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//============================================================================= // Warlord. //============================================================================= class Warlord extends ScriptedPawn; #exec MESH IMPORT MESH=WarlordM ANIVFILE=MODELS\warlor_a.3D DATAFILE=MODELS\warlor_d.3D LODSTYLE=2 #exec MESH ORIGIN MESH=WarlordM X=0 Y=-300 Z=0 YAW=64 Roll=-64 #exec MESH SEQUENCE MESH=warlordM SEQ=All STARTFRAME=0 NUMFRAMES=492 #exec MESH SEQUENCE MESH=warlordM SEQ=Breath STARTFRAME=0 NUMFRAMES=8 RATE=6 #exec MESH SEQUENCE MESH=warlordM SEQ=Dead1 STARTFRAME=8 NUMFRAMES=26 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=TakeHit STARTFRAME=8 NUMFRAMES=1 #exec MESH SEQUENCE MESH=warlordM SEQ=Fire STARTFRAME=34 NUMFRAMES=15 RATE=15 Group=Attack #exec MESH SEQUENCE MESH=warlordM SEQ=Fighter STARTFRAME=34 NUMFRAMES=1 #exec MESH SEQUENCE MESH=warlordM SEQ=Fly STARTFRAME=49 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=FlyFire STARTFRAME=64 NUMFRAMES=15 RATE=15 Group=MovingAttack #exec MESH SEQUENCE MESH=warlordM SEQ=Land STARTFRAME=79 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=Run STARTFRAME=94 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=Strike STARTFRAME=104 NUMFRAMES=15 RATE=15 Group=Attack #exec MESH SEQUENCE MESH=warlordM SEQ=TakeOff STARTFRAME=119 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=Twirl STARTFRAME=129 NUMFRAMES=40 #exec MESH SEQUENCE MESH=warlordM SEQ=Walk STARTFRAME=169 NUMFRAMES=15 RATE=18 #exec MESH SEQUENCE MESH=warlordM SEQ=WalkFire STARTFRAME=184 NUMFRAMES=15 RATE=18 Group=MovingAttack #exec MESH SEQUENCE MESH=warlordM SEQ=Appear STARTFRAME=199 NUMFRAMES=11 #exec MESH SEQUENCE MESH=warlordM SEQ=FDodgeUp STARTFRAME=210 NUMFRAMES=18 RATE=15 Group=Dodge #exec MESH SEQUENCE MESH=warlordM SEQ=FDodgeL STARTFRAME=228 NUMFRAMES=15 RATE=15 Group=Dodge #exec MESH SEQUENCE MESH=warlordM SEQ=FDodgeR STARTFRAME=243 NUMFRAMES=15 RATE=15 Group=Dodge #exec MESH SEQUENCE MESH=warlordM SEQ=GKick1 STARTFRAME=258 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=GKick2 STARTFRAME=273 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=GPunch1 STARTFRAME=288 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=GPunch2 STARTFRAME=303 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=Grab STARTFRAME=318 NUMFRAMES=18 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=Laugh STARTFRAME=336 NUMFRAMES=33 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=Munch STARTFRAME=369 NUMFRAMES=20 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=Point STARTFRAME=389 NUMFRAMES=28 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=Teleport STARTFRAME=417 NUMFRAMES=21 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=Dead2A STARTFRAME=438 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=Fall STARTFRAME=448 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=Dead2B STARTFRAME=458 NUMFRAMES=34 RATE=15 #exec TEXTURE IMPORT NAME=JWarlord1 FILE=MODELS\warlord.PCX GROUP=Skins FLAGS=2 #exec MESHMAP SCALE MESHMAP=WarlordM X=0.17 Y=0.17 Z=0.34 #exec MESHMAP SETTEXTURE MESHMAP=warlordM NUM=1 TEXTURE=Jwarlord1 #exec MESH NOTIFY MESH=WarlordM SEQ=Dead1 TIME=0.78 FUNCTION=LandThump #exec MESH NOTIFY MESH=WarlordM SEQ=Fly TIME=0.1 FUNCTION=Flap #exec MESH NOTIFY MESH=WarlordM SEQ=FlyFire TIME=0.1 FUNCTION=Flap #exec MESH NOTIFY MESH=WarlordM SEQ=TakeOff TIME=0.1 FUNCTION=Flap #exec MESH NOTIFY MESH=WarlordM SEQ=Run TIME=0.25 FUNCTION=Step #exec MESH NOTIFY MESH=WarlordM SEQ=Run TIME=0.75 FUNCTION=Step #exec MESH NOTIFY MESH=WarlordM SEQ=Walk TIME=0.33 FUNCTION=Step #exec MESH NOTIFY MESH=WarlordM SEQ=Walk TIME=0.83 FUNCTION=Step #exec MESH NOTIFY MESH=WarlordM SEQ=WalkFire TIME=0.33 FUNCTION=Step #exec MESH NOTIFY MESH=WarlordM SEQ=WalkFire TIME=0.83 FUNCTION=Step #exec AUDIO IMPORT FILE="Sounds\WarLord\injur1W.WAV" NAME="injur1WL" GROUP="WarLord" #exec AUDIO IMPORT FILE="Sounds\WarLord\injur2W.WAV" NAME="injur2WL" GROUP="WarLord" #exec AUDIO IMPORT FILE="Sounds\WarLord\aquire1W.WAV" NAME="acquire1WL" GROUP="WarLord" #exec AUDIO IMPORT FILE="Sounds\WarLord\DCry1W.WAV" NAME="DeathCry1WL" GROUP="WarLord" #exec AUDIO IMPORT FILE="Sounds\WarLord\fly1W.WAV" NAME="fly1WL" GROUP="WarLord" #exec AUDIO IMPORT FILE="Sounds\WarLord\roam1W.WAV" NAME="roam1WL" GROUP="WarLord" #exec AUDIO IMPORT FILE="Sounds\WarLord\threat1W.WAV" NAME="threat1WL" GROUP="WarLord" #exec AUDIO IMPORT FILE="Sounds\WarLord\breath1.WAV" NAME="breath1WL" GROUP="WarLord" #exec AUDIO IMPORT FILE="Sounds\Titan\step1a.WAV" NAME="step1t" GROUP="Titan" #exec AUDIO IMPORT FILE="Sounds\WarLord\laugh3b.WAV" NAME="laugh1WL" GROUP="WarLord" #exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\Generic\teleprt28.WAV" NAME="Teleport2" GROUP="Generic" //FIXME - use TakeOff animation (maybe for falling start) var() byte StrikeDamage; var() bool bTeleportWhenHurt; var float LastDuckTime; function PreSetMovement() { bCanJump = true; bCanWalk = true; bCanSwim = false; bCanFly = true; MinHitWall = -0.6; bCanOpenDoors = true; bCanDoSpecial = true; bCanDuck = true; } function Died(pawn Killer, name damageType, vector HitLocation) { if ( bTeleportWhenHurt ) { Health = 1000; PlayAnim('Teleport'); GotoState('Teleporting'); } else Super.Died(Killer, damageType, HitLocation); } function TryToDuck(vector duckDir, bool bReversed) { local vector HitLocation, HitNormal, Extent; local bool duckLeft, bSuccess; local actor HitActor; local float decision; //log("duck"); if ( Level.TimeSeconds - LastDuckTime < 0.6 - 0.1 * skill ) return; duckLeft = !bReversed; Extent.X = CollisionRadius; Extent.Y = CollisionRadius; Extent.Z = CollisionHeight; if ( (Physics != PHYS_Flying) && (FRand() < 0.4) ) // try to duck up { HitActor = Trace(HitLocation, HitNormal, Location + vect(0,0,300), Location, false, Extent); if ( HitActor == None ) { if ( FRand() < 0.7 ) PlayAnim('Fly', 1.6, 0.1); else PlayAnim('FDodgeUp'); SetPhysics(PHYS_Flying); Destination = Location + vect(0,0,300); Velocity = AirSpeed * vect(0,0,1); LastDuckTime = Level.TimeSeconds; GotoState('TacticalMove', 'DoMove'); return; } } HitActor = Trace(HitLocation, HitNormal, Location + 200 * duckDir, Location, false, Extent); bSuccess = ( HitActor == None ); if ( !bSuccess ) { duckLeft = !duckLeft; duckDir *= -1; HitActor = Trace(HitLocation, HitNormal, Location + 200 * duckDir, Location, false, Extent); bSuccess = ( HitActor == None ); } if ( !bSuccess ) return; LastDuckTime = Level.TimeSeconds; if ( FRand() < 0.7 ) PlayAnim('Fly', 1.6, 0.1); else if ( duckLeft ) PlayAnim('FDodgeL'); else PlayAnim('FDodgeR'); SetPhysics(PHYS_Flying); Destination = Location + 200 * duckDir; Velocity = AirSpeed * duckDir; GotoState('TacticalMove', 'DoMove'); } event Landed(vector HitNormal) { SetPhysics(PHYS_Walking); if ( !IsAnimating() ) PlayLanded(Velocity.Z); if (Velocity.Z < -1.4 * JumpZ) MakeNoise(-0.5 * Velocity.Z/(FMax(JumpZ, 150.0))); bJustLanded = true; } function Step() { PlaySound(sound'step1t', SLOT_Interact); } function Flap() { PlaySound(sound'fly1WL', SLOT_Interact); } function SetMovementPhysics() { if (Enemy != None) { if (Physics == PHYS_None) SetPhysics(PHYS_Walking); else if ( Region.Zone.bWaterZone || (Physics != PHYS_Walking) ) SetPhysics(PHYS_Flying); } else if (Physics != PHYS_Falling) SetPhysics(PHYS_Walking); } singular function Falling() { SetPhysics(PHYS_Flying); } function PlayWaiting() { local float decision; if (AnimSequence == 'Land') { TweenAnim('Breath', 0.3); return; } PlaySound(sound'breath1WL', SLOT_Interact); if (FRand() < 0.9) LoopAnim('Breath', 0.2 + 0.7 * FRand()); else LoopAnim('Twirl', 0.5 + 0.5 * FRand()); } function PlayPatrolStop() { if (Physics == PHYS_Flying) LoopAnim('Fly', 0.7); else PlayWaiting(); } function PlayWaitingAmbush() { PlayWaiting(); } function PlayChallenge() { if (Physics == PHYS_Flying) PlayAnim('Fly', 0.7, 0.1); else if ( FRand() < 0.5 ) { PlaySound(sound'laugh1WL', SLOT_Talk); PlayAnim('Laugh', 0.7, 0.1); } else PlayAnim('Point', 0.7, 0.1); } function TweenToFighter(float tweentime) { if (Physics == PHYS_Flying) TweenAnim('Fly', tweentime); else TweenAnim('Fighter', tweentime); } function TweenToRunning(float tweentime) { if ( IsAnimating() && ((AnimSequence == 'WalkFire') || (AnimSequence == 'FlyFire')) ) return; if (Physics == PHYS_Flying) { if ( (GetAnimGroup(AnimSequence) != 'Dodge') && ((AnimSequence != 'Fly') || !bAnimLoop) ) TweenAnim('Fly', tweentime); } else if ( (AnimSequence != 'Run') || !bAnimLoop ) TweenAnim('Run', tweentime); } function TweenToWalking(float tweentime) { if (Physics == PHYS_Flying) TweenAnim('Fly', tweentime); else TweenAnim('Walk', tweentime); } function TweenToWaiting(float tweentime) { PlayAnim('Land', 0.2 + 0.8 * FRand()); SetPhysics(PHYS_Falling); } function TweenToPatrolStop(float tweentime) { if (Physics == PHYS_Flying) { if (FRand() < 0.3) { SetPhysics(PHYS_Falling); PlayAnim('Land', 0.7); } else TweenAnim('Fly', tweentime); } else TweenAnim('Breath', tweentime); } function PlayRunning() { if (Physics == PHYS_Walking) LoopAnim('Run', -1.0/GroundSpeed,, 0.4); else LoopAnim('Fly', -1.0/AirSpeed,, 0.4); } function PlayWalking() { if (Physics == PHYS_Walking) LoopAnim('Walk', -1.4/GroundSpeed,, 0.4); else LoopAnim('Fly', -1.7/AirSpeed,, 0.4); } function PlayThreatening() { if (Physics == PHYS_Walking) TweenAnim('Fighter', 0.3); else LoopAnim('Fly', 0.6); } function PlayTurning() { if (Physics == PHYS_Walking) TweenAnim('Walk', 0.3); else LoopAnim('Fly'); } function PlayDying(name DamageType, vector HitLocation) { PlaySound(Die, SLOT_Talk); if ( Physics == PHYS_Flying ) PlayAnim('Dead2A', 0.7, 0.12); else PlayAnim('Dead1', 0.7, 0.12); } function PlayTakeHit(float tweentime, vector HitLoc, int damage) { TweenAnim('TakeHit', tweentime); } function TweenToFalling() { TweenAnim('Fly', 0.2); } function PlayInAir() { LoopAnim('Fly'); } function PlayLanded(float impactVel) { PlayAnim('Land'); } function PlayVictoryDance() { PlayAnim('Strike', 0.6, 0.1); } function PlayMeleeAttack() { if (Physics == PHYS_Flying) { PlayRangedAttack(); return; } PlayAnim('Strike'); if ( MeleeDamageTarget(StrikeDamage, (StrikeDamage * 1000.0 * Normal(Target.Location - Location))) ) PlaySound(Threaten, SLOT_Talk); } function bool CanFireAtEnemy() { local vector HitLocation, HitNormal,X,Y,Z, projStart, EnemyDir, EnemyUp; local actor HitActor; local rotator EnemyRot; local float EnemyDist; EnemyDir = Enemy.Location - Location; EnemyDist = VSize(EnemyDir); EnemyUp = Enemy.CollisionHeight * vect(0,0,0.9); if ( EnemyDist > 300 ) { EnemyDir = 300 * EnemyDir/EnemyDist; EnemyUp = 300 * EnemyUp/EnemyDist; } GetAxes(Rotation,X,Y,Z); projStart = Location - 0.5 * CollisionRadius * Y; HitActor = Trace(HitLocation, HitNormal, projStart + EnemyDir + EnemyUp, projStart , true); if ( (HitActor == None) || (HitActor == Enemy) || ((Pawn(HitActor) != None) && (AttitudeTo(Pawn(HitActor)) <= ATTITUDE_Ignore)) ) return true; HitActor = Trace(HitLocation, HitNormal, projStart + EnemyDir, projStart , true); return ( (HitActor == None) || (HitActor == Enemy) || ((Pawn(HitActor) != None) && (AttitudeTo(Pawn(HitActor)) <= ATTITUDE_Ignore)) ); } function PlayRangedAttack() { local vector X,Y,Z, projStart; local rotator projRotation; if (Physics == PHYS_Flying) PlayAnim('FlyFire'); else PlayAnim('Fire'); GetAxes(Rotation,X,Y,Z); projStart = Location - 0.5 * CollisionRadius * Y; projRotation = AdjustAim(ProjectileSpeed, projStart, 0, bLeadTarget, bWarnTarget); spawn(RangedProjectile ,self,'',projStart,projRotation); } function PlayMovingAttack() { local vector X,Y,Z, projStart; local rotator projRotation; if (Physics == PHYS_Flying) PlayAnim('FlyFire'); else { DesiredSpeed = 0.4; PlayAnim('WalkFire'); } GetAxes(Rotation,X,Y,Z); projStart = Location - 0.5 * CollisionHeight * Y; projRotation = AdjustAim(ProjectileSpeed, projStart, 600, bLeadTarget, bWarnTarget); if ( FRand() < 0.5 ) { if (FRand() < 0.5) projRotation.Yaw += 3072; else projRotation.Yaw -= 3072; } spawn(RangedProjectile ,self,'',projStart,projRotation); } State Charging { function HitWall(vector HitNormal, actor Wall) { if ( (Physics == PHYS_Flying) && (HitNormal.Z > 0.7) ) { SetPhysics(PHYS_Walking); return; } Super.HitWall(HitNormal, Wall); } function BeginState() { local vector HitLocation, HitNormal; local actor HitActor; if ( (Enemy.Location.Z > Location.Z + MaxStepHeight) || (FRand() < 0.3) ) { Velocity.Z = 400; SetPhysics(PHYS_Flying); } else if ( !Region.Zone.bWaterZone ) { HitActor = Trace(HitLocation, HitNormal, Location - 2 * CollisionHeight * vect(0,0,1), Location, true); if (HitActor == Level) SetPhysics(PHYS_Falling); } Super.BeginState(); } } State TacticalMove { function HitWall(vector HitNormal, actor Wall) { if (HitNormal.Z > 0.7) { SetPhysics(PHYS_Walking); return; } Focus = Destination; if (PickWallAdjust()) GotoState('TacticalMove', 'AdjustFromWall'); else { DesiredRotation = Rotator(Enemy.Location - location); GotoState('Attacking'); } } function BeginState() { local vector HitLocation, HitNormal; local actor HitActor; if ( (FRand() < 0.3) || (Enemy.Location.Z - Location.Z) > MaxStepHeight + 2 * (CollisionHeight - Enemy.CollisionHeight) ) { Velocity.Z = 400; SetPhysics(PHYS_Flying); } else if ( !Region.Zone.bWaterZone ) { HitActor = Trace(HitLocation, HitNormal, Location - 2 * CollisionHeight * vect(0,0,1), Location, true); if (HitActor == Level) SetPhysics(PHYS_Falling); } Super.BeginState(); } } State Teleporting { ignores TakeDamage, SeePlayer, EnemyNotVisible, HearNoise, KilledBy, Bump, HitWall, HeadZoneChange, FootZoneChange, ZoneChange, Falling, WarnTarget, Died; function Tick(float DeltaTime) { local Actor A; ScaleGlow -= 3 * DeltaTime; if ( ScaleGlow < 0.3 ) { PlaySound(sound'Teleport2',, 8.0); if ( Event != '' ) ForEach AllActors( class'Actor', A, Event ) A.Trigger( Self, Enemy ); Destroy(); } } function BeginState() { bStasis = false; SetPhysics(PHYS_None); Disable('Tick'); } Begin: FinishAnim(); Style = STY_Translucent; bUnlit = true; ScaleGlow = 2.0; Enable('Tick'); } state Mutilating { function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) { } function Bump(actor Other) { if ( Other.IsA('Pawn') && Pawn(Other).bIsPlayer ) GotoState('Mutilating', 'FinalSequence'); } function EnemyAcquired() { GotoState('Mutilating', 'FinalSequence'); } function AnimEnd() { local float decision; decision = FRand(); if ( AnimSequence == 'Grab' ) PlayAnim('Munch', 0.3 + 0.7 * FRand()); else if ( decision < 0.2 ) PlayAnim('GKick1', 0.3 + 0.7 * FRand()); else if ( decision < 0.4 ) PlayAnim('GKick2', 0.3 + 0.7 * FRand()); else if ( decision < 0.6 ) PlayAnim('GPunch1', 0.3 + 0.7 * FRand()); else if ( decision < 0.8 ) PlayAnim('GPunch2', 0.3 + 0.7 * FRand()); else PlayAnim('Grab', 0.3 + 0.7 * FRand()); } function Landed(vector HitNormal) { SetPhysics(PHYS_None); } function BeginState() { Enemy = None; Acceleration = vect(0,0,0); SetAlertness(0.0); Health = 100000; } FinalSequence: Disable('AnimEnd'); PlayTurning(); TurnToward(Enemy); PlayAnim('Point', 0.7, 0.15); FinishAnim(); PlaySound(sound'laugh1WL', SLOT_Talk); PlayAnim('Laugh', 0.7); FinishAnim(); GotoState('Attacking'); Begin: TweenToWaiting(0.2); bReadyToAttack = false; DesiredRotation = rot(0,0,0); DesiredRotation.Yaw = Rotation.Yaw; SetRotation(DesiredRotation); if (Physics != PHYS_Falling) SetPhysics(PHYS_None); } defaultproperties { StrikeDamage=40 CarcassType=Class'UnrealI.WarlordCarcass' Aggressiveness=0.500000 RefireRate=0.700000 WalkingSpeed=0.250000 bHasRangedAttack=True bMovingRangedAttack=True bIsBoss=True RangedProjectile=Class'UnrealI.WarlordRocket' Acquire=Sound'UnrealI.WarLord.acquire1WL' Fear=Sound'UnrealI.WarLord.threat1WL' Roam=Sound'UnrealI.WarLord.roam1WL' Threaten=Sound'UnrealI.WarLord.threat1WL' bCanStrafe=True MeleeRange=70.000000 GroundSpeed=440.000000 AirSpeed=440.000000 AccelRate=1500.000000 SightRadius=3000.000000 Health=1100 ReducedDamageType=exploded Intelligence=BRAINS_HUMAN HitSound1=Sound'UnrealI.WarLord.injur1WL' HitSound2=Sound'UnrealI.WarLord.injur2WL' Die=Sound'UnrealI.WarLord.DeathCry1WL' CombatStyle=0.500000 NameArticle=" the " DrawType=DT_Mesh Mesh=LodMesh'UnrealI.WarlordM' TransientSoundVolume=12.000000 CollisionRadius=52.000000 CollisionHeight=78.000000 Mass=1000.000000 } |
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