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//============================================================================= // Queen. //============================================================================= class Queen extends ScriptedPawn; #exec MESH IMPORT MESH=SkQueen ANIVFILE=MODELS\queen_a.3D DATAFILE=MODELS\queen_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=SkQueen X=0 Y=-130 Z=80 YAW=64 ROLL=-64 #exec MESH SEQUENCE MESH=Skqueen SEQ=All STARTFRAME=0 NUMFRAMES=171 #exec MESH SEQUENCE MESH=Skqueen SEQ=ThreeHit STARTFRAME=0 NUMFRAMES=18 RATE=15 Group=Attack #exec MESH SEQUENCE MESH=Skqueen SEQ=Claw STARTFRAME=18 NUMFRAMES=10 RATE=15 Group=Attack #exec MESH SEQUENCE MESH=Skqueen SEQ=Gouge STARTFRAME=28 NUMFRAMES=13 RATE=15 Group=Attack #exec MESH SEQUENCE MESH=Skqueen SEQ=Jump STARTFRAME=41 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Skqueen SEQ=Land STARTFRAME=42 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Skqueen SEQ=Meditate STARTFRAME=43 NUMFRAMES=8 RATE=6 #exec MESH SEQUENCE MESH=Skqueen SEQ=OutCold STARTFRAME=51 NUMFRAMES=21 RATE=15 #exec MESH SEQUENCE MESH=Skqueen SEQ=TakeHit STARTFRAME=52 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Skqueen SEQ=Run STARTFRAME=72 NUMFRAMES=10 RATE=17 #exec MESH SEQUENCE MESH=Skqueen SEQ=Scream STARTFRAME=82 NUMFRAMES=23 RATE=15 #exec MESH SEQUENCE MESH=Skqueen SEQ=Fighter STARTFRAME=105 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Skqueen SEQ=Shoot1 STARTFRAME=105 NUMFRAMES=23 RATE=15 Group=Attack #exec MESH SEQUENCE MESH=Skqueen SEQ=Stab STARTFRAME=128 NUMFRAMES=8 RATE=15 Group=Attack #exec MESH SEQUENCE MESH=Skqueen SEQ=Walk STARTFRAME=136 NUMFRAMES=15 RATE=17 #exec MESH SEQUENCE MESH=Skqueen SEQ=Shield STARTFRAME=151 NUMFRAMES=20 RATE=25 #exec TEXTURE IMPORT NAME=JQueen1 FILE=MODELS\queen.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=Skqueen X=0.22 Y=0.22 Z=0.44 #exec MESHMAP SETTEXTURE MESHMAP=Skqueen NUM=1 TEXTURE=Jqueen1 #exec MESH NOTIFY MESH=Skqueen SEQ=Shoot1 TIME=0.167 FUNCTION=SpawnShot #exec MESH NOTIFY MESH=Skqueen SEQ=Shoot1 TIME=0.255 FUNCTION=SpawnShot #exec MESH NOTIFY MESH=Skqueen SEQ=Shoot1 TIME=0.344 FUNCTION=SpawnShot #exec MESH NOTIFY MESH=Skqueen SEQ=Shoot1 TIME=0.433 FUNCTION=SpawnShot #exec MESH NOTIFY MESH=Skqueen SEQ=OutCold TIME=0.60 FUNCTION=LandThump #exec MESH NOTIFY MESH=Skqueen SEQ=Claw TIME=0.5 FUNCTION=ClawDamageTarget #exec MESH NOTIFY MESH=Skqueen SEQ=Gouge TIME=0.4 FUNCTION=ClawDamageTarget #exec MESH NOTIFY MESH=Skqueen SEQ=Stab TIME=0.33 FUNCTION=StabDamageTarget #exec MESH NOTIFY MESH=Skqueen SEQ=Walk TIME=0.26 FUNCTION=FootStep #exec MESH NOTIFY MESH=Skqueen SEQ=Walk TIME=0.76 FUNCTION=FootStep #exec MESH NOTIFY MESH=Skqueen SEQ=Run TIME=0.25 FUNCTION=FootStep #exec MESH NOTIFY MESH=Skqueen SEQ=Run TIME=0.75 FUNCTION=FootStep #exec MESH NOTIFY MESH=Skqueen SEQ=Shield TIME=0.75 FUNCTION=SpawnShield #exec AUDIO IMPORT FILE="Sounds\Queen\claw1Q.WAV" NAME="claw1Q" GROUP="Queen" #exec AUDIO IMPORT FILE="Sounds\Queen\shoot1Q.WAV" NAME="shoot1Q" GROUP="Queen" #exec AUDIO IMPORT FILE="Sounds\Queen\yell1Q.WAV" NAME="yell1Q" GROUP="Queen" #exec AUDIO IMPORT FILE="Sounds\Queen\yell2Q.WAV" NAME="yell2Q" GROUP="Queen" #exec AUDIO IMPORT FILE="Sounds\Queen\yell3Q.WAV" NAME="yell3Q" GROUP="Queen" #exec AUDIO IMPORT FILE="Sounds\Queen\stab1Q.WAV" NAME="stab1Q" GROUP="Queen" #exec AUDIO IMPORT FILE="Sounds\Queen\outcoldQ.WAV" NAME="outcoldQ" GROUP="Queen" #exec AUDIO IMPORT FILE="Sounds\Queen\nearby2Q.WAV" NAME="nearby2Q" GROUP="Queen" #exec AUDIO IMPORT FILE="Sounds\Queen\amb1Q.WAV" NAME="amb1Q" GROUP="Queen" #exec AUDIO IMPORT FILE="Sounds\Titan\step1a.WAV" NAME="step1t" GROUP="Titan" #exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\Generic\teleport1.WAV" NAME="Teleport1" GROUP="Generic" //Queen variables; var() int ClawDamage, StabDamage; var() name ScreamEvent; var byte row; var(Sounds) sound footstepSound; var(Sounds) sound ScreamSound; var(Sounds) sound stab; var(Sounds) sound shoot; var(Sounds) sound claw; var bool bJustScreamed; var bool bEndFootStep; var QueenShield Shield; var vector TelepDest; function PostBeginPlay() { Super.PostBeginPlay(); ProjectileSpeed = 1200 + 100 * Skill; GroundSpeed = GroundSpeed * (1 + 0.1 * Skill); } event bool EncroachingOn( actor Other ) { if ( (Other.Brush != None) || (Brush(Other) != None) ) return true; return false; } function TryToDuck(vector duckDir, bool bReversed) { if ( (Shield != None) || (AnimSequence == 'Shield') ) return; PlayAnim('Shield', 1.0, 0.1); bCrouching = true; GotoState('RangedAttack', 'Challenge'); } function SpawnShield() { Shield = Spawn(class'QueenShield',,,Location + 150 * Vector(Rotation)); Shield.SetBase(self); } function eAttitude AttitudeToCreature(Pawn Other) { if ( Other.IsA('Skaarj') ) { if ( Other.IsA('SkaarjBerserker') ) return ATTITUDE_Hate; else return ATTITUDE_Friendly; } else if ( Other.IsA('Pupae') ) return ATTITUDE_Friendly; else if ( Other.IsA('Nali') ) return ATTITUDE_Hate; else return ATTITUDE_Ignore; } function ThrowOther(Pawn Other) { local float dist, shake; local PlayerPawn aPlayer; local vector Momentum; if ( Other.mass > 500 ) return; aPlayer = PlayerPawn(Other); if (aPlayer == None) { if (Other.Physics != PHYS_Walking) return; dist = VSize(Location - Other.Location); if (dist > 500) return; } else { dist = VSize(Location - Other.Location); shake = FMax(500, 1500 - dist); if ( dist > 1500 ) return; aPlayer.ShakeView( FMax(0, 0.35 - dist/20000), shake, 0.015 * shake); if ( (Other.Physics != PHYS_Walking) || (dist > 1500) ) return; } Momentum = -0.5 * Other.Velocity + 100 * Normal(Other.Location - Location); Momentum.Z = 7000000.0/((0.5 * dist + 500) * Other.Mass); Other.AddVelocity(Momentum); } function FootStep() { bEndFootstep = false; PlaySound(FootstepSound, SLOT_Interact, 8); } function Scream() { local actor A; local pawn Thrown; if (ScreamEvent != '') foreach AllActors( class 'Actor', A, ScreamEvent ) A.Trigger( Self, Instigator ); PlaySound(ScreamSound, SLOT_Talk, 2 * TransientSoundVolume); PlaySound(ScreamSound, SLOT_None, 2 * TransientSoundVolume); PlaySound(ScreamSound, SLOT_None, 2 * TransientSoundVolume); PlaySound(ScreamSound, SLOT_None, 2 * TransientSoundVolume); PlayAnim('Scream'); bJustScreamed = true; } function PlayWaiting() { local float decision; local float animspeed; if (bEndFootStep) FootStep(); decision = FRand(); animspeed = 0.2 + 0.5 * FRand(); LoopAnim('Meditate', animspeed); } function PlayChallenge() { if (bEndFootStep) FootStep(); if ( IsAnimating() && (AnimSequence == 'Shield') ) return; Scream(); } function TweenToFighter(float tweentime) { bEndFootStep = ( ((AnimSequence == 'Walk') || (AnimSequence == 'Run')) && (AnimFrame > 0.1) ); TweenAnim('Fighter', tweentime); } function TweenToRunning(float tweentime) { if ( (AnimSequence != 'Run') || !bAnimLoop ) TweenAnim('Run', tweentime); } function TweenToWalking(float tweentime) { TweenAnim('Walk', tweentime); } function TweenToWaiting(float tweentime) { TweenAnim('Meditate', tweentime); } function TweenToPatrolStop(float tweentime) { TweenAnim('Meditate', tweentime); } function PlayRunning() { LoopAnim('Run', -1.0/GroundSpeed,, 0.8); } function PlayWalking() { LoopAnim('Walk', -1.0/GroundSpeed,, 0.8); } function PlayThreatening() { DesiredSpeed = 0.0; if ( FRand() < 0.75) PlayAnim('Meditate', 0.4 + 0.6 * FRand(), 0.3); else { TweenAnim('Fighter', 0.3); PlayThreateningSound(); } } function PlayTurning() { if (bEndFootStep) FootStep(); DesiredSpeed = 0.0; TweenAnim('Run', 0.4); } function PlayDying(name DamageType, vector HitLocation) { PlayAnim('OutCold', 0.7, 0.1); PlaySound(Die, SLOT_Talk); } function PlayTakeHit(float tweentime, vector HitLoc, int Damage) { TweenAnim('TakeHit', tweentime); } function SpawnShot() { local vector X,Y,Z, projStart; GetAxes(Rotation,X,Y,Z); if (row == 0) MakeNoise(1.0); projStart = Location + 1 * CollisionRadius * X + ( 0.7 - 0.2 * row) * CollisionHeight * Z + 0.2 * CollisionRadius * Y; spawn(RangedProjectile ,self,'',projStart,AdjustAim(ProjectileSpeed, projStart, 400 * (4 - row)/(3.5-skill), false, bWarnTarget)); projStart = Location + 1 * CollisionRadius * X + ( 0.7 - 0.2 * row) * CollisionHeight * Z - 0.2 * CollisionRadius * Y; spawn(RangedProjectile ,self,'',projStart,AdjustAim(ProjectileSpeed, projStart, 400 * (4 - row)/(3.5-skill), true, bWarnTarget)); row++; } function PlayVictoryDance() { if (bEndFootStep) FootStep(); DesiredSpeed = 0.0; PlayAnim('ThreeHit', 0.7, 0.15); //gib the enemy here! PlaySound(Threaten, SLOT_Talk); } function ClawDamageTarget() { if ( MeleeDamageTarget(ClawDamage, (50000.0 * (Normal(Target.Location - Location)))) ) PlaySound(Claw, SLOT_Interact); } function StabDamageTarget() { local vector X,Y,Z; GetAxes(Rotation,X,Y,Z); if ( MeleeDamageTarget(StabDamage, (15000.0 * ( Y + vect(0,0,1)))) ) PlaySound(Stab, SLOT_Interact); } function PlayMeleeAttack() { local float decision; if (bEndFootStep) FootStep(); decision = FRand(); if (decision < 0.4) { PlaySound(Stab, SLOT_Interact); PlayAnim('Stab'); } else if (decision < 0.7) { PlaySound(Claw, SLOT_Interact); PlayAnim('Claw'); } else { PlaySound(Claw, SLOT_Interact); PlayAnim('Gouge'); } } function TweenToFalling() { TweenAnim('Jump', 0.2); } function PlayInAir() { TweenAnim('Jump', 0.5); } function PlayLanded(float impactVel) { local Pawn Thrown; TweenAnim('Land', 0.1); //throw all nearby creatures, and play sound Thrown = Level.PawnList; While ( Thrown != None ) { ThrowOther(Thrown); Thrown = Thrown.nextPawn; } } function PlayRangedAttack() { if (bEndFootStep) FootStep(); if ( !bJustScreamed && (FRand() < 0.15) ) Scream(); else if ( (Shield != None) && (FRand() < 0.5) && (((Enemy.Location - Location) Dot (Shield.Location - Location)) > 0) ) Scream(); else { if ( Shield != None ) Shield.Destroy(); row = 0; bJustScreamed = false; PlayAnim('Shoot1'); PlaySound(Shoot, SLOT_Interact); } } state TacticalMove { ignores SeePlayer, HearNoise; function PickDestination(bool bNoCharge) { if ( FRand() < 0.26 ) GotoState('Teleporting'); else Super.PickDestination(bNoCharge); } } state Hunting { ignores EnemyNotVisible; function PickDestination() { GotoState('Teleporting'); } } State Teleporting { ignores TakeDamage, SeePlayer, EnemyNotVisible, HearNoise, KilledBy, Bump, HitWall, HeadZoneChange, FootZoneChange, ZoneChange, Falling, WarnTarget, Died; function Tick(float DeltaTime) { local int NewFatness; local rotator EnemyRot; if ( Style == STY_Translucent ) { ScaleGlow -= 3 * DeltaTime; if ( ScaleGlow < 0.3 ) { Spawn(class'QueenTeleportEffect',,, TelepDest); Spawn(class'QueenTeleportLight',,, TelepDest); EnemyRot = rotator(Enemy.Location - Location); EnemyRot.Pitch = 0; SetLocation(TelepDest); setRotation(EnemyRot); PlaySound(sound'Teleport1', SLOT_Interface); GotoState('Attacking'); } return; } else { NewFatness = fatness - 100 * DeltaTime; if ( NewFatness < 80 ) { bUnlit = true; ScaleGlow = 2.0; Style = STY_Translucent; } } fatness = Clamp(NewFatness, 0, 255); } function ChooseDestination() { local NavigationPoint N; local vector ViewPoint, HitLocation, HitNormal, Best; local actor HitActor; local float rating, newrating; N = Level.NavigationPointList; Best = Location; rating = 0; while ( N != None ) { if ( N.IsA('QueenDest') ) // rate it { newrating = 0; if ( Best == Location ) Best = N.Location; ViewPoint = N.Location + EyeHeight * vect(0,0,1); HitActor = Trace(HitLocation, HitNormal, Enemy.Location, ViewPoint, false); if ( HitActor == None ) newrating = 20000; newrating = newrating - VSize(N.Location - Enemy.Location) + 1000 * FRand() + 4 * VSize(N.Location - Location); if ( N.Location.Z > Enemy.Location.Z ) newrating += 1000; if ( newrating > rating ) { rating = newrating; Best = N.Location; } } N = N.nextNavigationPoint; } TelepDest = Best; } function BeginState() { Acceleration = Vect(0,0,0); ChooseDestination(); } function EndState() { bUnlit = false; Style = STY_Normal; ScaleGlow = 1.0; fatness = Default.fatness; } } defaultproperties { ClawDamage=50 StabDamage=80 FootstepSound=Sound'UnrealI.Titan.step1t' ScreamSound=Sound'UnrealI.Queen.yell3Q' Stab=Sound'UnrealI.Queen.stab1Q' Shoot=Sound'UnrealI.Queen.shoot1Q' claw=Sound'UnrealI.Queen.claw1Q' Aggressiveness=5.000000 RefireRate=0.400000 bHasRangedAttack=True bCanDuck=True bIsBoss=True RangedProjectile=Class'UnrealI.QueenProjectile' Acquire=Sound'UnrealI.Queen.yell1Q' Fear=Sound'UnrealI.Queen.yell2Q' Roam=Sound'UnrealI.Queen.nearby2Q' Threaten=Sound'UnrealI.Queen.yell2Q' MeleeRange=100.000000 GroundSpeed=400.000000 AccelRate=1500.000000 JumpZ=800.000000 Visibility=250 SightRadius=3000.000000 Health=1500 ReducedDamageType=' ReducedDamagePct=0.500000 Intelligence=BRAINS_HUMAN HitSound1=Sound'UnrealI.Queen.yell2Q' HitSound2=Sound'UnrealI.Queen.yell2Q' Die=Sound'UnrealI.Queen.outcoldQ' CombatStyle=0.950000 NameArticle=" the " DrawType=DT_Mesh Mesh=LodMesh'UnrealI.SkQueen' SoundRadius=32 AmbientSound=Sound'UnrealI.Queen.amb1Q' TransientSoundVolume=16.000000 CollisionRadius=90.199997 CollisionHeight=106.699997 Mass=1000.000000 RotationRate=(Pitch=6000) } |
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