Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

U2Pawns.U2DrakkBoss


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
//=============================================================================
// U2DrakkBoss.uc
//=============================================================================

class U2DrakkBoss extends U2PawnBasic;

#exec OBJ LOAD File=..\Sounds\U2DrakkNew.uax

/*
-----------------------------------------------------------------------------
	ASSETS
-----------------------------------------------------------------------------
*/
#exec OBJ LOAD File=..\System\ParticleRes\Impact_Metal_AR.u
#exec OBJ LOAD File=..\Sounds\U2Drakk.uax

/*
-----------------------------------------------------------------------------
	VARIABLES
-----------------------------------------------------------------------------
*/

var() name RiseTargetTag; // tag of actor to rise to when upper part triggered
var() float RiseSpeed; // speed to use when rising (in 0.0 .. 1.0) -- scales AirSpeed
var() float RiseDelay; // delay once rise target reached
var() name HomeActorTag; // tag of actor to use as starting point when beginning new primary attack phase

var U2DrakkBossUpper UpperPawn;
var U2DrakkBossController LowerController;

/*
-----------------------------------------------------------------------------
	INTERFACE FUNCTIONS
-----------------------------------------------------------------------------
*/
function DrkbSpawnUpperPawn(bool InRegrow)
{
	local U2DrakkBossUpper NewUpperPawn;
	
	SetCollision(false, false, false);
	NewUpperPawn = Spawn(class'U2DrakkBossUpper');
	if (NewUpperPawn?)
		NewUpperPawn.DrkbuInit(Self, InRegrow, UpperPawn);
	else
		DMAssert(false, GetContext(0));
	
	UpperPawn = NewUpperPawn;
	
	SetCollision(true, false, false);
}
function DrkbDestroyUpperPawn()
{
	local Pawn UP;

	if( UpperPawn != None )
	{
		UP = UpperPawn;
		UpperPawn = None;
		UP.KillSelf();
	}
}

/*
	Common
*/
event PreBeginPlay()
{
	Super.PreBeginPlay();

	DrkbSpawnUpperPawn(false);
}
function PossessedBy( Controller C )
{
	LowerController = U2DrakkBossController(C);
	Super.PossessedBy(C);
}
event Destroyed()
{
	local U2DrakkBossUpper A;
	
	local Actor Explosion;

	DrkbDestroyUpperPawn();
	
	// get our current longer sounds to shut up
	AmbientSound = None;
	StopSoundSlot(SLOT_Weapon, true);

	Explosion = Spawn( class'ER_EMPExplosion', Self, , Location, Rotation );
	Explosion.RemoteRole = ROLE_None;

	Explosion = Spawn( class'U2DrakkBossExplosion', self, , Location, Rotation );
	Explosion.RemoteRole = ROLE_None;
	
	PlaySound(sound'U2DrakkNew.ExplosionDrakkBossBttm', SLOT_Weapon, TransientSoundVolume*2.0, , TransientSoundRadius*2.5);

	foreach AllActors(class'U2DrakkBossUpper', A)
	{
		if (ValidPawn(A))
			A.DrkbuDetonate(false, false);
	}

	class'UtilGame'.static.MakeShake( self, Location, 4096, 15, 2.5 );

	Super.Destroyed();
}
event Tick(float DeltaTime)
{
	Super.Tick(DeltaTime);
	if ((MountParentActor?) && (Physics==PHYS_None))
		UpdateMountPhysics();

	LowerController.DrkbcTick(DeltaTime);
}

function int AdjustFinalDamage( int Damage )
{
	if (Damage > default.Health/10)
		Damage = default.Health/10;

	return Damage;
}

/*
-----------------------------------------------------------------------------
	STATES
-----------------------------------------------------------------------------
*/
state @ DyingState
{
	event BeginState()
	{
		KillSelf();
	}
}

/*
-----------------------------------------------------------------------------
	DEFAULTS
-----------------------------------------------------------------------------
*/

defaultproperties
{
	RiseTargetTag='RiseTarget'
	RiseSpeed=0.050000
	RiseDelay=2.000000
	HomeActorTag='HomeActor'
     AttackActiveBehaviors(0)=(StateName=AttackMoveToCoverCombat,Odds=1.000000,TimeMin=7.000000,TimeMax=7.000000)
     AttackActiveBehaviors(1)=(StateName=AttackStationary,Odds=0.060000,TimeMin=1.000000,TimeMax=3.000000)
     AttackActiveCantReachBehaviors(0)=(StateName=AttackStationary,Odds=1.000000,TimeMin=3.000000,TimeMax=3.000000)
     AttackActiveCantReachBehaviors(1)=(StateName=AttackTacticalMove,StateLabel=DontClose,Odds=1.000000,TimeMin=2.000000,TimeMax=2.000000)
     AttackActiveEnemyNotVisibleBehaviors(0)=(StateName=AttackHunt,Odds=1.000000,TimeMin=20.000000,TimeMax=20.000000)
     AttackActiveUseCoverBehaviors(0)=(StateName=AttackStakeOutCover,TimeMin=2.000000,TimeMax=10.000000)
     AttackActiveUseCoverBehaviors(1)=(StateName=AttackMoveToCoverCombat,TimeMin=7.000000,TimeMax=7.000000)
     AttackActiveMeleeBehaviors(0)=(StateName=AttackMelee,TimeMin=3.000000,TimeMax=3.000000)
     AttackPassiveBehaviors(0)=(StateName=AttackMoveToCoverCombat,Odds=0.400000,TimeMin=7.000000,TimeMax=7.000000)
     AttackPassiveBehaviors(1)=(StateName=AttackStationary,Odds=0.060000,TimeMin=1.000000,TimeMax=3.000000)
     AttackPassiveBehaviors(2)=(StateName=AttackFallback,Odds=0.240000,TimeMin=2.500000,TimeMax=7.000000)
     AttackPassiveCantReachBehaviors(0)=(StateName=AttackStationary,Odds=0.500000,TimeMin=1.000000)
     AttackPassiveCantReachBehaviors(1)=(StateName=AttackFallback,Odds=1.000000,TimeMin=2.000000,TimeMax=7.000000)
     AttackPassiveEnemyNotVisibleBehaviors(0)=(StateName=AttackFallback,Odds=1.000000,TimeMin=20.000000,TimeMax=20.000000)
     AttackPassiveUseCoverBehaviors(0)=(StateName=AttackStakeOutCover,TimeMin=2.000000,TimeMax=5.000000)
     AttackPassiveUseCoverBehaviors(1)=(StateName=AttackRecoverEnemy,TimeMin=2.000000,TimeMax=4.000000)
     AttackPassiveUseCoverBehaviors(2)=(StateName=AttackStationary,TimeMin=1.000000,TimeMax=4.000000)
     AttackPassiveUseCoverBehaviors(3)=(StateName=AttackFallback,TimeMin=10.000000,TimeMax=20.000000)
     AttackPassiveUseCoverBehaviors(4)=(StateName=AttackMoveToCoverCombat,TimeMin=7.000000,TimeMax=7.000000)
     AttackPassiveMeleeBehaviors(0)=(StateName=AttackMelee,TimeMin=1.000000,TimeMax=2.000000)
     AttackPassiveMeleeBehaviors(1)=(StateName=AttackFallback,TimeMin=2.000000,TimeMax=5.000000)
	AttackUseCoverMaxTime=60.000000
	AttackUseCoverLockoutTime=0.500000
	MaxFleeSearchDistance=4096.000000
	MaxUseCoverSearchDistance=4096.000000
	bDistressedWandering=false
	bWanderCanKillIfStuck=false
	bWanderCanTeleportIfStuck=false
	DamageFilterClass=Class'U2Pawns.DamageFilterDrakk'
	bCanKnockDown=false
	bCanPanic=false
	bQuickCarcassCleanup=false
	bOverridesDamageEffect=true
	ParticleHitEffect=ParticleSalamander'Impact_Metal_AR.ParticleSalamander0'
	bCanJump=true
	bCanAdjustJump=true
	bSmoothTurns=false
	GroundSpeed=600.000000
	JumpZ=640.000000
	MaxJumpUpDistance=340282346638528860000000000000000000000.000000
	CrouchCostMultiplier=1.000000
	JumpCostMultiplier=1.000000
	Health=4000
	ControllerClass=Class'U2Pawns.U2DrakkBossController'
	TeamNumber=42
	bIgnoreImpactForces=true
	AmbientSound=Sound'U2DrakkNew.Drakk_Boss_Ambient_4'
	Mesh=LegendMesh'GlmCharactersG.DrakkBossLower'
	DrawScale=0.500000
     Skins(0)=Shader'CharacterFXT.Drakk.drakkheavybody2FX'
     Skins(1)=Shader'CharacterFXT.Drakk.drakkmediumbody3fx'
	CollisionRadius=80.000000
	CollisionHeight=100.000000
	bBlockActors=false
	bBlockPlayers=false
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleSideBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleSideBars"
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: sk 3-1-2016 10:38:44.000 - Creation time: sk 3-1-2016 10:48:42.598 - Created with UnCodeX