")) ) return;
if ( !target )
{
SetStateLabel("Death");
return;
}
SetOrigin(target.pos+(0,0,speed),true);
}
States
{
Spawn:
FGLO A 1 Bright;
Wait;
Death:
FGLO A 1 Bright A_FadeOut(0.1);
Wait;
}
}
Class FlakChunk : Actor
{
Actor lasthit;
ChunkTrail trail;
double rollvel, pitchvel, yawvel;
double lifetime, lifespeed;
int lifetics;
bool hasbounced;
Default
{
Obituary "%o was ripped to shreds by %k's Flak Cannon.";
Radius 4;
Height 4;
Speed 50;
DamageFunction Random[Flak](12,18);
DamageType 'Shredded';
BounceType "Doom";
BounceFactor 0.8;
PROJECTILE;
+USEBOUNCESTATE
-BOUNCEAUTOOFF
Scale 0.5;
}
override bool CanCollideWith( Actor other, bool passive )
{
return (vel.length()>4.0);
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
lifetime = 0;
lifespeed = FRandom[Flak](0.004,0.008);
trail = ChunkTrail(Spawn("ChunkTrail",pos));
trail.target = self;
trail.speed = 0.5;
rollvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1);
pitchvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1);
yawvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1);
scale *= Frandom[Flak](0.8,1.2);
SetState(ResolveState("Spawn")+Random[Flak](0,3));
}
override void Tick()
{
Super.Tick();
if ( globalfreeze || level.frozen ) return;
if ( waterlevel > 0 )
{
vel.xy *= 0.98;
rollvel *= 0.98;
pitchvel *= 0.98;
yawvel *= 0.98;
if ( trail ) trail.Destroy();
}
lifetics++;
if ( lifetics > 3 )
{
lifetics = 0;
if ( frame < 11 ) frame++;
}
lifetime += lifespeed;
if ( (waterlevel <= 0) && (frame < 10) ) A_SpawnParticle("AAAAAA",0,35,2.0,velx:FRandom[Flak](-0.1,0.1),vely:FRandom[Flak](-0.1,0.1),velz:FRandom[Flak](-0.1,0.1),accelz:0.02,startalphaf:scale.x/0.5,sizestep:0.2);
if ( trail ) trail.alpha = max(0,11-frame)/11.;
if ( InStateSequence(CurState,FindState("Death")) ) return;
A_SetRoll(roll+rollvel,SPF_INTERPOLATE);
A_SetPitch(pitch+pitchvel,SPF_INTERPOLATE);
A_SetAngle(angle+pitchvel,SPF_INTERPOLATE);
}
action void A_HandleBounce()
{
invoker.hasbounced = true;
A_SprayDecal("WallCrack",-8);
int numpt = Random[Flak](8,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Flak](-1,1),FRandom[Flak](-1,1),FRandom[Flak](-1,1)).unit()*FRandom[Flak](2,4);
A_SpawnParticle("FFA000",SPF_FULLBRIGHT,Random[Flak](10,20),FRandom[Flak](1.2,3.6),0,0,0,0,pvel.x,pvel.y,pvel.z,0,0,0,3.0,-1,-0.25);
}
A_Gravity();
invoker.rollvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
invoker.pitchvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
invoker.yawvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
vel = (vel.unit()+(FRandom[Flak](-0.4,0.4),FRandom[Flak](-0.4,0.4),FRandom[Flak](-0.4,0.4))).unit()*vel.length();
A_PlaySound("flak/bounce",volume:0.3);
A_AlertMonsters();
if ( vel.length() < 4.0 ) ExplodeMissile();
}
override int DoSpecialDamage( Actor target, int damage, Name damagetype )
{
if ( !target.bNOBLOOD )
{
if ( target != lasthit ) target.SpawnBlood(pos,AngleTo(target),damage);
A_PlaySound("flak/meat",volume:0.3);
A_AlertMonsters();
}
lasthit = target;
return damage;
}
States
{
Spawn:
FCH1 A 0;
Goto Idle;
FCH2 A 0;
Goto Idle;
FCH3 A 0;
Goto Idle;
FCH4 A 0;
Goto Idle;
Idle:
#### # -1;
Stop;
Bounce:
#### # 0 A_HandleBounce();
Goto Idle;
Death:
#### # 0
{
bMOVEWITHSECTOR = true;
A_SetTics(Random[Flak](30,50));
}
#### # 1
{
A_SetScale(scale.x-0.002);
if ( scale.x <= 0.0 ) Destroy();
}
Wait;
Crash:
TNT1 A 0
{
Spawn("BulletPuff",pos);
A_PlaySound("flak/hit",volume:0.3);
A_AlertMonsters();
}
XDeath:
TNT1 A 1;
Stop;
Dummy:
FCH1 ABCDEFGHIJKL -1;
FCH2 ABCDEFGHIJKL -1;
FCH3 ABCDEFGHIJKL -1;
FCH4 ABCDEFGHIJKL -1;
Stop;
}
}
Class SlugSmoke : Actor
{
double lifetime, lifespeed;
Default
{
Radius 0.1;
Height 0;
+NOBLOCKMAP;
+NOGRAVITY;
+DONTSPLASH;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
lifetime = 0;
lifespeed = FRandom[Flak](0.004,0.008);
}
override void Tick()
{
Super.Tick();
if ( globalfreeze || level.frozen ) return;
lifetime += lifespeed;
if ( waterlevel <= 0 ) A_SpawnParticle("AAAAAA",0,50,16.0,velx:FRandom[Flak](-0.5,0.5),vely:FRandom[Flak](-0.5,0.5),velz:FRandom[Flak](-0.5,0.5),accelz:0.05,startalphaf:scale.x,sizestep:1.0);
scale.x = max(0,1-lifetime);
if ( scale.x <= 0 ) Destroy();
}
States
{
Spawn:
TNT1 A -1;
Stop;
}
}
Class SlugLight : DynamicLight
{
double lifetime;
Default
{
DynamicLight.Type "Point";
Args 255,224,128,80;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
lifetime = 1.0;
}
override void Tick()
{
Super.Tick();
if ( globalfreeze || level.frozen ) return;
args[LIGHT_RED] = 255*lifetime;
args[LIGHT_GREEN] = 224*lifetime;
args[LIGHT_BLUE] = 128*lifetime;
lifetime -= 0.05;
if ( lifetime <= 0 ) Destroy();
}
}
Class FlakSlug : Actor
{
ChunkTrail trail;
Default
{
Obituary "%o was ripped to shreds by %k's Flak Cannon.";
DamageType 'FlakDeath';
Radius 4;
Height 4;
Speed 40;
PROJECTILE;
-NOGRAVITY;
+SKYEXPLODE;
+FORCERADIUSDMG;
+HITTRACER;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
trail = ChunkTrail(Spawn("ChunkTrail",pos));
trail.target = self;
trail.speed = 1;
vel.z += 5;
}
override void Tick()
{
Super.Tick();
if ( waterlevel > 0 )
{
vel.xy *= 0.98;
if ( trail ) trail.Destroy();
}
}
action void A_FlakExplode()
{
bForceXYBillboard = true;
A_SetRenderStyle(1.0,STYLE_Add);
A_SprayDecal("RocketBlast",150);
A_NoGravity();
A_SetScale(1.2);
A_Explode(Random[Flak](60,80),150);
A_QuakeEx(4,4,4,8,0,200,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
A_PlaySound("flak/explode",CHAN_VOICE);
A_AlertMonsters();
if ( !Tracer ) Spawn("SlugSmoke",pos);
Spawn("SlugLight",pos);
Vector3 x, y, z;
double a, s;
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
Actor p;
for ( int i=0; i<5; i++ )
{
p = Spawn("FlakChunk",pos);
a = FRandom[Flak](0,360);
s = FRandom[Flak](0,0.2);
Vector3 dir = (x+y*cos(a)*s+z*sin(a)*s).unit();
p.angle = atan2(dir.y,dir.x);
p.pitch = -asin(dir.z);
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed*FRandom[Flak](0.5,1.5);
p.target = target;
}
int numpt = Random[Flak](40,80);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Flak](-1,1),FRandom[Flak](-1,1),FRandom[Flak](-1,1)).unit()*FRandom[Flak](2,4);
A_SpawnParticle("FFA000",SPF_FULLBRIGHT,Random[Flak](20,40),FRandom[Flak](4.8,7.2),0,0,0,0,pvel.x,pvel.y,pvel.z,0,0,0,3.0,-1,-0.25);
}
}
States
{
Spawn:
FSLG A 1
{
if ( waterlevel > 0 ) return;
for ( int i=0; i<6; i++ )
A_SpawnParticle("AAAAAA",0,50,12.0,velx:FRandom[Flak](-0.5,0.5),vely:FRandom[Flak](-0.5,0.5),velz:FRandom[Flak](-0.5,0.5),accelz:0.02,startalphaf:0.5,sizestep:1.0);
}
Wait;
Death:
EXP2 A 0 A_FlakExplode();
EXP2 ABCDEFGHIJKLMNOPQR 1 BRIGHT;
Stop;
}
}
Class FlakLight : DynamicLight
{
int cnt;
Default
{
DynamicLight.Type "Point";
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
args[LIGHT_INTENSITY] = 150;
args[LIGHT_RED] = 255;
args[LIGHT_GREEN] = 224;
args[LIGHT_BLUE] = 128;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
if ( target.player ) SetOrigin(target.Vec3Offset(0,0,target.player.viewz-target.pos.z),true);
else SetOrigin(target.pos,true);
if ( cnt++ > 2 ) Destroy();
}
}
Class FlakCannon : UTWeapon
{
action void A_Loading( bool first = false )
{
if ( first ) A_PlaySound("flak/load",CHAN_WEAPON);
else A_PlaySound("flak/reload",CHAN_5);
}
action void A_FireChunks()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound("flak/fire",CHAN_WEAPON);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(160,255,96,0),1);
A_AlertMonsters();
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
Vector3 x, y, z;
double a, s;
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-3.0*z;
A_Overlay(-2,"MuzzleFlash");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
[x, y, z] = Matrix4.GetAxes(BulletSlope(),angle,roll);
Actor p;
for ( int i=0; i<8; i++ )
{
p = Spawn("FlakChunk",origin);
a = FRandom[Flak](0,360);
s = FRandom[Flak](0,0.2);
Vector3 dir = (x+y*cos(a)*s+z*sin(a)*s).unit();
p.angle = atan2(dir.y,dir.x);
p.pitch = -asin(dir.z);
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
p.target = self;
}
int numpt = Random[Flak](20,30);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (x+(FRandom[Flak](-.8,.8),FRandom[Flak](-.8,.8),FRandom[Flak](-.8,.8))).unit()*FRandom[Flak](2,4);
A_SpawnParticle("FFA000",SPF_FULLBRIGHT,Random[Flak](10,20),FRandom[Flak](2.4,3.6),0,origin.x-pos.x,origin.y-pos.y,origin.z-pos.z,pvel.x,pvel.y,pvel.z,0,0,-0.1,3.0,-1,-0.25);
}
}
action void A_FireSlug()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound("flak/altfire",CHAN_WEAPON);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(128,255,96,0),1);
A_AlertMonsters();
A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
double a, s;
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-3.0*z;
A_Overlay(-2,"MuzzleFlash");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
Actor p = Spawn("FlakSlug",origin);
p.angle = angle;
p.pitch = BulletSlope();
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
p.target = self;
int numpt = Random[Flak](10,15);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (x+(FRandom[Flak](-.8,.8),FRandom[Flak](-.8,.8),FRandom[Flak](-.8,.8))).unit()*FRandom[Flak](2,4);
A_SpawnParticle("FFA000",SPF_FULLBRIGHT,Random[Flak](10,20),FRandom[Flak](2.4,3.6),0,origin.x-pos.x,origin.y-pos.y,origin.z-pos.z,pvel.x,pvel.y,pvel.z,0,0,-0.1,3.0,-1,-0.25);
}
}
Default
{
Tag "Flak Cannon";
Inventory.PickupMessage "You got the Flak Cannon.";
Weapon.UpSound "flak/select";
Weapon.SlotNumber 8;
Weapon.SelectionOrder 2;
Weapon.AmmoType "FlakAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "FlakAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 10;
}
States
{
Spawn:
FPCK A -1;
Stop;
FPCK B -1;
Stop;
Ready:
FLKS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
FKS2 ABC 1;
FLKL A 1 A_Loading(true);
FLKL BCDEFGHIJKLMNO 1;
Goto Idle;
Loading:
FLKL A 1
{
A_CheckReload();
if ( invoker.Ammo1.Amount > 0 ) A_Loading();
}
FLKL BCDEFGHIJKLMNO 1;
Idle:
FLKI A 10;
FLKI A 1 A_WeaponReady();
Wait;
Fire:
FLKF A 1 A_FireChunks();
FLKF BCDEFGHIJ 1;
FLKF J 4;
Goto Loading;
AltFire:
FLKA A 1 A_FireSlug();
FLKA BCDEFGHIJK 2;
FLKA K 4;
Goto Loading;
Select:
FLKS A 1 A_Raise(int.max);
Wait;
Deselect:
FLKD ABCDEFGHIJ 2;
FLKD J 1 A_Lower(int.max);
Wait;
MuzzleFlash:
FMUZ A 3 Bright
{
let l = Spawn("FlakLight",pos);
l.target = self;
}
Stop;
}
}