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//============================================================================= // xBombingRun. //============================================================================= class xBombingRun extends TeamGame config; #exec OBJ LOAD FILE=E_Pickups.usx var globalconfig bool bBallDrainsTransloc; var localized string BRPropText,BRPropText2; var localized string BRDescText,BRDescText2; var transient int TeamSpawnCount[2]; var xBombFlag Bomb; var sound NewRoundSound; // OBSOLETE var float OldScore; var(LoadingHints) private localized array<string> BRHints; static function array<string> GetAllLoadHints(optional bool bThisClassOnly) { local int i; local array<string> Hints; if ( !bThisClassOnly || default.BRHints.Length == 0 ) Hints = Super.GetAllLoadHints(); for ( i = 0; i < default.BRHints.Length; i++ ) Hints[Hints.Length] = default.BRHints[i]; return Hints; } function PostBeginPlay() { Super.PostBeginPlay(); // associate flags with teams ForEach DynamicActors(Class'xBombFlag',Bomb) { BombingRunTeamAI(Teams[0].AI).Bomb = Bomb; BombingRunTeamAI(Teams[1].AI).Bomb = Bomb; Bomb.bBallDrainsTransloc = bBallDrainsTransloc; } SetTeamBases(); } function bool NearGoal(Controller C) { return ( (VSize(C.Pawn.Location - BombingRunTeamAI(Teams[C.PlayerReplicationInfo.Team.TeamIndex].AI).EnemyBase.Location) < 1000) ); } static function PrecacheGameAnnouncements(AnnouncerVoice V, bool bRewardSounds) { Super.PrecacheGameAnnouncements(V,bRewardSounds); if ( !bRewardSounds ) { V.PrecacheSound('NewRoundIn'); V.PrecacheSound('BallReset'); V.PrecacheSound('Red_Pass_Fumbled'); V.PrecacheSound('Blue_Pass_Fumbled'); V.PrecacheSound('Red_Team_on_Offence'); V.PrecacheSound('Blue_Team_on_Offence'); V.PrecacheSound('Last_Second_Save'); } } /* OBSOLETE UpdateAnnouncements() - preload all announcer phrases used by this actor */ simulated function UpdateAnnouncements() {} static function int OrderToIndex(int Order) { if(Order == 2) return 14; return Order; } //------------------------------------------------------------------------------ // Game Querying. function GetServerDetails( out ServerResponseLine ServerState ) { Super.GetServerDetails( ServerState ); AddServerDetail( ServerState, "BallDrainsTranslocator", bBallDrainsTransloc ); } static function PrecacheGameTextures(LevelInfo myLevel) { class'xTeamGame'.static.PrecacheGameTextures(myLevel); myLevel.AddPrecacheMaterial(Material'WeaponSkins.BallLauncherTex0'); myLevel.AddPrecacheMaterial(Material'WeaponSkins.BallLauncherEnergy'); myLevel.AddPrecacheMaterial(Material'WeaponSkins.BallLauncherLine'); myLevel.AddPrecacheMaterial(Material'XEffects.RedMarker_T'); myLevel.AddPrecacheMaterial(Material'XEffects.BlueMarker_T'); myLevel.AddPrecacheMaterial(Material'XGameShaders.BombIconBlue'); myLevel.AddPrecacheMaterial(Material'XGameShaders.BombIconRed'); myLevel.AddPrecacheMaterial(Material'XGameShaders.BombIconYELLOW'); myLevel.AddPrecacheMaterial(Material'XGameShaders.BRBall'); myLevel.AddPrecacheMaterial(Material'XGameTextures.BombDeliveryTex'); } static function PrecacheGameStaticMeshes(LevelInfo myLevel) { class'xDeathMatch'.static.PrecacheGameStaticMeshes(myLevel); myLevel.AddPrecacheStaticMesh(StaticMesh'XGame_rc.BombSpawnMesh'); myLevel.AddPrecacheStaticMesh(StaticMesh'XGame_rc.BombEffectMesh'); myLevel.AddPrecacheStaticMesh(StaticMesh'E_Pickups.FullBomb'); } function SetTeamBases() // Important for tracking { local xBombDelivery B; // associate flags with teams ForEach AllActors(Class'xBombDelivery',B) { Teams[B.Team].HomeBase = B; } } function GameObject GetGameObject( Name GameObjectName ) { // temp - sanity check assert(bomb != None && bomb.IsA(GameObjectName)); if ( Bomb.IsA(GameObjectName) ) return Bomb; return Super.GetGameObject(GameObjectName); } function Logout(Controller Exiting) { if ( xBombFlag(Exiting.PlayerReplicationInfo.HasFlag) != None ) xBombFlag(Exiting.PlayerReplicationInfo.HasFlag).Drop(vect(0,0,0)); Super.Logout(Exiting); } function DiscardInventory( Pawn Other ) { if ( (Other.PlayerReplicationInfo != None) && (Other.PlayerReplicationInfo.HasFlag != None) ) xBombFlag(Other.PlayerReplicationInfo.HasFlag).Drop(0.5 * Other.Velocity); Super.DiscardInventory(Other); } function ScoreGameObject( Controller C, GameObject GO ) { Super.ScoreGameObject(C,GO); if ( GO.IsA('xBombFlag') ) ScoreBomb(C, xBombFlag(GO)); } function ScoreBomb(Controller Scorer, xBombFlag theFlag) { local bool ThrowingScore; local int i; local float ppp,numtouch,maxpoints,maxper; local controller C; Bomb = theFlag; if( ResetCountDown > 0 ) { //log("Ignoring score during reset countdown.",'BombingRun'); theFlag.SendHome(); return; } // blow up all redeemer guided warheads for ( C=Level.ControllerList; C!=None; C=C.NextController ) if ( (C.Pawn != None) && C.Pawn.IsA('RedeemerWarhead') ) C.Pawn.Fire(0); // are we dealing with a throwing score? if (Scorer.PlayerReplicationInfo.HasFlag == None) ThrowingScore = true; if ( (Scorer.Pawn != None) && Scorer.Pawn.Weapon.IsA('BallLauncher') ) Scorer.ClientSwitchToBestWeapon(); theFlag.Instigator = none; // jmw - need this to stop the reentering of ScoreBomb due to touch with the base // awards for scoring IncrementGoalsScored(Scorer.PlayerReplicationInfo); OldScore = Scorer.PlayerReplicationInfo.Team.Score; if (ThrowingScore) { Scorer.PlayerReplicationInfo.Team.Score += 3.0; Scorer.PlayerReplicationInfo.Team.NetUpdateTime = Level.TimeSeconds - 1; TeamScoreEvent(Scorer.PlayerReplicationInfo.Team.TeamIndex,3,"ball_tossed"); // Individual points Scorer.PlayerReplicationInfo.Score += 2; // Just for scoring MaxPoints=10; MaxPer=2; ScoreEvent(Scorer.PlayerReplicationInfo,5,"ball_thrown_final"); } else { Scorer.PlayerReplicationInfo.Team.Score += 7.0; Scorer.PlayerReplicationInfo.Team.NetUpdateTime = Level.TimeSeconds - 1; TeamScoreEvent(Scorer.PlayerReplicationInfo.Team.TeamIndex,7,"ball_carried"); // Individual points Scorer.PlayerReplicationInfo.Score += 5; // Just for scoring MaxPoints=20; MaxPer=5; ScoreEvent(Scorer.PlayerReplicationInfo,5,"ball_cap_final"); } Scorer.PlayerReplicationInfo.NetUpdateTime = Level.TimeSeconds - 1; // Each player gets MaxPoints/x but it's guarenteed to be at least 1 point but no more than MaxPer points numtouch=0; for (i=0;i<TheFlag.Assists.length;i++) { if ( (TheFlag.Assists[i]!=None) && (TheFlag.Assists[i].PlayerReplicationInfo.Team == Scorer.PlayerReplicationInfo.Team) ) numtouch = numtouch + 1.0; } ppp = MaxPoints / numtouch; if (ppp<1.0) ppp = 1.0; if (ppp>MaxPer) ppp = MaxPer; for (i=0;i<TheFlag.Assists.length;i++) { if ( (TheFlag.Assists[i]!=None) && (TheFlag.Assists[i].PlayerReplicationInfo.Team == Scorer.PlayerReplicationInfo.Team) ) { ScoreEvent(TheFlag.Assists[i].PlayerReplicationInfo,ppp,"ball_score_assist"); TheFlag.Assists[i].PlayerReplicationInfo.Score += int(ppp); } } Scorer.AwardAdrenaline(ADR_Goal); BroadcastLocalizedMessage( class'xBombMessage', 0, Scorer.PlayerReplicationInfo, None, None ); AnnounceScore(Scorer.PlayerReplicationInfo.Team.TeamIndex); if ( (bOverTime || (GoalScore != 0)) && (Teams[Scorer.PlayerReplicationInfo.Team.TeamIndex].Score >= GoalScore) ) EndGame(Scorer.PlayerReplicationInfo,"teamscorelimit"); else if ( bOverTime ) EndGame(Scorer.PlayerReplicationInfo,"timelimit"); ResetCountDown = ResetTimeDelay+1; if ( bGameEnded ) theFlag.Score(); else theFlag.SendHomeDisabled(ResetTimeDelay); } State MatchInProgress { function Timer() { local Controller C; local Projectile Proj; local Inventory Inv; Super.Timer(); if (ResetCountDown > 0) { ResetCountDown--; if ( ResetCountDown < 3 ) { // blow up all redeemer guided warheads for ( C=Level.ControllerList; C!=None; C=C.NextController ) if ( (C.Pawn != None) && C.Pawn.IsA('RedeemerWarhead') ) C.Pawn.Fire(1); } if ( ResetCountDown == 8 ) { for ( C = Level.ControllerList; C != None; C = C.NextController ) if ( PlayerController(C) != None ) PlayerController(C).PlayStatusAnnouncement('NewRoundIn',1,true); } else if ( (ResetCountDown > 1) && (ResetCountDown < 7) ) BroadcastLocalizedMessage(class'TimerMessage', ResetCountDown-1); else if (ResetCountDown == 1) { // reset all bot enemies Teams[0].AI.ClearEnemies(); Teams[1].AI.ClearEnemies(); // reset all players position and rotation on the field for the next round for ( C = Level.ControllerList; C != None; C = C.NextController ) if ( (C.PlayerReplicationInfo != None) && !C.PlayerReplicationInfo.bOnlySpectator ) { C.StartSpot = FindPlayerStart(C, C.PlayerReplicationInfo.Team.TeamIndex); if ( C.StartSpot != None ) { C.SetLocation(C.StartSpot.Location); C.SetRotation(C.StartSpot.Rotation); } if ( C.Pawn != None ) { if ( xPawn(C.Pawn) != None ) { if (xPawn(C.Pawn).CurrentCombo != None) { C.Adrenaline = 0; xPawn(C.Pawn).CurrentCombo.Destroy(); } if ( xPawn(C.Pawn).UDamageTimer != None ) { xPawn(C.Pawn).UDamageTimer.Destroy(); xPawn(C.Pawn).DisableUDamage(); } } C.Pawn.Health = Max(C.Pawn.Health,C.Pawn.HealthMax); SetPlayerDefaults(C.Pawn); C.Pawn.SetLocation(C.StartSpot.Location); C.Pawn.SetRotation(C.StartSpot.Rotation); C.Pawn.Velocity = vect(0,0,0); C.Pawn.PlayTeleportEffect(false, true); for ( Inv=C.Pawn.Inventory; Inv!=None; Inv=Inv.Inventory ) if ( Inv.IsA('TransLauncher') ) Weapon(Inv).GiveAmmo(0, None, false); } if ( C.StartSpot != None ) C.ClientSetLocation(C.StartSpot.Location,C.StartSpot.Rotation); } // destroy projectiles foreach DynamicActors(class'Projectile', Proj) Proj.Destroy(); Bomb.SendHome(); ResetCountDown = 0; } } else { if ( Bomb == None ) ForEach DynamicActors(class'xBombFlag',Bomb) break; if ( Bomb != None ) GameReplicationInfo.FlagPos = Bomb.Position().Location; } } } function AnnounceScore(int ScoringTeam) { local Controller C; local name ScoreSound; local int OtherTeam; if ( ScoringTeam == 1 ) OtherTeam = 0; else OtherTeam = 1; if ( OldScore <= Teams[OtherTeam].Score ) { if ( Teams[ScoringTeam].Score > Teams[OtherTeam].Score ) ScoreSound = TakeLeadName[ScoringTeam]; else ScoreSound = CaptureSoundName[ScoringTeam]; } else { if ( OldScore <= Teams[OtherTeam].Score + 3 ) ScoreSound = IncreaseLeadName[ScoringTeam]; else ScoreSound = CaptureSoundName[ScoringTeam]; } for ( C=Level.ControllerList; C!=None; C=C.NextController ) { if ( C.IsA('PlayerController') ) PlayerController(C).PlayStatusAnnouncement(ScoreSound,1,true); } } function actor FindSpecGoalFor(PlayerReplicationInfo PRI, int TeamIndex) { local XPlayer PC; local Controller C; local xBombFlag b; PC = XPlayer(PRI.Owner); if (PC==None) return none; // Look for a Player holding the flag for (C=Level.ControllerList;C!=None;C=C.NextController) { if ( (C.PlayerReplicationInfo != None) && (C.PlayerReplicationInfo.HasFlag!=None) ) return C.Pawn; } foreach AllActors(class'xBombFlag',b) return b; return none; } static function FillPlayInfo(PlayInfo PI) { Super.FillPlayInfo(PI); PI.AddSetting(default.RulesGroup, "bBallDrainsTransloc", default.BRPropText2, 40, 0, "Check",,,,True); } static event string GetDescriptionText(string PropName) { switch (PropName) { case "bBallDrainsTransloc": return default.BRDescText2; } return Super.GetDescriptionText(PropName); } function int BallCarrierMessage() { return 15; } event SetGrammar() { LoadSRGrammar("BR"); } defaultproperties { bBallDrainsTransloc=Wahr BRPropText="Delay ball contact" BRPropText2="BallLauncher drains Translocator" BRDescText="If checked, a player must wait a few seconds after throwing the ball before picking it up again." BRDescText2="If checked, a player must wait a few seconds after throwing the ball before being able to translocate (or until someone else catches or picks up the ball)." BRHints(0)="You can use %BASEPATH 0% to see the path to the Red Team base and %BASEPATH 1% to see the path to the Blue Team base." BRHints(1)="Firing the translocator sends out your translocator beacon. Pressing %FIRE% again returns the beacon, while pressing %A:TFIRE% teleports you instantly to the beacon's location (if you fit)." BRHints(2)="While carrying the ball, you can target teammates by pressing %ALTFIRE%. Pressing %FIRE% will pass the ball to the targeted teammate." BRHints(3)="Pressing %SWITCHWEAPON 10% after tossing the Translocator allows you to view from its internal camera." BRHints(4)="Pressing %FIRE% while your %ALTFIRE% is still held down after teleporting with the translocator will switch you back to your previous weapon." bScoreTeamKills=Falsch bSpawnInTeamArea=Wahr TeamAIType(0)=Class'UnrealGame.BombingRunTeamAI' TeamAIType(1)=Class'UnrealGame.BombingRunTeamAI' bAllowTrans=Wahr bDefaultTranslocator=Wahr bMustHaveMultiplePlayers=Falsch DefaultEnemyRosterClass="xGame.xTeamRoster" ADR_Kill=2.000000 HUDType="XInterface.HudCBombingRun" MapListType="XInterface.MapListBombingRun" MapPrefix="BR" BeaconName="BR" ResetTimeDelay=11 GoalScore=15 DeathMessageClass=Class'XGame.xDeathMessage' OtherMesgGroup="BombingRun" GameName="Bombing Run" Description="Each level has a ball that starts in the middle of the playing field. Your team scores by getting the ball through the enemy team's hoop. You score 7 points for jumping through the hoop while holding the ball, and 3 points for tossing the ball through the hoop. The ball can be passed to teammates, and is dropped if the player carrying it is killed." ScreenShotName="UT2004Thumbnails.BRShots" DecoTextName="XGame.BombingRun" Acronym="BR" } |
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