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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTArmorPickupFactory extends UTItemPickupFactory abstract native; var int ShieldAmount; var UTParticleSystemComponent ParticleEffects; // (cpptext) // (cpptext) // (cpptext) // (cpptext) simulated static function UpdateHUD(UTHUD H) { Super.UpdateHUD(H); H.LastArmorPickupTime = H.LastPickupTime; } simulated function SetPickupVisible() { if(ParticleEffects != none) { ParticleEffects.SetActive(true); } super.SetPickupVisible(); } simulated function SetPickupHidden() { if(ParticleEffects != none) ParticleEffects.DeactivateSystem(); super.SetPickupHidden(); } simulated function PostBeginPlay() { if(!bPickupHidden) { SetPickupVisible(); } Super.PostBeginPlay(); } function SpawnCopyFor( Pawn Recipient ) { if ( UTPawn(Recipient) == None ) return; if ( UTPlayerReplicationInfo(Recipient.PlayerReplicationInfo) != None ) { UTPlayerReplicationInfo(Recipient.PlayerReplicationInfo).IncrementPickupStat(GetPickupStatName()); } // Give armor to recipient Recipient.MakeNoise(0.2); AddShieldStrength(UTPawn(Recipient)); super.SpawnCopyFor(Recipient); } /** CanUseShield() returns how many shield units P could use */ function int CanUseShield(UTPawn P) { return 0; } /** AddShieldStrength() add shield to appropriate P armor type. */ function AddShieldStrength(UTPawn P); //============================================================================= // Pickup state: this inventory item is sitting on the ground. auto state Pickup { /* DetourWeight() value of this path to take a quick detour (usually 0, used when on route to distant objective, but want to grab inventory for example) */ function float DetourWeight(Pawn P,float PathWeight) { local float Need; local UTPawn Other; Other = UTPawn(P); if ( Other == None ) return 0; Need = CanUseShield(Other); if ( AIController(Other.Controller).PriorityObjective() && (Need < 0.4 * ShieldAmount) ) return (0.005 * MaxDesireability * Need)/PathWeight; if ( Need <= 0 ) { if ( !WorldInfo.Game.bTeamGame ) Need = 0.5; else return 0; } else if ( !WorldInfo.Game.bTeamGame ) Need = FMax(Need,0.6); return (0.013 * MaxDesireability * Need)/PathWeight; } /* ValidTouch() Validate touch (if valid return true to let other pick me up and trigger event). */ function bool ValidTouch( Pawn Other ) { if ( !Super.ValidTouch(Other) ) { return false; } // does Other need armor? return ( (CanUseShield(UTPawn(Other)) > 0) || !WorldInfo.Game.bTeamGame ); } } function float BotDesireability(Pawn Bot, Controller C) { local float Desire; if ( UTPawn(Bot) == None ) return 0; Desire = (0.013 * MaxDesireability * CanUseShield(UTPawn(Bot))); if (!WorldInfo.Game.bTeamGame && UTBot(C) != None && UTBot(C).Skill >= 4.0) { // high skill bots keep considering powerups that they don't need if they can still pick them up // to deny the enemy any chance of getting them Desire = FMax(Desire, 0.001); } return Desire; } defaultproperties { ShieldAmount=20 Begin Object Class=UTParticleSystemComponent Name=ArmorParticles ObjName=ArmorParticles Archetype=UTParticleSystemComponent'UTGame.Default__UTParticleSystemComponent' Template=ParticleSystem'PICKUPS.Base_Armor.Effects.P_Pickups_Base_Armor_Glow' SecondsBeforeInactive=2.000000 Translation=(X=0.000000,Y=0.000000,Z=-25.000000) Name="ArmorParticles" ObjectArchetype=UTParticleSystemComponent'UTGame.Default__UTParticleSystemComponent' End Object ParticleEffects=ArmorParticles PickupMessage="Armor" bRotatingPickup=True bTrackPickup=True YawRotationRate=24000.000000 BaseBrightEmissive=(R=25.000000,G=25.000000,B=1.000000,A=1.000000) BaseDimEmissive=(R=1.000000,G=1.000000,B=0.010000,A=1.000000) RespawnSound=SoundCue'A_Pickups.Armor.Cue.A_Pickups_Armor_Respawn_Cue' Begin Object Class=DynamicLightEnvironmentComponent Name=PickupLightEnvironment ObjName=PickupLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTItemPickupFactory:PickupLightEnvironment' ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTItemPickupFactory:PickupLightEnvironment' End Object LightEnvironment=PickupLightEnvironment PickupStatName="PICKUPS_ARMOR" bPredictRespawns=True MaxDesireability=1.500000 Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTItemPickupFactory:CollisionCylinder' ObjectArchetype=CylinderComponent'UTGame.Default__UTItemPickupFactory:CollisionCylinder' End Object CylinderComponent=CollisionCylinder Components(0)=CollisionCylinder Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'UTGame.Default__UTItemPickupFactory:PathRenderer' ObjectArchetype=PathRenderingComponent'UTGame.Default__UTItemPickupFactory:PathRenderer' End Object Components(1)=PathRenderer Components(2)=PickupLightEnvironment Begin Object Class=StaticMeshComponent Name=BaseMeshComp ObjName=BaseMeshComp Archetype=StaticMeshComponent'UTGame.Default__UTItemPickupFactory:BaseMeshComp' StaticMesh=StaticMesh'PICKUPS.Base_Armor.Mesh.S_Pickups_Base_Armor' Translation=(X=0.000000,Y=0.000000,Z=-44.000000) ObjectArchetype=StaticMeshComponent'UTGame.Default__UTItemPickupFactory:BaseMeshComp' End Object Components(3)=BaseMeshComp Components(4)=ArmorParticles Begin Object Class=StaticMeshComponent Name=ArmorPickUpComp ObjName=ArmorPickUpComp Archetype=StaticMeshComponent'Engine.Default__StaticMeshComponent' LightEnvironment=DynamicLightEnvironmentComponent'UTGame.Default__UTArmorPickupFactory:PickupLightEnvironment' CullDistance=8000.000000 CachedCullDistance=8000.000000 bUseAsOccluder=False CastShadow=False bForceDirectLightMap=True bCastDynamicShadow=False CollideActors=False Name="ArmorPickUpComp" ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshComponent' End Object Components(5)=ArmorPickUpComp CollisionComponent=CollisionCylinder Name="Default__UTArmorPickupFactory" ObjectArchetype=UTItemPickupFactory'UTGame.Default__UTItemPickupFactory' } |
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