My program doesn't have bugs. It just develops random features.
Legacy:Vehicle Weapon Changer Gun
From Unreal Wiki, The Unreal Engine Documentation Site
sample Submitted by {DDG}Vaptor vehicle weapon changer gun
Note: this works and its from what im working on
</span><div class="hidden">//=============================================================================
// new allows to change the vehicle weapons
//=============================================================================
class mechGun extends xwoeweapone;
//Returns a sentinel belonging to the player, or a sentinel belonging to the same team if !bOnlyOwn, or any Sentinel if bAny.
var bot BodgedBot;
var int NextCheckTime, UpgradeCheckTime;
var vector MarkerLocations[5];
var int currentdefmode;
var bool bAllowUpgrades, bAllowTeamUpgrades,bdeploycars;
var array< class<onsWeapon> > driverUpgradeClasses;
var array< class<onsWeaponPawn> > PassengerUpgradeClasses;
var array<string> Descriptions;
var() xEmitter chargeEmitter;
var Mutsentaddon myMut;
var name upgradebone;
var float upgraderange, repammo, nextgain;
var class<onsvehicle> upgradeVehicle;
var onsvehicle oldvehicle;
var() array< class<onsvehicle> > configvehiclelist;
var onsvehicle myVehicle;
//==============dynamic list for geting all weapons loaded on server======
var array< class<onsweapon> > vehadded;
var config array< class<onsweapon> > ConfigweaponList;
var array< class<onsweaponpawn> > weaponpawnList;
var array< class<onsweaponpawn> > ConfigweaponpawnList;
Struct AmmoDivider
{
var() int FHP;
var() int FSPd;
Var() int fmass;
};
Var Ammodivider mydiv;
replication
{
reliable if (bNetOwner && bNetDirty && Role == ROLE_Authority)
mydiv;
reliable if(Role == ROLE_Authority)
oldvehicle,AddToUpgradeList,bAllowUpgrades,bAllowTeamUpgrades,vehadded,configvehiclelist,bdeploycars;
unreliable if(Role == ROLE_Authority)
MarkerLocations,repammo,nextgain;
reliable if(Role < ROLE_Authority)
killscan, DoUpgrade, driverUpgradeClasses, myVehicle, Checkupgrades,deploycar;
}
simulated function PreBeginPlay()
{
SetTimer(1.0,true);
Super.PreBeginPlay();
NextCheckTime = Level.TimeSeconds + 1;
UpgradeCheckTime = NextCheckTime;
}
function PostBeginPlay()
{
local int ic;
Super.PostBeginPlay();
if (myMut == None)
{
mymut=class'mutSentaddon'.static.GetsentMutator(Level.Game);
}
if (myMut != None)
{
if(mymut.vehAdded.length > vehadded.length)
{
if(vehadded.length < mymut.vehAdded.length)
{ // reinforce data from client side
vehadded.insert(0,mymut.vehadded.length);
}
for(ic = 0; ic < mymut.vehAdded.Length; ic++)
{
vehadded[ic]=mymut.Vehadded[ic];
}
}
else
{
log("mutator preset parts");
}
if(mymut.bdeploycars || bdeploycars)
{
bdeploycars=true;
if(configvehiclelist.length < mymut.configvehiclelist.length)
{ // reinforce data from client side
configvehiclelist.insert(0,mymut.configvehiclelist.length);
for(ic = 0; ic < mymut.configvehiclelist.Length; ic++)
{
configvehiclelist[ic]=mymut.configvehiclelist[ic];
}
}
}
}
else
{
log("vehicle gun error no parts");
}
if((Role < ROLE_Authority) && (vehAdded.length > 0))
LoadUpgrades();
}
function Checkupgrades()
{
local int ic;
if (myMut == None)
{
mymut=class'mutSentaddon'.static.GetsentMutator(Level.Game);
}
if (myMut != None)
{
if(mymut.vehAdded.length > vehadded.length)
{
if(vehadded.length < mymut.vehAdded.length)
{ // reinforce data from client side
vehadded.insert(0,mymut.vehadded.length);
}
for(ic = 0; ic < mymut.vehAdded.Length; ic++)
{
vehadded[ic]=mymut.Vehadded[ic];
}
}
if(mymut.bdeploycars || bdeploycars)
{
bdeploycars=true;
}
if(configvehiclelist.length < mymut.configvehiclelist.length)
{ // reinforce data from client side
configvehiclelist.insert(0,mymut.configvehiclelist.length);
for(ic = 0; ic < mymut.configvehiclelist.Length; ic++)
{
configvehiclelist[ic]=mymut.configvehiclelist[ic];
}
}
else
{
log("vehicle gun error no parts");
}
}
}
function GiveTo(Pawn Other, optional Pickup Pickup)
{
Super.GiveTo(Other, Pickup);
if(Role == ROLE_Authority && Instigator != None && Instigator.Controller.IsA('Bot'))
{
NextCheckTime = Level.TimeSeconds + 5; //Never deploy right away.
BodgedBot = Bot(Instigator.Controller);
}
}
simulated function onsvehicle SentinelInRange(float Range, bool bOnlyOwn, optional bool bAny)
{
local Vector HitLocation, HitNormal;
local Actor A;
local Vector X, Y, Z;
local bool bSameTeam;
GetViewAxes(X, Y, Z);
foreach TraceActors(class'Actor', A, HitLocation, HitNormal, Instigator.Location + X * Range, Instigator.Location)
{
if(A == None)
continue;
if(A.bWorldGeometry)
return None;
if(A.IsA('onsvehicle'))
{
return onsvehicle(A);
}
}
return None;
}
simulated function bool HasAmmo()
{
return true;
}
//Make bots really want this.
//Bots should never try to wield the weapon.
function float GetAIRating()
{
return 0;
}
// by vaptor we destroy the old car and eject the peeps so they don't die
// then we register a new old vehicle with the server
//Simulated Function RegisterOwner(Onsvehicle newvehicle)
//{
//}
//================ ok this is the hard part =========== works 100%
simulated function setupdriverweapon(onsvehicle upgradervehicle, class<onsweapon> newWeapon ,int i)
{
local name xb; // bone
local bool bkilled;
bkilled=false;
if(upgradervehicle.Weapons[i] == none && !bkilled)
{
Instigator.ReceiveLocalizedMessage(class'HELMessage', 8);
return; // prevents it from applying to non existant slots
}
if(upgradervehicle.Weapons[i] != none && !bkilled)
{
upgradervehicle.Weapons[i].destroy();
bkilled=true;
}
// means there was a weapon that we destroyed
if(bkilled)
{
XB=upgradervehicle.Default.DriverWeapons[i].WeaponBone;
// Spawn the new Weapon
upgradervehicle.Weapons[i] = upgradervehicle.spawn(newweapon, upgradervehicle,, upgradervehicle.Location, rot(0,0,0));
upgradervehicle.AttachToBone(upgradervehicle.Weapons[i], XB);
if (!upgradervehicle.Weapons[i].bAimable)
upgradervehicle.Weapons[i].CurrentAim = rot(0,32768,0);
}
if (upgradervehicle.ActiveWeapon < upgradervehicle.Weapons.length)
{
upgradervehicle.PitchUpLimit = upgradervehicle.Weapons[upgradervehicle.ActiveWeapon].PitchUpLimit;
upgradervehicle.PitchDownLimit = upgradervehicle.Weapons[upgradervehicle.ActiveWeapon].PitchDownLimit;
}
upgradervehicle.Weapons[i].team=Instigator.getTeamnum();
upgradervehicle.SetTeamNum(Instigator.getTeamnum());
upgradervehicle.TeamChanged();
}
//============== ok driver weapon setup is ready now this part gets messy ========
simulated function setuppasweapon(onsvehicle upgradervehicle, class<onsweapon> newpaswep, int i)
{
local bool bkilled;
bkilled=false;
if(upgradervehicle.WeaponPawns[i] == none && !bkilled)
{
Instigator.ReceiveLocalizedMessage(class'HELMessage', 8);
return; // prevents it from applying to non existant slots
}
if(upgradervehicle.WeaponPawns[i].gun != none && !bkilled)
{
upgradervehicle.WeaponPawns[i].gun.destroy();
bkilled=true;
}
// Spawn the Passenger Weapons
// Spawn WeaponPawn
if(bkilled)
{
upgradervehicle.WeaponPawns[i].gun = upgradervehicle.WeaponPawns[i].spawn(newpaswep,upgradervehicle.WeaponPawns[i],,upgradervehicle.WeaponPawns[i].Location);
upgradervehicle.WeaponPawns[i].AttachToVehicle(upgradervehicle,upgradervehicle.PassengerWeapons[i].WeaponBone);
upgradervehicle.WeaponPawns[i].ObjectiveGetOutDist = upgradervehicle.ObjectiveGetOutDist;
}
upgradervehicle.WeaponPawns[i].gun.team=Instigator.getTeamnum();
upgradervehicle.SetTeamNum(Instigator.getTeamnum());
upgradervehicle.TeamChanged();
}
//Change ammo icon do indicate which type of Sentinel may be spawned.
simulated event WeaponTick(float dt)
{
local int ViewPitch;
local class<Ammunition> A;
ViewPitch = Instigator.GetViewRotation().Pitch;
if(level.timeseconds > nextgain)
{
if(repammo < 4)
RepAmmo+=1;
nextGain=level.timeseconds+2;
}
A = GetAmmoClass(0);
if(A != None)
{
if(ViewPitch > 1124 && ViewPitch < 31744)
{
A.Default.IconMaterial=Finalblend'ammoslothel';
A.Default.IconCoords.X1 = 32;
A.Default.IconCoords.Y1 = 32;
A.Default.IconCoords.X2 = 96;
A.Default.IconCoords.Y2 = 96;
}
else
{
A.Default.IconMaterial=FinalBlend'ammoslotsentNO';
A.Default.IconCoords.X1 = 0;
A.Default.IconCoords.y1 = 0;
A.Default.IconCoords.x2 = 64;
A.Default.IconCoords.y2 = 64;
}
}
}
simulated function PostnetBeginPlay()
{
Super.PostBeginPlay();
if(Role == ROLE_Authority)
LoadUpgrades();
}
simulated Function Loadupgrades()
{
local int ic;
if(vehadded.length > driverUpgradeClasses.length)
{ // reinforce data from client side
driverUpgradeClasses.insert(0,vehadded.length);
for(ic = 0; ic < vehAdded.Length; ic++)
{
AddToUpgradeList(ic,vehadded[ic]);
}
}
}
simulated function DoUpgrade( int i, optional class<onsweapon> driveUpgrade, optional class<onsweapon> pasUpgrade)
{
local onsvehicle SentinelToUpgrade;
if(!bAllowUpgrades)
{
warn("Tried to add an upgrade but they are disabled.");
return;
}
if(DriveUpgrade == None && pasupgrade == none)
{
warn("Tried to add an upgrade that doesn't exist.");
return;
}
SentinelToUpgrade = SentinelInRange(class'mechFire'.Default.UpgradeRange, true);
if(SentinelToUpgrade == None)
{
Instigator.ReceiveLocalizedMessage(class'HELMessage', 9);
return;
}
if(AmmoAmount(0) < 20)
{
Instigator.ReceiveLocalizedMessage(class'HELMessage', 8);
return;
}
if(driveupgrade == class'onslinkableweapon' || pasupgrade == class'onslinkableweapon' )
{
return;
}
if(driveupgrade != none)
{
if(AmmoAmount(0) > 20)
{
setupdriverweapon(SentinelToUpgrade,driveUpgrade,I);
ConsumeAmmo(0,20);
}
}
else
{
if(AmmoAmount(0) > 20)
{
setuppasweapon(SentinelToUpgrade,pasUpgrade,I);
ConsumeAmmo(0,20);
}
}
}
function Tick(float DeltaTime)
{
local name BotState, BotOrders;
if(Level.TimeSeconds >= UpgradeCheckTime)
{
UpgradeCheckTime = Level.TimeSeconds + 1;
mechFire(FireMode[0]).DoStuffe();
}
if(BodgedBot == None || Level.Game.bGameEnded)
return;
if(Level.TimeSeconds >= NextCheckTime && VSize(Instigator.Velocity) < 1)
{
NextCheckTime = Level.TimeSeconds + 1;
}
}
simulated Function DeployCar(class<onsvehicle> Type, int RequiredAmmo )
{
local int AmmoConsume;
local int zx;
local Vector X, Y, Z;
local Vector DeployLocation;
if ( !Level.Game.bAllowVehicles)
{
Level.Game.bAllowVehicles=true;
}
GetViewAxes(X, Y, Z);
if(requiredammo > 200)
{
requiredammo=150;
}
if(killscan(type.default.CollisionRadius) && AmmoAmount(0) >= RequiredAmmo)
{
IF(oldVehicle != none)
{
if(oldvehicle.Driver != none)
{
oldVehicle.EjectDriver();
if(oldvehicle.weaponpawns.length > 0)
{
for (zx = 0; zx < oldvehicle.WeaponPawns.length; zx++)
{
oldvehicle.WeaponPawns[zx].EjectDriver();
oldvehicle.WeaponPawns[zx].Died(None, class'DamageType', oldvehicle.Location);
}
oldvehicle.WeaponPawns.length = 0;
}
oldvehicle.Died(None, class'DamageType', oldvehicle.Location);
oldVehicle=none;
}
}
if(oldvehicle == none)//seems to work but won't spawn
{
DeployLocation = Instigator.Location + (X * (20.0 + type.default.CollisionRadius)) + (z * type.default.collisionheight);
OldVehicle= Spawn(type,,, DeployLocation, rot(0, -16384, 0));
ConsumeAmmo(0,RequiredAmmo);
}
}
}
simulated function NewDrawWeaponInfo(Canvas Canvas, float YPos)
{
local PlayerController PC;
PC = PlayerController(Instigator.Controller);
if(PC == None)
return;
HudBase(PC.myHUD).TargetMaterial = finalblend'Targetcores';
HudBase(PC.myHUD).TargetMaterial = HudBase(PC.myHUD).Default.TargetMaterial;
}
//=============================================================================
// Utility functions:
//=============================================================================
//Upgrades are replicated to clients here.
simulated function AddToUpgradeList(int i, class<onsweapon> NextDriverClass)
{
if(nextDriverClass != none)
driverUpgradeClasses[i] = NextDriverClass< SEMI > // found a way to make it only need this data!
}
static function int GetCost(class<onsvehicle> vehiclewanted,int total)
{
local int totalother;
local float divspd;
// use percentage logic crud this may be too much math
if(vehiclewanted != none)
{
totalother=vehiclewanted.default.GroundSpeed + vehiclewanted.default.airSpeed + vehiclewanted.default.mass + vehiclewanted.default.health;
}
divspd=total/200; // use to subtract from other values
//log(total);
return(totalother/divspd);
}
simulated function BringUp(optional Weapon PrevWeapon)
{
Super.BringUp(PrevWeapon);
}
simulated function bool PutDown()
{
if ( Super.PutDown() )
{
GotoState('');
return true;
}
return false;
}
function bool killscan(int radu) // new code for telefragchecking by vaptor
{
local vector checklocation,scy;
local Vector X, Y, Z, HitLocation, HitNormal;
local actor victimizedactor;
GetViewAxes(X, Y, Z);
checkLocation = Instigator.Location + X * 100;
scy.x=radu;
scy.y=radu;
scy.z=16;
Victimizedactor = Trace(HitLocation, HitNormal, checkLocation, Instigator.Location , true, scy);
// set it false first
if(victimizedActor != none)
{
if(victimizedActor.isa('Pawn'))
{
if(pawn(victimizedActor) != none)
{
if(pawn(victimizedActor).Controller.SameTeamAs(Instigator.Controller) ) // confirmed! stop them now!
{
return false;
}
else
{
return true;
}
}
else
{
return true;
}
}
}
return true;
}
defaultproperties
{
bAllowUpgrades=True
upgraderange=1200.000000
FireModeClass(0)=Class'sentsv12.mechFire'
FireModeClass(1)=Class'sentsv12.mechlaunchFire'
IdleAnim="Idle"
SelectAnim="Select"
SelectSound=Sound'WeaponSounds.Misc.shieldgun_change'
SelectForce="ShieldGun_change"
AIRating=1.500000
CurrentRating=1.500000
Description="NEW weapon technology useing thinking machines to provide general support for soldiers"
EffectOffset=(X=70.000000,Y=10.000000)
SmallViewOffset=(X=23.000000,Y=6.000000,Z=-6.000000)
CenteredOffsetY=-5.000000
CenteredRoll=5000
CenteredYaw=-300
CustomCrosshair=31
CustomCrossHairColor=(G=0,R=0)
CustomCrossHairTextureName="AS_FX_TX.Icons.OBJ_Destroy_Tex"
InventoryGroup=8
GroupOffset=158
PlayerViewOffset=(X=11.000000)
BobDamping=1.575000
AttachmentClass=Class'sentsv12.mechAttach'
IconMaterial=FinalBlend'AS_FX_TX.Icons.OBJ_HellBender_FB'
IconCoords=(X2=64,Y2=64)
ItemName="VehicleMechanic"
Mesh=SkeletalMesh'Weapons.BallLauncher_1st'
DrawScale=0.400000
Skins(0)=Combiner'sentsv12.Beams.ANGLETRAILxx'
Skins(1)=FinalBlend'sentsv12.Beams.casedvortex'
Skins(2)=Shader'sentsv12.Beams.coilshader'
}
Category:Legacy Custom Class (UT2004)
Category:Legacy To Do what is this? the parent class doesn't show up on wiki. Delete it?