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//============================================================================= // U2DrakkMedium.uc //============================================================================= class U2DrakkMedium extends U2PawnBasic; #exec OBJ LOAD File=..\System\ParticleRes\Impact_Metal_AR.u //!!arl -- stubbed to eliminate blood #exec OBJ LOAD File=..\System\ParticleRes\DrakkFX.u #exec OBJ LOAD File=..\System\ParticleRes\LaserFX.u #exec OBJ LOAD FILE=..\Sounds\U2AmbientA.uax #exec OBJ LOAD FILE=..\Sounds\U2JamesA.uax #exec OBJ LOAD File=..\Sounds\U2Drakk.uax #exec OBJ LOAD File=..\Sounds\U2DrakkNew.uax #exec OBJ LOAD File=..\Sounds\U2A.uax #exec OBJ LOAD FILE=..\Textures\ScottT.utx #exec OBJ LOAD File=..\System\ParticleRes\GL_Smoke.u #exec OBJ LOAD File=..\System\ParticleRes\Impact_Metal_AR.u /* Variables */ var() float ChargeUpTime; // amount of time spent charging up with an armed laser before firing, maximum difficulty setting (lowest time) 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, maximum difficulty setting (lowest time) var() int LaserDamage; // amount of damage caused by laser shot var() float DeactivationTimeLimit; // time before Drakk self-destructs after being deactivated, maximum difficulty setting (highest time) var() bool bDamageWhenDeactivated; // allow Drakk to be damaged when collapsed and deactivated var float ClampTimer, WelderTimer, CutterTimer, SpinnerTimer; var bool bClampActive, bWelderActive, bCutterActive, bSpinnerActive; var float BlueScanTimer; var LookTarget ClampDummy, WelderDummy, CutterDummy, SpinnerDummy; var LookTarget TracerStartDummy, TracerEndDummy; var PulseLineGenerator TracerBeamEffect; var ParticleGenerator ChargeUpEffect; //var ParticleGenerator FireEffects[4]; var ParticleRadiator DamageEffect; //var ParticleGenerator GlowBallEffect; var ParticleSalamander SmokeEffect; var ElectricGenerator ElectricEffect; var float FireTimer; var bool bConstructedEffects; var int RefurbishHealth; var float RefurbishFrac; var float ServiceTimer; var Pawn ServiceDroid; var float DeactivationTimer; var float SparkTimer; simulated function bool LaserTrace(actor Src, out CheckResult Hit, bool TracePawns) { local vector StartTrace; local vector EndTrace; local int TraceFlags; StartTrace = TracerStartDummy.Location; //EndTrace = StartTrace + vector(TracerStartDummy.Rotation)*vect(10000,10000,10000); EndTrace = StartTrace + vector(TracerStartDummy.Rotation)*vect(10000,10000,10000); 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 != 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); } simulated function DrakkDeactivate() { local actor Explosion; Explosion = Spawn( class'ER_EMPExplosion', self, , Location, Rotation ); Explosion.RemoteRole = ROLE_None; LimbStop('EventClampStop', 'Clamping', 0); LimbStop('EventWelderStop', 'Welding', 0); LimbStop('EventCutterStop', 'Cutting', 0); LimbStop('EventSpinnerStop', 'Spinning', 0); MeshAgentCallAction('EventBodyRefold'); MeshAgentSetInputCurValue('State', 'Inactive'); EnableRotation( false ); SetCollisionSize(CollisionRadius, default.CollisionHeight * 0.5); LController.SetFrozen(true); DropToGround(); // make sure firing mode is also taken care of FireTimer = -RechargeTime; TracerBeamEffect.bHidden = true; TracerEndDummy.AmbientSound = None; TracerStartDummy.AmbientSound = None; // smokin' SmokeEffect = ParticleSalamander( class'ParticleGenerator'.static.CreateNew( self, ParticleGenerator'GL_Smoke.ParticleSalamander0', Location ) ); SmokeEffect.SetPhysics(PHYS_MovingBrush); SmokeEffect.MountSetParent(self); SmokeEffect.TimerDuration = 0.0; SmokeEffect.ParticleLifeSpan = 0.0; SmokeEffect.SetRotation( Rotation ); //SmokeEffect.SetBase( self ); SmokeEffect.Trigger( self, Instigator ); // self-destruct timer DeactivationTimer = DeactivationTimeLimit; } simulated function DrakkActivate() { PlaySound(sound'U2DrakkNew.Laser_Charge_6', SLOT_Misc); DeactivationTimer = 0.0; ServiceDroid = None; if (bDamageWhenDeactivated) Health = RefurbishHealth * RefurbishFrac; // restore to intended refurbishing health incase we were damaged while we were down if (SmokeEffect!=None) { SmokeEffect.ParticleDestroy(); SmokeEffect = None; } if (ElectricEffect!=None) { ElectricEffect.Destroy(); ElectricEffect = None; } LController.SetFrozen(false); SetCollisionSize(CollisionRadius, default.CollisionHeight); EnableRotation( true ); MeshAgentCallAction('EventBodyUnfold'); MeshAgentSetInputCurValue('State', 'Active'); } simulated function FireLaser(vector EndPoint) { local projectileLaserBeam P; /* for (i=0;i<4;i++) { if (FireEffects[i]!=None) FireEffects[i].Trigger(self, Instigator); } PlaySound(sound'U2Drakk.FireLaser', SLOT_Misc); */ P = spawn(class'projectileLaserBeam', self, , TracerStartDummy.Location); P.SetEndPoint(EndPoint); PlaySound(sound'U2Drakk.FireLaser', SLOT_Weapon); } /* Particles */ simulated function MountToLaser(actor A) { A.MountParentNode = "lights";//"laser01"; A.SetPhysics(PHYS_MovingBrush); A.MountSetParent(self); } simulated function ParticleTick(float DeltaTime) { local int i; local Actor a; local CheckResult Hit; if (!bConstructedEffects) { /* 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(self, Instigator); TracerBeamEffect.bMustFace = false; //TracerBeamEffect.bShowBoundingBox = true; ChargeUpEffect = ConstructEffect(ParticleSalamander'DrakkFX.ParticleSalamander1'); DamageEffect = ParticleRadiator(ConstructEffect(ParticleRadiator'DrakkFX.ParticleRadiator0', true)); DamageEffect.MeshOwner = self; /* GlowBallEffect = ConstructEffect(ParticleSalamander'DrakkFX.ParticleSalamander0'); GlowBallEffect.Trigger(self, Instigator); GlowBallEffect.MountParentNode = "Box01"; GlowBallEffect.MountOrgLocation.Y = 10.0; GlowBallEffect.SetPhysics(PHYS_MovingBrush); GlowBallEffect.MountSetParent(self); */ TracerStartDummy = spawn(class'LookTarget', self); TracerStartDummy.SoundRadius = 255; TracerStartDummy.SoundVolume = 255; TracerStartDummy.SoundPitch = 64; MountToLaser(TracerStartDummy); TracerEndDummy = spawn(class'LookTarget', self); TracerEndDummy.SoundRadius = 255; TracerEndDummy.SoundVolume = 128; TracerEndDummy.SoundPitch = 64; TracerBeamEffect.Connections[0].StartActor = TracerStartDummy; TracerBeamEffect.Connections[0].EndActor = TracerEndDummy; ClampDummy = spawn(class'LookTarget', self); ClampDummy.MountParentNode = "clampbody"; ClampDummy.SetPhysics(PHYS_MovingBrush); ClampDummy.MountSetParent(self); WelderDummy = spawn(class'LookTarget', self); WelderDummy.MountParentNode = "welderend"; WelderDummy.SetPhysics(PHYS_MovingBrush); WelderDummy.MountSetParent(self); CutterDummy = spawn(class'LookTarget', self); CutterDummy.MountParentNode = "cutterbase"; CutterDummy.SetPhysics(PHYS_MovingBrush); CutterDummy.MountSetParent(self); SpinnerDummy = spawn(class'LookTarget', self); SpinnerDummy.MountParentNode = "spinnerbase"; SpinnerDummy.SetPhysics(PHYS_MovingBrush); SpinnerDummy.MountSetParent(self); bConstructedEffects = true; } //RefreshAllScriptProcesses(); // not necessary; already called by GetMountBase internally //for (i=0;i<4;i++) // FireEffects[i].UpdateMountPhysics(); TracerBeamEffect.UpdateMountPhysics(); ChargeUpEffect.UpdateMountPhysics(); TracerStartDummy.UpdateMountPhysics(); LaserTrace(TracerStartDummy, Hit, false); TracerEndDummy.SetLocation(Hit.Location); if (FireTimer <= 0.0) { //LaserTrace(TracerStartDummy, Hit, false); //TracerEndDummy.SetLocation(Hit.Location); if (LController.ControllerEnemy!=None) LaserTrace(TracerStartDummy, Hit, true); else Hit.Actor = None; /* Hit.Actor = Trace(Hit.Location, Hit.Normal, TracerStartDummy.Location + vector(TracerStartDummy.Rotation)*vect(1000,1000,1000), TracerStartDummy.Location, true, , TRACE_AllColliding); TracerEndDummy.SetLocation(Hit.Location); */ FireTimer += DeltaTime; if (FireTimer >= 0.0) { if ((FireTimer - DeltaTime) < 0.0) //PlaySound(sound'U2A.Pickups.FSHLITE1', SLOT_Misc); // just activated PlaySound(sound'U2DrakkNew.Laser_Turn_on_2', SLOT_Misc, TransientSoundVolume*0.25, , 250.0); // just activated FireTimer = 0.0; TracerBeamEffect.bHidden = false; if (LController.ControllerEnemy!=None) { TracerBeamEffect.BeamTexture = Texture'ScottT.Effects.GlowBeam_005red'; TracerBeamEffect.SpriteJointTexture = Texture'ParticleSystems.Sparks.Sparks11'; //TracerEndDummy.AmbientSound = sound'U2DrakkNew.Tracer_6'; TracerEndDummy.AmbientSound = sound'U2DrakkNew.LaserSecondaryAmbient4'; TracerEndDummy.SoundVolume = 96;//192; TracerEndDummy.SoundPitch = 64; //TracerStartDummy.AmbientSound = sound'U2DrakkNew.LaserSecondaryAmbient4'; TracerStartDummy.SoundVolume = 192; } else { //TracerEndDummy.AmbientSound = sound'U2Drakk.TracerAmbient'; TracerEndDummy.AmbientSound = sound'U2DrakkNew.Tracer_1'; //TracerEndDummy.SoundVolume = 96; TracerEndDummy.SoundVolume = 64; //TracerEndDummy.SoundPitch = 48; TracerEndDummy.SoundPitch = 32; TracerBeamEffect.BeamTexture = Texture'ScottT.Effects.GlowBeam_005blue'; TracerBeamEffect.SpriteJointTexture = Texture'ParticleSystems.Sparks.Sparks01'; TracerStartDummy.AmbientSound = None; } if (Pawn(Hit.Actor)!=None) { FireTimer = ChargeUpTime; ChargeUpEffect.Trigger(self, Instigator); // The pitch parameter doesn't actually work, but SoundPitch still does... //PlaySound(sound'U2AmbientA.Switch.Lightswitch_03', SLOT_Misc, , , , 0.25, ); //ChargeUpEffect.PlaySound(sound'U2AmbientA.Switch.Lightswitch_03', SLOT_Misc); //ChargeUpEffect.SoundPitch=24; ChargeUpEffect.PlaySound(sound'U2DrakkNew.Laser_Charge_5', SLOT_Misc); GroundSpeed = 0; EnableRotation( false ); } } } else { FireTimer -= DeltaTime; if (FireTimer <= 0.0) { FireTimer = 0.0; FireLaser(Hit.Location); MeshAgentCallAction('EventLaserKick'); LaserTrace(TracerStartDummy, Hit, true); if (Pawn(Hit.Actor)!=None) { Hit.Actor.TakeDamage(LaserDamage, self, Hit.Location, vect(0,0,0), class'DamageTypeLaserRifle'); } FireTimer = -RechargeTime; TracerBeamEffect.bHidden = true; TracerEndDummy.AmbientSound = None; TracerStartDummy.AmbientSound = None; GroundSpeed = default.GroundSpeed / 6.0; EnableRotation( true ); } } } //simulated function ParticleGenerator ConstructEffect(class<actor> EffectClass, string EffectParticles, optional bool bNoMount) 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(self, EffectTemplate); if (P == None) return(None); P.Instigator = self; //P.bHidden = true; //P.bManualTick = true; if (!bNoMount) MountToLaser(P); return(P); } /* Limbs */ function float LimbStart(name ActionName, name InputName, float Time) { if (Time > 0.0) return(Time); MeshAgentCallAction(ActionName); MeshAgentSetInputCurValue(InputName, 'True'); return(2.0); } function float LimbStop(name ActionName, name InputName, float Time) { if (Time > 0.0) return(Time); MeshAgentCallAction(ActionName); MeshAgentSetInputCurValue(InputName, 'False'); return(2.0); } function ClampStart() { ClampTimer = LimbStart('EventClampStart', 'Clamping', ClampTimer); if (!bClampActive) ClampDummy.PlaySound(sound'U2JamesA.Servo_04', SLOT_Misc); bClampActive = true; } function ClampStop() { ClampTimer = LimbStop('EventClampStop', 'Clamping', ClampTimer); bClampActive = false; } function WelderStart() { WelderTimer = LimbStart('EventWelderStart', 'Welding', WelderTimer); if (!bWelderActive) WelderDummy.PlaySound(sound'U2JamesA.Hydraulic_01', SLOT_Misc); bWelderActive = true; } function WelderStop() { WelderTimer = LimbStop('EventWelderStop', 'Welding', WelderTimer); bWelderActive = false; } function CutterStart() { CutterTimer = LimbStart('EventCutterStart', 'Cutting', CutterTimer); if (!bCutterActive) CutterDummy.PlaySound(sound'U2JamesA.Servo_10', SLOT_Misc); bCutterActive = true; } function CutterStop() { CutterTimer = LimbStop('EventCutterStop', 'Cutting', CutterTimer); bCutterActive = false; } function SpinnerStart() { SpinnerTimer = LimbStart('EventSpinnerStart', 'Spinning', SpinnerTimer); if (!bSpinnerActive) SpinnerDummy.PlaySound(sound'U2JamesA.Servo_09', SLOT_Misc); bSpinnerActive = true; } function SpinnerStop() { SpinnerTimer = LimbStop('EventSpinnerStop', 'Spinning', SpinnerTimer); bSpinnerActive = false; } function LimbDamage(actor LimbDummy, int Damage) { Damage = Max(Damage, 1); LimbDummy.UpdateMountPhysics(); if (VSize(LimbDummy.Location - LController.ControllerEnemy.Location) < LController.ControllerEnemy.CollisionRadius) LController.ControllerEnemy.TakeDamage(Damage, self, LimbDummy.Location, vect(0,0,0), class'DamageTypePhysical'); } function LimbTick(float DeltaTime) { local vector LocOrg; local vector SatPos; local vector VForward, VRight, VUp, VDesired; local float BlueHeight; local float Dist, NearDist; local Pawn p, NearPawn; local bool UseClamp, UseWelder, UseCutter, UseSpinner; UseClamp = false; UseWelder = false; UseCutter = false; UseSpinner = false; if ((!IsRealPlayer()) && (LController.ControllerEnemy != None)) { SatPos = LController.ControllerEnemy.Location; //SatPos.Z += LController.ControllerEnemy.EyeHeight; //SatPos.Z += LController.ControllerEnemy.EyeHeight * 0.75; SatPos.Z += LController.ControllerEnemy.EyeHeight * 0.5; if (FireTimer > 0.0) SatPos += LController.ControllerEnemy.Velocity * ChargeUpTime * ChargeLead; if (VSize(Location - LController.ControllerEnemy.Location) < (CollisionRadius*7.5)) { //VForward = vector(Rotation); GetAxes(Rotation, VForward, VRight, VUp); VDesired = Normal(SatPos - Location); if ((VForward dot VDesired) > 0.0) { if ((VRight dot VDesired) > 0.0) UseWelder = true; else UseClamp = true; } else { if ((VRight dot VDesired) > 0.0) UseSpinner = true; else UseCutter = true; } } } else { BlueScanTimer += DeltaTime * 0.3; if (BlueScanTimer >= 2.0) BlueScanTimer = 0.0; LocOrg = Location; //LocOrg.Z += EyeHeight; if (BlueScanTimer > 1.0) BlueHeight = EyeHeight - (EyeHeight * (BlueScanTimer-1.0) * 2.0); else BlueHeight = EyeHeight * BlueScanTimer * 2.0; BlueHeight = FClamp(BlueHeight, 0.0, EyeHeight); LocOrg.Z += BlueHeight; SatPos = LocOrg + (vector(Controller.Rotation) * 100.0); } if (UseClamp) ClampStart(); else ClampStop(); if (UseWelder) WelderStart(); else WelderStop(); if (UseCutter) CutterStart(); else CutterStop(); if (UseSpinner) SpinnerStart(); else SpinnerStop(); /* if (UseClamp || UseWelder || UseCutter || UseSpinner) GroundSpeed = 0; else GroundSpeed = default.GroundSpeed / 6.0; */ MeshSetSatellite('Sat_Clamp', None, SatPos); MeshSetSatellite('Sat_Welder', None, SatPos); MeshSetSatellite('Sat_Cutter', None, SatPos); MeshSetSatellite('Sat_Spinner', None, SatPos); if ((FireTimer <= 0.0) || ((ChargeUpTime - FireTimer) < (ChargeUpTime * (1.0-ChargeLead)))) MeshSetSatellite('Sat_CameraAim', None, SatPos); ClampTimer -= DeltaTime; WelderTimer -= DeltaTime; CutterTimer -= DeltaTime; SpinnerTimer -= DeltaTime; if (LController.ControllerEnemy != None) { if (UseClamp) LimbDamage(ClampDummy, 50.0 * DeltaTime); if (UseWelder) LimbDamage(WelderDummy, 30.0 * DeltaTime); if (UseCutter) LimbDamage(CutterDummy, 100.0 * DeltaTime); if (UseSpinner) LimbDamage(SpinnerDummy, 75.0 * DeltaTime); } } /* Common */ simulated event PostBeginPlay() { local float normalizedDifficulty; Super.PostBeginPlay(); GroundSpeed = default.GroundSpeed / 6.0; normalizedDifficulty = Level.Game.GetNormalizedDifficulty(); // Health is given at highest difficulty, scaling down to 1/2 of this for lowest difficulty Health -= Health*0.5*(1.0-normalizedDifficulty); // Deactivation time is 1/4 of the given time as a base, with the remaining 3/4th scaled based on difficulty DeactivationTimeLimit = (DeactivationTimeLimit*0.25) + (DeactivationTimeLimit*0.75*normalizedDifficulty); // Recharge time is given time at highest difficulty, going up to 1.5x for lowest difficulty RechargeTime += RechargeTime*0.5*(1.0-normalizedDifficulty); // Chargeup time is given time at highest difficulty, going up to 1.5x for lowest difficulty ChargeUpTime += ChargeUpTime*0.5*(1.0-normalizedDifficulty); RefurbishFrac = 1.0; RefurbishHealth = Health; } simulated event Destroyed() { CleanUp(); Super.Destroyed(); } function Cleanup() { local int i; local ParticleGenerator P; if (TracerStartDummy!=None) { TracerStartDummy.Destroy(); TracerStartDummy=None; } if (TracerEndDummy!=None) { TracerEndDummy.Destroy(); TracerEndDummy=None; } if (ClampDummy!=None) { ClampDummy.Destroy(); ClampDummy=None; } if (WelderDummy!=None) { WelderDummy.Destroy(); WelderDummy=None; } if (CutterDummy!=None) { CutterDummy.Destroy(); CutterDummy=None; } if (SpinnerDummy!=None) { SpinnerDummy.Destroy(); SpinnerDummy=None; } /* for (i=0;i<4;i++) { P = FireEffects[i]; if (P!=None) { //P.bManualTick = false; P.Destroy(); // P.ParticleDestroy(); } FireEffects[i] = None; } */ if (TracerBeamEffect!=None) { TracerBeamEffect.Destroy(); TracerBeamEffect=None; } if (ChargeUpEffect!=None) { ChargeUpEffect.Destroy(); ChargeUpEffect=None; } if (DamageEffect!=None) { DamageEffect.Destroy(); DamageEffect=None; } //if (GlowBallEffect!=None) { GlowBallEffect.Destroy(); GlowBallEffect=None; } if (SmokeEffect!=None) { SmokeEffect.ParticleDestroy(); SmokeEffect=None; } if (ElectricEffect!=None) { ElectricEffect.Destroy(); ElectricEffect=None; } } function DeathExplosion() { local actor Explosion; local RL_Blower Blower; PlaySound(sound'U2DrakkNew.Explosion_10', SLOT_Weapon); Explosion = Spawn( class'ER_EMPExplosion', self, , Location, Rotation ); Explosion.RemoteRole = ROLE_None; Blower = Spawn( class'RL_Blower', , , Location, Rotation ); Blower.LifeSpan = 0.5; TriggerDeathEvent( Self, None ); } function UpdateSparkEffects(float DeltaTime, float Amount) { local ParticleGenerator Particles; if (SparkTimer > 0.0) { SparkTimer -= DeltaTime; return; } Particles = class'ParticleGenerator'.static.CreateNew(self, ParticleGenerator'Impact_Metal_AR.ParticleSalamander0', Location + VRand()*CollisionRadius); Particles.SetRotation( RotRand() ); Particles.Trigger( self, Instigator ); Particles.ParticleLifeSpan = Particles.GetMaxLifeSpan() + Particles.TimerDuration; SparkTimer = (2.0+FRand()*3.0) - (Amount*4.5); } function UpdateElectricEffect(float Amount) { if (ElectricEffect==None) { ElectricEffect = spawn(class'ElectricGenerator'); //ElectricEffect.Trigger(self, Instigator); ElectricEffect.MountParentNode = "Box01"; ElectricEffect.MountOrgLocation.Y = 10.0; ElectricEffect.SetPhysics(PHYS_MovingBrush); ElectricEffect.MountSetParent(self); } ElectricEffect.AffectedRadius = 1000.0 * Amount; ElectricEffect.LatchRate.A = 0.1 - Amount*0.08; ElectricEffect.LatchRate.B = ElectricEffect.LatchRate.A * 3.0; ElectricEffect.ArcLifeSpan.A = 0.1 - Amount*0.08; ElectricEffect.ArcLifeSpan.B = ElectricEffect.ArcLifeSpan.A * 10.0; } function bool FilterInvalidPawn( Pawn P ) { // #debug DMAIE( "FilterInvalidPawn: " $ P ); // mdf-tbd: can "enemies" be non-Pawns, e.g. a decoration, non-Pawn turret/target return( P == None || // no Pawn P.bDeleteMe || // destroyed P.Health <= 0 || // dead P.bHidden || // hidden cheat P.Controller == None || // P doesn't have a controller P.Controller == Self ); // P is me } event Tick(float DeltaTime) { Super.Tick(DeltaTime); if (!bDeleteMe && (Health <= 0)) //KillSelf(); { ChunkUp(); return; } if (bDeleteMe) return; if (DeactivationTimer > 0.0) { // currently deactivated if (DeactivationTimer < 13.5) { AmbientSound = sound'U2DrakkNew.Self_Destruct_1'; SoundRadius = 500.0; SoundVolume = 250; } else { AmbientSound = None; } // reinforce these (bumps may impart something) Velocity.X = 0; Velocity.Y = 0; GroundSpeed = 0; EnableRotation( false ); // decrement timer for self-destruct DeactivationTimer -= DeltaTime; if (DeactivationTimer < 0.0) { //ChunkUp(); Died(Controller, class'DamageTypePhysical', Location, vect(0,0,0)); return; } if (DeactivationTimer < DeactivationTimeLimit) UpdateSparkEffects(DeltaTime, 1.0 - (DeactivationTimer / DeactivationTimeLimit)); if (DeactivationTimer < (DeactivationTimeLimit*0.5)) UpdateElectricEffect(1.0 - (DeactivationTimer / (DeactivationTimeLimit*0.5))); // ping on a droid to fix me if we don't already have one en route if (FilterInvalidPawn(ServiceDroid)) { ServiceDroid = None; ServiceTimer += DeltaTime; if (ServiceTimer >= 1.0) { class'U2DrakkDroid'.static.DroidServiceRequested(self); ServiceTimer = 0.0; } } return; } else { if (LController.ControllerEnemy!=None) AmbientSound = sound'U2DrakkNew.Light_Ambient_4'; else AmbientSound = sound'U2DrakkNew.Light_Ambient_3'; SoundRadius = default.SoundRadius; SoundVolume = default.SoundVolume; } MeshAgentSetInputCurValue('State', 'Active'); MeshAgentSetInputCurValue('BaseOnly', 'True'); MeshAgentSetInputCurValue('ShieldOpen', 'True'); LimbTick(DeltaTime); ParticleTick(DeltaTime); } function eventTakeDamage( int Damage, Pawn Instigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) { local int OldHealth; local bool bDeactivated; bDeactivated = (DeactivationTimer > 0.0); // DamageType = None; PWC 5/7/2002 Why was this being set? if (bDeactivated && !bDamageWhenDeactivated) return; OldHealth = Health; if (!bDeactivated) Health += default.Health*5.0; // just to make sure we don't die without refurbishing under normal circumstances. Damage beyond this threshold means instant death Super.eventTakeDamage(Damage, Instigator, HitLocation, Momentum, DamageType); if (Health <= 0) return; // overkill; no refurbishing if (!bDeactivated) Health -= default.Health*5.0; if ( (DamageType!=None) && (!ClassIsChildOf(DamageType, class'DamageTypeThermal')) ) { if ((OldHealth - Health) > default.Health*0.1) PlaySound(sound'U2DrakkNew.Hit_Impact_9', SLOT_Pain); else PlaySound(sound'U2DrakkNew.Hit_Impact_5', SLOT_Pain); } if (!bDeactivated && (Health <= 0)) { RefurbishFrac -= 0.25; if (RefurbishFrac > 0.0) { Health = RefurbishHealth * RefurbishFrac; DrakkDeactivate(); } } if (Health > 0) DamageEffect.Trigger(self, Instigator); } function ChunkUp() { // are any of these still needed since the pawn will be destroyed in the super? DeathExplosion(); CleanUp(); AmbientSound = None; Super.ChunkUp(); } /* Defaults */ defaultproperties { ChargeUpTime=0.800000 ChargeLead=0.250000 RechargeTime=2.000000 LaserDamage=50 DeactivationTimeLimit=60.000000 bDamageWhenDeactivated=true 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) CombatStyle=100.000000 bHasRangedAttack=true bDistressedWandering=false AnimationControllerClass=None DamageFilterClass=Class'U2Pawns.DamageFilterDrakk' TossedItems(0)="U2Weapons.ammoLaserRifle" bCanKnockDown=false bOverridesDamageEffect=true ParticleHitEffect=ParticleSalamander'Impact_Metal_AR.ParticleSalamander0' GibSetClass=Class'U2Pawns.GibSetDrakkMedium' GroundSpeed=375.000000 JumpZ=0.000000 Health=800 bAlwaysGib=true GibForSureHealth=0.000000 GibMaybeHealth=0.000000 GibMaybeOdds=1.000000 TeamNumber=42 bIgnoreImpactForces=true Mesh=LegendMesh'GlmCharactersG.DrakkMedium' PrePivot=(Z=15.000000) Skins(0)=Shader'CharacterFXT.Drakk.DrakkMediumBody2FX' Skins(1)=Shader'CharacterFXT.Drakk.DrakkMediumBody1FX' Skins(2)=Shader'CharacterFXT.Drakk.drakkmediumbody3fx' SoundRadius=200.000000 SoundVolume=250 CollisionRadius=39.000000 CollisionHeight=90.000000 Mass=350.000000 RotationRate=(Pitch=4096,Yaw=6500,Roll=3072) UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleSideBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleSideBars" } |
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