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//============================================================================= // GESBioRifle. //============================================================================= class GESBioRifle extends Weapon; #exec MESH IMPORT MESH=BRifle ANIVFILE=MODELS\BRifle_a.3D DATAFILE=MODELS\BRifle_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=BRifle X=0 Y=0 Z=0 YAW=-64 ROLL=0 PITCH=0 #exec MESH SEQUENCE MESH=BRifle SEQ=All STARTFRAME=0 NUMFRAMES=101 #exec MESH SEQUENCE MESH=BRifle SEQ=Select STARTFRAME=0 NUMFRAMES=20 RATE=45 GROUP=Select #exec MESH SEQUENCE MESH=BRifle SEQ=Still STARTFRAME=20 NUMFRAMES=1 #exec MESH SEQUENCE MESH=BRifle SEQ=Walking STARTFRAME=21 NUMFRAMES=20 #exec MESH SEQUENCE MESH=BRifle SEQ=Charging STARTFRAME=41 NUMFRAMES=30 #exec MESH SEQUENCE MESH=BRifle SEQ=UnLoading STARTFRAME=71 NUMFRAMES=1 #exec MESH SEQUENCE MESH=BRifle SEQ=Fire STARTFRAME=72 NUMFRAMES=9 #exec MESH SEQUENCE MESH=BRifle SEQ=Drip STARTFRAME=81 NUMFRAMES=7 #exec MESH SEQUENCE MESH=BRifle SEQ=Down STARTFRAME=88 NUMFRAMES=13 #exec TEXTURE IMPORT NAME=JBRifle1 FILE=MODELS\BRifle.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=BRifle X=0.005 Y=0.005 Z=0.01 #exec MESHMAP SETTEXTURE MESHMAP=BRifle NUM=1 TEXTURE=JBRifle1 #exec MESH IMPORT MESH=BRiflePick ANIVFILE=MODELS\napick_a.3D DATAFILE=MODELS\napick_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=BRiflePick X=0 Y=0 Z=63 YAW=64 #exec MESH SEQUENCE MESH=BRiflepick SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=BRiflepick SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JBRifle1 FILE=MODELS\BRifle.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=BRiflepick X=0.1 Y=0.1 Z=0.2 #exec MESHMAP SETTEXTURE MESHMAP=BRiflepick NUM=1 TEXTURE=JBRifle1 #exec MESH IMPORT MESH=BRifle3 ANIVFILE=MODELS\Napal3_a.3D DATAFILE=MODELS\Napal3_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=BRifle3 X=0 Y=-480 Z=-80 YAW=-64 ROLL=9 #exec MESH SEQUENCE MESH=BRifle3 SEQ=All STARTFRAME=0 NUMFRAMES=15 #exec MESH SEQUENCE MESH=BRifle3 SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=BRifle3 SEQ=Charging STARTFRAME=1 NUMFRAMES=9 RATE=40.0 #exec MESH SEQUENCE MESH=BRifle3 SEQ=Fire STARTFRAME=9 NUMFRAMES=5 RATE=40.0 #exec TEXTURE IMPORT NAME=JBRifle1 FILE=MODELS\BRifle.PCX GROUP="Skins" #exec MESHMAP SCALE MESHMAP=BRifle3 X=0.035 Y=0.035 Z=0.07 #exec MESHMAP SETTEXTURE MESHMAP=BRifle3 NUM=1 TEXTURE=JBRifle1 #exec MESH NOTIFY MESH=BRifle SEQ=Drip TIME=0.4 FUNCTION=DripSound #exec AUDIO IMPORT FILE="Sounds\BRifle\NPickup2.WAV" NAME="GelSelect" GROUP="BioRifle" #exec AUDIO IMPORT FILE="Sounds\BRifle\Load4.WAV" NAME="GelLoad" GROUP="BioRifle" #exec AUDIO IMPORT FILE="Sounds\BRifle\NShot1.WAV" NAME="GelShot" GROUP="BioRifle" #exec AUDIO IMPORT FILE="Sounds\BRifle\Drip1.WAV" NAME="GelDrip" GROUP="BioRifle" #exec AUDIO IMPORT FILE="Sounds\BRifle\GelHit1.WAV" NAME="GelHit" GROUP="BioRifle" var float ChargeSize,Count; function float RateSelf( out int bUseAltMode ) { local float EnemyDist; local bool bRetreating; local vector EnemyDir; if ( AmmoType.AmmoAmount <=0 ) return -2; if ( Pawn(Owner).Enemy == None ) { bUseAltMode = 0; return AIRating; } EnemyDir = Pawn(Owner).Enemy.Location - Owner.Location; EnemyDist = VSize(EnemyDir); if ( EnemyDist > 1400 ) { bUseAltMode = 0; return 0; } bRetreating = ( ((EnemyDir/EnemyDist) Dot Owner.Velocity) < -0.7 ); if ( (EnemyDist > 500) && (EnemyDir.Z > -0.4 * EnemyDist) ) { // only use if enemy not too far and retreating if ( (EnemyDist > 800) || !bRetreating ) { bUseAltMode = 0; return 0; } return AIRating; } bUseAltMode = int( bRetreating && (FRand() < 0.3) ); if ( bRetreating || (EnemyDir.Z < -0.7 * EnemyDist) ) return (AIRating + 0.15); return AIRating; } // return delta to combat style function float SuggestAttackStyle() { return -0.3; } function float SuggestDefenseStyle() { return -0.2; } function AltFire( float Value ) { bPointing=True; if ( AmmoType.UseAmmo(1) ) { CheckVisibility(); GoToState('AltFiring'); } } function Projectile ProjectileFire(class<projectile> ProjClass, float ProjSpeed, bool bWarn) { local Vector Start, X,Y,Z; Owner.MakeNoise(Pawn(Owner).SoundDampening); GetAxes(Pawn(owner).ViewRotation,X,Y,Z); Start = Owner.Location + CalcDrawOffset() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; AdjustedAim = pawn(owner).AdjustToss(ProjSpeed, Start, 0, True, (bWarn || (FRand() < 0.4))); if ( Owner.IsA('PlayerPawn') ) PlayerPawn(Owner).ClientInstantFlash( -0.3, vect( 278, 435, 143)); return Spawn(ProjClass,,, Start,AdjustedAim); } /////////////////////////////////////////////////////// state AltFiring { function Tick( float DeltaTime ) { ChargeSize += DeltaTime; if( (pawn(Owner).bAltFire==0)) GoToState('ShootLoad'); Count += DeltaTime; if (Count > 1.0) { Count = 0.0; if ( (PlayerPawn(Owner) == None) && (FRand() < 0.3) ) GoToState('ShootLoad'); else if (!AmmoType.UseAmmo(1)) GoToState('ShootLoad'); } } Begin: ChargeSize = 0.0; Count = 0.0; Owner.PlaySound(Misc1Sound, SLOT_Misc, 1.3*Pawn(Owner).SoundDampening); //loading goop PlayAnim('Charging',0.2,0.05); FinishAnim(); GotoState('ShootLoad'); } state ShootLoad { function Fire(float F) { //bFireMem = true; } function AltFire(float F) { //bAltFireMem = true; } function BeginState() { Local Projectile Gel; Gel = ProjectileFire(AltProjectileClass, AltProjectileSpeed, bAltWarnTarget); Gel.DrawScale = 0.5 + ChargeSize/3.5; Owner.PlaySound(FireSound, SLOT_Misc, 1.7*Pawn(Owner).SoundDampening,,,fMax(0.5,1.35-ChargeSize/8.0) ); //shoot goop PlayAnim('Fire',0.4, 0.05); } Begin: FinishAnim(); Finish(); } // Finish a firing sequence function Finish() { if ( bChangeWeapon ) GotoState('DownWeapon'); else if ( PlayerPawn(Owner) == None ) { Pawn(Owner).bAltFire = 0; Super.Finish(); } else if ( (AmmoType.AmmoAmount<=0) || (Pawn(Owner).Weapon != self) ) GotoState('Idle'); else if ( /*bFireMem ||*/ Pawn(Owner).bFire!=0 ) Global.Fire(0); else GotoState('Idle'); } function PlayFiring() { Owner.PlaySound(AltFireSound, SLOT_None, 1.7*Pawn(Owner).SoundDampening); //fast fire goop PlayAnim('Fire',1.1, 0.05); } /////////////////////////////////////////////////////////// function PlayIdleAnim() { if (VSize(Owner.Velocity) > 10) PlayAnim('Walking',0.3,0.3); else if (FRand() < 0.3 ) PlayAnim('Drip', 0.1,0.3); else TweenAnim('Still', 1.0); Enable('AnimEnd'); } function DripSound() { Owner.PlaySound(Misc2Sound, SLOT_None, 0.5*Pawn(Owner).SoundDampening); // Drip } defaultproperties { AmmoName=Class'UnrealI.Sludge' PickupAmmoCount=25 bAltWarnTarget=True FireOffset=(X=12.000000,Y=-9.000000,Z=-16.000000) ProjectileClass=Class'UnrealShare.BioGel' AltProjectileClass=Class'UnrealShare.BigBiogel' AIRating=0.600000 RefireRate=0.900000 AltRefireRate=0.700000 FireSound=Sound'UnrealI.BioRifle.GelShot' AltFireSound=Sound'UnrealI.BioRifle.GelShot' CockingSound=Sound'UnrealI.BioRifle.GelLoad' SelectSound=Sound'UnrealI.BioRifle.GelSelect' Misc1Sound=Sound'UnrealI.BioRifle.GelLoad' Misc2Sound=Sound'UnrealI.BioRifle.GelDrip' DeathMessage="%o drank a glass of %k's dripping green load." AutoSwitchPriority=8 InventoryGroup=8 PickupMessage="You got the GES BioRifle" ItemName="GES Bio Rifle" PlayerViewOffset=(X=2.000000,Y=-0.700000,Z=-1.150000) PlayerViewMesh=LodMesh'UnrealI.BRifle' PickupViewMesh=LodMesh'UnrealI.BRiflePick' ThirdPersonMesh=LodMesh'UnrealI.BRifle3' PickupSound=Sound'UnrealShare.Pickups.WeaponPickup' Mesh=LodMesh'UnrealI.BRiflePick' bNoSmooth=False CollisionRadius=28.000000 CollisionHeight=15.000000 } |
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