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/** * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved. */ class UTVehicle_Fury_Content extends UTVehicle_Fury; /** dynamic light which moves around following primary fire beam impact point */ var UTFuryBeamLight BeamLight; simulated function PostBeginPlay() { Super.PostBeginPlay(); AnimPlayer = UTAnimNodeSequence(Mesh.FindAnimNode('AnimPlayer')); BlendNode = AnimNodeBlend(Mesh.FindAnimNode('LandBlend')); ArmBlendNodes[0] = UTAnimBlendByCollision( Mesh.FindAnimNode('UpRtBlend') ); ArmBlendNodes[1] = UTAnimBlendByCollision( Mesh.FindAnimNode('UpLtBlend') ); ArmBlendNodes[2] = UTAnimBlendByCollision( Mesh.FindAnimNode('LwRtBlend') ); ArmBlendNodes[3] = UTAnimBlendByCollision( Mesh.FindAnimNode('LwLtBlend') ); } simulated event PlayLanding() { Mesh.bForceDiscardRootMotion = false; AnimPlayer.PlayAnimation('Land',1.0,false); BlendNode.SetBlendTarget(1.0, 0.25); } simulated event PlayTakeOff() { AnimPlayer.PlayAnimation('TakeOff',1.0,false); BlendNode.SetBlendTarget(0.0,TakeOffRate); } event OnAnimEnd(AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime) { Super.OnAnimEnd(SeqNode, PlayedTime, ExcessTime); if (SeqNode.AnimSeqName == 'TakeOff') { Mesh.bForceDiscardRootMotion = true; } } simulated event Destroyed() { Super.Destroyed(); if (BeamLight != None) { BeamLight.Destroy(); } } simulated function KillBeamEmitter() { Super.KillBeamEmitter(); if (BeamLight != None) { BeamLight.Destroy(); } } simulated function SetBeamEmitterHidden(bool bHide) { Super.SetBeamEmitterHidden(bHide); if (bHide && BeamLight != None) { BeamLight.AmbientSound.Stop(); BeamLight.Destroy(); } } simulated function VehicleWeaponFired( bool bViaReplication, vector HitLocation, int SeatIndex ) { Super.VehicleWeaponFired(bViaReplication,HitLocation,SeatIndex); if (WorldInfo.NetMode != NM_DedicatedServer && !IsZero(HitLocation)) { if (BeamLight == None || BeamLight.bDeleteMe) { BeamLight = spawn(class'UTFuryBeamLight'); BeamLight.AmbientSound.Play(); } BeamLight.SetLocation(HitLocation + vect(0,0,128)); } } defaultproperties { BoostCameraShake=CameraAnim'Camera_FX.VH_Fury.C_VH_Fury_Boost' BeamTemplate=ParticleSystem'VH_Fury.Effects.P_VH_Fury_AltBeam' BeamSockets(0)="ArmSocket0" BeamSockets(1)="ArmSocket1" BeamSockets(2)="ArmSocket2" BeamSockets(3)="ArmSocket3" EndPointParamName="LinkBeamEnd" EndPointNormalParamName="FuryBeamTargetTangent" EndPointNormalLength=-200.000000 BeamFireSound=SoundCue'A_Vehicle_Fury.Cue.A_Vehicle_Fury_AltBeamCue' AfterburnerSound=SoundCue'A_Vehicle_Fury.Cue.A_Vehicle_Fury_ThrustCue' StrafeSound=SoundCue'A_Vehicle_Fury.Cue.A_Vehicle_Fury_StrafeCue' Begin Object Class=AudioComponent Name=BeamAmbientSoundComponent ObjName=BeamAmbientSoundComponent Archetype=AudioComponent'Engine.Default__AudioComponent' bStopWhenOwnerDestroyed=True bShouldRemainActiveIfDropped=True Name="BeamAmbientSoundComponent" ObjectArchetype=AudioComponent'Engine.Default__AudioComponent' End Object BeamAmbientSound=BeamAmbientSoundComponent BeamStartSound=SoundCue'A_Vehicle_Fury.Cue.A_Vehicle_Fury_AltBeamStartCue' BeamStopSound=SoundCue'A_Vehicle_Fury.Cue.A_Vehicle_Fury_AltBeamStopCue' Begin Object Class=AudioComponent Name=BoostAmbientSoundComponent ObjName=BoostAmbientSoundComponent Archetype=AudioComponent'Engine.Default__AudioComponent' bStopWhenOwnerDestroyed=True bShouldRemainActiveIfDropped=True Name="BoostAmbientSoundComponent" ObjectArchetype=AudioComponent'Engine.Default__AudioComponent' End Object BoostComponent=BoostAmbientSoundComponent JetSFX(0)=(ExhaustTag="MainThrusters") JetSFX(1)=(ExhaustTag="LeftThrusters") JetSFX(2)=(ExhaustTag="RightThrusters") BoosterNames(0)="MainThrustersBoost" BoosterNames(1)="LeftThrustersBoost" BoosterNames(2)="RightThrustersBoost" bHasEnemyVehicleSound=True Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle_Fury:MyLightEnvironment' ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle_Fury:MyLightEnvironment' End Object LightEnvironment=MyLightEnvironment Seats(0)=(GunClass=Class'UTGameContent.UTVWeap_FuryGun',GunSocket=("LeftCannonA","RightCannonA","LeftCannonB","RightCannonB","LeftCannonC","RightCannonC"),GunPivotPoints=("LeftCannon","RightCannon"),WeaponEffects=((SocketName="ArmSocket0",Scale3D=(X=5.000000,Y=8.000000,Z=8.000000)),(SocketName="ArmSocket1",Scale3D=(X=5.000000,Y=8.000000,Z=8.000000)),(SocketName="ArmSocket2",Scale3D=(X=5.000000,Y=8.000000,Z=8.000000)),(SocketName="ArmSocket3",Scale3D=(X=5.000000,Y=8.000000,Z=8.000000))),TurretControls=("LeftTurretConstraint","RightTurretConstraint","LeftTentacleTurretConstraint","RightTentacleTurretConstraint"),CameraBaseOffset=(X=0.000000,Y=0.000000,Z=100.000000),CameraOffset=-400.000000,SeatIconPOS=(X=0.480000,Y=0.500000)) VehicleEffects(0)=(EffectStartTag="EngineStart",EffectEndTag="EngineStop",bRestartRunning=True,EffectTemplate=ParticleSystem'VH_Fury.Effects.P_VH_Fury_Exhaust',EffectTemplate_Blue=ParticleSystem'VH_Fury.Effects.P_VH_Fury_Exhaust_Blue',EffectSocket="ExhaustSocket") VehicleEffects(1)=(EffectStartTag="DamageSmoke",EffectEndTag="NoDamageSmoke",EffectTemplate=ParticleSystem'Envy_Effects.Vehicle_Damage.P_Vehicle_Damage_1_Fury',EffectSocket="DamageSmoke_01") DamageParamScaleLevels(0)=(DamageParamName="Damage1",Scale=3.000000) DamageParamScaleLevels(1)=(DamageParamName="Damage2",Scale=3.000000) DamageParamScaleLevels(2)=(DamageParamName="Damage3",Scale=3.000000) DamageMorphTargets(0)=(MorphNodeName="MorphNodeW_Bottom",InfluenceBone="Tail_Damage1",Health=100,DamagePropNames=("Damage2")) DamageMorphTargets(1)=(MorphNodeName="MorphNodeW_Left",InfluenceBone="Lt_Wing_Damage1",Health=100,DamagePropNames=("Damage1")) DamageMorphTargets(2)=(MorphNodeName="MorphNodeW_Left",InfluenceBone="Lt_Wing_Damage2",Health=100,DamagePropNames=("Damage1")) DamageMorphTargets(3)=(MorphNodeName="MorphNodeW_Right",InfluenceBone="Rt_Wing_Damage1",Health=100,DamagePropNames=("Damage1")) DamageMorphTargets(4)=(MorphNodeName="MorphNodeW_Right",InfluenceBone="Rt_Wing_Damage2",Health=100,DamagePropNames=("Damage1")) DamageMorphTargets(5)=(InfluenceBone="Base_Animated",Health=100,DamagePropNames=("Damage3")) TeamMaterials(0)=MaterialInstanceConstant'VH_Fury.Materials.MI_VH_Fury_Red' TeamMaterials(1)=MaterialInstanceConstant'VH_Fury.Materials.MI_VH_Fury_Blue' BigExplosionTemplates(0)=(Template=ParticleSystem'Envy_Effects.VH_Deaths.P_VH_Death_SMALL_Far',MinDistance=350.000000) BigExplosionTemplates(1)=(Template=ParticleSystem'Envy_Effects.VH_Deaths.P_VH_Death_SMALL_Near') BigExplosionSocket="VH_Death" Begin Object Class=AudioComponent Name=BaseScrapeSound ObjName=BaseScrapeSound Archetype=AudioComponent'Engine.Default__AudioComponent' SoundCue=SoundCue'A_Gameplay.A_Gameplay_Onslaught_MetalScrape01Cue' Name="BaseScrapeSound" ObjectArchetype=AudioComponent'Engine.Default__AudioComponent' End Object ScrapeSound=BaseScrapeSound SpawnInSound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleFadeInNecris01Cue' SpawnOutSound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleFadeOutNecris01Cue' IconCoords=(U=858.000000,V=73.000000,UL=51.000000,VL=20.000000) SpawnMaterialLists(0)=(Materials=(MaterialInstanceConstant'VH_Fury.Materials.MI_VH_Fury_Spawn_Red')) SpawnMaterialLists(1)=(Materials=(MaterialInstanceConstant'VH_Fury.Materials.MI_VH_Fury_Spawn_Blue')) BurnOutMaterial(0)=MaterialInstanceTimeVarying'VH_Fury.Materials.MITV_VH_Fury_Red_BO' BurnOutMaterial(1)=MaterialInstanceTimeVarying'VH_Fury.Materials.MITV_VH_Fury_Blue_BO' HoverBoardAttachSockets(0)="HoverAttach00" HoverBoardAttachSockets(1)="HoverAttach01" ReferenceMovementMesh=StaticMesh'Envy_Effects.Mesh.S_Air_Wind_Ball' EnemyVehicleSound(0)=SoundNodeWave'A_Character_IGMale.BotStatus.A_BotStatus_IGMale_EnemyFury' EnemyVehicleSound(1)=SoundNodeWave'A_Character_Jester.BotStatus.A_BotStatus_Jester_EnemyFury' EnemyVehicleSound(2)=SoundNodeWave'A_Character_Othello.BotStatus.A_BotStatus_Othello_EnemyFury' HudCoords=(U=543.000000,UL=-147.000000,VL=103.000000) Begin Object Class=UTVehicleSimChopper Name=SimObject ObjName=SimObject Archetype=UTVehicleSimChopper'UTGame.Default__UTVehicle_Fury:SimObject' ObjectArchetype=UTVehicleSimChopper'UTGame.Default__UTVehicle_Fury:SimObject' End Object SimObj=SimObject Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup_1 ObjName=MyStayUprightSetup_1 Archetype=RB_StayUprightSetup'UTGame.Default__UTVehicle_Fury:MyStayUprightSetup_1' ObjectArchetype=RB_StayUprightSetup'UTGame.Default__UTVehicle_Fury:MyStayUprightSetup_1' End Object StayUprightConstraintSetup=RB_StayUprightSetup'UTGameContent.Default__UTVehicle_Fury_Content:MyStayUprightSetup_1' Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance_1 ObjName=MyStayUprightConstraintInstance_1 Archetype=RB_ConstraintInstance'UTGame.Default__UTVehicle_Fury:MyStayUprightConstraintInstance_1' ObjectArchetype=RB_ConstraintInstance'UTGame.Default__UTVehicle_Fury:MyStayUprightConstraintInstance_1' End Object StayUprightConstraintInstance=RB_ConstraintInstance'UTGameContent.Default__UTVehicle_Fury_Content:MyStayUprightConstraintInstance_1' Begin Object Class=AudioComponent Name=FuryEngineSound ObjName=FuryEngineSound Archetype=AudioComponent'Engine.Default__AudioComponent' SoundCue=SoundCue'A_Vehicle_Fury.Cue.A_Vehicle_Fury_EngineLoopCue' Name="FuryEngineSound" ObjectArchetype=AudioComponent'Engine.Default__AudioComponent' End Object EngineSound=FuryEngineSound CollisionSound=SoundCue'A_Vehicle_Fury.Cue.A_Vehicle_Fury_Collide' EnterVehicleSound=SoundCue'A_Vehicle_Fury.Cue.A_Vehicle_Fury_StartCue' ExitVehicleSound=SoundCue'A_Vehicle_Fury.Cue.A_Vehicle_Fury_StopCue' Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTVehicle_Fury:SVehicleMesh' SkeletalMesh=SkeletalMesh'VH_Fury.Mesh.SK_VH_Fury' AnimTreeTemplate=AnimTree'VH_Fury.Anims.AT_VH_Fury' PhysicsAsset=PhysicsAsset'VH_Fury.Mesh.SK_VH_Fury_Physics' AnimSets(0)=AnimSet'VH_Fury.Anims.K_VH_Fury' MorphSets(0)=MorphTargetSet'VH_Fury.Mesh.SK_VH_Fury_MorphTargets' ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTVehicle_Fury:SVehicleMesh' End Object Mesh=SVehicleMesh Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTVehicle_Fury:CollisionCylinder' ObjectArchetype=CylinderComponent'UTGame.Default__UTVehicle_Fury:CollisionCylinder' End Object CylinderComponent=CollisionCylinder Components(0)=CollisionCylinder Components(1)=SVehicleMesh Components(2)=MyLightEnvironment Components(3)=SimObject Components(4)=FuryEngineSound Components(5)=BaseScrapeSound Components(6)=BeamAmbientSoundComponent Components(7)=BoostAmbientSoundComponent DrawScale=1.300000 CollisionComponent=SVehicleMesh Name="Default__UTVehicle_Fury_Content" ObjectArchetype=UTVehicle_Fury'UTGame.Default__UTVehicle_Fury' } |
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