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//----------------------------------------------------------- // //----------------------------------------------------------- class ONSOnslaughtMessage extends CriticalEventPlus; var(Message) localized string RedTeamDominatesString; var(Message) localized string BlueTeamDominatesString; var(Message) localized string RedTeamPowerCoreString; var(Message) localized string BlueTeamPowerCoreString; var(Message) localized string VehicleLockedString; var(Message) localized string InvincibleCoreString; var(Message) localized string UnattainableNodeString; var(Message) localized string RedPowerCoreAttackedString; var(Message) localized string BluePowerCoreAttackedString; var(Message) localized string RedPowerNodeAttackedString; var(Message) localized string BluePowerNodeAttackedString; var(Message) localized string InWayOfVehicleSpawnString; var(Message) localized string MissileLockOnString; var(Message) localized string UnpoweredString; var(Message) localized string RedPowerCoreDestroyedString; var(Message) localized string BluePowerCoreDestroyedString; var(Message) localized string RedPowerNodeDestroyedString; var(Message) localized string BluePowerNodeDestroyedString; var(Message) localized string RedPowerCoreCriticalString; var(Message) localized string BluePowerCoreCriticalString; var(Message) localized string PressUseToTeleportString; var(Message) localized string RedPowerCoreVulnerableString; var(Message) localized string BluePowerCoreVulnerableString; var(Message) localized string RedPowerNodeUnderConstructionString; var(Message) localized string BluePowerNodeUnderConstructionString; var(Message) localized string RedPowerCoreDamagedString; var(Message) localized string BluePowerCoreDamagedString; var(Message) localized string RedPowerNodeSeveredString; var(Message) localized string BluePowerNodeSeveredString; var(Message) localized string PowerCoresAreDrainingString; var(Message) localized string UnhealablePowerCoreString; var(Message) localized string AvrilLockOnString; var(Message) localized string CameraDeploy; var(Message) localized string MoveReticle; var(Message) localized string SPMAAcquiredString; var name MessageAnnouncements[35]; var Sound VictorySound; var color RedColor; var color YellowColor; static simulated function ClientReceive( PlayerController P, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) { //yet another tutorial hack if (P.bViewingMatineeCinematic) return; Super.ClientReceive(P, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject); //only play "under attack" announcer messages every 10 seconds if (ONSPowerCore(OptionalObject) != None) { if (P.Level.TimeSeconds < ONSPowerCore(OptionalObject).LastAttackAnnouncementTime + 10) return; else ONSPowerCore(OptionalObject).LastAttackAnnouncementTime = P.Level.TimeSeconds; } if ( default.MessageAnnouncements[Switch] != '' ) P.PlayStatusAnnouncement(default.MessageAnnouncements[Switch], 2, true); if (P.PlayerReplicationInfo != None && P.PlayerReplicationInfo.Team != None && P.PlayerReplicationInfo.Team.TeamIndex == Switch) P.ClientPlaySound(default.VictorySound); } static function string GetString( optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) { switch (Switch) { case 0: return Default.RedTeamDominatesString; break; case 1: return Default.BlueTeamDominatesString; break; case 2: return Default.RedTeamPowerCoreString; break; case 3: return Default.BlueTeamPowerCoreString; break; case 4: return Default.VehicleLockedString; break; case 5: return Default.InvincibleCoreString; break; case 6: return Default.UnattainableNodeString; break; case 7: return Default.RedPowerCoreAttackedString; break; case 8: return Default.BluePowerCoreAttackedString; break; case 9: return Default.RedPowerNodeAttackedString; break; case 10: return Default.BluePowerNodeAttackedString; break; case 11: return Default.InWayOfVehicleSpawnString; break; case 12: return Default.MissileLockOnString; break; case 13: return Default.UnpoweredString; break; case 14: return Default.RedPowerCoreDestroyedString; break; case 15: return Default.BluePowerCoreDestroyedString; break; case 16: return Default.RedPowerNodeDestroyedString; break; case 17: return Default.BluePowerNodeDestroyedString; break; case 18: return Default.RedPowerCoreCriticalString; break; case 19: return Default.BluePowerCoreCriticalString; break; case 20: return Default.RedPowerCoreVulnerableString; break; case 21: return Default.BluePowerCoreVulnerableString; break; case 22: return Default.PressUseToTeleportString; break; case 23: return Default.RedPowerNodeUnderConstructionString; break; case 24: return Default.BluePowerNodeUnderConstructionString; break; case 25: return Default.RedPowerCoreDamagedString; break; case 26: return Default.BluePowerCoreDamagedString; break; case 27: return Default.RedPowerNodeSeveredString; break; case 28: return Default.BluePowerNodeSeveredString; break; case 29: return Default.PowerCoresAreDrainingString; break; case 30: return Default.UnhealablePowerCoreString; break; case 31: return default.AvrilLockOnString; break; case 32: return default.SPMAAcquiredString; break; case 33: return default.MoveReticle; break; case 34: return default.CameraDeploy; break; } return ""; } static function color GetColor( optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2 ) { if ((Switch > 6 && Switch < 11) || Switch == 12 || (Switch > 17 && Switch < 22) || Switch > 24) return Default.RedColor; else if (Switch == 11) return Default.YellowColor; else return Default.DrawColor; } static function GetPos(int Switch, out EDrawPivot OutDrawPivot, out EStackMode OutStackMode, out float OutPosX, out float OutPosY) { Super.GetPos(Switch, OutDrawPivot, OutStackMode, OutPosX, OutPosY); if (Switch == 12 || switch == 31 || switch == 32) OutPosY = 0.75; else if (Switch == 29) OutPosY = 0.90; else if (Switch == 30) OutPosY = 0.30; } static function float GetLifeTime(int Switch) { if (Switch == 29) return 4.0; return default.LifeTime; } static function bool IsConsoleMessage(int Switch) { if (Switch < 5 || (Switch > 12 && Switch < 18) || (Switch > 19 && Switch < 24 && Switch != 22) || Switch > 25) return true; return false; } defaultproperties { RedTeamDominatesString="Red Team Achieves Victory!" BlueTeamDominatesString="Blue Team Achieves Victory!" RedTeamPowerCoreString="Red Team PowerNode Constructed!" BlueTeamPowerCoreString="Blue Team PowerNode Constructed!" VehicleLockedString="Vehicle is Locked!" InvincibleCoreString="You Are Unable To Damage Unlinked PowerNodes!" UnattainableNodeString="You Are Unable To Obtain Unlinked PowerNodes!" RedPowerCoreAttackedString="Red Team PowerCore is under Attack!" BluePowerCoreAttackedString="Blue Team PowerCore is under Attack!" RedPowerNodeAttackedString="Red Team PowerNode is under Attack!" BluePowerNodeAttackedString="Blue Team PowerNode is under Attack!" InWayOfVehicleSpawnString="You are in the way of a vehicle spawning!" MissileLockOnString="Missile Lock-On!" UnpoweredString="Turret is Unpowered!" RedPowerCoreDestroyedString="Red PowerCore Destroyed" BluePowerCoreDestroyedString="Blue PowerCore Destroyed" RedPowerNodeDestroyedString="Red PowerNode Destroyed" BluePowerNodeDestroyedString="Blue PowerNode Destroyed" RedPowerCoreCriticalString="Red PowerCore is Critical!" BluePowerCoreCriticalString="Blue PowerCore is Critical!" PressUseToTeleportString="Press Use to teleport to another node" RedPowerCoreVulnerableString="Red PowerCore is Vulnerable!" BluePowerCoreVulnerableString="Blue PowerCore is Vulnerable!" RedPowerNodeUnderConstructionString="Red PowerNode under Construction!" BluePowerNodeUnderConstructionString="Blue PowerNode under Construction!" RedPowerCoreDamagedString="Red PowerCore is at 50%!" BluePowerCoreDamagedString="Blue PowerCore is at 50%!" RedPowerNodeSeveredString="Red PowerNode Isolated!" BluePowerNodeSeveredString="Blue PowerNode Isolated!" PowerCoresAreDrainingString="PowerCores are draining!" UnhealablePowerCoreString="You can't heal your PowerCore!" AvrilLockOnString="Incoming Heat-Seeking Missile!" CameraDeploy="Press Alt-Fire to deploy camera!" MoveReticle="Use Forward and Strafe to Aim Reticle" SPMAAcquiredString="SPMA Acquired" MessageAnnouncements(7)="Red_Powercore_under_attack" MessageAnnouncements(8)="Blue_Powercore_under_attack" MessageAnnouncements(14)="Red_Powercore_destroyed" MessageAnnouncements(15)="Blue_Powercore_destroyed" MessageAnnouncements(16)="Red_powernode_destroyed" MessageAnnouncements(17)="Blue_powernode_destroyed" MessageAnnouncements(18)="Red_Powercore_critical" MessageAnnouncements(19)="Blue_Powercore_critical" MessageAnnouncements(20)="Red_PowerCore_vulnerable" MessageAnnouncements(21)="Blue_Powercore_vulnerable" MessageAnnouncements(23)="Red_powernode_under_construction" MessageAnnouncements(24)="Blue_powernode_under_construction" MessageAnnouncements(25)="Red_Powercore_damaged" MessageAnnouncements(26)="Blue_Powercore_damaged" MessageAnnouncements(27)="Red_powernode_isolated" MessageAnnouncements(28)="Blue_powernode_isolated" VictorySound=Sound'GameSounds.Fanfares.UT2K3Fanfare04' RedColor=(R=255,A=255) YellowColor=(G=255,R=255,A=255) bIsUnique=Falsch bIsPartiallyUnique=Wahr Lifetime=2 StackMode=SM_Down PosY=0.100000 } |
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