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Difference between revisions of "UE3:UT MDB GR DamageConversion (UT3)"
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m (moved UE3:UT MDB GR DmgConversion (UT3) to UE3:UT MDB GR DamageConversion (UT3): yeahyeah) |
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{{Infobox class | {{Infobox class | ||
| package = UT_GameDex | | package = UT_GameDex | ||
− | | class = | + | | class = UT_MDB_GR_DamageConversion |
| game = UT3 | | game = UT3 | ||
| engine = UE3 | | engine = UE3 | ||
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| parent1 = UT_MDB_GameRules | | parent1 = UT_MDB_GameRules | ||
| parent2 = UT_MDB | | parent2 = UT_MDB | ||
+ | | parent3 = Object | ||
}} | }} | ||
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<uscript> | <uscript> | ||
//=================================================== | //=================================================== | ||
− | // Class: | + | // Class: UT_MDB_GR_DamageConversion |
// Creation date: 20/08/2009 14:46 | // Creation date: 20/08/2009 14:46 | ||
− | // Last Updated: | + | // Last Updated: 14/04/2010 06:58 |
// Contributors: 00zX | // Contributors: 00zX | ||
//--------------------------------------------------- | //--------------------------------------------------- | ||
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//-TODO: Vampire/EnergyLeech, Falloff based on distance/view of target | //-TODO: Vampire/EnergyLeech, Falloff based on distance/view of target | ||
//=================================================== | //=================================================== | ||
− | class | + | class UT_MDB_GR_DamageConversion extends UT_MDB_GameRules |
− | config( | + | implements(MDIB_GR_ModifyDamage) |
+ | config(GameDex); | ||
− | + | var config bool bUseSuperHealth, | |
+ | bUseForVehicles, //Infantry Vs Vehicle || Vehicle Vs Vehicle Damage! | ||
+ | bUseForKnights, | ||
+ | bUseForRooks; //Castles cant have vampire :S | ||
− | /** Conversion of damage to armour | + | /** Conversion of damage to armour or damage to health, varies depending on armour. |
− | + | ||
− | + | ||
− | + | ||
Armour is based on the amount of damage it blocks. */ | Armour is based on the amount of damage it blocks. */ | ||
var float ConversionRatio; | var float ConversionRatio; | ||
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var array<DmgFalloff> Falloff;*/ | var array<DmgFalloff> Falloff;*/ | ||
− | + | function int ModifyDamageTaken(UT_GR_Info.EnemyInfo Enemy, optional pawn Injured) | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
{ | { | ||
local float FalloffPercent; | local float FalloffPercent; | ||
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//Rule_Variation: This is a Percentage Variation on the Damage by +/- 25% | //Rule_Variation: This is a Percentage Variation on the Damage by +/- 25% | ||
− | Enemy.ModifiedDamage=bUsePercentageReward ? int(fRandPercent(Enemy.Damage, 0.25)) : Enemy.Damage; | + | Enemy.Damage = bUsePercentageReward ? int(fRandPercent(Enemy.Damage, 0.25)) : Enemy.Damage; |
+ | //Enemy.ModifiedDamage = bUsePercentageReward ? int(fRandPercent(Enemy.Damage, 0.25)) : Enemy.Damage; | ||
//Rule_Variation: Falloff based on Players Distance to the enemy. | //Rule_Variation: Falloff based on Players Distance to the enemy. | ||
− | if(bUseFalloff){ | + | if(bUseFalloff) |
− | FalloffPercent=1-( | + | { |
− | ConversionRatio=ConversionRatio*FalloffPercent; | + | FalloffPercent = ((1 - (VSize(Enemy.Pawn.Location - Injured.Location) - Falloff.Min)) / (Falloff.Max - Falloff.Min)); |
+ | ConversionRatio = ConversionRatio * FalloffPercent; | ||
`Logd("Enemy.Damage = "$Enemy.Damage$"; FalloffPercent = "$FalloffPercent$"; ConversionRatio = "$ConversionRatio,, 'DmgConvert'); | `Logd("Enemy.Damage = "$Enemy.Damage$"; FalloffPercent = "$FalloffPercent$"; ConversionRatio = "$ConversionRatio,, 'DmgConvert'); | ||
+ | //`Logd("DamageConversion: Distance to Enemy:"$VSize(Enemy.Pawn.Location-Injured.Location),, 'DmgConvert'); | ||
} | } | ||
− | return | + | return super.ModifyDamageTaken(Enemy,Injured); |
} | } | ||
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} | } | ||
− | static final function float fRandBetween(float | + | static final function float fRandBetween(float Min, float Max) |
{ | { | ||
− | return FRand()* ( | + | return FRand() * (Max - Min) + Min; |
} | } | ||
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} | } | ||
− | final function float fRandPercent(float A, float | + | final function float fRandPercent(float A, float Percent) |
{ | { | ||
//return (Rand(2)>0) ? A+A*Rand(Percent) : A-A*Rand(Percent); | //return (Rand(2)>0) ? A+A*Rand(Percent) : A-A*Rand(Percent); | ||
− | + | return (Rand(2)>0) ? A+A*fRandBetween(0, Percent) : A-A*fRandBetween(0, Percent); | |
− | return (Rand(2)>0) ? A+A*fRandBetween(0, | + | |
} | } | ||
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}*/ | }*/ | ||
− | + | /*function CausePainTo(Actor Other) | |
− | / | + | |
− | + | ||
{ | { | ||
− | + | if (DamagePerSec > 0) | |
− | + | { | |
− | + | if ( WorldInfo.bSoftKillZ && (Other.Physics != PHYS_Walking) ) | |
− | + | return; | |
− | + | if ( (DamageType == None) || (DamageType == class'DamageType') ) | |
− | } | + | `log("No valid damagetype specified for "$self); |
+ | Other.TakeDamage(DamagePerSec, DamageInstigator, Location, vect(0,0,0), DamageType); | ||
+ | } | ||
+ | else | ||
+ | { | ||
+ | Other.HealDamage(DamagePerSec, DamageInstigator, DamageType); | ||
+ | } | ||
+ | }*/ | ||
defaultproperties | defaultproperties | ||
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RewardDelay=0.4 | RewardDelay=0.4 | ||
− | bUseFalloff= | + | bUseFalloff=False |
Falloff=(Min=200, Max=1300) | Falloff=(Min=200, Max=1300) | ||
} | } | ||
</uscript> | </uscript> |
Latest revision as of 07:13, 21 April 2010
Object >> UT_MDB >> UT_MDB_GameRules >> UT_MDB_GR_DamageConversion (custom) |
Contents
- Package:
- UT_GameDex
- Known custom subclass:
- UT_MDB_GR_GlobalDamage (UT3)
Code[edit]
//=================================================== // Class: UT_MDB_GR_DamageConversion // Creation date: 20/08/2009 14:46 // Last Updated: 14/04/2010 06:58 // Contributors: 00zX //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 3.0 Unported // http://creativecommons.org/licenses/by-nc-sa/3.0/ //--------------------------------------------------- //-Vampire/EnergyLeech, give conversion ratio +/-25% // //-Reward Delays //-TODO: Vampire/EnergyLeech, Falloff based on distance/view of target //=================================================== class UT_MDB_GR_DamageConversion extends UT_MDB_GameRules implements(MDIB_GR_ModifyDamage) config(GameDex); var config bool bUseSuperHealth, bUseForVehicles, //Infantry Vs Vehicle || Vehicle Vs Vehicle Damage! bUseForKnights, bUseForRooks; //Castles cant have vampire :S /** Conversion of damage to armour or damage to health, varies depending on armour. Armour is based on the amount of damage it blocks. */ var float ConversionRatio; /** The delay between taking the damage and recieving it back as health */ var() bool bUseRewardDelay; var() float RewardDelay; var float PassReward; var pawn EnemyP; var() bool bUsePercentageReward; /** Linear falloff for damage conversion based on the distance from the target.*/ //var() interp float FalloffExponent; //var() float MaxConversionDistance; //relevant only with distance falloff! var bool bUseFalloff; var fRange Falloff; /*struct DmgFalloff { var float Distance; var float Percentage; }; var array<DmgFalloff> Falloff;*/ function int ModifyDamageTaken(UT_GR_Info.EnemyInfo Enemy, optional pawn Injured) { local float FalloffPercent; //Rule_Variation: This is a Percentage Variation on the Damage by +/- 25% Enemy.Damage = bUsePercentageReward ? int(fRandPercent(Enemy.Damage, 0.25)) : Enemy.Damage; //Enemy.ModifiedDamage = bUsePercentageReward ? int(fRandPercent(Enemy.Damage, 0.25)) : Enemy.Damage; //Rule_Variation: Falloff based on Players Distance to the enemy. if(bUseFalloff) { FalloffPercent = ((1 - (VSize(Enemy.Pawn.Location - Injured.Location) - Falloff.Min)) / (Falloff.Max - Falloff.Min)); ConversionRatio = ConversionRatio * FalloffPercent; `Logd("Enemy.Damage = "$Enemy.Damage$"; FalloffPercent = "$FalloffPercent$"; ConversionRatio = "$ConversionRatio,, 'DmgConvert'); //`Logd("DamageConversion: Distance to Enemy:"$VSize(Enemy.Pawn.Location-Injured.Location),, 'DmgConvert'); } return super.ModifyDamageTaken(Enemy,Injured); } function RewardTimer() { if(EnemyP != none && Vehicle(EnemyP) == none) EnemyP.Health = PassReward; else if(Vehicle(EnemyP) != none) Vehicle(EnemyP).HealDamage(PassReward, EnemyP.Controller, class'UTDmgType_LinkBeam'); //h4z } static final function float fRandBetween(float Min, float Max) { return FRand() * (Max - Min) + Min; } //static final simulated function float RandRange( float InMin, float InMax ) //TODO: Vampire/EnergyLeech, give conversion ration +/-25% //25% of Conversion and/or damage final function float PercentConversion(float A, float Percent) { return (Rand(2)>0) ? A+A*Percent : A-A*Percent; } final function float fRandPercent(float A, float Percent) { //return (Rand(2)>0) ? A+A*Rand(Percent) : A-A*Rand(Percent); return (Rand(2)>0) ? A+A*fRandBetween(0, Percent) : A-A*fRandBetween(0, Percent); } //FROM: Unreal 2 // Randomly modifies the given float by +/- given %. // e.g. PerturbFloatPercent( 100.0, 20.0) will return a value in 80.0..120.0 /*static final function float PerturbFloatPercent(float Num, float PerturbPercent){ local float Perturb; Perturb = 2.0*PerturbPercent / 100.0; return Num + Num * ( ( Perturb * FRand() - Perturb / 2.0 ) ); }*/ /*static final function int PerturbInt(int Num, int PerturbPlusMinus){ return Num + Rand( 2*PerturbPlusMinus + 1 ) - PerturbPlusMinus; }*/ /*function CausePainTo(Actor Other) { if (DamagePerSec > 0) { if ( WorldInfo.bSoftKillZ && (Other.Physics != PHYS_Walking) ) return; if ( (DamageType == None) || (DamageType == class'DamageType') ) `log("No valid damagetype specified for "$self); Other.TakeDamage(DamagePerSec, DamageInstigator, Location, vect(0,0,0), DamageType); } else { Other.HealDamage(DamagePerSec, DamageInstigator, DamageType); } }*/ defaultproperties { bUsePercentageReward=True bUseRewardDelay=False RewardDelay=0.4 bUseFalloff=False Falloff=(Min=200, Max=1300) }