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//============================================================================= // ShockRifle. //============================================================================= class ShockRifle extends TournamentWeapon; #exec MESH IMPORT MESH=ASMD2M ANIVFILE=MODELS\ASMD2_a.3D DATAFILE=MODELS\ASMD2_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=ASMD2M X=0 Y=0 Z=0 YAW=64 PITCH=0 #exec MESH SEQUENCE MESH=ASMD2M SEQ=All STARTFRAME=0 NUMFRAMES=52 #exec MESH SEQUENCE MESH=ASMD2M SEQ=Select STARTFRAME=0 NUMFRAMES=15 RATE=30 GROUP=Select #exec MESH SEQUENCE MESH=ASMD2M SEQ=Still STARTFRAME=15 NUMFRAMES=1 #exec MESH SEQUENCE MESH=ASMD2M SEQ=Down STARTFRAME=17 NUMFRAMES=7 RATE=27 #exec MESH SEQUENCE MESH=ASMD2M SEQ=Still2 STARTFRAME=28 NUMFRAMES=2 #exec MESH SEQUENCE MESH=ASMD2M SEQ=Fire1 STARTFRAME=30 NUMFRAMES=10 RATE=21 #exec MESH SEQUENCE MESH=ASMD2M SEQ=Fire2 STARTFRAME=40 NUMFRAMES=10 RATE=24 #exec TEXTURE IMPORT NAME=ASMD_t FILE=MODELS\ASMD.PCX GROUP="Skins" LODSET=2 #exec TEXTURE IMPORT NAME=ASMD_t1 FILE=MODELS\ASMD1.PCX GROUP="Skins" LODSET=2 #exec TEXTURE IMPORT NAME=ASMD_t2 FILE=MODELS\ASMD2.PCX GROUP="Skins" LODSET=2 #exec TEXTURE IMPORT NAME=ASMD_t3 FILE=MODELS\ASMD3.PCX GROUP="Skins" LODSET=2 #exec TEXTURE IMPORT NAME=ASMD_t4 FILE=MODELS\ASMD4.PCX GROUP="Skins" LODSET=2 #exec MESHMAP SCALE MESHMAP=ASMD2M X=0.004 Y=0.003 Z=0.008 #exec MESHMAP SETTEXTURE MESHMAP=ASMD2M NUM=0 TEXTURE=ASMD_t1 #exec MESHMAP SETTEXTURE MESHMAP=ASMD2M NUM=1 TEXTURE=ASMD_t2 #exec MESHMAP SETTEXTURE MESHMAP=ASMD2M NUM=2 TEXTURE=ASMD_t3 #exec MESHMAP SETTEXTURE MESHMAP=ASMD2M NUM=3 TEXTURE=ASMD_t4 #exec MESH IMPORT MESH=ASMD2pick ANIVFILE=MODELS\ASMDpick_a.3D DATAFILE=MODELS\ASMDpick_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=ASMD2pick X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=ASMD2pick SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=ASMD2pick SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=ASMD2pick X=0.07 Y=0.07 Z=0.14 #exec MESHMAP SETTEXTURE MESHMAP=ASMD2pick NUM=1 TEXTURE=ASMD_t #exec MESH IMPORT MESH=ASMD2hand ANIVFILE=MODELS\ASMDhand_a.3D DATAFILE=MODELS\asmdhand_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=ASMD2hand X=25 Y=600 Z=-40 YAW=64 PITCH=0 #exec MESH SEQUENCE MESH=ASMD2hand SEQ=All STARTFRAME=0 NUMFRAMES=10 #exec MESH SEQUENCE MESH=ASMD2hand SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=ASMD2hand SEQ=Fire1 STARTFRAME=1 NUMFRAMES=9 RATE=24 #exec MESH SEQUENCE MESH=ASMD2hand SEQ=Fire2 STARTFRAME=1 NUMFRAMES=9 RATE=24 #exec MESHMAP SCALE MESHMAP=ASMD2hand X=0.05 Y=0.05 Z=0.1 #exec MESHMAP SETTEXTURE MESHMAP=ASMD2hand NUM=1 TEXTURE=ASMD_t #exec TEXTURE IMPORT NAME=IconASMD FILE=TEXTURES\HUD\WpnASMD.PCX GROUP="Icons" MIPS=OFF #exec TEXTURE IMPORT NAME=UseASMD FILE=TEXTURES\HUD\UseASMD.PCX GROUP="Icons" MIPS=OFF #exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\Tazer\TSHOTA6.WAV" NAME="TazerFire" GROUP="ASMD" #exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\Tazer\TSHOTB1.WAV" NAME="TazerAltFire" GROUP="ASMD" #exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\Tazer\TPICKUP3.WAV" NAME="TazerSelect" GROUP="ASMD" #exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\Tazer\Vapour1.WAV" NAME="Vapour" GROUP="ASMD" var() int HitDamage; var Projectile Tracked; var bool bBotSpecialMove; var float TapTime; function AltFire( float Value ) { local actor HitActor; local vector HitLocation, HitNormal, Start; if ( Owner == None ) return; if ( Owner.IsA('Bot') ) //make sure won't blow self up { Start = Owner.Location + CalcDrawOffset() + FireOffset.Z * vect(0,0,1); if ( Pawn(Owner).Enemy != None ) HitActor = Trace(HitLocation, HitNormal, Start + 250 * Normal(Pawn(Owner).Enemy.Location - Start), Start, false, vect(12,12,12)); else HitActor = self; if ( HitActor != None ) { Global.Fire(Value); return; } } if ( AmmoType.UseAmmo(1) ) { GotoState('AltFiring'); bCanClientFire = true; if ( Owner.IsA('Bot') ) { if ( Owner.IsInState('TacticalMove') && (Owner.Target == Pawn(Owner).Enemy) && (Owner.Physics == PHYS_Walking) && !Bot(Owner).bNovice && (FRand() * 6 < Pawn(Owner).Skill) ) Pawn(Owner).SpecialFire(); } Pawn(Owner).PlayRecoil(FiringSpeed); bPointing=True; ProjectileFire(AltProjectileClass, AltProjectileSpeed, bAltWarnTarget); ClientAltFire(value); } } function TraceFire( float Accuracy ) { local vector HitLocation, HitNormal, StartTrace, EndTrace, X,Y,Z; local actor Other; Owner.MakeNoise(Pawn(Owner).SoundDampening); GetAxes(Pawn(owner).ViewRotation,X,Y,Z); StartTrace = Owner.Location + CalcDrawOffset() + FireOffset.Y * Y + FireOffset.Z * Z; EndTrace = StartTrace + Accuracy * (FRand() - 0.5 )* Y * 1000 + Accuracy * (FRand() - 0.5 ) * Z * 1000 ; if ( bBotSpecialMove && (Tracked != None) && (((Owner.Acceleration == vect(0,0,0)) && (VSize(Owner.Velocity) < 40)) || (Normal(Owner.Velocity) Dot Normal(Tracked.Velocity) > 0.95)) ) EndTrace += 10000 * Normal(Tracked.Location - StartTrace); else { AdjustedAim = pawn(owner).AdjustAim(1000000, StartTrace, 2.75*AimError, False, False); EndTrace += (10000 * vector(AdjustedAim)); } Tracked = None; bBotSpecialMove = false; Other = Pawn(Owner).TraceShot(HitLocation,HitNormal,EndTrace,StartTrace); ProcessTraceHit(Other, HitLocation, HitNormal, vector(AdjustedAim),Y,Z); } function float RateSelf( out int bUseAltMode ) { local Pawn P; local bool bNovice; if ( AmmoType.AmmoAmount <=0 ) return -2; P = Pawn(Owner); bNovice = ( (Bot(Owner) == None) || Bot(Owner).bNovice ); if ( P.Enemy == None ) bUseAltMode = 0; else if ( P.Enemy.IsA('StationaryPawn') ) { bUseAltMode = 1; return (AIRating + 0.4); } else if ( !bNovice && (P.IsInState('Hunting') || P.IsInState('StakeOut') || P.IsInState('RangedAttack') || (Level.TimeSeconds - P.LastSeenTime > 0.8)) ) { bUseAltMode = 1; return (AIRating + 0.3); } else if ( !bNovice && (P.Acceleration == vect(0,0,0)) ) bUseAltMode = 1; else if ( !bNovice && (VSize(P.Enemy.Location - P.Location) > 1200) ) { bUseAltMode = 0; return (AIRating + 0.05 + FMin(0.00009 * VSize(P.Enemy.Location - P.Location), 0.3)); } else if ( P.Enemy.Location.Z > P.Location.Z + 200 ) { bUseAltMode = int( FRand() < 0.6 ); return (AIRating + 0.15); } else bUseAltMode = int( FRand() < 0.4 ); return AIRating; } function Timer() { local actor targ; local float bestAim, bestDist; local vector FireDir; local Pawn P; bestAim = 0.95; P = Pawn(Owner); if ( P == None ) { GotoState(''); return; } FireDir = vector(P.ViewRotation); targ = P.PickTarget(bestAim, bestDist, FireDir, Owner.Location); if ( Pawn(targ) != None ) { bPointing = true; Pawn(targ).WarnTarget(P, 300, FireDir); SetTimer(1 + 4 * FRand(), false); } else { SetTimer(0.5 + 2 * FRand(), false); if ( (P.bFire == 0) && (P.bAltFire == 0) ) bPointing = false; } } function Finish() { if ( (Pawn(Owner).bFire!=0) && (FRand() < 0.6) ) Timer(); if ( !bChangeWeapon && (Tracked != None) && !Tracked.bDeleteMe && (Owner != None) && (Owner.IsA('Bot')) && (Pawn(Owner).Enemy != None) && (FRand() < 0.3 + 0.35 * Pawn(Owner).skill) && (AmmoType.AmmoAmount > 0) ) { if ( (Owner.Acceleration == vect(0,0,0)) || (Abs(Normal(Owner.Velocity) dot Normal(Tracked.Velocity)) > 0.95) ) { bBotSpecialMove = true; GotoState('ComboMove'); return; } } bBotSpecialMove = false; Tracked = None; Super.Finish(); } /////////////////////////////////////////////////////// simulated function PlayFiring() { PlayOwnedSound(FireSound, SLOT_None, Pawn(Owner).SoundDampening*4.0); LoopAnim('Fire1', 0.30 + 0.30 * FireAdjust,0.05); } function Projectile ProjectileFire(class<projectile> ProjClass, float ProjSpeed, bool bWarn) { local Vector Start, X,Y,Z; local PlayerPawn PlayerOwner; Owner.MakeNoise(Pawn(Owner).SoundDampening); GetAxes(Pawn(owner).ViewRotation,X,Y,Z); Start = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; AdjustedAim = pawn(owner).AdjustAim(ProjSpeed, Start, AimError, True, bWarn); PlayerOwner = PlayerPawn(Owner); if ( PlayerOwner != None ) PlayerOwner.ClientInstantFlash( -0.4, vect(450, 190, 650)); Tracked = Spawn(ProjClass,,, Start,AdjustedAim); if ( Level.Game.IsA('DeathMatchPlus') && DeathmatchPlus(Level.Game).bNoviceMode ) Tracked = None; //no combo move } function ProcessTraceHit(Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z) { local int i; local PlayerPawn PlayerOwner; if (Other==None) { HitNormal = -X; HitLocation = Owner.Location + X*10000.0; } PlayerOwner = PlayerPawn(Owner); if ( PlayerOwner != None ) PlayerOwner.ClientInstantFlash( -0.4, vect(450, 190, 650)); SpawnEffect(HitLocation, Owner.Location + CalcDrawOffset() + (FireOffset.X + 20) * X + FireOffset.Y * Y + FireOffset.Z * Z); if ( ShockProj(Other)!=None ) { AmmoType.UseAmmo(2); ShockProj(Other).SuperExplosion(); } else Spawn(class'ut_RingExplosion5',,, HitLocation+HitNormal*8,rotator(HitNormal)); if ( (Other != self) && (Other != Owner) && (Other != None) ) Other.TakeDamage(HitDamage, Pawn(Owner), HitLocation, 60000.0*X, MyDamageType); } function SpawnEffect(vector HitLocation, vector SmokeLocation) { local ShockBeam Smoke,shock; local Vector DVector; local int NumPoints; local rotator SmokeRotation; DVector = HitLocation - SmokeLocation; NumPoints = VSize(DVector)/135.0; if ( NumPoints < 1 ) return; SmokeRotation = rotator(DVector); SmokeRotation.roll = Rand(65535); Smoke = Spawn(class'ShockBeam',,,SmokeLocation,SmokeRotation); Smoke.MoveAmount = DVector/NumPoints; Smoke.NumPuffs = NumPoints - 1; } simulated function PlayAltFiring() { PlayOwnedSound(AltFireSound, SLOT_None,Pawn(Owner).SoundDampening*4.0); LoopAnim('Fire2',0.4 + 0.4 * FireAdjust,0.05); } simulated function PlayIdleAnim() { if ( Mesh != PickupViewMesh ) LoopAnim('Still',0.04,0.3); } state Idle { function BeginState() { bPointing = false; SetTimer(0.5 + 2 * FRand(), false); Super.BeginState(); if (Pawn(Owner).bFire!=0) Fire(0.0); if (Pawn(Owner).bAltFire!=0) AltFire(0.0); } function EndState() { SetTimer(0.0, false); Super.EndState(); } } state ComboMove { function Fire(float F); function AltFire(float F); function Tick(float DeltaTime) { if ( (Owner == None) || (Pawn(Owner).Enemy == None) ) { Tracked = None; bBotSpecialMove = false; Finish(); return; } if ( (Tracked == None) || Tracked.bDeleteMe || (((Tracked.Location - Owner.Location) dot (Tracked.Location - Pawn(Owner).Enemy.Location)) >= 0) || (VSize(Tracked.Location - Pawn(Owner).Enemy.Location) < 100) ) Global.Fire(0); } Begin: Sleep(7.0); Tracked = None; bBotSpecialMove = false; Global.Fire(0); } state ClientFiring { simulated function bool ClientFire(float Value) { if ( Level.TimeSeconds - TapTime < 0.2 ) return false; bForceFire = bForceFire || ( bCanClientFire && (Pawn(Owner) != None) && (AmmoType.AmmoAmount > 0) ); return bForceFire; } simulated function bool ClientAltFire(float Value) { if ( Level.TimeSeconds - TapTime < 0.2 ) return false; bForceAltFire = bForceAltFire || ( bCanClientFire && (Pawn(Owner) != None) && (AmmoType.AmmoAmount > 0) ); return bForceAltFire; } simulated function AnimEnd() { local bool bForce, bForceAlt; bForce = bForceFire; bForceAlt = bForceAltFire; bForceFire = false; bForceAltFire = false; if ( bCanClientFire && (PlayerPawn(Owner) != None) && (AmmoType.AmmoAmount > 0) ) { if ( bForce || (Pawn(Owner).bFire != 0) ) { Global.ClientFire(0); return; } else if ( bForceAlt || (Pawn(Owner).bAltFire != 0) ) { Global.ClientAltFire(0); return; } } Super.AnimEnd(); } simulated function EndState() { bForceFire = false; bForceAltFire = false; } simulated function BeginState() { TapTime = Level.TimeSeconds; bForceFire = false; bForceAltFire = false; } } defaultproperties { hitdamage=40 WeaponDescription="Classification: Energy Rifle\n\nPrimary Fire: Instant hit laser beam.\n\nSecondary Fire: Large, slow moving plasma balls.\n\nTechniques: Hitting the secondary fire plasma balls with the regular fire's laser beam will cause an immensely powerful explosion." InstFlash=-0.400000 InstFog=(Z=800.000000) AmmoName=Class'Botpack.ShockCore' PickupAmmoCount=20 bInstantHit=True bAltWarnTarget=True bSplashDamage=True FiringSpeed=2.000000 FireOffset=(X=10.000000,Y=-5.000000,Z=-8.000000) AltProjectileClass=Class'Botpack.ShockProj' MyDamageType=jolted AIRating=0.630000 AltRefireRate=0.700000 FireSound=Sound'UnrealShare.ASMD.TazerFire' AltFireSound=Sound'UnrealShare.ASMD.TazerAltFire' SelectSound=Sound'UnrealShare.ASMD.TazerSelect' DeathMessage="%k inflicted mortal damage upon %o with the %w." NameColor=(R=128,G=0) AutoSwitchPriority=4 InventoryGroup=4 PickupMessage="You got the ASMD Shock Rifle." ItemName="Shock Rifle" PlayerViewOffset=(X=4.400000,Y=-1.700000,Z=-1.600000) PlayerViewMesh=LodMesh'Botpack.ASMD2M' PlayerViewScale=2.000000 BobDamping=0.975000 PickupViewMesh=LodMesh'Botpack.ASMD2pick' ThirdPersonMesh=LodMesh'Botpack.ASMD2hand' StatusIcon=Texture'Botpack.Icons.UseASMD' PickupSound=Sound'UnrealShare.Pickups.WeaponPickup' Icon=Texture'Botpack.Icons.UseASMD' Mesh=LodMesh'Botpack.ASMD2pick' bNoSmooth=False CollisionRadius=34.000000 CollisionHeight=8.000000 Mass=50.000000 } |
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