Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 |
class MPRabbitFlag extends MPCarryable; var() int timerInterval "The number of seconds that pass between scoring of points for the flag carrier"; var() int pointsPerInterval "The number of points awarded each interval"; var(Stats) class<Stat> timeHeldStat "The stat that is used to track longest time held"; var(Stats) class<Stat> rabidRabbitStat "The stat awarded when the rabbit kills a chaser"; var int timeHeld; var TeamInfo oldTeam; var TeamInfo enemyTeam; function registerStats(StatTracker tracker) { local ModeInfo mode; Super.registerStats(tracker); tracker.registerStat(timeHeldStat); tracker.registerStat(rabidRabbitStat); mode = ModeInfo(Level.Game); if (mode != None && rabidRabbitStat != None) { mode.registerPlayerKillListener(self); } } function onPickedUp(Character c) { if (c == None) return; // Put the carrier on a new, temporary enemy team enemyTeam = spawn(c.team().Class); oldTeam = c.team(); c.setTeam(enemyTeam); // Start a scoring timer here SetTimer(timerInterval, true); } function onDropped(Controller c) { // Put dropping player back on old team enemyTeam.destroy(); if (c.Pawn != None) { Character(c.Pawn).setTeam(oldTeam); } else TribesReplicationInfo(c.PlayerReplicationInfo).team = oldTeam; // Stop scoring timer SetTimer(0, false); timeHeld = 0; } function onPlayerKilled(Controller Killer, Controller Target) { Super.onPlayerKilled(Killer, Target); if (Killer == carrierController && rabidRabbitStat != None) awardStat(rabidRabbitStat, Character(Killer.Pawn), Target); } state Held { function Timer() { timeHeld += timerInterval; // Track time held if (timeHeldStat != None && timeHeld > TribesReplicationInfo(carrierController.PlayerReplicationInfo).getStatData(timeHeldStat).amount) ModeInfo(Level.Game).Tracker.setStat(carrierController, timeHeldStat, timeHeld); scoreIndividual(carrier, pointsPerInterval); } } defaultproperties { CollisionRadius = 45 CollisionHeight = 100 returnTime = 30 elasticity = 0.05 timerInterval = 1 pointsPerInterval = 1 } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |