public void DeployableTurretWeaponOnInventory(coAITurretShapeData thisobj, coPlayer obj, int amount) { if (obj["client"] != "0" && obj["isAiControlled"].AsBool() == false) GameConnectionSetAmmoAmountHud(obj["client"], 1, amount); //Sometimes.... Alice to the moon. /* * So here I was thinking that this line of code in the torque script... * if ( !%amount && ( %slot = %obj.getMountSlot( %this.image ) ) != -1 ) * was checking to see if the slot was != to -1... but that is not the case. * What it is actually checking is if %slot is blank or not. As in is the temporary * variable %slot a variable or not, (i.e. it's id is -1) * * It's nice how they use error suppression in there tokens to hide * the error message that the function doesn't exist from the console. * But... really? I mean, you couldn't comment that that was what the f**k you * where doing?????? * * Well shit, I do believe there could be an easier way..... */ //error("Amount = " + amount); if (amount == 0 && obj.isMethod("getMountSlot")) obj.call("cycleWeapon", new[] { "prev" }); }
public void DeployableTurretWeaponOnUse(coAITurretShapeData thisobj, coAITurretShape obj) { console.Call_Classname("Weapon", "onUse", new string[] { thisobj, obj }); }
public void DeployableTurretWeaponOnPickup(coAITurretShapeData thisobj, coAITurretShape obj, string shape, string amount) { console.Call_Classname("Weapon", "onPickup", new string[] { thisobj, obj, shape, amount }); }
public void AiTurretShapeDataOnThrown(coAITurretShapeData thisobj, coAITurretShape turret) { turret.playAudio(0, "TurretThrown"); }
public void AITurretShapeData_OnDeploy(coAITurretShapeData thisobj, coAITurretShape turret) { for (int i = 0; i < thisobj["numWeaponMountPoints"].AsInt(); i++) turret.setImageLoaded(i, true); turret.playAudio(0, "TurretActivatedSound"); }
public void AITurretShapeData_OnNoTarget(coAITurretShapeData thisobj, coAITurretShape turret) { turret.setAllGunsFiring(false); turret.recenterTurret(); turret.playAudio(0, "TargetLostSound"); }
public void AITurretShapeData_OnFiring(coAITurretShapeData thisobj, coAITurretShape turret) { turret.setAllGunsFiring(true); }
public void AITurretShapeData_OnTarget(coAITurretShapeData thisobj, coAITurretShape turret) { turret.call("startTrackingTarget"); turret.playAudio(0, "TargetAquiredSound"); }
public void AiTurretShapeDataOnScanning(coAITurretShapeData thisobj, coAITurretShape turret) { turret.call("startScanForTargets"); turret.playAudio(0, "TurretScanningSound"); }
public void AiTurretShapeData(coAITurretShapeData thisobj, coAITurretShape turret, string lastState, string nameSpaceDepth) { turret.playAudio(0, "TurretDestroyed"); turret.setAllGunsFiring(false); turret.resetTarget(); turret.setTurretState("Destroyed", false); for (int i = 0; i < thisobj["numWeaponMountPoints"].AsInt(); i++) turret.setImageGenericTrigger(i, 0, true); int nsd = (nameSpaceDepth.AsInt()); console.ParentExecute(thisobj, "onDestroyed", nsd, new string[] { thisobj, turret, lastState }); }
public string AiTurretShapeDataOnThrow(coAITurretShapeData thisobj, coPlayer user, int amount) { if (amount == 0) amount = 1; if (thisobj["maxInventory"] != "") if (amount > thisobj["maxInventory"].AsInt()) amount = thisobj["maxInventory"].AsInt(); if (amount == 0) return "0"; ShapeBaseShapeBaseDecInventory(user, thisobj, amount); //console.Call(user, "decInventory", new[] {thisobj, amount}); TransformF rot = new TransformF(user.getEulerRotation()); Torque_Class_Helper tc_obj = new Torque_Class_Helper("AITurretShape", ""); tc_obj.Props.Add("datablock", thisobj); tc_obj.Props.Add("rotation", string.Format("{0}0 0 1 {1}{0}", '"', rot.MPosition.z)); tc_obj.Props.Add("count", "1"); tc_obj.Props.Add("sourceObject", user); tc_obj.Props.Add("client", console.GetVarString(string.Format("{0}.client", user))); tc_obj.Props.Add("isAiControlled", "1"); coAITurretShape obj = tc_obj.Create(); ((coSimSet)"MissionGroup").pushToBack(obj); obj.call("addToIgnoreList", user); coGameConnection client = user["client"]; if (client.isObject()) { if (client["ownedTurrets"] == "") client["ownedTurrets"] = new Torque_Class_Helper("SimSet", "").Create().AsString(); coSimSet SimSet_id = client["ownedTurrets"]; int countofitems = SimSet_id.getCount(); for (uint i = 0; i < countofitems; i++) { coAITurretShape turret = SimSet_id.getObject(i); turret.call("addToIgnoreList", obj); obj.call("addToIgnoreList", turret); } SimSet_id.pushToBack(obj); } return obj; }
public void AiTurretShapeDataOnAdd(coAITurretShapeData thisobj, coAITurretShape obj, string nameSpaceDepth) { int nsd = (nameSpaceDepth.AsInt() + 1); console.ParentExecute(thisobj, "onAdd", nsd, new string[] { thisobj, obj }); obj["mountable"] = false.AsString(); }