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kirvesweapons.lua
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59 lines (47 loc) · 2.16 KB
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local WeaponFile = import('/lua/sim/DefaultWeapons.lua')
local KamikazeWeapon = WeaponFile.KamikazeWeapon
local BareBonesWeapon = WeaponFile.BareBonesWeapon
local DefaultProjectileWeapon = WeaponFile.DefaultProjectileWeapon
local DefaultBeamWeapon = WeaponFile.DefaultBeamWeapon
local OriginalEffectTemplate = import('/lua/EffectTemplates.lua')
local EffectTemplate = import('/lua/kirveseffects.lua')
local CollisionBeamFile = import('/lua/kirvesbeams.lua')
TargetingLaser = Class(DefaultBeamWeapon) {
BeamType = CollisionBeamFile.TargetingCollisionBeam,
FxMuzzleFlash = {'/effects/emitters/particle_cannon_muzzle_01_emit.bp'},
FxBeamEndPointScale = 0.01,
}
TargetingLaserInvisible = Class(TargetingLaser) {
BeamType = CollisionBeamFile.TargetingCollisionBeamInvisible,
FxMuzzleFlash = {},
}
TAAPhalanxWeapon = Class(DefaultProjectileWeapon) {
FxMuzzleFlash = EffectTemplate.TPhalanxGunMuzzleFlash,
FxShellEject = EffectTemplate.TPhalanxGunShells,
PlayFxMuzzleSequence = function(self, muzzle)
DefaultProjectileWeapon.PlayFxMuzzleSequence(self, muzzle)
for k, v in self.FxShellEject do
CreateAttachedEmitter(self.unit, 'Shells_Left', self.unit.Army, v)
CreateAttachedEmitter(self.unit, 'Shells_Right', self.unit.Army, v)
end
end,
}
SDFUnstablePhasonBeam = Class(DefaultBeamWeapon) {
BeamType = CollisionBeamFile.UnstablePhasonLaserCollisionBeam,
FxMuzzleFlash = {},
FxChargeMuzzleFlash = {}, ####OriginalEffectTemplate.SExperimentalUnstablePhasonLaserMuzzle01,
FxUpackingChargeEffects = OriginalEffectTemplate.CMicrowaveLaserCharge01,
FxUpackingChargeEffectScale = 0.2,
}
SDFUnstablePhasonBeam2 = Class(DefaultBeamWeapon) {
BeamType = CollisionBeamFile.UnstablePhasonLaserCollisionBeam2,
FxMuzzleFlash = {},
FxChargeMuzzleFlash = {}, ####OriginalEffectTemplate.SExperimentalUnstablePhasonLaserMuzzle01,
FxUpackingChargeEffects = OriginalEffectTemplate.CMicrowaveLaserCharge01,
FxUpackingChargeEffectScale = 0.1,
FxBeamEndPointScale = 0.01,
}
Dummy = Class(DefaultBeamWeapon) {
BeamType = CollisionBeamFile.TargetingCollisionBeam,
FxBeamEndPointScale = 0.01,
}