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//============================================================================= // UT_BioRifle. //============================================================================= class UT_BioRifle extends TournamentWeapon; #exec MESH IMPORT MESH=BRifle2 ANIVFILE=MODELS\Biorifle2_a.3D DATAFILE=MODELS\BioRifle2_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=BRifle2 X=0 Y=0 Z=0 YAW=67 ROLL=6 PITCH=0 #exec MESH SEQUENCE MESH=BRifle2 SEQ=All STARTFRAME=0 NUMFRAMES=90 #exec MESH SEQUENCE MESH=BRifle2 SEQ=Select STARTFRAME=0 NUMFRAMES=22 RATE=45 GROUP=Select #exec MESH SEQUENCE MESH=BRifle2 SEQ=Still STARTFRAME=22 NUMFRAMES=1 #exec MESH SEQUENCE MESH=BRifle2 SEQ=Walking STARTFRAME=23 NUMFRAMES=18 #exec MESH SEQUENCE MESH=BRifle2 SEQ=Charging STARTFRAME=41 NUMFRAMES=30 #exec MESH SEQUENCE MESH=BRifle2 SEQ=Loaded STARTFRAME=70 NUMFRAMES=1 #exec MESH SEQUENCE MESH=BRifle2 SEQ=UnLoading STARTFRAME=71 NUMFRAMES=1 #exec MESH SEQUENCE MESH=BRifle2 SEQ=Fire STARTFRAME=72 NUMFRAMES=9 #exec MESH SEQUENCE MESH=BRifle2 SEQ=Down STARTFRAME=80 NUMFRAMES=10 #exec TEXTURE IMPORT NAME=JBRifle2 FILE=MODELS\Bio.PCX GROUP=Skins LODSET=2 #exec TEXTURE IMPORT NAME=JBRifle21 FILE=MODELS\Bio1.PCX GROUP=Skins LODSET=2 #exec TEXTURE IMPORT NAME=JBRifle22 FILE=MODELS\Bio2.PCX GROUP=Skins LODSET=2 #exec TEXTURE IMPORT NAME=JBRifle23 FILE=MODELS\Bio3.PCX GROUP=Skins LODSET=2 #exec TEXTURE IMPORT NAME=JBRifle24 FILE=MODELS\Bio4.PCX GROUP=Skins LODSET=2 #exec MESHMAP SCALE MESHMAP=BRifle2 X=0.0025 Y=0.0018 Z=0.005 #exec MESHMAP SETTEXTURE MESHMAP=BRifle2 NUM=0 TEXTURE=JBRifle21 #exec MESHMAP SETTEXTURE MESHMAP=BRifle2 NUM=1 TEXTURE=JBRifle22 #exec MESHMAP SETTEXTURE MESHMAP=BRifle2 NUM=2 TEXTURE=JBRifle23 #exec MESHMAP SETTEXTURE MESHMAP=BRifle2 NUM=3 TEXTURE=JBRifle24 #exec MESH IMPORT MESH=BRifle2Pick ANIVFILE=MODELS\Biopick_a.3D DATAFILE=MODELS\Biopick_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=BRifle2Pick X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=BRifle2pick SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=BRifle2pick SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=BRifle2pick X=0.05 Y=0.05 Z=0.1 #exec MESHMAP SETTEXTURE MESHMAP=BRifle2pick NUM=1 TEXTURE=JBRifle2 #exec MESH IMPORT MESH=BRifle23 ANIVFILE=MODELS\Biohand_a.3D DATAFILE=MODELS\Biohand_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=BRifle23 X=15 Y=280 Z=-80 YAW=64 PITCH=0 ROLL=0 #exec MESH SEQUENCE MESH=BRifle23 SEQ=All STARTFRAME=0 NUMFRAMES=11 #exec MESH SEQUENCE MESH=BRifle23 SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=BRifle23 SEQ=Fire STARTFRAME=1 NUMFRAMES=10 #exec MESHMAP SCALE MESHMAP=BRifle23 X=0.035 Y=0.035 Z=0.07 #exec MESHMAP SETTEXTURE MESHMAP=BRifle23 NUM=1 TEXTURE=JBRifle2 #exec TEXTURE IMPORT NAME=IconBio FILE=TEXTURES\HUD\WpnBio.PCX GROUP="Icons" MIPS=OFF #exec TEXTURE IMPORT NAME=UseBio FILE=TEXTURES\HUD\UseBio.PCX GROUP="Icons" MIPS=OFF #exec AUDIO IMPORT FILE="Sounds\biorifle\biopowerupmix1.WAV" NAME="BioAltRep" GROUP="BioRifle" var float ChargeSize, Count; var bool bBurst; simulated function PlayIdleAnim() { if ( Mesh == PickupViewMesh ) return; if ( (Owner != None) && (VSize(Owner.Velocity) > 10) ) PlayAnim('Walking',0.3,0.3); else TweenAnim('Still', 1.0); Enable('AnimEnd'); } function float RateSelf( out int bUseAltMode ) { local float EnemyDist; local bool bRetreating; local vector EnemyDir; if ( AmmoType.AmmoAmount <=0 ) return -2; bUseAltMode = 0; if ( Pawn(Owner).Enemy == None ) return AIRating; EnemyDir = Pawn(Owner).Enemy.Location - Owner.Location; EnemyDist = VSize(EnemyDir); if ( EnemyDist > 1400 ) return 0; bRetreating = ( ((EnemyDir/EnemyDist) Dot Owner.Velocity) < -0.6 ); if ( (EnemyDist > 600) && (EnemyDir.Z > -0.4 * EnemyDist) ) { // only use if enemy not too far and retreating if ( !bRetreating ) return 0; return AIRating; } bUseAltMode = int( FRand() < 0.3 ); if ( bRetreating || (EnemyDir.Z < -0.7 * EnemyDist) ) return (AIRating + 0.18); return AIRating; } // return delta to combat style function float SuggestAttackStyle() { return -0.3; } function float SuggestDefenseStyle() { return -0.4; } function AltFire( float Value ) { bPointing=True; if ( AmmoType == None ) { // ammocheck GiveAmmo(Pawn(Owner)); } if ( AmmoType.UseAmmo(1) ) { GoToState('AltFiring'); bCanClientFire = true; ClientAltFire(Value); } } simulated function bool ClientAltFire( float Value ) { local bool bResult; InstFlash = 0.0; bResult = Super.ClientAltFire(value); InstFlash = Default.InstFlash; return bResult; } function Projectile ProjectileFire(class<projectile> ProjClass, float ProjSpeed, bool bWarn) { local Vector Start, X,Y,Z; 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).AdjustToss(ProjSpeed, Start, 0, True, (bWarn || (FRand() < 0.4))); return Spawn(ProjClass,,, Start,AdjustedAim); } simulated function PlayAltFiring() { PlayOwnedSound(Sound'Botpack.BioRifle.BioAltRep', SLOT_Misc, 1.3*Pawn(Owner).SoundDampening); //loading goop PlayAnim('Charging',0.24,0.05); } /////////////////////////////////////////////////////// state ClientAltFiring { simulated function Tick(float DeltaTime) { if ( bBurst ) return; if ( !bCanClientFire || (Pawn(Owner) == None) ) GotoState(''); else if ( Pawn(Owner).bAltFire == 0 ) { PlayAltBurst(); bBurst = true; } } simulated function AnimEnd() { if ( bBurst ) { bBurst = false; Super.AnimEnd(); } else TweenAnim('Loaded', 0.5); } } state AltFiring { ignores AnimEnd; function Tick( float DeltaTime ) { //SetLocation(Owner.Location); if ( ChargeSize < 4.1 ) { Count += DeltaTime; if ( (Count > 0.5) && AmmoType.UseAmmo(1) ) { ChargeSize += Count; Count = 0; if ( (PlayerPawn(Owner) == None) && (FRand() < 0.2) ) GoToState('ShootLoad'); } } if( (pawn(Owner).bAltFire==0) ) GoToState('ShootLoad'); } function BeginState() { ChargeSize = 0.0; Count = 0.0; } function EndState() { ChargeSize = FMin(ChargeSize, 4.1); } Begin: FinishAnim(); } state ShootLoad { function ForceFire() { bForceFire = true; } function ForceAltFire() { bForceAltFire = true; } function Fire(float F) { } function AltFire(float F) { } function Timer() { local rotator R; local vector start, X,Y,Z; GetAxes(Pawn(owner).ViewRotation,X,Y,Z); R = Owner.Rotation; R.Yaw = R.Yaw + Rand(8000) - 4000; R.Pitch = R.Pitch + Rand(1000) - 500; Start = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; Spawn(AltProjectileClass,,, Start,R); R = Owner.Rotation; R.Yaw = R.Yaw + Rand(8000) - 4000; R.Pitch = R.Pitch + Rand(1000) - 500; Start = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; Spawn(AltProjectileClass,,, Start,R); } function AnimEnd() { Finish(); } function BeginState() { Local Projectile Gel; Gel = ProjectileFire(AltProjectileClass, AltProjectileSpeed, bAltWarnTarget); Gel.DrawScale = 1.0 + 0.8 * ChargeSize; PlayAltBurst(); } Begin: } // Finish a firing sequence function Finish() { local bool bForce, bForceAlt; bForce = bForceFire; bForceAlt = bForceAltFire; bForceFire = false; bForceAltFire = false; if ( bChangeWeapon ) GotoState('DownWeapon'); else if ( PlayerPawn(Owner) == None ) { Pawn(Owner).bAltFire = 0; Super.Finish(); } else if ( (AmmoType.AmmoAmount<=0) || (Pawn(Owner).Weapon != self) ) GotoState('Idle'); else if ( (Pawn(Owner).bFire!=0) || bForce ) Global.Fire(0); else if ( (Pawn(Owner).bAltFire!=0) || bForceAlt ) Global.AltFire(0); else GotoState('Idle'); } simulated function PlayAltBurst() { if ( Owner.IsA('PlayerPawn') ) PlayerPawn(Owner).ClientInstantFlash( InstFlash, InstFog); PlayOwnedSound(FireSound, SLOT_Misc, 1.7*Pawn(Owner).SoundDampening); //shoot goop PlayAnim('Fire',0.4, 0.05); } simulated function PlayFiring() { PlayOwnedSound(AltFireSound, SLOT_None, 1.7*Pawn(Owner).SoundDampening); //fast fire goop LoopAnim('Fire',0.65 + 0.4 * FireAdjust, 0.05); } defaultproperties { WeaponDescription="Classification: Toxic Rifle\n\nPrimary Fire: Wads of Tarydium byproduct are lobbed at a medium rate of fire.\n\nSecondary Fire: When trigger is held down, the BioRifle will create a much larger wad of byproduct. When this wad is launched, it will burst into smaller wads which will adhere to any surfaces.\n\nTechniques: Byproducts will adhere to walls, floors, or ceilings. Chain reactions can be caused by covering entryways with this lethal green waste." InstFlash=-0.150000 InstFog=(X=139.000000,Y=218.000000,Z=72.000000) AmmoName=Class'Botpack.BioAmmo' PickupAmmoCount=25 bAltWarnTarget=True bRapidFire=True FiringSpeed=1.000000 FireOffset=(X=12.000000,Y=-11.000000,Z=-6.000000) ProjectileClass=Class'Botpack.UT_BioGel' AltProjectileClass=Class'Botpack.BioGlob' AIRating=0.600000 RefireRate=0.900000 AltRefireRate=0.700000 FireSound=Sound'UnrealI.BioRifle.GelShot' AltFireSound=Sound'UnrealI.BioRifle.GelShot' CockingSound=Sound'UnrealI.BioRifle.GelLoad' SelectSound=Sound'UnrealI.BioRifle.GelSelect' DeathMessage="%o drank a glass of %k's dripping green load." NameColor=(R=0,B=0) AutoSwitchPriority=3 InventoryGroup=3 PickupMessage="You got the GES BioRifle." ItemName="GES Bio Rifle" PlayerViewOffset=(X=1.700000,Y=-0.850000,Z=-0.950000) PlayerViewMesh=LodMesh'Botpack.BRifle2' BobDamping=0.972000 PickupViewMesh=LodMesh'Botpack.BRifle2Pick' ThirdPersonMesh=LodMesh'Botpack.BRifle23' StatusIcon=Texture'Botpack.Icons.UseBio' PickupSound=Sound'UnrealShare.Pickups.WeaponPickup' Icon=Texture'Botpack.Icons.UseBio' Mesh=LodMesh'Botpack.BRifle2Pick' bNoSmooth=False CollisionHeight=19.000000 } |
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