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//============================================================================= // $Workfile: ProximitySensor.uc $ // Created By: Mark Poesch // Created On: 7/2/2001 // $Author: Mfox $ // $Date: 12/12/02 1:05p $ // $Revision: 33 $ //============================================================================= class ProximitySensor extends DeployedUnit placeable; var() float TimeToTrack; var() float ActionRate; // Essentially the RefireRate. If Unit is a turret, ActionRate will // be overridden by the FireTime of the weapon used. var() float ActiveAlertDelay; var() bool bAmbientActionSound; //should the FireSound/AltFireSound be played as an ambient sound? var() float TrackingRangeMultiplier; var sound TrackingSound; var sound ActionSound; var sound ActiveAlertSound; //----------------------------------------------------------------------------- function NotifyDeployed() { bDeployed = true; ProximitySensorController(Controller).NotifyDeployed(); Super.NotifyDeployed(); } //----------------------------------------------------------------------------- function MountToNode( string MountBone, Actor A ) { A.MountParentNode = MountBone; A.SetPhysics(PHYS_MovingBrush); A.MountSetParent(Self); A.UpdateMountPhysics(); } //----------------------------------------------------------------------------- function SetEnabled( bool bVal ) { bEnabled = bVal; if( Controller != None ) { if( bEnabled ) ProximitySensorController(Controller).Activate(); else ProximitySensorController(Controller).Deactivate(); } } //----------------------------------------------------------------------------- function PassMountLocation(); //----------------------------------------------------------------------------- defaultproperties { TimeToTrack=1.000000 ActionRate=1.500000 ActiveAlertDelay=0.750000 TrackingRangeMultiplier=1.500000 TrackingSound=Sound'U2XMPA.ProximitySensor.ProximitySensorTracking' ActionSound=Sound'U2XMPA.ProximitySensor.ProximitySensorAlert' PickupClass=Class'U2XMP.ProximitySensorPickup' ExplosionEffect=ParticleSalamander'RocketEffects.ParticleSalamander2' ExplodeSound=Sound'U2XMPA.ProximitySensor.ProximitySensorExplode' ShutdownSound=Sound'U2XMPA.ProximitySensor.ProximitySensorShutdown' DisabledSound=Sound'U2XMPA.ProximitySensor.ProximitySensorDisabled' ReEnabledSound=Sound'U2XMPA.ProximitySensor.ProximitySensorEnabled' DeploySound=Sound'U2XMPA.ProximitySensor.ProximitySensorActivate' AmbientNoiseSound=Sound'U2XMPA.ProximitySensor.ProximitySensorAmbient' Description="Proximity Sensor" bEnabled=true SightRadius=1024.000000 SeenRadius=1280.000000 SeeOtherOdds=1.000000 BaseEyeHeight=48.000000 Health=300 ControllerClass=Class'U2XMP.ProximitySensorController' DrawType=DT_StaticMesh StaticMesh=StaticMesh'343M.Assets.ProximitySensor' DrawScale=2.350000 PrePivot=(Z=-3.500000) TransientSoundRadius=700.000000 CollisionHeight=30.000000 bNoStaticMeshCollide=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" UseReticleOnEvents(3)="UseReticleHealthBar" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleSideBars" } |
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