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// ============================================================================================ // * File Name: tribesmod // * Created By: Cobra // * Time Stamp: 12-02-15 14:17:01 // * UDK Path: C:\Program Files\VUGames\Tribes Vengeance\Program\Bin\TVed.exe // * Unreal X-Editor v3.1.5.0 // * © Copyright 2012 - 2015. All Rights Reserved. // ============================================================================================ //#StartBlock ===========================================INFO================================================= /* @info ... class * * Mutator for the Tribes Vengeance community, credits to dEhaV for having released the promod's source code on which this mutator is based. * * Tribesmod changes or adds the following features to the game server when enabled; * * - Removable vehicles (The tank and rover have been slightly modified). * - Overwrites and changes the tribes MultiPlayerCharacter class. * - Grants the ability to change the spawn class as well as changing the spawn protection duration. * - Overwrites and changes the flag throwing properties. * - Changes some BaseDevice's shield classes (catapult and inventory stations). * - removes the deployable BaseDevice stations (turrets and mines). * - removes the base turrets * - Adds new game stats to the game * - Adds mutate commands. See function Mutate() * - Increased the grapple roundsPerSecond slightly to reduce the chance for the "grapple bug" to occur. * - Fixes pack reload animation (though it is still buggy and will not work when the reload time is modified ingame (needs some more testing) * - Fixed Repair pack emmiter's max range (was bugged in promod) * - Fixes shield pack texture when getting hit and carrying a shield pack (will now display a shader around the player's model when activating the pack, or when getting hit) * - Changed the flag's texture to hologram shaders. * * * New Console commands (only executable when logged into admins, not case sensitive): * * * ConsoleCommand("mutate help") Displays a list of all available commands. * ConsoleCommand("mutate test") helloWorld text will appear in the chat. * ConsoleCommand("mutate time [value]") Sets the gametime to [value]. * ConsoleCommand("mutate tournament") Toggles between tournament mode on or off. Takes effect at next map. * ConsoleCommand("mutate troc") Toggles between the default gameplay and troc-mode (enhanced energyPack boost). * * * * Info; Native function SaveConfig(); * * Saves all config variables to the class's config file (see class modifiers). If the variables are already saved, this function will import their values into the classes. * * * * Info: Relation between distance and ingame Units * * 100 Units = 1,25 (config value) * */ //#EndBlock class as extends Gameplay.Mutator config(tribesmodSettings); // Some unresolved issue with UCC forces the use of the name "as.uc" instead of another class name. //#StartBlock ========================================VARIABLES=============================================== /* @effect ... variables * * list of variables used in the mutator's main class; tribesmod. Ordered by function * */ const MOD_VERSION = "tribesmod"; //replication class reference var public class clientReplicationClass; var private bool spawnRepClass; //Change this in defaultproperties to enable the tests var public bool enableTests; //function modifyVehicles() var config bool EnablePod; var config bool EnableRover; var config bool EnableRoverGun; //toggles between retail rover with anti-AA gun and rover without gun. var config bool EnableAssaultShip; var config bool EnableTank; //function modifyPlayerStart() var config class<Gameplay.CombatRole> SpawnCombatRole; var config int SpawnInvincibility; //function actorReplace() var config bool useDefaultBurner; var config float PlasmaPIVF; var config int PlasmaVelocity; var config int PlasmaEnergyUsage; //function removeBaseTurrets() var config bool RemoveBaseTurret; //function disableMineTurret() var config bool DisableDeployableTurrets; var config bool DisableMines; //function modifyStats() var config bool BonusStatsOn; //function PostBeginPlay() var config bool RunInTournament; //function PostBeginPlay() var config bool MTBalance; var config int MTTeamPlayerMin; var config int BRTeamPlayerMin; var config array<class<BaseDevice> > MTInclusionList; var config array<class<BaseDevice> > BRBaseDeviceInclusionList; var config bool BaseRape; //function Timer() var config bool TeamKillBanUser; var config int MaxTeamKills; var config int TimerInterval; //function Mutate() var private bool allowMutate; // TEST: cannot be changed with console commands var private bool trocIsOn; var private bool bTournamentMode; //function actorReplace() var public float EnergyBoost; var public float EnergyDuration; //function MutateSpawnCombatRoleClass() var config float HOknockbackscale; var config int HOHealth; //function actorReplace() var config bool TankUsesMortarProjectile; var config int TankDefaultProjectileVelocity; var config int TankMortarProjectileVelocity; var config bool EnableDegrapple; //#EndBlock //#StartBlock ========================================FUNCTIONS=============================================== function bool CTF() { /* @effect ... function * * Called by modifyPlayerStart(). Will return true if the current map has a capture point (flag stand). * * Time Stamp: 14-02-15 15:21:03 */ local GameClasses.CaptureStand FlagStand; foreach AllActors(class'GameClasses.CaptureStand', FlagStand) if (FlagStand != None) return true; } function bool tournamentOn() { /* @effect ... function * * Called by PostBeginPlay(). Will return true if the current map is running in tournament mode. * * Time Stamp: 14-02-15 15:21:29 */ if (!RunInTournament) return MultiplayerGameInfo(Level.Game).bTournamentMode; else return false; } simulated function PreBeginPlay() { /* @effect ... event * * Allows the mutator to modify, remove, or replace any actor when spawned through this function. * (exeptions include actors flagged as "bGameRelevant" or when PreBeginPlay() is overridden without calling super.PreBeginPlay()) * Most of these functions originate from dEhaV's original mod, "promod". * * Time Stamp: 14-02-15 15:21:51 */ super.PreBeginPlay(); log("************************"); log("*** TribesMod ***"); log("************************"); destroyClientReplicationClass(); modifyCharacters(); modifyPlayerStart(); modifyFlagThrower(); modifyVehicles(); modifyBaseDeviceShieldClass(); removeBaseTurrets(); disableMineTurret(); modifyStats(); } simulated function destroyClientReplicationClass() { /* * @effect ... * * function checks the loaded actors for class'ClientReplication' and destroys it if it was still alive. * (Class ClientReplication extends Engine.LevelInfo and should in theory get destroyed whenever the map ends. This is just an additional check. * * This function can be called ingame by any admin with the following mutate command: "admin mutate destroyrepclass". */ local tribesmod.clientReplication cRep; if (cRep == None) { log("No remaining clientReplication class was found"); } else { foreach Allactors (class'tribesmod.clientReplication', cRep) cRep.Destroy(); log("class'clientReplication' has been destroyed"); } } function modifyCharacters() { /* @effect ... function * * Overwrites GameInfo.DefaultPlayerClassName and GameInfo.Default.DefaultPlayerClassName with tmodMultiplayerCharacter. * * Time Stamp: 14-02-15 15:22:03 */ local Gameplay.GameInfo Instance; foreach AllActors(class'Gameplay.Gameinfo', Instance) { if (Instance != None) { Instance.Default.DefaultPlayerClassName = MOD_VERSION $ ".tmodMultiplayerCharacter"; Instance.DefaultPlayerClassName = MOD_VERSION $ ".tmodMultiplayerCharacter"; } } } function modifyPlayerStart() { /* @effect ... function * * Allows server administratos to change which default armor class players will spawn in (defined in the configuration.ini file) * * Time Stamp: 14-02-15 15:24:49 */ local Gameplay.MultiPlayerStart Start; foreach AllActors(class'Gameplay.MultiPlayerStart', Start) { if (Start != None && Start.combatRole != class'EquipmentClasses.CombatRoleLight' && CTF()) { Start.combatRole = SpawnCombatRole; } if (Start != None) { Start.invincibleDelay = SpawnInvincibility; } } } simulated function modifyFlagThrower() { /* @effect ... function * * Allows the administrator to modify flag throwing properties. The default flag classes will be overwritten with the tribesmod clases. * * Time Stamp: 14-02-15 15:24:24 */ local GameClasses.CaptureFlagImperial ImpFlag; local GameClasses.CaptureFlagBeagle BEFlag; local GameClasses.CaptureFlagPhoenix PnxFlag; /* ForEach( (class'GameClasses.CaptureFlagImperial') instance : AllActors(class'GameClasses.CaptureFlagImperial') )) */ foreach AllActors(class'GameClasses.CaptureFlagImperial', ImpFlag) if(ImpFlag != None) { ImpFlag.carriedObjectClass = Class'tmodFlagThrowerImperial'; } foreach AllActors(class'GameClasses.CaptureFlagBeagle', BEFlag) if(BEFlag != None) { BEFlag.carriedObjectClass = Class'tmodFlagThrowerBeagle'; } foreach AllActors(class'GameClasses.CaptureFlagPhoenix', PnxFlag) if(PnxFlag != None) { PnxFlag.carriedObjectClass = Class'tmodFlagThrowerPhoenix'; } } function modifyVehicles() { /* @effect ... function * * Allows the administrator to decide which vehicle to spawn * * Time Stamp: 14-02-15 15:23:53 */ local Gameplay.VehicleSpawnPoint vehiclePad; foreach AllActors(class'Gameplay.VehicleSpawnPoint', vehiclePad) { if(EnablePod) { if (vehiclePad != None && vehiclePad.vehicleClass == class'VehicleClasses.VehiclePod') vehiclePad.vehicleClass = class'tribesmod.tmodPod'; } else if(!EnablePod) { if (vehiclePad != None && vehiclePad.vehicleClass == class'VehicleClasses.VehiclePod') vehiclePad.setSwitchedOn(false); } if(EnableRover) { if (vehiclePad != None && vehiclePad.vehicleClass == class'VehicleClasses.VehicleBuggy') { if(EnableRoverGun) { vehiclePad.vehicleClass = class'tribesmod.tmodDefaultBuggy'; } else { vehiclePad.vehicleClass = class'tribesmod.tmodBuggy'; } } } else if(!EnableRover) { if (vehiclePad != None && vehiclePad.vehicleClass == class'VehicleClasses.VehicleBuggy') vehiclePad.setSwitchedOn(false); } if(EnableAssaultShip) { if(vehiclePad != None && vehiclePad.vehicleClass == class'VehicleClasses.VehicleAssaultShip') vehiclePad.setSwitchedOn(true); } else if(!EnableAssaultShip) { if(vehiclePad != None && vehiclePad.vehicleClass == class'VehicleClasses.VehicleAssaultShip') vehiclePad.setSwitchedOn(false); } if(EnableTank) { if(vehiclePad != None && vehiclePad.vehicleClass == class'VehicleClasses.VehicleTank') vehiclePad.vehicleClass = class'tribesmod.tmodTank'; } else if(!EnableTank) { if (vehiclePad != None && vehiclePad.vehicleClass == class'VehicleClasses.VehicleTank') vehiclePad.setSwitchedOn(false); } } } function modifyBaseDeviceShieldClass() { /* @effect ... function * * overwrites or adds a new shield class to the base devices (weak, medium or strong) * * Time Stamp: 14-02-15 15:25:42 */ local BaseObjectClasses.BaseCatapult Catapult; local BaseObjectClasses.BaseInventoryStation InventoryStation; foreach AllActors(class'BaseObjectClasses.BaseCatapult', Catapult) if(Catapult != None) Catapult.personalShieldClass = Class'BaseObjectClasses.ScreenStrong'; //Catapult.personalShieldClass = Class'BaseObjectClasses.ScreenDefault'; //Catapult.personalShieldClass = Class'BaseObjectClasses.ScreenMedium'; //Catapult.personalShieldClass = Class'BaseObjectClasses.ScreenWeak'; foreach AllActors(class'BaseObjectClasses.BaseInventoryStation', InventoryStation) if(InventoryStation != None) InventoryStation.personalShieldClass = Class'BaseObjectClasses.ScreenMedium'; } function removeBaseTurrets() { /* @effect ... function * * Removes base turrets (not the deployable ones) * | if (RemoveBaseTurret) * * Time Stamp: 06-11-15 17:36:00 */ local BaseObjectClasses.BaseTurret BaseTurrets; local BaseObjectClasses.StaticMeshRemovable TurretBase; if(RemoveBaseTurret) { foreach AllActors(class'BaseObjectClasses.BaseTurret', BaseTurrets) if(BaseTurrets != None) BaseTurrets.destroy(); foreach AllActors(class'BaseObjectClasses.StaticMeshRemovable', TurretBase) if(BaseTurrets != None) TurretBase.destroy(); } } function disableMineTurret() { /* @effect ... function * * Disables the deployable Turret and Mine stations * | if (DisableDeployableTurrets && DisableMines) * * Time Stamp: 06-11-15 17:37:19 */ local BaseObjectClasses.BaseDeployableSpawnTurret DeployableTurretStation; local BaseObjectClasses.BaseDeployableSpawnShockMine DeployableMineStation; if(DisableDeployableTurrets) { foreach AllActors(class'BaseObjectClasses.BaseDeployableSpawnTurret', DeployableTurretStation) if(DeployableTurretStation != None) DeployableTurretStation.Destroy(); } if (DisableMines) { foreach AllActors(class'BaseObjectClasses.BaseDeployableSpawnShockMine', DeployableMineStation) if(DeployableMineStation != None) DeployableMineStation.Destroy(); } } function modifyStats() { /* @effect ... function * * Modifies and adds new game stats to the game. * * Time Stamp: 22-02-15 15:26:58 */ local ModeInfo M; local int statCount; local int i; M = ModeInfo(Level.Game); if(M != None && BonusStatsOn) { //search for the already existing weapon stat and overwrite it for(i = 0; i < M.extendedProjectileDamageStats.Length; ++i) { //search by damage type if(M.extendedProjectileDamageStats[i].damageTypeClass == Class'EquipmentClasses.ProjectileDamageTypeSpinfusor') { M.extendedProjectileDamageStats[i].extendedStatClass = Class'statMA'; } } //Same as above: Search in the array of default stats, look for the correct weaponDamageType class, and modify the found stat. for(i = 0; i < M.projectileDamageStats.Length; ++i) { if(M.projectileDamageStats[i].damageTypeClass == Class'EquipmentClasses.ProjectileDamageTypeSniperRifle') { M.projectileDamageStats[i].damageTypeClass = Class'tribesmod.tmodSniperProjectileDamageType'; M.projectileDamageStats[i].headShotStatClass = Class'statHS'; } } statCount = M.extendedProjectileDamageStats.Length; M.extendedProjectileDamageStats.Insert(statCount, 8); // We have 8 new stats //E-Blade 1 M.extendedProjectileDamageStats[statCount].damageTypeClass = Class'tribesmod.tmodBladeProjectileDamageType'; M.extendedProjectileDamageStats[statCount].extendedStatClass = Class'statEBMA'; ++statCount; // GLMA 2 M.extendedProjectileDamageStats[statCount].damageTypeClass = Class'EquipmentClasses.ProjectileDamageTypeGrenadeLauncher'; M.extendedProjectileDamageStats[statCount].extendedStatClass = Class'statGLMA'; ++statCount; // MMA 3 M.extendedProjectileDamageStats[statCount].damageTypeClass = Class'EquipmentClasses.ProjectileDamageTypeMortar'; M.extendedProjectileDamageStats[statCount].extendedStatClass = Class'statMMA'; ++statCount; //PMA 4 M.extendedProjectileDamageStats[statCount].damageTypeClass = Class'EquipmentClasses.ProjectileDamageTypeBurner'; M.extendedProjectileDamageStats[statCount].extendedStatClass = Class'statPMA'; ++statCount; //ED 5 M.extendedProjectileDamageStats[statCount].damageTypeClass = Class'EquipmentClasses.ProjectileDamageTypeSpinfusor'; M.extendedProjectileDamageStats[statCount].extendedStatClass = Class'statEatDisc'; ++statCount; //Rocketeer 6 M.extendedProjectileDamageStats[statCount].damageTypeClass = Class'EquipmentClasses.ProjectileDamageTypeRocketPod'; M.extendedProjectileDamageStats[statCount].extendedStatClass = Class'statRocketeer'; ++statCount; //OMG 7 M.extendedProjectileDamageStats[statCount].damageTypeClass = Class'EquipmentClasses.ProjectileDamageTypeSpinfusor'; M.extendedProjectileDamageStats[statCount].extendedStatClass = Class'statOMG'; ++statCount; //SPLASH 8 M.extendedProjectileDamageStats[statCount].damageTypeClass = Class'EquipmentClasses.ProjectileDamageTypeSpinfusor'; M.extendedProjectileDamageStats[statCount].extendedStatClass = Class'statSplash'; ++statCount; } } simulated function PostBeginPlay() { /* @effect ... event * * Used to implement logic that should happen after engine-side initialisation of the actor. In our case, used for anti-baserape, anti-team kill and mines/turret control * Most of these functions originate from dEhaV's original mod, "promod". * This function will aslo spawn the ClientReplication class on all clients and server (this happens at map startup for the server, and right after a client has loaded the map). * * Time Stamp: 14-02-15 15:27:24 */ super.PostBeginPlay(); Spawn(class'tribesmod.clientReplication'); SetStats(); SaveConfigVariables(); if(!tournamentOn() && CTF()) // Functions will never be called if the gamemode is not CTF, but will, if RunInTournament=true /*TEST WHEN OFF*/ { UpdateMTDevices(); UpdateBRDevices(); SetTimer(TimerInterval, true); } ServerSaveConfig(); } function setStats() { //maxDistance == vt + (1/2)at^2 local float v; local float dT; local float a; v = Class'spinfusorProperties'.default.ProjectileVelocity; a = Class'spinfusorProperties'.default.AccelerationMagtitude; dT = Class'spinfusorProperties'.default.LifeSpan; class'tribesmod.statSplash'.default.minDistance = ((v*dT) + ((0.5*a) * (dT * dT))); } function SaveConfigVariables() { //Damage Needs to be set before the projectile class is initialised. Class'tmodProjectileSniperRifle'.default.damageAmt = Class'tmodProjectileSniperRifle'.default.sniperDamage; } function ServerSaveConfig() { /* * Function is not simulated. This means the functions will be called on both client and server, but only the server will execute the code. * In this case, only the server's TribesmodSettings.ini file needs to save the variables, so we do not simulate the function. */ SaveConfig(); } function Timer() { /* @effect ... function * * Server-side timer (Server and clients are never in sync, so timers should never be simulated). Also takes care of the anti-teamkill system * * Time Stamp: 15-02-15 15:28:06 */ local Controller C; local int s; local PlayerReplicationInfo P; if(MTBalance && !EnableMT()) { MTBalance = false; UpdateMTDevices(); Level.Game.BroadcastLocalized(self, class'tmodGameMessage', 100); } else if(!MTBalance && EnableMT()) { MTBalance = true; UpdateMTDevices(); Level.Game.BroadcastLocalized(self, class'tmodGameMessage', 101); } if(BaseRape && !EnableBR()) { BaseRape = false; UpdateBRDevices(); Level.Game.BroadcastLocalized(self, class'tmodGameMessage', 103); } else if(!BaseRape && EnableBR()) { BaseRape = true; UpdateBRDevices(); Level.Game.BroadcastLocalized(self, class'tmodGameMessage', 104); } //Anti-TK for (C = Level.ControllerList; C != none; C = C.nextController) { if(PlayerController(C) == none && !MultiplayerGameInfo(Level.Game).bTournamentMode) continue; P = C.PlayerReplicationInfo; if(P.playerName == "" || tribesReplicationInfo(P).team == None) continue; S = P.Score + MaxTeamKills; if(S==1 || S==2) { PlayerController(C).ReceiveLocalizedMessage(class'tmodGameMessage', 105, P); return; } if(S<=0) { if(TeamKillBanUser) { Level.Game.BroadcastLocalized(self, class'tmodGameMessage', 106, P); Level.Game.AccessControl.BanPlayer(PlayerController(C)); } else { Level.Game.BroadcastLocalized(self, class'tmodGameMessage', 107, P); Level.Game.AccessControl.KickPlayer(PlayerController(C)); } } } } function bool EnableMT() { /* @effect ... function * * Enables mine and turret stations above a certain player amount * * Time Stamp: 14-02-15 15:28:19 */ local TeamInfo Team; foreach AllActors(class'TeamInfo', Team) { if(Team != None) if(Team.numPlayers() < MTTeamPlayerMin) return false; return true; } } function bool EnableBR() { /* @effect ... functionc * * Enables base-rape above a certain player amount * * Time Stamp: 14-02-15 15:29:01 */ local TeamInfo Team; ForEach AllActors(Class'TeamInfo', Team) { if(Team != None) if(Team.numPlayers() < BRTeamPlayerMin) return false; return true; } } function UpdateMTDevices() { /* @effect ... function * * Updates Base station availability (timer based) * * Time Stamp: 14-02-15 15:29:17 */ local BaseDevice Device; foreach AllActors(Class'BaseDevice', Device) { if(Device != None) if(ShouldModifyMTDevice(Device)) Device.setSwitchedOn(MTBalance); } } function UpdateBRDevices() { /* @effect ... function * * Updates Base-rape status (timer based) * * Time Stamp: 14-02-15 15:29:30 */ local BaseDevice Device; ForEach AllActors(Class'BaseDevice', Device) { if(Device != None) if(ShouldModifyBRDevice(Device)) Device.bCanBeDamaged = BaseRape; } } function bool ShouldModifyMTDevice(BaseDevice device) { /* @effect ... function * * Defines list of affected BaseDevices (in array MTInclusionList) * * Time Stamp: 14-02-15 15:29:46 */ local int i; for(i = 0; i < MTInclusionList.Length; i++) { if(device.IsA(MTInclusionList[i].Name)) return true; return false; } } function bool ShouldModifyBRDevice(BaseDevice device) { /* @effect ... function * * Defines list of affected BaseDevices (in array BRBaseDeviceInclusionList) * * Time Stamp: 14-02-15 15:29:59 */ local int i; for(i = 0; i < BRBaseDeviceInclusionList.Length; i++) { if(device.IsA(BRBaseDeviceInclusionList[i].Name)) return true; return false; } } event Actor ReplaceActor(Actor Other) { /* @effect ... event * * find actors and replace their classes (This function is called whenever an actor is spawned in the game world). * Note: Actor ReplaceActor() was a simulated event, this caused timer-based settings (like weapon firerate) to be occasionnaly out of sync with the server. * * Tested the simulated property of the ReplaceActor event: * Got unexpected behaviour from actors replaced in this event (more specifically the spinfusor projectile that seemed to have a different inherited velocity factor) * Went back to a public event (UCC considers events and functions to be the same thing) * * Time Stamp: 27-02-15 17:1l7:52 */ /* if(Other.IsA('anticsCharacterController')) { //catch antics' modified player controller class log("Found anticsCharacterController class"); return Super.ReplaceActor(Other); } */ if(Other.IsA('WeaponSpinfusor')) { //spawn(class'tribesmod.spinfusorProperties'); WeaponSpinfusor(Other).projectileClass = class'tmodProjectileSpinfusor'; WeaponSpinfusor(Other).projectileInheritedVelFactor = class'spinfusorProperties'.default.InheritedVelFactor; WeaponSpinfusor(Other).projectileVelocity = class'spinfusorProperties'.default.ProjectileVelocity; WeaponSpinfusor(Other).ammoUsage = class'spinfusorProperties'.default.AmmoUsage; return Super.ReplaceActor(Other); } if(Other.IsA('WeaponSniperRifle')) { WeaponSniperRifle(Other).projectileClass = Class'tmodProjectileSniperRifle'; return Super.ReplaceActor(Other); } /*if(Other.IsA('WeaponSniperRifle')) { //LASER POINTER Other.Destroy(); log("Destroyed orig sniper, replaced with beamer"); return ReplaceWith(Other, MOD_VERSION $ ".tmodWeaponPointer"); }*/ if(Other.IsA('Grappler')) { if(EnableDegrapple) Grappler(Other).projectileClass = Class'tmodDegrappleProjectile'; else Grappler(Other).projectileClass = Class'tmodGrapplerProjectile'; // Increased grapple RPS by 10% to reduce the chance for the grapple bug to occur. //Grappler(Other).roundsPerSecond = 1.0; Grappler(Other).roundsPerSecond += Grappler(Other).roundsPerSecond / 10; return Super.ReplaceActor(Other); } if(Other.IsA('WeaponGrenadeLauncher')) { WeaponGrenadeLauncher(Other).projectileClass = Class'tmodProjectileGrenadeLauncher'; WeaponGrenadeLauncher(Other).projectileInheritedVelFactor = class'tmodProjectileGrenadeLauncher'.default.GrenadeLauncherPIVF; WeaponGrenadeLauncher(Other).projectileVelocity = class'tmodProjectileGrenadeLauncher'.default.GrenadeLauncherProjectileVelocity; WeaponGrenadeLauncher(Other).ammoUsage = class'tmodProjectileGrenadeLauncher'.default.GrenadeLauncherAmmoUsage; return Super.ReplaceActor(Other); } if(Other.IsA('WeaponMortar')) { WeaponMortar(Other).projectileClass = Class'tmodProjectileMortar'; WeaponMortar(Other).projectileInheritedVelFactor = class'tmodProjectileMortar'.default.MortarPIVF; WeaponMortar(Other).projectileVelocity = class'tmodProjectileMortar'.default.MortarProjectileVelocity; WeaponMortar(Other).ammoUsage = class'tmodProjectileMortar'.default.MortarAmmoUsage; return Super.ReplaceActor(Other); } if(Other.IsA('WeaponChaingun')) { WeaponChaingun(Other).projectileClass = Class'tmodProjectileChaingun'; WeaponChaingun(Other).projectileVelocity=class'tmodProjectileChaingun'.default.projectileVelocity; WeaponChaingun(Other).projectileInheritedVelFactor=class'tmodProjectileChaingun'.default.projectileInheritedVelFactor; WeaponChaingun(Other).roundsPerSecond=class'tmodProjectileChaingun'.default.roundsPerSecond; WeaponChaingun(Other).spinPeriod=class'tmodProjectileChaingun'.default.spinPeriod; WeaponChaingun(Other).speedCooldownFactor=class'tmodProjectileChaingun'.default.speedCooldownFactor; WeaponChaingun(Other).heatPeriod=class'tmodProjectileChaingun'.default.heatPeriod; WeaponChaingun(Other).maxSpread=class'tmodProjectileChaingun'.default.maxSpread; WeaponChaingun(Other).minSpread=class'tmodProjectileChaingun'.default.minSpread; return Super.ReplaceActor(Other); } if(Other.IsA('WeaponRocketPod')) { WeaponRocketPod(Other).projectileClass = class'tmodProjectileRocketPod'; //save weapon properties in projectile class to keep the main class clean WeaponRocketPod(Other).projectileVelocity = class'tmodProjectileRocketPod'.default.projectileVelocity; WeaponRocketPod(Other).projectileInheritedVelFactor = class'tmodProjectileRocketPod'.default.projectileInheritedVelFactor; WeaponRocketPod(Other).roundsPerSecond = class'tmodProjectileRocketPod'.default.roundsPerSecond; WeaponRocketPod(Other).launchDelay = class'tmodProjectileRocketPod'.default.launchDelay; return Super.ReplaceActor(Other); } if(Other.IsA('WeaponBuckler')) { // from compmod07 WeaponBuckler(Other).checkingDamage = 0; //was 15 WeaponBuckler(Other).checkingDmgVelMultiplier = 0; //was 0.01 WeaponBuckler(Other).checkingMultiplier = 0; //was 300 WeaponBuckler(Other).minCheckRate = 0; //was 0.2 WeaponBuckler(Other).minCheckVelocity = 0; //was 800 } if(Other.IsA('WeaponBlaster')) { WeaponBlaster(Other).projectileClass = class'tmodProjectileBlaster'; WeaponBlaster(Other).spread = class'tmodProjectileBlaster'.default.BlasterSpread; WeaponBlaster(Other).numberOfBullets = class'tmodProjectileBlaster'.default.BlasterBulletAmount; WeaponBlaster(Other).roundsPerSecond = class'tmodProjectileBlaster'.default.BlasterRoundsPerSecond; WeaponBlaster(Other).energyUsage = class'tmodProjectileBlaster'.default.BlasterEnergyUsage; WeaponBlaster(Other).projectileVelocity = class'tmodProjectileBlaster'.default.BlasterVelocity; WeaponBlaster(Other).projectileInheritedVelFactor = class'tmodProjectileBlaster'.default.BlasterPIVF; return Super.ReplaceActor(Other); } if(Other.IsA('WeaponBurner')) { if(!class'tmodProjectilePlasma'.default.useDefaultBurner) { WeaponBurner(Other).projectileClass = class'tmodProjectilePlasma'; WeaponBurner(Other).projectileInheritedVelFactor = class'tmodProjectilePlasma'.default.PlasmaPIVF; //was .4 WeaponBurner(Other).projectileVelocity = class'tmodProjectilePlasma'.default.PlasmaVelocity; //was 4700 WeaponBurner(Other).energyUsage = class'tmodProjectilePlasma'.default.PlasmaEnergyUsage; WeaponBurner(Other).localizedname = class'tmodProjectilePlasma'.default.localizedName; } return Super.ReplaceActor(Other); } /*if(Other.IsA('WeaponHandGrenade')) { //Does not work Other.Destroy(); return ReplaceWith(Other, MOD_VERSION $ ".tmodWeaponHandGrenade"); }*/ if(Other.IsA('WeaponEnergyBlade')) { Other.Destroy(); return ReplaceWith(Other, MOD_VERSION $ ".tmodWeaponEnergyBlade"); } if(Other.IsA('SpeedPack')) { Other.Destroy(); return ReplaceWith(Other, MOD_VERSION $ ".tmodPackSpeed"); } if(Other.IsA('ShieldPack')) { Other.Destroy(); return ReplaceWith(Other, MOD_VERSION $ ".tmodPackShield"); } if(Other.IsA('RepairPack')) { Other.Destroy(); return ReplaceWith(Other, MOD_VERSION $ ".tmodPackRepair"); } if(Other.IsA('EnergyPack')) { EnergyPack(Other).boostImpulsePerSecond = EnergyBoost; EnergyPack(Other).durationSeconds = EnergyDuration; return Super.ReplaceActor(Other); } if(Other.IsA('WeaponVehicleTank')) { if(TankUsesMortarProjectile) { WeaponVehicleTank(Other).aimClass = Class'AimArcWeapons'; WeaponVehicleTank(Other).projectileClass = Class'tribesmod.tmodTankRound'; WeaponVehicleTank(Other).projectileVelocity = TankMortarProjectileVelocity; WeaponVehicleTank(Other).ammoUsage = 0; //was 1 } else { WeaponVehicleTank(Other).aimClass = Class'AimProjectileWeapons'; WeaponVehicleTank(Other).projectileVelocity = TankDefaultProjectileVelocity; WeaponVehicleTank(Other).ammoUsage = 0; //was 1 } return Super.ReplaceActor(Other); } if(Other.IsA('CatapultDeployable')) { CatapultDeployable(Other).basedeviceClass = Class'tmodDeployedCatapult'; return Super.ReplaceActor(Other); } if(Other.IsA('InventoryStationDeployable')) { InventoryStationDeployable(Other).basedeviceClass = Class'tmodDeployedInventoryStation'; return Super.ReplaceActor(Other); } if(Other.IsA('CloakPack')) { // anti gameplay hack Other.Destroy(); return ReplaceWith(Other, MOD_VERSION $ ".tmodAntiCloak"); } return Super.ReplaceActor(Other); } function string MutateSpawnCombatRoleClass(Character c) { /* @effect ... function * * Function copied form promod. * * Time Stamp: 20-02-15 15:31:21 */ local int i, j; //Heavies. Knockback of weapon explosions decreased to balance health increase with disc jumping. Copied from Vanilla Plus. Thank you Odio c.team().combatRoleData[2].role.default.armorClass.default.knockbackScale = HOknockbackscale; //was 1.175 c.team().combatRoleData[2].role.default.armorClass.default.health = HOHealth; //was 195 c.team().combatRoleData[0].role.default.armorClass.default.AllowedWeapons = class<Armor>(DynamicLoadObject("tribesmod.tmodArmorLight", class'class')).default.AllowedWeapons; c.team().combatRoleData[1].role.default.armorClass.default.AllowedWeapons = class<Armor>(DynamicLoadObject("tribesmod.tmodArmorMedium", class'class')).default.AllowedWeapons; c.team().combatRoleData[2].role.default.armorClass.default.AllowedWeapons = class<Armor>(DynamicLoadObject("tribesmod.tmodArmorHeavy", class'class')).default.AllowedWeapons; for(i = 0; i < c.team().combatRoleData.length; i++) { for(j = 0; j < c.team().combatRoleData[i].role.default.armorClass.default.AllowedWeapons.length; j++) { if(c.team().combatRoleData[i].role.default.armorClass.default.AllowedWeapons[j].typeClass == Class'EquipmentClasses.WeaponBurner') c.team().combatRoleData[i].role.default.armorClass.default.AllowedWeapons[j].quantity = 25 + i *5; } } return Super.MutateSpawnCombatRoleClass(c); } simulated function Mutate(string Command, PlayerController Sender) { /* @effect ... function * * Mutate function allows clients to execute functions defined in the mutator tribesmod. (such as enabling troc). * Mutate function is required to be simulated for clients to call it. * * Time Stamp: 20-02-15 15:31:46 */ local string ParsedString; // TODO: Anonym adminlogin // All defined commands require admin privileges to be executed if(allowMutate && Sender.AdminManager.bAdmin) { // (admin) mutate troc if(Command ~= "troc") { if(!trocIsOn) { energyBoost = class'tmodPackEnergy'.default.TROCenergyBoost; energyDuration = class'tmodPackEnergy'.default.TROCenergyDuration; Level.Game.BroadcastLocalized(self, class'tmodGameMessage', 112); trocIsOn = true; } else { energyBoost = class'tmodPackEnergy'.default.DEFAULTenergyBoost; energyDuration = class'tmodPackEnergy'.default.DEFAULTenergyBoost; Level.Game.BroadcastLocalized(self, class'tmodGameMessage', 113); trocIsOn = false; } } // (admin) mutate time [int] else if (Left(Command, 4) ~= "time") { parsedString = Locs(Command); parsedString -= "time "; if ( int(parsedString) < 0 ) parsedString = "0"; //ccmd will apply the new game duration to every Sender.ConsoleCommand("set rounddata duration" @parsedString); } // (admin) mutate tournament else if (Command ~= "tournament") { if(!bTournamentMode) { //Cast broadcast msg to sender Sender.ClientMessage("Tournament Mode is enabled."); Sender.ConsoleCommand("admin set multiplayergameinfo bTournamentMode 1"); bTournamentMode = true; } else { //Cast broadcast msg to sender Sender.ClientMessage("Tournament Mode is disabled."); Sender.ConsoleCommand("admin set multiplayergameinfo bTournamentMode 0"); bTournamentMode = false; } } // (admin) mutate test else if (Command ~= "HelloWorld") { Level.Game.BroadcastLocalized(self, class'tmodGameMessage', 110); } // (admin) mutate adminTest else if (Command ~= "admintest") { Level.Game.BroadcastLocalized(self, class'tmodGameMessage', 111); } // (admin) mutate help else if (Command ~= "help") { Sender.ClientMessage("List of available tribesmod commands:"); Sender.ClientMessage("mutate troc Toggles Between trocmode and default EnergyPack"); Sender.ClientMessage("mutate time [value] Adds [value] minutes to the game gime."); Sender.ClientMessage("mutate tournament Toggles between tournament mode on or off. (takes effect after map change)"); } // (admin) Destroy and respawn the replication class else if (Command ~= "RespawnRepclass") { destroyClientReplicationClass(); log("*************** ADMIN SPAWNED NEW CLIENTREPLICATION CLASS **************"); Spawn(class'tribesmod.clientReplication'); } else if (Command ~= "destroyrepclass") { destroyClientReplicationClass(); } else if (Command ~= "reload") { SaveConfigVariables(); } } else if (!allowMutate) { // cast error to Sender Sender.ClientMessage("Mutate commands are disabled"); } else if (!Sender.AdminManager.bAdmin) { // cast error to Sender Sender.ClientMessage("You do not have the required permission to execute this command"); } } simulated function ModifyPlayer(Pawn Other) { /* @effect ... function * * Called by the server every time a player spawns */ super.ModifyPlayer(Other); } simulated event Destroyed() { log("*** ======================= DESTROYED AS CLASS ======================= ***"); } //#EndBlock //#StartBlock ====================================DEFAULTPROPERTIES=========================================== /* @effect ... DEFAULTPROPERTIES * * Defines values to the variables (more info: http://wiki.beyondunreal.com/Legacy:Default_Properties ) * Contains inherited properties form Engine.Mutator * * Comments inside the defaultproperties field should be avoided */ defaultproperties { SpawnCombatRole = class'EquipmentClasses.CombatRoleLight' SpawnInvincibility = 2 HOknockbackscale=1.175000 HOHealth=195 EnablePod = true EnableRover = true EnableRoverGun = true EnableAssaultShip = true EnableTank = true TankUsesMortarProjectile = false TankDefaultProjectileVelocity = 6000 TankMortarProjectileVelocity = 6000 EnergyBoost = 75000.000000 EnergyDuration = 1.000000 RemoveBaseTurret = false DisableDeployableTurrets = false DisableMines = false BonusStatsOn = true RunInTournament = true allowMutate = true enableTests = false trocIsOn = false bTournamentMode = false EnableDegrapple = true clientReplicationClass = class'clientReplication' spawnRepClass = true MTBalance = true MTTeamPlayerMin = 3 BRTeamPlayerMin = 6 BaseRape = false TeamKillBanUser = false MaxTeamKills = 3 TimerInterval = 45 bAddToServerPackages = true FriendlyName = "TribesMod, created by Cobra." Description = "Mutator code: tribesmod.as, settings in tribesmodSettings.ini and tribesmod.int. Big Thanks to dEhaV for releasing the promod's source!" } |
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