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//============================================================================= // ASTurret_Minigun //============================================================================= class ASTurret_Minigun extends ASTurret; function Pawn CheckForHeadShot(Vector loc, Vector ray, float AdditionalScale) { local vector X, Y, Z, newray; local float Angle, Side; GetAxes(Rotation, X, Y, Z); if ( Driver != None ) { // Remove the Z component of the ray newray = ray; newray.Z = 0; Angle = abs(newray dot X); Side = NewRay dot Y; if ( Angle < 0.7 && Side < 0 && Driver.IsHeadShot(loc, ray, AdditionalScale) ) // left return Driver; else if ( Angle < 0.82 && Side > 0 && Driver.IsHeadShot(loc, ray, AdditionalScale) ) // right return Driver; } return None; } static function StaticPrecache(LevelInfo L) { super.StaticPrecache( L ); L.AddPrecacheMaterial( Material'AS_Weapons_TX.Minigun.ASMinigun1' ); // Skins L.AddPrecacheMaterial( Material'AS_Weapons_TX.Minigun.ASMinigun2' ); L.AddPrecacheMaterial( Material'AS_Weapons_TX.Minigun.ChaingunTop' ); //L.AddPrecacheMaterial( Material'AS_Weapons_TX.Minigun.ChaingunTopALPHA' ); L.AddPrecacheMaterial( Material'ExplosionTex.Framed.exp7_frames' ); // Explosion Effect L.AddPrecacheMaterial( Material'EpicParticles.Flares.SoftFlare' ); L.AddPrecacheMaterial( Material'AW-2004Particles.Fire.MuchSmoke2t' ); L.AddPrecacheMaterial( Material'AS_FX_TX.Trails.Trail_red' ); L.AddPrecacheMaterial( Material'ExplosionTex.Framed.exp1_frames' ); L.AddPrecacheMaterial( Material'EmitterTextures.MultiFrame.rockchunks02' ); L.AddPrecacheStaticMesh( StaticMesh'AS_Weapons_SM.ASMinigun_Base' ); L.AddPrecacheStaticMesh( StaticMesh'AS_Weapons_SM.ASMinigun_Swivel' ); } simulated function UpdatePrecacheStaticMeshes() { Level.AddPrecacheStaticMesh( StaticMesh'AS_Weapons_SM.ASMinigun_Base' ); Level.AddPrecacheStaticMesh( StaticMesh'AS_Weapons_SM.ASMinigun_Swivel' ); super.UpdatePrecacheStaticMeshes(); } simulated function UpdatePrecacheMaterials() { Level.AddPrecacheMaterial( Material'AS_Weapons_TX.Minigun.ASMinigun1' ); // Skins Level.AddPrecacheMaterial( Material'AS_Weapons_TX.Minigun.ASMinigun2' ); Level.AddPrecacheMaterial( Material'AS_Weapons_TX.Minigun.ChaingunTop' ); //Level.AddPrecacheMaterial( Material'AS_Weapons_TX.Minigun.ChaingunTopALPHA' ); Level.AddPrecacheMaterial( Material'ExplosionTex.Framed.exp7_frames' ); // Explosion Effect Level.AddPrecacheMaterial( Material'EpicParticles.Flares.SoftFlare' ); Level.AddPrecacheMaterial( Material'AW-2004Particles.Fire.MuchSmoke2t' ); Level.AddPrecacheMaterial( Material'AS_FX_TX.Trails.Trail_red' ); Level.AddPrecacheMaterial( Material'ExplosionTex.Framed.exp1_frames' ); Level.AddPrecacheMaterial( Material'EmitterTextures.MultiFrame.rockchunks02' ); super.UpdatePrecacheMaterials(); } defaultproperties { TurretBaseClass=Class'UT2k4Assault.ASTurret_Minigun_Base' TurretSwivelClass=Class'UT2k4Assault.ASTurret_Minigun_Swivel' RotationInertia=0.500000 RotPitchConstraint=(Min=10000.000000,Max=5000.000000) RotationSpeed=10.000000 CamAbsLocation=(Z=50.000000) CamRelLocation=(X=100.000000,Z=50.000000) CamDistance=(X=-400.000000,Z=50.000000) CamRotationInertia=0.010000 DefaultWeaponClassName="UT2k4Assault.Weapon_Turret_Minigun" VehicleProjSpawnOffset=(X=160.000000,Y=-15.000000,Z=66.000000) bCHZeroYOffset=False bDrawDriverInTP=True bAutoTurret=False bRemoteControlled=False bDrawMeshInFP=True bDesiredBehindView=True DrivePos=(X=-20.000000,Y=13.000000,Z=81.000000) ExitPositions(0)=(Y=100.000000,Z=100.000000) ExitPositions(1)=(Y=-100.000000,Z=100.000000) EntryRadius=120.000000 FPCamPos=(X=-25.000000,Y=13.000000,Z=93.000000) DriverDamageMult=0.450000 VehiclePositionString="manning a Minigun Turret" VehicleNameString="Minigun Turret" HealthMax=500.000000 Health=500 Mesh=SkeletalMesh'AS_Vehicles_M.minigun_turret' DrawScale=0.420000 SoundRadius=1024.000000 CollisionRadius=60.000000 } |
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