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class UnrealScriptedSequence extends ScriptedSequence; var UnrealScriptedSequence EnemyAcquisitionScript; var Controller CurrentUser; var UnrealScriptedSequence NextScript; // list of scripts with same tag var bool bFirstScript; // first script in list of scripts var() bool bSniping; // bots should snipe when using this script as a defense point var() bool bDontChangeScripts; // bot should go back to this script, not look for other compatible scripts var bool bFreelance; // true if not claimed by any game objective var() bool bRoamingScript; // if true, roam after reaching var bool bAvoid; var bool bDisabled; var() bool bNotInVehicle; // bot should not attempt to use this script while in a vehicle var() byte priority; // used when several scripts available (e.g. defense scripts for an objective) var() name EnemyAcquisitionScriptTag; // script to go to after leaving this script for an acquisition var() float EnemyAcquisitionScriptProbability; // likelihood that bot will use acquisitionscript var() name SnipingVolumeTag; // area defined by volume in which to look for (distant) sniping targets var() class<Weapon> WeaponPreference; // bots using this defense point will preferentially use this weapon var float NumChecked; /* Reset() reset actor to initial state - used when restarting level without reloading. */ function Reset() { bDisabled = false; FreeScript(); } function FreeScript() { CurrentUser = None; } function bool CheckForErrors() { if ( Tag == '' ) { log(Self$" has no tag - won't be assigned to any objective!"); return true; } return Super.CheckForErrors(); } function BeginPlay() { local UnrealScriptedSequence S, Last; local SnipingVolume V; Super.BeginPlay(); if ( EnemyAcquisitionScriptTag != '' ) { ForEach AllActors(class'UnrealScriptedSequence',EnemyAcquisitionScript,EnemyAcquisitionScriptTag) break; } if ( Tag == '' ) warn(self$" has no tag - won't be assigned to any objective!"); else if ( bFirstScript ) { Last = self; // first one initialized - create script list ForEach AllActors(class'UnrealScriptedSequence',S,Tag) if ( S != self ) { Last.NextScript = S; S.bFirstScript = false; Last = S; } } if ( SnipingVolumeTag != 'None' ) ForEach AllActors(class'SnipingVolume',V,SnipingVolumeTag) V.AddDefensePoint(self); } function bool HigherPriorityThan(UnrealScriptedSequence S, Bot B) { NumChecked = 1; if ( bAvoid ) { bAvoid = false; return false; } if ( bNotInVehicle && Vehicle(B.Pawn) != None ) return false; if ( (CurrentUser != None) && !CurrentUser.bDeleteMe && (CurrentUser != B) && CurrentUser.SameTeamAs(B) ) { if ( (Bot(CurrentUser) != None) && (Bot(CurrentUser).GoalScript != self) ) Bot(CurrentUser).GoalScript = None; else return false; } if ( (S == None) || (S.Priority < Priority) ) return true; if ( S.Priority > Priority ) return false; if ( (B.FavoriteWeapon != None) && (B.FavoriteWeapon == WeaponPreference) ) return true; S.NumChecked += 1; return ( FRand() < 1/S.NumChecked ); } defaultproperties { bFirstScript=True bFreelance=True EnemyAcquisitionScriptProbability=1.000000 Begin Object Class=Action_MOVETOPOINT Name=DefensePointDefaultAction1 End Object Actions(0)=Action_MOVETOPOINT'UnrealGame.UnrealScriptedSequence.DefensePointDefaultAction1' Begin Object Class=Action_WAITFORTIMER Name=DefensePointDefaultAction2 PauseTime=3.000000 End Object Actions(1)=Action_WAITFORTIMER'UnrealGame.UnrealScriptedSequence.DefensePointDefaultAction2' ScriptControllerClass=Class'UnrealGame.Bot' } |
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