My program doesn't have bugs. It just develops random features.

Legacy:RocketLauncher

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2003 :: Actor >> Inventory >> Weapon >> RocketLauncher (Package: XWeapons)

The RocketLauncher weapon.

Properties[edit]

Magic Numbers[edit]

NUM_BARRELS = 3 (const) 
BARREL_ROTATION_RATE = 2.95 (const) 

Main[edit]

float SeekCheckFreq 
float SeekRange 
float LockRequiredTime 
float UnLockRequiredTime 
float LockAim 
Color CrosshairColor 
float CrosshairX 
float CrosshairY 

Hidden[edit]

float BarrelRotation 
float FinalRotation 
bool bRotateBarrel 
Pawn SeekTarget 
float LockTime 
float UnLockTime
float SeekCheckTime 
bool bLockedOn 
bool bBreakLock 
bool bTightSpread 

Functions[edit]

Tick( float dt ) 
bool CanLockOnTo( Actor Other ) 
Projectile SpawnProjectile( vector Start, rotator Dir ) 
PlayIdle() (simulated) 
Calls LoopAnim( IdleAnim, IdleAnimRate, 0.25 ).
PlayFiring( bool plunge ) (simulated) 
If plunge, calls GotoState('AnimateLoad', 'Begin').
PlayLoad( bool full ) (simulated) 
If full, calls GotoState('AnimateLoad', 'Begin').
AnimEnd( int Channel ) (simulated) 
RotateBarrel() (simulated) 
UpdateBarrel( float dt ) (simulated) 
Plunge() (simualted) 
Calls PlayAnim('load', 0.8, 0.0, 1) and PlayAnim('load', 0.8, 0.0, 2).
bool StartFire( int Mode ) (simulated) 
SetTightSpread( bool bNew, optional bool bForce ) (simulated) 
ServerClearTightSpread() 
Sets bTightSpread = false.
ServerSetTightSpread() 
Sets bTightSpread = true.
BringUp( optional Weapon PrevWeapon ) (simulated) 

AI Interface[edit]

float SuggestAttackStyle() 
float GetAIRating() 
Tell bot how valuable this weapon would be to use, based on the bot's combat situation also suggest whether to use regular or alternate fire mode.
byte BestMode() 
Choose between regular or alt-fire.

Events[edit]

RenderOverlays( Canvas Canvas ) (simulated) 
ClientStartFire( int Mode ) (simulated) 

States[edit]

AnimateLoad (simulated)[edit]

Functions[edit]

Tick( float dt ) (simulated) 
If bRotateBarrel, calls UpdateBarrel(dt).
Begin:
    Sleep(0.15);
    RotateBarrel();
    Sleep(0.07);
    PlayOwnedSound(Sound'WeaponSounds.RocketLauncher.RocketLauncherLoad', SLOT_None,,,,,false);
    ClientPlayForceFeedback( "RocketLauncherLoad" );  // jdf
    Sleep(0.28);
    Plunge();
    PlayOwnedSound(Sound'WeaponSounds.RocketLauncher.RocketLauncherPlunger', SLOT_None,,,,,false);
    ClientPlayForceFeedback( "RocketLauncherPlunger" );  // jdf
    Sleep(0.29);
    GotoState('');

Custom RocketLauncher Code[edit]

Important: Through a bad implementation of the Rocket Launcher and Bots it doesn't matter what ProjectileType you have set in your modified Projectiles. The bots will always spawn a regular RocketProjectile or SeekingRocketProjectile!

This is the code for that:

class myRocketLauncher extends RocketLauncher config(user);
 
function Projectile SpawnProjectile(Vector Start, Rotator Dir)
{
local RocketProj Rocket;
local SeekingRocketProj SeekingRocket;
local bot B;
 
bBreakLock = true;
 
// decide if bot should be locked on
B = Bot(Instigator.Controller);
if ( (B != None) && (B.Skill > 2 + 5 * FRand()) && (FRand() < 0.6)
&& (B.Target == B.Enemy) && (VSize(B.Enemy.Location - B.Pawn.Location) > 2000 + 2000 * FRand())
&& (Level.TimeSeconds - B.LastSeenTime < 0.4) && (Level.TimeSeconds - B.AcquireTime > 1.5) )
{
bLockedOn = true;
SeekTarget = B.Enemy;
}
 
if (bLockedOn && SeekTarget != None)
{
SeekingRocket = Spawn(class'SeekingRocketProj',,, Start, Dir);
SeekingRocket.Seeking = SeekTarget;
if ( B != None )
{
//log("LOCKED");
bLockedOn = false;
SeekTarget = None;
}
return SeekingRocket;
}
else
{
Rocket = Spawn(class'MyRocketProj',,, Start, Dir); // !! MODIFIED CODE
return Rocket;
}
}
 
defaultproperties
{
}

Related Topics[edit]

Discussion[edit]

Wormbo: OK, this is clearly not useful. ;) To whoever created this page: Please replace it with a standard class page. If you need an example, look at Pickup.

Bullet: I felt free to remove it although I didn't create it :)

darQ: Should work now, just add your own Projectile Class, posted by sploreg @ http://www.ataricommunity.com/forums/showthread.php?t=366804&highlight=RocketProj :)

SuperApe: I agree this page was in need of a real class page. Who would like to suggest a new home for the above custom code?

OlympusMons: Dunno how useful this custom code is, personally Id just remove it. Since that may cause some hastles it might be worth creating a custom class page called MyRocketLauncher then link it from here in the related topics.

SuperApe: Or perhaps give it a unique name and page (descriptive). The code above was just recently modified by darQ, perhaps it could go to a subpage of his personal page. (I'm not touching it)

Graphik: The owner should please move it to a personal page.

OlympusMons: Just so happens Im working with this class myself for a mod, I'll see if I can come up with some kind of work around to the problem above but it'll probably contain a Projectile subclass as well. Hmm dunno what this will do for compatability but the custom class is probably a good idea for people to extend from.


Category:Legacy Class (UT2003)

Category:Legacy Class (UT2004)

Category:Legacy To Do – (re)move custom class code?