164 lines
4.6 KiB
Plaintext
164 lines
4.6 KiB
Plaintext
scriptName HazardBase extends objectReference
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;
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;
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;============================================
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import utility
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int property damage auto hidden
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int property soundLevel = 10 auto
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int property trapPushBack auto
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sound property TrapHitSound auto
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weapon property hitFX auto
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ammo property hitFXAmmo auto
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int property trapLevel = 1 auto
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bool isWaitingToEvaluate = False
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float property staggerAmount = 0.0 auto
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bool property CheckAngle = false auto
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{if true this will check the angle of the actors velocity to the "up" vector of the trap
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default == False}
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auto State CanHit
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Event OnTrapHit(ObjectReference akTarget, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, bool abInitialHit, int aeMotionType)
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; debug.Trace(self + ": TrapHit")
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; debug.Trace(self + ": XYZ = (" + afXPos + "," + afYPos + "," +afZPos + ")")
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if !CheckAngle
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doLocalHit(akTarget, afXVel, afYVel, afZVel, afXPos, afYPos, afZPos, aeMaterial, abInitialHit, aeMotionType)
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else
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if isAngleAcceptable(afXVel, afYVel, afZVel)
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doLocalHit(akTarget, afXVel, afYVel, afZVel, afXPos, afYPos, afZPos, aeMaterial, abInitialHit, aeMotionType)
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endif
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endif
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endEvent
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Event OnTrapHitStart(ObjectReference akTarget, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, bool abInitialHit, int aeMotionType)
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; debug.Trace(self + ": TrapHitStart")
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; debug.Trace(self + ": XYZ = (" + afXPos + "," + afYPos + "," +afZPos + ")")
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if !CheckAngle
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doLocalHit(akTarget, afXVel, afYVel, afZVel, afXPos, afYPos, afZPos, aeMaterial, abInitialHit, aeMotionType)
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else
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if isAngleAcceptable(afXVel, afYVel, afZVel)
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doLocalHit(akTarget, afXVel, afYVel, afZVel, afXPos, afYPos, afZPos, aeMaterial, abInitialHit, aeMotionType)
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endif
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endif
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endEvent
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EndState
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State CannotHit
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endState
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event onLoad()
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ResolveLeveledDamage() ;set damage appropriate to player level
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endEvent
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event onUpdate()
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unRegisterForUpdate()
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;EvaluateStoredRefs()
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isWaitingToEvaluate = FALSE
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endEvent
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function doLocalHit(ObjectReference akTarget, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, bool abInitialHit, int aeMotionType)
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akTarget.ProcessTrapHit(self, damage, trapPushBack, afXVel, afYVel, afZVel, afXPos, afYPos, afZPos, aeMaterial, staggerAmount)
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; debug.Trace(self + " has hit " + akTarget)
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TrapHitSound.play( self as ObjectReference) ;play hit sound
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hitFX.fire(self, hitFxAmmo)
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CreateDetectionEvent(akTarget as actor, soundLevel) ; creates a detection event
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endFunction
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bool function isAngleAcceptable(float afXVel, float afYVel, float afZVel)
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float maxZVelocity = 1.0
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float minZVelocity = 0.3
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; float selfX
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; float selfY
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; float selfZ
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; float selfNodeX
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; float selfNodeY
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; float selfNodeZ
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; float dotProduct
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; dotProduct = sqrt()
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; if acos(MAXANGLE) < dotProduct
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; debug.trace (self + ": X velocity = " + afXVel)
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; debug.trace (self + ": Y velocity = " + afYVel)
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; debug.trace (self + ": Z velocity = " + afZVel)
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float absoluteZ = (math.abs(afZVel))
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float absoluteY = math.abs(afYVel)
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float absoluteX = math.abs(afXVel)
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if absoluteZ >= maxZVelocity
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return true
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elseif absoluteZ >= minZVelocity
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if (absoluteZ * (0.6)) >= absoluteY
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return True
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elseif (absoluteZ * (0.6)) >= absoluteX
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Return True
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else
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return False
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endif
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else
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return false
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endif
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endFunction
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;======================================================
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int property LvlThreshold1 auto
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int property LvlDamage1 auto
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int property LvlThreshold2 auto
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int property LvlDamage2 auto
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int property LvlThreshold3 auto
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int property LvlDamage3 auto
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int property LvlThreshold4 auto
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int property LvlDamage4 auto
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int property LvlThreshold5 auto
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int property LvlDamage5 auto
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int property LvlDamage6 auto
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;int Function ResolveLeveledDamage (int damage)
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Function ResolveLeveledDamage()
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int damageLevel
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damageLevel = CalculateEncounterLevel(TrapLevel)
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damage = LvlDamage1
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if (damageLevel > LvlThreshold1 && damageLevel <= LvlThreshold2)
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damage = LvlDamage2
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;Trace("damage threshold =")
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;Trace("2")
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endif
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if (damageLevel > LvlThreshold2 && damageLevel <= LvlThreshold3)
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damage = LvlDamage3
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;Trace("damage threshold =")
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;Trace("3")
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endif
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if (damageLevel > LvlThreshold3 && damageLevel <= LvlThreshold4)
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damage = LvlDamage4
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;Trace("damage threshold =")
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;Trace("4")
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endif
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if (damageLevel > LvlThreshold4 && damageLevel <= LvlThreshold5)
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damage = LvlDamage5
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;Trace("damage threshold =")
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;Trace("5")
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endif
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if (damageLevel > LvlThreshold5)
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damage = LvlDamage6
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;Trace("damage threshold =")
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;Trace("6")
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endif
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;Trace("damage =")
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;Trace(damage)
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;return damage
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EndFunction
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