Always snap to grid
Legacy:CorDharel/BioRocket
Contents
BioRocket[edit]
This is my first little project, a BioRifle with Rockets as primary ammo. I did it, not perfect, but I want to add some more functions to make the mutator playable and unique.
Current status:[edit]
08.08.2003 I want to code some more functions for my BioRocket to get more into unrealscript.
- Old
04.04.03 I got it! Wasn't that hard as I thought. Perhaps I will post a tutorial about it.
02.04.03 When I pickup a BioRiflePickup, I get the rocket launcher :)
31.03.03 I got a Biorifle with the sound of the rocket launcher, but I can't see some projectiles.
My Classes I thought I have to use:[edit]
- BioRocketMut - For the mutator
- BioRocket - For the new weapon
- BioRocketPickup - For the pickup
- BioRocketFire - For the projectile fire
Here is my current code:[edit]
Class BioRocketMut:
class BioRocketMut extends Mutator config(user); function bool bCheckReplacement (Actor Other, out byte bSuperRelevant) { bSuperRelevant = 0; if ( xWeaponBase(Other) != None ) { if ( xWeaponBase(Other).WeaponType == Class'BioRifle') xWeaponBase(Other).WeaponType = Class'BioRocket'; return true; } else if ( WeaponPickup(Other) != None ) { if ( string(Other.Class) ~= "XWeapons.BioRiflePickup" ) ReplaceWith( Other, "CorPackage.BioRocketPickup"); return true; } else return true; return false; } defaultproperties { GroupName="BioRocket" FriendlyName="BioRocket" Description="Replaces all BioRifles with rocket Shooting BioRifle" }
Class BioRocket
class BioRocket extends RocketLauncher config(user); defaultproperties { PickupClass=Class'CorPackage.BioRocketPickup' ItemName="BioRocket" }
Class BioRocketPickup
class BioRocketPickup extends UTWeaponPickup; static function StaticPrecache(LevelInfo L) { L.AddPrecacheMaterial(Texture'XEffects.xbiosplat2'); L.AddPrecacheMaterial(Texture'XEffects.xbiosplat'); L.AddPrecacheMaterial(Texture'XGameShaders.bio_flash'); L.AddPrecacheStaticMesh(StaticMesh'WeaponStaticMesh.BioRiflePickup'); } simulated function UpdatePrecacheMaterials() { Level.AddPrecacheMaterial(Texture'XEffects.xbiosplat2'); Level.AddPrecacheMaterial(Texture'XEffects.xbiosplat'); Level.AddPrecacheMaterial(Texture'XGameShaders.bio_flash'); } defaultproperties { MaxDesireability=0.750000 InventoryType=class'CorPackage.BioRocket' PickupMessage="You got the BioRocket" PickupSound=Sound'PickupSounds.FlakCannonPickup' PickupForce="FlakCannonPickup" DrawType=DT_StaticMesh StaticMesh=StaticMesh'WeaponStaticMesh.BioRiflePickup' DrawScale=0.700000 }
Class BioRocketFire
class BioRocketFire extends ProjectileFire; function PlayFireEnd() { } function InitEffects() { Super.InitEffects(); if ( FlashEmitter != None ) Weapon.AttachToBone(FlashEmitter, 'tip'); } function Projectile SpawnProjectile(Vector Start, Rotator Dir) { local Projectile p; p = RocketLauncher(Weapon).SpawnProjectile(Start, Dir); if ( p != None ) p.Damage *= DamageAtten; return p; } defaultproperties { ProjSpawnOffset=(X=25.000000,Y=6.000000,Z=-6.000000) TweenTime=0.000000 FireSound=SoundGroup'WeaponSounds.RocketLauncher.RocketLauncherFire' FireForce="BioRocketFire" FireRate=0.900000 AmmoClass=Class'XWeapons.RocketAmmo' AmmoPerFire=1 ShakeRotTime=2.000000 ShakeOffsetMag=(X=-20.000000) ShakeOffsetRate=(X=-1000.000000) ShakeOffsetTime=2.000000 ProjectileClass=Class'XWeapons.RocketProj' BotRefireRate=0.500000 WarnTargetPct=0.900000 bSplashDamage=True bSplashJump=True bRecommendSplashDamage=True FlashEmitterClass=Class'XEffects.RocketMuzFlash1st' }