Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 00179 00180 00181 00182 00183 00184 00185 00186 00187 00188 00189 00190 00191 00192 00193 00194 00195 00196 00197 00198 00199 00200 00201 00202 00203 00204 00205 00206 00207 00208 00209 00210 00211 00212 00213 00214 00215 00216 00217 00218 00219 00220 00221 00222 00223 00224 00225 00226 00227 00228 00229 00230 00231 00232 00233 00234 00235 00236 00237 00238 00239 00240 00241 00242 00243 00244 00245 00246 00247 00248 00249 00250 00251 00252 00253 00254 00255 00256 00257 00258 00259 00260 00261 00262 00263 00264 00265 00266 00267 00268 00269 00270 00271 00272 00273 00274 00275 00276 00277 00278 00279 00280 00281 00282 00283 00284 00285 00286 00287 00288 00289 00290 00291 00292 00293 00294 00295 00296 00297 00298 00299 00300 00301 00302 00303 00304 00305 00306 00307 00308 00309 00310 00311 00312 00313 00314 00315 00316 00317 00318 00319 00320 00321 00322 00323 00324 00325 00326 00327 00328 00329 00330 00331 00332 00333 00334 00335 00336 00337 00338 00339 00340 00341 00342 00343 00344 00345 00346 00347 00348 00349 00350 00351 00352 00353 00354 00355 00356 00357 00358 00359 00360 00361 00362 00363 00364 00365 00366 00367 00368 |
// projectileTakkra.uc -- spawned by the weaponTakkra Fire() // Created by: Mark Poesch // Created on: 1/31/2001 // $Author: Aleiby $ // $Date: 12/09/02 5:48p $ // $Revision: 29 $ //============================================================================= class projectileTakkra extends U2Projectile; #exec OBJ LOAD File=..\StaticMeshes\TakkraM.usx #exec OBJ LOAD File=..\System\ParticleRes\takkraFX.u #exec OBJ LOAD File=..\Sounds\U2AmbientA.uax var() float AccelerationRate; // used when accelerating toward the target var() float AccelerationRatio; // used to decelerate when closing with the target var() float MaxAttackRadius; // var() float HeightAboveTarget; // var() float MovementDelay; // var() float AttackDelay; // var() bool bTargetAcquired; // set once TargetLocation has been set var() Sound MoveSound; var() Sound ActivateSound; var() Sound ExplodeSound; var() Sound RampUpSound; var bool bReturningToPlayer; // var Pawn Target; // var vector TargetLocation; // var float NextMovementTime; // var float LastMovementTime; // var float SelfDestructTimeout; // blow up if unable to find target after this time var float NextAttackTime; // var int Health; var ParticleGenerator EnergyGlow; var() float RampUpTime; var float NextWarnTime; var PawnProxyTarget MyPawnProxy; // tbd: use to help takkra with pathing? event Replication() { // Does not call Super // Super.Replication(); DOREP('Velocity'); DOREP('Location'); } event PreBeginPlay() { Super.PreBeginPlay(); InitPawnProxy(); } event PostBeginPlay() { Super.PostBeginPlay(); // PlayAnim( 'Fire' ); EnergyGlow = class'ParticleGenerator'.static.CreateNew( self, ParticleGenerator'TakkraFX.ParticleSalamander1', Location ); EnergyGlow.SetBase( self ); EnergyGlow.Trigger( self, Instigator ); // NOTE: (mdf) keeping the weapon owner (which is owned by the Instigator) // prevents projectiles from touching the Instigator. SetOwner( None ); } function InitPawnProxy() { MyPawnProxy = Spawn( class'PawnProxyZeroSize' ); if( MyPawnProxy != None ) { MyPawnProxy.SetBase( Self ); MyPawnProxy.SetTeam( Instigator.GetTeam() ); MyPawnProxy.SetCollisionSize( CollisionRadius + 1, CollisionHeight + 1 ); MyPawnProxy.SetDamageTarget( Self ); } else { Warn( "Couldn't spawn a PawnProxy for " $ Self ); } } function AttackTarget() { if( NextWarnTime > 0 && Level.TimeSeconds > NextWarnTime ) { RampUp(); NextWarnTime = 0; } if( Level.TimeSeconds > NextAttackTime ) { if( VSize( Target.Location - Location ) < MaxAttackRadius ) { AttackEffect( Target.Location ); Target.TakeDamage( Damage, Instigator, Target.Location, Vect(0,0,0), MyDamageType ); if( Target.Controller != None ) { // let NPC possibly acquire pawn proxy as an enemy (shoot takkra) Target.Controller.DamageAttitudeTo( MyPawnProxy, Damage, MyDamageType ); } NextAttackTime = Level.TimeSeconds + AttackDelay; NextWarnTime = NextAttackTime - RampUpTime; } else RampDown(); } } function Pawn FindTarget() // used only when the Takkra is spawned by a ProjectileTrigger { local Pawn P; foreach DynamicActors( class'Pawn', P ) { if( P.Health > 0 && ( ( Tag != '' && Tag == P.Tag ) || ( Tag == '' && P.IsHumanControlled() ) ) ) { return P; } } return None; } function SetTarget( Pawn Other, optional bool bReturning ) { bTargetAcquired = false; bReturningToPlayer = bReturning; Target = Other; TargetLocation = Location; // initialize TargetLocation as current Location until Target is acquired LastMovementTime = Level.TimeSeconds; } function bool ComputeNewTargetLocation() { local vector TestTarget; local vector TargetOffset; local Actor.CheckResult Hit; if( Level.TimeSeconds >= NextMovementTime ) { NextMovementTime = Level.TimeSeconds + MovementDelay; // compute the target location to test below TestTarget = Target.Location; if( !bReturningToPlayer ) { TargetOffset = 0.5 * MaxAttackRadius * VRand(); TargetOffset.Z = HeightAboveTarget; TestTarget += TargetOffset; } // verify that Target is reachable, set new TargetLocation and LastMovementTime; SingleLineCheck( Hit, Self, TestTarget, Location, TRACE_AllBlocking ); if( Hit.Actor == None || Hit.Actor == Target ) { TargetLocation = TestTarget; return true; } } return false; } event Tick( float DeltaTime ) { local vector TestVelocity; local rotator NewRotation; // identify and attack the target, or return to player if target is dead if( !bReturningToPlayer ) { if( Target == None ) { SetTarget( FindTarget(), false ); } AttackTarget(); if( Target.Health <= 0 ) { SetTarget( Instigator, true ); } } // compute new TargetLocation as long as Target is alive if( Target != None && Target.Health > 0 ) { if( ComputeNewTargetLocation() ) { LastMovementTime = Level.TimeSeconds; if( bTargetAcquired ) PlaySound( MoveSound ); else PlaySound( ActivateSound ); bTargetAcquired = true; } } // self destruct if unable to spot Target within specified time limit if( Level.TimeSeconds - LastMovementTime >= SelfDestructTimeout ) { Destroy(); } // compute Velocity to reach TargetLocation from current location -- use distance from target for deceleration, and AccelerationRate for acceleration TestVelocity = ( TargetLocation - Location ) * AccelerationRatio; if( VSize( TestVelocity ) < VSize( Velocity ) ) { Velocity = TestVelocity; } else { Velocity += ( TargetLocation - Location ) * AccelerationRate * DeltaTime; } // Velocity limited to MaxSpeed in UnPhysic.cpp AProjectile::BoundProjectileVelocity() // adjust rotation to "face" velocity NewRotation = rotator(Velocity); NewRotation.Yaw += 16384; // rotate model 90 degrees SetRotation( NewRotation ); } function AttackEffect( vector HitLocation ) { //ARL special effect to show interception of instant hit shot, zapping the pawn, zapping the projectile local PulseLineGenerator Beam; local ParticleGenerator Sparks; Beam = PulseLineGenerator(class'ParticleGenerator'.static.CreateNew( self, ParticleGenerator'TakkraFX.PulseLineGenerator0', Location )); Beam.Connections[0].StartActor = self; Beam.Connections[0].End = HitLocation; Beam.Trigger( self, Instigator ); Beam.ParticleLifespan = Beam.GetMaxLifeSpan() + Beam.TimerDuration; Sparks = class'ParticleGenerator'.static.CreateNew( self, ParticleGenerator'TakkraFX.ParticleSalamander2', Location ); Sparks.SetRotation( rotator(HitLocation-Location) ); Sparks.Trigger( self, Instigator ); Sparks.ParticleLifespan = Sparks.GetMaxLifeSpan() + Sparks.TimerDuration; PlaySound( ExplodeSound,SLOT_Misc ); } function RampUp() { //ARL visual indicator for about to shoot. local ParticleGenerator P; P = class'ParticleGenerator'.static.CreateNew( self, ParticleGenerator'TakkraFX.ParticleSalamander0', Location ); P.SetBase( self ); P.TimerDuration = RampUpTime; P.Trigger( self, Instigator ); P.ParticleLifespan = P.GetMaxLifeSpan() + P.TimerDuration; PlaySound( RampUpSound,SLOT_Misc ); } function RampDown() { //ARL visual indicator if shooting/rampup is aborted. } simulated event HitWallEx( CheckResult Hit ) { // bounce away Velocity = Hit.Normal * Speed; } simulated function ProcessTouch( Actor Other, vector HitLocation ) { // ignore contact except for return if( bReturningToPlayer && Other == Instigator ) { HandleTakkraReturn(); } //!!ARL (mdf) I think that not having this call the super is hosing // things -- projectile goes through force fields -- but enabling // this causes assertion in destroyed and generally breaks the takkra // as soon as its fired -- I'm not sure why... //else //{ // Super.ProcessTouch( Other, HitLocation ); //} } function HandleTakkraReturn() { Destroy(); } function TakeDamage( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType ) { Health -= Damage; if( Health <= 0 ) Destroy(); } event Destroyed() { if( MyPawnProxy != None ) { MyPawnProxy.Destroy(); MyPawnProxy = None; } if( EnergyGlow!=None ) { EnergyGlow.ParticleDestroy(); EnergyGlow = None; } bExploded = true; // avoid Explode() call in U2Projectile.Destroyed(); Super.Destroyed(); } defaultproperties { AccelerationRate=500.000000 AccelerationRatio=4.000000 MaxAttackRadius=512.000000 HeightAboveTarget=128.000000 MovementDelay=0.800000 AttackDelay=1.750000 MoveSound=Sound'U2WeaponsA.Takkra.T_Move' ActivateSound=Sound'U2WeaponsA.Takkra.T_Activate' ExplodeSound=Sound'U2WeaponsA.Takkra.T_Explode' RampUpSound=Sound'U2WeaponsA.Takkra.T_RampUp' SelfDestructTimeout=10.000000 Health=30 RampUpTime=0.500000 speed=500.000000 MaxSpeed=1000.000000 Damage=10.000000 MomentumTransfer=10000.000000 MyDamageType=Class'U2.DamageTypeTakkra' DrawType=DT_StaticMesh StaticMesh=StaticMesh'TakkraM.temp.Takkra_open' LifeSpan=0.000000 AmbientSound=Sound'U2WeaponsA.Takkra.T_Ambient' CollisionRadius=16.000000 CollisionHeight=16.000000 bCollideWorld=false bNoStaticMeshCollide=true bAllowClipping=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |