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//============================================================================= // U2DrakkBossUpper.uc //============================================================================= class U2DrakkBossUpper extends U2PawnBasic notplaceable; // Spawned in U2DrakkBoss PreBeginPlay #exec OBJ LOAD File=..\System\ParticleRes\DrakkFX.u #exec OBJ LOAD File=..\Sounds\U2DrakkNew.uax /* Variables */ const ATTACHLOCATIONFUDGEFACTOR = 10.0; var U2DrakkBossUpperController UpperController; var U2DrakkBoss LowerPawn; var ParticleRadiator DamageEffect; //var EPhysics AttachedPhysics; //var int MinRechargeDamage; /* Primary fire variables */ var() float ChargeUpTime; // amount of time spent charging up with an armed laser before firing var() float ChargeLead; // fraction of ChargeUpTime (between 0.0 and 1.0) where laser leads target by and subsequently locks in at end of charging var() float RechargeTime; // amount of time (in seconds) spent recharging after a shot is fired var() int LaserDamage; // amount of damage caused by laser shot //----------------------------------------------------------------------------- function PossessedBy( Controller C ) { UpperController = U2DrakkBossUpperController(C); Super.PossessedBy(C); } event Destroyed() { local Actor Explosion; //local Pawn LP; /* if( LowerPawn != None ) { LP = LowerPawn; LowerPawn = None; LP.Destroy(); } */ // get all our current sounds to shut up (some have a tendency of being long and we want them gone) AmbientSound = None; StopSoundSlot(SLOT_Misc, true); StopSoundSlot(SLOT_Pain, true); StopSoundSlot(SLOT_Interact, true); StopSoundSlot(SLOT_Ambient, true); StopSoundSlot(SLOT_Talk, true); StopSoundSlot(SLOT_Interface, true); StopSoundSlot(SLOT_Dialog, true); StopSoundSlot(SLOT_Weapon, true); Explosion = Spawn( class'ER_EMPExplosion', Self, , Location, Rotation ); Explosion.RemoteRole = ROLE_None; PlaySound(sound'U2DrakkNew.ExplosionDrakkBossTop1', SLOT_Weapon, TransientSoundVolume*2.0, , TransientSoundRadius*2.5); if (DamageEffect!=None) { DamageEffect.Destroy(); DamageEffect=None; } Super.Destroyed(); } event Tick(float DeltaTime) { Super.Tick(DeltaTime); if ((MountParentActor?) && (Physics==PHYS_None)) UpdateMountPhysics(); UpperController.DrkbucTick(DeltaTime); if (DamageEffect==None) { DamageEffect = ParticleRadiator(class'ParticleGenerator'.static.CreateNew(self, ParticleRadiator'DrakkFX.ParticleRadiator0')); DamageEffect.Instigator = self; DamageEffect.MeshOwner = self; } } function bool PreventDeath( int Damage, Pawn Instigator, class<DamageType> DamageType, vector HitLocation ) { return UpperController.DrkbucPreventDeath(Damage, Instigator, DamageType, HitLocation); } function eventTakeDamage( int Damage, Pawn Instigator, Vector HitLocation, Vector Momentum, class<DamageType> DamageType ) { local int OldHealth; OldHealth = Health; Super.eventTakeDamage(Damage, Instigator, HitLocation, Momentum, DamageType); if (Health <= 0) return; if ( (DamageType!=None) && (!ClassIsChildOf(DamageType, class'DamageTypeThermal')) ) { if ((OldHealth - Health) > default.Health*0.015) PlaySound(sound'U2DrakkNew.Hit_Impact_10', SLOT_Pain); else PlaySound(sound'U2DrakkNew.Hit_Impact_7', SLOT_Pain); } if (Health > 0) DamageEffect.Trigger(self, Instigator); } function int AdjustFinalDamage( int Damage ) { if (Damage > default.Health/10) Damage = default.Health/10; return Damage; } //----------------------------------------------------------------------------- // temp hack: use bone location? function vector GetAttachLocation() { local vector LowerLocation; LowerLocation = LowerPawn.Location + vect(0,0,1)*LowerPawn.CollisionHeight; return ( LowerLocation + vect(0,0,1)*(CollisionHeight + ATTACHLOCATIONFUDGEFACTOR) ); } //----------------------------------------------------------------------------- function DrkbuInit(U2DrakkBoss InLowerPawn, bool InRegrow, U2DrakkBossUpper InExistingUpperPawn) { LowerPawn = InLowerPawn; //SetLocation(GetAttachLocation()); if (InRegrow) { UpperController.DrkbucAttach(InLowerPawn, true); UpperController.GotoState('Construction'); } else { UpperController.ValidateLowerController(); if( UpperController.LowerController != None ) //!!CDH (mdf) this is generating accessed none's? UpperController.LowerController.DrkbcAttach(self, true); SetCollision(true, false, false); } SetMovementPhysics(false); // inherit hoverlocation from existing pawn since we initially set it up from our location, // and that's only correct for the initial upper pawn, not subsequent ones if ((InExistingUpperPawn?) && (InExistingUpperPawn.UpperController?)) UpperController.HoverLocation = InExistingUpperPawn.UpperController.HoverLocation; } function DrkbuDetonate(bool bCauseShake, bool bCauseDamage) { local ParticleGenerator P; SetCollision(false, false, false); P = class'ParticleGenerator'.static.CreateNew(self, ParticleGenerator'GL_cluster_fx.ParticleSalamander0', Location); P.SetRotation(Rotation); P.Trigger(self, self); P.ParticleLifeSpan = P.GetMaxLifeSpan() + P.TimerDuration + P.RampUpTime + P.RampDownTime + 5.0; P = class'ParticleGenerator'.static.CreateNew(self, ParticleGenerator'concussion_grenade_FX.ParticleSalamander0', Location); P.SetRotation(rotator(vect(0,0,1))); P.Trigger(self, self); P.ParticleLifeSpan = P.GetMaxLifeSpan() + P.TimerDuration + P.RampUpTime + P.RampDownTime + 5.0; if (bCauseShake) class'UtilGame'.static.MakeShake( self, Location, 2048, 15, 2.5 ); if (bCauseDamage) HurtRadius( 400, 1024, class'DamageTypePhysical', 500000, Location, false ); KillSelf(); } defaultproperties { ChargeUpTime=1.000000 ChargeLead=0.250000 RechargeTime=2.000000 LaserDamage=10 AttackActiveBehaviors(0)=(StateName=AttackClose,Odds=1.000000,TimeMin=4.000000,TimeMax=4.000000) 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) 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) bDistressedWandering=false bWanderCanKillIfStuck=false bWanderCanTeleportIfStuck=false DamageFilterClass=Class'U2Pawns.DamageFilterDrakk' MovementPhysics=PHYS_Flying bCanKnockDown=false bCanPanic=false bQuickCarcassCleanup=false bOverridesDamageEffect=true ParticleHitEffect=ParticleSalamander'Impact_Metal_AR.ParticleSalamander0' GibSetClass=Class'U2Pawns.GibSetNone' bCanFly=true bSmoothTurns=false AirSpeed=1200.000000 AccelRate=4096.000000 Health=6000 ControllerClass=Class'U2Pawns.U2DrakkBossUpperController' TeamNumber=42 bIgnoreImpactForces=true AmbientSound=Sound'U2DrakkNew.Drakk_Boss_Ambient_9' Mesh=LegendMesh'GlmCharactersG.DrakkBossUpper' DrawScale=0.500000 Skins(0)=Shader'CharacterFXT.Drakk.drakkheavybody1FX' Skins(1)=Shader'CharacterFXT.Drakk.drakkmediumbody3fx' CollisionRadius=120.000000 CollisionHeight=80.000000 bCollideActors=false bBlockActors=false bBlockPlayers=false RotationRate=(Pitch=0,Yaw=8192,Roll=0) UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleSideBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleSideBars" } |
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