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/** * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTVehicle_Scavenger extends UTVehicle_Walker native(Vehicle) abstract; var() float JumpForceMag; var float JumpDelay, LastJumpTime; /** Area of effect for spin attack */ var float SpinAttackRadius; /** Spin attack has been activated */ var repnotify bool bSpinAttackActive; /** Time of spin attack start */ var float SpinAttackStartTime; /** Total spin attack time allowed */ var float SpinAttackTotalTime; /** Are we officially in ball mode (legs retracted, physics off) */ var bool bStartedBallMode; var float BallModeStartupDelay; /** How much momentum to impart on a non-UTPawn with the arms per sec*/ var float ArmMomentum; /** Was a jump initiated successfully by the player */ var bool bDoingJump; struct native BallModeStatus { /** Is the scavenger in (or transitioning into) ball mode */ var bool bIsInBallMode; /** Should do boost when transitioning */ var bool bBoostOnTransition; }; /** Replicated struct containing information about ball transition. */ var repnotify BallModeStatus BallStatus; var SoundCue JumpSound; var SoundCue DuckSound; var SoundCue BounceSound; var SoundCue LandSound; var AudioComponent BladesSpinningAC; var AudioComponent BladesRetractAC; /** Spinning blades impact flesh \ characters */ var SoundCue BladesHitFleshSound; /** Spinning blades impact surface \ vehicle */ var SoundCue BladesHitSurfaceSound; var SoundCue ArmRetractSound; var SoundCue ArmExtendSound; var AudioComponent BallAudio; /** holds the team color materials for the shield **/ var array<MaterialInterface> ShieldTeamMaterials; var array<MaterialInterface> ShieldBurnoutTeamMaterials; /** Sound to play from the ball rolling */ var(Sounds) editconst const AudioComponent RollAudioComp; var(Sounds) array<MaterialSoundEffect> RollSoundList; var name CurrentRollMaterial; var() float FullHover, ReducedHover; /** PhysicalMaterial to use while rolling */ var transient PhysicalMaterial RollingPhysicalMaterial; var float MaxBallForce, MaxBoostForce; var particlesystemcomponent ImpactParticle; /** Damage type when collide with something in ball mode */ var class<UTDamageType> BallCollisionDamageType; /** Ball mode boost timer and effects */ var bool bBallBoostActivated; /** The visual effect when boosting*/ var ParticleSystemComponent BallBoostEffect; var ParticleSystem BallBoostEffectTemplate[2]; /** The visual effect when colliding */ var ParticleSystemComponent BallHitComponent; var ParticleSystem BallHitEffectTemplate[2]; /** How long you can boost in ball mode */ var float MaxBoostDuration; /** used to track boost duration */ var float BoostStartTime; /** How long it takes to recharge between boosts */ var float BoostChargeDuration; /** used to track boost recharging duration */ var float BoostChargeTime; /** max allowed speed while boosting */ var float MaxBoostSpeed; /** max allowed speed while in ball mode (and not boosting) */ var float MaxBallSpeed; /** currently active seeker ball */ var UTProj_ScavengerBoltBase ActiveSeeker; /** The next time that the ball can transition. */ var float NextBallTransitionTime; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) replication { if (bNetDirty) BallStatus; if (bNetOwner) ActiveSeeker; if (!bNetOwner || bDemoRecording) bSpinAttackActive; } simulated function PostBeginPlay() { Super.PostBeginPlay(); Mesh.AttachComponentToSocket(BallHitComponent, 'SphereCenter'); } simulated function CreateDamageMaterialInstance() { DamageMaterialInstance[0] = Mesh.CreateAndSetMaterialInstanceConstant(1); } /** Ask weapon to spawn a seeker */ event SpawnSeeker() { ActiveSeeker = UTProj_ScavengerBoltBase(Seats[0].Gun.ProjectileFire()); } simulated native function ImpactEffect(Vector HitPos); simulated event RigidBodyCollision( PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData Collision, int ContactIndex ) { local int Damage; local Actor DamagedActor; local controller InstigatorController; local vector HitLocation; local vector HitDirection; if(health > 0) { if ( !BallStatus.bIsInBallMode ) { Super.RigidBodyCollision(HitComponent, OtherComponent, Collision, ContactIndex); return; } HitLocation = Collision.ContactInfos[0].ContactPosition; if (WorldInfo.TimeSeconds - LastCollisionSoundTime > CollisionIntervalSecs) { if (BounceSound != none) { PlaySound(BounceSound, true,,,HitLocation); } if (bSpinAttackActive && BladesHitSurfaceSound != none) { DamagedActor = (OtherComponent != None) ? OtherComponent.Owner : None; //Play on surfaces and vehicles if ( (DamagedActor == None) || (DamagedActor != none && (DamagedActor.bStatic || UTPawn(DamagedActor) == none)) ) { PlaySound(BladesHitSurfaceSound, true,,,HitLocation); } } if(ImpactParticle != none) { ImpactEffect(HitLocation); } LastCollisionSoundTime = WorldInfo.TimeSeconds; } // damage stuff you run into if ( LastCollisionDamageTime != WorldInfo.TimeSeconds) { DamagedActor = (OtherComponent != None) ? OtherComponent.Owner : None; if ( (DamagedActor != None) && !DamagedActor.bStatic ) { if (EffectIsRelevant(Location, FALSE)) { //Play a ball hit effect oriented at the center in the direction of the hit HitDirection = HitLocation - Location; BallHitComponent.SetRotation(rotator(HitDirection)); BallHitComponent.ActivateSystem(); } // give impact damage Damage = int(VSize(Mesh.GetRootBodyInstance().PreviousVelocity) * 0.1); if (Damage > 50) { if (Controller != None) { InstigatorController = Controller; } else if (Instigator != None) { InstigatorController = Instigator.Controller; } DamagedActor.TakeDamage(Damage, InstigatorController, HitLocation, vect(0,0,0), BallCollisionDamageType); LastCollisionDamageTime = WorldInfo.TimeSeconds; } } } } } /** * NOTE: this guy is doing all kinds of crazy special case stuff and does NOT call super. Make certain that you check * UTVehicle.TeamChanged() when making changes here. * **/ simulated function TeamChanged() { local MaterialInstanceConstant NewMaterial_Body; local MaterialInstanceConstant NewMaterial_Shield; local int i; if (WorldInfo.NetMode != NM_DedicatedServer) { if( Team < TeamMaterials.length ) { NewMaterial_Body = new(self) class'MaterialInstanceConstant'; NewMaterial_Body.SetParent( TeamMaterials[Team] ); } else { NewMaterial_Body = new(self) class'MaterialInstanceConstant'; NewMaterial_Body.SetParent( TeamMaterials[0] ); } if (NewMaterial_Body != None) { Mesh.SetMaterial(0, NewMaterial_Body); if (DamageMaterialInstance[0] != None) { DamageMaterialInstance[0].SetParent(NewMaterial_Body); } } if( Team < ShieldTeamMaterials.length ) { NewMaterial_Shield = new(self) class'MaterialInstanceConstant'; NewMaterial_Shield.SetParent( ShieldTeamMaterials[Team] ); } else { NewMaterial_Shield = new(self) class'MaterialInstanceConstant'; NewMaterial_Shield.SetParent( ShieldTeamMaterials[0] ); } if (NewMaterial_Shield != None) { Mesh.SetMaterial(1, NewMaterial_Shield); if (DamageMaterialInstance[1] != None) { DamageMaterialInstance[1].SetParent(NewMaterial_Shield); } } //Change the hit effect particle effect (red/blue color) BallHitComponent.SetTemplate(BallHitEffectTemplate[(Team==1)?1:0]); //Change the ball boost particle effect (red/blue color) BallBoostEffect.SetTemplate(BallBoostEffectTemplate[(Team==1)?1:0]); BodyActor.TeamChanged(); if(bPlayingSpawnEffect) { for(i=0;i<Mesh.Materials.Length && i<OriginalMaterials.Length;++i) { OriginalMaterials[i] = Mesh.Materials[i]; } } TeamChanged_VehicleEffects(); UpdateDamageMaterial(); } } simulated event TakeDamage(int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) { super.TakeDamage(Damage,EventInstigator,HitLocation,Momentum,DamageType,HitInfo,DamageCauser); if(WorldInfo.Netmode != NM_DEDICATEDSERVER && ImpactParticle != none && !ImpactParticle.bIsActive && Damage >= 5) { ImpactEffect(HitLocation); } } simulated function BlowupVehicle() { //Cancel any spin attacks (hide the geometry) if (bSpinAttackActive) { bSpinAttackActive = false; StopSpinAttack(); if (BodyActor != None) { UTWalkerBody_Scavenger(BodyActor).Cloak(true); } } //Stop any ball boost effect that might be happening if (bBallBoostActivated) { DeactivateBallBooster(); } ClearTimer('InitFeet'); Super.BlowupVehicle(); } simulated function bool OverrideBeginFire(byte FireModeNum) { if (FireModeNum == 1) { // toggle ball mode if (Role == ROLE_Authority && (WorldInfo.TimeSeconds >= NextBallTransitionTime)) { BallStatus.bIsInBallMode = !BallStatus.bIsInBallMode; BallStatus.bBoostOnTransition = TRUE; BallModeTransition(); } return true; } //Start a spin attack if already in ball mode if(BallStatus.bIsInBallMode) { //Ball mode doesn't officially start until the retract anim is done if (!bSpinAttackActive && bStartedBallMode) { bSpinAttackActive = true; StartSpinAttack(); } return true; } return false; } function DriverLeft() { if (Health > 0 && BallStatus.bIsInBallMode) { BallStatus.bIsInBallMode = false; BallStatus.bBoostOnTransition = false; BallModeTransition(); } Super.DriverLeft(); } /** notification from WalkerBody that foot just landed */ function TookStep(int LegIdx) { if (BodyActor != None && BodyActor.LegMapping[0] != LegIdx) { //Only move on the front two legs EyeStepOffset = MaxEyeStepOffset * FMin(1.0,VSize(Velocity)/AirSpeed); } } /** called when doing spin attack and exceed SpinTime */ event EndBallMode() { BallStatus.bIsInBallMode = FALSE; BallStatus.bBoostOnTransition = FALSE; BallModeTransition(); } function PossessedBy(Controller C, bool bVehicleTransition) { super.PossessedBy(C, bVehicleTransition); // reset jump/duck properties bHoldingDuck = false; LastJumpTime = 0; } /** * When an icon for this vehicle is needed on the hud, this function is called */ simulated function RenderMapIcon(UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, LinearColor FinalColor) { local Rotator VehicleRotation; VehicleRotation = (BallStatus.bIsInBallMode && (Controller != None)) ? Controller.Rotation : Rotation; MP.DrawRotatedTile(Canvas,Class'UTHUD'.default.IconHudTexture, HUDLocation, VehicleRotation.Yaw + 32757, MapSize, IconCoords, FinalColor); } simulated function float GetChargePower() { return FClamp( (WorldInfo.TimeSeconds - LastJumpTime), 0, JumpDelay)/JumpDelay; } event ScavengerJumpEffect(); event ScavengerDuckEffect(); event SpinAttackVictim(Pawn HitPawn, float DeltaSeconds) { local vector NewMomentum; if(HitPawn != none) { if(UTPawn(HitPawn) != none) // just kill UTPawn's { HitPawn.Died(Controller, class'UTDmgType_ScavengerStabbed',Location); //if(WorldInfo.NetMode != NM_DedicatedServer) //{ // UTWalkerBody_Scavenger(BodyActor).PawnGrabber[0].GrabComponent(HitPawn.Mesh, UTPawn(HitPawn).TorsoBoneName, HitPawn.Location, FALSE); //(UTWalkerBody_Scavenger(BodyActor).SkeletalMeshComponent).AttachComponentToSocket((HitPawn.Mesh),'LegOneRag'); //} } else // non-UT Pawns get pushed away { NewMomentum = Normal(HitPawn.Location - Location)*ArmMomentum*DeltaSeconds; HitPawn.TakeDamage(0, Controller, Location, NewMomentum, class'UTDmgType_ScavengerStabbed',,self); } if (BladesHitFleshSound != none) { PlaySound(BladesHitFleshSound,,,,HitPawn.Location); } } } simulated event ReplicatedEvent(name VarName) { if ( VarName == 'BallStatus' ) { BallModeTransition(); } else if (VarName == 'bSpinAttackActive') { StartSpinAttack(); } else { Super.ReplicatedEvent(VarName); } } //When the scavenger jumps, this function is called //to tell the feet to release its constraints and do //something smooth simulated event OnJump() { bDoingJump = TRUE; if (BodyActor != None) { UTWalkerBody_Scavenger(BodyActor).OnJump(); } ScavengerJumpEffect(); } //The scavenger has landed, reacquire constraints //and track back to walking simulated event OnLanded() { if (bDoingJump) { if (BodyActor != None) { UTWalkerBody_Scavenger(BodyActor).OnLanded(); } if (LandSound != None) { PlaySound(LandSound); } bDoingJump = FALSE; } } simulated function StartSpinAttack() { SpinAttackStartTime = WorldInfo.TimeSeconds; if (UTWalkerBody_Scavenger(BodyActor) != None) { UTWalkerBody_Scavenger(BodyActor).Cloak(false); if (BladesSpinningAC != none) { if (BladesSpinningAC.IsPlaying()) { BladesSpinningAC.Stop(); } BladesSpinningAC.Play(); } } } simulated function StopSpinAttack() { if (UTWalkerBody_Scavenger(BodyActor) != None) { if (BladesSpinningAC != none) { BladesSpinningAC.Stop(); } if (BladesRetractAC != none) { BladesRetractAC.Play(); } } } simulated function FinishedStartingBallMode() { bStartedBallMode = true; } simulated function ActivateBallBooster() { if (!bDeadVehicle) { bBallBoostActivated = TRUE; //Record the time we go into boost mode BoostStartTime = WorldInfo.TimeSeconds; if(EffectIsRelevant(Location, FALSE)) { BallBoostEffect.ActivateSystem(); } } } simulated event DeactivateBallBooster() { bBallBoostActivated = FALSE; //Record the time we leave boost mode (so we can wait for a recharge) BoostStartTime = WorldInfo.TimeSeconds; BallBoostEffect.DeactivateSystem(); } // FIXME play anim simulated function BallModeTransition() { local UTPlayerReplicationInfo PRI; local UTWalkerBody_Scavenger ScavengerBody; local vector HitLocation; local vector TraceStart, TraceEnd; StopFiringWeapon(); UTVehicleSimHover(SimObj).bUnPoweredDriving = BallStatus.bIsInBallMode; bStartedBallMode = false; if ( BodyActor != None ) { ScavengerBody = UTWalkerBody_Scavenger(BodyActor); ScavengerBody.bIsInBallMode = BallStatus.bIsInBallMode; if (ScavengerBody.RetractionBlend != None) { if (BallStatus.bIsInBallMode) { //Transition from walking legs to retracting legs ScavengerBody.RetractLegs(); //Setup the first normals for spinner arm alignment TraceStart.X = Location.X; TraceStart.Y = Location.Y; TraceStart.Z = Location.Z; TraceEnd.X = Location.X; TraceEnd.Y = Location.Y; TraceEnd.Z = Location.Z - 100; if (Trace(HitLocation, ScavengerBody.CurrentSurfaceNormal, TraceEnd, TraceStart, false) == None) { ScavengerBody.CurrentSurfaceNormal.X = 0.0f; ScavengerBody.CurrentSurfaceNormal.Y = 0.0f; ScavengerBody.CurrentSurfaceNormal.Z = 1.0f; } ScavengerBody.DesiredSurfaceNormal = ScavengerBody.CurrentSurfaceNormal; //Play some sounds PlaySound(ArmRetractSound, true); BallAudio.FadeIn(0.1f,1.0f); if(ScrapeSound != none) { ScrapeSound.Stop(); ScrapeSound = none; } } else { ScavengerBody.ExtendLegs(); //Play some sounds PlaySound(ArmExtendSound, true); BallAudio.FadeOut(0.1f,0.0f); if(ScrapeSound == none) { ScrapeSound = CreateAudioComponent(default.ScrapeSound.Soundcue, false, true); } } } } PRI = UTPlayerReplicationInfo(PlayerReplicationInfo); if ( (PRI != None) && (PRI.GetFlag() != None) ) { HoldGameObject(PRI.GetFlag()); } if ( BallStatus.bIsInBallMode ) { BaseEyeheight = 0; StayUprightConstraintInstance.TermConstraint(); Mesh.SetPhysMaterialOverride(RollingPhysicalMaterial); if( BallStatus.bBoostOnTransition && !bBallBoostActivated && (WorldInfo.TimeSeconds - BoostStartTime > BoostChargeDuration) ) { ActivateBallBooster(); } if (BallModeStartupDelay > 0.0) { SetTimer(BallModeStartupDelay, false, 'FinishedStartingBallMode'); } else { FinishedStartingBallMode(); } } else { BaseEyeheight = Default.BaseEyeheight; InitStayUpright(); Mesh.SetPhysMaterialOverride(bDriving ? DrivingPhysicalMaterial : DefaultPhysicalMaterial); // turn off ball boost mode if ( bBallBoostActivated ) { DeactivateBallBooster(); } // turn off spin attack if (bSpinAttackActive) { bSpinAttackActive = false; StopSpinAttack(); } ClearTimer('FinishedStartingBallMode'); } } simulated function PlaySpawnEffect() { Super.PlaySpawnEffect(); if (BodyActor != None) { BodyActor.SetHidden(true); } } simulated function StopSpawnEffect() { local UTWalkerBody_Scavenger ScavengerBody; Super.StopSpawnEffect(); if (BodyActor != None) { BodyActor.SetHidden(false); if (!BallStatus.bIsInBallMode) { ScavengerBody = UTWalkerBody_Scavenger(BodyActor); if (ScavengerBody != None && ScavengerBody.RetractionBlend != None) { ScavengerBody.SkeletalMeshComponent.PhysicsWeight = 0.0; Mesh.WakeRigidBody(); ScavengerBody.RetractionBlend.SetActiveChild(2, 0.0); ScavengerBody.RetractionBlend.Children[2].Anim.PlayAnim(false, 0.5); PlaySound(ArmExtendSound, true); if (WorldInfo.NetMode != NM_DedicatedServer) { SetTimer(0.3, false, 'InitFeet'); } } } } } simulated function InitFeet() { local UTWalkerBody_Scavenger ScavengerBody; if (!BallStatus.bIsInBallMode) { ScavengerBody = UTWalkerBody_Scavenger(BodyActor); if (ScavengerBody != none) { if (ScavengerBody.SkeletalMeshComponent.PhysicsWeight > 0.7) { ScavengerBody.InitFeet(); } else { SetTimer(0.1, false, 'InitFeet'); } } } } /** * HoldGameObject() Attach GameObject to mesh. * @param GameObj Game object to hold */ simulated event HoldGameObject(UTCarriedObject GameObj) { super.HoldGameObject(GameObj); if ( BallStatus.bIsInBallMode ) { GameObj.SetHardAttach(false); GameObj.bIgnoreBaseRotation = true; } } native function InitStayUpright(); simulated function bool GetPowerLevel(out float PowerLevel) { if (BallStatus.bIsInBallMode) { if (bBallBoostActivated) { PowerLevel = 1.0 - (WorldInfo.TimeSeconds - BoostStartTime) / MaxBoostDuration; } else { PowerLevel = (WorldInfo.TimeSeconds - BoostChargeTime) / BoostChargeDuration; } PowerLevel = FClamp(PowerLevel, 0.0, 1.0); return true; } else { return Super.GetPowerLevel(PowerLevel); } } simulated function Vector GetPhysicalFireStartLoc(UTWeapon ForWeapon) { if ( (ActiveSeeker == None) || ActiveSeeker.bDeleteMe ) { return Location + vect(0,0,100); } return super.GetPhysicalFireStartLoc(ForWeapon); } simulated function bool ShouldClamp() { return FALSE; } simulated function SetBurnOut() { local int TeamNum; TeamNum = GetTeamNum(); if( TeamNum > 1 ) { TeamNum = 0; } // set our specific turret BurnOut Material if (ShieldBurnoutTeamMaterials[TeamNum] != None) { Mesh.SetMaterial( 1, ShieldBurnoutTeamMaterials[TeamNum] ); } // sets the MIC super.SetBurnOut(); } function byte ChooseFireMode() { if ( Vehicle(Controller.MoveTarget) != None && Controller.MoveTarget == Controller.Focus && Controller.InLatentExecution(Controller.LATENT_MOVETOWARD) && Controller.LineOfSightTo(Controller.Focus) ) { if (!BallStatus.bIsInBallMode) { return 1; } } else if (BallStatus.bIsInBallMode) { return 1; } return 0; } defaultproperties { JumpForceMag=9000.000000 JumpDelay=2.000000 SpinAttackRadius=250.000000 BallModeStartupDelay=0.700000 ArmMomentum=1.000000 MaxBallForce=250.000000 MaxBoostForce=350.000000 BallCollisionDamageType=Class'UTGame.UTDmgType_VehicleCollision' MaxBoostDuration=2.000000 BoostChargeDuration=4.000000 BoostChargeTime=-10.000000 MaxBoostSpeed=1900.000000 MaxBallSpeed=1600.000000 WheelSuspensionTravel(1)=70.000000 WheelSuspensionTravel(2)=20.000000 Begin Object Class=RB_Handle Name=RB_BodyHandle ObjName=RB_BodyHandle Archetype=RB_Handle'UTGame.Default__UTVehicle_Walker:RB_BodyHandle' LinearStiffness=99000.000000 AngularDamping=100.000000 AngularStiffness=99000.000000 ObjectArchetype=RB_Handle'UTGame.Default__UTVehicle_Walker:RB_BodyHandle' End Object BodyHandle=RB_BodyHandle LegTraceZUpAmount=200.000000 bAnimateDeadLegs=True BaseBodyOffset=(X=0.000000,Y=0.000000,Z=-45.000000) SuspensionTravelAdjustSpeed=150.000000 MaxEyeStepOffset=65.000000 EyeStepFadeRate=4.000000 EyeStepBlendRate=4.000000 bEjectPassengersWhenFlipped=False bHomingTarget=True bRotateCameraUnderVehicle=True bIsNecrisVehicle=True Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle_Walker:MyLightEnvironment' ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle_Walker:MyLightEnvironment' End Object LightEnvironment=MyLightEnvironment ObjectiveGetOutDist=750.000000 HornIndex=2 VehicleIndex=9 VehiclePositionString="in a Scavenger" VehicleNameString="Scavenger" SpawnRadius=125.000000 Begin Object Class=UTVehicleSimHover Name=SimObject ObjName=SimObject Archetype=UTVehicleSimHover'UTGame.Default__UTVehicleSimHover' bCanClimbSlopes=True MaxThrustForce=600.000000 MaxReverseForce=600.000000 LongDamping=0.300000 MaxStrafeForce=600.000000 LatDamping=0.300000 TurnTorqueFactor=2500.000000 TurnTorqueMax=1000.000000 TurnDamping=0.110000 MaxYawRate=1.700000 PitchTorqueMax=35.000000 PitchDamping=0.100000 RollTorqueMax=50.000000 RollDamping=0.100000 RandForceInterval=1000.000000 bFullThrustOnDirectionChange=True bStabilizeStops=True WheelSuspensionStiffness=800.000000 WheelSuspensionDamping=200.000000 Name="SimObject" ObjectArchetype=UTVehicleSimHover'UTGame.Default__UTVehicleSimHover' End Object SimObj=SimObject Begin Object Class=UTHoverWheel Name=RThruster ObjName=RThruster Archetype=UTHoverWheel'UTGame.Default__UTHoverWheel' SteerFactor=1.000000 BoneName="BodyRoot" BoneOffset=(X=0.000000,Y=0.000000,Z=-100.000000) WheelRadius=30.000000 SuspensionTravel=20.000000 LongSlipFactor=0.000000 LatSlipFactor=0.000000 HandbrakeLongSlipFactor=0.000000 HandbrakeLatSlipFactor=0.000000 Name="RThruster" ObjectArchetype=UTHoverWheel'UTGame.Default__UTHoverWheel' End Object Wheels(0)=RThruster bStayUpright=True bUseSuspensionAxis=True bCanFlip=True Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup_14 ObjName=MyStayUprightSetup_14 Archetype=RB_StayUprightSetup'UTGame.Default__UTVehicle_Walker:MyStayUprightSetup' Name="MyStayUprightSetup_14" ObjectArchetype=RB_StayUprightSetup'UTGame.Default__UTVehicle_Walker:MyStayUprightSetup' End Object StayUprightConstraintSetup=RB_StayUprightSetup'UTGame.Default__UTVehicle_Scavenger:MyStayUprightSetup_14' Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance_14 ObjName=MyStayUprightConstraintInstance_14 Archetype=RB_ConstraintInstance'UTGame.Default__UTVehicle_Walker:MyStayUprightConstraintInstance' Name="MyStayUprightConstraintInstance_14" ObjectArchetype=RB_ConstraintInstance'UTGame.Default__UTVehicle_Walker:MyStayUprightConstraintInstance' End Object StayUprightConstraintInstance=RB_ConstraintInstance'UTGame.Default__UTVehicle_Scavenger:MyStayUprightConstraintInstance_14' bTurnInPlace=True bFollowLookDir=True WalkableFloorZ=0.850000 bCanStrafe=True MeleeRange=-100.000000 GroundSpeed=700.000000 AirSpeed=700.000000 BaseEyeHeight=120.000000 EyeHeight=120.000000 Health=200 Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTVehicle_Walker:SVehicleMesh' ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTVehicle_Walker:SVehicleMesh' End Object Mesh=SVehicleMesh Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTVehicle_Walker:CollisionCylinder' ObjectArchetype=CylinderComponent'UTGame.Default__UTVehicle_Walker:CollisionCylinder' End Object CylinderComponent=CollisionCylinder Components(0)=CollisionCylinder Components(1)=SVehicleMesh Components(2)=MyLightEnvironment Components(3)=RB_BodyHandle Components(4)=SimObject CollisionComponent=SVehicleMesh Name="Default__UTVehicle_Scavenger" ObjectArchetype=UTVehicle_Walker'UTGame.Default__UTVehicle_Walker' } |
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