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- # Jedi Knight Missions Cog Script
- #
- # WEAP_SEQCHARGE_M.COG
- #
- # WEAPON 8 Script - Sequencer Charge
- #
- # Heartier than the Thermals and the DF IM Mines these are used by placing them on
- # the ground or on walls. These have both delayed and proximity options.
- #
- # - Not affected by MagSealed sectors/surfaces.
- #
- # [YB & CYW] + [RF]
- #
- # (C) 1997 LucasArts Entertainment Co. All Rights Reserved
- # ========================================================================================
-
- symbols
-
- model povModel=seqb.3do local
- model povModel_m=seqb_m.3do local
- model weaponMesh=seqg.3do local
-
- # Animations that deal with bringing stuff up
- keyframe mountAnim=SeqBmntr.key local
-
-
- # Animations that deal with bringing stuff down
- keyframe dismountAnim=SeqbDisr.key local
-
- # Charge laying animations
- keyframe povFireAnim=SeqBpstR.key local
- keyframe povFire2Anim=SeqBpstR.key local
-
-
- flex mountWait local
- flex fireWait=0.8 local
- flex holsterWait local
-
- template projectile_tpl=+seqchrg local
- template projectile_tpl2=+seqchrg2 local
- template projectile_tpl3=+seqchrg3 local
- template projectile_tpl4=+seqchrg4 local
-
- template projectileB=+dudseqchrg local
-
- keyframe holsterAnim=kyhlstr.key local
-
-
- # The next 10 items actually function
- # as an array of lain projectiles.
- int projectile local
-
- int iCounter local
- material flashing=seq0mtp3.mat local
- int cel local
- int mode local
-
- thing player local
- int trackID=-1 local
- int holsterTrack local
-
- int selectMode=1 local
-
- message startup
- message activated
- message deactivated
- message selected
- message deselected
- message autoselect
- message fire
- message timer
-
- end
-
- # ========================================================================================
-
- code
-
- startup:
- // Setup delays and variables.
- mountWait = GetKeyLen(mountAnim);
-
- // Start the material flashing.
- MaterialAnim( flashing, 4, 1 );
-
- Return;
-
- # ........................................................................................
-
- fire:
- player = GetSourceRef();
- mode = GetSenderRef();
-
- // Check that the player is still alive.
- if(GetThingHealth(player) <= 0)
- {
- Return;
- }
-
- SendMessageEx(GetThingClassCog(GetLocalPlayerThing()), user1, 3, 0, 0, 0);
-
- if (GetInv(player, 93) > 0.0)
- projectile = FireProjectile(player, projectileB, -1, 16, '0 0.05 0.00', '0 0 0', 1.0, 0, 0.0, 0.0);
- else
- projectile = FireProjectile(player, projectile_tpl[mode], -1, 16, '0 0.05 0.00', '0 0 0', 1.0, 0, 0.0, 0.0);
-
- if (GetSenderID() == 2)
- {
- StopKey(player, holsterTrack, 0.0);
- }
- else
- jkPlayPOVKey(player, povfireAnim, 1, 0x38);
-
- ChangeInv(player, GetWeaponBin(8), -1.0);
-
- // If out of ammo try to autoswitch to another weapon
- // if autoswitch is enabled else just switch to fists.
- if(GetInv(player, GetWeaponBin(8)) < 1)
- {
- // If the manual sequencer has no charges down and we are out of
- // charges, do not allow it to be selected.
- if (GetInv(player, GetWeaponBin(18)) == 1.0)
- SetInv(player, GetWeaponBin(18), 0.0);
-
- if(GetAutoSwitch() & 1)
- {
- SelectWeapon(player, GetWeaponBin(AutoSelectWeapon(player, 1)));
- }
- else
- {
- SelectWeapon(player, 1);
- }
- }
-
- Return;
-
- # ........................................................................................
-
- activated:
- player = GetSourceRef();
- mode = GetSenderRef();
-
- if (GetInv(player, 93) > 0.0)
- SendMessageEx(GetThingClassCog(player), skill, 1100, 0, 0, 0);
-
- if(mode > 1) Return;
-
- jkSetWaggle(player, '0.0 0.0 0.0', 0);
- ActivateWeapon( player, fireWait, mode );
-
- Return;
-
- # ........................................................................................
-
- deactivated:
- player = GetSourceRef();
- mode = GetSenderRef();
-
- jkSetWaggle(player, '10.0 7.0 0.0', 350);
- DeactivateWeapon( player, mode );
- Return;
-
- # ........................................................................................
-
- selected:
- player = GetSourceRef();
-
- jkPrintUNIString(player, 374); // "Automatic Mode"
-
- PlayMode(player, 40);
- if (GetInv(player, 67) == 0.0)
- jkSetPOVModel(player, povModel); // Kyle hand
- else
- jkSetPOVModel(player, povModel_m); // Mara Hand
- SetArmedMode(player, 0);
- jkSetWeaponMesh(player, weaponMesh);
- trackID = jkPlayPOVKey(player, mountAnim, 0, 20);
-
- jkSetWaggle(player, '10.0 7.0 0.0', 350);
-
- SetMountWait(player, GetKeyLen(mountAnim));
- jkClearFlags(player, 0x5);
- SetCurWeapon(player, GetWeaponBin(8));
-
- Return;
-
- # ........................................................................................
-
- deselected:
- player = GetSourceRef();
-
- jkPlayPOVKey(player, dismountAnim, 0, 18);
-
- holsterWait = GetKeyLen(holsterAnim);
- SetMountWait(player, holsterWait);
- holsterTrack = PlayKey(player, holsterAnim, 1, 0x4);
- SetTimerEx(holsterWait, 2, 0.0, 0.0);
- if (trackID != -1)
- {
- jkStopPOVKey(player, trackID, 0);
- trackID = -1;
- }
- jkSetWaggle(player, '0.0 0.0 0.0', 0);
- Return;
-
- # ........................................................................................
-
- autoselect:
- selectMode = GetSenderRef();
- player = GetSourceRef();
-
- // If the player has ammo
- if(GetInv(player, GetWeaponBin(8)) != 0)
- {
- // query for ammo
- if(selectMode == -1)
- {
- ReturnEx(300.0);
- Return;
- }
-
- if((selectMode == 0) && !(GetAutoPickup() & 2))
- {
- ReturnEx(300.0);
- Return;
- }
-
- if((selectMode == 1) && !(GetAutoSwitch() & 2))
- {
- ReturnEx(300.0);
- Return;
- }
-
- if((selectMode == 2) && !(GetAutoPickup() & 2))
- {
- ReturnEx(300.0);
- Return;
- }
-
- ReturnEx(-2.0);
- Return;
-
- }
- else
- {
- ReturnEx(-1.0);
- }
-
- Return;
-
- # ........................................................................................
-
- timer:
- if (GetSenderID() == 2)
- {
- StopKey(player, holsterTrack, 0.0);
- }
-
- Return;
-
- end
-