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class ONSRVWebProjectileLeader extends ONSRVWebProjectile native nativereplication; var() float SpringLength; var() float SpringStiffness; var() float StuckSpringStiffness; //when a projectile in this web gets stuck, SpringStiffness is set to this var() float SpringDamping; var() float SpringMaxForce; var() float SpringExplodeLength; // Max stretch length before web explodes. var() float ProjVelDamping; // var() float ProjStuckNeighbourVelDamping; // Extra damping applied when a neighbour is attached to something. var() InterpCurve ProjGravityScale; // Function of time since launched. // To make the web stuff particularly effective against Mantas, it is sucked into the top of the fans. var() bool bEnableSuckTargetForce; var() bool bSymmetricSuckTarget; // Suck to SuckTargetOffset mirrored across Y as well (eg. for manta fans) var() bool bSuckFriendlyActor; // Don't get sucked towards actors on own team. var() bool bNoSuckFromBelow; // If the projectile is 'below' the suck target (ie. negative local Z) it won't get sucked. var() bool bOnlySuckToDriven; // Only suck to an actor if bDriving is true. var() array< class<Vehicle> > SuckTargetClasses; // Class of actors that projectile should get sucked towards. var() float SuckTargetRange; // Distance from SuckTarget before projectile starts getting sucked. var() float SuckTargetForce; // Force applied to suck projectile towards target. var() vector SuckTargetOffset; // Location in target ref frame that projectile will be sucked too var() float SuckReduceVelFactor; // Once a particle is getting sucked, how much to kill velocity that is not in the suck direction. var byte ProjTeam; var float FireTime; var array<ONSRVWebProjectile> Projectiles; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) replication { reliable if (bNetInitial && Role == ROLE_Authority) ProjTeam; } simulated function PostBeginPlay() { Super.PostBeginPlay(); FireTime = Level.TimeSeconds; } // Walk over entire web, detonating projectiles. Only called on server. event DetonateWeb() { local int i; // We want to destroy ourself last! for(i=1; i<Projectiles.Length; i++) { if( Projectiles[i] != None ) Projectiles[i].Explode( Projectiles[i].Location, Projectiles[i].StuckNormal ); } self.Explode( self.Location, self.StuckNormal ); } //one of the projectiles just got stuck to something simulated function NotifyStuck() { SpringStiffness = StuckSpringStiffness; } defaultproperties { SpringLength=50.000000 SpringStiffness=5.000000 StuckSpringStiffness=50.000000 SpringDamping=6.000000 SpringMaxForce=4500.000000 SpringExplodeLength=1250.000000 ProjStuckNeighbourVelDamping=2.000000 ProjGravityScale=(Points=(,(InVal=4.000000),(InVal=5.000000,OutVal=0.500000),(InVal=1000000.000000,OutVal=0.500000))) bEnableSuckTargetForce=Wahr bSymmetricSuckTarget=Wahr bOnlySuckToDriven=Wahr SuckTargetClasses(0)=Class'Onslaught.ONSHoverBike' SuckTargetRange=275.000000 SuckTargetForce=6500.000000 SuckTargetOffset=(X=25.000000,Y=80.000000,Z=-10.000000) SuckReduceVelFactor=0.900000 } |
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