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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTVehicle_Raptor extends UTAirVehicle native(Vehicle); /** bForwardMode==true if vehicle is thrusting forward. Used by wing controls. */ var bool bForwardMode; var name TurretPivotSocketName; var particlesystem TeamMF[2]; /** Control used to raise/lower landing gear. */ var SkelControlSingleBone LandingGearControl; var Name LandingGearBoneName; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) simulated function PostBeginPlay() { Super.PostBeginPlay(); SetMaxRadius(SoundNodeAttenuation(EngineSound.SoundCue.FirstNode)); } simulated function PostInitAnimTree(SkeletalMeshComponent SkelComp) { Super.PostInitAnimTree(SkelComp); if(SkelComp == Mesh) { LandingGearControl = SkelControlSingleBone( mesh.FindSkelControl('LandingGear') ); } } simulated function ForceSingleWingUp(bool bRight) { local UTSkelControl_RaptorWing WingControl; WingControl = UTSkelControl_RaptorWing( mesh.FindSkelControl('WingControl') ); if (WingControl != none) { WingControl.ForceSingleWingUp(bRight, 3000); } } simulated function ForceWingsUp() { local UTSkelControl_RaptorWing WingControl; WingControl = UTSkelControl_RaptorWing( mesh.FindSkelControl('WingControl') ); if (WingControl != none) { WingControl.ForceWingsUp(3000); } } simulated function TeamChanged() { super.Teamchanged(); VehicleEffects[0].EffectTemplate = TeamMF[Team%2]; if(VehicleEffects[0].EffectRef != none) { VehicleEffects[0].EffectRef.DeactivateSystem(); VehicleEffects[0].EffectRef.KillParticlesForced(); VehicleEffects[0].EffectRef.SetTemplate(TeamMF[Team%2]); } VehicleEffects[1].EffectTemplate = TeamMF[Team%2]; if(VehicleEffects[1].EffectRef != none) { VehicleEffects[1].EffectRef.DeactivateSystem(); VehicleEffects[1].EffectRef.KillParticlesForced(); VehicleEffects[1].EffectRef.SetTemplate(TeamMF[Team%2]); } } simulated function bool ShouldClamp() { return false; } simulated event GetBarrelLocationAndRotation(int SeatIndex, out vector SocketLocation, optional out rotator SocketRotation) { if (Seats[SeatIndex].GunSocket.Length>0) { Mesh.GetSocketWorldLocationAndRotation(Seats[SeatIndex].GunSocket[GetBarrelIndex(SeatIndex)], SocketLocation, SocketRotation); SocketLocation = SocketLocation - 170 * vector(SocketRotation); } else { SocketLocation = Location; SocketRotation = Rotation; } } defaultproperties { LandingGearBoneName="LandingGear" PushForce=50000.000000 bLimitCameraZLookingUp=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 MaxDesireability=0.600000 VehicleIndex=8 VehiclePositionString="in a Raptor" VehicleNameString="Raptor" ExplosionInAirAngVel=2.000000 SpawnRadius=180.000000 CameraLag=0.050000 Begin Object Class=UTVehicleSimChopper Name=SimObject ObjName=SimObject Archetype=UTVehicleSimChopper'UTGame.Default__UTVehicleSimChopper' MaxThrustForce=750.000000 MaxReverseForce=100.000000 LongDamping=0.700000 MaxStrafeForce=450.000000 LatDamping=0.700000 MaxRiseForce=500.000000 UpDamping=0.700000 TurnTorqueFactor=8000.000000 TurnTorqueMax=10000.000000 TurnDamping=1.200000 MaxYawRate=1.500000 PitchTorqueFactor=450.000000 PitchTorqueMax=60.000000 PitchDamping=0.300000 RollTorqueTurnFactor=450.000000 RollTorqueStrafeFactor=50.000000 RollTorqueMax=50.000000 RollDamping=0.100000 StopThreshold=100.000000 MaxRandForce=25.000000 RandForceInterval=0.500000 bFullThrustOnDirectionChange=True Name="SimObject" ObjectArchetype=UTVehicleSimChopper'UTGame.Default__UTVehicleSimChopper' End Object SimObj=SimObject bStayUpright=True StayUprightRollResistAngle=5.000000 StayUprightPitchResistAngle=5.000000 StayUprightStiffness=400.000000 StayUprightDamping=20.000000 Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup_2 ObjName=MyStayUprightSetup_2 Archetype=RB_StayUprightSetup'UTGame.Default__UTAirVehicle:MyStayUprightSetup' Name="MyStayUprightSetup_2" ObjectArchetype=RB_StayUprightSetup'UTGame.Default__UTAirVehicle:MyStayUprightSetup' End Object StayUprightConstraintSetup=RB_StayUprightSetup'UTGame.Default__UTVehicle_Raptor:MyStayUprightSetup_2' Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance_2 ObjName=MyStayUprightConstraintInstance_2 Archetype=RB_ConstraintInstance'UTGame.Default__UTAirVehicle:MyStayUprightConstraintInstance' Name="MyStayUprightConstraintInstance_2" ObjectArchetype=RB_ConstraintInstance'UTGame.Default__UTAirVehicle:MyStayUprightConstraintInstance' End Object StayUprightConstraintInstance=RB_ConstraintInstance'UTGame.Default__UTVehicle_Raptor:MyStayUprightConstraintInstance_2' UprightLiftStrength=30.000000 UprightTorqueStrength=30.000000 GroundSpeed=2000.000000 AirSpeed=2500.000000 BaseEyeHeight=50.000000 EyeHeight=50.000000 Health=300 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' 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_Raptor" ObjectArchetype=UTAirVehicle'UTGame.Default__UTAirVehicle' } |
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