-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathUSPT103.bos
712 lines (632 loc) · 13.2 KB
/
USPT103.bos
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
#define TAK
piece base, hull, turret_20, gun_20, barrel_20, flare_20, turret_40, sleeve_40, barrel_40, flare_40,
mg_turret1, mg_guns1, mg_flare1_1, mg_flare1_2, mg_turret2, mg_guns2, mg_flare2_1, mg_flare2_2,
rack1, torpedo1, rack2, torpedo2, rack3, torpedo3, rack4, torpedo4,
torpedo1_fp, torpedo2_fp, torpedo3_fp, torpedo4_fp, wake1, wake2, wake3;
#define BASE_SMOKE_PERIOD 40
#define MIN_SMOKE_PERIOD 240
//********************Turret turn speeds
#define AA20_TURRET_TURN <225>
#define AA20_TURRET_PITCH <175>
#define AA20_BURSTRATE 150
#define AA40_TURRET_TURN <200>
#define AA40_TURRET_PITCH <150>
#define AA40_BURSTRATE 290
#define MG05_TURRET_TURN <250>
#define MG05_TURRET_PITCH <200>
//*********************Recoil
#define AA40_GUN_RECOIL [0.06]
#define AA40_GUN_RECOIL_SPEED [10]
#define AA40_GUN_BACK_SPEED [4]
#define AA20_GUN_RECOIL [0.045]
#define AA20_GUN_RECOIL_SPEED [10]
#define AA20_GUN_BACK_SPEED [5]
//*********************Death anim
#define HULL_LIST_SPEED <30>
#define HULL_LIST_ANGLE_Z <-45>
#define HULL_LIST_ANGLE_X <-15>
//*********************FX
//effects
#define placeholder_EFFECT01 1024+1
#define placeholder_EFFECT02 1024+2
#define placeholder_EFFECT03 1024+3
#define placeholder_EFFECT04 1024+4
#define XSMALL_MUZZLEFLASH 1024+5
#define XSMALL_MUZZLEDUST 1024+6
#define MG_MUZZLEFLASH 1024+7
#define SMALL_MUZZLEFLASH 1024+8
#define SMALL_MUZZLEDUST 1024+9
//*********************Cruise mode
#define CRUISE_MODE_ANGLE <-4>
#define CRUISE_MODE_RAISE_SPEED <1>
#define CRUISE_MODE_START_DIVIDER 4
#define CRUISE_MODE_START_MULTIPLIER 3
#define CRUISE_MODE_PERIOD 250
#define RESTORE_PERIOD 2500
#define TORPEDO_RESTORE 30000
#define SIG_DEATH 1
#define SIG_MOVE 2
#define SIG_AIM1 4
#define SIG_AIM2 8
#define SIG_AIM3 16
#define SIG_AIM4 32
#define SIG_AIM5 64
#define SIG_AIM6 128
#define SIG_AIM7 256
#define SIG_AIM8 512
#define SIG_AIM9 1024
#define SIG_AIM10 2048
#define SIG_AIM11 4096
#define SIG_AIM12 8192
#define SMOKEPIECE hull
#include "constants.h"
#include "damageSmoke.h"
//weapon anims
#define SHOT_20mm\
emit-sfx XSMALL_MUZZLEFLASH from flare_20;\
emit-sfx XSMALL_MUZZLEDUST from flare_20;\
move barrel_20 to z-axis (0-AA20_GUN_RECOIL) speed AA20_GUN_RECOIL_SPEED;\
sleep AA20_BURSTRATE;\
move barrel_20 to z-axis [0] speed AA20_GUN_BACK_SPEED;\
hide flare_20;
#define SHOT_40mm\
emit-sfx SMALL_MUZZLEFLASH from flare_40;\
emit-sfx SMALL_MUZZLEDUST from flare_40;\
move barrel_40 to z-axis (0-AA40_GUN_RECOIL) speed AA40_GUN_RECOIL_SPEED;\
sleep AA40_BURSTRATE;\
move barrel_40 to z-axis [0] speed AA40_GUN_BACK_SPEED;
static-var MaxSpeed, CruiseTriggerSpeed, bMoving, mg_flare1, mg_flare2, isTorp1Ready, isTorp2Ready, isTorp3Ready, isTorp4Ready;
InitTurrets()
//Pre-position turrets
{
turn turret_40 to y-axis <180> now;
}
WaitForConstructionToFinish()
{
while(get BUILD_PERCENT_LEFT)
{
sleep 150;
}
}
CruiseControl()
{
var CurrentSpeed;
set-signal-mask SIG_DEATH;
while(TRUE)
{
CurrentSpeed = get CURRENT_SPEED;
if(CurrentSpeed > CruiseTriggerSpeed)
{
turn hull to x-axis CRUISE_MODE_ANGLE speed CRUISE_MODE_RAISE_SPEED;
} else
{
turn hull to x-axis <0> speed CRUISE_MODE_RAISE_SPEED;
}
sleep CRUISE_MODE_PERIOD;
}
}
RestoreTorpedo1()
{
while(TRUE)
{
if(!isTorp1Ready)
{
sleep TORPEDO_RESTORE;
show torpedo1;
isTorp1Ready = TRUE;
}
sleep 150;
}
}
RestoreTorpedo2()
{
while(TRUE)
{
if(!isTorp2Ready)
{
sleep TORPEDO_RESTORE;
show torpedo2;
isTorp2Ready = TRUE;
}
sleep 150;
}
}
RestoreTorpedo3()
{
while(TRUE)
{
if(!isTorp3Ready)
{
sleep TORPEDO_RESTORE;
show torpedo3;
isTorp3Ready = TRUE;
}
sleep 150;
}
}
RestoreTorpedo4()
{
while(TRUE)
{
if(!isTorp4Ready)
{
sleep TORPEDO_RESTORE;
show torpedo4;
isTorp4Ready = TRUE;
}
sleep 150;
}
}
StopMoving()
{
signal SIG_MOVE;
set-signal-mask SIG_MOVE;
// We don't want this to trigger on VERY short stops
sleep 300;
bMoving = FALSE;
}
Create()
{
bMoving = FALSE;
mg_flare1 = TRUE;
mg_flare2 = TRUE;
isTorp1Ready = TRUE;
isTorp2Ready = TRUE;
isTorp3Ready = TRUE;
isTorp4Ready = TRUE;
MaxSpeed = get MAX_SPEED;
CruiseTriggerSpeed = MaxSpeed * CRUISE_MODE_START_MULTIPLIER / CRUISE_MODE_START_DIVIDER;
call-script InitTurrets();
call-script WaitForConstructionToFinish();
start-script DamageSmoke();
start-script CruiseControl();
start-script RestoreTorpedo1();
start-script RestoreTorpedo2();
start-script RestoreTorpedo3();
start-script RestoreTorpedo4();
}
SweetSpot(piecenum)
{
piecenum = hull;
}
EmitWakes()
{
set-signal-mask SIG_MOVE|SIG_DEATH;
while( TRUE )
{
emit-sfx 2 from wake1;
emit-sfx 2 from wake2;
emit-sfx 2 from wake3;
sleep 300;
}
}
StopCatcher()
{
var oldXZ, newXZ, newHeading, oldHeading;
set-signal-mask SIG_MOVE|SIG_DEATH;
while(TRUE)
{
sleep 300;
newXZ = get PIECE_XZ(base);
newHeading = get HEADING;
if((oldXZ == newXZ) && (oldHeading == newHeading))
{
call-script StopMoving();
}
oldXZ = newXZ;
oldHeading = newHeading;
}
}
StartMoving()
{
signal SIG_MOVE;
start-script EmitWakes();
start-script StopCatcher();
bMoving = TRUE;
}
RestoreTurret()
{
set-signal-mask SIG_AIM1|SIG_AIM2|SIG_AIM3|SIG_AIM4|SIG_AIM5|SIG_AIM6|SIG_AIM7|SIG_AIM8|SIG_AIM9|SIG_AIM10|SIG_AIM11|SIG_AIM12|SIG_DEATH;
sleep RESTORE_PERIOD;
turn turret_20 to y-axis <0> speed AA20_TURRET_TURN;
turn gun_20 to x-axis <0> speed AA20_TURRET_PITCH;
turn turret_40 to y-axis <180> speed AA40_TURRET_TURN;
turn sleeve_40 to x-axis <0> speed AA40_TURRET_PITCH;
turn mg_turret1 to y-axis <0> speed MG05_TURRET_TURN;
turn mg_guns1 to x-axis <0> speed MG05_TURRET_PITCH;
turn mg_turret2 to y-axis <0> speed MG05_TURRET_TURN;
turn mg_guns2 to x-axis <0> speed MG05_TURRET_PITCH;
}
QueryWeapon1(piecenum)
{
piecenum = torpedo1_fp;
}
AimFromWeapon1(piecenum)
{
piecenum = torpedo1;
}
AimWeapon1(heading, pitch)
{
signal SIG_AIM1;
set-signal-mask SIG_AIM1|SIG_DEATH;
if(!isTorp1Ready)
{
return FALSE;
}
start-script RestoreTurret();
return (TRUE);
}
FireWeapon1()
{
hide torpedo1;
isTorp1Ready=FALSE;
sleep 200;
}
QueryWeapon2(piecenum)
{
piecenum = torpedo2_fp;
}
AimFromWeapon2(piecenum)
{
piecenum = torpedo2;
}
AimWeapon2(heading, pitch)
{
signal SIG_AIM2;
set-signal-mask SIG_AIM2|SIG_DEATH;
if(!isTorp2Ready)
{
return FALSE;
}
start-script RestoreTurret();
return (TRUE);
}
FireWeapon2()
{
hide torpedo2;
isTorp2Ready = FALSE;
sleep 200;
}
QueryWeapon3(piecenum)
{
piecenum = torpedo3_fp;
}
AimFromWeapon3(piecenum)
{
piecenum = torpedo3;
}
AimWeapon3(heading, pitch)
{
signal SIG_AIM3;
set-signal-mask SIG_AIM3|SIG_DEATH;
if(!isTorp3Ready)
{
return FALSE;
}
start-script RestoreTurret();
return (TRUE);
}
FireWeapon3()
{
hide torpedo3;
isTorp3Ready = FALSE;
sleep 200;
}
QueryWeapon4(piecenum)
{
piecenum = torpedo4_fp;
}
AimFromWeapon4(piecenum)
{
piecenum = torpedo4;
}
AimWeapon4(heading, pitch)
{
signal SIG_AIM4;
set-signal-mask SIG_AIM4|SIG_DEATH;
if(!isTorp4Ready)
{
return FALSE;
}
start-script RestoreTurret();
return (TRUE);
}
FireWeapon4()
{
hide torpedo4;
isTorp4Ready = FALSE;
sleep 200;
}
//bofors AA
QueryWeapon5(piecenum)
{
piecenum = flare_40;
}
AimFromWeapon5(piecenum)
{
piecenum = turret_40;
}
AimWeapon5(heading, pitch)
{
signal SIG_AIM5;
set-signal-mask SIG_AIM5|SIG_DEATH;
turn turret_40 to y-axis heading speed AA20_TURRET_TURN;
turn sleeve_40 to x-axis (0-pitch) speed AA20_TURRET_PITCH;
wait-for-turn turret_40 around y-axis;
wait-for-turn sleeve_40 around x-axis;
start-script RestoreTurret();
return (TRUE);
}
FireWeapon5()
{
SHOT_40mm
SHOT_40mm
}
//bofors HE (ground target)
QueryWeapon12(piecenum)
{
piecenum = flare_40;
}
AimFromWeapon12(piecenum)
{
piecenum = turret_40;
}
AimWeapon12(heading, pitch)
{
signal SIG_AIM5;
set-signal-mask SIG_AIM5|SIG_DEATH;
turn turret_40 to y-axis heading speed AA20_TURRET_TURN;
turn sleeve_40 to x-axis (0-pitch) speed AA20_TURRET_PITCH;
wait-for-turn turret_40 around y-axis;
wait-for-turn sleeve_40 around x-axis;
start-script RestoreTurret();
return (TRUE);
}
FireWeapon12()
{
SHOT_40mm
SHOT_40mm
}
//20mm AA
QueryWeapon6(piecenum)
{
piecenum = flare_20;
}
AimFromWeapon6(piecenum)
{
piecenum = turret_20;
}
AimWeapon6(heading, pitch)
{
signal SIG_AIM6;
set-signal-mask SIG_AIM6|SIG_DEATH;
turn turret_20 to y-axis heading speed AA20_TURRET_TURN;
turn gun_20 to x-axis (0-pitch) speed AA20_TURRET_PITCH;
wait-for-turn turret_20 around y-axis;
wait-for-turn gun_20 around x-axis;
start-script RestoreTurret();
return (TRUE);
}
FireWeapon6()
{
SHOT_20mm
SHOT_20mm
SHOT_20mm
SHOT_20mm
SHOT_20mm
}
//20mm HE/ground target
QueryWeapon7(piecenum)
{
piecenum = flare_20;
}
AimFromWeapon7(piecenum)
{
piecenum = turret_20;
}
AimWeapon7(heading, pitch)
{
signal SIG_AIM6;
set-signal-mask SIG_AIM6|SIG_DEATH;
turn turret_20 to y-axis heading speed AA20_TURRET_TURN;
turn gun_20 to x-axis (0-pitch) speed AA20_TURRET_PITCH;
wait-for-turn turret_20 around y-axis;
wait-for-turn gun_20 around x-axis;
start-script RestoreTurret();
return (TRUE);
}
FireWeapon7()
{
SHOT_20mm
SHOT_20mm
SHOT_20mm
}
//.50 cal #1 air targets
QueryWeapon8(piecenum)
{
if(mg_flare1)
{
piecenum = mg_flare1_1;
} else
{
piecenum = mg_flare1_2;
}
}
AimFromWeapon8(piecenum)
{
piecenum = mg_turret1;
}
AimWeapon8(heading, pitch)
{
signal SIG_AIM7;
set-signal-mask SIG_AIM7|SIG_DEATH;
turn mg_turret1 to y-axis heading speed MG05_TURRET_TURN;
turn mg_guns1 to x-axis (0-pitch) speed MG05_TURRET_PITCH;
wait-for-turn mg_turret1 around y-axis;
wait-for-turn mg_guns1 around x-axis;
start-script RestoreTurret();
return (TRUE);
}
ShotWeapon8()
{
if (mg_flare1)
{
emit-sfx MG_MUZZLEFLASH from mg_flare1_1;
sleep 200;
} else
{
emit-sfx MG_MUZZLEFLASH from mg_flare1_1;
sleep 200;
}
mg_flare1 = !mg_flare1;
}
//.50 cal #1 ground targets
QueryWeapon9(piecenum)
{
if(mg_flare2)
{
piecenum = mg_flare2_1;
} else
{
piecenum = mg_flare2_2;
}
}
AimFromWeapon9(piecenum)
{
piecenum = mg_turret2;
}
AimWeapon9(heading, pitch)
{
signal SIG_AIM8;
set-signal-mask SIG_AIM8|SIG_DEATH;
turn mg_turret2 to y-axis heading speed MG05_TURRET_TURN;
turn mg_guns2 to x-axis (0-pitch) speed MG05_TURRET_PITCH;
wait-for-turn mg_turret2 around y-axis;
wait-for-turn mg_guns2 around x-axis;
start-script RestoreTurret();
return (TRUE);
}
ShotWeapon9()
{
if (mg_flare2)
{
emit-sfx MG_MUZZLEFLASH from mg_flare2_1;
sleep 200;
} else
{
emit-sfx MG_MUZZLEFLASH from mg_flare2_2;
sleep 200;
}
mg_flare2 = !mg_flare2;
}
//.50 cal #2 air targets
QueryWeapon10(piecenum)
{
if(mg_flare2)
{
piecenum = mg_flare2_1;
} else
{
piecenum = mg_flare2_2;
}
}
AimFromWeapon10(piecenum)
{
piecenum = mg_turret2;
}
AimWeapon10(heading, pitch)
{
signal SIG_AIM8;
set-signal-mask SIG_AIM8|SIG_DEATH;
turn mg_turret2 to y-axis heading speed MG05_TURRET_TURN;
turn mg_guns2 to x-axis (0-pitch) speed MG05_TURRET_PITCH;
wait-for-turn mg_turret2 around y-axis;
wait-for-turn mg_guns2 around x-axis;
start-script RestoreTurret();
return (TRUE);
}
ShotWeapon10()
{
if (mg_flare2)
{
emit-sfx MG_MUZZLEFLASH from mg_flare2_1;
sleep 200;
} else
{
emit-sfx MG_MUZZLEFLASH from mg_flare2_2;
sleep 200;
}
mg_flare2 = !mg_flare2;
}
//.50 cal #2 ground targets
QueryWeapon11(piecenum)
{
if(mg_flare2)
{
piecenum = mg_flare2_1;
} else
{
piecenum = mg_flare2_2;
}
}
AimFromWeapon11(piecenum)
{
piecenum = mg_turret2;
}
AimWeapon11(heading, pitch)
{
signal SIG_AIM8;
set-signal-mask SIG_AIM8|SIG_DEATH;
turn mg_turret2 to y-axis heading speed MG05_TURRET_TURN;
turn mg_guns2 to x-axis (0-pitch) speed MG05_TURRET_PITCH;
wait-for-turn mg_turret2 around y-axis;
wait-for-turn mg_guns2 around x-axis;
start-script RestoreTurret();
return (TRUE);
}
ShotWeapon11()
{
if (mg_flare2)
{
emit-sfx MG_MUZZLEFLASH from mg_flare2_1;
sleep 200;
} else
{
emit-sfx MG_MUZZLEFLASH from mg_flare2_2;
sleep 200;
}
mg_flare2 = !mg_flare2;
}
Killed(severity, corpsetype)
{
signal SIG_DEATH;
if (severity<150)
{
corpsetype = 1;
turn hull to z-axis HULL_LIST_ANGLE_Z speed HULL_LIST_SPEED;
turn hull to x-axis HULL_LIST_ANGLE_X speed HULL_LIST_SPEED;
wait-for-turn hull around z-axis;
wait-for-turn hull around x-axis;
//explode hull type BITMAPONLY|BITMAP1;
return (TRUE);
}
corpsetype = 2;
explode hull type SHATTER|FALL;
if(isTorp1Ready)
{
explode torpedo1 type SHATTER|FALL;
}
if(isTorp2Ready)
{
explode torpedo2 type SHATTER|FALL;
}
if(isTorp3Ready)
{
explode torpedo3 type SHATTER|FALL;
}
if(isTorp4Ready)
{
explode torpedo4 type SHATTER|FALL;
}
return (TRUE);
}