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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTVehicle_Fury extends UTAirVehicle native(Vehicle) abstract; var UTAnimNodeSequence AnimPlayer; var AnimNodeBlend BlendNode; var float TakeOffRate; var UTAnimBlendByCollision ArmBlendNodes[4]; /** Boost speed is the (clamped) max speed */ var float BoostAirSpeed; /** Booster properties */ var float BoosterForceMagnitude[4]; /** True if the booster has been activated */ enum EBoostDir { EBD_None, EBD_Forward, EBD_Left, EBD_Right }; var EBoostDir BoostAttempt; var repnotify EBoostDir BoostStatus; /** If true, steering is very limited (enabled while boosting) */ var bool bSteeringLimited; /** How long does the boost last */ var float MaxBoostDuration[4]; /** When was it started */ var float BoostEndTime; /** When can the next boost occur */ var float BoostDisabledTimer; /** Time between boosts. */ var() float BoostInterval; var float BoostPowerSpeed; /** How long afterwards does it take to charge up */ var float BoostChargeRate; /** desired camera FOV while using booster */ var float BoosterFOVAngle; /** Camera movement to play when boosting. */ var CameraAnim BoostCameraShake; /** Values to be used when Steering is lowered */ var float MinTurnStrafeForce; var float MinTurnThrustForce; var float MinTurnRiseForce; /** Adjustments to the upright constraint depending on turn rate */ var float UprightRollMinThreshold; var float UprightRollMaxThreshold; var float UprightMaxModifier; /** Emitter template for the beams */ var particleSystem BeamTemplate; /** Holds the Emitter for the Beam */ var ParticleSystemComponent BeamEmitter[4]; var ParticleSystemComponent EffectEmitter; /** Where to attach the Beam */ var name BeamSockets[4]; /** The name of the EndPoint parameter */ var name EndPointParamName; /** The name of the EndPoint normal parameter */ var name EndPointNormalParamName; /** Scale applied to tangent where beam hits target. */ var() float EndPointNormalLength; /** Sfx to play when the beam is fired */ var soundcue BeamFireSound; /** Sfx to play when boosting forward/back*/ var soundcue AfterburnerSound; /** Sfx to play when boosting sideways */ var soundcue StrafeSound; /** Sound playing while the beam is firing */ var protected AudioComponent BeamAmbientSound; var SoundCue BeamStartSound, BeamStopSound; var AudioComponent BoostComponent; struct native BeamLockData { var actor LockedTarget; var name LockedBone; }; /** Who is the beam locked on to */ var repnotify BeamLockData BeamLockedInfo; struct native JetSFXInfo { var name ExhaustTag; // Name of the Emitter effect this data applies to var float Exhaust; // The value for this emitter when not boosting var float ExhaustCur; // The current value for this emitter var float ExhaustRampUpTime; // How long until the emitter has boosted var float ExhaustRampDownTime; // How long should it take to come back }; var JetSFXInfo JetSFX[3]; // Forward, Left, Right var name BoosterNames[3]; var float BoostRampUpTime; var float BoostRampDownTime; /** radius to allow players under this Fury to gain entry */ var float CustomEntryRadius; /** Used to raise and lower tail fin. */ var SkelControlSingleBone TailFoldControl; /** How high off the ground to execute PlayLanding event. */ var() float LandingEventHeight; replication { if (bNetDirty && (!bNetOwner || bDemoRecording) && Role==ROLE_Authority) BoostStatus; if (bNetDirty && Role==ROLE_Authority) BeamLockedInfo; } // (cpptext) // (cpptext) // (cpptext) // (cpptext) native function Boost(out JetSFXInfo SFXInfo, float RampUpTime, float RampDownTime); native function BoostTo(out JetSFXInfo SFXInfo, float NewExhaust, float RampTime); simulated function GetSVehicleDebug( out Array<String> DebugInfo ) { Super.GetSVehicleDebug(DebugInfo); DebugInfo[DebugInfo.Length] = ""; DebugInfo[DebugInfo.Length] = "Forward Jets: "@JetSFX[0].Exhaust@JetSFX[0].ExhaustCur; DebugInfo[DebugInfo.Length] = "Left Jets: "@JetSFX[1].Exhaust@JetSFX[1].ExhaustCur; DebugInfo[DebugInfo.Length] = "Right Jets: "@JetSFX[2].Exhaust@JetSFX[2].ExhaustCur; DebugInfo[DebugInfo.Length] = ""; DebugInfo[DebugInfo.Length] = "Steering"@VState.ServerGas@VState.ServerSteering; DebugInfo[DebugInfo.Length] = ""; DebugInfo[DebugInfo.Length] = "----Beam----: "; DebugInfo[DebugInfo.Length] = ""@BeamLockedInfo.LockedTarget; } simulated function PostBeginPlay() { Super.PostBeginPlay(); EnableFullSteering(); AddBeamEmitter(); } simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp) { Super.PostInitAnimTree(SkelComp); if(SkelComp == Mesh) { TailFoldControl = SkelControlSingleBone( Mesh.FindSkelControl('TailFold') ); } } simulated event Destroyed() { Super.Destroyed(); KillBeamEmitter(); } simulated event ReplicatedEvent(name VarName) { if (VarName == 'BoostStatus') { if ( BoostStatus != EBD_None ) { ActivateRocketBoosters( BoostStatus ); } else { DeActivateRocketBoosters(); } } else if ( VarName == 'BeamLockedInfo' ) { BeamLockOn(); } else { Super.ReplicatedEvent(VarName); } } /********************* Beam Attack ********************************************/ simulated function AddBeamEmitter() { local int i; if (WorldInfo.NetMode != NM_DedicatedServer) { for (i=0;i<4;i++) { if (BeamEmitter[i] == None) { if (BeamTemplate != None) { BeamEmitter[i] = new(Outer) class'UTParticleSystemComponent'; BeamEmitter[i].SetTemplate(BeamTemplate); BeamEmitter[i].SetHidden(true); Mesh.AttachComponentToSocket( BeamEmitter[i],BeamSockets[i] ); } } else { BeamEmitter[i].ActivateSystem(); } } } } simulated function KillBeamEmitter() { local int i; for (i=0;i<4;i++) { if (BeamEmitter[i] != none) { BeamEmitter[i].SetHidden(true); BeamEmitter[i].DeactivateSystem(); } } } simulated function SetBeamEmitterHidden(bool bHide) { local int i; if ( WorldInfo.NetMode != NM_DedicatedServer ) { if ( bHide ) { if (BeamAmbientSound.bWasPlaying) { BeamAmbientSound.Stop(); PlaySound(BeamStopSound, true); } } else if (!BeamAmbientSound.bWasPlaying) { PlaySound(BeamStartSound, true); BeamAmbientSound.SoundCue = BeamFireSound; BeamAmbientSound.Play(); } for (i=0;i<4;i++) { if ( BeamEmitter[i].HiddenGame != bHide ) { if (BeamEmitter[i] != none) { BeamEmitter[i].SetHidden(bHide); if ( !bHide ) { BeamEmitter[i].ActivateSystem(); } } } } } } simulated function SpawnImpactEmitter(vector HitLocation, vector HitNormal, const out MaterialImpactEffect ImpactEffect, int SeatIndex) { if (EffectEmitter == None) { EffectEmitter = new(self) class'ParticleSystemComponent'; EffectEmitter.SetTemplate(ImpactEffect.ParticleTemplate); EffectEmitter.SetAbsolute(true, true, true); EffectEmitter.bAutoActivate = false; AttachComponent(EffectEmitter); } else { if (EffectEmitter.Template != ImpactEffect.ParticleTemplate) { EffectEmitter.SetTemplate(ImpactEffect.ParticleTemplate); } else if (EffectEmitter.bWasCompleted) { // reattach to avoid impact effect stretching across distance since we last fired DetachComponent(EffectEmitter); AttachComponent(EffectEmitter); } } EffectEmitter.SetTranslation(HitLocation); EffectEmitter.SetRotation(rotator(HitNormal)); EffectEmitter.SetActive(true); } simulated function VehicleWeaponFired( bool bViaReplication, vector HitLocation, int SeatIndex ) { local int i; local vector TraceDir, HitLoc, HitNorm, BeamEndTangent; Super.VehicleWeaponImpactEffects(HitLocation, SeatIndex); if ( WorldInfo.NetMode != NM_DedicatedServer ) { // Trace in direction from vehicle to hit location, to find hit tangent BeamEndTangent = vect(0,0,1); TraceDir = Normal(HitLocation - Location); if( Trace(HitLoc, HitNorm, HitLocation + (50*TraceDir), HitLocation - (50*TraceDir), FALSE, vect(0,0,0)) != None ) { BeamEndTangent = HitNorm; } // Set end point and tangent for each beam if ( HitLocation != Vect(0,0,0) ) { for (i = 0; i < 4; i++) { BeamEmitter[i].SetVectorParameter(EndPointParamName, HitLocation); BeamEmitter[i].SetVectorParameter(EndPointNormalParamName, BeamEndTangent*EndPointNormalLength); } SetBeamEmitterHidden(false); } if (Seats[SeatIndex].Gun != None) { Seats[SeatIndex].Gun.ShakeView(); } } } simulated function VehicleWeaponStoppedFiring( bool bViaReplication, int SeatIndex ) { Super.VehicleWeaponStoppedFiring( bViaReplication,SeatIndex ); if ( WorldInfo.NetMode != NM_DedicatedServer && SeatIndex == 0) { SetBeamEmitterHidden(true); if (EffectEmitter != None) { EffectEmitter.DeactivateSystem(); } } } simulated function BeamLockOn() { local Vector Loc; if ( BeamLockedInfo.LockedTarget != none ) { if ( Pawn( BeamLockedInfo.LockedTarget ) != none && BeamLockedInfo.LockedBone != '' ) { Loc = Pawn( BeamLockedInfo.LockedTarget ).Mesh.GetBoneLocation(BeamLockedInfo.LockedBone); } else { Loc = BeamLockedInfo.LockedTarget.Location; } VehicleWeaponFired(true, Loc, 0); } else { VehicleWeaponStoppedFiring(false, 0); } } /********************* Boosting ********************************************/ simulated function bool TouchingForcedDirVolume() { local ForcedDirVolume FDV; foreach TouchingActors(class'ForcedDirVolume', FDV) { return TRUE; } return FALSE; } simulated function bool OverrideBeginFire(byte FireModeNum) { local EBoostDir BoostDir; if (FireModeNum == 1) { // figure out boost direction based on current input direction if( IsLocallyControlled() && BoostStatus == EBD_None && WorldInfo.TimeSeconds - BoostDisabledTimer > BoostInterval && !TouchingForcedDirVolume() ) { BoostDir = EBD_None; if (Throttle > 0.5) { BoostDir = EBD_Forward; } else if (Steering < -0.5) { BoostDir = EBD_Right; } else if (Steering > 0.5) { BoostDir = EBD_Left; } if (BoostDir != EBD_None) { ServerBoost(BoostDir); BoostAttempt = BoostDir; } } return true; } else { return false; } } simulated function bool OverrideEndFire(byte FireModeNum) { return (FireModeNum == 1); } reliable server function ServerBoost(EBoostDir BoostType) { if (WorldInfo.TimeSeconds <= BoostEndTime || WorldInfo.TimeSeconds - BoostDisabledTimer <= BoostInterval) return; BoostAttempt = BoostType; } simulated event EnableFullSteering() { local UTVehicleSimChopper SObj,DSObj; bSteeringLimited = false; SObj = UTVehicleSimChopper(SimObj); DSObj = UTVehicleSimChopper(default.SimObj); SObj.MaxStrafeForce = DSObj.MaxStrafeForce; SObj.MaxThrustForce = DSObj.MaxThrustForce; SObj.MaxRiseForce = DSObj.MaxRiseForce; AirSpeed = default.AirSpeed; } simulated event LowerSteering() { local UTVehicleSimChopper SObj; bSteeringLimited = false; SObj = UTVehicleSimChopper(SimObj); SObj.MaxStrafeForce=MinTurnStrafeForce; SObj.MaxThrustForce=MinTurnThrustForce; SObj.MaxRiseForce=MinTurnRiseForce; AirSpeed=3500; } /** ActivateRocketBoosters() called when player activates rocket boosters */ simulated event ActivateRocketBoosters(EBoostDir BoostDir) { //local int i; local int BoosterIndex; BoostStatus = BoostDir; BoosterIndex = Clamp(BoostStatus - 1, 0, 2); bSteeringLimited = true; AirSpeed = BoostAirSpeed; BoostEndTime = WorldInfo.TimeSeconds + MaxBoostDuration[BoostDir]; LowerSteering(); //for (i=0;i<4;i++) //{ // if ( ArmBlendNodes[i] != none && !ArmBlendNodes[i].bPulseBlend ) // { // ArmBlendNodes[i].Pulse(0.25); // } //} if ( WorldInfo.NetMode == NM_DedicatedServer ) return; // Play any animations/etc here if ( UTPlayerController(Controller) != none ) { UTPlayerController(Controller).PlayCameraAnim(BoostCameraShake, 1.f, 1.f, 0.1, 0.1, FALSE, FALSE); //UTPlayerController(Controller).StartZoom(BoosterFOVAngle,60); } if(BoostComponent != none) { if(BoostDir == EBD_Forward) { BoostComponent.SoundCue = AfterburnerSound; } else { BoostComponent.SoundCue = StrafeSound; } BoostComponent.Play(); } VehicleEffects[0].EffectRef.SetFloatParameter(BoosterNames[BoosterIndex],1.0); } /** DeactivateRocketBoosters() called when player deactivates rocket boosters or they run out */ simulated event DeactivateRocketBoosters() { local UTPlayerController PC; local int BoosterIndex; AirSpeed = Default.AirSpeed; BoosterIndex = BoostStatus - 1; if (BoosterIndex >= 0) BoostDisabledTimer = WorldInfo.TimeSeconds; BoostStatus = EBD_None; EnableFullSteering(); if ( WorldInfo.NetMode == NM_DedicatedServer ) return; PC = UTPlayerController(Controller); if ( PC != none ) { PC.StartZoom(PC.DefaultFOV,60); } if(BoosterIndex >= 0) VehicleEffects[0].EffectRef.SetFloatParameter(BoosterNames[BoosterIndex],0.0); } simulated event PlayLanding(); simulated event PlayTakeOff(); /** * Let pawns standing under me get in, if I have a driver. */ function bool InCustomEntryRadius(Pawn P) { return ( (P.Location.Z < Location.Z) && (VSize2D(P.Location - Location) < CustomEntryRadius) && FastTrace(P.Location, Location) ); } simulated function bool ShouldClamp() { return false; } /** Used to stop boosting when entering forced dir volume. */ function bool OnTouchForcedDirVolume(ForcedDirVolume Vol) { if(Role == ROLE_Authority) { DeactivateRocketBoosters(); } return TRUE; } function bool RecommendLongRangedAttack() { return false; } function bool Dodge(eDoubleClickDir DoubleClickMove) { ServerBoost((FRand() < 0.5) ? EBD_Left : EBD_Right); return false; } defaultproperties { TakeOffRate=1.134000 BoostAirSpeed=5000.000000 BoosterForceMagnitude(1)=1700.000000 BoosterForceMagnitude(2)=1700.000000 BoosterForceMagnitude(3)=1700.000000 MaxBoostDuration(1)=1.000000 MaxBoostDuration(2)=0.700000 MaxBoostDuration(3)=0.700000 BoostInterval=1.500000 BoostPowerSpeed=5000.000000 BoosterFOVAngle=90.000000 MinTurnStrafeForce=100.000000 MinTurnThrustForce=3500.000000 MinTurnRiseForce=2200.000000 UprightRollMaxThreshold=1000.000000 UprightMaxModifier=15.000000 BoostRampUpTime=0.200000 BoostRampDownTime=0.500000 CustomEntryRadius=240.000000 LandingEventHeight=400.000000 PushForce=50000.000000 MaxGroundEffectDist=512.000000 bHasCustomEntryRadius=True bRotateCameraUnderVehicle=True bLimitCameraZLookingUp=True bIsNecrisVehicle=True Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTAirVehicle:MyLightEnvironment' ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTAirVehicle:MyLightEnvironment' End Object LightEnvironment=MyLightEnvironment HornIndex=3 VehicleIndex=2 VehiclePositionString="in a Fury" VehicleNameString="Fury" SpawnRadius=220.000000 ChargeBarPosY=6.000000 TeamBeaconOffset=(X=0.000000,Y=0.000000,Z=180.000000) CameraLag=0.050000 Begin Object Class=UTVehicleSimChopper Name=SimObject ObjName=SimObject Archetype=UTVehicleSimChopper'UTGame.Default__UTVehicleSimChopper' MaxThrustForce=1100.000000 MaxReverseForce=500.000000 LongDamping=0.700000 MaxStrafeForce=400.000000 LatDamping=0.700000 MaxRiseForce=800.000000 UpDamping=0.700000 TurnTorqueFactor=7000.000000 TurnTorqueMax=2000.000000 TurnDamping=1.350000 MaxYawRate=1.200000 PitchTorqueFactor=400.000000 PitchTorqueMax=60.000000 PitchDamping=0.100000 RollTorqueTurnFactor=1500.000000 RollTorqueStrafeFactor=100.000000 RollTorqueMax=300.000000 RollDamping=0.100000 StopThreshold=100.000000 MaxRandForce=25.000000 RandForceInterval=0.500000 bFullThrustOnDirectionChange=True PitchViewCorrelation=350.000000 Name="SimObject" ObjectArchetype=UTVehicleSimChopper'UTGame.Default__UTVehicleSimChopper' End Object SimObj=SimObject bStayUpright=True bCanFlip=True StayUprightRollResistAngle=5.000000 StayUprightPitchResistAngle=5.000000 StayUprightStiffness=800.000000 StayUprightDamping=20.000000 Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup_1 ObjName=MyStayUprightSetup_1 Archetype=RB_StayUprightSetup'UTGame.Default__UTAirVehicle:MyStayUprightSetup' Name="MyStayUprightSetup_1" ObjectArchetype=RB_StayUprightSetup'UTGame.Default__UTAirVehicle:MyStayUprightSetup' End Object StayUprightConstraintSetup=RB_StayUprightSetup'UTGame.Default__UTVehicle_Fury:MyStayUprightSetup_1' Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance_1 ObjName=MyStayUprightConstraintInstance_1 Archetype=RB_ConstraintInstance'UTGame.Default__UTAirVehicle:MyStayUprightConstraintInstance' Name="MyStayUprightConstraintInstance_1" ObjectArchetype=RB_ConstraintInstance'UTGame.Default__UTAirVehicle:MyStayUprightConstraintInstance' End Object StayUprightConstraintInstance=RB_ConstraintInstance'UTGame.Default__UTVehicle_Fury:MyStayUprightConstraintInstance_1' MaxSpeed=4000.000000 UprightLiftStrength=30.000000 UprightTorqueStrength=30.000000 ExitOffset=(X=100.000000,Y=0.000000,Z=0.000000) GroundSpeed=2000.000000 AirSpeed=1500.000000 BaseEyeHeight=100.000000 EyeHeight=100.000000 Health=400 Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTAirVehicle:SVehicleMesh' ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTAirVehicle:SVehicleMesh' End Object Mesh=SVehicleMesh Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTAirVehicle:CollisionCylinder' CollisionHeight=70.000000 CollisionRadius=240.000000 ObjectArchetype=CylinderComponent'UTGame.Default__UTAirVehicle:CollisionCylinder' End Object CylinderComponent=CollisionCylinder Components(0)=CollisionCylinder Components(1)=SVehicleMesh Components(2)=MyLightEnvironment Components(3)=SimObject CollisionComponent=SVehicleMesh Name="Default__UTVehicle_Fury" ObjectArchetype=UTAirVehicle'UTGame.Default__UTAirVehicle' } |
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