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//============================================================================= // WarHeadLauncher //============================================================================= class WarHeadLauncher extends TournamentWeapon; #exec MESH IMPORT MESH=WarHead ANIVFILE=MODELS\war_a.3D DATAFILE=MODELS\war_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=WarHead X=0 Y=-210 Z=-50 YAW=64 PITCH=16 ROLL=-62 #exec MESH SEQUENCE MESH=WarHead SEQ=All STARTFRAME=0 NUMFRAMES=35 #exec MESH SEQUENCE MESH=WarHead SEQ=Select STARTFRAME=0 NUMFRAMES=15 #exec MESH SEQUENCE MESH=WarHead SEQ=Still STARTFRAME=15 NUMFRAMES=1 #exec MESH SEQUENCE MESH=WarHead SEQ=Idle STARTFRAME=15 NUMFRAMES=5 #exec MESH SEQUENCE MESH=WarHead SEQ=Down STARTFRAME=20 NUMFRAMES=7 #exec MESH SEQUENCE MESH=WarHead SEQ=Fire STARTFRAME=28 NUMFRAMES=7 #exec TEXTURE IMPORT NAME=Jwarhead1 FILE=MODELS\warh1.PCX GROUP=Skins LODSET=2 #exec TEXTURE IMPORT NAME=Jwarhead2 FILE=MODELS\warh2.PCX GROUP=Skins LODSET=2 #exec TEXTURE IMPORT NAME=Jwarhead3 FILE=MODELS\warh3.PCX GROUP=Skins LODSET=2 #exec TEXTURE IMPORT NAME=Jwarhead4 FILE=MODELS\warh4.PCX GROUP=Skins LODSET=2 #exec MESHMAP SCALE MESHMAP=WarHead X=0.006 Y=0.006 Z=0.012 #exec MESHMAP SETTEXTURE MESHMAP=WarHead NUM=0 TEXTURE=Jwarhead1 #exec MESHMAP SETTEXTURE MESHMAP=WarHead NUM=1 TEXTURE=Jwarhead2 #exec MESHMAP SETTEXTURE MESHMAP=WarHead NUM=2 TEXTURE=Jwarhead3 #exec MESHMAP SETTEXTURE MESHMAP=WarHead NUM=3 TEXTURE=Jwarhead4 #exec MESH IMPORT MESH=WHPick ANIVFILE=MODELS\WHPick_a.3D DATAFILE=MODELS\WHPick_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=WHPick X=150 Y=-10 Z=0 YAW=0 ROLL=-64 #exec MESH SEQUENCE MESH=WHPick SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=WHPick SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jwhpick1 FILE=MODELS\whpick.PCX GROUP=Skins LODSET=2 #exec MESHMAP SCALE MESHMAP=WHPick X=0.1 Y=0.1 Z=0.2 #exec MESHMAP SETTEXTURE MESHMAP=WHPick NUM=1 TEXTURE=Jwhpick1 #exec MESH IMPORT MESH=WHHand ANIVFILE=MODELS\WHpick_a.3D DATAFILE=MODELS\WHpick_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=WHHand X=-150 Y=-110 Z=0 YAW=0 ROLL=-64 #exec MESH SEQUENCE MESH=WHHand SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=WHHand SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=WHHand X=0.05 Y=0.05 Z=0.1 #exec MESHMAP SETTEXTURE MESHMAP=WHHand NUM=1 TEXTURE=JWHPick1 #exec TEXTURE IMPORT NAME=Readout FILE=MODELS\data.PCX GROUP="Icons" FLAGS=2 MIPS=OFF #exec TEXTURE IMPORT NAME=GuidedX FILE=MODELS\crshair.PCX GROUP="Icons" FLAGS=2 MIPS=OFF #exec AUDIO IMPORT FILE="Sounds\Warhead\warheadshot.wav" NAME="WarheadShot" GROUP=Redeemer #exec AUDIO IMPORT FILE="Sounds\Warhead\warheadpickup.wav" NAME="WarheadPickup" GROUP=Redeemer #exec TEXTURE IMPORT NAME=IconWarH FILE=TEXTURES\HUD\WpnRdeem.PCX GROUP="Icons" MIPS=OFF #exec TEXTURE IMPORT NAME=UseWarH FILE=TEXTURES\HUD\UseRdeem.PCX GROUP="Icons" MIPS=OFF var GuidedWarShell GuidedShell; var int Scroll; var PlayerPawn GuidingPawn; var bool bGuiding, bCanFire, bShowStatic; var rotator StartRotation; replication { // Things the server should send to the client. reliable if( bNetOwner && (Role==ROLE_Authority) ) bGuiding, bShowStatic; } function SetWeaponStay() { bWeaponStay = false; // redeemer never stays } simulated function PostRender( canvas Canvas ) { local int i, numReadouts, OldClipX, OldClipY; local float XScale; bOwnsCrossHair = ( bGuiding || bShowStatic ); if ( !bGuiding ) { if ( !bShowStatic ) return; Canvas.SetPos( 0, 0); Canvas.Style = ERenderStyle.STY_Normal; Canvas.DrawIcon(Texture'LadrStatic.Static_a00', FMax(Canvas.ClipX, Canvas.ClipY)/256.0); if ( Owner.IsA('PlayerPawn') ) PlayerPawn(Owner).ViewTarget = None; return; } GuidedShell.PostRender(Canvas); OldClipX = Canvas.ClipX; OldClipY = Canvas.ClipY; XScale = FMax(0.5, int(Canvas.ClipX/640.0)); Canvas.SetPos( 0.5 * OldClipX - 128 * XScale, 0.5 * OldClipY - 128 * XScale ); if ( Level.bHighDetailMode ) Canvas.Style = ERenderStyle.STY_Translucent; else Canvas.Style = ERenderStyle.STY_Normal; Canvas.DrawIcon(Texture'GuidedX', XScale); numReadouts = OldClipY/128 + 2; for ( i = 0; i < numReadouts; i++ ) { Canvas.SetPos(1,Scroll + i * 128); Scroll--; if ( Scroll < -128 ) Scroll = 0; Canvas.DrawIcon(Texture'Readout', 1.0); } } function float RateSelf( out int bUseAltMode ) { local Pawn P, E; local Bot O; O = Bot(Owner); if ( (O == None) || (AmmoType.AmmoAmount <=0) || (O.Enemy == None) ) return -2; bUseAltMode = 0; E = O.Enemy; for ( P=Level.PawnList; P!=None; P=P.NextPawn ) if ( P.bIsPlayer && (P != O) && (P != E) && (!Level.Game.bTeamGame || (O.PlayerReplicationInfo.Team != P.PlayerReplicationInfo.Team)) && (VSize(E.Location - P.Location) < 650) && (!Level.Game.IsA('TeamGamePlus') || TeamGamePlus(Level.Game).PriorityObjective(O) < 2) && FastTrace(P.Location, E.Location) ) { if ( VSize(E.Location - O.Location) > 500 ) return 2.0; else return 1.0; } return 0.35; } // return delta to combat style function float SuggestAttackStyle() { return -1.0; } simulated function PlayFiring() { PlayAnim( 'Fire', 0.3 ); PlayOwnedSound(FireSound, SLOT_None,4.0*Pawn(Owner).SoundDampening); } function setHand(float Hand) { if ( Hand == 2 ) { bHideWeapon = true; return; } else bHideWeapon = false; PlayerViewOffset.Y = Default.PlayerViewOffset.Y; PlayerViewOffset.X = Default.PlayerViewOffset.X; PlayerViewOffset.Z = Default.PlayerViewOffset.Z; PlayerViewOffset *= 100; //scale since network passes vector components as ints } function AltFire( float Value ) { if ( !Owner.IsA('PlayerPawn') ) { Fire(Value); return; } if (AmmoType.UseAmmo(1)) { PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert); bPointing=True; Pawn(Owner).PlayRecoil(FiringSpeed); PlayFiring(); GuidedShell = GuidedWarShell(ProjectileFire(AltProjectileClass, ProjectileSpeed, bWarnTarget)); GuidedShell.SetOwner(Owner); PlayerPawn(Owner).ViewTarget = GuidedShell; GuidedShell.Guider = PlayerPawn(Owner); ClientAltFire(0); GotoState('Guiding'); } } simulated function bool ClientAltFire( float Value ) { if ( bCanClientFire && ((Role == ROLE_Authority) || (AmmoType == None) || (AmmoType.AmmoAmount > 0)) ) { if ( Affector != None ) Affector.FireEffect(); PlayOwnedSound(FireSound, SLOT_None,4.0*Pawn(Owner).SoundDampening); return true; } return false; } State Guiding { function Fire ( float Value ) { if ( !bCanFire ) return; if ( GuidedShell != None ) GuidedShell.Explode(GuidedShell.Location,Vect(0,0,1)); bCanClientFire = true; GotoState('Finishing'); } function AltFire ( float Value ) { Fire(Value); } function BeginState() { Scroll = 0; bGuiding = true; bCanFire = false; if ( Owner.IsA('PlayerPawn') ) { GuidingPawn = PlayerPawn(Owner); StartRotation = PlayerPawn(Owner).ViewRotation; PlayerPawn(Owner).ClientAdjustGlow(-0.2,vect(200,0,0)); } } function EndState() { bGuiding = false; if ( GuidingPawn != None ) { GuidingPawn.ClientAdjustGlow(0.2,vect(-200,0,0)); GuidingPawn.ClientSetRotation(StartRotation); GuidingPawn = None; } } Begin: Sleep(1.0); bCanFire = true; } State Finishing { ignores Fire, AltFire; function BeginState() { bShowStatic = true; } Begin: Sleep(0.3); bShowStatic = false; Sleep(1.0); GotoState('Idle'); } defaultproperties { WeaponDescription="Classification: Thermonuclear Device\n\nPrimary Fire: Launches a huge yet slow moving missile that, upon striking a solid surface, will explode and send out a gigantic shock wave, instantly pulverizing anyone or anything within its colossal radius, including yourself.\n\nSecondary Fire: Take control of the missile and fly it anywhere. You can press the primary fire button to explode the missile early.\n\nTechniques: Remember that while this rocket is being piloted you are a sitting duck. If an opponent manages to hit your incoming Redeemer missile while it's in the air, the missile will explode harmlessly." InstFlash=-0.400000 InstFog=(X=950.000000,Y=650.000000,Z=290.000000) AmmoName=Class'Botpack.WarHeadAmmo' ReloadCount=1 PickupAmmoCount=1 bWarnTarget=True bAltWarnTarget=True bSplashDamage=True bSpecialIcon=True FiringSpeed=1.000000 FireOffset=(X=18.000000,Z=-10.000000) ProjectileClass=Class'Botpack.WarShell' AltProjectileClass=Class'Botpack.GuidedWarshell' shakemag=350.000000 shaketime=0.200000 shakevert=7.500000 AIRating=1.000000 RefireRate=0.250000 AltRefireRate=0.250000 FireSound=Sound'Botpack.Redeemer.WarheadShot' SelectSound=Sound'Botpack.Redeemer.WarheadPickup' DeathMessage="%o was vaporized by %k's %w!!" NameColor=(G=128,B=128) AutoSwitchPriority=10 InventoryGroup=10 PickupMessage="You got the Redeemer." ItemName="Redeemer" RespawnTime=60.000000 PlayerViewOffset=(X=1.800000,Y=1.000000,Z=-1.890000) PlayerViewMesh=LodMesh'Botpack.WarHead' BobDamping=0.975000 PickupViewMesh=LodMesh'Botpack.WHPick' ThirdPersonMesh=LodMesh'Botpack.WHHand' StatusIcon=Texture'Botpack.Icons.UseWarH' PickupSound=Sound'UnrealShare.Pickups.WeaponPickup' Icon=Texture'Botpack.Icons.UseWarH' Mesh=LodMesh'Botpack.WHPick' bNoSmooth=False CollisionRadius=45.000000 CollisionHeight=23.000000 } |
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