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/** * * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved. */ class UTVehicle_Paladin extends UTVehicle; /** actor used for the shield */ var UTPaladinShield ShockShield; /** indicates whether or not the shield is currently active */ var repnotify bool bShieldActive; /** used for replicating shield hits to make it flash on clients */ var repnotify byte ShieldHitCount; /** replicates shield health to non owning clients for effects (0 to 1 float compressed to byte)*/ var repnotify byte ShieldHealthPct; /** time between combo proximity explosion shots */ var float ComboFireInterval; var float LastComboTime; /** combo explosion damage properties */ var int ComboExplosionDamage; var float ComboExplosionRadius, ComboExplosionMomentum; /** combo explosion effects */ var ParticleSystem ComboExplosionTemplate; var SoundCue ComboExplosionSound; /** used to trigger combo effects on clients */ var repnotify byte ComboFlashCount; /** camera anim played when doing the combo (firing player only) */ var CameraAnim ComboShake; replication { if (bNetDirty) bShieldActive, ShieldHitCount, ComboFlashCount; if (bShieldActive && !bNetOwner) ShieldHealthPct; } simulated function PostBeginPlay() { Super.PostBeginPlay(); ShockShield = Spawn(class'UTPaladinShield', self); ShockShield.SetBase(self,, Mesh, 'Shield_Pitch'); } function bool ImportantVehicle() { return true; } function IncomingMissile(Projectile P) { local AIController C; C = AIController(Controller); if (C != None && C.Skill >= 2.0) { UTVWeap_PaladinGun(Weapon).ShieldAgainstIncoming(P); } } function bool Dodge(eDoubleClickDir DoubleClickMove) { UTVWeap_PaladinGun(Weapon).ShieldAgainstIncoming(); return false; } simulated event TakeDamage(int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) { local vector ShieldHitLocation, ShieldHitNormal; if ( Role < ROLE_Authority ) return; // don't take damage if the shield is active and it hit the shield component or skipped it for some reason but should have hit it if ( ShockShield == None || !(bShieldActive && ShockShield.bFullyActive ) || ( HitInfo.HitComponent != ShockShield.CollisionComponent && ( IsZero(Momentum) || HitLocation == Location || DamageType == None || !ClassIsChildOf(DamageType, class'UTDamageType') || !TraceComponent(ShieldHitLocation, ShieldHitNormal, ShockShield.CollisionComponent, HitLocation, HitLocation - 2000.f * Normal(Momentum)) ) ) ) { // Don't take self inflicted damage from proximity explosion if (DamageType != class'UTDmgType_PaladinProximityExplosion' || EventInstigator != Controller) { Super.TakeDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType, HitInfo, DamageCauser); } } else if ( !WorldInfo.GRI.OnSameTeam(self, EventInstigator) ) { UTVWeap_PaladinGun(Weapon).NotifyShieldHit(Damage); ShieldHit(); } } simulated function SetShieldActive(int SeatIndex, bool bNowActive) { if (SeatIndex == 0) { bShieldActive = bNowActive; if (ShockShield != None) { ShockShield.SetActive(bNowActive); } if (!bNowActive) { ComboFlashCount = 0; } } } simulated function ShieldHit() { // FIXME: play effects ShieldHitCount++; } simulated function bool OverrideBeginFire(byte FireModeNum) { if (bShieldActive && FireModeNum == 0) { if (Role == ROLE_Authority && WorldInfo.TimeSeconds - LastComboTime >= ComboFireInterval) { ComboExplosion(); } return true; } else { return false; } } simulated function ComboExplosion() { local ParticleSystemComponent ProjExplosion; local UTPlayerController PC; LastComboTime = WorldInfo.TimeSeconds; HurtRadius(ComboExplosionDamage, ComboExplosionRadius, class'UTDmgType_PaladinProximityExplosion', ComboExplosionMomentum, Location, self); // play explosion effects PlaySound(ComboExplosionSound, true); if (WorldInfo.NetMode != NM_DedicatedServer && ComboExplosionTemplate != None && EffectIsRelevant(Location, false)) { ProjExplosion = WorldInfo.MyEmitterPool.SpawnEmitter(ComboExplosionTemplate, Location, Rotation); ProjExplosion.SetScale(3.25); } PC = UTPlayerController(Controller); if (PC != None && PC.IsLocalPlayerController()) { PC.PlayCameraAnim(ComboShake); } if (Role == ROLE_Authority) { ComboFlashCount++; } } simulated function ShieldHealthUpdated() { if (ShockShield != None) { ShockShield.ShieldEffectComponent.SetFloatParameter(ShockShield.ShieldStrengthParam, ByteToFloat(ShieldHealthPct)); } } simulated event ReplicatedEvent(name VarName) { if (VarName == 'bShieldActive') { SetShieldActive(0, bShieldActive); } else if (VarName == 'ShieldHitCount') { ShieldHit(); } else if (VarName == 'ComboFlashCount') { if (ComboFlashCount != 0) { ComboExplosion(); } } else if (VarName == 'ShieldHealthPct') { ShieldHealthUpdated(); } else { Super.ReplicatedEvent(VarName); } } simulated function BlowupVehicle() { if (ShockShield != None) { ShockShield.Destroy(); } Super.BlowupVehicle(); } simulated event Destroyed() { Super.Destroyed(); if (ShockShield != None) { ShockShield.Destroy(); } } /** @return whether the shield should be forced off because there's a wall in the way */ function bool IsShieldObstructed() { local vector SocketLocation; local rotator SocketRotation; // check if center of shield is on the other side of a wall Mesh.GetSocketWorldLocationAndRotation('ShieldGen', SocketLocation, SocketRotation); return !FastTrace(SocketLocation + vector(SocketRotation) * 500.0, SocketLocation,, true); } /** * No muzzle flashlight on shield */ simulated function CauseMuzzleFlashLight(int SeatIndex) { if ( bShieldActive ) return; Super.CauseMuzzleFlashLight(SeatIndex); } function bool TooCloseToAttack(Actor Other) { // never too close to hit Pawns because we can use the proximity blast return (Pawn(Other) == None && Super.TooCloseToAttack(Other)); } defaultproperties { ComboFireInterval=2.350000 ComboExplosionDamage=200 ComboExplosionRadius=900.000000 ComboExplosionMomentum=150000.000000 ComboExplosionTemplate=ParticleSystem'VH_Paladin.Particles.P_VH_Paladin_ProximityExplosion' ComboExplosionSound=SoundCue'A_Vehicle_Paladin.SoundCues.A_Vehicle_Paladin_ComboExplosion' ComboShake=CameraAnim'VH_Paladin.Effects.PP_Paladin_Burst' bStickDeflectionThrottle=True bLookSteerOnSimpleControls=True bHasTurretExplosion=True bHasEnemyVehicleSound=True AIPurpose=AIP_Any Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle:MyLightEnvironment' ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTVehicle:MyLightEnvironment' End Object LightEnvironment=MyLightEnvironment RespawnTime=45.000000 MaxDesireability=0.600000 ObjectiveGetOutDist=1500.000000 HornIndex=1 LeftStickDirDeadZone=0.100000 ConsoleSteerScale=1.000000 HUDExtent=140.000000 Seats(0)=(GunClass=Class'UTGameContent.UTVWeap_PaladinGun',GunSocket=("GunSocket"),GunPivotPoints=("Turret_Yaw"),WeaponEffects=((SocketName="GunSocket",Offset=(X=-80.000000,Y=0.000000,Z=0.000000),Scale3D=(X=10.000000,Y=11.000000,Z=11.000000))),TurretControls=("Turret_Yaw","Turret_Pitch","Shield_Pitch"),CameraTag="ViewSocket",CameraOffset=-400.000000,MuzzleFlashLightClass=Class'UTGame.UTShockComboExplosionLight',SeatIconPOS=(X=0.430000,Y=0.480000)) VehicleEffects(0)=(EffectStartTag="PrimaryFire",bRestartRunning=True,EffectTemplate=ParticleSystem'VH_Paladin.Effects.P_VH_Paladin_Muzzleflash',EffectSocket="GunSocket") VehicleEffects(1)=(EffectStartTag="DamageSmoke",EffectEndTag="NoDamageSmoke",EffectTemplate=ParticleSystem'Envy_Effects.Vehicle_Damage.P_Vehicle_Damage_1_Paladin',EffectSocket="DamageSmoke_01") DamageParamScaleLevels(0)=(DamageParamName="Damage1",Scale=2.500000) DamageParamScaleLevels(1)=(DamageParamName="Damage2",Scale=1.500000) DamageParamScaleLevels(2)=(DamageParamName="Damage3",Scale=3.000000) DamageMorphTargets(0)=(MorphNodeName="MorphNodeWPaladinFront",InfluenceBone="LtFrontBumper",Health=310,DamagePropNames=("Damage2","Damage3")) DamageMorphTargets(1)=(MorphNodeName="MorphNodeWPaladinSide",InfluenceBone="Body",Health=310,DamagePropNames=("Damage2","Damage1","Damage3")) DamageMorphTargets(2)=(MorphNodeName="MorphNodeWPaladinRear",InfluenceBone="LtRearBumper",Health=310,DamagePropNames=("Damage2","Damage3")) TeamMaterials(0)=MaterialInstanceConstant'VH_Paladin.Materials.MI_VH_Paladin_Red' TeamMaterials(1)=MaterialInstanceConstant'VH_Paladin.Materials.MI_VH_Paladin_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_Paladin.Mesh.S_VH_Paladin_Top' TurretExplosiveForce=5000.000000 ExplosionSound=SoundCue'A_Vehicle_Paladin.SoundCues.A_Vehicle_Paladin_Explode' TireSoundList(0)=(MaterialType="Dirt",Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireDirt01Cue') TireSoundList(1)=(MaterialType="Foliage",Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireFoliage01Cue') TireSoundList(2)=(MaterialType="Grass",Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireGrass01Cue') TireSoundList(3)=(MaterialType="Metal",Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireMetal01Cue') TireSoundList(4)=(MaterialType="Mud",Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireMud01Cue') TireSoundList(5)=(MaterialType="Snow",Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireSnow01Cue') TireSoundList(6)=(MaterialType="Stone",Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireStone01Cue') TireSoundList(7)=(MaterialType="Wood",Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireWood01Cue') TireSoundList(8)=(MaterialType="Water",Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireWater01Cue') FlagOffset=(X=0.000000,Y=0.000000,Z=30.000000) FlagBone="RtAntenna03" IconCoords=(U=965.000000,V=0.000000,UL=22.000000,VL=36.000000) SpawnMaterialLists(0)=(Materials=(MaterialInstanceConstant'VH_Paladin.Materials.MI_VH_Paladin_Spawn_Red')) SpawnMaterialLists(1)=(Materials=(MaterialInstanceConstant'VH_Paladin.Materials.MI_VH_Paladin_Spawn_Blue')) BurnOutMaterial(0)=MaterialInstanceTimeVarying'VH_Paladin.Materials.MITV_VH_Paladin_Red_BO' BurnOutMaterial(1)=MaterialInstanceTimeVarying'VH_Paladin.Materials.MITV_VH_Paladin_Blue_BO' LookForwardDist=70.000000 HoverBoardAttachSockets(0)="HoverAttach00" HoverBoardAttachSockets(1)="HoverAttach01" WheelParticleEffects(0)=(MaterialType="Generic",ParticleTemplate=ParticleSystem'Envy_Level_Effects_2.Vehicle_Dust_Effects.P_Paladin_Wheel_Dust') WheelParticleEffects(1)=(MaterialType="Dirt",ParticleTemplate=ParticleSystem'Envy_Level_Effects_2.Vehicle_Dirt_Effects.P_Hellbender_Wheel_Dirt') WheelParticleEffects(2)=(MaterialType="Water",ParticleTemplate=ParticleSystem'Envy_Level_Effects_2.Vehicle_Water_Effects.P_Paladin_Water_Splash') WheelParticleEffects(3)=(MaterialType="Snow",ParticleTemplate=ParticleSystem'Envy_Level_Effects_2.Vehicle_Snow_Effects.P_Paladin_Wheel_Snow') EnemyVehicleSound(0)=SoundNodeWave'A_Character_IGMale.BotStatus.A_BotStatus_IGMale_EnemyPaladin' EnemyVehicleSound(1)=SoundNodeWave'A_Character_Jester.BotStatus.A_BotStatus_Jester_EnemyPaladin' EnemyVehicleSound(2)=SoundNodeWave'A_Character_Othello.BotStatus.A_BotStatus_Othello_EnemyPaladin' HudCoords=(U=653.000000,V=129.000000,UL=-80.000000,VL=126.000000) Begin Object Class=UTVehicleSimCar Name=SimObject ObjName=SimObject Archetype=UTVehicleSimCar'UTGame.Default__UTVehicleSimCar' TorqueVSpeedCurve=(Points=((InVal=-300.000000),(OutVal=100.000000),(InVal=1000.000000))) EngineRPMCurve=(Points=((InVal=-500.000000,OutVal=2500.000000),(OutVal=500.000000),(InVal=599.000000,OutVal=5000.000000),(InVal=600.000000,OutVal=3000.000000),(InVal=949.000000,OutVal=5000.000000),(InVal=950.000000,OutVal=3000.000000),(InVal=1100.000000,OutVal=5000.000000))) LSDFactor=1.000000 HardTurnMotorTorque=1.000000 FrontalCollisionGripFactor=0.180000 ChassisTorqueScale=0.100000 MaxSteerAngleCurve=(Points=((OutVal=20.000000),(InVal=700.000000,OutVal=15.000000))) SteerSpeed=90.000000 EngineBrakeFactor=0.100000 MaxBrakeTorque=75.000000 StopThreshold=100.000000 WheelSuspensionStiffness=500.000000 WheelSuspensionDamping=6.000000 WheelInertia=0.750000 Name="SimObject" ObjectArchetype=UTVehicleSimCar'UTGame.Default__UTVehicleSimCar' End Object SimObj=SimObject Begin Object Class=UTVehicleWheel Name=RRWheel ObjName=RRWheel Archetype=UTVehicleWheel'UTGame.Default__UTVehicleWheel' bPoweredWheel=True SteerFactor=-1.000000 SkelControlName="RtTire04" BoneName="RtTire04" BoneOffset=(X=0.000000,Y=35.000000,Z=0.000000) WheelRadius=40.000000 SuspensionTravel=60.000000 Side=SIDE_Right Name="RRWheel" ObjectArchetype=UTVehicleWheel'UTGame.Default__UTVehicleWheel' End Object Wheels(0)=RRWheel Begin Object Class=UTVehicleWheel Name=RMRWheel ObjName=RMRWheel Archetype=UTVehicleWheel'UTGame.Default__UTVehicleWheel' bPoweredWheel=True SteerFactor=-0.500000 SkelControlName="RtTire03" BoneName="RtTire03" BoneOffset=(X=0.000000,Y=35.000000,Z=0.000000) WheelRadius=40.000000 SuspensionTravel=60.000000 Side=SIDE_Right Name="RMRWheel" ObjectArchetype=UTVehicleWheel'UTGame.Default__UTVehicleWheel' End Object Wheels(1)=RMRWheel Begin Object Class=UTVehicleWheel Name=RMFWheel ObjName=RMFWheel Archetype=UTVehicleWheel'UTGame.Default__UTVehicleWheel' bPoweredWheel=True SteerFactor=0.500000 SkelControlName="RtTire02" BoneName="RtTire02" BoneOffset=(X=0.000000,Y=35.000000,Z=0.000000) WheelRadius=40.000000 SuspensionTravel=60.000000 Side=SIDE_Right Name="RMFWheel" ObjectArchetype=UTVehicleWheel'UTGame.Default__UTVehicleWheel' End Object Wheels(2)=RMFWheel Begin Object Class=UTVehicleWheel Name=RFWheel ObjName=RFWheel Archetype=UTVehicleWheel'UTGame.Default__UTVehicleWheel' bPoweredWheel=True SteerFactor=1.000000 SkelControlName="RtTire01" BoneName="RtTire01" BoneOffset=(X=0.000000,Y=35.000000,Z=0.000000) WheelRadius=40.000000 SuspensionTravel=60.000000 Side=SIDE_Right Name="RFWheel" ObjectArchetype=UTVehicleWheel'UTGame.Default__UTVehicleWheel' End Object Wheels(3)=RFWheel Begin Object Class=UTVehicleWheel Name=LRWheel ObjName=LRWheel Archetype=UTVehicleWheel'UTGame.Default__UTVehicleWheel' bPoweredWheel=True SteerFactor=-1.000000 SkelControlName="LtTire04" BoneName="LtTire04" BoneOffset=(X=0.000000,Y=-35.000000,Z=0.000000) WheelRadius=40.000000 SuspensionTravel=60.000000 Side=SIDE_Left Name="LRWheel" ObjectArchetype=UTVehicleWheel'UTGame.Default__UTVehicleWheel' End Object Wheels(4)=LRWheel Begin Object Class=UTVehicleWheel Name=LMRWheel ObjName=LMRWheel Archetype=UTVehicleWheel'UTGame.Default__UTVehicleWheel' bPoweredWheel=True SteerFactor=-0.500000 SkelControlName="LtTire03" BoneName="LtTire03" BoneOffset=(X=0.000000,Y=-35.000000,Z=0.000000) WheelRadius=40.000000 SuspensionTravel=60.000000 Side=SIDE_Left Name="LMRWheel" ObjectArchetype=UTVehicleWheel'UTGame.Default__UTVehicleWheel' End Object Wheels(5)=LMRWheel Begin Object Class=UTVehicleWheel Name=LMFWheel ObjName=LMFWheel Archetype=UTVehicleWheel'UTGame.Default__UTVehicleWheel' bPoweredWheel=True SteerFactor=0.500000 SkelControlName="LtTire02" BoneName="LtTire02" BoneOffset=(X=0.000000,Y=-35.000000,Z=0.000000) WheelRadius=40.000000 SuspensionTravel=60.000000 Side=SIDE_Left Name="LMFWheel" ObjectArchetype=UTVehicleWheel'UTGame.Default__UTVehicleWheel' End Object Wheels(6)=LMFWheel Begin Object Class=UTVehicleWheel Name=LFWheel ObjName=LFWheel Archetype=UTVehicleWheel'UTGame.Default__UTVehicleWheel' bPoweredWheel=True SteerFactor=1.000000 SkelControlName="LtTire01" BoneName="LtTire01" BoneOffset=(X=0.000000,Y=-35.000000,Z=0.000000) WheelRadius=40.000000 SuspensionTravel=60.000000 Side=SIDE_Left Name="LFWheel" ObjectArchetype=UTVehicleWheel'UTGame.Default__UTVehicleWheel' End Object Wheels(7)=LFWheel COMOffset=(X=0.000000,Y=0.000000,Z=-100.000000) 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_Paladin: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_Paladin:MyStayUprightConstraintInstance' MaxSpeed=1200.000000 Begin Object Class=AudioComponent Name=PaladinEngineSound ObjName=PaladinEngineSound Archetype=AudioComponent'Engine.Default__AudioComponent' SoundCue=SoundCue'A_Vehicle_Paladin.SoundCues.A_Vehicle_Paladin_EngineLoop' Name="PaladinEngineSound" ObjectArchetype=AudioComponent'Engine.Default__AudioComponent' End Object EngineSound=PaladinEngineSound CollisionSound=SoundCue'A_Vehicle_Paladin.SoundCues.A_Vehicle_Paladin_Collide' EnterVehicleSound=SoundCue'A_Vehicle_Paladin.SoundCues.A_Vehicle_Paladin_Start' ExitVehicleSound=SoundCue'A_Vehicle_Paladin.SoundCues.A_Vehicle_Paladin_Stop' bSeparateTurretFocus=True MomentumMult=0.800000 NonPreferredVehiclePathMultiplier=3.000000 GroundSpeed=700.000000 AirSpeed=1000.000000 BaseEyeHeight=40.000000 EyeHeight=40.000000 Health=800 Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTVehicle:SVehicleMesh' SkeletalMesh=SkeletalMesh'VH_Paladin.Mesh.SK_VH_Paladin' AnimTreeTemplate=AnimTree'VH_Paladin.Anims.AT_VH_Paladin' PhysicsAsset=PhysicsAsset'VH_Paladin.Mesh.SK_VH_Paladin_Physics' AnimSets(0)=AnimSet'VH_Paladin.Anims.VH_Paladin_Anims' MorphSets(0)=MorphTargetSet'VH_Paladin.Mesh.VH_Paladin_MorphTargets' RBCollideWithChannels=(Untitled4=True) 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=0.000000,Y=0.000000,Z=100.000000) ObjectArchetype=CylinderComponent'UTGame.Default__UTVehicle:CollisionCylinder' End Object CylinderComponent=CollisionCylinder Components(0)=CollisionCylinder Components(1)=SVehicleMesh Components(2)=MyLightEnvironment Components(3)=SimObject Components(4)=PaladinEngineSound DrawScale=1.350000 CollisionComponent=SVehicleMesh Name="Default__UTVehicle_Paladin" ObjectArchetype=UTVehicle'UTGame.Default__UTVehicle' } |
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