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class Armor extends Core.Object native; // The Armor object overrides the values in Pawn var() float collisionRadius "The radius of the character's collision cylinder while wearing the armor"; var() float collisionHeight "The height of the character's collision cylinder while wearing the armor"; var() class<HavokSkeletalSystem> HavokParamsClass "The Havok Ragdoll parameters that the character will assume while wearing the armor"; var() float breathingDurationMod "Multiplier for the character's breathing duration (NOT IMPLEMENTED)"; var() float health "The amount of health the character has while wearing the armour"; var() float energy "The amount of energy the character has while wearing the armour *THIS SHOULD MATCH THE MOVEMENT CONFIG*"; var() float ammoMod "Multiplier applied to the amount of ammunition bought from an inventory station (NOT IMPLEMENTED)"; var() float collisionDamageMod "Multiplier affecting collision damage (NOT IMPLEMENTED)"; var() float noise "How much noise the armor makes when moving (i.e. footsteps). This affects how easily the player can be detected by the AI and human players (NOT IMPLEMENTED)"; var() float jetPackNoise "How much noise the jet-pack makes (NOT IMPLEMENTED)"; var() float eyeHeight "The eye-height of the first person camera while wearing the armor"; var() float headFraction "The fraction of the collision height that represents the head of the character while wearing the armor"; var() Material hudIcon "The icon displayed in the player's hud while wearing the armor"; var() int maxCarriedWeapons "The maximum number of weapons that can be carried"; var() String movementConfiguration "The movement configuration that the character will assume while wearing the armor"; var() String movementConfigurationFastActive "The movement configuration that the character will assume when activating a Speed Pack"; var() String movementConfigurationFastPassive "The movement configuration that the character will assume when wearing a Speed Pack"; var() class<MovementCollisionDamageType> movementDamageTypeClass "Damage type used for movement collision damage"; var() class<MovementCollisionDamageType> movementDamageOtherTypeClass "Damage type used for when you hit another character and damage them. allows an icon for a heavy splatting a light etc."; var() class<MovementCrushingDamageType> movementCrushingDamageTypeClass "Damage type used for movement crushing damage eg. large havok objects landing on your head (not vehicles)"; var() bool bUseAlternateWeaponMesh "The the alternate mesh defined for a weapon"; var() int heightIndex "An index representingthe height ofthe armour, used for aligning the InventoryStation arm"; var() localized string armorName "Name to display to the user, eg: 'Light'"; var() localized String infoString "String shown in the inventory screen describing the armor"; var() class<Shield> personalShieldClass "The class of shield to use for this armor, or None to disable"; var() String speechTag "The loopup tag when pooling dynamic speech based on armor conditions (eg: Light, Medium..)"; var() class<RadarInfo> radarInfoClass "Radar info class defineing how this object is marked in the hud"; var() bool bCanUseTurrets "Whether the armor can get into turrets or not"; var() class<Weapon> fallbackWeaponClass "The weapon used when all else fails"; var() float knockbackScale "Scales the amount of knockback from weapons and explosions"; var() class<DamageType> suicideDamageTypeClass "Damage type used for when a player suicides on purpose"; var bool bRestrictions; // for debugging // capacity spec struct native QuantityWeapon { var() class<Weapon> typeClass; var() int quantity; }; struct native QuantityGrenades { var() class<HandGrenade> typeClass; var() int quantity; }; struct native QuantityDeployable { var() class<Deployable> typeClass; var() int quantity; }; struct native QuantityConsumable { var() class<Consumable> typeClass; var() int quantity; }; var() private editinline Array<QuantityWeapon> AllowedWeapons; var() private editinline QuantityGrenades AllowedGrenades; var() private Array<class<Pack> > AllowedPacks; var() private editinline Array<QuantityDeployable> AllowedDeployables; var() private editinline Array<QuantityConsumable> AllowedConsumables; var() private Array<class<Vehicle> > AllowedDriver; var() private Array<class<Vehicle> > AllowedPassenger; // capacity query functions // isWeaponAllowed static function bool isWeaponAllowed(class<Weapon> typeClass) { local int i; if (!default.bRestrictions) return true; for (i = 0; i < default.AllowedWeapons.Length; i++) { if (default.AllowedWeapons[i].typeClass == typeClass) return true; } return false; } // isPackAllowed static function bool isPackAllowed(class<Pack> typeClass) { local int i; if (!default.bRestrictions) return true; for (i = 0; i < default.AllowedPacks.Length; i++) { if (default.AllowedPacks[i] == typeClass) return true; } return false; } // isDeployableAllowed static function bool isDeployableAllowed(class<Deployable> typeClass) { local int i; if (!default.bRestrictions) return true; for (i = 0; i < default.AllowedDeployables.Length; i++) { if (default.AllowedDeployables[i].typeClass == typeClass) return true; } return false; } // isConsumableAllowed static function bool isConsumableAllowed(class<Consumable> typeClass) { local int i; if (!default.bRestrictions) return true; for (i = 0; i < default.AllowedConsumables.Length; i++) { if (default.AllowedConsumables[i].typeClass == typeClass) return true; } return false; } // isDriverAllowed static function bool isDriverAllowed(class<Vehicle> typeClass) { local int i; if (!default.bRestrictions) return true; for (i = 0; i < default.AllowedDriver.Length; i++) { if (default.AllowedDriver[i] == typeClass) return true; } return false; } // isPassengerAllowed static function bool isPassengerAllowed(class<Vehicle> typeClass) { local int i; if (!default.bRestrictions) return true; for (i = 0; i < default.AllowedPassenger.Length; i++) { if (default.AllowedPassenger[i] == typeClass) return true; } return false; } // maxAmmo // Returns -1 if weapon is not allowed static function int maxAmmo(class<Weapon> typeClass) { local int i; if (!default.bRestrictions) return 9999; for (i = 0; i < default.AllowedWeapons.Length; i++) { if (default.AllowedWeapons[i].typeClass == typeClass) return default.AllowedWeapons[i].quantity; } return -1; } // maxDeployable // Returns -1 if deployable is not allowed static function int maxDeployable(class<Object> typeClass) { local int i; if (!default.bRestrictions) return 9999; for (i = 0; i < default.AllowedDeployables.Length; i++) { if (default.AllowedDeployables[i].typeClass == typeClass) return default.AllowedDeployables[i].quantity; } return -1; } // maxConsumable // Returns -1 if consumable is not allowed static function int maxConsumable(class<Consumable> typeClass) { local int i; if (!default.bRestrictions) return 9999; for (i = 0; i < default.AllowedConsumables.Length; i++) { if (default.AllowedConsumables[i].typeClass == typeClass) return default.AllowedConsumables[i].quantity; } return -1; } // maxHealthKits // Returns -1 if health kit is not allowed static function int maxHealthKits() { local int i; if (!default.bRestrictions) return 9999; for (i = 0; i < default.AllowedConsumables.Length; i++) { if (ClassIsChildOf(default.AllowedConsumables[i].typeClass, class'HealthKit')) return default.AllowedConsumables[i].quantity; } return -1; } // getHealthKitClass // Return the class of health kit used by this armor static function class<Consumable> getHealthKitClass() { local int i; for (i = 0; i < default.AllowedConsumables.Length; i++) { if (ClassIsChildOf(default.AllowedConsumables[i].typeClass, class'HealthKit')) return default.AllowedConsumables[i].typeClass; } return None; } static function int maxGrenades() { return default.AllowedGrenades.quantity; } static function class<HandGrenade> getHandGrenadeClass() { return default.AllowedGrenades.typeClass; } // equip // call this to equip the armour to a character static function equip(Character c) { if(c == None) { Warn("Armor::equip passed None Character instance."); return; } c.SetCollisionSize(default.collisionRadius, default.collisionHeight); c.healthMaximum = default.health; c.health = c.healthMaximum; c.personalShieldClass = default.personalShieldClass; c.BaseEyeHeight = default.eyeHeight; c.EyeHeight = default.eyeHeight; c.default.BaseEyeHeight = default.eyeHeight; c.default.EyeHeight = default.eyeHeight; c.HeadHeight = default.collisionHeight - (default.collisionHeight * default.headFraction); c.HavokParamsClass = default.HavokParamsClass; c.destroyFallbackWeapon(); c.armorClass = default.class; } static function bool useAlternateWeaponMesh() { return default.bUseAlternateWeaponMesh; } defaultproperties { eyeHeight = 64 headFraction = 0.2 hudIcon = texture'Engine_res.S_Actor' maxCarriedWeapons = 3 heightIndex = 1 armorName = "Light" speechTag = "Light" infoString = "[Info not available]" bRestrictions = true radarInfoClass = class'Gameplay.RadarInfo' bCanUseTurrets = true knockbackScale = 1.0 suicideDamageTypeClass = class'Engine.Suicided' } |
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