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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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