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U2Pawns.U2SkaarjBase


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//=============================================================================
// U2SkaarjBase.uc
//=============================================================================

class U2SkaarjBase extends U2PawnBasic
	abstract;

//-----------------------------------------------------------------------------

//#exec OBJ LOAD File=..\System\ParticleRes\Blood.u

//-----------------------------------------------------------------------------

const EventIncoming = 'Incoming';

const LeftGloveBoneName = "Skaarj L Hand";
const RightGloveBoneName = "Skaarj R Hand";

//-----------------------------------------------------------------------------

var() float MovementShakeRadius;
var() float MovementShakeMagnitude;
var() float MovementShakeDuration;
var() float DefensiveCloseSpeed;

// used to support dodging projectiles on-the-fly
var CollisionProxyIncoming IncomingProxy;
var float ProxyRadius;
var float ProxyHeight;	// from ground (including 2x normal collision height)

var array<string> AmbientSoundStrings;
var int AmbientSoundIndex;

//-----------------------------------------------------------------------------

event PreBeginPlay()
{
	Super.PreBeginPlay();
	SetAmbientSoundIndex();
	SetAmbientSound();
}

//-----------------------------------------------------------------------------

function float GetProjectileSpeed()
{
	return class'ProjectileSkaarjBase'.static.GetProjectileSpeed( Self );
}

//-----------------------------------------------------------------------------

function bool GetLeadTarget()
{
	if( Level.Game.GetNormalizedDifficulty() <= 0.25 )
		return false;
	else
		return default.bLeadTarget;
}

//-----------------------------------------------------------------------------

event PostBeginPlay()
{
	Super.PostBeginPlay();

	// allocate a proxy collision cylinder for detecting when the tentacles are touched without blocking anything
	IncomingProxy = Spawn( class'CollisionProxyIncoming' );
	IncomingProxy.CP_SetCollision( true, false, false );
	IncomingProxy.CP_SetLocation( Location );
	IncomingProxy.CP_SetCollisionSize( ProxyRadius, ProxyHeight ); //!!mdf-make sure doesn't go below feet?
	IncomingProxy.CP_SetTouchTarget( Self );
	IncomingProxy.AddClass( 'Projectile' );
	IncomingProxy.SetEvent( EventIncoming );
	IncomingProxy.SetBase( Self );
}

//-----------------------------------------------------------------------------

simulated function PossessedBy( Controller C )
{
	Super.PossessedBy( C );

	if( Level.Netmode != NM_Client )
	{
		// hack -- slow down by same amount as player?
		GroundSpeed = default.GroundSpeed * U2GameInfo(Level.Game).SpeedRatio;
		UpdateWalkingPct();
	}
}

//-----------------------------------------------------------------------------

function Died( Controller Killer, class<DamageType> DamageType, vector HitLocation, vector Momentum )
{
	AmbientSound = None;
	Super.Died( Killer, DamageType, HitLocation, Momentum );
}

//-----------------------------------------------------------------------------

function Trigger( Actor Other, Pawn EventInstigator, optional name EventName )
{
	if( EventName == EventIncoming && Other.Owner != Self && U2NPCController(Controller) != None )
	{
		// trigger is from proxy collision - check for dodge
		U2NPCController(Controller).HandleIncoming( Other, Normal( Other.Velocity ), VSize( Other.Velocity ) );
	}
	else
	{
		Super.Trigger( Other, EventInstigator, EventName );
	}
}

//-----------------------------------------------------------------------------
// FIRING

function vector GetFireOffset()
{
	return FireOffset;
}

//-----------------------------------------------------------------------------

function vector GetLeftGloveLocation()
{
	return MeshNodeGetTranslation( MeshGetNodeNamed( LeftGloveBoneName ) );
}

//-----------------------------------------------------------------------------

function vector GetRightGloveLocation()
{
	return MeshNodeGetTranslation( MeshGetNodeNamed( RightGloveBoneName ) );
}

//-----------------------------------------------------------------------------

function NotifySpawnShotLeft()
{
	FireOffset = GetLeftGloveLocation();
	//AddCylinder( FireOffset, 10, 10, ColorCyan() );
	//DMTNS( "NotifySpawnShotLeft" );
	HandleSpawnShot( GetProjectileSpeed(), GetLeadTarget() );
}

//-----------------------------------------------------------------------------

function NotifySpawnShotRight()
{
	FireOffset = GetRightGloveLocation();
	//AddCylinder( FireOffset, 10, 10, ColorRed() );
	//DMTNS( "NotifySpawnShotRight" );
	HandleSpawnShot( GetProjectileSpeed(), GetLeadTarget() );
}

//-----------------------------------------------------------------------------

function NotifySpawnShot()
{
	NotifySpawnShotRight();
}

//-----------------------------------------------------------------------------

function NotifyDefendLeft()
{
	U2NPCController(Controller).ReflectNotify( SkaarjController.DefendLeftNotify );
}

//-----------------------------------------------------------------------------

function NotifyDefendRight()
{
	U2NPCController(Controller).ReflectNotify( SkaarjController.DefendRightNotify );
}

//-----------------------------------------------------------------------------

function ShakeGround( float ShakeScale )
{
	class'UtilGame'.static.MakeShake( 
		Self, 
		Location, 
		MovementShakeRadius*ShakeScale, 
		MovementShakeMagnitude*ShakeScale, 
		MovementShakeDuration*ShakeScale );
}

//-----------------------------------------------------------------------------

simulated function PlayMovementSound()
{
	Super.PlayMovementSound();
	ShakeGround( VSize(Velocity) / 500 * Mass / 300 );
}

//-----------------------------------------------------------------------------

function LandedOnTexture( float ImpactSpeed )
{
	Super.LandedOnTexture( ImpactSpeed );
	ShakeGround( ImpactSpeed / 500 * Mass / 300 );
}

//-----------------------------------------------------------------------------

function SetAmbientSoundIndex()
{
	if( AmbientSoundStrings.Length >= 1 )
		AmbientSoundIndex = Rand( AmbientSoundStrings.Length );
}

//-----------------------------------------------------------------------------

function SetAmbientSound()
{
	if( AmbientSoundIndex >= 0 )
		AmbientSound = Sound(DynamicLoadObject( AmbientSoundStrings[ AmbientSoundIndex ], class'Sound' ));
}

//-----------------------------------------------------------------------------

function WentDormant( bool bVal )
{
	if( bVal )
		AmbientSound = None;
	else
		SetAmbientSound();
}

//-----------------------------------------------------------------------------

defaultproperties
{
	MovementShakeRadius=1024.000000
	MovementShakeMagnitude=8.000000
	MovementShakeDuration=0.400000
	DefensiveCloseSpeed=0.194000
	ProxyRadius=256.000000
	ProxyHeight=128.000000
	AmbientSoundIndex=-1
     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)
	PostAcquisitionAnimationDelay=1.000000
	AcquisitionAnimationOdds=0.200000
	TauntAnimationOdds=0.200000
	bHasRangedAttack=true
	FireFastPauseTime=0.200000
	ImpaleMountNode="Skaarj R Hand"
	ImpaleAttachDamage=30.000000
	ImpaleAttachShakeMag=15.000000
	ImpaleAttachShakeSecs=0.750000
	ImpaleDetachDamage=30.000000
	ImpaleDetachShakeMag=10.000000
	ImpaleDetachShakeSecs=0.750000
	ImpaleDetachMomentum=350.000000
	bDistressedWandering=false
	WanderDistMax=512.000000
	WanderDistMin=256.000000
	WanderPauseMin=1.000000
	WanderPauseMax=5.000000
	WanderSpeedMin=0.250000
	WanderSpeedMax=0.250000
	WanderSpreadAngle=60.000000
	WanderTurnToDestinationOdds=1.000000
	DamageFilterClass=Class'U2Pawns.DamageFilterSkaarj'
	bHeadTrackingEnabled=true
	bWeaponAimingEnabled=true
	MinTimeBetweenRandomSounds=3.000000
	SetMoveSpeedFudge=1.111000
	WalkingAnims(1)=(MinSpeed=0.550000)
	WalkingAnims(2)=(MinSpeed=0.850000,WalkingAnimType=WAT_RunFast)
	GibSetClass=Class'U2Pawns.GibSetSkaarj'
	LandDamageVelocityStanding=-2000.000000
	LandCompressVelocityStanding=-1300.000000
	LandFatalVelocityStanding=-2600.000000
	bSpecialHardLandings=true
	WalkingSlowPct=0.194000
	AnimateHurtRatio=0.000000
	bCanCrouch=true
	bCanCrawl=true
	bCanStrafe=false
	SightRadiusFriend=1024.000000
	SightRadiusFriendAlert=2500.000000
	RotationRateYawEnemy=48000
	RotationRateYawEnemySeen=65536
	bScaleRotationRates=true
	TacticalMoveType=TMT_Serpentine
	GroundSpeed=450.000000
	WalkingPct=0.194000
	MaxFallSpeed=2000.000000
	ControllerClass=Class'U2Pawns.SkaarjController'
	TeamNumber=20
	RotationRate=(Yaw=15000)
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleSideBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleSideBars"
}

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Class file time: sk 3-1-2016 10:38:44.000 - Creation time: sk 3-1-2016 10:48:43.452 - Created with UnCodeX