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OnslaughtFull.ONSMobileAssaultStation


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//-----------------------------------------------------------
//
//-----------------------------------------------------------
class ONSMobileAssaultStation extends ONSWheeledCraft;

#exec OBJ LOAD FILE=..\Sounds\MenuSounds.uax
#exec OBJ LOAD FILE=..\Textures\ONSFullTextures.utx

var()       sound   DeploySound;
var()       sound   HideSound;
var()       string  DeployForce;
var()       string  HideForce;
var         EPhysics    ServerPhysics;

var         bool    bDeployed;
var         bool    bOldDeployed;

var         vector  UnDeployedTPCamLookat;
var         vector  UnDeployedTPCamWorldOffset;
var         vector  DeployedTPCamLookat;
var         vector  DeployedTPCamWorldOffset;

var         vector  UnDeployedFPCamPos;
var         vector  DeployedFPCamPos;

replication
{
    unreliable if(Role==ROLE_Authority)
        ServerPhysics, bDeployed;
}

simulated event PostNetReceive()
{
    Super.PostNetReceive();

    if (ServerPhysics != Physics)
    {
        bMovable = (ServerPhysics == PHYS_Karma);
        SetPhysics(ServerPhysics);
    }

    if( bDeployed != bOldDeployed )
    {
        if(bDeployed)
        {
            TPCamLookat = DeployedTPCamLookat;
            TPCamWorldOffset = DeployedTPCamWorldOffset;
            FPCamPos = DeployedFPCamPos;
            bEnableProximityViewShake = False;
        }
        else
        {
            TPCamLookat = UnDeployedTPCamLookat;
            TPCamWorldOffset = UnDeployedTPCamWorldOffset;
            FPCamPos = UnDeployedFPCamPos;
            bEnableProximityViewShake = True;
        }

        bOldDeployed = bDeployed;
    }
}

function bool ImportantVehicle()
{
    return true;
}

function bool IsArtillery()
{
    return true;
}

function float BotDesireability(Actor S, int TeamIndex, Actor Objective)
{
    local SquadAI Squad;

    Squad = SquadAI(S);

    if ( Squad.GetOrders() == 'Defend' )
        return 0;

    return super.BotDesireability(S,TeamIndex,Objective);
}

function VehicleFire(bool bWasAltFire)
{
    if (bWasAltFire && PlayerController(Controller) != None)
        PlayerController(Controller).ClientPlaySound(sound'MenuSounds.Denied1');
}

function ChooseFireAt(Actor A)
{
    Fire(0);
}

auto state UnDeployed
{
    function Deploy()
    {
        AltFire(0);
    }

    function ChooseFireAt(Actor A)
    {
        local Bot B;

        B = Bot(Controller);
        if ( B == None || B.Squad == None || ONSPowerCore(B.Squad.SquadObjective) == None )
        {
            Fire(0);
            return;
        }

        if ( ONSPowerCore(B.Squad.SquadObjective).LegitimateTargetOf(B) && CanAttack(B.Squad.SquadObjective) )
            AltFire(0);
        else
            Fire(0);
    }

    function VehicleFire(bool bWasAltFire)
    {
        if (bWasAltFire)
        {
            if (PlayerController(Controller) != None && VSize(Velocity) > 15.0)
                PlayerController(Controller).ClientPlaySound(sound'MenuSounds.Denied1');
            else
                GotoState('Deploying');
        }
        else
            bWeaponIsFiring = True;
    }
}

state Deployed
{
    function MayUndeploy()
    {
        GotoState('UnDeploying');
    }

    function bool IsDeployed()
    {
        return true;
    }

    function VehicleFire(bool bWasAltFire)
    {
        if (bWasAltFire)
            GotoState('UnDeploying');
        else
            bWeaponIsFiring = True;
    }
}

state UnDeploying
{
Begin:
    if (Controller != None)
    {
        if (PlayerController(Controller) != None)
        {
            PlayerController(Controller).ClientPlaySound(HideSound);
            if (PlayerController(Controller).bEnableGUIForceFeedback)
            PlayerController(Controller).ClientPlayForceFeedback(HideForce);
    }
        Weapons[1].bForceCenterAim = True;
        Weapons[1].PlayAnim('MASMainGunHide');
        sleep(2.3);
        PlayAnim('MASMainGunHide');
        sleep(4.03);
        bMovable = True;
        SetPhysics(PHYS_Karma);
        ServerPhysics = PHYS_Karma;
        bStationary = False;
        SetActiveWeapon(0);
        TPCamLookat = UnDeployedTPCamLookat;
        TPCamWorldOffset = UnDeployedTPCamWorldOffset;
        FPCamPos = UnDeployedFPCamPos;
        bEnableProximityViewShake = True;
        bDeployed = False;
        GotoState('UnDeployed');
    }
}

state Deploying
{
Begin:
    if (Controller != None)
    {
        SetPhysics(PHYS_None);
        ServerPhysics = PHYS_None;
        bMovable = False;
        bStationary = True;
        if (PlayerController(Controller) != None)
        {
            PlayerController(Controller).ClientPlaySound(DeploySound);
            if (PlayerController(Controller).bEnableGUIForceFeedback)
            PlayerController(Controller).ClientPlayForceFeedback(DeployForce);
    }
        PlayAnim('MASMainGunDeploy');
        sleep(3.46);
        Weapons[1].PlayAnim('MASMainGunDeploy');
        sleep(2.873);
        Weapons[1].bForceCenterAim = False;
        SetActiveWeapon(1);
        bWeaponisFiring = false; //so bots don't immediately fire until the gun has a chance to move
        TPCamLookat = DeployedTPCamLookat;
        TPCamWorldOffset = DeployedTPCamWorldOffset;
        FPCamPos = DeployedFPCamPos;
        bEnableProximityViewShake = False;
        bDeployed = True;
        GotoState('Deployed');
    }
}

function Died(Controller Killer, class<DamageType> damageType, vector HitLocation)
{
    bMovable = True;
    SetPhysics(PHYS_Karma);

    Super.Died(Killer, damageType, HitLocation);
}

simulated event ClientVehicleExplosion(bool bFinal)
{
    local int SoundNum;
    local Actor DestructionEffect;

    // Explosion effect
    if(ExplosionSounds.Length > 0)
    {
        SoundNum = Rand(ExplosionSounds.Length);
        PlaySound(ExplosionSounds[SoundNum], SLOT_None, ExplosionSoundVolume*TransientSoundVolume,, ExplosionSoundRadius);
    }

    if (bFinal)
    {
        if (Level.NetMode != NM_DedicatedServer)
            DestructionEffect = spawn(DisintegrationEffectClass,,, Location, Rotation);

        GotoState('VehicleDisintegrated');
    }
}

state VehicleDisintegrated
{
    function Died(Controller Killer, class<DamageType> damageType, vector HitLocation)
    {
    }

Begin:
    sleep(0.75);
    Destroy();
}

static function StaticPrecache(LevelInfo L)
{
    Super.StaticPrecache(L);

    L.AddPrecacheStaticMesh(StaticMesh'ParticleMeshes.Complex.ExplosionRing');
    L.AddPrecacheStaticMesh(StaticMesh'ONSFullStaticMeshes.LEVexploded.BayDoor');
    L.AddPrecacheStaticMesh(StaticMesh'ONSFullStaticMeshes.LEVexploded.MainGun');
    L.AddPrecacheStaticMesh(StaticMesh'ONSFullStaticMeshes.LEVexploded.SideFlap');
    L.AddPrecacheStaticMesh(StaticMesh'AW-2004Particles.Debris.Veh_Debris1');

    L.AddPrecacheMaterial(Material'AW-2004Particles.Energy.SparkHead');
    L.AddPrecacheMaterial(Material'ExplosionTex.Framed.exp2_frames');
    L.AddPrecacheMaterial(Material'ExplosionTex.Framed.exp1_frames');
    L.AddPrecacheMaterial(Material'ExplosionTex.Framed.we1_frames');
    L.AddPrecacheMaterial(Material'AW-2004Particles.Fire.NapalmSpot');
    L.AddPrecacheMaterial(Material'EpicParticles.Fire.SprayFire1');
    L.AddPrecacheMaterial(Material'ONSFullTextures.MASGroup.LEVcolorRED');
    L.AddPrecacheMaterial(Material'ONSFullTextures.MASGroup.LEVnoColor');
    L.AddPrecacheMaterial(Material'ONSFullTextures.MASGroup.LEVcolorBlue');
    L.AddPrecacheMaterial(Material'VehicleFX.Particles.DustyCloud2');
    L.AddPrecacheMaterial(Material'VMParticleTextures.DirtKICKGROUP.dirtKICKTEX');
    L.AddPrecacheMaterial(Material'Engine.GRADIENT_Fade');
}

simulated function UpdatePrecacheStaticMeshes()
{
    Level.AddPrecacheStaticMesh(StaticMesh'ParticleMeshes.Complex.ExplosionRing');
    Level.AddPrecacheStaticMesh(StaticMesh'ONSFullStaticMeshes.LEVexploded.BayDoor');
    Level.AddPrecacheStaticMesh(StaticMesh'ONSFullStaticMeshes.LEVexploded.MainGun');
    Level.AddPrecacheStaticMesh(StaticMesh'ONSFullStaticMeshes.LEVexploded.SideFlap');
    Level.AddPrecacheStaticMesh(StaticMesh'AW-2004Particles.Debris.Veh_Debris1');

    Super.UpdatePrecacheStaticMeshes();
}

simulated function UpdatePrecacheMaterials()
{
    Level.AddPrecacheMaterial(Material'AW-2004Particles.Energy.SparkHead');
    Level.AddPrecacheMaterial(Material'ExplosionTex.Framed.exp2_frames');
    Level.AddPrecacheMaterial(Material'ExplosionTex.Framed.exp1_frames');
    Level.AddPrecacheMaterial(Material'ExplosionTex.Framed.we1_frames');
    Level.AddPrecacheMaterial(Material'AW-2004Particles.Fire.NapalmSpot');
    Level.AddPrecacheMaterial(Material'EpicParticles.Fire.SprayFire1');
    Level.AddPrecacheMaterial(Material'ONSFullTextures.MASGroup.LEVcolorRED');
    Level.AddPrecacheMaterial(Material'ONSFullTextures.MASGroup.LEVnoColor');
    Level.AddPrecacheMaterial(Material'ONSFullTextures.MASGroup.LEVcolorBlue');
    Level.AddPrecacheMaterial(Material'VehicleFX.Particles.DustyCloud2');
    Level.AddPrecacheMaterial(Material'VMParticleTextures.DirtKICKGROUP.dirtKICKTEX');
    Level.AddPrecacheMaterial(Material'Engine.GRADIENT_Fade');

    Super.UpdatePrecacheMaterials();
}

function ShouldTargetMissile(Projectile P)
{
}

defaultproperties
{
     DeploySound=Sound'ONSVehicleSounds-S.MAS.MASDeploy01'
     HideSound=Sound'ONSVehicleSounds-S.MAS.MASDeploy01'
     DeployForce="MASDeploy"
     HideForce="MASDeploy"
     ServerPhysics=PHYS_Karma
     UnDeployedTPCamLookat=(X=-200.000000,Z=300.000000)
     UnDeployedTPCamWorldOffset=(Z=200.000000)
     DeployedTPCamLookat=(X=100.000000)
     DeployedTPCamWorldOffset=(Z=800.000000)
     UnDeployedFPCamPos=(X=-240.000000,Z=350.000000)
     DeployedFPCamPos=(Z=600.000000)
     WheelSoftness=0.040000
     WheelPenScale=1.000000
     WheelPenOffset=0.010000
     WheelRestitution=0.100000
     WheelInertia=0.010000
     WheelLongFrictionFunc=(Points=(,(InVal=100.000000,OutVal=1.000000),(InVal=200.000000,OutVal=0.900000),(InVal=10000000000.000000,OutVal=0.900000)))
     WheelLongSlip=0.001000
     WheelLatSlipFunc=(Points=(,(InVal=30.000000,OutVal=0.009000),(InVal=45.000000),(InVal=10000000000.000000)))
     WheelLongFrictionScale=0.900000
     WheelLatFrictionScale=1.500000
     WheelHandbrakeSlip=0.010000
     WheelHandbrakeFriction=0.100000
     WheelSuspensionTravel=40.000000
     WheelSuspensionMaxRenderTravel=40.000000
     FTScale=0.010000
     ChassisTorqueScale=0.100000
     MinBrakeFriction=4.000000
     MaxSteerAngleCurve=(Points=((OutVal=35.000000),(InVal=1500.000000,OutVal=25.000000),(InVal=1000000000.000000,OutVal=20.000000)))
     TorqueCurve=(Points=((OutVal=36.000000),(InVal=200.000000,OutVal=4.000000),(InVal=1500.000000,OutVal=5.500000),(InVal=2500.000000)))
     GearRatios(0)=-0.200000
     GearRatios(1)=0.200000
     NumForwardGears=1
     TransRatio=0.110000
     ChangeUpPoint=2000.000000
     ChangeDownPoint=1000.000000
     LSDFactor=1.000000
     EngineBrakeFactor=0.002000
     EngineBrakeRPMScale=0.100000
     MaxBrakeTorque=20.000000
     SteerSpeed=110.000000
     StopThreshold=100.000000
     HandbrakeThresh=200.000000
     EngineInertia=0.500000
     IdleRPM=1000.000000
     EngineRPMSoundRange=8000.000000
     SteerBoneAxis=AXIS_Z
     SteerBoneMaxAngle=90.000000
     RevMeterScale=4000.000000
     bAllowBigWheels=True
     AirPitchDamping=45.000000
     DriverWeapons(0)=(WeaponClass=Class'OnslaughtFull.ONSMASRocketPack',WeaponBone="RocketPackAttach")
     DriverWeapons(1)=(WeaponClass=Class'OnslaughtFull.ONSMASCannon',WeaponBone="maingunpostBase")
     PassengerWeapons(0)=(WeaponPawnClass=Class'OnslaughtFull.ONSMASSideGunPawn',WeaponBone="RightFrontgunAttach")
     PassengerWeapons(1)=(WeaponPawnClass=Class'OnslaughtFull.ONSMASSideGunPawn',WeaponBone="LeftFrontGunAttach")
     PassengerWeapons(2)=(WeaponPawnClass=Class'OnslaughtFull.ONSMASSideGunPawn',WeaponBone="RightRearGunAttach")
     PassengerWeapons(3)=(WeaponPawnClass=Class'OnslaughtFull.ONSMASSideGunPawn',WeaponBone="LeftRearGunAttach")
     bHasAltFire=False
     RedSkin=Shader'ONSFullTextures.MASGroup.MASredSHAD'
     BlueSkin=Shader'ONSFullTextures.MASGroup.MASblueSHAD'
     IdleSound=Sound'ONSVehicleSounds-S.MAS.MASEng01'
     StartUpSound=Sound'ONSVehicleSounds-S.MAS.MASStart01'
     ShutDownSound=Sound'ONSVehicleSounds-S.MAS.MASStop01'
     StartUpForce="MASStartUp"
     ShutDownForce="MASShutDown"
     ViewShakeRadius=1000.000000
     ViewShakeOffsetMag=(X=0.700000,Z=2.700000)
     ViewShakeOffsetFreq=7.000000
     DestroyedVehicleMesh=StaticMesh'ONSFullStaticMeshes.leviathanDEAD'
     DestructionEffectClass=Class'Onslaught.ONSVehicleExplosionEffect'
     DisintegrationEffectClass=Class'OnslaughtFull.ONSVehDeathMAS'
     DisintegrationHealth=0.000000
     DestructionLinearMomentum=(Min=250000.000000,Max=400000.000000)
     DestructionAngularMomentum=(Min=100.000000,Max=300.000000)
     UpsideDownDamage=500.000000
     DamagedEffectScale=2.500000
     DamagedEffectOffset=(X=300.000000,Z=185.000000)
     bEnableProximityViewShake=True
     bNeverReset=True
     bCannotBeBased=True
     HeadlightCoronaOffset(0)=(X=365.000000,Y=-87.000000,Z=130.000000)
     HeadlightCoronaMaterial=Texture'EpicParticles.Flares.FlashFlare1'
     HeadlightCoronaMaxSize=120.000000
     Begin Object Class=SVehicleWheel Name=RightRearTIRe
         bPoweredWheel=True
         bHandbrakeWheel=True
         BoneName="RightRearTIRe"
         BoneRollAxis=AXIS_Y
         WheelRadius=99.000000
     End Object
     Wheels(0)=SVehicleWheel'OnslaughtFull.ONSMobileAssaultStation.RightRearTIRe'

     Begin Object Class=SVehicleWheel Name=LeftRearTIRE
         bPoweredWheel=True
         bHandbrakeWheel=True
         BoneName="LeftRearTIRE"
         BoneRollAxis=AXIS_Y
         WheelRadius=99.000000
     End Object
     Wheels(1)=SVehicleWheel'OnslaughtFull.ONSMobileAssaultStation.LeftRearTIRE'

     Begin Object Class=SVehicleWheel Name=RightFrontTIRE
         bPoweredWheel=True
         SteerType=VST_Steered
         BoneName="RightFrontTIRE"
         BoneRollAxis=AXIS_Y
         WheelRadius=99.000000
     End Object
     Wheels(2)=SVehicleWheel'OnslaughtFull.ONSMobileAssaultStation.RightFrontTIRE'

     Begin Object Class=SVehicleWheel Name=LeftFrontTIRE
         bPoweredWheel=True
         SteerType=VST_Steered
         BoneName="LeftFrontTIRE"
         BoneRollAxis=AXIS_Y
         WheelRadius=99.000000
     End Object
     Wheels(3)=SVehicleWheel'OnslaughtFull.ONSMobileAssaultStation.LeftFrontTIRE'

     VehicleMass=10.000000
     bDrawMeshInFP=True
     bKeyVehicle=True
     bDriverHoldsFlag=False
     DrivePos=(X=16.921000,Y=-40.284000,Z=65.793999)
     ExitPositions(0)=(Y=-365.000000,Z=200.000000)
     ExitPositions(1)=(Y=365.000000,Z=200.000000)
     ExitPositions(2)=(Y=-365.000000,Z=-100.000000)
     ExitPositions(3)=(Y=365.000000,Z=-100.000000)
     EntryRadius=500.000000
     FPCamPos=(X=-240.000000,Z=350.000000)
     TPCamDistance=780.000000
     TPCamLookat=(X=-200.000000,Z=300.000000)
     TPCamWorldOffset=(Z=200.000000)
     TPCamDistRange=(Min=0.000000,Max=2500.000000)
     MaxViewPitch=30000
     ShadowCullDistance=2000.000000
     MomentumMult=0.010000
     DriverDamageMult=0.000000
     VehiclePositionString="in a Leviathan"
     VehicleNameString="Leviathan"
     RanOverDamageType=Class'OnslaughtFull.DamTypeMASRoadkill'
     CrushedDamageType=Class'OnslaughtFull.DamTypeMASPancake'
     MaxDesireability=2.000000
     ObjectiveGetOutDist=2000.000000
     FlagBone="LeftFrontGunAttach"
     HornSounds(0)=Sound'ONSVehicleSounds-S.Horns.LevHorn01'
     HornSounds(1)=Sound'ONSVehicleSounds-S.Horns.LevHorn02'
     bSuperSize=True
     NavigationPointRange=190.000000
     HealthMax=5000.000000
     Health=5000
     bReplicateAnimations=True
     Mesh=SkeletalMesh'ONSFullAnimations.MASchassis'
     SoundRadius=255.000000
     CollisionRadius=260.000000
     CollisionHeight=60.000000
     bNetNotify=True
     Begin Object Class=KarmaParamsRBFull Name=KParams0
         KInertiaTensor(0)=1.260000
         KInertiaTensor(3)=3.099998
         KInertiaTensor(5)=4.499996
         KLinearDamping=0.050000
         KAngularDamping=0.050000
         KStartEnabled=True
         bKNonSphericalInertia=True
         KMaxSpeed=650.000000
         bHighDetailOnly=False
         bClientOnly=False
         bKDoubleTickRate=True
         bDestroyOnWorldPenetrate=True
         bDoSafetime=True
         KFriction=0.500000
         KImpactThreshold=500.000000
     End Object
     KParams=KarmaParamsRBFull'OnslaughtFull.ONSMobileAssaultStation.KParams0'

}

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Class file time: Wed 7/2/2007 19:12:48.000 - Creation time: Wed 7/2/2007 19:16:47.250 - Created with UnCodeX