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Onslaught.ONSRVWebProjectileLeader


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class ONSRVWebProjectileLeader extends  ONSRVWebProjectile
    native
    nativereplication;

var() float         SpringLength;
var() float         SpringStiffness;
var() float         StuckSpringStiffness; //when a projectile in this web gets stuck, SpringStiffness is set to this
var() float         SpringDamping;
var() float         SpringMaxForce;
var() float         SpringExplodeLength; // Max stretch length before web explodes.
var() float         ProjVelDamping; //
var() float         ProjStuckNeighbourVelDamping; // Extra damping applied when a neighbour is attached to something.
var() InterpCurve   ProjGravityScale; // Function of time since launched.

// To make the web stuff particularly effective against Mantas, it is sucked into the top of the fans.
var() bool                      bEnableSuckTargetForce;
var() bool                      bSymmetricSuckTarget; // Suck to SuckTargetOffset mirrored across Y as well (eg. for manta fans)
var() bool                      bSuckFriendlyActor; // Don't get sucked towards actors on own team.
var() bool                      bNoSuckFromBelow; // If the projectile is 'below' the suck target (ie. negative local Z) it won't get sucked.
var() bool                      bOnlySuckToDriven; // Only suck to an actor if bDriving is true.
var() array< class<Vehicle> >   SuckTargetClasses; // Class of actors that projectile should get sucked towards.
var() float                     SuckTargetRange; // Distance from SuckTarget before projectile starts getting sucked.
var() float                     SuckTargetForce; // Force applied to suck projectile towards target.
var() vector                    SuckTargetOffset; // Location in target ref frame that projectile will be sucked too
var() float                     SuckReduceVelFactor; // Once a particle is getting sucked, how much to kill velocity that is not in the suck direction.

var byte                        ProjTeam;
var float                       FireTime;
var array<ONSRVWebProjectile>   Projectiles;


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replication
{
    reliable if (bNetInitial && Role == ROLE_Authority)
        ProjTeam;
}

simulated function PostBeginPlay()
{
    Super.PostBeginPlay();

    FireTime = Level.TimeSeconds;
}

// Walk over entire web, detonating projectiles. Only called on server.
event DetonateWeb()
{
    local int i;

    // We want to destroy ourself last!
    for(i=1; i<Projectiles.Length; i++)
    {
        if( Projectiles[i] != None )
            Projectiles[i].Explode( Projectiles[i].Location, Projectiles[i].StuckNormal );
    }

    self.Explode( self.Location, self.StuckNormal );
}

//one of the projectiles just got stuck to something
simulated function NotifyStuck()
{
    SpringStiffness = StuckSpringStiffness;
}

defaultproperties
{
     SpringLength=50.000000
     SpringStiffness=5.000000
     StuckSpringStiffness=50.000000
     SpringDamping=6.000000
     SpringMaxForce=4500.000000
     SpringExplodeLength=1250.000000
     ProjStuckNeighbourVelDamping=2.000000
     ProjGravityScale=(Points=(,(InVal=4.000000),(InVal=5.000000,OutVal=0.500000),(InVal=1000000.000000,OutVal=0.500000)))
     bEnableSuckTargetForce=True
     bSymmetricSuckTarget=True
     bOnlySuckToDriven=True
     SuckTargetClasses(0)=Class'Onslaught.ONSHoverBike'
     SuckTargetRange=275.000000
     SuckTargetForce=6500.000000
     SuckTargetOffset=(X=25.000000,Y=80.000000,Z=-10.000000)
     SuckReduceVelFactor=0.900000
}

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Class file time: Wed 7/2/2007 19:12:22.000 - Creation time: Wed 7/2/2007 19:16:47.953 - Created with UnCodeX