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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTWeap_Stinger extends UTWeapon; var(Weapon) float WindDownTime[2]; var int WarmupShots[2]; var SoundCue WeaponLoadSnd; var SoundCue WeaponSpinUpSnd[2]; var SoundCue WeaponSpinDownSnd[2]; var SoundCue WeaponWarmUpShotSnd; var SoundCue WeaponFireStart; var AudioComponent SpinningBarrelSound; var SoundCue SpinningBarrelCue; var name WeaponSpinUpAnims[2]; var name WeaponSpinDownAnims[2]; var name WeaponFireAnims[2]; /** spin up, down, and fire animations to match above for the arm mesh */ var name ArmSpinUpAnims[2]; var name ArmSpinDownAnims[2]; var name ArmFireAnims[2]; var int WarmupShotCount; var float DesiredShotTime; var ParticleSystemComponent PrimaryMuzzleFlashPSC; var MaterialInstanceConstant WeaponMaterialInstance; simulated function PostBeginPlay() { Super.PostBeginPlay(); // Atttach the muzzle flash SkeletalMeshComponent(Mesh).AttachComponentToSocket(PrimaryMuzzleFLashPSC, MuzzleFlashSocket); } /** Needed so when the function is called on this object it will be found and then because we are in a state that version will be used **/ simulated function FireWarmupShot(); simulated function SetSkin(Material NewMaterial) { Super.SetSkin(NewMaterial); if( WorldInfo.NetMode != NM_DedicatedServer ) { WeaponMaterialInstance = Mesh.CreateAndSetMaterialInstanceConstant(1); } } /********************************************************************************************* * state WindUp * The Minigun will first enter this state during the firing sequence. It winds up the barrel * * Because we don't have animations or sounds, it just delays a bit then fires. *********************************************************************************************/ simulated state WeaponWindUp { simulated function bool RefireCheck() { // if switching to another weapon, abort firing and put down right away if( bWeaponPutDown ) { GotoState('WeaponWindDown'); return false; } // If weapon should keep on firing, then do not leave state and fire again. if( ShouldRefire() ) { return true; } // if out of ammo, then call weapon empty notification if( !HasAnyAmmo() ) { GotoState('Active'); WeaponEmpty(); return false; } else { GotoState('WeaponWindDown'); return false; } } simulated function WeaponWarmedUp() { if ( RefireCheck() ) GotoState('WeaponFiring'); } simulated function bool IsFiring() { return true; } simulated function FireWarmupShot() { local float NextShotTime; if ( WarmupShotCount >= WarmupShots[CurrentFireMode] ) { GotoState('WeaponFiring'); } else if ( RefireCheck() ) { FireAmmunition(); WeaponPlaySound(WeaponWarmUpShotSnd); NextShotTime = FMax(0.001,((WarmupShots[CurrentFireMode]-WarmupShotCount)*0.16 + 1.1)*FireInterval[CurrentFireMode]+DesiredShotTime-WorldInfo.TimeSeconds); SetTimer(NextShotTime,false,'FireWarmupShot'); WarmupShotCount++; DesiredShotTime = WorldInfo.TimeSeconds + NextShotTime; } } simulated function BeginState(name PreviousStateName) { MuzzleFlashPSCTemplate = default.MuzzleFlashPSCTemplate; Super.BeginState(PreviousStateName); ClearTimer('OnAnimEnd'); if( WorldInfo.NetMode != NM_DedicatedServer ) { WeaponMaterialInstance.SetScalarParameterValue('Stinger_Belt_Speed', 4.0); } ClearTimer('StopBeltPanner'); PlayWeaponAnimation( WeaponSpinUpAnims[CurrentFireMode], 0.8, false ); PlayArmAnimation( ArmSpinUpAnims[CurrentFireMode], 0.8); WeaponPlaySound(WeaponSpinUpSnd[CurrentFireMode]); WarmupShotCount = 0; DesiredShotTime = WorldInfo.TimeSeconds; FireWarmupShot(); } simulated function EndState(name NextStateName) { Super.EndState(NextStateName); ClearFlashLocation(); ClearTimer('FireWarmupShot'); // Catchall just in case. } } /********************************************************************************************* * State WindDown * The Minigun enteres this state when it stops firing. It slows the barrels down and when * done, goes active/down/etc. * * Because we don't have animations or sounds, it just delays a bit then exits *********************************************************************************************/ simulated state WeaponWindDown { simulated function bool IsFiring() { return true; } simulated function Timer() { if ( bWeaponPutDown ) { // if switched to another weapon, put down right away PutDownWeapon(); } else { // Return to the active state GotoState('Active'); } } Begin: PlayWeaponAnimation( WeaponSpinDownAnims[CurrentFireMode], 1.5, false ); PlayArmAnimation(ArmSpinDownAnims[CurrentFireMode], 1.5); SetTimer(1.2, FALSE, 'StopBeltPanner'); WeaponPlaySound(WeaponSpinDownSnd[CurrentFireMode]); SetTimer(WindDownTime[CurrentFireMode],false); } simulated function StopBeltPanner() { if( WorldInfo.NetMode != NM_DedicatedServer ) { WeaponMaterialInstance.SetScalarParameterValue('Stinger_Belt_Speed', 0.0); } } simulated function PlayFiringSound() { if(CurrentFireMode == 1) { WeaponPlaySound(WeaponFireSnd[CurrentFireMode]); } MakeNoise(1.0); } simulated state Active { /** Initialize the weapon as being active and ready to go. */ simulated function BeginState( Name PreviousStateName ) { local int i; // When coming from wind down, allow animation to finish, and then call OnAnimEnd (which plays the idle anim) if(PreviousStateName == 'WeaponWindDown') { SetTimer(1.5, FALSE, 'OnAnimEnd'); } else { OnAnimEnd(none, 0.f, 0.f); } if (bDebugWeapon) { LogInternal("---"@self@"has entered the Active State"@PreviousStateName); } // Check to see if we need to go down if( bWeaponPutDown ) { PutDownWeapon(); } else if ( !HasAnyAmmo() ) { WeaponEmpty(); } else { // if either of the fire modes are pending, perform them for( i=0; i<InvManager.PendingFire.Length; i++ ) { if( PendingFire(i) ) { BeginFire(i); DemoBeginFire(i); break; } } } if (InvManager != none && InvManager.LastAttemptedSwitchToWeapon != none) { if (InvManager.LastAttemptedSwitchToWeapon != self) { InvManager.LastAttemptedSwitchToWeapon.ClientWeaponSet(true); } InvManager.LastAttemptedSwitchToWeapon = none; } } }; /********************************************************************************************* * State WeaponFiring * See UTWeapon.WeaponFiring *********************************************************************************************/ simulated state WeaponFiring { /** * Called when the weapon is done firing, handles what to do next. * We override the default here so as to go to the WindDown state. */ simulated function RefireCheckTimer() { // if switching to another weapon, abort firing and put down right away if( bWeaponPutDown ) { GotoState('WeaponWindDown'); return; } // If weapon should keep on firing, then do not leave state and fire again. if( ShouldRefire() ) { FireAmmunition(); return; } // if out of ammo, then call weapon empty notification if( !HasAnyAmmo() ) { GotoState('Active'); WeaponEmpty(); } else { GotoState('WeaponWindDown'); } } simulated function BeginState(Name PreviousStateName) { local UTPawn POwner; MuzzleFlashPSCTemplate = none; super.BeginState(PreviousStateName); POwner = UTPawn(Instigator); if (POwner != None && CurrentFireMode == 0) { POwner.SetWeaponAmbientSound(WeaponFireSnd[CurrentFireMode]); WeaponPlaySound(WeaponFireStart); } if (CurrentFireMode == 0) { if (GetHand() != HAND_Hidden) { PrimaryMuzzleFlashPSC.ActivateSystem(); } PlayWeaponAnimation(WeaponFireAnims[0],1.0, true); //GetFireInterval(0),true); PlayArmAnimation(ArmFireAnims[0],1.0,false,true); } else { PlayWeaponAnimation(WeaponFireAnims[1],1.0, true); //,GetFireInterval(1),true); PlayArmAnimation(ArmFireAnims[1],1.0,false,true); } if(SpinningBarrelSound == none) { SpinningBarrelsound = CreateAudioComponent(SpinningBarrelCue, false, true); } if(SpinningBarrelSound != none) SpinningBarrelSound.FadeIn(0.2f,1.0f); } simulated function EndState(Name NextStateName) { local UTPawn POwner; super.EndState(NextStateName); POwner = UTPawn(Instigator); if (POwner != None) { POwner.SetWeaponAmbientSound(None); } if(SpinningBarrelSound != none) { SpinningBarrelSound.FadeOut(0.2f,0.0f); SpinningBarrelSound=none; } PrimaryMuzzleFlashPSC.DeActivateSystem(); } simulated function bool IsFiring() { return true; } Begin: TimeWeaponFiring(CurrentFireMode); } /** * This function checks to see if the weapon has any ammo available for a given fire mode. * * @param FireModeNum - The Fire Mode to Test For * @param Amount - [Optional] Check to see if this amount is available. If 0 it will default to checking * for the ShotCost */ simulated function bool HasAmmo( byte FireModeNum, optional int Amount ) { if (Amount==0) return (AmmoCount >= 1); else return ( AmmoCount >= Amount ); } //----------------------------------------------------------------- // AI Interface function float GetAIRating() { local UTBot B; B = UTBot(Instigator.Controller); if ( (B== None) || (B.Enemy == None) ) return AIRating; if ( !B.LineOfSightTo(B.Enemy) ) return AIRating - 0.15; return AIRating * FMin(Pawn(Owner).GetDamageScaling(), 1.5); } /* BestMode() choose between regular or alt-fire */ function byte BestMode() { local float EnemyDist; local UTBot B; local UTPawn EnemyPawn; if ( IsFiring() ) return CurrentFireMode; B = UTBot(Instigator.Controller); if ( (B == None) || (B.Enemy == None) ) return 0; if ( UTSlowVolume(B.Enemy.PhysicsVolume) != None ) { return 1; } EnemyPawn = UTPawn(B.Enemy); if ( (EnemyPawn != None) && EnemyPawn.bHasSlowField ) { return 1; } EnemyDist = VSize(B.Enemy.Location - Instigator.Location); if ( EnemyDist < 2000 ) return 0; return 1; } defaultproperties { WindDownTime(0)=0.270000 WindDownTime(1)=0.330000 WarmupShots(0)=5 WarmupShots(1)=1 WeaponSpinUpSnd(0)=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_BarrelWindStartCue' WeaponSpinUpSnd(1)=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_BarrelWindStartCue' WeaponSpinDownSnd(0)=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_BarrelWindStopCue' WeaponSpinDownSnd(1)=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_BarrelWindStopCue' WeaponWarmUpShotSnd=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_FireCue' SpinningBarrelCue=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_BarrelWindLoopCue' WeaponSpinUpAnims(0)="WeaponRampUp" WeaponSpinUpAnims(1)="WeaponRampUp" WeaponSpinDownAnims(0)="WeaponRampDown" WeaponSpinDownAnims(1)="WeaponRampDown" WeaponFireAnims(0)="WeaponFire" WeaponFireAnims(1)="WeaponFire-Secondary" ArmSpinUpAnims(0)="WeaponRampUp" ArmSpinUpAnims(1)="WeaponRampUp" ArmSpinDownAnims(0)="WeaponRampDown" ArmSpinDownAnims(1)="WeaponRampDown" ArmFireAnims(0)="WeaponFire" ArmFireAnims(1)="WeaponFire-Secondary" Begin Object Class=ParticleSystemComponent Name=MuzzleFlashComponent ObjName=MuzzleFlashComponent Archetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent' Template=ParticleSystem'WP_Stinger.Particles.P_Stinger_MF_Primary' bAutoActivate=False SecondsBeforeInactive=1.000000 DepthPriorityGroup=SDPG_Foreground Name="MuzzleFlashComponent" ObjectArchetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent' End Object PrimaryMuzzleFlashPSC=MuzzleFlashComponent bFastRepeater=True bTargetFrictionEnabled=True bTargetAdhesionEnabled=True AmmoCount=100 LockerAmmoCount=150 MaxAmmoCount=300 ShotCost(1)=2 IconX=273 IconY=413 IconWidth=84 IconHeight=50 IconCoordinates=(U=453.000000,V=508.000000,UL=147.000000,VL=52.000000) CrossHairCoordinates=(U=448.000000,V=0.000000) InventoryGroup=6 AttachmentClass=Class'UTGame.UTAttachment_Stinger' GroupWeight=0.520000 QuickPickGroup=6 QuickPickWeight=0.900000 WeaponFireAnim(0)= WeaponFireAnim(1)= ArmFireAnim(0)= ArmFireAnim(1)= ArmsAnimSet=AnimSet'WP_Stinger.Anims.K_WP_Stinger_1P_Arms' WeaponFireSnd(0)=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_FireLoopCue' WeaponFireSnd(1)=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_FireAltCue' WeaponPutDownSnd=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_LowerCue' WeaponEquipSnd=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_RaiseCue' WeaponColor=(B=0,G=255,R=255,A=255) MuzzleFlashPSCTemplate=ParticleSystem'WP_Stinger.Particles.P_Stinger_MF_Primary_WarmUP' MuzzleFlashAltPSCTemplate=ParticleSystem'WP_Stinger.Particles.P_Stinger_MF_Alt_Fire' MuzzleFlashLightClass=Class'UTGame.UTStingerMuzzleFlashLight' PlayerViewOffset=(X=0.000000,Y=2.000000,Z=0.000000) WidescreenRotationOffset=(Pitch=0,Yaw=0,Roll=0) LockerRotation=(Pitch=0,Yaw=0,Roll=-16384) CurrentRating=0.710000 aimerror=700.000000 AimingHelpRadius(0)=8.500000 AimingHelpRadius(1)=11.500000 WeaponFireTypes(1)=EWFT_Projectile FiringStatesArray(0)="WeaponWindUp" WeaponProjectiles(1)=Class'UTGame.UTProj_StingerShard' FireInterval(0)=0.100000 FireInterval(1)=0.280000 Spread(0)=0.067500 InstantHitDamage(0)=14.000000 InstantHitDamageTypes(0)=Class'UTGame.UTDmgType_StingerBullet' EquipTime=0.600000 FireOffset=(X=19.000000,Y=10.000000,Z=-10.000000) bInstantHit=True Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh' FOV=65.000000 SkeletalMesh=SkeletalMesh'WP_Stinger.Mesh.SK_WP_Stinger_1P' Begin Object Class=AnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=AnimNodeSequence'Engine.Default__AnimNodeSequence' Name="MeshSequenceA" ObjectArchetype=AnimNodeSequence'Engine.Default__AnimNodeSequence' End Object Animations=AnimNodeSequence'UTGame.Default__UTWeap_Stinger:MeshSequenceA' AnimSets(0)=AnimSet'WP_Stinger.Anims.K_WP_Stinger_1P_Base' ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh' End Object Mesh=FirstPersonMesh Priority=9.500000 AIRating=0.710000 ItemName="Stinger Minigun" MaxDesireability=0.730000 PickupMessage="Stinger Minigun" PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Stinger_Cue' Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh' SkeletalMesh=SkeletalMesh'WP_Stinger.Mesh.SK_WP_Stinger_3P_Mid' ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh' End Object DroppedPickupMesh=PickupMesh PickupFactoryMesh=PickupMesh Name="Default__UTWeap_Stinger" ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon' } |
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