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/* Time Stamp: 01-03-15 12:52:15 */ class tmodPackShield extends Gameplay.ShieldPack config(tribesmodSettings); var config float shieldReload; var config float RUPSeconds; var config float shieldDuration; var config float stopDuration; var config float passiveFractionDamageBlocked; var config float activeFractionDamageBlocked; var Material passiveIdleMaterial "Overlay material, if any, to be used when shield is active but has not been impacted"; var Material activeIdleMaterial "Overlay material, if any, to be used when shield is active but has not been impacted"; var Material passiveHitMaterial "Overlay material to be used when shield has been impacted"; var Material activeHitMaterial "Overlay material to be used when shield has been impacted"; var config float hitStayTime "Length of time that the hit material is displayed for on damage"; var Material currentIdle; var Material currentHit; var float currentHitTime; var float lastHealth; var Sound shieldCharged; var sound shieldActive; event PostBeginPlay() { /* setShieldTimeValues(); */ SaveConfig(); } /* function setShieldTimeValues() { local tmodPackShield tShieldPack; foreach AllActors(class'tmodPackShield', tShieldPack) { tShieldPack.rechargeTimeSeconds = shieldReload; tShieldPack.durationSeconds = shieldDuration; tShieldPack.rampUpTimeSeconds = RUPSeconds; tShieldPack.deactivatingDuration = stopDuration; } } */ simulated function applyPassiveEffect(Character characterOwner) { currentIdle = passiveIdleMaterial; currentHit = passiveHitMaterial; characterOwner.shieldActive = true; characterOwner.shieldFractionDamageBlocked = passiveFractionDamageBlocked; } simulated function removePassiveEffect(Character characterOwner) { characterOwner.shieldActive = false; } simulated function startActiveEffect(Character characterOwner) { currentIdle = activeIdleMaterial; currentHit = activeHitMaterial; lastHealth = characterOwner.health; characterOwner.shieldFractionDamageBlocked = activeFractionDamageBlocked; } simulated function finishActiveEffect() { if (heldBy != None) heldBy.shieldFractionDamageBlocked = passiveFractionDamageBlocked; currentIdle = passiveIdleMaterial; currentHit = passiveHitMaterial; } simulated event Material GetOverlayMaterialForOwner(int Index) { if (currentHitTime <= 0) { return currentIdle; } else { return currentHit; } } simulated function tick(float deltaSeconds) { super.tick(deltaSeconds); if (currentHitTime > 0) currentHitTime -= deltaSeconds; if (localHeldBy != None) { if (lastHealth != localHeldBy.health) { if (lastHealth > localHeldBy.health) { currentHitTime = hitStayTime; } lastHealth = localHeldBy.health; } } } // The pack is fully charged and ready to be activated. simulated state Charged { simulated function BeginState() { if (heldBy != None && heldBy.Controller == Level.GetLocalPlayerController()) { heldBy.TriggerEffectEvent(Name(Class.Name$chargedEffectName)); //sound hack #if IG_EFFECTS heldBy.PlaySound(shieldCharged,255,,30,200,,,,false,,); LOG("played sound1"); #else heldBy.PlaySound(shieldCharged,SLOT_None,255,,156,,false,,); LOG("played sound2"); #endif } rechargingAlpha = 1.0; } //maybe can delete stuff below here, and let the super handle it simulated function activate() { // if we have no controller, we're probably driving or manning a turret and shouldn't be allowed to use our pack. if (Character(Owner) == None || Character(Owner).Controller == None) return; // some packs cannot be used while touching an inventory station - handle that here if (Level.NetMode != NM_Client && cannnotBeUsedWhileTouchingInventoryStation && isInRangeOfInventoryStation()) return; GotoState('Activating'); // inform clients if (Level.NetMode != NM_Client && !IsInState('Active')) packActivatedTrigger = !packActivatedTrigger; } Begin: } /** @INFO: following variables modify the HUD reload animation (will only change if recompiled) rechargeTimeSeconds=10.000000 durationSeconds=10.000000 rampUpTimeSeconds=0.250000 deactivatingDuration=0.250000 Following variables change the actual timers ingame (does not affect HUD animation, unfortunately) shieldReload=12.000000 RUPSeconds=0.250000 shieldDuration=2.000000 stopDuration=0.250000 * * Changed the (activeIdle)Materials to: Shader'FX.ScreenFindmeShader' * * Time Stamp: 01-03-15 14:03:30 */ defaultproperties { passiveFractionDamageBlocked=0.200000 activeFractionDamageBlocked=0.750000 hitStayTime=0.500000 rechargeTimeSeconds=12.000000 durationSeconds=2.000000 rampUpTimeSeconds=0.250000 deactivatingDuration=0.250000 shieldReload=12.000000 RUPSeconds=0.250000 shieldDuration=2.000000 stopDuration=0.250000 activeIdleMaterial=Shader'FX.ScreenFindmeShader' passiveHitMaterial=Shader'FX.ScreenFindmeShader' activeHitMaterial=Shader'FX.ScreenFindmeShader' shieldCharged=Sound'TV_packs.pack_charged1' shieldActive=Sound'TV_packs.shieldpack_loop1' thirdPersonMesh=StaticMesh'packs.ShieldPack' localizedName="SHIELD PACK" StaticMesh=StaticMesh'packs.ShieldPackDropped' infoString="Passive effect slightly reduces damage to the user. Active effect greatly reduces damage." inventoryIcon=Texture'GUITribes.InvButtonShield' hudIcon=Texture'HUD.Tabs' hudIconCoords=(U=205.000000,V=165.000000) hudRefireIcon=Texture'HUD.Tabs' hudRefireIconCoords=(U=205.000000,V=165.000000) } |
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