I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

Difference between revisions of "Unreal Wiki:Sandbox"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
Line 6: Line 6:
 
[[Project:Sandbox]]
 
[[Project:Sandbox]]
  
<uscript>
 
// Extended to add support for weapon idle animations
 
//////////////////////////////////////////////////////
 
simulated state Active
 
{
 
simulated function BeginState(name PreviousStateName)
 
{
 
local int i;
 
 
// Cache a reference to the AI controller
 
if (Role == ROLE_Authority)
 
{
 
CacheAIController();
 
}
 
 
if  ( SendToIdleState() )
 
{
 
if ( GetZoomedState() == ZST_Zoomed )
 
{
 
PushState('Zoomed');
 
}
 
}
 
 
OnAnimEnd(none, 0.f, 0.f);
 
if ( UTBot(Instigator.Controller) != None )
 
{
 
if ( PendingFire(0) )
 
{
 
StillFiring(0);
 
}
 
else if ( PendingFire(1) )
 
{
 
StillFiring(1);
 
}
 
}
 
 
// Check to see if we need to go down
 
  if( bWeaponPutDown )
 
{
 
`LogInv("Weapon put down requested during transition, put it down now");
 
PutDownWeapon();
 
}
 
else if ( !HasAnyAmmo() )
 
{
 
WeaponEmpty();
 
}
 
else if ( bAutoFire )
 
{
 
        // if either of the fire modes are pending, perform them
 
for( i=0; i<GetPendingFireLength(); i++ )
 
{
 
if ( PendingFire(i) )
 
{
 
BeginFire(i);
 
break;
 
}
 
}
 
}
 
 
if (InvManager != none && InvManager.LastAttemptedSwitchToWeapon != none)
 
{
 
if (InvManager.LastAttemptedSwitchToWeapon != self)
 
{
 
InvManager.LastAttemptedSwitchToWeapon.ClientWeaponSet(true);
 
}
 
InvManager.LastAttemptedSwitchToWeapon = none;
 
}
 
}
 
 
/**
 
* Override BeginFire to verify that the pawn isn't busy (performing other blocking animations, etc.) as well
 
* as handle starting the prefire sequence if this weapon has a prefire animation.
 
*/
 
simulated function BeginFire(byte FireModeNum)
 
{
 
// verify that our owning pawn isn't busy before calling Super.BeginFire(), which is where PendingFire is set
 
if ( !IsFiringAllowed(FireModeNum) )
 
{
 
return;
 
}
 
 
// `log(`location @ `showvar(IsTimerActive(nameof(DelayedFire)),DelayedFire Active));
 
 
// if this weapon uses a prefire animation
 
if ( FireModeNum < PrefireDelay.Length && PreFireDelay[FireModeNum] > 0 )
 
{
 
PrefireCachedStartTrace = InstantFireStartTrace();
 
if ( FireModeNum == 0 )
 
{
 
// if there is already a timer for this, it means that the user is spamming the fire button
 
// and we are still performing the prefire sequence from the first time the user pressed the
 
// fire button
 
if ( IsTimerActive(nameof(DelayedFire)) )
 
{
 
return;
 
}
 
 
// do the actual firing of the weapon after the prefire sequence has been completed.
 
SetTimer(PreFireDelay[FireModeNum], false, nameof(DelayedFire));
 
}
 
else if ( FireModeNum == 1 )
 
{
 
// if there is already a timer for this, it means that the user is spamming the fire button
 
// and we are still performing the prefire sequence from the first time the user pressed the
 
// fire button
 
if ( IsTimerActive(nameof(DelayedAltFire)) )
 
{
 
return;
 
}
 
 
// do the actual firing of the weapon after the prefire sequence has been completed.
 
SetTimer(PreFireDelay[FireModeNum], false, nameof(DelayedAltFire));
 
}
 
else
 
{
 
`log("Unhandled fire mode in" @ Name $ "." $ GetFuncName() @ "-" @ FireModeNum);
 
ScriptTrace();
 
}
 
 
// ensure our weapon mode is custom so that CustomFire() is called right now.  CustomFire() will do the prefire stuff
 
WeaponFireTypes[FireModeNum] = EWFT_Custom;
 
}
 
 
Super.BeginFire(FireModeNum);
 
}
 
 
/**
 
* Called when an animation ends.
 
*
 
* Always return to the weapon idle animation after our last played custom animation is finished, if it has one.
 
*/
 
simulated event OnAnimEnd( optional AnimNodeSequence SeqNode, optional float PlayedTime, optional float ExcessTime )
 
{
 
// we do NOTHING, very much on purpose, so that UT will stop triggering our idle animation while we're in the middle
 
// of doing something else.
 
}
 
 
/**
 
* Starts a random idle animation.
 
*/
 
simulated function PlayWeaponIdleAnim( optional bool bLocalOnly )
 
{
 
Global.PlayWeaponIdleAnim(bLocalOnly);
 
}
 
 
 
/**
 
* Called when zooming starts.
 
*
 
* @param WeaponOwner value of Instigator.Controller, the player that is holding this weapon.w
 
*/
 
simulated function StartZoom(UTPlayerController WeaponOwner)
 
{
 
`wtrace_enter(Self,`showvar(WeaponOwner));
 
 
// calling Global.StartZoom() will result in the PlayWeaponIdleAnimation() function being called.  Since we are transitioning into
 
// a zoomed state, we want the idle animation that is played to be the one setup for the zoom mode.  Therefore, PushState() prior
 
// to calling Global.StartZoom() so that Zoomed.PlayWeaponIdleAnim() is called rather than our version.
 
PushState('Zoomed');
 
Global.StartZoom(WeaponOwner);
 
 
// and just to be on the safe side.
 
PlayWeaponIdleAnim();
 
 
`wtrace_exit(Self);
 
}
 
}
 
 
simulated state WeaponEquipping
 
{
 
/**
 
* Overridden to trigger our weapon equip animation and hide the carry attachment.
 
*/
 
simulated event BeginState(Name PreviousStateName)
 
{
 
Super.BeginState(PreviousStateName);
 
 
if ( !bDisplayAmmoAttachment )
 
{
 
ToggleCarryAttachment(false);
 
}
 
}
 
}
 
 
simulated state WeaponFiring
 
{
 
ignores SwitchAmmoTypes;
 
/**
 
* Timer event, call is set up in Weapon::TimeWeaponFiring().
 
* The weapon is given a chance to evaluate if another shot should be fired.
 
* This event defines the weapon's rate of fire.
 
*/
 
simulated function RefireCheckTimer()
 
{
 
if ( IsTimerActive(nameof(DelayedFire)) || IsTimerActive(nameof(DelayedAltFire)) )
 
{
 
return;
 
}
 
Super.RefireCheckTimer();
 
}
 
 
simulated event BeginState(name PreviousStateName)
 
{
 
// this call will result in WeaponFired() being called, which spawns our effects.
 
// After returning from this function, the CheckRefire timer function will be active.
 
Super.BeginState(PreviousStateName);
 
}
 
 
simulated event EndState(name NextStateName)
 
{
 
local int Idx;
 
 
if ( NextStateName == 'Active' )
 
{
 
for ( Idx = 0; Idx < GetPendingFireLength(); Idx++ )
 
{
 
ClearPendingFire(Idx);
 
}
 
}
 
 
Super.EndState(NextStateName);
 
}
 
 
simulated function StartZoom(UTPlayerController WeaponOwner)
 
{
 
// don't allow the player to switch zooming modes while reloading
 
}
 
 
simulated function EndZoom(UTPlayerController WeaponOwner)
 
{
 
// don't allow the player to switch zooming modes while reloading
 
}
 
}
 
 
/** Override BeginFire so that it will enter the firing state right away. */
 
simulated function BeginFire(byte FireModeNum)
 
{
 
 
// verify that our owning pawn isn't busy before calling Super.BeginFire(), which is where PendingFire is set
 
if ( !IsFiringAllowed(FireModeNum) )
 
{
 
return;
 
}
 
//`log(`location @ `showvar(IsTimerActive(nameof(DelayedFire)),DelayedFire Active));
 
 
Super.BeginFire(FireModeNum);
 
 
}
 
 
 
/**
 
* This function is only called if our weapon has a prefire delay.  CustomFire() is called to start the weapon's animations and
 
* play the firing sound.  Meanwhile, a timer is ticking away (started by BeginFire()) for either DelayedFire() or DelayedAltFire()
 
* which, when executed, takes care of actually consuming the ammo and applying dmg to the target.
 
*/
 
simulated function CustomFire()
 
{
 
local int i;
 
local float FireRateScale;
 
local DepthPawn DP;
 
local float FireAnimRate;                                  // scaled by owner's remaining stamina.
 
 
//`log(`location @ `showvar(FireInterval[i]) @ `showvar(IsTimerActive(nameof(DelayedFire)),TimedFireActive));
 
//ScriptTrace();
 
DP = GetDP(true);
 
 
// do nothing here - this means that our weapon had a prefire delay and the actual
 
// firing will be handled in DelayedFire/DelayedAltFire
 
 
// or weapons w/o prefire delay play their anims at speed 0!  (ie. not at all!)
 
FireAnimRate = 1.0f;
 
FireRateScale = GetScaledFireSpeed();
 
 
if ( bReqStamina )
 
{
 
// Change the animation playback speed.
 
FireAnimRate = FClamp(FireRateScale,0.5,2.0);
 
 
// Change the min. time between refires.
 
for ( i = 0; i < FireInterval.Length; i++ )
 
{
 
FireInterval[i] = FClamp(
 
default.FireInterval[i] * (1.0f / FireRateScale),
 
default.FireInterval[i]*0.5,
 
default.FireInterval[i]*2
 
);
 
}
 
 
// Change the delay between the initial fire call and when damage is done.
 
PreFireDelay[CurrentFireMode] = FClamp(
 
default.PreFireDelay[CurrentFireMode] * (1.0f / FireRateScale),
 
default.PreFireDelay[CurrentFireMode] * 0.5,
 
default.PreFireDelay[CurrentFireMode] * 2
 
);
 
DP.WeaponStamina = Max(DP.WeaponStamina - StamCon, 0);
 
}
 
 
PlayPrefire(FireAnimRate);
 
 
/*
 
`log("FireAnim Playback rate is : "@FireAnimRate);
 
`log("Fire Interval is : "@Fireinterval[0]);
 
`log("Owner stamina is : "@P.SprintStamina);
 
*/
 
 
LastFireTime = WorldInfo.TimeSeconds;
 
}
 
 
/**
 
* Begins the weapon's prefire animation and sound.
 
*
 
* @param AnimRate scales the speed of the animation
 
*/
 
simulated function PlayPrefire( float AnimRate )
 
{
 
//`log(`location);
 
// Sharks need their fire anims blended to the fullbody slot -- probably need to move this to PlayFireEffects
 
if ( WorldInfo.NetMode != NM_DedicatedServer )
 
{
 
<snip a bunch of code that calls custom functions for running game-specific animations>
 
PlayPreFiringSound();
 
ShakeView();
 
}
 
 
}
 
 
/**
 
* For tracehit weapons with no prefire delay, handles firing the weapon.
 
*/
 
simulated function InstantFire()
 
{
 
//`log(`location);
 
CustomFire();
 
PerformInstantFire();
 
}
 
 
/**
 
* For weapons using projectiles, which have no prefire delay - fires the weapon.
 
*/
 
simulated function Projectile ProjectileFire()
 
{
 
//`log(`location);
 
CustomFire();
 
return Super.ProjectileFire();
 
 
}
 
 
simulated function Delayed_CustomFire( byte FireModeNum );
 
 
/**
 
* Called on a timer (set in BeginFire()), this is called only for weapons which have a prefire delay.
 
*/
 
simulated function DelayedFire()
 
{
 
DelayedWeaponFire(0);
 
}
 
 
/**
 
* Called on a timer (set in BeginFire()), this is called only for weapons which have a prefire delay.
 
*/
 
simulated function DelayedAltFire()
 
{
 
DelayedWeaponFire(1);
 
}
 
 
simulated function DelayedWeaponFire( byte FireModeNum )
 
{
 
//`log(`location);
 
// restore our WeaponFireType, since we switched it to EWFT_Custom in BeginFire()
 
WeaponFireTypes[FireModeNum] = default.WeaponFireTypes[FireModeNum];
 
if ( WeaponFireTypes[FireModeNum] == EWFT_InstantHit )
 
{
 
// our own version of InstantFire() is only called for weapons that do not have a prefire
 
// delay, so go directly to our parent class/state version
 
PerformInstantFire();
 
}
 
else if ( WeaponFireTypes[FireModeNum] == EWFT_Projectile )
 
{
 
// our own version of ProjectileFire() is only called for weapons that do not have a prefire
 
// delay, so go directly to our parent class/state version
 
Super.ProjectileFire();
 
}
 
else if ( WeaponFireTypes[FireModeNum] == EWFT_Custom )
 
{
 
Delayed_CustomFire(FireModeNum);
 
}
 
 
PrefireCachedStartTrace = vect(0,0,0);
 
}
 
 
/**
 
* Utility function to allow me to inject some debugging code prior to passing control to our parent classes.
 
*/
 
protected simulated function PerformInstantFire()
 
{
 
Super.InstantFire();
 
}
 
 
</uscript>
 
  
 
Testing UScript highlighter...
 
Testing UScript highlighter...

Revision as of 18:04, 18 February 2012

Do not edit the area above the separator line, please.


Legacy:Actor Actor UE3:Actor (UT3) Project:Sandbox


Testing UScript highlighter...

class X extends Y within Z
    implements(I)
    nottransient;
 
`include(SomeFile.uci)
 
 
var(Group) interp struct Type {
  var() bool bCorrect;
  var array<class<Actor> > ActorClasses;
} VarName;
 
reliable client function CheckType(optional class<Actor> ActorClass)
{
  local int i;
 
  for (i = 0; i < VarName.ActorClasses.Length; ++i) {
    if (ActorClass == None || ClassIsChildOf(VarName.ActorClasses[i], ActorClass)) {
      VarName.ActorClasses[i].static.StaticSaveConfig();
      continue;
    }
    VarName.ActorClasses.Remove(i--, 1);
  }
  VarName.bCorrect = True;
}
 
static function byte GetHash(int Value)
{
  switch (Value) {
    case -1:
      return 0;
    case 0xCAFE:
      return 1
    default:
      return (Value >= 0 && Value < 10) ? class'Hasher'.default.Hash[Value] : (Value & 0xff);
  }
}
 
defaultproperties
{
  VarName.Empty
  VarName[0] = {(
    bCorrect = True,
    ActorClasses.Add(class'ReplicationInfo')
  )}
}