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//============================================================================= // RainGen. // author: c0mpi1e(Carlos Cuello) // Total Time So Far: 20 hrs. // // legal: Everything in this class is 100% original and is the // property of me. It was originally // produced for the USCM:Infestation TC, and any revisions // to this mod will be used in that. This is the final // version that I will release to the public. You may use // this in any map and release it as part of any map you // create as long as you give me full credit. If you need // anything added in particular you can email me and I'll see // what I can do. // This is basically what controls the Rain and is the only thing you // will have to work with. I wanted to keep this something that anyone // can use, tried to keep it very configurable and tried to make // everything be handled from UnrealEd. So for all you map makers, // simply add as many raingen's to the ceiling of the sky where you want // it to fall from. The RainGen delivers a limited range of raindrops, so // do not expect one raingen to create a monsoon. To change the various // settings for the rain, select all the RainGens in your map and click // on the properties dialog box, then click on the several Rain propety // menu's that appear(Rain_Behaviour, Rain_Looks, Rain_Sounds). The // intensity variable should be kept between 0 and 5 or so to keep // rendering speed good. DropSpeed should be negative for faster rain, // and positive for slower rain, however beware that a positive integer // greater than 100 or so will cause the raindrops to go up and hit the // ceiling. // // note: for this release, lightning is not working, if you absolutley // need it, then email me and I'll see what I can do. // // ============================================================================ // Additions by }TCP{Wolf // note file dependencies Packages: AmbOutside, rainT REPLACED by T_RainSnow, AmbAncient // all original credits go to c0mpi1e(Carlos Cuello), changes I made were // for the benefit and enhancement to Unreal // also Krull added textures for different sprites // changes: // client side effect generation // Krull: added snow textures // RainPuddle creation optional (setting: bCreatePuddles) // Raindrops now detect Zone change and create puddles on WATER SURFACES // rather than falling through // arbitrary raindrop sprite texture (switch RainDrawType to // Custom_Texture and put a valid texture in setting CustomTexture) // re-release 2: // adjusted Physics of drops to make them fall at arbitrary speeds // re-build 3 (}TCP{Wolf): // Thanks to Krull again otherwise I would probably never have noticed that // there was a problem. // - added needed initial replication settings //============================================================================= class RainGen expands Effects; // Wolf - old: extends #exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\Rain\RainDrop.wav" NAME="RainDrop" GROUP="Rain" #exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\Rain\Rain.wav" NAME="Rain" GROUP="Rain" #exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\Rain\WaterStream.wav" NAME="WaterStream" GROUP="Rain" #exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\Rain\WaterStream2.wav" NAME="WaterStream2" GROUP="Rain" #exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\Rain\Thunder.wav" NAME="Thunder" GROUP="Rain" #exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\Rain\Thunder2.wav" NAME="Thunder2" GROUP="Rain" #exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\Rain\RainFountain.wav" NAME="RainFountain" GROUP="Rain" #exec Texture Import File=Textures\Raindrop.pcx Mips=Off #exec Texture Import File=Textures\RainLong.pcx Mips=Off #exec Texture Import File=Textures\RainLong2.pcx Mips=Off #exec Texture Import File=Textures\SnowStar.pcx Mips=Off #exec Texture Import File=Textures\Snow1.pcx Mips=Off #exec Texture Import File=Textures\Snow2.pcx Mips=Off #exec Texture Import File=Textures\Snow3.pcx Mips=Off #exec Texture Import File=Textures\Raindrop.pcx Mips=Off #exec Texture Import File=Textures\Raindrop.pcx Mips=Off //Variables you can manipulate from UnrealED=================================== //this enum lets a mapper or whatnot choose between 3 different sprites //for the rain drop. The parenthesis after var tells unreal that this //variable can be changed from Unrealed, if you put something in the //parenthesis then that will be the parent menu of the variable. var(Rain_Looks) enum ERainType { Custom_Texture, Rain_Drop, Rain_Line, Rain_LongLine, Snow_Star, Snow_Round, Snow_ThickFlake, Snow_ThinFlake } RainDrawType; var(Rain_Looks) float DropSize; //the size of each drop var(Rain_Looks) bool bCreatePuddles; // Wolf: set true to create RainPuddles on ground var(Rain_Looks) Texture CustomTexture; // Wolf: put a texture in here if you use "Custom_Texture" as RainDrawType var(Rain_Behaviour) float intensity; //the intensity of the rain // WOLF: changed: lower = more! var float ticktime; var(Rain_Behaviour) int DropSpeed; //determines the drop speed. Neg numbers //make it drop faster, positive slows it //down, should be modified for the //default properties dialog var(Rain_Behaviour) int RainRadius; //The radius of the rain, which is //random from 0 to RainRadius var(Rain_Behaviour) bool bThunder; var(Rain_Behaviour) bool bLightning;//not implemented yet var(Rain_Behaviour) bool bLogSpawnfailures; // Wolf: if flakes/drops fail to spawn, log it! For development var(Rain_Sounds) Sound ThunderSound1; var(Rain_Sounds) Sound ThunderSound2; var(Rain_Sounds) int SoundRadius; var(Rain_Sounds) int RainVolume; //============================================================================= //Private Variables we want to keep to ourselves=============================== //var int ct; //misc counter variable, used for //for loops, rather have it as a global //variable because we might use it more //than once. **UNUSED** //var Effects L; //used for lightining // WOLF: NOT USED!? //============================================================================= replication { Reliable if (Role == Role_Authority) RainDrawType, DropSize, bCreatePuddles, CustomTexture, intensity, DropSpeed, RainRadius, bThunder, bLightning, ThunderSound1, ThunderSound2, SoundRadius, RainVolume, bLogSpawnfailures; } //set all our variables. simulated function PreBeginPlay() { if (Level.NetMode == NM_DedicatedServer) return; // Wolf Super.PreBeginPlay(); //we want to enable tick and timer //Enable('Tick'); Enable('Timer'); //set the timer for every ten clicks we want the thunder to be //handled here, randomly. If you put this into the tick function //it slows things down considerably. SetTimer(10, true); //play the rain sound, using the Ambient slot PlaySound(EffectSound1, Slot_Ambient, RainVolume,, SoundRadius); //log(role@self@" PREBEGIN PLAY ------------------------- # # # # # #"); } //find a random number from -Max to Max simulated function int RandomNeg(int Max) { local int k; k = Rand(Max + 1); if (Rand(2) == 1) k = -k; //log(role@self@" RandomNeg ------------------------- # # # # # # "$k); return k; } //this is where thunder and lightning are handled simulated function Timer() { if (Level.NetMode == NM_DedicatedServer) return; // Wolf //log(role@self@" TIMER ------------------------- # # # # # #"); Super.Timer(); if (bThunder == true && Rand(5) < 3) { //randomly choose which thunder sound to use if (Frand() < 0.5) PlaySound(ThunderSound1, Slot_Misc, 25, true); else PlaySound(ThunderSound2, Slot_Misc, 25, true); } if (bThunder == false) //if we go into the timer, but have bthunder set to false //then we no longer want to call the timer, we can put this before //in PreBeginPlay, but because we use default properties //to handle everything, we will not know then. Disable('Timer'); } //=========================================================================== //this is where everything takes place simulated function Tick(float deltatime) { local RainDrops D; //the actual raindrop -- Wolf: changed from class Effects to RainDrops local vector NewLoc; //the location of the random rain drop if (Level.NetMode == NM_DedicatedServer) return; // Wolf ticktime += deltatime; //log(role@self@" TICK TICK TICK ------------------------- # # # # # # "$deltatime@ticktime@intensity); if (intensity < 0.0001) intensity = 0.0001; if (ticktime < intensity) return; // WOLF //for the number of intensity that is set from UnrealEd, then //spawn a new raindrop //find a new location for the spawned RainDrop, using my //function RandomNeg() and base it off of the current Location //we only want to produce one on the horizontal plane of //sky or ceiling, so we leave the Z axes alone. while (ticktime >= intensity) { NewLoc.X = Location.X + RandomNeg(RainRadius); NewLoc.Y = Location.Y + RandomNeg(RainRadius); NewLoc.Z = Location.Z; //spawn a raindrop at NewLoc d = Spawn(class'RainDrops',,,NewLoc); if (d != none) { //set the size to what the user specified d.DrawScale = DropSize; //same with the speeed d.Velocity.Z = DropSpeed*(-1); // wolf: set it to spawn puddle or not d.bDoCreatePuddle = bCreatePuddles; //Depending on what you choose for RainDrawType then set //the appropriate Texture. switch RainDrawType { // Wolf: added custom texture feature case Custom_Texture: d.Texture = CustomTexture; break; case Rain_Drop: d.Texture = Texture'Raindrop'; break; case Rain_Line: d.Texture = Texture'RainLong'; break; case Rain_LongLine: d.Texture = Texture'RainLong2'; break; // remaing ones added by wolf case Snow_Star: d.Texture = Texture'SnowStar'; break; case Snow_Round: d.Texture = Texture'Snow1'; break; case Snow_ThickFlake: d.Texture = Texture'Snow2'; break; case Snow_ThinFlake: d.Texture = Texture'Snow3'; break; default: d.Texture = Texture'Raindrop'; } } else { if (bLogSpawnfailures) log(self@" at "$location$" failed to spawn drop/flake at "$NewLoc,'RAIN'); } ticktime -= intensity; } } // Wolf: should we use bAlwaysRelevant? // as if rain would restart on clients the moment they go into view // of the generator, not before.... worth thinking about defaultproperties { RainDrawType=Rain_Drop DropSize=0.090000 bCreatePuddles=True intensity=0.020000 DropSpeed=200 RainRadius=50 bThunder=True bLightning=True ThunderSound1=Sound'UnrealShare.Rain.Thunder' ThunderSound2=Sound'UnrealShare.Rain.Thunder2' SoundRadius=500 RainVolume=25 EffectSound1=Sound'UnrealShare.Rain.WaterStream2' EffectSound2=Sound'UnrealShare.Rain.RainFountain' bHidden=True RemoteRole=ROLE_SimulatedProxy Velocity=(X=5.000000,Y=20.000000,Z=50.000000) DrawType=DT_Sprite Texture=Texture'Engine.S_Player' AmbientSound=Sound'UnrealShare.Rain.WaterStream' } |
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