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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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