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 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 00179 00180 00181 00182 00183 00184 00185 00186 00187 00188 00189 00190 00191 00192 00193 00194 00195 00196 00197 00198 00199 00200 00201 00202 00203 00204 00205 00206 00207 00208 00209 00210 00211 00212 00213 00214 00215 00216 00217 00218 00219 00220 00221 00222 00223 00224 00225 00226 00227 00228 00229 00230 00231 00232 00233 00234 00235 00236 00237 00238 00239 00240 00241 00242 00243 00244 00245 00246 00247 00248 00249 00250 00251 00252 00253 00254 00255 00256 00257 00258 00259 00260 00261 00262 00263 00264 00265 00266 00267 00268 00269 00270 00271 00272 00273 00274 00275 00276 00277 00278 00279 00280 00281 00282 00283 00284 00285 00286 00287 00288 00289 00290 00291 00292 00293 00294 00295 00296 00297 00298 00299 00300 00301 00302 00303 00304 00305 00306 00307 00308 00309 00310 00311 00312 00313 00314 00315 00316 00317 00318 00319 00320 00321 00322 00323 00324 00325 00326 00327 00328 00329 00330 00331 00332 00333 00334 00335 00336 00337 00338 00339 00340 00341 00342 00343 00344 00345 00346 00347 00348 00349 00350 00351 00352 00353 00354 00355 00356 00357 00358 00359 00360 00361 00362 00363 00364 00365 00366 00367 00368 00369 00370 00371 00372 00373 00374 00375 00376 00377 00378 00379 00380 00381 00382 00383 00384 00385 00386 00387 00388 00389 00390 00391 00392 00393 00394 00395 00396 00397 00398 00399 00400 00401 00402 00403 00404 00405 00406 00407 00408 00409 00410 00411 00412 00413 00414 00415 00416 00417 00418 00419 00420 00421 00422 00423 00424 00425 00426 00427 00428 00429 00430 00431 00432 00433 00434 00435 00436 00437 00438 00439 00440 00441 00442 00443 00444 00445 00446 00447 00448 00449 00450 00451 00452 00453 00454 00455 00456 00457 00458 00459 00460 00461 00462 00463 00464 00465 00466 00467 00468 00469 00470 00471 00472 00473 00474 00475 00476 00477 00478 00479 00480 00481 00482 00483 00484 00485 00486 00487 00488 00489 00490 00491 00492 00493 00494 00495 00496 00497 00498 00499 00500 00501 00502 00503 00504 00505 00506 00507 00508 00509 00510 00511 00512 00513 00514 00515 00516 00517 00518 00519 00520 00521 00522 00523 00524 00525 00526 00527 00528 00529 00530 00531 00532 00533 00534 00535 00536 00537 00538 00539 00540 00541 00542 00543 00544 00545 00546 00547 00548 00549 00550 00551 00552 00553 00554 00555 00556 00557 00558 00559 00560 00561 00562 00563 00564 00565 00566 00567 00568 00569 00570 00571 00572 00573 00574 00575 00576 00577 00578 00579 00580 00581 00582 00583 00584 00585 00586 00587 00588 00589 00590 00591 00592 00593 00594 00595 00596 00597 00598 00599 00600 00601 00602 00603 00604 00605 00606 00607 00608 00609 00610 00611 00612 00613 00614 00615 00616 00617 00618 00619 00620 00621 00622 00623 00624 00625 00626 00627 00628 00629 00630 00631 00632 00633 00634 00635 00636 00637 00638 00639 00640 00641 00642 00643 00644 00645 00646 00647 00648 00649 00650 00651 00652 00653 00654 00655 00656 00657 00658 00659 00660 00661 00662 00663 00664 00665 00666 00667 00668 00669 00670 00671 00672 00673 00674 00675 00676 00677 00678 00679 00680 00681 00682 00683 00684 00685 00686 00687 00688 00689 00690 00691 00692 00693 00694 00695 00696 00697 00698 00699 00700 00701 00702 00703 00704 00705 00706 00707 00708 00709 00710 00711 00712 00713 00714 00715 00716 00717 00718 00719 00720 00721 00722 00723 00724 00725 00726 00727 00728 00729 00730 00731 00732 00733 00734 00735 00736 00737 00738 00739 00740 00741 00742 00743 00744 00745 00746 00747 00748 00749 00750 00751 00752 00753 00754 00755 00756 00757 00758 00759 00760 00761 00762 00763 00764 00765 00766 00767 00768 00769 00770 00771 00772 00773 00774 00775 00776 00777 00778 00779 00780 00781 00782 00783 00784 00785 00786 00787 00788 00789 00790 00791 00792 00793 00794 00795 00796 00797 00798 00799 00800 00801 00802 00803 00804 00805 00806 00807 00808 00809 00810 00811 00812 00813 00814 00815 00816 00817 00818 00819 00820 00821 00822 00823 00824 00825 |
//============================================================================= // The Unreal Director's Suite Release version: Jan 7th, 1999 //============================================================================= // // [ CSSkaarjTrooper ] // // This actor has been included to show as an example of how to get greater // control over the actors in your Cut Sequence. // //============================================================================= class CSSkaarjTrooper expands CSSkaarj; #exec MESH IMPORT MESH=sktrooper ANIVFILE=MODELS\zaarj_a.3D DATAFILE=MODELS\zaarj_d.3D #exec MESH ORIGIN MESH=sktrooper X=0 Y=-150 Z=-20 YAW=64 ROLL=-64 #exec MESH SEQUENCE MESH=sktrooper SEQ=All STARTFRAME=0 NUMFRAMES=583 #exec MESH SEQUENCE MESH=sktrooper SEQ=Claw STARTFRAME=0 NUMFRAMES=13 RATE=15 Group=Attack #exec MESH SEQUENCE MESH=sktrooper SEQ=GutHit STARTFRAME=13 NUMFRAMES=1 Group=TakeHit #exec MESH SEQUENCE MESH=sktrooper SEQ=Breath STARTFRAME=14 NUMFRAMES=12 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=sktrooper SEQ=Breath2 STARTFRAME=26 NUMFRAMES=8 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=sktrooper SEQ=MButton1 STARTFRAME=34 NUMFRAMES=33 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=MButton2 STARTFRAME=44 NUMFRAMES=46 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=MButton3 STARTFRAME=54 NUMFRAMES=23 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=MButton4 STARTFRAME=67 NUMFRAMES=23 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=Button1 STARTFRAME=34 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=Taunt1 STARTFRAME=34 NUMFRAMES=10 RATE=15 Group=Gesture #exec MESH SEQUENCE MESH=sktrooper SEQ=Button2 STARTFRAME=44 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=Button3 STARTFRAME=54 NUMFRAMES=13 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=Button4 STARTFRAME=67 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=Button5 STARTFRAME=77 NUMFRAMES=13 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=Death STARTFRAME=90 NUMFRAMES=21 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=Death2 STARTFRAME=111 NUMFRAMES=13 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=Death3 STARTFRAME=124 NUMFRAMES=21 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=Death4 STARTFRAME=145 NUMFRAMES=11 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=Duck STARTFRAME=156 NUMFRAMES=1 Group=Ducking #exec MESH SEQUENCE MESH=sktrooper SEQ=Fighter STARTFRAME=157 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=Firing STARTFRAME=172 NUMFRAMES=5 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=sktrooper SEQ=Getup STARTFRAME=177 NUMFRAMES=11 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=guncheck STARTFRAME=188 NUMFRAMES=7 RATE=6 #exec MESH SEQUENCE MESH=sktrooper SEQ=gunfix STARTFRAME=195 NUMFRAMES=8 RATE=6 #exec MESH SEQUENCE MESH=sktrooper SEQ=HeadHit STARTFRAME=203 NUMFRAMES=1 Group=TakeHit #exec MESH SEQUENCE MESH=sktrooper SEQ=Headup STARTFRAME=204 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=Jog2Fight STARTFRAME=214 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=FullJump STARTFRAME=224 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=Jump STARTFRAME=224 NUMFRAMES=5 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=InAir STARTFRAME=230 NUMFRAMES=1 Group=Jumping #exec MESH SEQUENCE MESH=sktrooper SEQ=Landed STARTFRAME=234 NUMFRAMES=1 Group=Landing #exec MESH SEQUENCE MESH=sktrooper SEQ=Jump2 STARTFRAME=239 NUMFRAMES=1 Group=Jumping #exec MESH SEQUENCE MESH=sktrooper SEQ=Land STARTFRAME=240 NUMFRAMES=1 Group=Landing #exec MESH SEQUENCE MESH=sktrooper SEQ=LeftDodge STARTFRAME=241 NUMFRAMES=13 RATE=15 Group=Dodge #exec MESH SEQUENCE MESH=sktrooper SEQ=LeftHit STARTFRAME=254 NUMFRAMES=1 Group=TakeHit #exec MESH SEQUENCE MESH=sktrooper SEQ=StrafeLeftFr STARTFRAME=255 NUMFRAMES=14 RATE=15 Group=MovingAttack #exec MESH SEQUENCE MESH=sktrooper SEQ=Looking STARTFRAME=269 NUMFRAMES=23 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=StrafeLeft STARTFRAME=292 NUMFRAMES=14 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=Lunge STARTFRAME=306 NUMFRAMES=13 RATE=15 Group=Dodge #exec MESH SEQUENCE MESH=sktrooper SEQ=RightDodge STARTFRAME=319 NUMFRAMES=13 RATE=15 Group=Dodge #exec MESH SEQUENCE MESH=sktrooper SEQ=StrafeRightFr STARTFRAME=332 NUMFRAMES=14 RATE=15 Group=MovingAttack #exec MESH SEQUENCE MESH=sktrooper SEQ=RightHit STARTFRAME=346 NUMFRAMES=1 Group=TakeHit #exec MESH SEQUENCE MESH=sktrooper SEQ=StrafeRight STARTFRAME=347 NUMFRAMES=14 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=Jog STARTFRAME=361 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=JogFire STARTFRAME=371 NUMFRAMES=10 RATE=15 Group=MovingAttack #exec MESH SEQUENCE MESH=sktrooper SEQ=ShldDown STARTFRAME=381 NUMFRAMES=10 #exec MESH SEQUENCE MESH=sktrooper SEQ=ShldFire STARTFRAME=391 NUMFRAMES=1 Group=Shielded #exec MESH SEQUENCE MESH=sktrooper SEQ=ShldLand STARTFRAME=392 NUMFRAMES=1 Group=Shielded #exec MESH SEQUENCE MESH=sktrooper SEQ=ShldTest STARTFRAME=393 NUMFRAMES=20 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=ShldUp STARTFRAME=413 NUMFRAMES=16 #exec MESH SEQUENCE MESH=sktrooper SEQ=HoldShield STARTFRAME=428 NUMFRAMES=1 Group=Shielded #exec MESH SEQUENCE MESH=sktrooper SEQ=Spin STARTFRAME=429 NUMFRAMES=20 Group=Attack #exec MESH SEQUENCE MESH=sktrooper SEQ=Swim STARTFRAME=449 NUMFRAMES=15 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=sktrooper SEQ=Walk STARTFRAME=464 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=WalkFire STARTFRAME=479 NUMFRAMES=15 RATE=15 Group=MovingAttack #exec MESH SEQUENCE MESH=sktrooper SEQ=Turn STARTFRAME=464 NUMFRAMES=2 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=Death5 STARTFRAME=494 NUMFRAMES=31 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=DuckWalk STARTFRAME=525 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=Pickup STARTFRAME=540 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=sktrooper SEQ=Shield STARTFRAME=555 NUMFRAMES=28 RATE=15 #exec OBJ LOAD FILE=textures\stshield.utx PACKAGE=UNREALI.STEffect #exec TEXTURE IMPORT NAME=sktrooper1 FILE=MODELS\zaarj.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=sktrooper X=0.086 Y=0.086 Z=0.172 #exec MESHMAP SETTEXTURE MESHMAP=sktrooper NUM=0 TEXTURE=sktrooper1 #exec MESHMAP SETTEXTURE MESHMAP=sktrooper NUM=1 TEXTURE=UNREALI.STEffect.stshield #exec MESH NOTIFY MESH=sktrooper SEQ=WalkFire TIME=0.5 FUNCTION=SpawnTwoShots #exec MESH NOTIFY MESH=sktrooper SEQ=JogFire TIME=0.5 FUNCTION=SpawnTwoShots #exec MESH NOTIFY MESH=sktrooper SEQ=StrafeLeftFr TIME=0.5 FUNCTION=SpawnTwoShots #exec MESH NOTIFY MESH=sktrooper SEQ=StrafeRightFr TIME=0.5 FUNCTION=SpawnTwoShots #exec MESH NOTIFY MESH=sktrooper SEQ=Spin TIME=0.48 FUNCTION=SpinDamageTarget #exec MESH NOTIFY MESH=sktrooper SEQ=Spin TIME=0.67 FUNCTION=SpinDamageTarget #exec MESH NOTIFY MESH=sktrooper SEQ=Claw TIME=0.24 FUNCTION=ClawDamageTarget #exec MESH NOTIFY MESH=sktrooper SEQ=Claw TIME=0.76 FUNCTION=ClawDamageTarget #exec MESH NOTIFY MESH=sktrooper SEQ=Death TIME=0.41 FUNCTION=LandThump #exec MESH NOTIFY MESH=sktrooper SEQ=Death2 TIME=0.61 FUNCTION=LandThump #exec MESH NOTIFY MESH=sktrooper SEQ=Death3 TIME=0.73 FUNCTION=LandThump #exec MESH NOTIFY MESH=sktrooper SEQ=Death4 TIME=0.62 FUNCTION=LandThump #exec MESH NOTIFY MESH=sktrooper SEQ=Death5 TIME=0.8 FUNCTION=LandThump #exec MESH NOTIFY MESH=sktrooper SEQ=Walk TIME=0.3 FUNCTION=WalkStep #exec MESH NOTIFY MESH=sktrooper SEQ=Walk TIME=0.8 FUNCTION=WalkStep #exec MESH NOTIFY MESH=sktrooper SEQ=WalkFire TIME=0.3 FUNCTION=WalkStep #exec MESH NOTIFY MESH=sktrooper SEQ=WalkFire TIME=0.8 FUNCTION=WalkStep #exec MESH NOTIFY MESH=sktrooper SEQ=Jog TIME=0.25 FUNCTION=RunStep #exec MESH NOTIFY MESH=sktrooper SEQ=Jog TIME=0.75 FUNCTION=RunStep #exec MESH NOTIFY MESH=sktrooper SEQ=JogFire TIME=0.25 FUNCTION=RunStep #exec MESH NOTIFY MESH=sktrooper SEQ=JogFire TIME=0.75 FUNCTION=RunStep #exec MESH NOTIFY MESH=sktrooper SEQ=StrafeLeft TIME=0.25 FUNCTION=RunStep #exec MESH NOTIFY MESH=sktrooper SEQ=StrafeLeft TIME=0.75 FUNCTION=RunStep #exec MESH NOTIFY MESH=sktrooper SEQ=StrafeLeftFr TIME=0.25 FUNCTION=RunStep #exec MESH NOTIFY MESH=sktrooper SEQ=StrafeLeftFr TIME=0.75 FUNCTION=RunStep #exec MESH NOTIFY MESH=sktrooper SEQ=StrafeRight TIME=0.25 FUNCTION=RunStep #exec MESH NOTIFY MESH=sktrooper SEQ=StrafeRight TIME=0.75 FUNCTION=RunStep #exec MESH NOTIFY MESH=sktrooper SEQ=StrafeRightFr TIME=0.25 FUNCTION=RunStep #exec MESH NOTIFY MESH=sktrooper SEQ=StrafeRightFr TIME=0.75 FUNCTION=RunStep //----------------------------------------------------------------------------- // SkaarjTrooper variables. var() class<weapon> WeaponType; var Weapon myWeapon; var float duckTime; //========================================================================================= function PreBeginPlay() { Super.PreBeginPlay(); if ( TimeBetweenAttacks == Default.TimeBetweenAttacks ) TimeBetweenAttacks = TimeBetweenAttacks + (3 - Skill) * 0.3; bHasRangedAttack = false; bMovingRangedAttack = false; } function ChangedWeapon() { Super.ChangedWeapon(); bIsPlayer = false; bMovingRangedAttack = true; bHasRangedAttack = true; Weapon.AimError += 200; Weapon.FireOffset = Weapon.FireOffset * 1.5 * DrawScale; Weapon.PlayerViewOffset = Weapon.PlayerViewOffset * 1.5 * DrawScale; //Weapon.SetHand(0); } function TossWeapon() { if ( Weapon == None ) return; Weapon.FireOffset = Weapon.Default.FireOffset; Weapon.PlayerViewOffset = Weapon.Default.PlayerViewOffset; Super.TossWeapon(); } function Died(pawn Killer, name damageType, vector HitLocation) { bIsPlayer = false; Super.Died(Killer, damageType, HitLocation); } function PlayTakeHit(float tweentime, vector HitLoc, int damage) { if ( GetAnimGroup(AnimSequence) == 'Shielded' ) TweenAnim('ShldLand', 0.5); else Super.PlayTakeHit(tweentime, HitLoc, damage); } auto state Startup { function BeginState() { Super.BeginState(); bIsPlayer = true; // temporarily, till have weapon if ( WeaponType != None ) { bIsPlayer = true; myWeapon = Spawn(WeaponType); if ( myWeapon != None ) myWeapon.ReSpawnTime = 0.0; } } function SetHome() { Super.SetHome(); if ( myWeapon != None ) myWeapon.Touch(self); } } function Shield() { bFire = 0; bAltFire = 0; PlayAnim('ShldUp', 2.0, 0.1); GotoState('RangedAttack', 'Shieldup'); } function WarnTarget(Pawn shooter, float projSpeed, vector FireDir) { local float enemyDist; local eAttitude att; local vector X,Y,Z, enemyDir; att = AttitudeTo(shooter); if ( (att == ATTITUDE_Ignore) || (att == ATTITUDE_Threaten) ) { if ( intelligence >= BRAINS_Mammal ) damageAttitudeTo(shooter); if (att == ATTITUDE_Ignore) return; } // AI controlled creatures may duck if not falling if ( (Enemy == None) || (Physics == PHYS_Falling) || (FRand() > 0.4 + 0.2 * skill) ) return; // and projectile time is long enough enemyDist = VSize(shooter.Location - Location); duckTime = enemyDist/projSpeed; if (duckTime < 0.1 + 0.15 * FRand()) //FIXME - pick right value return; // only if tight FOV GetAxes(Rotation,X,Y,Z); enemyDir = (shooter.Location - Location)/enemyDist; if ((enemyDir Dot X) < 0.8) return; if ( (FireDir Dot Y) > 0 ) { Y *= -1; TryToDuck(Y, true); } else TryToDuck(Y, false); } function TryToDuck(vector duckDir, bool bReversed) { local vector HitLocation, HitNormal, Extent; local bool duckLeft; local actor HitActor; if ( (FRand() < 0.4) || (VSize(Velocity) < 50) ) { Shield(); return; } duckDir.Z = 0; duckLeft = !bReversed; Extent.X = CollisionRadius; Extent.Y = CollisionRadius; Extent.Z = CollisionHeight; HitActor = Trace(HitLocation, HitNormal, Location + 200 * duckDir, Location, false, Extent); if (HitActor != None) { duckLeft = !duckLeft; duckDir *= -1; HitActor = Trace(HitLocation, HitNormal, Location + 200 * duckDir, Location, false, Extent); } if (HitActor != None) { Shield(); return; } HitActor = Trace(HitLocation, HitNormal, Location + 200 * duckDir - MaxStepHeight * vect(0,0,1), Location + 200 * duckDir, false, Extent); if (HitActor == None) { Shield(); return; } SetFall(); if ( duckLeft ) PlayAnim('LeftDodge', 1.35); else PlayAnim('RightDodge', 1.35); Velocity = duckDir * GroundSpeed; Velocity.Z = 200; SetPhysics(PHYS_Falling); GotoState('FallingState','Ducking'); } function bool CanFireAtEnemy() { local vector HitLocation, HitNormal,X,Y,Z, projStart, EnemyDir, EnemyUp; local actor HitActor; local float EnemyDist; EnemyDir = Enemy.Location - Location; EnemyDist = VSize(EnemyDir); EnemyUp = Enemy.CollisionHeight * vect(0,0,0.8); if ( EnemyDist > 300 ) { EnemyDir = 300 * EnemyDir/EnemyDist; EnemyUp = 300 * EnemyUp/EnemyDist; } if ( Weapon == None ) return false; GetAxes(Rotation,X,Y,Z); projStart = Location + Weapon.CalcDrawOffset() + Weapon.FireOffset.X * X + 1.2 * Weapon.FireOffset.Y * Y + Weapon.FireOffset.Z * Z; if ( Weapon.IsA('ASMD') || Weapon.IsA('Minigun') || Weapon.IsA('Rifle') ) //instant hit HitActor = Trace(HitLocation, HitNormal, Enemy.Location + EnemyUp, projStart, true); else HitActor = Trace(HitLocation, HitNormal, projStart + EnemyDir + EnemyUp, projStart, true); if ( HitActor == Enemy ) return true; if ( (HitActor != None) && (VSize(HitLocation - Location) < 200) ) return false; if ( (Pawn(HitActor) != None) && (AttitudeTo(Pawn(HitActor)) > ATTITUDE_Ignore) ) return false; return true; } function PlayCock() { if ( Weapon != None ) { if ( Weapon.CockingSound != None ) PlaySound(Weapon.CockingSound, SLOT_Interact,,,700); else if ( Weapon.SelectSound != None ) PlaySound(Weapon.CockingSound, SLOT_Interact,,,700); } } //Skaarj animations function PlayPatrolStop() { if (Region.Zone.bWaterZone) { PlaySwimming(); return; } if ( bButtonPusher ) { PushButtons(); return; } SetAlertness(0.2); LoopAnim('Breath', 0.3 + 0.6 * FRand()); } function PlayChallenge() { if (Region.Zone.bWaterZone) { PlaySwimming(); return; } if ( TryToCrouch() ) { TweenAnim('Duck', 0.12); return; } PlayThreateningSound(); PlayAnim('Fighter', 0.8 + 0.5 * FRand(), 0.1); } function PlayRunning() { local float strafeMag; local vector Focus2D, Loc2D, Dest2D; local vector lookDir, moveDir, Y; bFire = 0; bAltFire = 0; DesiredSpeed = MaxDesiredSpeed; if (Region.Zone.bWaterZone) { PlaySwimming(); return; } if (Focus == Destination) { LoopAnim('Jog', -0.9/GroundSpeed,, 0.5); return; } Focus2D = Focus; Focus2D.Z = 0; Loc2D = Location; Loc2D.Z = 0; Dest2D = Destination; Dest2D.Z = 0; lookDir = Normal(Focus2D - Loc2D); moveDir = Normal(Dest2D - Loc2D); strafeMag = lookDir dot moveDir; if (strafeMag > 0.8) LoopAnim('Jog', -1.0/GroundSpeed,, 0.5); else if (strafeMag < -0.8) LoopAnim('Jog', -1.0/GroundSpeed,, 0.5); else { Y = (lookDir Cross vect(0,0,1)); if ((Y Dot (Dest2D - Loc2D)) > 0) { if ( (AnimSequence == 'StrafeRight') || (AnimSequence == 'StrafeRightFr') ) LoopAnim('StrafeRight', -2.5/GroundSpeed,, 1.0); else LoopAnim('StrafeRight', -2.5/GroundSpeed,0.1, 1.0); } else { if ( (AnimSequence == 'StrafeLeft') || (AnimSequence == 'StrafeLeftFr') ) LoopAnim('StrafeLeft', -2.5/GroundSpeed,, 1.0); else LoopAnim('StrafeLeft', -2.5/GroundSpeed,0.1, 1.0); } } } function PlayMovingAttack() { local float strafeMag; local vector Focus2D, Loc2D, Dest2D; local vector lookDir, moveDir, Y; local int bUseAltMode; if (Weapon != None) { if ( Weapon.AmmoType != None ) Weapon.AmmoType.AmmoAmount = Weapon.AmmoType.Default.AmmoAmount; Weapon.RateSelf(bUseAltMode); ViewRotation = Rotation; if ( bUseAltMode == 0 ) { bFire = 1; bAltFire = 0; Weapon.Fire(1.0); } else { bFire = 0; bAltFire = 1; Weapon.AltFire(1.0); } } else { PlayRunning(); return; } if (Region.Zone.bWaterZone) { PlaySwimming(); return; } DesiredSpeed = MaxDesiredSpeed; if (Focus == Destination) { LoopAnim('JogFire', -0.9/GroundSpeed,, 0.4); return; } Focus2D = Focus; Focus2D.Z = 0; Loc2D = Location; Loc2D.Z = 0; Dest2D = Destination; Dest2D.Z = 0; lookDir = Normal(Focus2D - Loc2D); moveDir = Normal(Dest2D - Loc2D); strafeMag = lookDir dot moveDir; if (strafeMag > 0.8) LoopAnim('JogFire', -1.0/GroundSpeed,, 0.4); else if (strafeMag < -0.8) LoopAnim('JogFire', -1.0/GroundSpeed,, 0.4); else { MoveTimer += 0.2; DesiredSpeed = 0.6; Y = (lookDir Cross vect(0,0,1)); if ((Y Dot (Dest2D - Loc2D)) > 0) { if ( (AnimSequence == 'StrafeRight') || (AnimSequence == 'StrafeRightFr') ) LoopAnim('StrafeRightFr', -2.5/GroundSpeed,, 1.0); else LoopAnim('StrafeRightFr', -2.5/GroundSpeed,0.1, 1.0); } else { if ( (AnimSequence == 'StrafeLeft') || (AnimSequence == 'StrafeLeftFr') ) LoopAnim('StrafeLeftFr', -2.5/GroundSpeed,, 1.0); else LoopAnim('StrafeLeftFr', -2.5/GroundSpeed,0.1, 1.0); } } } function PlayThreatening() { local float decision, animspeed; if (Region.Zone.bWaterZone) { PlaySwimming(); return; } decision = FRand(); animspeed = 0.4 + 0.6 * FRand(); if ( decision < 0.7 ) PlayAnim('Breath2', animspeed, 0.3); else { PlayThreateningSound(); PlayAnim('Fighter', animspeed, 0.3); } } function PlayRangedAttack() { PlayFiring(); } function PlayFiring() { TweenAnim('Firing', 0.2); if ( (Weapon != None) && (Weapon.AmmoType != None) ) Weapon.AmmoType.AmmoAmount = Weapon.AmmoType.Default.AmmoAmount; } function PlayVictoryDance() { PlayAnim('Shield', 0.6, 0.1); } function PlayLanded(float impactVel) { if ( GetAnimGroup(AnimSequence) == 'Shielded' ) TweenAnim('ShldLand', 0.1); else if (impactVel > 1.7 * JumpZ) PlayAnim('Landed',1.0,0.1); else TweenAnim('Land', 0.1); } state TakeHit { ignores seeplayer, hearnoise, bump, hitwall; function BeginState() { bFire = 0; bAltFire = 0; Super.BeginState(); } } state Retreating { ignores SeePlayer, EnemyNotVisible, HearNoise; function EndState() { bFire = 0; bAltFire = 0; Super.EndState(); } } state Charging { ignores SeePlayer, HearNoise; function EndState() { bFire = 0; bAltFire = 0; Super.EndState(); } } state TacticalMove { ignores SeePlayer, HearNoise; function EndState() { bFire = 0; bAltFire = 0; Super.EndState(); } } state Hunting { ignores EnemyNotVisible; function EndState() { bFire = 0; bAltFire = 0; if ( !Region.Zone.bWaterZone ) bCanSwim = false; Super.EndState(); } } state MeleeAttack { ignores SeePlayer, HearNoise, Bump; ShieldDown: DesiredRotation = Rotator(Enemy.Location - Location); FinishAnim(); Goto('Begin'); } state RangedAttack { ignores SeePlayer, HearNoise; function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) { if ( (GetAnimGroup(AnimSequence) == 'Shielded') && (AnimSequence != 'ShldFire') && ((Vector(Rotation) Dot Momentum) < -0.6) ) Damage *= 0.2; Super.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType); } function Bump (Actor Other) { if ( (GetAnimGroup(AnimSequence) == 'Shielded') && (Other == Enemy) ) { PlayAnim('ShldDown'); GotoState('MeleeAttack', 'ShieldDown'); return; } if ( AttackSuccess || (AnimSequence != 'Lunge') ) { Disable('Bump'); return; } else LungeDamageTarget(); if (!AttackSuccess && Pawn(Other) != None) //always add momentum Pawn(Other).AddVelocity((60000.0 * (Normal(Other.Location - Location)))/Other.Mass); } function PlayRangedAttack() { local float dist; if ( GetAnimGroup(AnimSequence) == 'Shielded' ) { TweenAnim('ShldFire', 0.05); FireWeapon(); return; } dist = VSize(Target.Location - Location + vect(0,0,1) * (CollisionHeight - Target.CollisionHeight)); if ( (FRand() < 0.2) && (dist < 150 + CollisionRadius + Target.CollisionRadius) && (Region.Zone.bWaterZone || !Target.Region.Zone.bWaterZone) ) { PlaySound(Lunge, SLOT_Interact); Velocity = 500 * (Target.Location - Location)/dist; //instant acceleration in that direction Velocity.Z += 1.5 * dist; if (Physics != PHYS_Swimming) SetPhysics(PHYS_Falling); Enable('Bump'); PlayAnim('Lunge'); } else { Disable('Bump'); FireWeapon(); } } function TryToDuck(vector duckDir, bool bReversed) { if ( FRand() < 0.5 ) return; bFire = 0; bAltFire = 0; if ( AnimSequence == 'ShldFire' ) { TweenAnim('HoldShield', 0.15); GotoState('RangedAttack', 'Shieldup'); return; } if ( GetAnimGroup(AnimSequence) == 'Shielded' ) { if (FRand() < 0.75) GotoState('RangedAttack', 'ShieldUp'); return; } Shield(); } function KeepAttacking() { if ( bFiringPaused ) return; if ( (FRand() > ReFireRate) || (Enemy == None) || (Enemy.Health <= 0) || !CanFireAtEnemy() ) { if ( GetAnimGroup(AnimSequence) == 'Shielded' ) { PlayAnim('ShldDown'); GotoState('RangedAttack', 'ShieldDown'); } else GotoState('Attacking'); } } function AnimEnd() { if ( (AnimSequence == 'Lunge') || (FRand() < 0.5) || ((bFire == 0) && (bAltFire == 0)) ) GotoState('RangedAttack', 'DoneFiring'); else TweenAnim('Firing', 0.5); } function EndState() { bFire = 0; bAltFire = 0; Super.EndState(); } ShieldDown: Disable('AnimEnd'); FinishAnim(); GotoState('Attacking'); Challenge: Disable('AnimEnd'); Acceleration = vect(0,0,0); //stop DesiredRotation = Rotator(Enemy.Location - Location); PlayChallenge(); FinishAnim(); TweenToFighter(0.1); Goto('FaceTarget'); ShieldUp: Disable('AnimEnd'); Acceleration = vect(0,0,0); //stop FinishAnim(); TweenAnim('HoldShield', 0.1); DesiredRotation = Rotator(Enemy.Location - Location); Sleep(duckTime + FRand()); if (NeedToTurn(Enemy.Location)) TurnToward(Enemy); Goto('CheckDist'); Begin: Acceleration = vect(0,0,0); //stop DesiredRotation = Rotator(Enemy.Location - Location); TweenToFighter(0.15); FaceTarget: Disable('AnimEnd'); if (NeedToTurn(Enemy.Location)) { PlayTurning(); TurnToward(Enemy); TweenToFighter(0.1); } FinishAnim(); CheckDist: if (VSize(Location - Enemy.Location) < 0.9 * MeleeRange + CollisionRadius + Enemy.CollisionRadius) GotoState('MeleeAttack', 'ReadyToAttack'); ReadyToAttack: if (!bHasRangedAttack) GotoState('Attacking'); DesiredRotation = Rotator(Enemy.Location - Location); PlayRangedAttack(); Enable('AnimEnd'); Firing: TurnToward(Enemy); Goto('Firing'); DoneFiring: Disable('AnimEnd'); KeepAttacking(); Goto('FaceTarget'); } function PlayActWaiting() { PlayAnim('Breath'); } defaultproperties { WeaponType=Class'UnrealShare.DispersionPistol' LungeDamage=20 SpinDamage=15 ClawDamage=10 CarcassType=Class'UnrealI.TrooperCarcass' RangedProjectile=None GroundSpeed=400.000000 Health=170 CombatStyle=0.300000 Skin=Texture'UnrealI.Skins.sktrooper1' Mesh=LodMesh'UnrealI.sktrooper' CollisionRadius=32.000000 CollisionHeight=42.000000 Mass=125.000000 Buoyancy=125.000000 } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |