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//============================================================================= // Stinger. //============================================================================= class Stinger extends Weapon; #exec MESH IMPORT MESH=StingerM ANIVFILE=MODELS\aniv51.3D DATAFILE=MODELS\data51.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=StingerM X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=StingerM SEQ=All STARTFRAME=0 NUMFRAMES=44 #exec MESH SEQUENCE MESH=StingerM SEQ=Select STARTFRAME=0 NUMFRAMES=21 GROUP=Select #exec MESH SEQUENCE MESH=StingerM SEQ=Still STARTFRAME=21 NUMFRAMES=1 #exec MESH SEQUENCE MESH=StingerM SEQ=Down STARTFRAME=22 NUMFRAMES=11 #exec MESH SEQUENCE MESH=StingerM SEQ=FireOne STARTFRAME=33 NUMFRAMES=3 #exec MESH SEQUENCE MESH=StingerM SEQ=FireThree STARTFRAME=36 NUMFRAMES=7 #exec TEXTURE IMPORT NAME=SpikHand1 FILE=MODELS\Spikegun.PCX GROUP="Skins" #exec OBJ LOAD FILE=Textures\FireEffect18.utx PACKAGE=UnrealShare.Effect18 #exec MESHMAP SCALE MESHMAP=StingerM X=0.005 Y=0.005 Z=0.01 #exec MESHMAP SETTEXTURE MESHMAP=StingerM NUM=1 TEXTURE=SpikHand1 #exec MESHMAP SETTEXTURE MESHMAP=StingerM NUM=0 TEXTURE=UnrealShare.Effect18.FireEffect18 #exec MESH IMPORT MESH=StingerPickup ANIVFILE=MODELS\aniv55.3D DATAFILE=MODELS\data55.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=StingerPickup X=100 Y=-100 Z=0 YAW=0 PITCH=0 #exec MESH SEQUENCE MESH=StingerPickup SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=StingerPickup SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Sting1 FILE=MODELS\spikegun.PCX GROUP="Skins" #exec MESHMAP SCALE MESHMAP=StingerPickup X=0.03 Y=0.03 Z=0.06 #exec MESHMAP SETTEXTURE MESHMAP=StingerPickup NUM=1 TEXTURE=Sting1 #exec MESH IMPORT MESH=Stinger3rd ANIVFILE=MODELS\Sting3_a.3D DATAFILE=MODELS\Sting3_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=Stinger3rd X=0 Y=320 Z=-50 YAW=-64 ROLL=119 PITCH=128 #exec MESH SEQUENCE MESH=Stinger3rd SEQ=All STARTFRAME=0 NUMFRAMES=6 #exec MESH SEQUENCE MESH=Stinger3rd SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Stinger3rd SEQ=FireOne STARTFRAME=1 NUMFRAMES=5 #exec TEXTURE IMPORT NAME=JSting2 FILE=MODELS\sting3.PCX GROUP="Skins" #exec OBJ LOAD FILE=textures\FireEffect18.utx PACKAGE=UnrealShare.Effect18 #exec MESHMAP SCALE MESHMAP=Stinger3rd X=0.035 Y=0.035 Z=0.07 #exec MESHMAP SETTEXTURE MESHMAP=Stinger3rd NUM=1 TEXTURE=JSting2 #exec MESHMAP SETTEXTURE MESHMAP=Stinger3rd NUM=0 TEXTURE=UnrealShare.Effect18.FireEffect18 #exec AUDIO IMPORT FILE="Sounds\stinger\sshot10d.WAV" NAME="StingerFire" GROUP="Stinger" #exec AUDIO IMPORT FILE="Sounds\stinger\sshot20d.WAV" NAME="StingerTwoFire" GROUP="Stinger" #exec AUDIO IMPORT FILE="Sounds\stinger\saltf1.WAV" NAME="StingerAltFire" GROUP="Stinger" #exec AUDIO IMPORT FILE="Sounds\stinger\load1.WAV" NAME="StingerLoad" GROUP="Stinger" #exec AUDIO IMPORT FILE="Sounds\stinger\Ends1.WAV" NAME="EndFire" GROUP="Stinger" var bool bAlreadyFiring; function float RateSelf( out int bUseAltMode ) { local float EnemyDist; if ( AmmoType.AmmoAmount <=0 ) return -2; if ( Pawn(Owner).Enemy == None ) { bUseAltMode = 0; return AIRating; } EnemyDist = VSize(Pawn(Owner).Enemy.Location - Owner.Location); bUseAltMode = int( 600 * FRand() > EnemyDist - 140 ); return AIRating; } function PlayFiring() { if ( bAlreadyFiring ) { AmbientSound = sound'StingerTwoFire'; SoundVolume = Pawn(Owner).SoundDampening*255; LoopAnim( 'FireOne', 0.7); } else { Owner.PlaySound(FireSound, SLOT_Misc,2.0*Pawn(Owner).SoundDampening); PlayAnim( 'FireOne', 0.7 ); } bAlreadyFiring = true; bWarnTarget = (FRand() < 0.2); } function PlayAltFiring() { Owner.PlaySound(AltFireSound, SLOT_Misc,2.0*Pawn(Owner).SoundDampening); PlayAnim( 'FireOne', 0.6 ); } /////////////////////////////////////////////////////// state NormalFire { function Tick( float DeltaTime ) { if (Owner==None) AmbientSound=None; else SetLocation(Owner.Location); } function EndState() { if (AmbientSound!=None && Owner!=None) Owner.PlaySound(Misc1Sound, SLOT_Misc,2.0*Pawn(Owner).SoundDampening); AmbientSound = None; bAlreadyFiring = false; Super.EndState(); } Begin: Sleep(0.2); SetLocation(Owner.Location); Finish(); } /////////////////////////////////////////////////////////////// state AltFiring { function Projectile ProjectileFire(class<projectile> ProjClass, float ProjSpeed, bool bWarn) { local Projectile S; local int i; local vector Start,X,Y,Z; local Rotator StartRot, AltRotation; S = Global.ProjectileFire(ProjClass, ProjSpeed, bWarn); StartRot = S.Rotation; Start = S.Location; for (i = 0; i< 4; i++) { if (AmmoType.UseAmmo(1)) { AltRotation = StartRot; AltRotation.Pitch += FRand()*3000-1500; AltRotation.Yaw += FRand()*3000-1500; AltRotation.Roll += FRand()*9000-4500; S = Spawn(AltProjectileClass,,, Start - 2 * VRand(), AltRotation); } } StingerProjectile(S).bLighting = True; } Begin: FinishAnim(); PlayAnim('Still'); Sleep(1.0); Finish(); } /////////////////////////////////////////////////////////// function PlayIdleAnim() { PlayAnim('Still'); } defaultproperties { AmmoName=Class'UnrealShare.StingerAmmo' PickupAmmoCount=40 bAltWarnTarget=True FireOffset=(X=12.000000,Y=-10.000000,Z=-15.000000) ProjectileClass=Class'UnrealShare.StingerProjectile' AltProjectileClass=Class'UnrealShare.StingerProjectile' shakemag=120.000000 AIRating=0.400000 RefireRate=0.800000 FireSound=Sound'UnrealShare.Stinger.StingerFire' AltFireSound=Sound'UnrealShare.Stinger.StingerAltFire' SelectSound=Sound'UnrealShare.Stinger.StingerLoad' Misc1Sound=Sound'UnrealShare.Stinger.EndFire' DeathMessage="%o was perforated by %k's %w." AutoSwitchPriority=3 InventoryGroup=3 PickupMessage="You picked up the Stinger" ItemName="Stinger" PlayerViewOffset=(X=4.200000,Y=-3.000000,Z=-4.000000) PlayerViewMesh=LodMesh'UnrealShare.StingerM' PlayerViewScale=1.700000 PickupViewMesh=LodMesh'UnrealShare.StingerPickup' ThirdPersonMesh=LodMesh'UnrealShare.Stinger3rd' PickupSound=Sound'UnrealShare.Pickups.WeaponPickup' Mesh=LodMesh'UnrealShare.StingerPickup' bNoSmooth=False SoundRadius=64 SoundVolume=255 CollisionRadius=27.000000 CollisionHeight=8.000000 } |
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