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//------------------------------------------------------------------------------ // RandomLightning.uc // $Author: Mfox $ // $Date: 6/25/02 11:38p $ // $Revision: 5 $ // // Description: //------------------------------------------------------------------------------ // How to use this class: // // + Look at Battle2_02. //------------------------------------------------------------------------------ class RandomLightning extends Effects; #exec AUDIO IMPORT FILE=Sounds\Thunder10.wav GROUP=Thunder #exec AUDIO IMPORT FILE=Sounds\Thunder3.wav GROUP=Thunder #exec AUDIO IMPORT FILE=Sounds\Thunder9.wav GROUP=Thunder #exec AUDIO IMPORT FILE=Sounds\Thunder2.wav GROUP=Thunder #exec AUDIO IMPORT FILE=Sounds\Thunder4.wav GROUP=Thunder #exec AUDIO IMPORT FILE=Sounds\Thunder8.wav GROUP=Thunder // Amount of time between the lightning and the thunder. var() float MaxThunderDelay; var() float MinThunderDelay; // Amount of time between consecutive lighting strikes var() float MaxLightningTime; var() float MinLightningTime; // Sounds // 0 - Closest. // 10 - Furthest. var() string ThunderSounds[10]; // Sounds are played are played relative to the delay. var float SoundDelays[10]; // The time lightning strikes next. var float TimeToNextLighning; // The last time lightning struck var float LastLightningTime; // Next thunder/lightning characteristics. var float ThunderDelay, HalfLightPct; // If you want to use a precompiled light, // set this to match the Tag of that light. // Warning: If two Lightning objects try to use // the same light at the same time, bad things might happen. // This will happen if your MinLightningTime is very close // to zero, and if two seperate RandomLightning objects try to // use the same light. var() name LightTag; // Used to carry Event to the clients. var name TriggerEvent; // Used so we turn off the light we are going to use on the first tick, // after we already know it's been created. var bool bTurnedOffLight; // Set to False if you don't want this object to generate its // own lightning objects. This is usefull if you are going to // create your own Lightning objects and associate them via tags. var() bool bSpawnsLightning; var bool bInitialized; var() bool bPreLoadSounds; //------------------------------------------------------------------------------ simulated event PreBeginPlay() { local int i; Super.PreBeginPlay(); if( bPreLoadSounds ) { for( i = 0; i < ArrayCount(ThunderSounds); i++ ) { if( ThunderSounds[i] != "" ) { DynamicLoadObject( ThunderSounds[i], class'Sound'); } } } } //------------------------------------------------------------------------------ // This used to be a BeginPlay(), but Level.TimeSeconds is no longer valid // for objects in levels until some time after BeginPlay(). //------------------------------------------------------------------------------ simulated function Initialize() { local int NumSounds, i; // Calculate sound delays. for( NumSounds = 0; NumSounds < ArrayCount(ThunderSounds) && ThunderSounds[NumSounds] != ""; NumSounds++ ); for( i = 0; i < NumSounds; i++ ) { SoundDelays[i] = MinThunderDelay + (float(i+1) * (MaxThunderDelay - MinThunderDelay) / NumSounds); } CalcNextTimes(); if( Role == ROLE_Authority ) { TriggerEvent = Event; // will replicate to client. } // Make sure we have a valid TriggerEvent. if( TriggerEvent == '' ) { TriggerEvent = Name; } bInitialized = True; } //------------------------------------------------------------------------------ // Notice this is server-side only. //------------------------------------------------------------------------------ function CalcNextTimes() { // Initialize our first LightningTime. TimeToNextLighning = RandRange( MinLightningTime, MaxLightningTime ); // Calculate the random variables in advance so they can be used for all // triggered Lightning objects. ThunderDelay = RandRange( MinThunderDelay, MaxThunderDelay ); HalfLightPct = RandRange( 0.1, 0.7 ); } //------------------------------------------------------------------------------ // Spawn a new lightning object every LightningTime seconds. //------------------------------------------------------------------------------ simulated event Tick( float DeltaTime ) { local Lightning L; local int i; local Actor A; if( !bInitialized ) { Initialize(); } // Turn off our light if we are going to reuse one. if( !bTurnedOffLight && LightTag != '' ) { foreach AllActors( class'Actor', A, LightTag ) { A.LightType = LT_None; bTurnedOffLight = true; break; // We only ever use the first one we find. } } if( Level.TimeSeconds >= LastLightningTime + TimeToNextLighning ) { CalcNextTimes(); LastLightningTime = Level.TimeSeconds; if( Role < ROLE_Authority ) { TimeToNextLighning = MaxInt; // Wait for server to replicate real number to us. } // Only spawn lightning if we are supposed to. if( bSpawnsLightning ) { L = Spawn( class'Lightning' ); L.LightTag = LightTag; L.Tag = TriggerEvent; L.Lifespan = ThunderDelay + 30.0; } // Find the sound that corresponds to our delay. for ( i = 0; i < ArrayCount(ThunderSounds) && ThunderSounds[i] != "" && SoundDelays[i] < ThunderDelay; i++ ); // Trigger all listening objects, // including the Lightning object we just created. foreach AllActors( class'Actor', A, TriggerEvent ) { if( Lightning(A) != None ) { L = Lightning(A); L.ThunderSound = ThunderSounds[i]; L.ThunderDelay = ThunderDelay; L.HalfLightPct = HalfLightPct; } A.Trigger( Self, Instigator ); } class'TriggerHelper'.static.TriggerNPCs( Self, Self, Instigator, TriggerEvent, true ); } } defaultproperties { MaxThunderDelay=3.000000 MaxLightningTime=7.000000 MinLightningTime=3.000000 ThunderSounds(0)="Environment.Thunder9" ThunderSounds(1)="Environment.Thunder3" ThunderSounds(2)="Environment.Thunder10" ThunderSounds(3)="Environment.Thunder2" ThunderSounds(4)="Environment.Thunder4" ThunderSounds(5)="Environment.Thunder8" bSpawnsLightning=true bHidden=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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