Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 |
class AbilityWheeledVehicleStunts extends RPGAbility abstract config(UT2004RPG); var config float MaxForce; var config float ForceLevelMultiplier; var config float MaxSpin; var config float SpinLevelMultiplier; var config float JumpChargeTime; var config float ChargeLevelMultiplier; //really a divisor, since it will be fractional static simulated function int Cost(RPGPlayerDataObject Data, int CurrentLevel) { local int x; local bool engineer; if(CurrentLevel == 0) return super.Cost(Data, CurrentLevel); else { for (x = 0; x < Data.Abilities.length && !engineer; x++) if (Data.Abilities[x] == class'ClassEngineer') engineer = true; if(engineer) return super.Cost(Data, CurrentLevel); else return 0; } return super.Cost(Data, CurrentLevel); } /* Modify the owning player's current vehicle. Called by MutUT2004RPG.DriverEnteredVehicle() serverside * and RPGStatsInv.ClientEnteredVehicle() clientside. */ static simulated function ModifyVehicle(Vehicle V, int AbilityLevel) { local ONSWheeledCraft wheels; local VehicleStuntsInv inv; if(V.Level.NetMode == NM_Client) return; //none of this on the client wheels = ONSWheeledCraft(V); if (wheels == None) return; inv = VehicleStuntsInv(wheels.FindInventoryType(class'VehicleStuntsInv')); if(Inv != None) { //woah UnModifyVehicle(V, AbilityLevel); } inv = wheels.spawn(class'VehicleStuntsInv', wheels,,, rot(0,0,0)); if(inv == None) return; //shouldn't happen, but this is a checkertrap in case it does. inv.giveTo(wheels); inv.bAllowAirControl = wheels.bAllowAirControl; inv.bAllowChargingJump = wheels.bAllowChargingJump; inv.bSpecialHUD = wheels.bSpecialHUD; inv.MaxJumpForce = wheels.MaxJumpForce; inv.MaxJumpSpin = wheels.MaxJumpSpin; inv.JumpChargeTime = wheels.JumpChargeTime; inv.bHasHandbrake = wheels.bHasHandbrake; wheels.bAllowAirControl = true; wheels.bAllowChargingJump = true; wheels.bSpecialHUD = true; wheels.MaxJumpForce = default.MaxForce * ((float(AbilityLevel - 1) * default.ForceLevelMultiplier) + 1.000000); wheels.MaxJumpSpin = default.MaxSpin * ((float(AbilityLevel - 1) * default.SpinLevelMultiplier) + 1.000000); wheels.JumpChargeTime = default.JumpChargeTime * ((float(AbilityLevel - 1) * default.SpinLevelMultiplier) + 1.000000); wheels.bHasHandbrake = false; } /* Remove any modifications to this vehicle, because the player is no longer driving it. */ static simulated function UnModifyVehicle(Vehicle V, int AbilityLevel) { local ONSWheeledCraft wheels; local VehicleStuntsInv inv; if(V.Level.NetMode == NM_Client) return; //none of this on the client wheels = ONSWheeledCraft(V); if (wheels == None) return; inv = VehicleStuntsInv(wheels.FindInventoryType(class'VehicleStuntsInv')); if(inv == None) return; //nothing to unmodify. wheels.bAllowAirControl = inv.bAllowAirControl; wheels.bAllowChargingJump = inv.bAllowChargingJump; wheels.bSpecialHUD = inv.bSpecialHUD; wheels.MaxJumpForce = inv.MaxJumpForce; wheels.MaxJumpSpin = inv.MaxJumpSpin; wheels.JumpChargeTime = inv.JumpChargeTime; wheels.bHasHandbrake = inv.bHasHandbrake; wheels.deleteInventory(inv); inv.destroy(); } defaultproperties { MaxForce=200000.000000 ForceLevelMultiplier=1.500000 MaxSpin=80.000000 SpinLevelMultiplier=1.250000 JumpChargeTime=1.000000 ChargeLevelMultiplier=0.800000 AbilityName="Stunt Vehicles" Description="With this skill, you can make wheeled vehicles jump.|Hold down the crouch key to charge up and then release to jump.|This ability also grants control of wheeled vehicles in mid-air.|Additional levels provide more spin, momentum, and less charge time.|(Max Level 1. Max Level Engineer 3.)|Cost (per level): 5,10,15" StartingCost=5 CostAddPerLevel=5 MaxLevel=3 } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |