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//============================================================================= // SniperRifle // A military redesign of the rifle. //============================================================================= class SniperRifle extends TournamentWeapon; #exec MESH IMPORT MESH=Rifle2m ANIVFILE=MODELS\Rifle2_a.3D DATAFILE=MODELS\Rifle2_d.3D #exec MESH ORIGIN MESH=Rifle2m X=0 Y=0 Z=0 YAW=64 PITCH=0 ROLL=0 #exec MESH SEQUENCE MESH=Rifle2m SEQ=All STARTFRAME=0 NUMFRAMES=75 #exec MESH SEQUENCE MESH=Rifle2m SEQ=Select STARTFRAME=0 NUMFRAMES=17 RATE=28 GROUP=Select #exec MESH SEQUENCE MESH=Rifle2m SEQ=Still STARTFRAME=17 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Rifle2m SEQ=Fire STARTFRAME=17 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=Rifle2m SEQ=Fire2 STARTFRAME=27 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=Rifle2m SEQ=Fire3 STARTFRAME=37 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=Rifle2m SEQ=Fire4 STARTFRAME=47 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=Rifle2m SEQ=Fire5 STARTFRAME=57 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=Rifle2m SEQ=Down STARTFRAME=67 NUMFRAMES=7 #exec TEXTURE IMPORT NAME=Rifle2a FILE=MODELS\Rifle1.PCX GROUP=Skins LODSET=2 #exec TEXTURE IMPORT NAME=Rifle2b FILE=MODELS\Rifle2.PCX GROUP=Skins LODSET=2 #exec TEXTURE IMPORT NAME=Rifle2c FILE=MODELS\Rifle3.PCX GROUP=Skins LODSET=2 #exec TEXTURE IMPORT NAME=Rifle2d FILE=MODELS\Rifle4.PCX GROUP=Skins LODSET=2 #exec MESHMAP SCALE MESHMAP=Rifle2m X=0.008 Y=0.004 Z=0.016 #exec MESHMAP SETTEXTURE MESHMAP=Rifle2m NUM=0 TEXTURE=Rifle2a #exec MESHMAP SETTEXTURE MESHMAP=Rifle2m NUM=1 TEXTURE=Rifle2b #exec MESHMAP SETTEXTURE MESHMAP=Rifle2m NUM=2 TEXTURE=Rifle2c #exec MESHMAP SETTEXTURE MESHMAP=Rifle2m NUM=3 TEXTURE=Rifle2d #exec MESH IMPORT MESH=Rifle2mL ANIVFILE=MODELS\Rifle2_a.3D DATAFILE=MODELS\Rifle2_d.3D UnMirror=1 #exec MESH ORIGIN MESH=Rifle2mL X=0 Y=0 Z=0 YAW=64 PITCH=0 ROLL=0 #exec MESH SEQUENCE MESH=Rifle2mL SEQ=All STARTFRAME=0 NUMFRAMES=75 #exec MESH SEQUENCE MESH=Rifle2mL SEQ=Select STARTFRAME=0 NUMFRAMES=17 RATE=28 GROUP=Select #exec MESH SEQUENCE MESH=Rifle2mL SEQ=Still STARTFRAME=17 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Rifle2mL SEQ=Fire STARTFRAME=17 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=Rifle2mL SEQ=Fire2 STARTFRAME=27 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=Rifle2mL SEQ=Fire3 STARTFRAME=37 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=Rifle2mL SEQ=Fire4 STARTFRAME=47 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=Rifle2mL SEQ=Fire5 STARTFRAME=57 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=Rifle2mL SEQ=Down STARTFRAME=67 NUMFRAMES=7 #exec MESHMAP SCALE MESHMAP=Rifle2mL X=0.008 Y=0.004 Z=0.016 #exec MESHMAP SETTEXTURE MESHMAP=Rifle2mL NUM=0 TEXTURE=Rifle2a #exec MESHMAP SETTEXTURE MESHMAP=Rifle2mL NUM=1 TEXTURE=Rifle2b #exec MESHMAP SETTEXTURE MESHMAP=Rifle2mL NUM=2 TEXTURE=Rifle2c #exec MESHMAP SETTEXTURE MESHMAP=Rifle2mL NUM=3 TEXTURE=Rifle2d #exec MESH IMPORT MESH=RiflePick ANIVFILE=MODELS\Riflehand_a.3D DATAFILE=MODELS\Riflehand_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=RiflePick X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=RiflePick SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=RiflePick SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JRifle2 FILE=MODELS\Rifle.PCX GROUP=Skins LODSET=2 #exec MESHMAP SCALE MESHMAP=RiflePick X=0.1 Y=0.1 Z=0.2 #exec MESHMAP SETTEXTURE MESHMAP=RiflePick NUM=2 TEXTURE=JRifle2 #exec MESH IMPORT MESH=RifleHand ANIVFILE=MODELS\Riflehand_a.3D DATAFILE=MODELS\Riflehand_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=RifleHand X=15 Y=170 Z=-30 YAW=64 PITCH=0 ROLL=0 #exec MESH SEQUENCE MESH=RifleHand SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=RifleHand X=0.07 Y=0.07 Z=0.14 #exec MESHMAP SETTEXTURE MESHMAP=RifleHand NUM=2 TEXTURE=JRifle2 #exec TEXTURE IMPORT NAME=MuzzleFlash2 FILE=TEXTURES\NewMuz2.PCX GROUP="Rifle" MIPS=OFF LODSET=2 #exec TEXTURE IMPORT NAME=IconRifle FILE=TEXTURES\HUD\WpnRifle.PCX GROUP="Icons" MIPS=OFF #exec TEXTURE IMPORT NAME=UseRifle FILE=TEXTURES\HUD\UseRifle.PCX GROUP="Icons" MIPS=OFF #exec TEXTURE IMPORT NAME=RReticle FILE=TEXTURES\rifleret.PCX GROUP="Icons" MIPS=OFF FLAGS=2 LODSET=2 #exec AUDIO IMPORT FILE="Sounds\SniperRifle\SniperFire.wav" NAME="SniperFire" GROUP="SniperRifle" #exec MESH IMPORT MESH=muzzsr3 ANIVFILE=MODELS\muzzle2_a.3d DATAFILE=MODELS\Muzzle2_d.3d X=0 Y=0 Z=0 #exec MESH LODPARAMS MESH=muzzsr3 MINVERTS=8 STRENGTH=0.7 ZDISP=800.0 #exec MESH ORIGIN MESH=muzzsr3 X=0 Y=980 Z=-75 YAW=64 #exec MESH SEQUENCE MESH=muzzsr3 SEQ=All STARTFRAME=0 NUMFRAMES=3 #exec MESH SEQUENCE MESH=muzzsr3 SEQ=Shoot STARTFRAME=0 NUMFRAMES=3 #exec MESHMAP NEW MESHMAP=muzzsr3 MESH=muzzsr3 #exec MESHMAP SCALE MESHMAP=muzzsr3 X=0.04 Y=0.1 Z=0.08 #exec TEXTURE IMPORT NAME=Muzzy3 FILE=MODELS\Muzzy3.PCX GROUP=Skins var int NumFire; var name FireAnims[5]; var vector OwnerLocation; var float StillTime, StillStart; simulated function PostRender( canvas Canvas ) { local PlayerPawn P; local float Scale; Super.PostRender(Canvas); P = PlayerPawn(Owner); if ( (P != None) && (P.DesiredFOV != P.DefaultFOV) ) { bOwnsCrossHair = true; Scale = Canvas.ClipX/640; Canvas.SetPos(0.5 * Canvas.ClipX - 128 * Scale, 0.5 * Canvas.ClipY - 128 * Scale ); if ( Level.bHighDetailMode ) Canvas.Style = ERenderStyle.STY_Translucent; else Canvas.Style = ERenderStyle.STY_Normal; Canvas.DrawIcon(Texture'RReticle', Scale); Canvas.SetPos(0.5 * Canvas.ClipX + 64 * Scale, 0.5 * Canvas.ClipY + 96 * Scale); Canvas.DrawColor.R = 0; Canvas.DrawColor.G = 255; Canvas.DrawColor.B = 0; Scale = P.DefaultFOV/P.DesiredFOV; Canvas.DrawText("X"$int(Scale)$"."$int(10 * Scale - 10 * int(Scale))); } else bOwnsCrossHair = false; } function float RateSelf( out int bUseAltMode ) { local float dist; if ( AmmoType.AmmoAmount <=0 ) return -2; bUseAltMode = 0; if ( (Bot(Owner) != None) && Bot(Owner).bSniping ) return AIRating + 1.15; if ( Pawn(Owner).Enemy != None ) { dist = VSize(Pawn(Owner).Enemy.Location - Owner.Location); if ( dist > 1200 ) { if ( dist > 2000 ) return (AIRating + 0.75); return (AIRating + FMin(0.0001 * dist, 0.45)); } } return AIRating; } // set which hand is holding weapon function setHand(float Hand) { Super.SetHand(Hand); if ( Hand == 1 ) Mesh = mesh(DynamicLoadObject("Botpack.Rifle2mL", class'Mesh')); else Mesh = mesh'Rifle2m'; } simulated function PlayFiring() { local int r; PlayOwnedSound(FireSound, SLOT_None, Pawn(Owner).SoundDampening*3.0); PlayAnim(FireAnims[Rand(5)],0.5 + 0.5 * FireAdjust, 0.05); if ( (PlayerPawn(Owner) != None) && (PlayerPawn(Owner).DesiredFOV == PlayerPawn(Owner).DefaultFOV) ) bMuzzleFlash++; } simulated function bool ClientAltFire( float Value ) { GotoState('Zooming'); return true; } function AltFire( float Value ) { ClientAltFire(Value); } /////////////////////////////////////////////////////// state NormalFire { function EndState() { Super.EndState(); OldFlashCount = FlashCount; } Begin: FlashCount++; } function Timer() { local actor targ; local float bestAim, bestDist; local vector FireDir; local Pawn P; bestAim = 0.95; P = Pawn(Owner); if ( P == None ) { GotoState(''); return; } if ( VSize(P.Location - OwnerLocation) < 6 ) StillTime += FMin(2.0, Level.TimeSeconds - StillStart); else StillTime = 0; StillStart = Level.TimeSeconds; OwnerLocation = P.Location; FireDir = vector(P.ViewRotation); targ = P.PickTarget(bestAim, bestDist, FireDir, Owner.Location); if ( Pawn(targ) != None ) { SetTimer(1 + 4 * FRand(), false); bPointing = true; Pawn(targ).WarnTarget(P, 200, FireDir); } else { SetTimer(0.4 + 1.6 * FRand(), false); if ( (P.bFire == 0) && (P.bAltFire == 0) ) bPointing = false; } } function ProcessTraceHit(Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z) { local UT_Shellcase s; s = Spawn(class'UT_ShellCase',, '', Owner.Location + CalcDrawOffset() + 30 * X + (2.8 * FireOffset.Y+5.0) * Y - Z * 1); if ( s != None ) { s.DrawScale = 2.0; s.Eject(((FRand()*0.3+0.4)*X + (FRand()*0.2+0.2)*Y + (FRand()*0.3+1.0) * Z)*160); } if (Other == Level) Spawn(class'UT_HeavyWallHitEffect',,, HitLocation+HitNormal, Rotator(HitNormal)); else if ( (Other != self) && (Other != Owner) && (Other != None) ) { if ( Other.bIsPawn ) Other.PlaySound(Sound 'ChunkHit',, 4.0,,100); if ( Other.bIsPawn && (HitLocation.Z - Other.Location.Z > 0.62 * Other.CollisionHeight) && (instigator.IsA('PlayerPawn') || (instigator.IsA('Bot') && !Bot(Instigator).bNovice)) ) Other.TakeDamage(100, Pawn(Owner), HitLocation, 35000 * X, AltDamageType); else Other.TakeDamage(45, Pawn(Owner), HitLocation, 30000.0*X, MyDamageType); if ( !Other.bIsPawn && !Other.IsA('Carcass') ) spawn(class'UT_SpriteSmokePuff',,,HitLocation+HitNormal*9); } } function Finish() { if ( (Pawn(Owner).bFire!=0) && (FRand() < 0.6) ) Timer(); Super.Finish(); } function TraceFire( float Accuracy ) { local vector HitLocation, HitNormal, StartTrace, EndTrace, X,Y,Z; local actor Other; local Pawn PawnOwner; PawnOwner = Pawn(Owner); Owner.MakeNoise(PawnOwner.SoundDampening); GetAxes(PawnOwner.ViewRotation,X,Y,Z); StartTrace = Owner.Location + PawnOwner.Eyeheight * Z; AdjustedAim = PawnOwner.AdjustAim(1000000, StartTrace, 2*AimError, False, False); X = vector(AdjustedAim); EndTrace = StartTrace + 10000 * X; Other = PawnOwner.TraceShot(HitLocation,HitNormal,EndTrace,StartTrace); ProcessTraceHit(Other, HitLocation, HitNormal, X,Y,Z); } state Idle { function Fire( float Value ) { if ( AmmoType == None ) { // ammocheck GiveAmmo(Pawn(Owner)); } if (AmmoType.UseAmmo(1)) { GotoState('NormalFire'); bCanClientFire = true; bPointing=True; if ( Owner.IsA('Bot') ) { // simulate bot using zoom if ( Bot(Owner).bSniping && (FRand() < 0.65) ) AimError = AimError/FClamp(StillTime, 1.0, 8.0); else if ( VSize(Owner.Location - OwnerLocation) < 6 ) AimError = AimError/FClamp(0.5 * StillTime, 1.0, 3.0); else StillTime = 0; } Pawn(Owner).PlayRecoil(FiringSpeed); TraceFire(0.0); AimError = Default.AimError; ClientFire(Value); } } function BeginState() { bPointing = false; SetTimer(0.4 + 1.6 * FRand(), false); Super.BeginState(); } function EndState() { SetTimer(0.0, false); Super.EndState(); } Begin: bPointing=False; if ( AmmoType.AmmoAmount<=0 ) Pawn(Owner).SwitchToBestWeapon(); //Goto Weapon that has Ammo if ( Pawn(Owner).bFire!=0 ) Fire(0.0); Disable('AnimEnd'); PlayIdleAnim(); } /////////////////////////////////////////////////////// state Zooming { simulated function Tick(float DeltaTime) { if ( Pawn(Owner).bAltFire == 0 ) { if ( (PlayerPawn(Owner) != None) && PlayerPawn(Owner).Player.IsA('ViewPort') ) PlayerPawn(Owner).StopZoom(); SetTimer(0.0,False); GoToState('Idle'); } } simulated function BeginState() { if ( Owner.IsA('PlayerPawn') ) { if ( PlayerPawn(Owner).Player.IsA('ViewPort') ) PlayerPawn(Owner).ToggleZoom(); SetTimer(0.2,True); } else { Pawn(Owner).bFire = 1; Pawn(Owner).bAltFire = 0; Global.Fire(0); } } } /////////////////////////////////////////////////////////// simulated function PlayIdleAnim() { if ( Mesh != PickupViewMesh ) PlayAnim('Still',1.0, 0.05); } defaultproperties { FireAnims(0)=Fire FireAnims(1)=Fire2 FireAnims(2)=Fire3 FireAnims(3)=Fire4 FireAnims(4)=Fire5 WeaponDescription="Classification: Long Range Ballistic\n\nRegular Fire: Fires a high powered bullet. Can kill instantly when applied to the cranium of opposing forces. \n\nSecondary Fire: Zooms the rifle in, up to eight times normal vision. Allows for extreme precision from hundreds of yards away.\n\nTechniques: Great for long distance headshots!" AmmoName=Class'Botpack.BulletBox' PickupAmmoCount=8 bInstantHit=True bAltInstantHit=True FiringSpeed=1.800000 FireOffset=(Y=-5.000000,Z=-2.000000) MyDamageType=shot AltDamageType=Decapitated shakemag=400.000000 shaketime=0.150000 shakevert=8.000000 AIRating=0.540000 RefireRate=0.600000 AltRefireRate=0.300000 FireSound=Sound'Botpack.SniperRifle.SniperFire' SelectSound=Sound'UnrealI.Rifle.RiflePickup' DeathMessage="%k put a bullet through %o's head." NameColor=(R=0,G=0) bDrawMuzzleFlash=True MuzzleScale=1.000000 FlashY=0.110000 FlashO=0.014000 FlashC=0.031000 FlashLength=0.013000 FlashS=256 MFTexture=Texture'Botpack.Rifle.MuzzleFlash2' AutoSwitchPriority=5 InventoryGroup=10 PickupMessage="You got a Sniper Rifle." ItemName="Sniper Rifle" PlayerViewOffset=(X=5.000000,Y=-1.600000,Z=-1.700000) PlayerViewMesh=LodMesh'Botpack.Rifle2m' PlayerViewScale=2.000000 BobDamping=0.975000 PickupViewMesh=LodMesh'Botpack.RiflePick' ThirdPersonMesh=LodMesh'Botpack.RifleHand' StatusIcon=Texture'Botpack.Icons.UseRifle' bMuzzleFlashParticles=True MuzzleFlashStyle=STY_Translucent MuzzleFlashMesh=LodMesh'Botpack.muzzsr3' MuzzleFlashScale=0.100000 MuzzleFlashTexture=Texture'Botpack.Skins.Muzzy3' PickupSound=Sound'UnrealShare.Pickups.WeaponPickup' Icon=Texture'Botpack.Icons.UseRifle' Rotation=(Roll=-1536) Mesh=LodMesh'Botpack.RiflePick' bNoSmooth=False CollisionRadius=32.000000 CollisionHeight=8.000000 } |
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