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//============================================================================= // RocketLauncher.uc // $Date: 4/28/99 11:16a $ // $Revision: 2 $ //============================================================================= class RocketLauncher expands Weapon; // First person view #exec MESH IMPORT MESH=RL1st ANIVFILE=MODELS\ROCKETLAUNCHER\RL1st_a.3d DATAFILE=MODELS\ROCKETLAUNCHER\RL1st_d.3d X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=RL1st X=-110 Y=115 Z=-45 #exec MESH SEQUENCE MESH=RL1st SEQ=All STARTFRAME=0 NUMFRAMES=83 #exec MESH SEQUENCE MESH=RL1st SEQ=DISPENSE STARTFRAME=0 NUMFRAMES=27 #exec MESH SEQUENCE MESH=RL1st SEQ=DOWN STARTFRAME=27 NUMFRAMES=12 #exec MESH SEQUENCE MESH=RL1st SEQ=FIRE STARTFRAME=39 NUMFRAMES=12 #exec MESH SEQUENCE MESH=RL1st SEQ=RELOAD STARTFRAME=51 NUMFRAMES=14 #exec MESH SEQUENCE MESH=RL1st SEQ=SELECT STARTFRAME=65 NUMFRAMES=12 #exec MESH SEQUENCE MESH=RL1st SEQ=STILL STARTFRAME=77 NUMFRAMES=1 #exec MESH SEQUENCE MESH=RL1st SEQ=SWAY STARTFRAME=78 NUMFRAMES=5 #exec TEXTURE IMPORT NAME=JRL1st1 FILE=MODELS\ROCKETLAUNCHER\PART1.PCX GROUP=Skins FLAGS=2 #exec TEXTURE IMPORT NAME=JRL1st2 FILE=MODELS\ROCKETLAUNCHER\PART2.PCX GROUP=Skins PALETTE=JRL1st1 #exec TEXTURE IMPORT NAME=JRL1st3 FILE=MODELS\ROCKETLAUNCHER\PART3.PCX GROUP=Skins PALETTE=JRL1st1 #exec TEXTURE IMPORT NAME=JRL1st4 FILE=MODELS\ROCKETLAUNCHER\ASMDSMG.PCX GROUP=Skins PALETTE=JRL1st1 #exec MESHMAP NEW MESHMAP=RL1st MESH=RL1st #exec MESHMAP SCALE MESHMAP=RL1st X=0.005 Y=0.007 Z=0.01 #exec MESHMAP SETTEXTURE MESHMAP=RL1st NUM=1 TEXTURE=JRL1st1 #exec MESHMAP SETTEXTURE MESHMAP=RL1st NUM=2 TEXTURE=JRL1st2 #exec MESHMAP SETTEXTURE MESHMAP=RL1st NUM=3 TEXTURE=JRL1st3 #exec MESHMAP SETTEXTURE MESHMAP=RL1st NUM=4 TEXTURE=JRL1st1 #exec MESHMAP SETTEXTURE MESHMAP=RL1st NUM=5 TEXTURE=JRL1st2 #exec MESHMAP SETTEXTURE MESHMAP=RL1st NUM=6 TEXTURE=JRL1st4 // Pickup View #exec MESH IMPORT MESH=RLpickup ANIVFILE=MODELS\ROCKETLAUNCHER\RLpickup_a.3d DATAFILE=MODELS\ROCKETLAUNCHER\RLpickup_d.3d X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=RLpickup X=0 Y=0 Z=0 #exec MESH SEQUENCE MESH=RLpickup SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=RLpickup SEQ=RLPICKUP STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JRLpickup1 FILE=MODELS\NEWRL\part1.pcx Group=Skins Flags=2 #exec TEXTURE IMPORT NAME=JRLpickup2 FILE=MODELS\NEWRL\part2.pcx Group=Skins Palette=JRLpickup1 #exec TEXTURE IMPORT NAME=JRLpickup3 FILE=MODELS\NEWRL\part3.pcx Group=Skins Palette=JRLpickup1 #exec TEXTURE IMPORT NAME=JRLpickup4 FILE=MODELS\ROCKETLAUNCHER\ASMDSMG.pcx Group=Skins Palette=JRLpickup1 #exec MESHMAP NEW MESHMAP=RLpickup MESH=RLpickup #exec MESHMAP SCALE MESHMAP=RLpickup X=0.05 Y=0.05 Z=0.09 #exec MESHMAP SETTEXTURE MESHMAP=RLpickup NUM=1 TEXTURE=JRLpickup1 #exec MESHMAP SETTEXTURE MESHMAP=RLpickup NUM=2 TEXTURE=JRLpickup3 #exec MESHMAP SETTEXTURE MESHMAP=RLpickup NUM=3 TEXTURE=JRLpickup1 #exec MESHMAP SETTEXTURE MESHMAP=RLpickup NUM=4 TEXTURE=JRLpickup2 // 3rd Person View #exec MESH IMPORT MESH=RL3rd ANIVFILE=MODELS\ROCKETLAUNCHER\RL3rd_a.3d DATAFILE=MODELS\ROCKETLAUNCHER\RL3rd_d.3d X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=RL3rd X=-450 Y=30 Z=30 #exec MESH SEQUENCE MESH=RLpickup SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=RLpickup SEQ=RLPICKUP STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP NEW MESHMAP=RL3rd MESH=RL3rd #exec MESHMAP SCALE MESHMAP=RL3rd X=0.0675 Y=0.0375 Z=0.0675 #exec TEXTURE IMPORT NAME=JRL3rd1 FILE=MODELS\NEWRL\part1.pcx Group=Skins Flags=2 #exec TEXTURE IMPORT NAME=JRL3rd2 FILE=MODELS\NEWRL\part2.pcx Group=Skins Palette=JRL3rd1 #exec TEXTURE IMPORT NAME=JRL3rd3 FILE=MODELS\NEWRL\part3.pcx Group=Skins Palette=JRL3rd1 #exec TEXTURE IMPORT NAME=JRL3rd4 FILE=MODELS\ROCKETLAUNCHER\ASMDSMG.pcx Group=Skins Palette=JRL3rd1 #exec MESHMAP SETTEXTURE MESHMAP=RL3rd NUM=1 TEXTURE=JRL3rd1 #exec MESHMAP SETTEXTURE MESHMAP=RL3rd NUM=2 TEXTURE=JRL3rd2 #exec MESHMAP SETTEXTURE MESHMAP=RL3rd NUM=3 TEXTURE=JRL3rd3 #exec MESHMAP SETTEXTURE MESHMAP=RL3rd NUM=4 TEXTURE=JRL3rd1 #exec MESHMAP SETTEXTURE MESHMAP=RL3rd NUM=5 TEXTURE=JRL3rd2 #exec MESHMAP SETTEXTURE MESHMAP=RL3rd NUM=6 TEXTURE=JRL3rd4 #exec AUDIO IMPORT FILE="Sounds\RocketLauncher\RocketSelect1.WAV" NAME="RocketSelect1" GROUP="RocketLauncher" #exec AUDIO IMPORT FILE="Sounds\RocketLauncher\RocketShot1.WAV" NAME="RocketShot1" GROUP="RocketLauncher" #exec AUDIO IMPORT FILE="Sounds\RocketLauncher\RocketShot2.WAV" NAME="RocketShot2" GROUP="RocketLauncher" var( Weapon ) bool bRJDisabled; // Disable RocketJump ability var int ReloadTracker; function PreBeginPlay() { Super.PreBeginPlay(); ProjectileClass = class'UPakRocket'; ProjectileSpeed = class'UPakRocket'.default.speed; AltProjectileClass = class'TowRocket'; AltProjectileSpeed = class'TowRocket'.default.speed; } function PostBeginPlay() { if( Level.Game.IsA( 'DeathMatchGame' ) ) { PickupAmmoCount += 15; } Super.PostBeginPlay(); } 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.Z * Z; AdjustedAim = Pawn( Owner ).AdjustAim( ProjSpeed, Start, AimError, True, bWarn ); return Spawn( ProjClass, Owner,, Start, AdjustedAim ); } function PlayFiring() { Owner.PlaySound( FireSound, SLOT_None, Pawn( Owner ).SoundDampening * 4.0 ); PlayAnim( 'Fire', 0.75 ); } function PlayAltFiring() { Owner.PlaySound( AltFireSound, SLOT_None, Pawn(Owner).SoundDampening * 4.0 ); PlayAnim( 'Fire', 0.75 ); } function Fire( float value ) { if ( AmmoType.UseAmmo( 1 ) ) { GotoState( 'NormalFire' ); if( PlayerPawn( Owner ) != None ) { PlayerPawn( Owner ).ShakeView( ShakeTime, ShakeMag, ShakeVert ); } bPointing=True; ProjectileFire( ProjectileClass, ProjectileSpeed, bWarnTarget ); PlayFiring(); if( Owner.bHidden ) { CheckVisibility(); } } } function Altfire( float value ) { if( AmmoType.UseAmmo( 1 ) ) { GotoState( 'AltFiring' ); if( PlayerPawn( Owner ) != None ) { PlayerPawn( Owner ).ShakeView( ShakeTime, ShakeMag, ShakeVert ); } bPointing=True; ProjectileFire( AltProjectileClass, AltProjectileSpeed, bWarnTarget ); PlayFiring(); if( Owner.bHidden ) { CheckVisibility(); } } } function PlayIdleAnim() { if( AnimSequence == 'Fire1' && FRand() < 0.2 ) { Owner.PlaySound( Misc1Sound, SLOT_None, Pawn( Owner ).SoundDampening * 0.5 ); } // else if( VSize( Owner.Velocity ) > 20 ) // { // if( AnimSequence == 'Still' ) // { // LoopAnim( 'Sway', 0.1, 0.3 ); // } // } else if ( AnimSequence!='Still' ) { if( FRand() < 0.5 ) { Owner.PlaySound( Misc1Sound, SLOT_None, Pawn( Owner ).SoundDampening * 0.5 ); } else { LoopAnim( 'Still', 0.04, 0.3 ); } } Enable( 'AnimEnd' ); } // ================================================================================================ // Idle State // ================================================================================================ state Idle { function BeginState() { bPointing = false; SetTimer( 0.5 + 2 * FRand(), false ); Super.BeginState(); if( Pawn( Owner ).bFire != 0 ) { Fire( 0.0 ); } if( Pawn(Owner).bAltFire != 0 ) { AltFire(0.0); } } function EndState() { SetTimer( 0.0, false ); Super.EndState(); } } state NormalFire { function BeginState() { ReloadTracker++; Super.BeginState(); } Begin: FinishAnim(); LoopAnim( 'Still' ); if( Owner.IsA( 'Bots' ) ) { Sleep( 1.25 ); } else { Sleep( 0.5 ); } // Used for reloading (disabled) // if( ReloadTracker == 3 ) // { // PlayAnim( 'Reload', 0.55 ); // FinishAnim(); // LoopAnim( 'Still' ); // ReloadTracker = 0; // } Finish(); } state AltFiring { Begin: FinishAnim(); LoopAnim( 'Still' ); if( Owner.IsA( 'Bots' ) ) { Sleep( 1.25 ); } else { Sleep( 0.5 ); } Finish(); } function bool HandlePickupQuery( inventory Item ) { local int oldAmmo; if (Item.Class == Class) { if ( Level.Game.bCoopWeaponMode && !Weapon(item).bHeldItem ) return true; oldAmmo = AmmoType.AmmoAmount; if (AmmoType!=None && AmmoType.AddAmmo(PickupAmmoCount)) { Pawn(Owner).ClientMessage(PickupMessage, 'Pickup'); if ( (OldAmmo == 0) && (Pawn(Owner).Weapon.class != item.class) && !Pawn(Owner).bNeverSwitchOnPickup ) { if ( !WeaponSet(Pawn(Owner)) ) Item.PlaySound(Item.PickupSound); } else Item.PlaySound(Item.PickupSound); } Item.SetRespawn(); return true; } if ( Inventory == None ) return false; return Inventory.HandlePickupQuery(Item); } defaultproperties { AmmoName=Class'UPak.RLAmmo' PickupAmmoCount=5 bWarnTarget=True bAltWarnTarget=True bSplashDamage=True bRecommendSplashDamage=True FireOffset=(X=12.000000,Y=-6.000000,Z=-7.000000) ProjectileClass=Class'UPak.UPakRocket' AltProjectileClass=Class'UPak.TowRocket' AIRating=0.600000 RefireRate=0.150000 AltRefireRate=0.150000 FireSound=Sound'UPak.RocketLauncher.RocketShot2' AltFireSound=Sound'UPak.RocketLauncher.RocketShot2' SelectSound=Sound'UPak.RocketLauncher.RocketSelect1' AutoSwitchPriority=6 InventoryGroup=5 PickupMessage="You got the RocketLauncher." ItemName="RocketLauncher" PlayerViewOffset=(X=3.800000,Y=-1.400000,Z=-1.800000) PlayerViewMesh=LodMesh'UPak.RL1st' PickupViewMesh=LodMesh'UPak.RLpickup' ThirdPersonMesh=LodMesh'UPak.RL3rd' PickupSound=Sound'UnrealShare.Pickups.WeaponPickup' Mesh=LodMesh'UPak.RLpickup' bNoSmooth=False CollisionRadius=28.000000 CollisionHeight=8.000000 } |
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