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//============================================================================= // $Workfile: AutoTurret.uc $ // Created By: Mark Poesch // Created On: 7/2/2001 // $Author: Mfox $ // $Date: 12/16/02 5:47p $ // $Revision: 37 $ //============================================================================= class AutoTurret extends ProximitySensor placeable; #exec OBJ LOAD File=..\System\ParticleRes\RocketEffects.u #exec OBJ LOAD File=..\System\ParticleRes\AssaultFX.u #exec OBJ LOAD File=..\System\ParticleRes\Turret_WarningFX.u /* Potentially, this could be sub-classed to produce different flavors of AutoTurrets that look different, have varying health or fire varying projectiles such as a machine gun turret, an energy beam turret, a rocket turret, etc. */ #exec OBJ LOAD File=..\Textures\343T.utx #exec OBJ LOAD File=..\StaticMeshes\343M.usx var() class<U2Weapon> WeaponType; var() bool bSplashDamage; var() float BarrelVerticalOffset; var() Sound TurretMoveSound; var U2Weapon MountedWeapon; var vector TargetingNodeLoc, LastTargetingNodeLoc; //----------------------------------------------------------------------------- event PostBeginPlay() { Super.PostBeginPlay(); MountedWeapon = Spawn( WeaponType ); MountedWeapon.GiveTo( Self ); MountedWeapon.BringUp(); ActionRate = weaponTurretMounted(MountedWeapon).GetFireTime(); //DM( "*** " $ Self $ " ActionRate = " $ ActionRate $ " FireTime = " $ MountedWeapon.FireTime ); LoopAnim('Base'); MeshSetSatellite( 'Sat_Target', None, Location + 1024.0*vector(Rotation) ); LoopAnim('TrackTarget', , , 20); //DM( "*** " $ Self $ " TargetingNode Height = " $ TargetingNodeLoc.Z ); TargetingNodeLoc = MeshNodeGetTranslation( MeshGetNodeNamed( "#Targeting" ) ); BaseEyeHeight = TargetingNodeLoc.Z - Location.Z; } //----------------------------------------------------------------------------- function bool LockedOn() { LastTargetingNodeLoc = TargetingNodeLoc; TargetingNodeLoc = MeshNodeGetTranslation( MeshGetNodeNamed( "#Targeting" ) ); if( TargetingNodeLoc != LastTargetingNodeLoc ) return false; else return true; } //----------------------------------------------------------------------------- function PassMountLocation() { weaponTurretMounted(MountedWeapon).LeftBarrel = MeshNodeGetTranslation( MeshGetNodeNamed( "#Muzzleflash_CannonLeft" ) ); weaponTurretMounted(MountedWeapon).RightBarrel = MeshNodeGetTranslation( MeshGetNodeNamed( "#Muzzleflash_CannonRight" ) ); weaponTurretMounted(MountedWeapon).LeftBarrelRot = MeshNodeGetRotation( MeshGetNodeNamed( "#Muzzleflash_CannonLeft" ) ); weaponTurretMounted(MountedWeapon).RightBarrelRot = MeshNodeGetRotation( MeshGetNodeNamed( "#Muzzleflash_CannonRight" ) ); weaponTurretMounted(MountedWeapon).LeftBarrel.Z += BarrelVerticalOffset; weaponTurretMounted(MountedWeapon).RightBarrel.Z += BarrelVerticalOffset; } //----------------------------------------------------------------------------- function TakeDamage( int Damage, Pawn instigatedBy, vector HitLocation, vector momentum, class<DamageType> damageType) { if( Health > 0 ) { //DM( "*** " $ Self $ " InVisibilityCone = " $ AutoTurretController(Controller).InVisibilityCone() ); if( Controller.ControllerEnemy == None && !instigatedBy.bDeleteMe && AutoTurretController(Controller).InVisibilityCone( instigatedBy ) ) { #debug Controller.SetControllerEnemy( instigatedBy, GetContext() ); #release Controller.SetControllerEnemy( instigatedBy ); Controller.GotoState( 'Action' ); } } Super.TakeDamage( Damage, instigatedBy, HitLocation, momentum, damageType ); } //----------------------------------------------------------------------------- /* function SetSkin( bool bDisabledSkin ) { if( bDisabledSkin ) { MeshSetStaticMeshAttachmentSkin( 0, 0, DisabledSkin ); MeshSetStaticMeshAttachmentSkin( 1, 0, DisabledSkin ); MeshSetStaticMeshAttachmentSkin( 2, 0, DisabledSkin ); } else { MeshSetStaticMeshAttachmentSkin( 0, 0, None ); MeshSetStaticMeshAttachmentSkin( 1, 0, None ); MeshSetStaticMeshAttachmentSkin( 2, 0, None ); } } */ //----------------------------------------------------------------------------- defaultproperties { WeaponType=Class'U2XMP.weaponInvAutoCannon' TimeToTrack=1.500000 TrackingSound=Sound'U2XMPA.AutoTurret.AutoTurretTracking' ActionSound=Sound'U2XMPA.AutoTurret.AutoTurretFire' ActiveAlertSound=Sound'U2XMPA.AutoTurret.AutoTurretAlert' PickupClass=Class'U2XMP.AutoTurretPickup' ExplodeSound=Sound'U2XMPA.AutoTurret.AutoTurretExplode' ShutdownSound=Sound'U2XMPA.AutoTurret.AutoTurretShutdown' DisabledSound=Sound'U2XMPA.AutoTurret.AutoTurretDisabled' ReEnabledSound=Sound'U2XMPA.AutoTurret.AutoTurretEnabled' DeploySound=Sound'U2XMPA.AutoTurret.AutoTurretActivate' AmbientNoiseSound=Sound'U2XMPA.AutoTurret.AutoTurretAmbient' Description="AutoTurret" DisabledSkin=Shader'343T.Assets.TurretsFX_001' CarcassMesh(0)=LegendMesh'GlmDecorationsG.TurretCarcass01' bHasAttack=true SightRadius=2500.000000 SeenRadius=2600.000000 PeripheralVision=0.500000 SeeOtherOdds=0.000000 Health=350 ControllerClass=Class'U2XMP.AutoTurretController' DrawType=DT_Mesh StaticMesh=StaticMesh'343M.Assets.Arms_001' Mesh=LegendMesh'GlmDecorationsG.TurretCannon' DrawScale=1.000000 CollisionRadius=40.000000 CollisionHeight=55.000000 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" UseReticleOnEvents(3)="UseReticleHealthBar" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleSideBars" } |
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