143 lines
4.3 KiB
Plaintext
143 lines
4.3 KiB
Plaintext
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Scriptname defaultFireWeaponScript extends ObjectReference
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{Script for firing projectiles from FireWeaponMarker
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-The default setting is to fire whatever weapon/ammo you choose infintely, every 4-6 seconds, if the marker is enabled
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-If you just want it to fire once then set MinWaitTime to 0.0, MaxWaitTime to 0.1, and TimesFired to 1}
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import utility
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import weapon
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import debug
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;---------------------------
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;--Hidden Properties
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;---------------------------
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int Property TimesFired Auto Hidden
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{How many times i've already fired}
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bool Property Looping auto hidden
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{If true I should keep firing}
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float Property WaitTimer Auto hidden
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{Rand wait time generated based on the Min and Max wait times}
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;---------------------------
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;--Editable Properties
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;---------------------------
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int Property TimesToFire = -1 Auto
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{Maximum number of times you want this to fire once it's enabled. (-1 = until disabled)}
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float Property MaxWaitTime = 6.0 auto
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{Maximum wait between refire, Default = 6.0}
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float Property MinWaitTime = 4.0 auto
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{Minimum wait between refire, Default = 4.0}
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weapon Property WeaponType Auto
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{Type of weapon you want to fire, (ie. "HuntingBow")}
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ammo Property Ammotype Auto
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{Type of ammo you would like to fire, (ie. "IronArrow")}
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quest Property myQuest Auto
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{Quest you want to check the stage of}
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int Property StageToStartFire = -1 Auto
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{Stage of myQuest you want to start firing at}
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int Property StageToStopFire = -1 Auto
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{Stage of myQuest you want to stop firing at (-1 = until disabled)}
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Event OnLoad()
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; I'm loaded, or have been enabled, so start the fire loop
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Looping = TRUE
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GoToState("FireLoop")
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endEVENT
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Event OnUnload()
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; I've been unloaded, or disabled. Stop firing
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Looping = FALSE
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GoToState("Waiting")
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endEVENT
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auto state Waiting
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; The state I hang out in while I'm waiting for something to happen.
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endstate
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state FireLoop
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EVENT OnBeginState()
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While(Looping)
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;trace(self + "I'm looping...")
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; Set up what our next wait time will be before firing
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waitTimer = randomFloat(MinWaitTime, MaxWaitTime)
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wait(waitTimer)
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if (myQuest)
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; There is a quest set, lets see if it's running
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if (myQuest.IsRunning())
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; There is a quest running, lets see if we should be firing
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if (myQuest.GetStage() >= StageToStopFire)
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;trace(self + " The done stage has been hit. No longer going to fire. Also dropping out of loop")
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; The quest is at the stop firing stage, so don't fire
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Looping = False
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elseif (myQuest.GetStage() >= StageToStartFire)
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;trace(self + " The correct stage is set, I'm going to fire.")
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; The quest isn't at the stop firing stage yet, but is at the firing stage, so see if we are enabled
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if (self as ObjectReference).IsEnabled()
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; We're enabled, start firing
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;trace(self + " is firing.")
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WeaponType.fire( self as objectReference, Ammotype) ;I'm enabled so fire.
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TimesFired += 1
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else
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; We're not enabled, so don't fire
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endif
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if (TimesToFire != -1)
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; There is a fire limit set, check to see if we've reached it
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;trace(self + " has a firing limit of " + TimesToFire + " and has fired " + TimesFired + " so far.")
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if (TimesFired == TimesToFire)
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; We've reached our fire limit, stop firing
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;trace(self + " has reached it's firing limit of " + TimesToFire + ". Stopping fire and while loop.")
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Looping = False
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endif
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endif
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else
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;trace(self + " Has a quest but the start/stop stages aren't set yet.")
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endif
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else
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; The quest isn't running, wait for a bit then check again
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wait(8)
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endif
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else
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; There's no quest set so I'm just going to continue without worrying about quests/stages
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if (self as ObjectReference).IsEnabled()
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; I'm enabled, so I'm going to fire
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WeaponType.fire( self as objectReference, Ammotype)
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TimesFired += 1
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else
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; I'm not enabled, so I'm going to stop firing
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Looping = False
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endif
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if (TimesToFire != -1)
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; I have a firing limit set, lets see if I've reached it
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if (TimesFired == TimesToFire)
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; I've reached my limit, stop firing
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Looping = False
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endif
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endif
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endif
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endWhile
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; I'm no longer in the fireloop, time to wait
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goToState("Waiting")
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endEvent
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endstate
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