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//============================================================================= // WeaponPowerUp. //============================================================================= class WeaponPowerUp extends Pickup; #exec MESH IMPORT MESH=WeaponPowerUpMesh ANIVFILE=MODELS\dpower_a.3D DATAFILE=MODELS\dpower_d.3D MLOD=0 #exec MESH ORIGIN MESH=WeaponPowerUpMesh X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=WeaponPowerUpMesh SEQ=All STARTFRAME=0 NUMFRAMES=20 #exec MESH SEQUENCE MESH=WeaponPowerUpMesh SEQ=AnimEnergy STARTFRAME=0 NUMFRAMES=20 #exec TEXTURE IMPORT NAME=aPower1 FILE=MODELS\dpower.PCX GROUP="Skins" #exec OBJ LOAD FILE=Textures\fireeffect22.utx PACKAGE=UnrealShare.Effect22 #exec MESHMAP SCALE MESHMAP=WeaponPowerUpMesh X=0.05 Y=0.05 Z=0.10 #exec MESHMAP SETTEXTURE MESHMAP=WeaponPowerUpMesh NUM=1 TEXTURE=aPower1 TLOD=5 #exec MESHMAP SETTEXTURE MESHMAP=WeaponPowerUpMesh NUM=0 TEXTURE=UnrealShare.Effect22.FireEffect22 #exec AUDIO IMPORT FILE="Sounds\dispersion\number1.WAV" NAME="number1" GROUP="Dispersion" #exec AUDIO IMPORT FILE="Sounds\dispersion\number2.WAV" NAME="number2" GROUP="Dispersion" #exec AUDIO IMPORT FILE="Sounds\dispersion\number3.WAV" NAME="number3" GROUP="Dispersion" #exec AUDIO IMPORT FILE="Sounds\dispersion\number4.WAV" NAME="number4" GROUP="Dispersion" var Sound PowerUpSounds[4]; event float BotDesireability( pawn Bot ) { local DispersionPistol D; D = DispersionPistol(Bot.FindInventoryType(class'DispersionPistol')); if ( (D == None) || (D.PowerLevel >=4) ) return -1; else return Super.BotDesireability(Bot); } auto state Pickup { function BeginState() { BecomePickup(); LoopAnim('AnimEnergy',0.4); } function Touch( actor Other ) { local DispersionPistol d; local Inventory Copy; if ( Pawn(Other)!=None && Pawn(Other).bIsPlayer) { d = DispersionPistol(Pawn(Other).FindInventoryType(class'DispersionPistol')); if ( (d != None) && (d.PowerLevel < 4) ) ActivateSound = PowerUpSounds[d.PowerLevel]; Level.Game.PickupQuery(Pawn(Other), Self); } } } defaultproperties { PowerUpSounds(0)=Sound'UnrealShare.Dispersion.number1' PowerUpSounds(1)=Sound'UnrealShare.Dispersion.number2' PowerUpSounds(2)=Sound'UnrealShare.Dispersion.number3' PowerUpSounds(3)=Sound'UnrealShare.Dispersion.number4' PickupMessage="You got the Dispersion Pistol Powerup" RespawnTime=30.000000 PickupViewMesh=Mesh'UnrealShare.WeaponPowerUpMesh' AnimSequence=AnimEnergy Mesh=Mesh'UnrealShare.WeaponPowerUpMesh' CollisionRadius=12.000000 } |
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