Gah - a solution with more questions. – EntropicLqd
Legacy:VitalOverdose/Short Scripts
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Contents
Overview
These scripts all contain only a few lines of modified code each.
AmphibiousVolume
Hardley any code is changed here just the time before the player start to drown is pushed up far higher than a game is likley to last.
//----------------------------------------------------------- // AmphibiousVolume. Updated Oct2007 // By Vitaloverdose : http://www.Vitaloverdose.com // A water volume that wont drown players / bots . //----------------------------------------------------------- class AmphibiousVolume extends WaterVolume Placeable; struct UnderWaterTimeBacks { var Pawn PawnRef; Var float OldUnderWaterTime; Var float OldPawnDrawscale; }; var array<UnderWaterTimeBacks> UWTBacks; Var() float PawnDrawscale; Var() float SafeSwimTime; simulated event Touch(Actor Other) { if ((Other.isa('pawn')) && (pawn(Other).UnderWaterTime < SafeSwimTime) && (CheckExistingSwimmerList(pawn(Other)) > -1)) ProcessNewSwimmer(pawn(Other)); super.touch(Other); } simulated event UnTouch(Actor Other) { local int RecordNumber; local Pawn ASwimmer; if (Other.isa('pawn')) { ASwimmer = Pawn(Other); RecordNumber = CheckExistingSwimmerList(ASwimmer); if ( RecordNumber == -1 ) return; if ( SafeSwimTime > 0 ) ASwimmer.UnderWaterTime = UWTBacks[RecordNumber].OldUnderWaterTime; } super.Touch(Other); } function int CheckExistingSwimmerList(Pawn ASwimmer) { local int Inc; if (UWTBacks.Length < 1) return -1; for (inc=0;inc<UWTBacks.Length;inc++) if (UWTBacks[inc].PawnRef == ASwimmer) return inc; return -1; } simulated function ProcessNewSwimmer(Pawn NewSwimmer) { UWTBacks.Insert(0,1); UWTBacks[0].PawnRef = NewSwimmer; if ( SafeSwimTime > -1 ) { UWTBacks[0].OldUnderWaterTime = NewSwimmer.UnderWaterTime; NewSwimmer.UnderWaterTime = SafeSwimTime; } else UWTBacks[0].OldUnderWaterTime = -1; } defaultproperties { SafeSwimTime=10000 }
No teleport monster controller
A monster controller that will stop the monsters from randomly teleporting around the level when they cant anything to fight.
//----------------------------------------------------------- // NoTelleportMonsterController by vitaloverdose // To stop the monsters teleporting around the level when they // dont have anyone to fight. //----------------------------------------------------------- class NoTelleportMonsterController extends MonsterController; function FightEnemy( bool bCanCharge) { if ( (Enemy == None ) || (Pawn == None)) log("HERE 3 Enemy "$Enemy$" pawn "$Pawn) ; if ( (Enemy == FailedHuntEnemy) && (Level.TimeSeconds == FailedHuntTime)) { if ( !Enemy.Controller.bIsPlayer ) FindNewEnemy() ; if ( Enemy == FailedHuntEnemy ) { GoalString = "FAILED HUNT - HANG OUT"; if ( EnemyVisible()) bCanCharge = false; else if ( (LastRespawnTime != Level.TimeSeconds) && ( (LastSeenTime == 0 ) || (Level.TimeSeconds - LastSeenTime) > 0 ) && !Pawn.PlayerCanSeeMe()) LastRespawnTime = Level.TimeSeconds; if ( !EnemyVisible()) { WanderOrCamp(true) ; return; } } } }
PhysicsVolume with Untouch()
The untouch function is available higher up the class tree but not implemented in this class.
//----------------------------------------------------------- // UntouchVolume .By Vitaloverdose. // physics volume with added Untouch event //----------------------------------------------------------- class UntouchVolume extends physicsvolume Placeable; var() name UntouchEvent; event untouch(Actor Other) { if (other.isa('pawn')) triggerEvent(UntouchEvent,Self,Instigator); super.Untouch(other); }
VariZoomGunner
A stationary gunner with extended zoom options, designed for the excellent map ONS-Minus-ece By Biv.
//----------------------------------------------------------- // VariZoomGunner. By Vitaloverdose. // ONSManualGunPawn with mapper setable distance on the zoom. //----------------------------------------------------------- class VariZoomGunner extends ONSManualGunPawn; var() float VariZoom; // this is the max range of the zoom function AltFire(optional float F) { if (PlayerController(Controller) != None) { bWeaponIsAltFiring = true; PlayerController(Controller).ToggleZoomWithMax(VariZoom); } Super.AltFire(F); } defaultproperties { VariZoom=0.900000 }