add sborka
This commit is contained in:
@@ -0,0 +1,38 @@
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include("shared.lua")
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include("sh_tracks.lua")
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include("sh_turret.lua")
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include("cl_optics.lua")
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include("cl_tankview.lua")
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local switch = Material("lvs/weapons/change_ammo.png")
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local AP = Material("lvs/weapons/bullet_ap.png")
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local HE = Material("lvs/weapons/tank_cannon.png")
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function ENT:DrawWeaponIcon( PodID, ID, x, y, width, height, IsSelected, IconColor )
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local Icon = self:GetUseHighExplosive() and HE or AP
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surface.SetMaterial( Icon )
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surface.DrawTexturedRect( x, y, width, height )
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local ply = LocalPlayer()
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if not IsValid( ply ) or self:GetSelectedWeapon() ~= 2 then return end
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surface.SetMaterial( switch )
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surface.DrawTexturedRect( x + width + 5, y + 7, 24, 24 )
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local buttonCode = ply:lvsGetControls()[ "CAR_SWAP_AMMO" ]
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if not buttonCode then return end
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local KeyName = input.GetKeyName( buttonCode )
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if not KeyName then return end
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draw.DrawText( KeyName, "DermaDefault", x + width + 17, y + height * 0.5 + 7, Color(0,0,0,IconColor.a), TEXT_ALIGN_CENTER )
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end
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function ENT:OnEngineActiveChanged( Active )
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if Active then
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self:EmitSound( "lvs/vehicles/sherman/engine_start.wav", 75, 100, LVS.EngineVolume )
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end
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end
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@@ -0,0 +1,57 @@
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ENT.OpticsFov = 30
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ENT.OpticsEnable = true
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ENT.OpticsZoomOnly = true
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ENT.OpticsFirstPerson = true
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ENT.OpticsThirdPerson = false
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ENT.OpticsPodIndex = {
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[1] = true,
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}
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ENT.OpticsCrosshairMaterial = Material( "lvs/circle_filled.png" )
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ENT.OpticsCrosshairColor = Color(0,0,0,150)
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ENT.OpticsCrosshairSize = 4
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local axis = Material( "lvs/axis.png" )
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local sight = Material( "lvs/shermansights.png" )
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local scope = Material( "lvs/scope_viewblocked.png" )
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function ENT:PaintOpticsCrosshair( Pos2D )
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surface.SetMaterial( sight )
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surface.SetDrawColor( 0, 0, 0, 150 )
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surface.DrawTexturedRect( Pos2D.x - 210, Pos2D.y - 23, 420, 420 )
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surface.SetMaterial( axis )
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surface.SetDrawColor( 255, 255, 255, 25 )
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surface.DrawTexturedRect( Pos2D.x - 7, Pos2D.y - 7, 16, 16 )
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surface.SetDrawColor( 0, 0, 0, 255 )
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surface.DrawTexturedRect( Pos2D.x - 8, Pos2D.y - 8, 16, 16 )
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end
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function ENT:PaintOptics( Pos2D, Col, PodIndex, Type )
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local size = self.OpticsCrosshairSize
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surface.SetMaterial( self.OpticsCrosshairMaterial )
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surface.SetDrawColor( self.OpticsCrosshairColor )
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surface.DrawTexturedRect( Pos2D.x - size * 0.5, Pos2D.y - size * 0.5, size, size )
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if Type == 1 then
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self:DrawRotatedText( "MG", Pos2D.x + 30, Pos2D.y + 10, "LVS_FONT_PANEL", Color(0,0,0,220), 0)
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else
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self:DrawRotatedText( Type == 3 and "HE" or "AP", Pos2D.x + 30, Pos2D.y + 10, "LVS_FONT_PANEL", Color(0,0,0,220), 0)
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end
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local ScrW = ScrW()
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local ScrH = ScrH()
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local diameter = ScrH + 64
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local radius = diameter * 0.5
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surface.SetMaterial( scope )
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surface.SetDrawColor( 0, 0, 0, 255 )
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surface.DrawTexturedRect( Pos2D.x - radius, Pos2D.y - radius, diameter, diameter )
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-- black bar left + right
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surface.DrawRect( 0, 0, Pos2D.x - radius, ScrH )
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surface.DrawRect( Pos2D.x + radius, 0, Pos2D.x - radius, ScrH )
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end
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@@ -0,0 +1,12 @@
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include("entities/lvs_tank_wheeldrive/modules/cl_tankview.lua")
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function ENT:TankViewOverride( ply, pos, angles, fov, pod )
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if ply == self:GetDriver() and not pod:GetThirdPersonMode() then
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local vieworigin, found = self:GetTurretViewOrigin()
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if found then pos = vieworigin end
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end
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return pos, angles, fov
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end
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@@ -0,0 +1,102 @@
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AddCSLuaFile( "shared.lua" )
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AddCSLuaFile( "sh_tracks.lua" )
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AddCSLuaFile( "sh_turret.lua" )
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AddCSLuaFile( "cl_init.lua" )
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AddCSLuaFile( "cl_optics.lua" )
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AddCSLuaFile( "cl_tankview.lua" )
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include("shared.lua")
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include("sh_tracks.lua")
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include("sh_turret.lua")
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function ENT:OnSpawn( PObj )
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local ID = self:LookupAttachment( "machinegun" )
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local Muzzle = self:GetAttachment( ID )
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self.SNDTurretMGf = self:AddSoundEmitter( self:WorldToLocal( Muzzle.Pos ), "lvs/vehicles/sherman/mg_loop.wav", "lvs/vehicles/sherman/mg_loop_interior.wav" )
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self.SNDTurretMGf:SetSoundLevel( 95 )
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self.SNDTurretMGf:SetParent( self, ID )
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local ID = self:LookupAttachment( "turret_machinegun" )
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local Muzzle = self:GetAttachment( ID )
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self.SNDTurretMG = self:AddSoundEmitter( self:WorldToLocal( Muzzle.Pos ), "lvs/vehicles/sherman/mg_loop.wav", "lvs/vehicles/sherman/mg_loop_interior.wav" )
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self.SNDTurretMG:SetSoundLevel( 95 )
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self.SNDTurretMG:SetParent( self, ID )
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local ID = self:LookupAttachment( "turret_cannon" )
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local Muzzle = self:GetAttachment( ID )
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self.SNDTurret = self:AddSoundEmitter( self:WorldToLocal( Muzzle.Pos ), "lvs/vehicles/sherman/cannon_fire.wav", "lvs/vehicles/sherman/cannon_fire.wav" )
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self.SNDTurret:SetSoundLevel( 95 )
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self.SNDTurret:SetParent( self, ID )
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local DriverSeat = self:AddDriverSeat( Vector(0,0,60), Angle(0,-90,0) )
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DriverSeat.HidePlayer = true
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local GunnerSeat = self:AddPassengerSeat( Vector(88,-20,32), Angle(0,-90,0) )
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GunnerSeat.HidePlayer = true
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self:SetGunnerSeat( GunnerSeat )
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self:AddEngine( Vector(-79.66,0,70), Angle(0,180,0) )
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self:AddFuelTank( Vector(-75,0,40), Angle(0,0,0), 600, LVS.FUELTYPE_PETROL, Vector(0,-20,-18),Vector(18,20,18) )
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-- extra front plate left
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self:AddArmor( Vector(82,20.5,65), Angle(-36,0,0), Vector(-1.2,-11,-12), Vector(1.2,11,12), 1200, self.FrontArmorExtra )
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-- extra front plate right
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self:AddArmor( Vector(82,-20.5,65), Angle(-36,0,0), Vector(-1.2,-11,-12), Vector(1.2,11,12), 1200, self.FrontArmorExtra )
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-- front upper wedge
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self:AddArmor( Vector(70,0,66), Angle(0,0,0), Vector(-26,-48,-16), Vector(26,48,16), 1000, self.FrontArmor )
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-- transmission rib left
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self:AddArmor( Vector(102,12.6,35), Angle(0,0,0), Vector(-16,-1.5,-19), Vector(16,1.5,19), 1200, self.FrontArmorExtra )
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-- transmission rib right
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self:AddArmor( Vector(102,-11.8,35), Angle(0,0,0), Vector(-16,-1.5,-19), Vector(16,1.5,19), 1200, self.FrontArmorExtra )
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-- transmission
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self:AddArmor( Vector(110,1,34), Angle(0,0,0), Vector(-15,-32,-18), Vector(15,32,18), 1000, self.FrontArmor )
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-- extra ammo armor right front
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self:AddArmor( Vector(50,-51,63), Angle(0,0,0), Vector(-14,-1,-9), Vector(14,1,9), 1200, self.FrontArmorExtra )
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-- extra ammo armor right rear
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self:AddArmor( Vector(1,-51,63), Angle(0,0,0), Vector(-14,-1,-10), Vector(14,1,10), 1200, self.FrontArmorExtra )
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-- extra ammo armor left
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self:AddArmor( Vector(50,51,63), Angle(0,0,0), Vector(-14,-1,-9), Vector(14,1,9), 1200, self.FrontArmorExtra )
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-- rear down
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self:AddArmor( Vector(-85,0,34), Angle(0,0,0), Vector(-6,-29,-18), Vector(6,29,18), 800, self.SideArmor )
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-- rear up
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self:AddArmor( Vector(-105,0,63), Angle(0,0,0), Vector(-3,-48,-13), Vector(3,48,13), 800, self.SideArmor )
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-- rear top
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self:AddArmor( Vector(-69,0,66), Angle(0,0,0), Vector(-33,-48,-10), Vector(33,48,10), 600, self.RoofArmor )
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-- roof mid
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self:AddArmor( Vector(4,0,72), Angle(0,0,0), Vector(-40,-48,-4), Vector(40,48,4), 600, self.RoofArmor )
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-- turret neck
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self:AddArmor( Vector(2,0,79), Angle(0,0,0), Vector(-42,-44,-3), Vector(42,44,3), 1200, self.FrontArmorExtra )
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-- right up
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self:AddArmor( Vector(-6,-49,63), Angle(0,0,0), Vector(-102,-1,-13), Vector(102,1,13), 800, self.SideArmor )
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-- left up
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self:AddArmor( Vector(-6,49.5,63), Angle(0,0,0), Vector(-102,-1.5,-13), Vector(102,1.5,13), 800, self.SideArmor )
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-- right down
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self:AddArmor( Vector(2,-30,34), Angle(0,0,0), Vector(-93,-2,-18), Vector(93,2,18), 800, self.SideArmor )
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-- left down
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self:AddArmor( Vector(2,31,34), Angle(0,0,0), Vector(-93,-1,-18), Vector(93,1,18), 800, self.SideArmor )
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-- shelf
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self:AddArmor( Vector(-29,0,51), Angle(0,0,0), Vector(-73,-48,-1), Vector(73,48,1), 600, self.RoofArmor )
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-- bottom
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self:AddArmor( Vector(8,0,17), Angle(0,0,0), Vector(-87,-29,-1), Vector(87,29,1), 600, self.RoofArmor )
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-- turret
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local TurretArmor = self:AddArmor( Vector(2,0,95), Angle(0,0,0), Vector(-42,-44,-13), Vector(42,44,13), 1500, self.TurretArmor )
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TurretArmor:SetLabel( "Turret" )
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self:SetTurretArmor( TurretArmor )
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-- ammo rack weakspot
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self:AddAmmoRack( Vector(0,40,64), Vector(-5,0,70), Angle(0,0,0), Vector(-18,-6,-9), Vector(18,6,9) )
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self:AddAmmoRack( Vector(0,-40,64), Vector(-5,0,70), Angle(0,0,0), Vector(-18,-6,-9), Vector(18,6,9) )
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-- trailer hitch
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self:AddTrailerHitch( Vector(-100,0,24), LVS.HITCHTYPE_MALE )
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end
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@@ -0,0 +1,183 @@
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if SERVER then
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ENT.PivotSteerEnable = true
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ENT.PivotSteerByBrake = true
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ENT.PivotSteerWheelRPM = 40
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ENT.TrackGibs = {
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["left"] = {
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{
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mdl = "models/blu/tanks/sherman_tracks_ragdoll.mdl",
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pos = Vector(0,41.3,3),
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ang = Angle(-90,-90,0),
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},
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},
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["right"] = {
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{
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mdl = "models/blu/tanks/sherman_tracks_ragdoll.mdl",
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pos = Vector(0,-41.3,3),
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ang = Angle(-90,-90,0),
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},
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}
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}
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function ENT:OnLeftTrackRepaired()
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self:SetBodygroup(2,0)
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end
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function ENT:OnLeftTrackDestroyed()
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self:SetBodygroup(2,1)
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end
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function ENT:OnRightTrackRepaired()
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self:SetBodygroup(3,0)
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end
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function ENT:OnRightTrackDestroyed()
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self:SetBodygroup(3,1)
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end
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function ENT:TracksCreate( PObj )
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self:CreateTrackPhysics( "models/blu/tanks/sherman_tracks_col.mdl" )
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local WheelModel = "models/props_vehicles/tire001b_truck.mdl"
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local L1 = self:AddWheel( { hide = true, wheeltype = LVS.WHEELTYPE_LEFT, pos = Vector(100,42,55), mdl = WheelModel } )
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local L2 = self:AddWheel( { hide = true, wheeltype = LVS.WHEELTYPE_LEFT, pos = Vector(70,42,35), mdl = WheelModel } )
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local L3 = self:AddWheel( { hide = true, wheeltype = LVS.WHEELTYPE_LEFT, pos = Vector(35,42,40), mdl = WheelModel } )
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local L4 = self:AddWheel( { hide = true, wheeltype = LVS.WHEELTYPE_LEFT, pos = Vector(0,42,45), mdl = WheelModel } )
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local L5 = self:AddWheel( { hide = true, wheeltype = LVS.WHEELTYPE_LEFT, pos = Vector(-35,42,45), mdl = WheelModel } )
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local L6 = self:AddWheel( { hide = true, wheeltype = LVS.WHEELTYPE_LEFT, pos = Vector(-70,42,45), mdl = WheelModel } )
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local LeftWheelChain = self:CreateWheelChain( {L1, L2, L3, L4, L5, L6} )
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self:SetTrackDriveWheelLeft( L4 )
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local R1 = self:AddWheel( { hide = true, wheeltype = LVS.WHEELTYPE_RIGHT, pos = Vector(100,-42,55), mdl = WheelModel } )
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local R2 = self:AddWheel( { hide = true, wheeltype = LVS.WHEELTYPE_RIGHT, pos = Vector(70,-42,35), mdl = WheelModel } )
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local R3 = self:AddWheel( { hide = true, wheeltype = LVS.WHEELTYPE_RIGHT, pos = Vector(35,-42,40), mdl = WheelModel } )
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local R4 = self:AddWheel( { hide = true, wheeltype = LVS.WHEELTYPE_RIGHT, pos = Vector(0,-42,45), mdl = WheelModel } )
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local R5 = self:AddWheel( { hide = true, wheeltype = LVS.WHEELTYPE_RIGHT, pos = Vector(-35,-42,45), mdl = WheelModel } )
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local R6 = self:AddWheel( { hide = true, wheeltype = LVS.WHEELTYPE_RIGHT, pos = Vector(-70,-42,45), mdl = WheelModel} )
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local RightWheelChain = self:CreateWheelChain( {R1, R2, R3, R4, R5, R6} )
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self:SetTrackDriveWheelRight( R4 )
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local LeftTracksArmor = self:AddArmor( Vector(12,43,22), Angle(0,0,0), Vector(-121,-10,-28), Vector(121,10,28), 500, self.FrontArmor )
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self:SetTrackArmorLeft( LeftTracksArmor, LeftWheelChain )
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local RightTracksArmor = self:AddArmor( Vector(12,-41,22), Angle(0,0,0), Vector(-121,-10,-28), Vector(121,10,28), 500, self.FrontArmor )
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self:SetTrackArmorRight( RightTracksArmor, RightWheelChain )
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self:DefineAxle( {
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Axle = {
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ForwardAngle = Angle(0,0,0),
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SteerType = LVS.WHEEL_STEER_FRONT,
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SteerAngle = 30,
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TorqueFactor = 0,
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BrakeFactor = 1,
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UseHandbrake = true,
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},
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Wheels = { R1, L1, R2, L2 },
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Suspension = {
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Height = 20,
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MaxTravel = 15,
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ControlArmLength = 150,
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SpringConstant = 20000,
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SpringDamping = 1000,
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SpringRelativeDamping = 2000,
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},
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} )
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self:DefineAxle( {
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Axle = {
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ForwardAngle = Angle(0,0,0),
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SteerType = LVS.WHEEL_STEER_NONE,
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TorqueFactor = 1,
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BrakeFactor = 1,
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UseHandbrake = true,
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},
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Wheels = { R3, L3, L4, R4 },
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Suspension = {
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Height = 20,
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MaxTravel = 15,
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ControlArmLength = 150,
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SpringConstant = 20000,
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SpringDamping = 1000,
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SpringRelativeDamping = 2000,
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},
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} )
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self:DefineAxle( {
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Axle = {
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ForwardAngle = Angle(0,0,0),
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SteerType = LVS.WHEEL_STEER_REAR,
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SteerAngle = 30,
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TorqueFactor = 0,
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BrakeFactor = 1,
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UseHandbrake = true,
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},
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Wheels = { R5, L5, R6, L6 },
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Suspension = {
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Height = 20,
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MaxTravel = 15,
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ControlArmLength = 150,
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SpringConstant = 20000,
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SpringDamping = 1000,
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SpringRelativeDamping = 2000,
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},
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} )
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end
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else
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ENT.TrackSystemEnable = true
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ENT.TrackScrollTexture = "models/blu/track_sherman"
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ENT.ScrollTextureData = {
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["$alphatest"] = "1",
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["$translate"] = "[0.0 0.0 0.0]",
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["$colorfix"] = "{255 255 255}",
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["Proxies"] = {
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["TextureTransform"] = {
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["translateVar"] = "$translate",
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["centerVar"] = "$center",
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["resultVar"] = "$basetexturetransform",
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},
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["Equals"] = {
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["srcVar1"] = "$colorfix",
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["resultVar"] = "$color",
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}
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}
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}
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ENT.TrackLeftSubMaterialID = 1
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ENT.TrackLeftSubMaterialMul = Vector(0,0.0065,0)
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ENT.TrackRightSubMaterialID = 2
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ENT.TrackRightSubMaterialMul = Vector(0,0.0065,0)
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ENT.TrackPoseParameterLeft = "spin_wheels_left"
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ENT.TrackPoseParameterLeftMul = -1.252
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ENT.TrackPoseParameterRight = "spin_wheels_right"
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ENT.TrackPoseParameterRightMul = -1.252
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ENT.TrackSounds = "lvs/vehicles/sherman/tracks_loop.wav"
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ENT.TrackHull = Vector(20,20,20)
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ENT.TrackData = {}
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for i = 1, 6 do
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for n = 0, 1 do
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local LR = n == 0 and "l" or "r"
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local LeftRight = n == 0 and "left" or "right"
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||||
local data = {
|
||||
Attachment = {
|
||||
name = "vehicle_suspension_"..LR.."_"..i,
|
||||
toGroundDistance = 41,
|
||||
traceLength = 100,
|
||||
},
|
||||
PoseParameter = {
|
||||
name = "suspension_"..LeftRight.."_"..i,
|
||||
rangeMultiplier = -1,
|
||||
lerpSpeed = 25,
|
||||
}
|
||||
}
|
||||
table.insert( ENT.TrackData, data )
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -0,0 +1,23 @@
|
||||
|
||||
include("entities/lvs_tank_wheeldrive/modules/sh_turret.lua")
|
||||
include("entities/lvs_tank_wheeldrive/modules/sh_turret_ballistics.lua")
|
||||
|
||||
ENT.TurretBallisticsPredicted = false -- sherman optics are not adjustable
|
||||
|
||||
ENT.TurretBallisticsProjectileVelocity = ENT.ProjectileVelocityCoaxial
|
||||
ENT.TurretBallisticsMuzzleAttachment = "turret_machinegun"
|
||||
ENT.TurretBallisticsViewAttachment = "sight"
|
||||
|
||||
ENT.TurretAimRate = 25
|
||||
|
||||
ENT.TurretRotationSound = "vehicles/tank_turret_loop1.wav"
|
||||
|
||||
ENT.TurretPitchPoseParameterName = "turret_pitch"
|
||||
ENT.TurretPitchMin = -15
|
||||
ENT.TurretPitchMax = 15
|
||||
ENT.TurretPitchMul = 1
|
||||
ENT.TurretPitchOffset = 0
|
||||
|
||||
ENT.TurretYawPoseParameterName = "turret_yaw"
|
||||
ENT.TurretYawMul = 1
|
||||
ENT.TurretYawOffset = 0
|
||||
@@ -0,0 +1,433 @@
|
||||
|
||||
ENT.Base = "lvs_tank_wheeldrive"
|
||||
|
||||
ENT.PrintName = "Sherman"
|
||||
ENT.Author = "Luna"
|
||||
ENT.Information = "Luna's Vehicle Script"
|
||||
ENT.Category = "[LVS] - Cars"
|
||||
|
||||
ENT.VehicleCategory = "Tanks"
|
||||
ENT.VehicleSubCategory = "Medium"
|
||||
|
||||
ENT.Spawnable = true
|
||||
ENT.AdminSpawnable = false
|
||||
|
||||
ENT.MDL = "models/blu/tanks/sherman_lvs.mdl"
|
||||
ENT.MDL_DESTROYED = "models/blu/tanks/sherman_gib_1.mdl"
|
||||
|
||||
ENT.GibModels = {
|
||||
"models/blu/tanks/sherman_gib_2.mdl",
|
||||
"models/blu/tanks/sherman_gib_3.mdl",
|
||||
"models/blu/tanks/sherman_gib_4.mdl",
|
||||
"models/blu/tanks/sherman_gib_6.mdl",
|
||||
"models/blu/tanks/sherman_gib_7.mdl",
|
||||
}
|
||||
|
||||
ENT.AITEAM = 2
|
||||
|
||||
ENT.MaxHealth = 1200
|
||||
|
||||
--damage system
|
||||
ENT.DSArmorIgnoreForce = 3000
|
||||
ENT.CannonArmorPenetration = 9200
|
||||
ENT.FrontArmor = 2000
|
||||
ENT.FrontArmorExtra = 4500
|
||||
ENT.SideArmor = 800
|
||||
ENT.TurretArmor = 3000
|
||||
ENT.RoofArmor = 100
|
||||
|
||||
-- ballistics
|
||||
ENT.ProjectileVelocityCoaxial = 15000
|
||||
ENT.ProjectileVelocityHighExplosive = 13000
|
||||
ENT.ProjectileVelocityArmorPiercing = 16000
|
||||
|
||||
ENT.SteerSpeed = 1
|
||||
ENT.SteerReturnSpeed = 2
|
||||
|
||||
ENT.PhysicsWeightScale = 2
|
||||
ENT.PhysicsDampingSpeed = 1000
|
||||
ENT.PhysicsInertia = Vector(6000,6000,1500)
|
||||
|
||||
ENT.MaxVelocity = 450
|
||||
ENT.MaxVelocityReverse = 150
|
||||
|
||||
ENT.EngineCurve = 0.1
|
||||
ENT.EngineTorque = 200
|
||||
|
||||
ENT.TransMinGearHoldTime = 0.1
|
||||
ENT.TransShiftSpeed = 0
|
||||
|
||||
ENT.TransGears = 3
|
||||
ENT.TransGearsReverse = 1
|
||||
|
||||
ENT.MouseSteerAngle = 45
|
||||
|
||||
ENT.lvsShowInSpawner = true
|
||||
|
||||
ENT.EngineSounds = {
|
||||
{
|
||||
sound = "lvs/vehicles/sherman/eng_idle_loop.wav",
|
||||
Volume = 1,
|
||||
Pitch = 70,
|
||||
PitchMul = 30,
|
||||
SoundLevel = 75,
|
||||
SoundType = LVS.SOUNDTYPE_IDLE_ONLY,
|
||||
},
|
||||
{
|
||||
sound = "lvs/vehicles/sherman/eng_loop.wav",
|
||||
Volume = 1,
|
||||
Pitch = 20,
|
||||
PitchMul = 90,
|
||||
SoundLevel = 85,
|
||||
SoundType = LVS.SOUNDTYPE_NONE,
|
||||
UseDoppler = true,
|
||||
},
|
||||
}
|
||||
|
||||
ENT.ExhaustPositions = {
|
||||
{
|
||||
pos = Vector(-90.47,17.01,52.77),
|
||||
ang = Angle(180,0,0)
|
||||
},
|
||||
{
|
||||
pos = Vector(-90.47,-17.01,52.77),
|
||||
ang = Angle(180,0,0)
|
||||
},
|
||||
}
|
||||
|
||||
function ENT:OnSetupDataTables()
|
||||
self:AddDT( "Entity", "GunnerSeat" )
|
||||
self:AddDT( "Bool", "UseHighExplosive" )
|
||||
end
|
||||
|
||||
function ENT:InitWeapons()
|
||||
local COLOR_WHITE = Color(255,255,255,255)
|
||||
|
||||
-- coaxial machinegun
|
||||
local weapon = {}
|
||||
weapon.Icon = Material("lvs/weapons/mg.png")
|
||||
weapon.Ammo = 1000
|
||||
weapon.Delay = 0.1
|
||||
weapon.HeatRateUp = 0.2
|
||||
weapon.HeatRateDown = 0.25
|
||||
weapon.Attack = function( ent )
|
||||
local ID = ent:LookupAttachment( "turret_machinegun" )
|
||||
|
||||
local Muzzle = ent:GetAttachment( ID )
|
||||
|
||||
if not Muzzle then return end
|
||||
|
||||
local bullet = {}
|
||||
bullet.Src = Muzzle.Pos
|
||||
bullet.Dir = Muzzle.Ang:Forward()
|
||||
bullet.Spread = Vector(0.01,0.01,0.01)
|
||||
bullet.TracerName = "lvs_tracer_yellow_small"
|
||||
bullet.Force = 10
|
||||
bullet.EnableBallistics = true
|
||||
bullet.HullSize = 0
|
||||
bullet.Damage = 25
|
||||
bullet.Velocity = ent.ProjectileVelocityCoaxial
|
||||
bullet.Attacker = ent:GetDriver()
|
||||
ent:LVSFireBullet( bullet )
|
||||
|
||||
local effectdata = EffectData()
|
||||
effectdata:SetOrigin( bullet.Src )
|
||||
effectdata:SetNormal( bullet.Dir )
|
||||
effectdata:SetEntity( ent )
|
||||
util.Effect( "lvs_muzzle", effectdata )
|
||||
|
||||
ent:TakeAmmo( 1 )
|
||||
end
|
||||
weapon.StartAttack = function( ent )
|
||||
if not IsValid( ent.SNDTurretMG ) then return end
|
||||
ent.SNDTurretMG:Play()
|
||||
end
|
||||
weapon.FinishAttack = function( ent )
|
||||
if not IsValid( ent.SNDTurretMG ) then return end
|
||||
ent.SNDTurretMG:Stop()
|
||||
end
|
||||
weapon.OnOverheat = function( ent ) ent:EmitSound("lvs/overheat.wav") end
|
||||
weapon.HudPaint = function( ent, X, Y, ply )
|
||||
local ID = ent:LookupAttachment( "turret_machinegun" )
|
||||
|
||||
local Muzzle = ent:GetAttachment( ID )
|
||||
|
||||
if Muzzle then
|
||||
local traceTurret = util.TraceLine( {
|
||||
start = Muzzle.Pos,
|
||||
endpos = Muzzle.Pos + Muzzle.Ang:Forward() * 50000,
|
||||
filter = ent:GetCrosshairFilterEnts()
|
||||
} )
|
||||
|
||||
local MuzzlePos2D = traceTurret.HitPos:ToScreen()
|
||||
|
||||
ent:PaintCrosshairCenter( MuzzlePos2D, COLOR_WHITE )
|
||||
ent:LVSPaintHitMarker( MuzzlePos2D )
|
||||
end
|
||||
end
|
||||
weapon.OnSelect = function( ent )
|
||||
ent:TurretUpdateBallistics( ent.ProjectileVelocityCoaxial, "turret_machinegun" )
|
||||
end
|
||||
self:AddWeapon( weapon )
|
||||
|
||||
|
||||
|
||||
local weapon = {}
|
||||
weapon.Icon = true
|
||||
weapon.Ammo = 40
|
||||
weapon.Delay = 2.5
|
||||
weapon.HeatRateUp = 1
|
||||
weapon.HeatRateDown = 0.4
|
||||
weapon.OnThink = function( ent )
|
||||
if ent:GetSelectedWeapon() ~= 2 then return end
|
||||
|
||||
local ply = ent:GetDriver()
|
||||
|
||||
if not IsValid( ply ) then return end
|
||||
|
||||
local SwitchType = ply:lvsKeyDown( "CAR_SWAP_AMMO" )
|
||||
|
||||
if ent._oldSwitchType ~= SwitchType then
|
||||
ent._oldSwitchType = SwitchType
|
||||
|
||||
if SwitchType then
|
||||
ent:SetUseHighExplosive( not ent:GetUseHighExplosive() )
|
||||
ent:EmitSound("lvs/vehicles/sherman/cannon_unload.wav", 75, 100, 1, CHAN_WEAPON )
|
||||
ent:SetHeat( 1 )
|
||||
ent:SetOverheated( true )
|
||||
|
||||
if ent:GetUseHighExplosive() then
|
||||
ent:TurretUpdateBallistics( ent.ProjectileVelocityHighExplosive )
|
||||
else
|
||||
ent:TurretUpdateBallistics( ent.ProjectileVelocityArmorPiercing )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
weapon.Attack = function( ent )
|
||||
local ID = ent:LookupAttachment( "turret_cannon" )
|
||||
|
||||
local Muzzle = ent:GetAttachment( ID )
|
||||
|
||||
if not Muzzle then return end
|
||||
|
||||
local bullet = {}
|
||||
bullet.Src = Muzzle.Pos
|
||||
bullet.Dir = Muzzle.Ang:Forward()
|
||||
bullet.Spread = Vector(0,0,0)
|
||||
bullet.EnableBallistics = true
|
||||
|
||||
if ent:GetUseHighExplosive() then
|
||||
bullet.Force = 500
|
||||
bullet.HullSize = 15
|
||||
bullet.Damage = 250
|
||||
bullet.SplashDamage = 750
|
||||
bullet.SplashDamageRadius = 200
|
||||
bullet.SplashDamageEffect = "lvs_bullet_impact_explosive"
|
||||
bullet.SplashDamageType = DMG_BLAST
|
||||
bullet.Velocity = ent.ProjectileVelocityHighExplosive
|
||||
else
|
||||
bullet.Force = ent.CannonArmorPenetration
|
||||
bullet.HullSize = 0
|
||||
bullet.Damage = 1000
|
||||
bullet.Velocity = ent.ProjectileVelocityArmorPiercing
|
||||
end
|
||||
|
||||
bullet.TracerName = "lvs_tracer_cannon"
|
||||
bullet.Attacker = ent:GetDriver()
|
||||
ent:LVSFireBullet( bullet )
|
||||
|
||||
local effectdata = EffectData()
|
||||
effectdata:SetOrigin( bullet.Src )
|
||||
effectdata:SetNormal( bullet.Dir )
|
||||
effectdata:SetEntity( ent )
|
||||
util.Effect( "lvs_muzzle", effectdata )
|
||||
|
||||
local PhysObj = ent:GetPhysicsObject()
|
||||
if IsValid( PhysObj ) then
|
||||
PhysObj:ApplyForceOffset( -bullet.Dir * 150000, bullet.Src )
|
||||
end
|
||||
|
||||
ent:TakeAmmo( 1 )
|
||||
|
||||
if not IsValid( ent.SNDTurret ) then return end
|
||||
|
||||
ent.SNDTurret:PlayOnce( 100 + math.cos( CurTime() + ent:EntIndex() * 1337 ) * 5 + math.Rand(-1,1), 1 )
|
||||
|
||||
ent:EmitSound("lvs/vehicles/sherman/cannon_reload.wav", 75, 100, 1, CHAN_WEAPON )
|
||||
end
|
||||
weapon.HudPaint = function( ent, X, Y, ply )
|
||||
local ID = ent:LookupAttachment( "turret_cannon" )
|
||||
|
||||
local Muzzle = ent:GetAttachment( ID )
|
||||
|
||||
if Muzzle then
|
||||
local traceTurret = util.TraceLine( {
|
||||
start = Muzzle.Pos,
|
||||
endpos = Muzzle.Pos + Muzzle.Ang:Forward() * 50000,
|
||||
filter = ent:GetCrosshairFilterEnts()
|
||||
} )
|
||||
|
||||
local MuzzlePos2D = traceTurret.HitPos:ToScreen()
|
||||
|
||||
if ent:GetUseHighExplosive() then
|
||||
ent:PaintCrosshairSquare( MuzzlePos2D, COLOR_WHITE )
|
||||
else
|
||||
ent:PaintCrosshairOuter( MuzzlePos2D, COLOR_WHITE )
|
||||
end
|
||||
|
||||
ent:LVSPaintHitMarker( MuzzlePos2D )
|
||||
end
|
||||
end
|
||||
weapon.OnSelect = function( ent )
|
||||
if ent:GetUseHighExplosive() then
|
||||
ent:TurretUpdateBallistics( ent.ProjectileVelocityHighExplosive, "turret_cannon" )
|
||||
else
|
||||
ent:TurretUpdateBallistics( ent.ProjectileVelocityArmorPiercing, "turret_cannon" )
|
||||
end
|
||||
end
|
||||
self:AddWeapon( weapon )
|
||||
|
||||
|
||||
-- smoke
|
||||
local weapon = {}
|
||||
weapon.Icon = Material("lvs/weapons/smoke_launcher.png")
|
||||
weapon.Ammo = 3
|
||||
weapon.Delay = 1
|
||||
weapon.HeatRateUp = 1
|
||||
weapon.HeatRateDown = 0.05
|
||||
weapon.Attack = function( ent )
|
||||
ent:TakeAmmo( 1 )
|
||||
|
||||
local grenade = ents.Create( "lvs_item_smoke" )
|
||||
grenade:SetPos( ent:LocalToWorld( Vector(-92,0,51) ) )
|
||||
grenade:SetAngles( ent:GetAngles() )
|
||||
grenade:SetParent( ent )
|
||||
grenade:Spawn()
|
||||
grenade:Activate()
|
||||
grenade:Enable()
|
||||
grenade:SetColor( Color(0,0,0,0) )
|
||||
end
|
||||
self:AddWeapon( weapon )
|
||||
|
||||
|
||||
-- turret rotation disabler
|
||||
local weapon = {}
|
||||
weapon.Icon = Material("lvs/weapons/tank_noturret.png")
|
||||
weapon.Ammo = -1
|
||||
weapon.Delay = 0
|
||||
weapon.HeatRateUp = 0
|
||||
weapon.HeatRateDown = 0
|
||||
weapon.OnSelect = function( ent, old, new )
|
||||
if ent.SetTurretEnabled then
|
||||
ent:SetTurretEnabled( false )
|
||||
end
|
||||
end
|
||||
weapon.OnDeselect = function( ent, old, new )
|
||||
if ent.SetTurretEnabled then
|
||||
ent:SetTurretEnabled( true )
|
||||
end
|
||||
end
|
||||
self:AddWeapon( weapon )
|
||||
|
||||
self:AddGunnerWeapons()
|
||||
end
|
||||
|
||||
function ENT:GunnerInRange( Dir )
|
||||
return self:AngleBetweenNormal( self:GetForward(), Dir ) < 60
|
||||
end
|
||||
|
||||
function ENT:AddGunnerWeapons()
|
||||
local COLOR_RED = Color(255,0,0,255)
|
||||
local COLOR_WHITE = Color(255,255,255,255)
|
||||
|
||||
local weapon = {}
|
||||
weapon.Icon = Material("lvs/weapons/mg.png")
|
||||
weapon.Ammo = 1000
|
||||
weapon.Delay = 0.1
|
||||
weapon.HeatRateUp = 0.2
|
||||
weapon.HeatRateDown = 0.25
|
||||
weapon.Attack = function( ent )
|
||||
local base = ent:GetVehicle()
|
||||
|
||||
if not IsValid( base ) then return end
|
||||
|
||||
if not base:GunnerInRange( ent:GetAimVector() ) then
|
||||
|
||||
if not IsValid( base.SNDTurretMGf ) then return true end
|
||||
|
||||
base.SNDTurretMGf:Stop()
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
local ID = base:LookupAttachment( "machinegun" )
|
||||
|
||||
local Muzzle = base:GetAttachment( ID )
|
||||
|
||||
if not Muzzle then return end
|
||||
|
||||
local bullet = {}
|
||||
bullet.Src = Muzzle.Pos
|
||||
bullet.Dir = (ent:GetEyeTrace().HitPos - bullet.Src):GetNormalized()
|
||||
bullet.Spread = Vector(0.01,0.01,0.01)
|
||||
bullet.TracerName = "lvs_tracer_yellow_small"
|
||||
bullet.Force = 10
|
||||
bullet.EnableBallistics = true
|
||||
bullet.HullSize = 0
|
||||
bullet.Damage = 25
|
||||
bullet.Velocity = 15000
|
||||
bullet.Attacker = ent:GetDriver()
|
||||
ent:LVSFireBullet( bullet )
|
||||
|
||||
local effectdata = EffectData()
|
||||
effectdata:SetOrigin( bullet.Src )
|
||||
effectdata:SetNormal( Muzzle.Ang:Forward() )
|
||||
effectdata:SetEntity( ent )
|
||||
util.Effect( "lvs_muzzle", effectdata )
|
||||
|
||||
ent:TakeAmmo( 1 )
|
||||
|
||||
if not IsValid( base.SNDTurretMGf ) then return end
|
||||
|
||||
base.SNDTurretMGf:Play()
|
||||
end
|
||||
weapon.StartAttack = function( ent )
|
||||
local base = ent:GetVehicle()
|
||||
|
||||
if not IsValid( base ) or not IsValid( base.SNDTurretMGf ) then return end
|
||||
|
||||
base.SNDTurretMGf:Play()
|
||||
end
|
||||
weapon.FinishAttack = function( ent )
|
||||
local base = ent:GetVehicle()
|
||||
|
||||
if not IsValid( base ) or not IsValid( base.SNDTurretMGf ) then return end
|
||||
|
||||
base.SNDTurretMGf:Stop()
|
||||
end
|
||||
weapon.OnThink = function( ent, active )
|
||||
local base = ent:GetVehicle()
|
||||
|
||||
if not IsValid( base ) then return end
|
||||
|
||||
local Angles = base:WorldToLocalAngles( ent:GetAimVector():Angle() )
|
||||
Angles:Normalize()
|
||||
|
||||
base:SetPoseParameter("machinegun_yaw", Angles.y )
|
||||
base:SetPoseParameter("machinegun_pitch", Angles.p )
|
||||
end
|
||||
weapon.HudPaint = function( ent, X, Y, ply )
|
||||
local base = ent:GetVehicle()
|
||||
|
||||
if not IsValid( base ) then return end
|
||||
|
||||
local Pos2D = ent:GetEyeTrace().HitPos:ToScreen()
|
||||
|
||||
local Col = base:GunnerInRange( ent:GetAimVector() ) and COLOR_WHITE or COLOR_RED
|
||||
|
||||
base:PaintCrosshairCenter( Pos2D, Col )
|
||||
base:LVSPaintHitMarker( Pos2D )
|
||||
end
|
||||
self:AddWeapon( weapon, 2 )
|
||||
end
|
||||
Reference in New Issue
Block a user