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/** * * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved. */ class UTVehicle_Nemesis extends UTVehicle; /** animation for entering/exiting the vehicle */ var AnimNodeSequence EnterExitSequence; /** skeletal controllers that should only be enabled when someone is driving the vehicle */ var array<SkelControlBase> DrivingControllers; /** skeletal controllers that control the height of the turret */ var array<SkelControlBase> TurretHeightControllers; /** indicates whether the turret is raised or lowered */ enum ETurretHeightSetting { THS_Lowered, THS_Normal, THS_Raised, }; var repnotify ETurretHeightSetting TurretHeightSetting; var ETurretHeightSetting LastTurretHeightSetting; /** The Template of the Beam to use */ var ParticleSystem BeamTemplate; /** The particle system to use when in the raised position */ var ParticleSystem OrbPoweredUpParticle; var ParticleSystem OrbPoweredUpParticle_Blue; /** Nemesis has a material which has colors for on and off and then a switch to flip between them **/ var LinearColor PowerOrbColorOn_Red; var LinearColor PowerOrbColorOn_Blue; var LinearColor PowerOrbColorOff_Red; var LinearColor PowerOrbColorOff_Blue; /** The particle system to use otherwise */ var ParticleSystem RegularOrb; var ParticleSystem RegularOrb_Blue; /** sounds for raising and lowering the turret */ var SoundCue TurretRaiseSound, TurretLowerSound; /** audio component to play raise/lower sounds on */ var AudioComponent TurretAudioComponent; /** Normal engine force */ var(Movement) float NormalEngineForce; /** Engine force when raised */ var(Movement) float RaisedEngineForce; /** Engine force when lowered */ var(Movement) float LoweredEngineForce; /** Normal max speed */ var(Movement) float NormalMaxSpeed; /** max speed when raised */ var(Movement) float RaisedMaxSpeed; /** max speed when lowered */ var(Movement) float LoweredMaxSpeed; /** Firing rate increase when raised */ var(Movement) float RaisedFiringRate; /** Last Turret Height setting transition start time */ var float LastTurretHeightTransitionTime; /** CameraScale to use when lowered */ var(Movement) float LoweredCameraScale; /** BaseCameraOffset to use when lowered */ var(Movement) vector LoweredCameraOffset; /** time to transition to lowered camera mode */ var(Movement) float FastCamTransitionTime; /** camera lag when in crouched mode */ var(Movement) float LoweredCameraLag; /** FOV when lowered */ var float LoweredFOV; /** Camera shake to play when going lowered */ var CameraAnim LoweredCamShake; /** true when want to transition camera back out of lowered camera mode */ var bool bTransitionCameraScale; /** bRiseReset becomes true when rise becomes zero again after a posture transition, allowing toggling of postures with same key */ var bool bRiseReset; var AnimNodeBlend CrouchBlend; replication { if (Role == ROLE_Authority) TurretHeightSetting; } simulated event PostBeginPlay() { //local UTVehicleSimHovertank TankObj; Super.PostBeginPlay(); EnterExitSequence = AnimNodeSequence(Mesh.Animations.FindAnimNode('EnterExitNode')); if (EnterExitSequence == None) WarnInternal("Could not find EnterExitNode for mesh (" $ Mesh $ ")"); DrivingControllers[DrivingControllers.length] = Mesh.FindSkelControl('GunYawLock'); DrivingControllers[DrivingControllers.length] = Mesh.FindSkelControl('GunPitchLock'); DrivingControllers[DrivingControllers.length] = Mesh.FindSkelControl('TurretBaseLock'); DrivingControllers[DrivingControllers.length] = Mesh.FindSkelControl('TurretBaseLock'); SetDrivingControllersActive(false); TurretHeightControllers[TurretHeightControllers.length] = Mesh.FindSkelControl('HeightControl1'); TurretHeightControllers[TurretHeightControllers.length] = Mesh.FindSkelControl('HeightControl2'); CrouchBlend = AnimNodeBlend(Mesh.FindAnimNode('CrouchNode')); OrbPower(false); // On console - disallow turning in place when you steer. if (WorldInfo.bUseConsoleInput || (UTGameReplicationInfo(WorldInfo.GRI) != None && UTGameReplicationInfo(WorldInfo.GRI).bConsoleServer)) { //TankObj = UTVehicleSimHovertank(SimObj); //TankObj.bTurnInPlaceOnSteer = false; } // we have a separate material for the power orb Mesh.CreateAndSetMaterialInstanceConstant(1); } simulated function SetDrivingControllersActive(bool bNowActive) { local int i; for (i = 0; i < DrivingControllers.length; i++) { if (DrivingControllers[i] != None) { DrivingControllers[i].SetSkelControlActive(bNowActive); } } } simulated function DrivingStatusChanged() { Super.DrivingStatusChanged(); OrbPower(bDriving); SetDrivingControllersActive(bDriving); SetTurretHeight(bDriving ? THS_Normal : THS_Lowered); if (CrouchBlend != None) { CrouchBlend.SetBlendTarget(0.0, EnterExitSequence.GetAnimPlaybackLength()); } if (Role == ROLE_Authority) { if (UTBot(Controller) != None) { SetTimer(2.0, true, 'CheckAIStance'); } else { ClearTimer('CheckAIStance'); } } } /** used by AI to decide what stance to be in */ function CheckAIStance() { local UTBot B; local ETurretHeightSetting NewStance; B = UTBot(Controller); if (B != None) { if (B.IsShootingObjective() || B.Stopped()) { NewStance = THS_Raised; } else if ( B.Enemy == None && B.MoveTarget != None && B.CurrentPath != None && B.NextRoutePath != None && B.InLatentExecution(class'Controller'.const.LATENT_MOVETOWARD) && (B.CurrentPathDir dot vector(Rotation)) > 0.7 && (Normal(B.NextRoutePath.End.Nav.Location - B.NextRoutePath.Start.Location) dot vector(Rotation)) > 0.7 ) { NewStance = THS_Lowered; } else { NewStance = THS_Normal; } SetTurretHeight(NewStance); } } simulated function VehicleWeaponImpactEffects(vector HitLocation, int SeatIndex) { local ParticleSystemComponent Beam; Super.VehicleWeaponImpactEffects(HitLocation, SeatIndex); // Handle Beam Effects for the shock beam if ( !IsZero(HitLocation) ) { Beam = WorldInfo.MyEmitterPool.SpawnEmitter(BeamTemplate, GetEffectLocation(SeatIndex)); Beam.SetVectorParameter('ShockBeamEnd', HitLocation); } } simulated function VehicleWeaponFireEffects(vector HitLocation, int SeatIndex) { if (GetBarrelIndex(SeatIndex) == 0) { VehicleEvent('TankWeapon01'); } else { VehicleEvent('TankWeapon02'); } } function SetTurretHeight(ETurretHeightSetting NewHeightSetting) { if (TurretHeightSetting != NewHeightSetting) { TurretHeightSetting = NewHeightSetting; ApplyTurretHeight(); } } simulated function Tick(float DeltaTime) { local float CamStrength; local UTPlayerController UTPC; Super.Tick(DeltaTime); if ( TurretHeightSetting == THS_Lowered ) { UTPC = UTPlayerController(Controller); if(UTPC != None) { CamStrength = FClamp(VSize(Velocity)/AirSpeed, 0.0, 1.0); UTPC.SetCameraAnimStrength(CamStrength); } } } simulated function ApplyTurretHeight() { local int i; local bool bTurretRaised; local name NewAnim; local float OldFiringRate, CamStrength; local UTPlayerController UTPC; UTPC = UTPlayerController(Controller); LastTurretHeightTransitionTime = WorldInfo.TimeSeconds; bTurretRaised = (TurretHeightSetting == THS_Raised); for (i = 0; i < TurretHeightControllers.length; i++) { if (TurretHeightControllers[i] != None) { TurretHeightControllers[i].SetSkelControlActive(bTurretRaised); } } NewAnim = (TurretHeightSetting == THS_Lowered) ? 'GetOut' : 'GetIn'; if (EnterExitSequence.AnimSeqName != NewAnim) { EnterExitSequence.SetAnim(NewAnim); EnterExitSequence.PlayAnim(, EnterExitSequence.Rate); } if (CrouchBlend != None) { CrouchBlend.SetBlendTarget((TurretHeightSetting == THS_Lowered && bDriving) ? 1.0 : 0.0, EnterExitSequence.GetAnimPlaybackLength()); } TurretAudioComponent.Stop(); if (TurretHeightSetting < LastTurretHeightSetting) { TurretAudioComponent.SoundCue = TurretLowerSound; if (VehicleEffects.length > 2 && VehicleEffects[2].EffectRef != None) { if( GetTeamNum() == 1 ) { VehicleEffects[2].EffectRef.SetTemplate(RegularOrb_Blue); } else { VehicleEffects[2].EffectRef.SetTemplate(RegularOrb); } if (!bDriving) // if the Nemesis is resetting itself after an exit, we don't want this on { VehicleEffects[2].EffectRef.DeactivateSystem(); } } } else { TurretAudioComponent.SoundCue = TurretRaiseSound; } TurretAudioComponent.Play(); LastTurretHeightSetting = TurretHeightSetting; // change engine torque and firing rate based on posture if ( TurretHeightSetting == THS_Raised ) { UTVehicleSimHoverTank(SimObj).MaxThrustForce = RaisedEngineForce; AirSpeed = RaisedMaxSpeed; if( GetTeamNum() == 1 ) { VehicleEffects[2].EffectRef.SetTemplate(OrbPoweredUpParticle_Blue); } else { VehicleEffects[2].EffectRef.SetTemplate(OrbPoweredUpParticle); } DefaultFOV = Default.DefaultFOV; if ( UTPC != None ) { UTPC.StopCameraAnim(FALSE); } } else if ( TurretHeightSetting == THS_Lowered ) { UTVehicleSimHoverTank(SimObj).MaxThrustForce = LoweredEngineForce; AirSpeed = LoweredMaxSpeed; bTransitionCameraScale = true; // for when leave lowered posture DefaultFOV = LoweredFOV; if ( UTPC != None ) { CamStrength = FClamp(VSize(Velocity)/AirSpeed, 0.0, 1.0); UTPC.PlayCameraAnim(LoweredCamShake, CamStrength, 0.8f, 1.f, 0.f, TRUE, FALSE); } } else { UTVehicleSimHoverTank(SimObj).MaxThrustForce = NormalEngineForce; AirSpeed = NormalMaxSpeed; DefaultFOV = Default.DefaultFOV; if ( UTPC != None ) { UTPC.StopCameraAnim(FALSE); } } if ( UTPC != None ) { UTPC.DefaultFOV = DefaultFOV; UTPC.DesiredFOV = DefaultFOV; } UTVehicleSimHoverTank(SimObj).MaxReverseForce = 0.67 * UTVehicleSimHoverTank(SimObj).MaxThrustForce; if ( Seats[0].Gun != None ) { OldFiringRate = Seats[0].Gun.FireInterval[0]; Seats[0].Gun.FireInterval[0] = Seats[0].Gun.Default.FireInterval[0]; if ( TurretHeightSetting == THS_Raised ) { Seats[0].Gun.FireInterval[0] *= RaisedFiringRate; } if ( (Seats[0].Gun.FireInterval[0] != OldFiringRate) && Seats[0].Gun.IsTimerActive('RefireCheckTimer') && (Seats[0].Gun.CurrentFireMode == 0) ) { // make currently firing weapon change firing rate Seats[0].Gun.ClearTimer('RefireCheckTimer'); Seats[0].Gun.TimeWeaponFiring(0); } } } /** Used to make sure we stop the camera anim when you get out of nemesis. */ simulated function DetachDriver( Pawn P ) { Super.DetachDriver(P); if( UTPlayerController(P.Controller) != None ) { UTPlayerController(P.Controller).StopCameraAnim(TRUE); } } simulated function OrbPower(bool bIsActive) { local MaterialInstance MI; if( WorldInfo.NetMode != NM_DedicatedServer ) { if( MaterialInstance( Mesh.Materials[1]) != none ) { MI = MaterialInstance( Mesh.Materials[1] ); } else { MI = Mesh.CreateAndSetMaterialInstanceConstant(1); } MI.SetScalarParameterValue('EnergyCorePower', bIsActive?1:0); if( GetTeamNum() == 1 ) { MI.SetVectorParameterValue( 'PowerOrbColor_On', PowerOrbColorOn_Blue ); MI.SetVectorParameterValue( 'PowerOrbColor_Off', PowerOrbColorOff_Blue ); } else { MI.SetVectorParameterValue( 'PowerOrbColor_On', PowerOrbColorOn_Red ); MI.SetVectorParameterValue( 'PowerOrbColor_Off', PowerOrbColorOff_Red ); } } } simulated function TeamChanged() { local MaterialInstance MI; Super.TeamChanged(); if( WorldInfo.NetMode != NM_DedicatedServer ) { MI = MaterialInstance(Mesh.Materials[1]); if( GetTeamNum() == 1 ) { MI.SetVectorParameterValue( 'PowerOrbColor_On', PowerOrbColorOn_Blue ); MI.SetVectorParameterValue( 'PowerOrbColor_Off', PowerOrbColorOff_Blue ); } else { MI.SetVectorParameterValue( 'PowerOrbColor_On', PowerOrbColorOn_Red ); MI.SetVectorParameterValue( 'PowerOrbColor_Off', PowerOrbColorOff_Red ); } } } simulated function int PartialTurn(int original, int desired, float PctTurn) { local float result; original = original & 65535; desired = desired & 65535; if ( abs(original - desired) > 32768 ) { if ( desired > original ) { original += 65536; } else { desired += 65536; } } result = original*(1-PctTurn) + desired*PctTurn; return (int(result) & 65535); } /** * Force fixed view if in lowered posture */ simulated function Rotator GetViewRotation() { local rotator FixedRotation, ControllerRotation; local float TimeSinceTransition, PctTurn; if ( TurretHeightSetting != THS_Lowered ) { if ( bTransitionCameraScale ) { TimeSinceTransition = WorldInfo.TimeSeconds- LastTurretHeightTransitionTime; if ( TimeSinceTransition < FastCamTransitionTime ) { FixedRotation = super.GetViewRotation(); PctTurn = TimeSinceTransition/FastCamTransitionTime; FixedRotation.Yaw = PartialTurn(Rotation.Yaw, FixedRotation.Yaw, PctTurn); FixedRotation.Pitch = PartialTurn(Rotation.Pitch, FixedRotation.Pitch, PctTurn); FixedRotation.Roll = PartialTurn(Rotation.Roll, FixedRotation.Roll, PctTurn); return FixedRotation; } } return super.GetViewRotation(); } // swing smoothly around to vehicle rotation TimeSinceTransition = WorldInfo.TimeSeconds- LastTurretHeightTransitionTime; if ( TimeSinceTransition < FastCamTransitionTime ) { FixedRotation = super.GetViewRotation(); PctTurn = TimeSinceTransition/FastCamTransitionTime; FixedRotation.Yaw = PartialTurn(FixedRotation.Yaw, Rotation.Yaw, PctTurn); FixedRotation.Pitch = PartialTurn(FixedRotation.Pitch, Rotation.Pitch, PctTurn); FixedRotation.Roll = PartialTurn(FixedRotation.Roll, Rotation.Roll, PctTurn); return FixedRotation; } else { if ( Controller != None ) { ControllerRotation = Rotation; ControllerRotation.Roll = 0; Controller.SetRotation(ControllerRotation); } return Rotation; } } simulated function VehicleCalcCamera(float DeltaTime, int SeatIndex, out vector out_CamLoc, out rotator out_CamRot, out vector CamStart, optional bool bPivotOnly) { local float RealSeatCameraScale; local float TimeSinceTransition; RealSeatCameraScale = SeatCameraScale; if ( TurretHeightSetting == THS_Lowered ) { TimeSinceTransition = WorldInfo.TimeSeconds- LastTurretHeightTransitionTime; if ( TimeSinceTransition < FastCamTransitionTime ) { SeatCameraScale = (LoweredCameraScale*TimeSinceTransition + SeatCameraScale*(FastCamTransitionTime-TimeSinceTransition))/FastCamTransitionTime; Seats[0].CameraBaseOffset = LoweredCameraOffset * TimeSinceTransition/FastCamTransitionTime; CameraLag = (LoweredCameraLag*TimeSinceTransition + Default.CameraLag*(FastCamTransitionTime-TimeSinceTransition))/FastCamTransitionTime; } else { Seats[0].CameraBaseOffset = LoweredCameraOffset; SeatCameraScale = LoweredCameraScale; CameraLag = LoweredCameraLag; } } else if ( bTransitionCameraScale ) { TimeSinceTransition = WorldInfo.TimeSeconds- LastTurretHeightTransitionTime; if ( TimeSinceTransition < FastCamTransitionTime ) { SeatCameraScale = (SeatCameraScale*TimeSinceTransition + LoweredCameraScale*(FastCamTransitionTime-TimeSinceTransition))/FastCamTransitionTime; Seats[0].CameraBaseOffset = LoweredCameraOffset * (FastCamTransitionTime - TimeSinceTransition)/FastCamTransitionTime; CameraLag = (Default.CameraLag*TimeSinceTransition + LoweredCameraLag*(FastCamTransitionTime-TimeSinceTransition))/FastCamTransitionTime; } else { CameraLag = Default.CameraLag; bTransitionCameraScale = false; } } super.VehicleCalcCamera(DeltaTime, SeatIndex, out_CamLoc, out_CamRot, CamStart, bPivotOnly); SeatCameraScale = RealSeatCameraScale; Seats[0].CameraBaseOffset = vect(0,0,0); } simulated function SetInputs(float InForward, float InStrafe, float InUp) { local ETurretHeightSetting NewHeightSetting; Super.SetInputs(InForward, InStrafe, InUp); if (Role == ROLE_Authority) { if ( !bRiseReset ) { bRiseReset = (Rise == 0.f); } if ( !bRiseReset || (WorldInfo.TimeSeconds - LastTurretHeightTransitionTime < 0.25) || (Rise == 0.f) ) { return; } bRiseReset = false; if ( TurretHeightSetting == THS_Normal ) { NewHeightSetting = (Rise < 0.f || bWantsToCrouch) ? THS_Lowered : THS_Raised; } else { NewHeightSetting = THS_Normal; } SetTurretHeight(NewHeightSetting); } } simulated event ReplicatedEvent(name VarName) { if (VarName == 'TurretHeightSetting') { ApplyTurretHeight(); } else { Super.ReplicatedEvent(VarName); } } function bool RecommendLongRangedAttack() { return true; } defaultproperties { BeamTemplate=ParticleSystem'VH_Nemesis.Effects.P_VH_Nemesis_NewBeam' OrbPoweredUpParticle=ParticleSystem'VH_Nemesis.Effects.P_Power_Ball_Raised' OrbPoweredUpParticle_Blue=ParticleSystem'VH_Nemesis.Effects.P_Power_Ball_Raised_Blue' PowerOrbColorOn_Red=(R=0.750000,G=0.070000,B=0.000000,A=1.000000) PowerOrbColorOn_Blue=(R=0.000000,G=0.070000,B=0.750000,A=1.000000) PowerOrbColorOff_Red=(R=14.000000,G=3.750000,B=0.900000,A=1.000000) PowerOrbColorOff_Blue=(R=0.900000,G=3.750000,B=14.000000,A=1.000000) RegularOrb=ParticleSystem'VH_Nemesis.Effects.P_Power_Ball' RegularOrb_Blue=ParticleSystem'VH_Nemesis.Effects.P_Power_Ball_Blue' TurretRaiseSound=SoundCue'A_Vehicle_Nemesis.Cue.A_Vehicle_Nemesis_TurretExtendCue' TurretLowerSound=SoundCue'A_Vehicle_Nemesis.Cue.A_Vehicle_Nemesis_TurretCrouchCue' Begin Object Class=AudioComponent Name=TurretSound ObjName=TurretSound Archetype=AudioComponent'Engine.Default__AudioComponent' bStopWhenOwnerDestroyed=True Name="TurretSound" ObjectArchetype=AudioComponent'Engine.Default__AudioComponent' End Object TurretAudioComponent=TurretSound NormalEngineForce=2000.000000 RaisedEngineForce=2000.000000 LoweredEngineForce=2000.000000 NormalMaxSpeed=500.000000 RaisedMaxSpeed=200.000000 LoweredMaxSpeed=1100.000000 RaisedFiringRate=0.750000 LoweredCameraScale=0.350000 LoweredCameraOffset=(X=-50.000000,Y=0.000000,Z=80.000000) FastCamTransitionTime=0.500000 LoweredCameraLag=0.015000 LoweredFOV=90.000000 LoweredCamShake=CameraAnim'Camera_FX.VH_Nemesis.C_VH_Nemesis_Ground_Rumble' bLookSteerOnSimpleControls=True bHasTurretExplosion=True bCameraNeverHidesVehicle=True bHasEnemyVehicleSound=True bIsNecrisVehicle=True Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle:MyLightEnvironment' ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle:MyLightEnvironment' End Object LightEnvironment=MyLightEnvironment MaxDesireability=0.550000 HornIndex=3 LeftStickDirDeadZone=0.100000 ConsoleSteerScale=1.000000 Seats(0)=(GunClass=Class'UTGameContent.UTVWeap_NemesisTurret',GunSocket=("GunSocketL","GunSocketR"),GunPivotPoints=("BarrelOffset"),WeaponEffects=((SocketName="GunSocketL",Offset=(X=-10.000000,Y=0.000000,Z=0.000000),Scale3D=(X=11.000000,Y=8.000000,Z=8.000000)),(SocketName="GunSocketR",Offset=(X=-10.000000,Y=0.000000,Z=0.000000),Scale3D=(X=11.000000,Y=8.000000,Z=8.000000))),TurretControls=("GunPitch","GunYaw"),CameraTag="ViewSocket",CameraOffset=-310.000000,MuzzleFlashLightClass=Class'UTGameContent.UTNemesisMuzzleFlashLight',ImpactFlashLightClass=Class'UTGameContent.UTNemesisBeamLight',SeatIconPOS=(X=0.460000,Y=0.400000)) VehicleEffects(0)=(EffectStartTag="TankWeapon01",bRestartRunning=True,EffectTemplate=ParticleSystem'VH_Nemesis.Effects.P_MF_Nemesis',EffectSocket="GunSocketL") VehicleEffects(1)=(EffectStartTag="TankWeapon02",bRestartRunning=True,EffectTemplate=ParticleSystem'VH_Nemesis.Effects.P_MF_Nemesis',EffectSocket="GunSocketR") VehicleEffects(2)=(EffectStartTag="EngineStart",EffectEndTag="EngineStop",bRestartRunning=True,EffectTemplate=ParticleSystem'VH_Nemesis.Effects.P_Power_Ball',EffectTemplate_Blue=ParticleSystem'VH_Nemesis.Effects.P_Power_Ball_Blue',EffectSocket="CoreSocket") VehicleEffects(3)=(EffectStartTag="EngineStart",EffectEndTag="EngineStop",bRestartRunning=True,EffectTemplate=ParticleSystem'VH_Nemesis.Effects.P_Nano_Jets',EffectTemplate_Blue=ParticleSystem'VH_Nemesis.Effects.P_Nano_Jets_Blue',EffectSocket="L_Jet1") VehicleEffects(4)=(EffectStartTag="EngineStart",EffectEndTag="EngineStop",bRestartRunning=True,EffectTemplate=ParticleSystem'VH_Nemesis.Effects.P_Nano_Jets',EffectTemplate_Blue=ParticleSystem'VH_Nemesis.Effects.P_Nano_Jets_Blue',EffectSocket="L_Jet2") VehicleEffects(5)=(EffectStartTag="EngineStart",EffectEndTag="EngineStop",bRestartRunning=True,EffectTemplate=ParticleSystem'VH_Nemesis.Effects.P_Nano_Jets',EffectTemplate_Blue=ParticleSystem'VH_Nemesis.Effects.P_Nano_Jets_Blue',EffectSocket="L_Jet3") VehicleEffects(6)=(EffectStartTag="EngineStart",EffectEndTag="EngineStop",bRestartRunning=True,EffectTemplate=ParticleSystem'VH_Nemesis.Effects.P_Nano_Jets',EffectTemplate_Blue=ParticleSystem'VH_Nemesis.Effects.P_Nano_Jets_Blue',EffectSocket="R_Jet1") VehicleEffects(7)=(EffectStartTag="EngineStart",EffectEndTag="EngineStop",bRestartRunning=True,EffectTemplate=ParticleSystem'VH_Nemesis.Effects.P_Nano_Jets',EffectTemplate_Blue=ParticleSystem'VH_Nemesis.Effects.P_Nano_Jets_Blue',EffectSocket="R_Jet2") VehicleEffects(8)=(EffectStartTag="EngineStart",EffectEndTag="EngineStop",bRestartRunning=True,EffectTemplate=ParticleSystem'VH_Nemesis.Effects.P_Nano_Jets',EffectTemplate_Blue=ParticleSystem'VH_Nemesis.Effects.P_Nano_Jets_Blue',EffectSocket="R_Jet3") VehicleEffects(9)=(EffectStartTag="EngineStart",EffectEndTag="EngineStop",bRestartRunning=True,EffectTemplate=ParticleSystem'VH_Nemesis.Effects.P_MF_Nemesis_Constant',EffectTemplate_Blue=ParticleSystem'VH_Nemesis.Effects.P_MF_Nemesis_Constant_Blue',EffectSocket="GunSocketL") VehicleEffects(10)=(EffectStartTag="EngineStart",EffectEndTag="EngineStop",bRestartRunning=True,EffectTemplate=ParticleSystem'VH_Nemesis.Effects.P_MF_Nemesis_Constant',EffectTemplate_Blue=ParticleSystem'VH_Nemesis.Effects.P_MF_Nemesis_Constant_Blue',EffectSocket="GunSocketR") VehicleEffects(11)=(EffectStartTag="DamageSmoke",EffectEndTag="NoDamageSmoke",EffectTemplate=ParticleSystem'Envy_Effects.Vehicle_Damage.P_Vehicle_Damage_1_Nemisis',EffectSocket="DamageSmoke") DamageParamScaleLevels(0)=(DamageParamName="Damage1",Scale=4.000000) DamageParamScaleLevels(1)=(DamageParamName="Damage2",Scale=4.000000) DamageParamScaleLevels(2)=(DamageParamName="Damage3",Scale=6.000000) DamageMorphTargets(0)=(MorphNodeName="MorphNodeW_Front",LinkedMorphNodeName="MorphNodeW_Rear",InfluenceBone="TurretArm",Health=180,DamagePropNames=("Damage3")) DamageMorphTargets(1)=(MorphNodeName="MorphNodeW_Rear",InfluenceBone="TurretBody",Health=180,DamagePropNames=("Damage1")) DamageMorphTargets(2)=(InfluenceBone="LtTail2Damage",Health=180,DamagePropNames=("Damage2")) DamageMorphTargets(3)=(InfluenceBone="RtTail2Damage",Health=180,DamagePropNames=("Damage2")) TeamMaterials(0)=MaterialInstanceConstant'VH_Nemesis.Materials.MI_VH_Nemesis_Red' TeamMaterials(1)=MaterialInstanceConstant'VH_Nemesis.Materials.MI_VH_Nemesis_Blue' BigExplosionTemplates(0)=(Template=ParticleSystem'Envy_Effects.VH_Deaths.P_VH_Death_LARGE_Far',MinDistance=350.000000) BigExplosionTemplates(1)=(Template=ParticleSystem'Envy_Effects.VH_Deaths.P_VH_Death_LARGEL_Near') BigExplosionSocket="VH_Death" DestroyedTurretTemplate=StaticMesh'VH_Nemesis.Mesh.S_VH_Nemisis_Tank_Top' TurretExplosiveForce=3500.000000 ExplosionSound=SoundCue'A_Vehicle_Nemesis.Cue.A_Vehicle_Nemesis_ExplodeCue' SpawnInSound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleFadeInNecris01Cue' SpawnOutSound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleFadeOutNecris01Cue' FlagOffset=(X=-50.000000,Y=40.000000,Z=80.000000) FlagBone="TurretYaw" IconCoords=(U=965.000000,V=36.000000,UL=24.000000,VL=41.000000) SpawnMaterialLists(0)=(Materials=(MaterialInstanceConstant'VH_Nemesis.Materials.MI_VH_Nemesis_Spawn_Red')) SpawnMaterialLists(1)=(Materials=(MaterialInstanceConstant'VH_Nemesis.Materials.MI_VH_Nemesis_Spawn_Blue')) BurnOutMaterial(0)=MaterialInstanceTimeVarying'VH_Nemesis.Materials.MITV_VH_Nemesis_Red_BO' BurnOutMaterial(1)=MaterialInstanceTimeVarying'VH_Nemesis.Materials.MITV_VH_Nemesis_Blue_BO' CollisionDamageMult=0.001300 LookForwardDist=140.000000 HoverBoardAttachSockets(0)="HoverAttach00" HoverBoardAttachSockets(1)="HoverAttach01" WheelParticleEffects(0)=(MaterialType="Generic",ParticleTemplate=ParticleSystem'Envy_Level_Effects_2.Vehicle_Dust_Effects.P_Goliath_Wheel_Dust') WheelParticleEffects(1)=(MaterialType="Dirt",ParticleTemplate=ParticleSystem'Envy_Level_Effects_2.Vehicle_Dust_Effects.P_Goliath_Wheel_Dust') WheelParticleEffects(2)=(MaterialType="Water",ParticleTemplate=ParticleSystem'Envy_Level_Effects_2.Vehicle_Water_Effects.P_Goliath_Water_Splash') WheelParticleEffects(3)=(MaterialType="Snow") EnemyVehicleSound(0)=SoundNodeWave'A_Character_IGMale.BotStatus.A_BotStatus_IGMale_EnemyNemesis' EnemyVehicleSound(1)=SoundNodeWave'A_Character_Jester.BotStatus.A_BotStatus_Jester_EnemyNemesis' EnemyVehicleSound(2)=SoundNodeWave'A_Character_Othello.BotStatus.A_BotStatus_Othello_EnemyNemesis' HudCoords=(U=265.000000,V=143.000000,UL=-89.000000,VL=-143.000000) Begin Object Class=UTVehicleSimHoverTank Name=SimObject ObjName=SimObject Archetype=UTVehicleSimHoverTank'UTGame.Default__UTVehicleSimHoverTank' MaxThrustForce=900.000000 MaxReverseForce=600.000000 LongDamping=0.850000 LatDamping=0.700000 TurnTorqueMax=9000.000000 TurnDamping=4.000000 bStabilizeStops=True StopThreshold=100.000000 DrivingGroundDist=50.000000 ParkedGroundDist=30.000000 CurrentGroundDist=31.000000 GroundDistAdjustSpeed=30.000000 WheelAdjustFactor=55.000000 StabilizationForceMultiplier=2.300000 WheelSuspensionStiffness=75.000000 WheelSuspensionDamping=4.000000 Name="SimObject" ObjectArchetype=UTVehicleSimHoverTank'UTGame.Default__UTVehicleSimHoverTank' End Object SimObj=SimObject Begin Object Class=UTHoverWheel Name=LFWheel ObjName=LFWheel Archetype=UTHoverWheel'UTGame.Default__UTHoverWheel' SteerFactor=1.000000 BoneName="LtTail2" BoneOffset=(X=70.000000,Y=0.000000,Z=-55.000000) WheelRadius=40.000000 SuspensionTravel=55.000000 LongSlipFactor=250.000000 LatSlipFactor=500.000000 HandbrakeLongSlipFactor=250.000000 HandbrakeLatSlipFactor=500.000000 Name="LFWheel" ObjectArchetype=UTHoverWheel'UTGame.Default__UTHoverWheel' End Object Wheels(0)=LFWheel Begin Object Class=UTHoverWheel Name=LMWheel ObjName=LMWheel Archetype=UTHoverWheel'UTGame.Default__UTHoverWheel' BoneName="LtTail3" BoneOffset=(X=0.000000,Y=0.000000,Z=-55.000000) WheelRadius=30.000000 SuspensionTravel=55.000000 LongSlipFactor=0.000000 LatSlipFactor=0.000000 HandbrakeLongSlipFactor=0.000000 HandbrakeLatSlipFactor=0.000000 Name="LMWheel" ObjectArchetype=UTHoverWheel'UTGame.Default__UTHoverWheel' End Object Wheels(1)=LMWheel Begin Object Class=UTHoverWheel Name=LRWheel ObjName=LRWheel Archetype=UTHoverWheel'UTGame.Default__UTHoverWheel' bUseMaterialSpecificEffects=True SteerFactor=1.000000 BoneName="LtTail4" BoneOffset=(X=-35.000000,Y=0.000000,Z=-55.000000) WheelRadius=30.000000 SuspensionTravel=55.000000 LongSlipFactor=0.000000 LatSlipFactor=0.000000 HandbrakeLongSlipFactor=250.000000 HandbrakeLatSlipFactor=250.000000 Name="LRWheel" ObjectArchetype=UTHoverWheel'UTGame.Default__UTHoverWheel' End Object Wheels(2)=LRWheel Begin Object Class=UTHoverWheel Name=RFWheel ObjName=RFWheel Archetype=UTHoverWheel'UTGame.Default__UTHoverWheel' SteerFactor=1.000000 BoneName="RtTail2" BoneOffset=(X=70.000000,Y=0.000000,Z=-55.000000) WheelRadius=40.000000 SuspensionTravel=55.000000 LongSlipFactor=250.000000 LatSlipFactor=500.000000 HandbrakeLongSlipFactor=250.000000 HandbrakeLatSlipFactor=500.000000 Name="RFWheel" ObjectArchetype=UTHoverWheel'UTGame.Default__UTHoverWheel' End Object Wheels(3)=RFWheel Begin Object Class=UTHoverWheel Name=RMWheel ObjName=RMWheel Archetype=UTHoverWheel'UTGame.Default__UTHoverWheel' BoneName="RtTail3" BoneOffset=(X=0.000000,Y=0.000000,Z=-55.000000) WheelRadius=30.000000 SuspensionTravel=55.000000 LongSlipFactor=0.000000 LatSlipFactor=0.000000 HandbrakeLongSlipFactor=0.000000 HandbrakeLatSlipFactor=0.000000 Name="RMWheel" ObjectArchetype=UTHoverWheel'UTGame.Default__UTHoverWheel' End Object Wheels(4)=RMWheel Begin Object Class=UTHoverWheel Name=RRWheel ObjName=RRWheel Archetype=UTHoverWheel'UTGame.Default__UTHoverWheel' bUseMaterialSpecificEffects=True SteerFactor=1.000000 BoneName="RtTail4" BoneOffset=(X=-35.000000,Y=0.000000,Z=-55.000000) WheelRadius=30.000000 SuspensionTravel=55.000000 LongSlipFactor=0.000000 LatSlipFactor=0.000000 HandbrakeLongSlipFactor=250.000000 HandbrakeLatSlipFactor=250.000000 Name="RRWheel" ObjectArchetype=UTHoverWheel'UTGame.Default__UTHoverWheel' End Object Wheels(5)=RRWheel COMOffset=(X=-110.000000,Y=0.000000,Z=-50.000000) Begin Object Class=RB_StayUprightSetup Name=MyStayUprightSetup ObjName=MyStayUprightSetup Archetype=RB_StayUprightSetup'UTGame.Default__UTVehicle:MyStayUprightSetup' ObjectArchetype=RB_StayUprightSetup'UTGame.Default__UTVehicle:MyStayUprightSetup' End Object StayUprightConstraintSetup=RB_StayUprightSetup'UTGameContent.Default__UTVehicle_Nemesis:MyStayUprightSetup' Begin Object Class=RB_ConstraintInstance Name=MyStayUprightConstraintInstance ObjName=MyStayUprightConstraintInstance Archetype=RB_ConstraintInstance'UTGame.Default__UTVehicle:MyStayUprightConstraintInstance' ObjectArchetype=RB_ConstraintInstance'UTGame.Default__UTVehicle:MyStayUprightConstraintInstance' End Object StayUprightConstraintInstance=RB_ConstraintInstance'UTGameContent.Default__UTVehicle_Nemesis:MyStayUprightConstraintInstance' MaxSpeed=1500.000000 Begin Object Class=AudioComponent Name=NemesisEngineSound ObjName=NemesisEngineSound Archetype=AudioComponent'Engine.Default__AudioComponent' SoundCue=SoundCue'A_Vehicle_Nemesis.Cue.A_Vehicle_Nemesis_EngineCue' Name="NemesisEngineSound" ObjectArchetype=AudioComponent'Engine.Default__AudioComponent' End Object EngineSound=NemesisEngineSound CollisionSound=SoundCue'A_Vehicle_Nemesis.Cue.A_Vehicle_Nemesis_CollideCue' EnterVehicleSound=SoundCue'A_Vehicle_Nemesis.Cue.A_Vehicle_Nemesis_EngineStartCue' ExitVehicleSound=SoundCue'A_Vehicle_Nemesis.Cue.A_Vehicle_Nemesis_EngineStopCue' bTurnInPlace=True bSeparateTurretFocus=True bAvoidReversing=True bCanStrafe=True NonPreferredVehiclePathMultiplier=2.000000 AirSpeed=500.000000 Health=600 Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTVehicle:SVehicleMesh' SkeletalMesh=SkeletalMesh'VH_Nemesis.Mesh.SK_VH_Nemesis' AnimTreeTemplate=AnimTree'VH_Nemesis.Anims.AT_VH_Nemesis' PhysicsAsset=PhysicsAsset'VH_Nemesis.Mesh.SK_VH_Nemesis_Physics' AnimSets(0)=AnimSet'VH_Nemesis.Anims.K_VH_Nemesis' MorphSets(0)=MorphTargetSet'VH_Nemesis.Mesh.VH_Nemesis_MorphTargets' Materials(0)=Material'VH_Nemesis.Materials.M_VH_Nemesis' Materials(1)=Material'VH_Nemesis.Materials.M_VH_Nemesis_EnergyCore_Glow' ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTVehicle:SVehicleMesh' End Object Mesh=SVehicleMesh Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTVehicle:CollisionCylinder' CollisionHeight=100.000000 CollisionRadius=260.000000 Translation=(X=-50.000000,Y=0.000000,Z=80.000000) ObjectArchetype=CylinderComponent'UTGame.Default__UTVehicle:CollisionCylinder' End Object CylinderComponent=CollisionCylinder Components(0)=CollisionCylinder Components(1)=SVehicleMesh Components(2)=MyLightEnvironment Components(3)=NemesisEngineSound Components(4)=TurretSound Components(5)=SimObject CollisionComponent=SVehicleMesh Name="Default__UTVehicle_Nemesis" ObjectArchetype=UTVehicle'UTGame.Default__UTVehicle' } |
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