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Difference between revisions of "UE3:UT MDB GR GlobalDamage (UT3)"

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__NOTOC__
 
==Code==
 
==Code==
 
{{Infobox class
 
{{Infobox class
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| engine  = UE3
 
| engine  = UE3
 
| custom  = yes
 
| custom  = yes
| parent1 = UT_MDB_GR_DmgConversion
+
| parent1 = UT_MDB_GR_DamageConversion
 
| parent2 = UT_MDB_GameRules
 
| parent2 = UT_MDB_GameRules
 
| parent3 = UT_MDB
 
| parent3 = UT_MDB

Latest revision as of 23:55, 20 April 2010

Code[edit]

UT3 UT_MDB >> UT_MDB_GameRules >> UT_MDB_GR_DamageConversion >> UT_MDB_GR_GlobalDamage (custom)

Contents

Package: 
UT_GameDex

Script[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
	config(Newtators);
 
`include(MOD.uci)
 
var globalconfig bool	bUseSuperHealth;
var globalconfig bool	bUseForVehicles;	//Infantry Vs Vehicle || Vehicle Vs Vehicle Damage!
var globalconfig bool	bUseForKnights;
var globalconfig bool	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)
}