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//============================================================================= // $Workfile: DeployedUnit.uc $ // Created By: Mark Poesch // Created On: 7/2/2001 // $Author: Mfox $ // $Date: 1/29/03 4:25p $ // $Revision: 68 $ //============================================================================= class DeployedUnit extends StationaryPawn abstract; #exec OBJ LOAD File=..\System\ParticleRes\Impact_Metal_AR.u #exec OBJ LOAD File=..\Textures\XMPT.utx #exec OBJ LOAD File=..\StaticMeshes\XMPM.usx #exec OBJ LOAD File=..\Sounds\U2XMPA.uax const NotifyDeployedTimerName = 'NotifyDeployedTimer'; const DecayingState = 'Decaying'; var() class<Pickup> PickupClass; var() ParticleSalamander ExplosionEffect; var() ParticleGenerator ParticleHitEffect; // The effect to spawn when an impact happens var() sound ExplodeSound; var() sound ShutdownSound; var() sound DestroyedAlertSound; var() sound DisabledSound; var() sound ReEnabledSound; var() sound DeploySound; var() sound AmbientNoiseSound; var() localized string Description; var() float DisableTime; // Number of seconds the unit remains disabled. var() float CheckIntersectingActorsInterval; // How frequently the unit checks for any intersecting actors while disabled. var() float CheckIntersectingRadius; // The radius the unit checks for intersecting actors while disabled. var() protected bool bEnabled; var() Shader DisabledSkin; // Skin/Shader to use when unit is Disabled. var() array<Mesh> CarcassMesh; // Mesh to spawn when unit is destroyed. var protected bool bActive; // Unit becomes active when it has eventLanded() and is on. var protected bool bDeployed; // Unit is deployed through NotifyDeployed() var private float LandedNotifyDeployedDelay; var float StartTime; // When the unit is first blocked from becoming re-enabled. var bool bInitialized; var array<Pawn> EncroachedPawns; //var float DestroyIntersectingUnitTime;// How long the unit can remain disabled due to an intersecting actor before being destroyed. //----------------------------------------------------------------------------- const FUDGEVERT = 50.0; const FUDGEHORZ = 50.0; //----------------------------------------------------------------------------- function bool IsActive() { return bActive; } //----------------------------------------------------------------------------- function bool IsDeployed() { return bDeployed; } //----------------------------------------------------------------------------- function bool IsEnabled() { return bEnabled; } //----------------------------------------------------------------------------- function SetActive( bool bVal ) { bActive = bVal; } //----------------------------------------------------------------------------- function SetDeployed( bool bVal ) { bDeployed = bVal; } //----------------------------------------------------------------------------- function SetEnabled( bool bVal ) { bEnabled = bVal; } //----------------------------------------------------------------------------- function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) { if( bEnabled ) { //DM( "XXX " $ Self $ " bEnabled set to FALSE" ); SetEnabled( false ); } else { //DM( "OOO " $ Self $ " bEnabled set to TRUE" ); SetEnabled( true ); } } //----------------------------------------------------------------------------- function OnUse( Actor Other ) { // units are returned to the player's inventory when used if on the same team, // if not on the same team but bFriendlyToPlayerTeam, they are disabled. //DM( "*** " $ Self $ " Team = " $ GetTeam() $ " " $ Other $ ".Team = " $ Controller(Other).Pawn.GetTeam() ); if( SameTeam( Controller(Other).Pawn, , true ) ) ShutDownDeployedUnit( false, Controller(Other).Pawn ); else DisableUnit(); } //----------------------------------------------------------------------------- function OnUnuse( Actor Other ) { // Nothing, I don't think... } //----------------------------------------------------------------------------- function bool IsUsable( Actor Other ) { // 2003.01.29 (mdf) fix for adding timers (etc.) to invalid (e.g. deleted) actors if( bDeleteMe ) return false; // if a scripted NPC tries to use a unit, let him, even if the unit is disabled. if( bEnabled || U2NPCController(Other).UnderScriptControl() ) { if( Controller(Other) != None && SameTeam( Controller(Other).Pawn ) ) return true; } return false; } //----------------------------------------------------------------------------- function string GetDescription() { return Description; } //----------------------------------------------------------------------------- function Initialize( bool AltActivate ) { PlaySound( DeploySound, SLOT_None ); CheckEncroachers(); bInitialized = true; } //----------------------------------------------------------------------------- function SetSkin( bool bDisabledSkin ); //----------------------------------------------------------------------------- function DisableUnit() { // 2003.01.29 (mdf) fix for adding timers (etc.) to invalid (e.g. deleted) actors if( bDeleteMe ) return; //DM( "@@@ DisableUnit Disabling " $ Self ); // Turn off collision SetCollision( false, false, false ); // Disable SetEnabled( false ); // Disabled skin SetSkin( true ); if( DisabledSound != None ) PlaySound( DisabledSound, SLOT_None ); AddTimer( 'ReEnableUnit', DisableTime, false ); } //----------------------------------------------------------------------------- function ReEnableUnit() { local actor A; local bool bNoIntersections; // 2003.01.29 (mdf) fix for adding timers (etc.) to invalid (e.g. deleted) actors if( bDeleteMe ) return; A = CheckIntersecting(); //DM( " @@@ A = " $ A $ " DestroyIntersectingUnitTime = " $ DestroyIntersectingUnitTime ); if( A != None ) { if( StartTime == 0 ) StartTime = Level.TimeSeconds; //DM( " @@@ " $ Level.TimeSeconds - StartTime $ " > " $ DestroyIntersectingUnitTime ); //if( Level.TimeSeconds - StartTime > DestroyIntersectingUnitTime ) // ShutDownDeployedUnit( true ); //DM( " @@@ " $ Self $ " is intersecting with " $ A $ ", going into limbo..." ); AddTimer( 'ReEnableUnit', CheckIntersectingActorsInterval, false ); bNoIntersections = false; } else bNoIntersections = true; if( bNoIntersections ) { //DM( "@@@ ReEnabling " $ Self ); StartTime = 0; SetCollision( true, true, true ); CheckForEncroachingPawns(); // ReEnable SetEnabled( true ); // Standard skin SetSkin( false ); if( ReEnabledSound != None ) PlaySound( ReEnabledSound, SLOT_None ); } } //----------------------------------------------------------------------------- function actor CheckIntersecting() { local actor A; foreach VisibleCollidingActors( class'Actor', A, CheckIntersectingRadius ) { if( Pawn(A) != None || DeployedUnit(A) != None /*|| Mover(A) != None*/ ) { //DM( " @@@ CollisionRadiusDistance = " $ A.CollisionRadius+CollisionRadius $ " Actual distance = " $ VSize( A.Location - Location ) $ " Evaluates = " $ (A.CollisionRadius+CollisionRadius) > VSize( A.Location - Location ) ); //DM( " @@@ CollisionHeightDistance = " $ A.CollisionHeight+CollisionHeight $ " Actual distance = " $ VSize( A.Location - Location ) $ " Evaluates = " $ (A.CollisionHeight+CollisionHeight) > VSize( A.Location - Location ) ); if( ( ((A.CollisionRadius+CollisionRadius) > VSize( A.Location - Location )) || ((A.CollisionHeight+CollisionHeight) > VSize( A.Location - Location )) ) && A != Self ) return A; } } return None; } //----------------------------------------------------------------------------- function KillInventory() { local Inventory Inv,Next; if( Inventory == None ) return; Inv = Inventory; while ( Inv != None ) { Next = Inv.Inventory; Inv.Destroy(); Inv = Next; } Weapon = None; Inventory = None; } //----------------------------------------------------------------------------- function ShutDownDeployedUnit( bool bDestroyed, optional Pawn P ) { local Inventory Inv; ModifyPaths( false ); // if being used and turned into a pickup if( !bDestroyed ) { // Add one of these to the player's inventory if( Health > 0 ) PlaySound( ShutdownSound, SLOT_None ); //else // DM( "*** WARNING *** Health of " $ Self $ " is <= 0!" ); // Put the item in inventory class'UtilGame'.static.GiveInventoryClass( P, PickupClass.default.InventoryType ); // Give player a pickup message if( P != None && P.IsRealPlayer() ) class'UIConsole'.static.BroadcastStatusMessage( Self, PickupClass.default.PickupMessage ); Inv = P.FindInventoryType( PickupClass.default.InventoryType ); // Record health of item to be transferred to inventory if( Inv != None ) DeployableInventory(Inv).UpdateInventoryHealth( Health ); // Destroy myself if( !bDeleteMe ) KillInventory(); Controller.PawnDied(); Destroy(); } else // else, being destroyed { //DM( "!!! " $ Self $ " CarcassMesh.Length = " $ CarcassMesh.Length ); if( CarcassMesh.Length > 0 && Health <= 0 ) { Mesh = CarcassMesh[ Rand(CarcassMesh.Length) ]; GotoState( DecayingState ); } else { if( Health > 0 ) PlaySound( ShutdownSound, SLOT_None ); if( !bDeleteMe ) KillInventory(); Controller.PawnDied(); Destroy(); } } } //----------------------------------------------------------------------------- state @ DecayingState { ignores Bump, HitWall, HeadVolumeChange, PhysicsVolumeChange, BeginFalling, BreathTimer; event Timer() { if ( !PlayerCanSeeMe() ) Destroy(); else SetTimer(2.0, false); } event BeginState() { if ( bTearOff && (Level.NetMode == NM_DedicatedServer) ) LifeSpan = 1.0; else SetTimer(18.0, false); bInvulnerableBody = true; if ( Controller != None ) { //NEW (mdf) -- PawnDied should be called for non players too -- and let PawnDied decided whether to destroy the Controller // Not calling this also means that the Pawn isn't correctly unpossessed? Controller.PawnDied(); } SetEnabled( false ); //DM( "@@@ Decaying.BeginState Disabling " $ Self ); SetCollision(false,false,false); KillInventory(); } Begin: // DM( "@@@-------------------------- Starting DecayingState" ); Sleep(0.2); bInvulnerableBody = false; } //----------------------------------------------------------------------------- function NotifyDeployed() { ModifyPaths( true ); } //----------------------------------------------------------------------------- function TakeDamage( int Damage, Pawn instigatedBy, vector HitLocation, vector momentum, class<DamageType> DamageType) { local ParticleGenerator Particles; if( Health > 0 ) { if( DamageFilterClass? ) DamageFilterClass.static.ApplyFilter( Damage, momentum, DamageType ); if( Damage > 0 ) { Health -= Damage; if( ParticleHitEffect != None ) { Particles = class'ParticleGenerator'.static.CreateNew( Self, ParticleHitEffect, HitLocation ); Particles.Trigger( Self, Instigator ); Particles.ParticleLifeSpan = Particles.GetMaxLifeSpan() + Particles.TimerDuration; } } } if( Health <= 0 ) { AmbientSound = None; if( DestroyedAlertSound != None ) PlaySound( DestroyedAlertSound, SLOT_None ); TriggerDeathEvent( Self, instigatedBy ); ShutDownDeployedUnit( true ); Explode(); } } //----------------------------------------------------------------------------- function Explode() { local ParticleSalamander Explosion; if( Level.NetMode != NM_DedicatedServer ) { Explosion = ParticleSalamander( class'ParticleGenerator'.static.CreateNew( self, ExplosionEffect, Location ) ); Explosion.SetRotation( Rotation ); Explosion.Trigger( Self, Instigator ); Explosion.ParticleLifeSpan = 5.0; } PlaySound( ExplodeSound, SLOT_None ); } //----------------------------------------------------------------------------- function NotifyDeployedTimer() { // sanity checks if( !bDeleteMe && bActive && bDeployed ) NotifyDeployed(); } //----------------------------------------------------------------------------- event LandedEx( CheckResult Hit ) { // 2003.01.29 (mdf) fix for adding timers (etc.) to invalid (e.g. deleted) actors if( bDeleteMe ) return; bActive = true; bDeployed = true; // wait until location "settles down" before sending out NotifyDeployed AddTimer( NotifyDeployedTimerName, LandedNotifyDeployedDelay, false ); } //----------------------------------------------------------------------------- event Destroyed() { RemoveAllTimers(); // in case timer(s) somehow still active Super.Destroyed(); } //----------------------------------------------------------------------------- // AI //----------------------------------------------------------------------------- function CheckEncroacher( Pawn P ) { if( !P.bDeleteMe && P.Health > -9999 && !SameTeam( P ) && !P.IsRealPlayer() ) P.TakeDamage( 10000, None, P.Location, vect(0,0,0), class'Crushed' ); } //----------------------------------------------------------------------------- function CheckForEncroachingPawns() { local Pawn P; for( P=Level.PawnList; P!=None; P=P.NextPawn ) { if( VSize( P.Location - Location ) < (class'FieldGenerator'.default.LinkRadius + 50.0) ) { if( class'Util'.static.DoActorCylindersIntersect( Self, P ) ) CheckEncroacher( P ); } } } //----------------------------------------------------------------------------- function CheckEncroachers() { local int ii; for( ii=0; ii<EncroachedPawns.Length; ii++ ) CheckEncroacher( EncroachedPawns[ ii ] ); EncroachedPawns.Length = 0; } //----------------------------------------------------------------------------- event bool EncroachingOn( Actor Other ) { if( Pawn(Other) != None ) { if( bInitialized ) CheckEncroacher( Pawn(Other) ); else EncroachedPawns[ EncroachedPawns.Length ] = Pawn(Other); } return false; } //----------------------------------------------------------------------------- static function bool DisableForBump( Pawn P, Actor Other ) { local bool bResult; bResult = ( Pawn(Other) != None && !Other.IsRealPlayer() && P.SameTeam( Pawn(Other) ) && StationaryPawn(Other) == None && Pawn(Other).Controller != None && Pawn(Other).Controller.ControllerEnemy == None ); /* 2002.12.12 remove because NPC might be using MoveToPoint e.g. to adjust from wall or while wandering and in these cases we want the wall to be disabled (wandering should avoid walls though) Pawn(Other).Controller.MoveTarget != None ); */ //P.DMT( "DisableForBump returning " $ bResult $ " P: " $ P $ " Other: " $ Other $ " MoveTarget: " $ Pawn(Other).Controller.MoveTarget $ " Enemy: " $ Pawn(Other).Controller.ControllerEnemy ); return bResult; /*tbd: { local int ii; local Actor HitActor; local vector HitLocation, HitNormal; if( !bSpecialEnemy ) return true; // should always consider attacking if( AttackingController.Pawn == None ) return false; // invalid attacker if( AttackingController.ControllerEnemy != None && StationaryPawn(AttackingController.ControllerEnemy) == None ) return false; // has a non-stationary pawn enemy currently if( AttackingController.Pawn.Physics != PHYS_Walking ) return false; // wait until attacker lands? if( VSize( AttackingController.Pawn.Location - Location ) > 2000 ) return false; // too far away to worry about // if attacker has no goal (e.g. wandering), can attack XMP item if( AttackingController.MoveTarget == None ) return true; // if NPC's current direction will send it through item (or part of it), attack it HitActor = AttackingController.Pawn.Trace( HitLocation, HitNormal, AttackingController.MoveTarget.Location, AttackingController.Pawn.Location, true ); if( HitSelf( HitActor ) ) return true; for( ii=0; ii<RouteCacheDepthCheck-1; ii++ ) if( PathTraverses( NavigationPoint(AttackingController.RouteCache[ ii ]), NavigationPoint(AttackingController.RouteCache[ ii+1 ]) ) ) return true; return false; } */ /*mdf-tbd: U2NPCController(Pawn(Other).Controller) != None && U2NPCController(Pawn(Other).Controller).UnderScriptControl() ); */ } //----------------------------------------------------------------------------- function SpecialBumpHandling( Actor Other ) { if( DisableForBump( Self, Other ) ) DisableUnit(); } //----------------------------------------------------------------------------- event Bump( Actor Other ) { Super.Bump( Other ); SpecialBumpHandling( Other ); } //----------------------------------------------------------------------------- function ModifyPaths( bool bEnabled ) { local vector VectorHorz1, VectorHorz2; local int BlockedExtraCost; local array<vector> EndPoints; local array<vector> ExpandedEndPoints; local array<Face> Faces; local bool bAffectedPaths; // determine the endpoints to use as the blocking poly EndPoints.Length = 2; EndPoints[ 0 ] = Location + vect(0,0,1) * CollisionHeight; EndPoints[ 1 ] = Location - vect(0,0,1) * CollisionHeight; // now increase the size of the blocking poly to allow for collision sizes etc.? VectorHorz1 = vector(Rotation); ExpandedEndPoints.Length = 4; ExpandedEndPoints[ 0 ] = EndPoints[ 0 ] + VectorHorz1 * (CollisionRadius + FUDGEHORZ) + vect(0,0,1)*FUDGEVERT; ExpandedEndPoints[ 1 ] = EndPoints[ 1 ] - VectorHorz1 * (CollisionRadius + FUDGEHORZ) - vect(0,0,1)*FUDGEVERT; ExpandedEndPoints[ 2 ] = EndPoints[ 1 ] + VectorHorz1 * (CollisionRadius + FUDGEHORZ) - vect(0,0,1)*FUDGEVERT; ExpandedEndPoints[ 3 ] = EndPoints[ 0 ] - VectorHorz1 * (CollisionRadius + FUDGEHORZ) + vect(0,0,1)*FUDGEVERT; VectorHorz2 = Normal( (ExpandedEndPoints[ 0 ] - ExpandedEndPoints[ 2 ]) cross (ExpandedEndPoints[ 0 ] - ExpandedEndPoints[ 3 ]) ); Faces.Length = 6; Faces[ 0 ].Points.Length = 4; Faces[ 0 ].Points[ 0 ] = ExpandedEndPoints[ 0 ] + VectorHorz2 * (CollisionRadius + FUDGEHORZ); Faces[ 0 ].Points[ 1 ] = ExpandedEndPoints[ 2 ] + VectorHorz2 * (CollisionRadius + FUDGEHORZ); Faces[ 0 ].Points[ 2 ] = ExpandedEndPoints[ 1 ] + VectorHorz2 * (CollisionRadius + FUDGEHORZ); Faces[ 0 ].Points[ 3 ] = ExpandedEndPoints[ 3 ] + VectorHorz2 * (CollisionRadius + FUDGEHORZ); Faces[ 1 ].Points.Length = 4; Faces[ 1 ].Points[ 0 ] = ExpandedEndPoints[ 0 ] - VectorHorz2 * (CollisionRadius + FUDGEHORZ); Faces[ 1 ].Points[ 1 ] = ExpandedEndPoints[ 2 ] - VectorHorz2 * (CollisionRadius + FUDGEHORZ); Faces[ 1 ].Points[ 2 ] = ExpandedEndPoints[ 1 ] - VectorHorz2 * (CollisionRadius + FUDGEHORZ); Faces[ 1 ].Points[ 3 ] = ExpandedEndPoints[ 3 ] - VectorHorz2 * (CollisionRadius + FUDGEHORZ); Faces[ 2 ].Points.Length = 4; Faces[ 2 ].Points[ 0 ] = Faces[0].Points[ 0 ]; Faces[ 2 ].Points[ 1 ] = Faces[1].Points[ 0 ]; Faces[ 2 ].Points[ 2 ] = Faces[1].Points[ 1 ]; Faces[ 2 ].Points[ 3 ] = Faces[0].Points[ 1 ]; Faces[ 3 ].Points.Length = 4; Faces[ 3 ].Points[ 0 ] = Faces[0].Points[ 3 ]; Faces[ 3 ].Points[ 1 ] = Faces[1].Points[ 3 ]; Faces[ 3 ].Points[ 2 ] = Faces[1].Points[ 2 ]; Faces[ 3 ].Points[ 3 ] = Faces[0].Points[ 2 ]; Faces[ 4 ].Points.Length = 4; Faces[ 4 ].Points[ 0 ] = Faces[0].Points[ 1 ]; Faces[ 4 ].Points[ 1 ] = Faces[1].Points[ 1 ]; Faces[ 4 ].Points[ 2 ] = Faces[1].Points[ 2 ]; Faces[ 4 ].Points[ 3 ] = Faces[0].Points[ 2 ]; Faces[ 5 ].Points.Length = 4; Faces[ 5 ].Points[ 0 ] = Faces[0].Points[ 0 ]; Faces[ 5 ].Points[ 1 ] = Faces[1].Points[ 0 ]; Faces[ 5 ].Points[ 2 ] = Faces[1].Points[ 3 ]; Faces[ 5 ].Points[ 3 ] = Faces[0].Points[ 3 ]; /* AddLine( Faces[0].Points[0], Faces[0].Points[2], ColorOrange() ); AddLine( Faces[0].Points[2], Faces[0].Points[1], ColorOrange() ); AddLine( Faces[0].Points[1], Faces[0].Points[3], ColorOrange() ); AddLine( Faces[0].Points[3], Faces[0].Points[0], ColorOrange() ); AddLine( Faces[1].Points[0], Faces[1].Points[2], ColorOrange() ); AddLine( Faces[1].Points[2], Faces[1].Points[1], ColorOrange() ); AddLine( Faces[1].Points[1], Faces[1].Points[3], ColorOrange() ); AddLine( Faces[1].Points[3], Faces[1].Points[0], ColorOrange() ); AddLine( Faces[0].Points[0], Faces[1].Points[0], ColorOrange() ); AddLine( Faces[0].Points[2], Faces[1].Points[2], ColorOrange() ); AddLine( Faces[0].Points[1], Faces[1].Points[1], ColorOrange() ); AddLine( Faces[0].Points[3], Faces[1].Points[3], ColorOrange() ); */ if( bEnabled ) BlockedExtraCost = 3*LevelInfo.PathsMaxDist; else BlockedExtraCost = -3*LevelInfo.PathsMaxDist; bAffectedPaths = class'UtilGame'.static.UpdatePathsForBlockingFaces( Self, Faces, BlockedExtraCost, GetTeam(), ModifiedReachSpecs ); } //----------------------------------------------------------------------------- defaultproperties { ParticleHitEffect=ParticleSalamander'Impact_Metal_AR.ParticleSalamander0' DisableTime=3.000000 CheckIntersectingActorsInterval=0.500000 CheckIntersectingRadius=100.000000 bActive=true LandedNotifyDeployedDelay=0.500000 bSpecialCollider=true AnimationControllerClass=None DamageFilterClass=Class'U2XMP.DamageFilterDeployed' Health=1000 TeamNumber=255 bActorShadows=false bMustFace=false bCanMantle=false UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" UseReticleOnEvents(3)="UseReticleHealthBar" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleSideBars" } |
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