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//============================================================================= // U2DrakkBossUpperController //============================================================================= class U2DrakkBossUpperController extends U2NPCControllerBase; #exec OBJ LOAD File=..\Sounds\U2DrakkNew.uax /* ----------------------------------------------------------------------------- ASSETS ----------------------------------------------------------------------------- */ //#exec OBJ LOAD File=..\System\ParticleRes\drakkboss.u #exec OBJ LOAD File=..\System\ParticleRes\drakkboss.u #exec OBJ LOAD File=..\System\ParticleRes\DrakkFX.u #exec OBJ LOAD File=..\System\ParticleRes\LaserFX.u #exec OBJ LOAD File=..\Sounds\U2Drakk.uax #exec OBJ LOAD File=..\Sounds\U2JamesA.uax #exec OBJ LOAD File=..\Sounds\U2WeaponsA.uax #exec OBJ LOAD File=..\Sounds\U2A.uax #exec OBJ LOAD FILE=..\Textures\ScottT.utx #exec OBJ LOAD FILE=..\StaticMeshes\MalekythM.usx #exec OBJ LOAD File=..\System\ParticleRes\DispersionFX.u #exec OBJ LOAD File=..\System\ParticleRes\GL_cluster_fx.u #exec OBJ LOAD File=..\System\ParticleRes\concussion_grenade_FX.u /* ----------------------------------------------------------------------------- DEFINITIONS ----------------------------------------------------------------------------- */ const AttachedToBaseState = 'AttachedToBase'; const MoveHoverActiveLabel = 'MoveHoverActiveLabel'; const SimpleWaitState = 'SimpleWait'; const ConstructionState = 'Construction'; const PrimaryAttackState = 'PrimaryAttack'; const AlternateAttackState = 'AlternateAttack'; const KamikazeState = 'Kamikaze'; const WaitActivateLabel = 'WaitActivate'; const LaserWaitLabel = 'LaserWait'; const LaserTargetContactLabel = 'LaserTargetContact'; const LaserDoneLabel = 'LaserDone'; const RiseLabel = 'Rise'; const MovePickDestMidLabel = 'MovePickDestMid'; enum ECycleType { CT_Random, CT_Ordered, CT_RandomVisible, //CT_Furthest, }; /* ----------------------------------------------------------------------------- VARIABLES ----------------------------------------------------------------------------- */ var name ActiveAttackState; var array<Actor> AttackDestinations; var float AttackDestinationZ; var int CurrentAttackDestination; var vector HoverLocation; var U2DrakkBossUpper UpperPawn; var U2DrakkBossController LowerController; //var float MaxMoveTime; var ParticleGenerator FireEffects[4]; var LookTarget TracerStartDummy, TracerEndDummy; var PulseLineGenerator TracerBeamEffect; var ParticleGenerator ChargeUpEffect; var ParticleGenerator AltFireEffect; var ParticleGenerator AltFireEffectTemplate; var LookTarget WingTakkra[8]; var float IdleSpeed; var int RiseYawRate; var float PreAttackDelayTime; var float AttackDurationTime; var float PostAttackDelayTime; var float TimeBetweenShots; var float AltFireBoltSpeed; var ECycleType CycleType; var name AttackDestinationClassName; var float FireTimer; var float WingGlowTimer, WingGlowTimerStart; var string WingBoneNames[8]; var int WingBoneDisabled; var int PrimaryStageHealth; var bool bAttached, bKamikaze, bRetaliateOnDamage, bRetaliating, bSimpleWaitNoDelay; var vector RetaliateLocation; var Actor RiseTarget; var() Sound FireLaserSound; var() Sound TakeHitSound; var() Sound WingExplodeSound; var() Sound TracerTurnOnSound; var() Sound TracerAmbientSound; var() Sound LaserChargeUpSound; var() Sound SecondaryLaserChargeUpSound; var() Sound SecondaryLaserChargeDownSound; var() Sound SecondaryLaserAmbientSound; var() Sound SelfDestructSound; var() Sound SecondaryAttackAmbientSound; /* ----------------------------------------------------------------------------- IMPLEMENTATION FUNCTIONS ----------------------------------------------------------------------------- */ /* TEST */ simulated function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { Super.Trigger(Other, Instigator, EventName); if (EventName == 'NextStage') DrkbucSetAttackState(AlternateAttackState); else if (EventName == 'FirstStage') DrkbucSetAttackState(PrimaryAttackState); else if (EventName == 'Kamikaze') { DrkbucSetAttackState(AlternateAttackState); bKamikaze = true; } } function DrkbucAttach(U2DrakkBoss InLowerPawn, bool InAttached) { if (bAttached == InAttached) return; bAttached = InAttached; if (bAttached) { SetFrozen(true); UpperPawn.SetCollision(false, false, false); UpperPawn.SetPhysics(PHYS_MovingBrush); UpperPawn.MountParentNode = "ROOTLow"; UpperPawn.SetLocation(InLowerPawn.Location); UpperPawn.SetRotation(InLowerPawn.Rotation); UpperPawn.MountSetParent(InLowerPawn); UpperPawn.MountOrgLocation = vect(0,0,0); UpperPawn.MountOrgRotation = rot(0,16384,0); UpperPawn.SetRotation(InLowerPawn.Rotation); SetRotation(InLowerPawn.Rotation); UpperPawn.UpdateMountPhysics(); UpperPawn.MovementPhysics=PHYS_None;//PHYS_MovingBrush UpperPawn.SetMovementPhysics(false); // OWNERTEST //UpperPawn.SetOwner(None); } else { SetFrozen(false); UpperPawn.SetCollision(true, false, false); UpperPawn.MountParentNode = ""; UpperPawn.MountSetParent(None); UpperPawn.MovementPhysics=PHYS_Flying; UpperPawn.SetMovementPhysics(false); if (ControllerEnemy?) EnemyAcquired(); // OWNERTEST //UpperPawn.SetOwner(self); } } /* Firing Effects */ private final simulated function bool LaserTraceEx(actor Src, out CheckResult Hit, bool TracePawns, vector StartTrace, vector EndTrace) { local int TraceFlags; TraceFlags = TRACE_Level|TRACE_LevelGeometry; if (TracePawns) TraceFlags = TraceFlags | TRACE_Pawns; Src.SingleLineCheck( Hit, Src, EndTrace, StartTrace, TraceFlags); if (Hit.Actor!=None) { if ((!TracePawns) || (Pawn(Hit.Actor)==None)) return(true); if ((Pawn(Hit.Actor).Health > 0) && (Pawn(Hit.Actor).TeamNumber != Pawn.TeamNumber)) return(true); } //if( U2Pawn(Hit.Actor) != None && U2Pawn(Hit.Actor).GetNotifiedWeapon() != None ) // U2Pawn(Hit.Actor).GetNotifiedWeapon().AdjustTraceFireHit( Hit ); Hit.Location = EndTrace; Hit.Actor = None; return(false); } private final simulated function bool LaserTrace(actor Src, out CheckResult Hit, bool TracePawns) { local vector StartTrace; local vector EndTrace; StartTrace = Src.Location; EndTrace = StartTrace + vector(Src.Rotation)*vect(10000,10000,10000); return(LaserTraceEx(Src, Hit, TracePawns, StartTrace, EndTrace)); } private final simulated function MountToLaser(actor A, bool InUseAlternate) { local vector vX, vY, vZ; if (InUseAlternate) A.MountParentNode = "laserend"; else A.MountParentNode = "BDLamp02End"; A.SetPhysics(PHYS_MovingBrush); A.MountSetParent(Pawn); if (InUseAlternate) { GetAxes(A.Rotation, vX, vY, vZ); A.SetRotation(rotator(-vX)); } A.UpdateMountPhysics(); } private final simulated function ParticleGenerator ConstructEffect(ParticleGenerator EffectTemplate, optional bool bNoMount) { local ParticleGenerator P; //P = class'ParticleGenerator'.static.CreateNew(self, EffectClass, EffectParticles); P = class'ParticleGenerator'.static.CreateNew(Pawn, EffectTemplate); if (P == None) return(None); P.Instigator = Pawn; //P.bHidden = true; //P.bManualTick = true; if (!bNoMount) MountToLaser(P, false); return(P); } private final simulated function InitWingTakkra(int i, string BoneName) { WingTakkra[i] = Pawn.Spawn(class'LookTarget', Pawn); WingTakkra[i].SetPhysics(PHYS_MovingBrush); WingTakkra[i].MountParentNode = BoneName; WingTakkra[i].MountSetParent(Pawn); WingTakkra[i].UpdateMountPhysics(); WingTakkra[i].StaticMesh = StaticMesh'MalekythM.Weapons.T_Gun'; WingTakkra[i].SetDrawType(DT_StaticMesh); WingTakkra[i].bNoStaticMeshCollide = true; WingTakkra[i].SetDrawScale(1.0); WingTakkra[i].bHidden = false; } private final simulated function InitEffects() { local int i; //FireEffects[0] = ConstructEffect(class'ParticleSalamander', "LaserFX.ParticleSalamander12"); FireEffects[0] = ConstructEffect(ParticleSalamander'LaserFX.ParticleSalamander12'); FireEffects[1] = ConstructEffect(ParticleSalamander'LaserFX.ParticleSalamander13'); FireEffects[2] = ConstructEffect(ParticleSalamander'LaserFX.ParticleSalamander14'); FireEffects[3] = ConstructEffect(ParticleSalamander'LaserFX.ParticleSalamander15'); TracerBeamEffect = PulseLineGenerator(ConstructEffect(PulseLineGenerator'DrakkFX.PulseLineGenerator0')); TracerBeamEffect.Trigger(Pawn, Instigator); TracerBeamEffect.bMustFace = false; TracerBeamEffect.bHidden = true; //TracerBeamEffect.bShowBoundingBox = true; ChargeUpEffect = ConstructEffect(ParticleSalamander'DrakkFX.ParticleSalamander1'); TracerStartDummy = Pawn.spawn(class'LookTarget', Pawn); TracerStartDummy.SoundRadius = 255; TracerStartDummy.SoundVolume = 255; TracerStartDummy.SoundPitch = 64; MountToLaser(TracerStartDummy, false); TracerEndDummy = Pawn.spawn(class'LookTarget', Pawn); TracerEndDummy.SoundRadius = 255; TracerEndDummy.SoundVolume = 128; TracerEndDummy.SoundPitch = 64; TracerBeamEffect.Connections[0].StartActor = TracerStartDummy; TracerBeamEffect.Connections[0].EndActor = TracerEndDummy; AltFireEffect = class'ParticleGenerator'.static.CreateNew( Pawn, AltFireEffectTemplate ); //AltFireEffect.SetBase( Pawn ); //AltFireEffect.SetRotation(rot(0,0,0)); AltFireEffect.SetPhysics(PHYS_MovingBrush); AltFireEffect.MountParentNode = "ROOTHigh"; // "Laser13"; AltFireEffect.MountSetParent(Pawn); AltFireEffect.Instigator = Pawn; assert( AltFireEffect != None ); for (i=0;i<8;i++) InitWingTakkra(i, WingBoneNames[i]); } private final simulated function ShutdownEffects() { local int i; local ParticleGenerator P; if (TracerStartDummy!=None) { TracerStartDummy.Destroy(); TracerStartDummy=None; } if (TracerEndDummy!=None) { TracerEndDummy.Destroy(); TracerEndDummy=None; } if (TracerBeamEffect!=None) { TracerBeamEffect.Destroy(); TracerBeamEffect=None; } if (ChargeUpEffect!=None) { ChargeUpEffect.Destroy(); ChargeUpEffect=None; } for (i=0;i<4;i++) { P = FireEffects[i]; if (P!=None) { //P.bManualTick = false; P.Destroy(); // P.ParticleDestroy(); } FireEffects[i] = None; } if( AltFireEffect != None ) { AltFireEffect.ParticleDestroy(); AltFireEffect = None; } for (i=0;i<8;i++) { if (WingTakkra[i]!=None) { WingTakkra[i].Destroy(); WingTakkra[i] = None; } } } /* ----------------------------------------------------------------------------- INTERFACE FUNCTIONS ----------------------------------------------------------------------------- */ /* Common */ event PreBeginPlay() { local Actor A; local int NumAttackDestinations; local float TotalZ; Super.PreBeginPlay(); // Initialize attack destinations foreach AllActors(class'Actor', A) { if (A.IsA(AttackDestinationClassName)) { //DM("Added AttackDestination "$A); AttackDestinations[NumAttackDestinations++] = A; TotalZ += A.Location.Z; } } if (AttackDestinations.Length >= 1) AttackDestinationZ = TotalZ / AttackDestinations.Length; } function Possess( Pawn P ) { UpperPawn = U2DrakkBossUpper(P); Super.Possess( P ); HoverLocation = Pawn.Location; HoverLocation.Z = AttackDestinationZ; InitEffects(); } event Destroyed() { RemoveAllTimers(); ShutdownEffects(); Super.Destroyed(); } // can't use regular Tick for this since Controller.Tick happens before Pawn.Tick, and we need the Pawn for mounting purposes function DrkbucTick(float DeltaTime); // overridden in states function bool ValidateLowerController() { if (LowerController==None) LowerController = UpperPawn.LowerPawn.LowerController; return(LowerController!=None); } function bool DrkbucPreventDeath( int Damage, Pawn Instigator, class<DamageType> DamageType, vector HitLocation ) { return false; } /* AI Common */ function eventBumpFriend( Pawn Other ) { // makes me go wandering... evil! } function eventTakeDamage( int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) { if ((Instigator==None) || (Instigator==Self) || (U2DrakkBossUpper(Instigator)==None)) // don't let another upper body hurt me Super.eventTakeDamage(Damage, Instigator, HitLocation, Momentum, DamageType); } function eventTookDamage( int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) { Super.eventTookDamage(Damage, Instigator, HitLocation, Momentum, DamageType); //if( (Pawn.default.Health - Pawn.Health) > UpperPawn.MinRechargeDamage ) // LowerController.NotifyUpperNeedsRecharge(); } function EnemyAcquired() { DrkbucSetAttackState(); } /* DrakkBossUpperController interface */ function DrkbucSetAttackState(optional name InAttackState) { if (InAttackState!='') ActiveAttackState = InAttackState; if (IsInState(ActiveAttackState)) return; GotoState(ActiveAttackState); ValidateLowerController(); if (ActiveAttackState==PrimaryAttackState) { LowerController.DrkbcAttach(UpperPawn, true); } else if (ActiveAttackState==AlternateAttackState) { LowerController.DrkbcAttach(UpperPawn, false); } } //----------------------------------------------------------------------------- function FireShot(optional bool bUpdateOnly) { local rotator FireRotation; //if( AltFireEffect != None && ControllerEnemy != None && Pawn.FastTrace( Pawn.Location, ControllerEnemy.Location ) ) if( AltFireEffect != None && ControllerEnemy != None ) { //FireRotation = AdjustAim( None, AltFireBoltSpeed, Pawn.Location, 0.0, true, false, false, false ); FireRotation = rotator(ControllerEnemy.Location - AltFireEffect.Location); AltFireEffect.SetRotation( FireRotation ); AltFireEffect.UpdateMountPhysics(); if (!bUpdateOnly) AltFireEffect.Trigger( Pawn, Instigator ); } } function FireShotTimer() { FireShot(); } function KamikazeTimer() { bKamikaze = true; } function StartFiring() { FireShot(); //AddTimer( 'FireShotTimer', TimeBetweenShots, true ); } #debug function StopFiring( float SuggestedFireAgainDelay, EStopFiringInfo SFInfo, string ContextStr ) #release function StopFiring( float SuggestedFireAgainDelay, EStopFiringInfo SFInfo ) { RemoveTimer( 'FireShotTimer' ); } function PickHoverDestination() { if( AttackDestinations.Length >= 2 ) { ClearMoveAttempts(); Destination = HoverLocation; } else { DM( "WARNING: not enough " $ AttackDestinationClassName $ "s in level for drakk boss (upper) to use!" ); SpecialGoal = Pawn; } } function PickAttackDestination() { local int i, Selection, NumPossibleDestinations; local array<Actor> PossibleDestinations; local vector AttackTargetLocation; local ECycleType UseCycleType; local actor A, AttackTarget; local CheckResult Hit; UseCycleType = CycleType; if ((UseCycleType == CT_RandomVisible) && (ControllerEnemy==None)) { UseCycleType = CT_Random; } else { AttackTarget = ControllerEnemy; AttackTargetLocation = AttackTarget.Location; } if( AttackDestinations.Length >= 2 ) { switch(UseCycleType) { case CT_Random: // just pick a random destination not equal to the current location do { Selection = RandRange( 0, AttackDestinations.Length ); } until ( AttackDestinations[ Selection ] != MoveTarget ); SpecialGoal = AttackDestinations[ Selection ]; break; case CT_Ordered: Selection = CurrentAttackDestination; CurrentAttackDestination++; if( CurrentAttackDestination >= AttackDestinations.Length ) CurrentAttackDestination = 0; SpecialGoal = AttackDestinations[ Selection ]; break; case CT_RandomVisible: for (i=0;i<AttackDestinations.Length;i++) { A = AttackDestinations[i]; LaserTraceEx(TracerStartDummy, Hit, true, A.Location, A.Location + Normal(AttackTargetLocation-A.Location)*vect(4096,4096,4096)); if (Hit.Actor==AttackTarget) PossibleDestinations[NumPossibleDestinations++] = A; } if ((PossibleDestinations.Length==0) || ((PossibleDestinations.Length==1) && (PossibleDestinations[0]==MoveTarget))) { do { Selection = RandRange( 0, AttackDestinations.Length ); } until ( AttackDestinations[ Selection ] != MoveTarget ); SpecialGoal = AttackDestinations[ Selection ]; } else { do { Selection = RandRange( 0, PossibleDestinations.Length ); } until ( PossibleDestinations[ Selection ] != MoveTarget ); SpecialGoal = PossibleDestinations[ Selection ]; } break; } } else { DM( "WARNING: not enough " $ AttackDestinationClassName $ "s in level for drakk boss to use!" ); SpecialGoal = Pawn; } //MoveTarget = SpecialGoal; //!!mdf-tbd: assume reachable? MoveTarget = None; ClearMoveAttempts(); } function float GetMoveSpeed( vector TargetLocation ) { local float DistanceToTargetLocation; DistanceToTargetLocation = VSize( Pawn.Location - TargetLocation ); if( DistanceToTargetLocation > 512 ) return 1.00; else return class'Util'.static.ScaleLinear( DistanceToTargetLocation, 0.0, 512.0, 0.125, 1.00 ); } state @ SimpleWaitState { ignores EnemyNotVisible;//, HearNoise; /* function DrkbucTick(float DeltaTime) { Global.DrkbucTick( DeltaTime ); UpperPawn.UpdateMountPhysics(); } */ function Trigger( Actor Other, Pawn Instigator, optional name EventName ) { local Actor A; if( EventName == UpperPawn.LowerPawn.RiseTargetTag ) { foreach AllActors( class'Actor', A ) { if( A.Tag == UpperPawn.LowerPawn.RiseTargetTag ) { RiseTarget = A; break; } } if( RiseTarget != None ) { class'MusicScriptEvent'.static.CallRoutine(self, "dm001_fightstart"); GotoLabel( RiseLabel ); } else DMTNS( "WARNING: no rise target (Tag=" $ UpperPawn.LowerPawn.RiseTargetTag $ ")" ); } else { Super.Trigger( Other, Instigator, EventName ); } } function EnemyAcquired() { DrkbucSetAttackState(PrimaryAttackState); } @ BeginLabel: if (!bSimpleWaitNoDelay) { // give a few seconds of prep time ValidateLowerController(); DisableSenses(); LowerController.DisableSenses(); Sleep(10); } @ WaitActivateLabel: ValidateLowerController(); EnableSenses(); LowerController.EnableSenses(); #debug SetControllerEnemy( None, GetContext() ); // so it will be reacquired #release SetControllerEnemy( None ); // so it will be reacquired if (LowerController.ControllerEnemy?) MaybeSetEnemy(LowerController.ControllerEnemy, false); Stop; @ RiseLabel: ValidateLowerController(); DisableSenses(); LowerController.DisableSenses(); EnableRotation( false ); MoveToActor( RiseTarget, TMT_None, , , , UpperPawn.LowerPawn.RiseSpeed ); if( MoveResult != MR_DestinationReached ) Goto( RiseLabel ); EnableRotation( true ); Focus = None; FocalPoint = Pawn.Location + 512*vector(Pawn.Rotation); Pawn.StopMovement( true, false ); Sleep( UpperPawn.LowerPawn.RiseSpeed ); Goto( WaitActivateLabel ); } state @ ConstructionState { ignores EnemyNotVisible, HearNoise, EnemyAcquired, SeeEnemy, NotifyBump; event BeginState() { local int i; Super.BeginState(); for (i=0;i<8;i++) { if (WingTakkra[i]!=None) WingTakkra[i].bHidden = true; } } event EndState() { local int i; for (i=0;i<8;i++) { if (WingTakkra[i]!=None) WingTakkra[i].bHidden = false; } // due to the wacky destroy() chain between upper and lower, bPendingDelete has to be checked here or // we'll get collision hash crashes when trying to change collision during the attach parent reversal below if ((UpperPawn?) && !UpperPawn.bDeleteMe && !UpperPawn.bPendingDelete && (UpperPawn.LowerPawn?) && !UpperPawn.LowerPawn.bDeleteMe && !UpperPawn.LowerPawn.bPendingDelete) { ValidateLowerController(); LowerController.DrkbcAttach(UpperPawn, true); bSimpleWaitNoDelay = true; DrkbucAttach(UpperPawn.LowerPawn, false); } Super.EndState(); } @ BeginLabel: Pawn.MeshAgentCallAction('Event_Construct'); Sleep(90); //GotoState(SimpleWaitState, WaitActivateLabel); ValidateLowerController(); LowerController.GotoState('ReturnToBase'); Sleep(9999);//Stop; } state @ PrimaryAttackState extends @ MoveToGoalBaseState { ignores EnemyNotVisible, SeeFriend, SeeOther, SeeAlertFriend; //------------------------------------------------------------------------- function DrkbucTick(float DeltaTime) { local int i; local CheckResult Hit; local vector SatPos; Global.DrkbucTick(DeltaTime); if (ControllerEnemy!=None) { SatPos = ControllerEnemy.Location; //SatPos.Z += ControllerEnemy.EyeHeight; //SatPos.Z += ControllerEnemy.EyeHeight * 0.75; //SatPos.Z += ControllerEnemy.EyeHeight * 0.5; if (FireTimer > 0.0) SatPos += ControllerEnemy.Velocity * UpperPawn.ChargeUpTime * UpperPawn.ChargeLead; } else { SatPos = Pawn.Location + vector(Pawn.Rotation)*10000.0; } if ((FireTimer <= 0.0) || (FireTimer > UpperPawn.ChargeUpTime*UpperPawn.ChargeLead)) Pawn.MeshSetSatellite('Sat_LaserAim', None, SatPos); if (FireTimer < 0.0) { LaserTrace(TracerStartDummy, Hit, true); if (Pawn(Hit.Actor)!=None) GotoState(PrimaryAttackState, LaserTargetContactLabel); } else if (FireTimer > 0.0) { FireTimer -= DeltaTime; if (FireTimer < 0.0) FireTimer = 0.0; } for (i=0;i<4;i++) FireEffects[i].UpdateMountPhysics(); TracerBeamEffect.UpdateMountPhysics(); ChargeUpEffect.UpdateMountPhysics(); TracerStartDummy.UpdateMountPhysics(); LaserTrace(TracerStartDummy, Hit, false); TracerEndDummy.SetLocation(Hit.Location); for (i=0;i<8;i++) { WingTakkra[i].UpdateMountPhysics(); if ((WingGlowTimer > 0.0) && (!WingTakkra[i].bHidden)) { WingTakkra[i].bUnlit = true; WingTakkra[i].ScaleGlow = (1.0 - (WingGlowTimer / WingGlowTimerStart)) * 10.0; } else { WingTakkra[i].bUnlit = false; WingTakkra[i].ScaleGlow = 1.0; } } if (WingGlowTimer > 0.0) { WingGlowTimer -= DeltaTime; if (WingGlowTimer < 0.0) WingGlowTimer = 0.0; } } /* function FirePrimaryShot() // old primary fire effect { local int i; local CheckResult Hit; for (i=0;i<4;i++) { if (FireEffects[i]!=None) FireEffects[i].Trigger(self, Instigator); } Pawn.PlaySound(sound'U2Drakk.FireLaser', SLOT_Misc); LaserTrace(TracerStartDummy, Hit, true); if (Pawn(Hit.Actor)!=None) Hit.Actor.TakeDamage(UpperPawn.LaserDamage, Pawn, Hit.Location, vect(0,0,0), class'DamageTypeLaserRifle'); } */ function bool FirePrimaryShot(int InIndex) // new primary fire effect { local CheckResult Hit; local projectileLaserBeam P; local int NodeHandle; local vector StartTrace; if ((WingBoneDisabled & (1<<InIndex)) != 0) return(false); if (WingBoneNames[InIndex]!="") NodeHandle = Pawn.MeshGetNodeNamed(WingBoneNames[InIndex]); if (NodeHandle!=0) StartTrace = Pawn.MeshNodeGetTranslation(NodeHandle, MESHNODEREL_World); else StartTrace = TracerStartDummy.Location; Pawn.PlaySound(FireLaserSound, SLOT_Weapon); LaserTrace(TracerStartDummy, Hit, true); if (bRetaliating && Pawn(Hit.Actor)==None) LaserTraceEx(TracerStartDummy, Hit, true, StartTrace, StartTrace + Normal(RetaliateLocation-StartTrace)*vect(10000,10000,10000)); Pawn.MeshAgentCallAction(StringToName("Event_LegKick"$InIndex, true)); P = spawn(class'projectileLaserBeam', Pawn, , StartTrace); P.SetEndPoint(Hit.Location); if (Pawn(Hit.Actor)!=None) Hit.Actor.TakeDamage(UpperPawn.LaserDamage, Pawn, Hit.Location, vect(0,0,0), class'DamageTypeLaserRifle'); return(true); } //------------------------------------------------------------------------- event BeginState() { Super.BeginState(); Pawn.MeshAgentSetInputCurValue('LaserAiming', 'True'); class'MusicScriptEvent'.static.CallRoutine(self, "dm002_mainfight"); } event EndState() { TracerBeamEffect.bHidden = true; TracerEndDummy.AmbientSound = None; FireTimer = 0.0; WingGlowTimer = 0.0; WingGlowTimerStart = 0.0; bRetaliateOnDamage = false; bRetaliating = false; if ((UpperPawn?) && !UpperPawn.bDeleteMe && !UpperPawn.bPendingDelete) { Pawn.MeshAgentSetInputCurValue('LaserAiming', 'False'); Pawn.MeshAgentSetInputCurValue('LegsPulled', 'False'); Pawn.MeshAgentSetInputCurValue('LegsOut', 'False'); Pawn.GroundSpeed = Pawn.default.GroundSpeed; EnableRotation( true ); Pawn.bCollideWorld=true; if (UpperPawn.LowerPawn?) UpperPawn.LowerPawn.bCollideWorld=true; } Super.EndState(); } function bool DrkbucPreventDeath( int Damage, Pawn Instigator, class<DamageType> DamageType, vector HitLocation ) { Pawn.Health = 1; return true; } function eventTookDamage( int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) { local int i; local bool wasDisabled; local int HealthThreshold; local ParticleGenerator P; Global.eventTookDamage( Damage, Instigator, HitLocation, Momentum, DamageType ); for (i=0;i<8;i++) { wasDisabled = ((WingBoneDisabled & (1<<i)) != 0); HealthThreshold = (Pawn.default.Health - PrimaryStageHealth) + i*(PrimaryStageHealth/8); if ((Pawn.Health < HealthThreshold) && (!wasDisabled)) { Pawn.MeshAgentCallAction('Event_BodyShake'); Pawn.PlaySound(TakeHitSound, SLOT_Interact); P = class'ParticleGenerator'.static.CreateNew(Pawn, ParticleGenerator'DispersionFX.ParticleSalamander3', WingTakkra[i].Location); P.SetRotation(rotator(Normal(Instigator.Location - WingTakkra[i].Location))); P.Trigger(Pawn, Pawn); P.ParticleLifeSpan = P.GetMaxLifeSpan() + 1.0; WingTakkra[i].PlaySound(WingExplodeSound, SLOT_Weapon); WingTakkra[i].bHidden = true; WingBoneDisabled = WingBoneDisabled | (1<<i); Pawn.PlaySound(sound'U2DrakkNew.DrakkBossDeathChattr2', SLOT_Weapon, Pawn.TransientSoundVolume*2.0, , Pawn.TransientSoundRadius*2.0); } } if ((bRetaliateOnDamage) && (Instigator!=None) && (Instigator == ControllerEnemy)) { bRetaliating = true; RetaliateLocation = ControllerEnemy.Location; GotoState(PrimaryAttackState, LaserTargetContactLabel); } } //------------------------------------------------------------------------- @ BeginLabel: //Goto( MovePickDestLabel ); // float up to height of flynodes before starting to cycle between these //Pawn.AmbientRotationRate.Yaw = RiseYawRate; PickHoverDestination(); @ MoveHoverActiveLabel: EnableRotation( false ); //MoveToPoint( Destination, , , IdleSpeed, MaxMoveTime ); MoveToPoint( Destination, , , IdleSpeed ); if( MoveResult != MR_DestinationReached ) { if( MoveAgain() ) Goto( MoveHoverActiveLabel ); else Goto(MovePickDestLabel); //Goto( GiveUpLabel ); // don't give up, just abort the hover and go right to an attack dest } //Pawn.AmbientRotationRate.Yaw = 0; @ MovePickDestLabel: EnableRotation( true ); Focus = None; FocalPoint = Pawn.Location + 512*vector(Pawn.Rotation); PickAttackDestination(); @ MovePickDestMidLabel: FindPathToActor( SpecialGoal, MoveTarget, true ); if (MoveTarget==None) MoveTarget = SpecialGoal; @ MoveActiveLabel: //MoveToActor( MoveTarget, TMT_None, SpecialGoal, , ControllerEnemy, GetMoveSpeed( MoveTarget.Location ), MaxMoveTime ); Pawn.bCollideWorld=false; UpperPawn.LowerPawn.bCollideWorld=false; MoveToActor( MoveTarget, TMT_None, SpecialGoal, , ControllerEnemy, GetMoveSpeed( MoveTarget.Location ) ); Pawn.bCollideWorld=true; UpperPawn.LowerPawn.bCollideWorld=true; if( MoveResult == MR_DestinationReachedFinal ) Goto( ReachedDestinationLabel ); else if( MoveResult == MR_DestinationReached ) Goto( MovePickDestMidLabel ); else if( MoveAgain() ) Goto( MoveActiveLabel ); else { //Goto( GiveUpLabel ); // don't give up; this should only happen if someone got in the way (via jumping etc), just wait and try again Sleep(3); Goto(MovePickDestLabel); } @ ReachedDestinationLabel: StopMovement( true, true ); FinishRotation(); Pawn.MeshAgentSetInputCurValue('LegsOut', 'True'); // turn on laser tracer Pawn.PlaySound(TracerTurnOnSound, SLOT_Misc); TracerBeamEffect.bHidden = false; TracerEndDummy.AmbientSound = TracerAmbientSound; TracerBeamEffect.BeamTexture = Texture'ScottT.Effects.GlowBeam_005red'; TracerBeamEffect.SpriteJointTexture = Texture'ParticleSystems.Sparks.Sparks11'; TracerEndDummy.SoundVolume = 192; TracerEndDummy.SoundPitch = 64; FireTimer = -1.0; @ LaserWaitLabel: //Stop; bRetaliateOnDamage = true; bRetaliating = false; Sleep(5.0 + FRand()*5.0); // timeout after a little while if nobody crosses the beam and we don't retaliate against an attack GotoState(PrimaryAttackState, LaserDoneLabel); @ LaserTargetContactLabel: bRetaliateOnDamage = false; ChargeUpEffect.Trigger(Pawn, Instigator); //ChargeUpEffect.PlaySound(LaserChargeUpSound, SLOT_Interact); ChargeUpEffect.PlaySound(LaserChargeUpSound, SLOT_Interact, Pawn.TransientSoundVolume*2.0, , Pawn.TransientSoundRadius*2.0); //ChargeUpEffect.SoundPitch = 24; ChargeUpEffect.SoundPitch = 96; Pawn.GroundSpeed = 0; EnableRotation( false ); Pawn.MeshAgentSetInputCurValue('LegsPulled', 'True'); FireTimer = UpperPawn.ChargeUpTime; WingGlowTimerStart = UpperPawn.ChargeUpTime + 1.0; WingGlowTimer = WingGlowTimerStart; Sleep(UpperPawn.ChargeUpTime); TracerBeamEffect.bHidden = true; TracerEndDummy.AmbientSound = None; if (FirePrimaryShot(0)) { FireTimer = 0.125; Sleep(0.125); } if (FirePrimaryShot(1)) { FireTimer = 0.125; Sleep(0.125); } if (FirePrimaryShot(2)) { FireTimer = 0.125; Sleep(0.125); } if (FirePrimaryShot(3)) { FireTimer = 0.125; Sleep(0.125); } if (FirePrimaryShot(4)) { FireTimer = 0.125; Sleep(0.125); } if (FirePrimaryShot(5)) { FireTimer = 0.125; Sleep(0.125); } if (FirePrimaryShot(6)) { FireTimer = 0.125; Sleep(0.125); } if (FirePrimaryShot(7)) { FireTimer = 0.125; Sleep(0.125); } @ LaserDoneLabel: bRetaliateOnDamage = false; bRetaliating = false; FireTimer = 0.0; WingGlowTimer = 0.0; WingGlowTimerStart = 0.0; TracerBeamEffect.bHidden = true; TracerEndDummy.AmbientSound = None; Pawn.GroundSpeed = Pawn.default.GroundSpeed; EnableRotation( true ); Pawn.MeshAgentSetInputCurValue('LegsPulled', 'False'); Sleep(UpperPawn.RechargeTime); Pawn.MeshAgentSetInputCurValue('LegsOut', 'False'); if (Pawn.Health < (Pawn.default.Health - PrimaryStageHealth)) { Pawn.PlaySound(sound'U2DrakkNew.Drakk_Boss_Separate_2', SLOT_Weapon, Pawn.TransientSoundVolume*2.0, , Pawn.TransientSoundRadius*2.0); DrkbucSetAttackState(AlternateAttackState); } else Goto( MovePickDestLabel ); } // PrimaryAttackState state @ AlternateAttackState extends @ MoveToGoalBaseState { ignores EnemyNotVisible, SeeFriend, SeeOther, SeeAlertFriend; //------------------------------------------------------------------------- function DrkbucTick(float DeltaTime) { local rotator FireRotation; Global.DrkbucTick(DeltaTime); //Global.Tick(DeltaTime); if (AltFireEffect?) { //FireRotation = AltFireEffect.Rotation; AltFireEffect.UpdateMountPhysics(); //AltFireEffect.SetRotation( FireRotation ); } } //------------------------------------------------------------------------- event BeginState() { Super.BeginState(); Pawn.MeshAgentSetInputCurValue('LaserOut', 'True'); Pawn.SoundPitch = 128; Pawn.SoundRadius = 512; FireShot(true); // TEST AddTimer('KamikazeTimer', 60.0, true); class'MusicScriptEvent'.static.CallRoutine(self, "dm003_interlude"); } event EndState() { if ((UpperPawn?) && !UpperPawn.bDeleteMe && !UpperPawn.bPendingDelete) { Pawn.SoundRadius = Pawn.default.SoundRadius; Pawn.SoundPitch = 64; Pawn.MeshAgentSetInputCurValue('LaserOut', 'False'); Pawn.MeshAgentSetInputCurValue('BodyWaving', 'False'); Pawn.AmbientSound=None; Pawn.bCollideWorld=true; } #debug StopFiring( 0.0, SFI_Behavior, "" ); #release StopFiring( 0.0, SFI_Behavior ); AltFireEffect.AmbientSound=None; Super.EndState(); } //------------------------------------------------------------------------- @ BeginLabel: // Goto( MovePickDestLabel ); // float up to height of flynodes before starting to cycle between these //Pawn.AmbientRotationRate.Yaw = RiseYawRate; PickHoverDestination(); @ MoveHoverActiveLabel: //MoveToPoint( Destination, , , IdleSpeed, MaxMoveTime ); MoveToPoint( Destination, , , IdleSpeed ); if( MoveResult != MR_DestinationReached ) { if( MoveAgain() ) Goto( MoveHoverActiveLabel ); else Goto(MovePickDestLabel); //Goto( GiveUpLabel ); // don't give up, just abort the hover and go right to an attack dest } //Pawn.AmbientRotationRate.Yaw = 0; @ MovePickDestLabel: PickAttackDestination(); @ MovePickDestMidLabel: FindPathToActor( SpecialGoal, MoveTarget, true ); if (MoveTarget==None) MoveTarget = SpecialGoal; @ MoveActiveLabel: //MoveToActor( MoveTarget, TMT_None, SpecialGoal, , ControllerEnemy, GetMoveSpeed( MoveTarget.Location ), MaxMoveTime ); Pawn.bCollideWorld=false; MoveToActor( MoveTarget, TMT_None, SpecialGoal, , ControllerEnemy, GetMoveSpeed( MoveTarget.Location ) ); Pawn.bCollideWorld=true; if( MoveResult == MR_DestinationReachedFinal ) Goto( ReachedDestinationLabel ); else if( MoveResult == MR_DestinationReached ) Goto( MovePickDestMidLabel ); else if( MoveAgain() ) Goto( MoveActiveLabel ); else { //Goto( GiveUpLabel ); // don't give up; this should only happen if someone got in the way (via jumping etc), just wait and try again Sleep(3); Goto(MovePickDestLabel); } @ ReachedDestinationLabel: StopMovement( true, true ); AltFireEffect.SoundRadius = 512; Pawn.PlaySound(SecondaryLaserChargeUpSound, SLOT_Interact); Sleep(GetSoundDuration(SecondaryLaserChargeUpSound)*0.5); Pawn.MeshAgentSetInputCurValue('BodyWaving', 'True'); StartFiring(); AltFireEffect.SoundVolume = 254; AltFireEffect.SoundPitch = 64; AltFireEffect.AmbientSound=SecondaryLaserAmbientSound; Pawn.AmbientSound=SecondaryAttackAmbientSound; Sleep( AttackDurationTime ); Pawn.AmbientSound=None; AltFireEffect.AmbientSound=None; #debug StopFiring( 0.0, SFI_Behavior, "" ); #release StopFiring( 0.0, SFI_Behavior ); Pawn.MeshAgentSetInputCurValue('BodyWaving', 'False'); Pawn.PlaySound(SecondaryLaserChargeDownSound, SLOT_Interact); Sleep(GetSoundDuration(SecondaryLaserChargeDownSound)*0.5); if (bKamikaze) GotoState(KamikazeState); else Goto(MovePickDestLabel); } // AlternateAttackState state @ KamikazeState { event bool NotifyHitWall(vector HitNormal, actor Wall) { UpperPawn.DrkbuDetonate(true, true); return true; } event BeginState() { Super.BeginState(); ValidateLowerController(); if (!LowerController || !LowerController.IsInState('SpinningDeath')) class'MusicScriptEvent'.static.CallRoutine(self, "dm004_duckandcover"); } event EndState() { if (Pawn?) Pawn.MeshAgentSetInputCurValue('PermaShake', 'False'); Super.EndState(); } @ BeginLabel: Pawn.PlaySound(SelfDestructSound, SLOT_Interact); //Sleep(GetSoundDuration(SelfDestructSound)); Pawn.MeshAgentCallAction('Event_BodyShake'); Sleep(4); Pawn.MeshAgentCallAction('Event_BodyShake'); Sleep(3); Pawn.MeshAgentCallAction('Event_BodyShake'); Sleep(2); Pawn.MeshAgentSetInputCurValue('PermaShake', 'True'); Sleep(7); Pawn.MeshAgentSetInputCurValue('PermaShake', 'False'); //Sleep(1.75); Enable( Event_NotifyHitWall ); MinHitWall = 0.0; Pawn.SetCollisionSize(Pawn.CollisionRadius*0.25, Pawn.CollisionHeight*0.25); Pawn.AirSpeed = Pawn.default.AirSpeed*2.0; MoveToPoint( Pawn.Location + vector(Pawn.Rotation)*8000.0); //Pawn.Velocity = Pawn.Location + vector(Pawn.Rotation)*Pawn.AirSpeed; //Pawn.SetPhysics(PHYS_Projectile); //UpperPawn.DrkbuDetonate(true, true); Stop; } // KamikazeState defaultproperties { ActiveAttackState='PrimaryAttack' AltFireEffectTemplate=ParticleSalamander'drakkboss.ParticleSalamander0' IdleSpeed=0.500000 RiseYawRate=32767 PreAttackDelayTime=1.000000 AttackDurationTime=2.000000 PostAttackDelayTime=1.000000 TimeBetweenShots=1.000000 AltFireBoltSpeed=3000.000000 CycleType=CT_RandomVisible AttackDestinationClassName='FlyNode' WingBoneNames(0)="LeftLeg12" WingBoneNames(1)="RightLeg12" WingBoneNames(2)="LeftLeg22" WingBoneNames(3)="RightLeg22" WingBoneNames(4)="LeftLeg32" WingBoneNames(5)="RightLeg32" WingBoneNames(6)="LeftLeg42" WingBoneNames(7)="RightLeg42" PrimaryStageHealth=3000 FireLaserSound=Sound'U2Drakk.FireLaser' TakeHitSound=Sound'U2JamesA.ASF-Cockpit.Close_02' WingExplodeSound=Sound'U2WeaponsA.Dispersion.DP_PoweredUpExplode' TracerTurnOnSound=Sound'U2A.Pickups.fshlite1' TracerAmbientSound=Sound'U2Drakk.TracerAmbient' LaserChargeUpSound=Sound'U2DrakkNew.Laser_Charge_1' SecondaryLaserChargeUpSound=Sound'U2JamesA.ASF-PowerDown.HiPowerUp_01' SecondaryLaserChargeDownSound=Sound'U2JamesA.ASF-PowerDown.HiPowerDown_01' SecondaryLaserAmbientSound=Sound'U2WeaponsA.LaserRifle.LR_LaserBeam' SelfDestructSound=Sound'U2Drakk.DrakkBossTry1' SecondaryAttackAmbientSound=Sound'U2JamesA.ASF-EngineLoops.HiPowEngLp_01' DefaultState='SimpleWait' RotationRate=(Pitch=0,Yaw=8192,Roll=0) UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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