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//=================================================== // Class: UTGame_Data // Creation date: 11/12/2008 21:03 // Last updated: 21/12/2008 03:18 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //=================================================== class UTGame_Data extends UTData; //--------------------------------------------------- //Mutators //TODO: Linked list of default muts var class OwnerMutator; var string MutatorClass< SEMI > /// default mutator assigned to this gametype - 2k4 var array< name > > MutatorsGroup; ///Find the LinkedList of Names for MutatorGroup? Mutators.Group ///Applied Mutators //var Mutator NextMutator; //var() array<string> GroupNames; /** list of groups this mutator is in. Mutators that share any group cannot be activated simultaneously */ //--------------------------------------------------- //Gametype //var UTGame Game; //TODO: Current Gametype, GameInfo? var() class<Gameinfo> GClass< SEMI > //var UT_GRI_Expansion GRIEx; /// Expanded GRi var() class<PlayerController> PCClass< SEMI > /// Controller for this Mutator. var() class<UTPawn> PClass< SEMI > /// Pawn for this Mutator. var() class<GameRules> GRClass< SEMI > /// GameRules for this Mutator. var() class<HUD> HUDClass< SEMI > /// HUD for this Mutator. var() class<UTLinkedReplicationInfo> LRIPath; /// Class to use for this expansions player replication var() class<UTCheatManager> CMClass< SEMI > //--------------------------------------------------- // Map (WorldInfo) var WorldInfo WorldInfo; var string CurrentMap; /// Name of the Loaded Map /** Factory Replacement/Per Map Factory Replacement */ var UTData_FactoryReplacer PF_Data; var() class<UTData_FactoryReplacer> cPF_Replacer; var UTData_FactoryReplacer VF_Data; var() class<UTData_FactoryReplacer> cVF_Replacer; /** This mutator uses Per Map Setting from the FactoryReplacer */ var config bool bUse_PM-PF_Set; var config bool bUse_PM-VF_Set; //--------------------------------------------------- //Inventory var class<Inventory> NewInventoryType; /// New InventoryType for Factory /** New Default inventory. Gets passed to Default Inventory array when bool is true! */ var bool bUseNewDefaultInventory; var array< class<Inventory> > NewDefaultInventory; var bool bAllowTranslocator; //--------------------------------------------------- //Info Actor Attachements struct ActorInfo{ // var Actor AttachedToActor; var name AttachedToActor; var class<Info> AttachedInfo; };var array<ActorInfo> Info_Attachments; //--------------------------------------------------- //Globals var int SelfDmgMultiplier; var int BotDmgMultiplier; var int VehicleDmgMultiplier; //From GameInfo var bool bNewPlayersVsBots; var bool bNewCustomBots; var bool bNewWeaponStay; //TODO: Server Force Default Chars on/off //bNoCustomCharacters //SpawnProtectionTime //Roster //var UTTeamInfo NewEnemyRoster; //var string NewEnemyRosterName; //var string NewDefaultEnemyRosterClass; //--------------------------------------------------- /** Logging */ var UTPawn LastLoggedPawn; var string LastLoggedMap; //--------------------------------------------------- /*event PreBeginPlay() { Super.PreBeginPlay(); // GRI = UT_GRI_Expansion(GameReplicationInfo); GRIEx = UT_GRI_Expansion(WorldInfo.GRI); //Expand to cover lives, frags if(NumRounds == 0 && NumRoundWins > 0) GRIEx.VictoryCondition = VC_RoundsWon; else if(NumRounds > 0 && NumRoundWins == 0) GRIEx.VictoryCondition = VC_RoundsPlayed; else GRIEx.VictoryCondition = VC_RoundsPlayed; `logd("PreBegin: Victory Condition: "$GRIEx.VictoryCondition,,'GameTypeExpansion'); }*/ //// //Replacement functions function Init_PF_Replacer(string CurrentMap){ local int iMap; // CurrentMap = WorldInfo.GetMapName(true); if(PF_ReplacerClass != None) PF_Data = new(self) cPF_Replacer; if(PF_Data == None) return; if(FactoryData.bUsePerMapSettings) { `logd("Using Per Map Factory Replacer Settings!",,'GameData'); //TODO: Parse commandline options for this? iMap = FactoryReplacer.PerMapFactorySettings.Find('Map', CurrentMap); if(iMap != INDEX_NONE) { FactoryData.SetupPerMapData(iMap); }else { `logd("Using Global Factory Replacer Settings!",,'GameData'); FactoryData.AddDummyMapEntry(CurrentMap); } } //FactoryReplacer.ReplacementFactories.FactoriesToReplace } /* `log("Pawn: "$PClass.Name,,'GameData'); `log("Controller: "$PCClass.Name,,'GameData'); `log("HUD: "$HUDClass.Name,,'GameData'); function local UTVehicleFactory tempfactory; WorldInfo.AllNavigationPoints(UTVehicleFactory, tempFactory); */ //TODO: Support for any factory, vehicles, weapons, etc function FactoryReplacement(NavigationPoint Other){ local int j, iMap, iFactory; if(FactoryData == None) return; if(FactoryData.FactoryGroup != 'FT_Vehicle') { //Replace Factory for(j = 0;j < PF_Data.Length();j++) { if(Other.IsA(PF_Data.ReplacerFactories[j].ReplacedFactory) && !Other.IsA(PF_Data.ReplacerFactories[j].ReplacedWithFactory)) { OwnerMutator.ReplaceWith(Other, PF_Data.ReplacerFactories[j].ReplacedWithFactoryPath); `logd("Factory: "$Other$" Replaced With: "$PF_Data.ReplacerFactories[j].ReplacedWithFactoryPath,,'FactoryReplacer'); return false; //NewFactory.InitializePickup(); } // else if(ReplacementFactories[j].ReplacedWithFactory ~= "Remove"){ // Factory.Deactivate(); //Deactivate Factory! // } } iMap = PF_Data.PM_FactorySet.Find('Map', CurrentMap); if(iMap != INDEX_NONE) { //TODO: Will add entry for every factory in the map, do not want! iFactory = PF_Data.PM_FactorySet[iMap].FactoriesToReplace.Find('ReplacedFactory', PickupFactory(Other).Name); if(iFactory == INDEX_NONE) { PF_Data.AddPerMapEntry(iMap, PickupFactory(Other)); } else if(iFactory != INDEX_NONE) { PF_Data.UpdatePerMapEntry(iMap, PickupFactory(Other)); } } }else{ if(UTVehicleFactory(Other) != UTVehicleFactory_TrackTurretBase(Other)) ReplaceVehicle(UTVehicleFactory(Other)); //Mutator // ModifyVehicle(UTVehicle(Other)); } } function InitVehicleReplacer(string CurrentMap, bool bArenaMode){ local int iMap; // CurrentMap = WorldInfo.GetMapName(true); if(cVF_Replacer != None) VF_Data = new(self) cVF_Replacer; if(VF_Data == None) return; if(cVF_Replacer == class'UTData_VehicleTeamSwap') VF_Data = new(self) cVF_Replacer; if(VF_Data.bUsePM_Settings) { `logd("Using Per Map Factory Replacer Settings!",,'GameData'); //TODO: Parse commandline options for this? iMap = FactoryReplacer.PerMapFactorySettings.Find('Map', CurrentMap); if(iMap != INDEX_NONE) { VF_Data.SetupPerMapData(iMap); }else { `logd("Using Global Factory Replacer Settings!",,'GameData'); VF_Data.AddDummyMapEntry(CurrentMap); } } //FactoryReplacer.ReplacementFactories.FactoriesToReplace } // `log("Pawn: "$PClass.Name,,'GameData'); // `log("Controller: "$PCClass.Name,,'GameData'); // `log("HUD: "$HUDClass.Name,,'GameData'); // function // local UTVehicleFactory tempfactory; // WorldInfo.AllNavigationPoints(UTVehicleFactory, tempFactory); //// //Replacement functions /*function bool CheckReplacement(NavigationPoint Other) { //Replace Jumpboots with NewBootInventoryType! BootFactory = UTPickupFactory_JumpBoots(Other); if(BootFactory != None && NewBootInventoryType != None){ BootFactory.InventoryType = NewBootInventoryType; BootFactory.InitializePickup(); `logd("BootFactory: "$BootFactory$"."$BootFactory.InventoryType,,'Replacement'); } return true; }*/ /*function bool PickupQuery(Pawn Other, class<Inventory> ItemClass, Actor Pickup) { foreach (items) { HV = UTPickupFactory_HealthVial(Pickup); if(HV != None){ if(bRandomRespawns) AV.RespawnTime = RandRange(AV.default.RespawnTime*0.75, AV.default.RespawnTime*1.25); if(bRespawnScaling) AV.RespawnTime = ((AV.RespawnTime - AV.default.RespawnTime)+(AV.default.RespawnTime*SpawnScale)); } } }*/ //From GameRules (Can only access defaults, statics?) /*function NetDamage(int OriginalDamage, out int Damage, pawn injured, Controller instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DmgType) { local UCAbility_Armour ArmourAbsorb; foreach UTPawn(injured).ChildActors(Class'UCAbility_Armour', ArmourAbsorb) // ArmourAbsorb.ArmourAbsorbDamage(Damage, DmgType, HitLocation); //foreach UTPawn(injured).ChildActors(Class'UCSpeciesArmourInfo', TestAInfo) // TestAInfo.ArmourAbsorbDamage(Damage, DmgType, HitLocation); //bUseShieldBelt //UTPawn(injured).ShieldBeltArmor //ArmourAmount = UTPawn(instigatedBy.Pawn).VestArmor; //Vampire if(UTPawn(injured).ShieldBeltArmor > 0){} //EnergyLeech if(UTPawn(injured).ShieldBeltArmor > 0 && bUseShieldBelt) { ConversionRatio = 0.500; //0.5 // shield belt absorbs 100% of damage ArmourAmount = UTPawn(instigatedBy.Pawn).ShieldBeltArmor; UTPawn(instigatedBy.Pawn).ShieldBeltArmor = min(ArmourAmount+Damage*ConversionRatio, 100); DifArmour = UTPawn(instigatedBy.Pawn).ShieldBeltArmor - ArmourAmount; } }*/ //function DmgFromEnemyTeam(Pawn Injured, Pawn EnemyP, EnemyTeam, bEnemyIsInfantry, bool bEnemyIsBot); function int DmgFromEnemyTeam(Pawn Injured, Pawn EnemyP, int EnemyTeam, bool bEnemyIsInfantry, bool bEnemyIsBot); function int DmgFromInjuredTeam(Pawn FriendP, bool bFriendIsInfantry, bool bFriendIsBot); function int DoInfantrySelfDmg(bool IsBot); function int DoVehicleSelfDmg(bool IsBot); static simulated function ModifyPawn(UTPawn P); defaultproperties { FactoryReplacerDataClass=None PClass=None PCClass=None GRClass=None LRIPath=None HUDClass=None CMClass=None bUseNewDefaultInventory=False NewBootInventoryType=None }
//=================================================== // Class: UTMutator_GameExpansion // Creation date: 06/12/2007 08:10 // Last updated: 15/01/2009 02:04 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //--------------------------------------------------- //SuperClass for all Game Expansion types //covers alot of the base functionality which will //be reused alot through these. //TODO: Can be used to auto assign groups based on what //adjustments are made. //=================================================== class UTMutator_GameExpansion extends UTMutator abstract; /** Version number for this Game Expasion Mutator. */ var int Mut_Ver; /** */ var UTGame_Data UTGameData; var class<UTGame_Data> UTGameDataClass< SEMI > /** Controller for this Mutator. Not a good idea to use this unless you have to! */ //var class<PlayerController> PCClass; var Controller aPlayer; //--------------------------------------------------- /** Name of the Loaded Map */ //var string CurrentMap; //--------------------------------------------------- /** Logging */ var UTPawn LastLoggedPawn; var string LastLoggedMap; //--------------------------------------------------- //// function GetServerDetails(out GameInfo.ServerResponseLine ServerState) { local int i; Super.GetServerDetails(ServerState); i = ServerState.ServerInfo.Length; ServerState.ServerInfo.Length = i+1; ServerState.ServerInfo[i].Key = "MF Version"; ServerState.ServerInfo[i++].Value = "v0.4"; // ServerState.ServerInfo[i++].Value = ""$(Mutator_VERSION / 10)$"."$int(Mutator_VERSION % 10); } //// function InitMutator(string Options, out string ErrorMessage){ local UTGame Game; local int i, MapIndex; if(UTGameDataClass != None) { UTGameData = new(self) UTGameDataClass< SEMI > `logd("Game Data: "$UTGameData,,'GameExpansion'); } //CurrentMap = WorldInfo.GetMapName(true); // `logd("Current Map: "$CurrentMap,,'GameExpansion'); Game = UTGame(WorldInfo.Game); if(Game != None) { Game.bAllowTranslocator = UTGameData.bAllowTranslocator; if(UTGameData.PClass != None) Game.DefaultPawnClass = UTGameData.PClass< SEMI > if(UTGameData.PCClass != None) Game.PlayerControllerClass = UTGameData.PCClass< SEMI > if(UTGameData.HUDClass != None) Game.HUDType = UTGameData.HUDClass< SEMI > if(bUseNewDefaultInventory) { if(NewDefaultInventory.length > 1){ `logd("NewDefaultInventory",,'GameExpansion'); Game.DefaultInventory.length = NewDefaultInventory.length; for(i = 0; i < Game.DefaultInventory.length; i++){ Game.DefaultInventory[i] = NewDefaultInventory[i]; `logd("DefaultLoadout: "$Game.DefaultInventory[i]); /* i = Game.DefaultInventory.Length + 1; Game.DefaultInventory[i+1] = class'GravBelt.GravBelt';*/ } } } } if(UTGameData.GRClass != None){ WorldInfo.Game.AddGameRules(UTGameData.GRClass); //TODO: Search linkedlist and `log all GameRules `log("GameRules: "$UTGameData.GRClass.Name,,'GameExpansion'); } Super.InitMutator(Options, ErrorMessage); } //// //Replacement functions function bool CheckReplacement(Actor Other){ local int i, j, MapIndex, FactoryIndex; local UTPlayerController UTPlayer; UTPlayer = UTPlayerController(Controller(other)); if(UTPlayer != None && CMClass != None){ UTPlayer.CheatClass = CMClass< SEMI > } //Factory Replacement! TODO: Check for pathing issues with doing this //TODO: //UTGameData.FactoryReplacement(NavigationPoint(Other)) // if(UTVehicleFactory(Other) != UTVehicleFactory_TrackTurretBase(Other)) // ReplaceVehicle(UTVehicleFactory(Other)); // ModifyVehicle(UTVehicle(Other)); if(UTGameData == None) return true; //Spawn/Attach Info's for(i = 0;i < UTGameData.Info_Attachments.Length;i++){ if(Other.IsA(UTGameData.Info_Attachments[i].AttachedToActor)){ Spawn(UTGameData.Info_Attachments[i].AttachedInfo, Other); `logd("Info: "$UTGameData.Info_Attachments[i].AttachedInfo$" Attached to: "$UTGameData.Info_Attachments[i].AttachedToActor$"."$Other,,'Info Attachment'); } } return true; } function ReplaceVehicle(UTVehicleFactory Factory){ if(Factory == None && Factory.VehicleClass == None) return; `logd("Factory: "$Factory$"."$Factory.VehicleClass,,'Replacement'); } //// //Modify functions function ModifyPlayer(Pawn Other){ local UTPawn P; //TODO: Add Modify.Controller() P = UTPawn(Other); if(P != None){ ModifyPawn(P); //TODO: Support for Spawning PawnInfo's // Spawn(Class'HammerPlayerInfo', Other); // `logd("FireInfoSpawned",,'FastWeapSwitch'); } Super.ModifyPlayer(Other); } function ModifyPawn(UTPawn P){ if(P == None) return; if(LastLoggedPawn != P) { // `logd("Pawn: "$P,,'Modify'); LastLoggedPawn = P; } } /*function ModifyVehicle(UTVehicle V){ V = UTVehicle(Other); if (V != None){ `log("Vehicle: "$V); } }*/ //// /** Added to allow Gametype hook to UTLinkedReplicationInfo. Similar to Info attachment method but instead links a replication info to the PRI.*/ //NOTE: Should be called from check replacement! function AddReplicationInfo(Actor Other) { local UTLinkedReplicationInfo LRI; local UTPlayerReplicationInfo PRI; // foreach dynamicactors(class'PlayerController', pc) { PRI = UTPlayerReplicationInfo(Other); if(PRI != None && LRIPath != None) { if(PRI.CustomReplicationInfo != None) { LRI = PRI.CustomReplicationInfo; // while(LRI.NextReplicationInfo != None){ // LRI = LRI.NextReplicationInfo; // } LRI.NextReplicationInfo = Spawn(LRIPath, Other.Owner); `logd("NextReplicationInfo: "$LRI.NextReplicationInfo,,'GameExpansion'); }else{ PRI.CustomReplicationInfo = Spawn(LRIPath, Other.Owner); `logd("CustomReplicationInfo: "$PRI.CustomReplicationInfo,,'GameExpansion'); } } } defaultproperties { UTGameDataClass=None }
// Copyright 1998-2007 Epic Games, Inc. All Rights Reserved. class UTMutator_NoSuperWeapons extends UTMutator; function bool CheckReplacement(Actor Other) { local UTWeaponPickupFactory Factory; Factory = UTWeaponPickupFactory(Other); if(Factory != None) { if (Factory.WeaponPickupClass.Default.bSuperWeapon) { return false; } } return true; } class UTMutator_SuperBots extends UTMutator_GameExpansion; defaultproperties { GRClass=Class'Newtators.UTGameRules_SuperBots' } class UTMutator_StrongVehicles extends UTMutator_GameExpansion; defaultproperties { GRClass=Class'Newtators.UTGameRules_StrongVehicles' } class UTMutator_SpeedBoots extends UTMutator_GameExpansion; defaultproperties { GroupNames(0)="JUMPBOOTS" //"POWERUPS" FactoryReplacerDataClass=Class'Newtators.Data_SpeedBoots' // ReplacementFactories(0)=(ReplacedFactory="UTPickupFactory_JumpBoots", ReplacedWithFactory="UTPickupFactory_SpeedBoots", ReplacedWithFactoryPath="Newtators.UTPickupFactory_SpeedBoots") } class UTMutator_QuadJumpBoots extends UTMutator_GameExpansion; defaultproperties { GroupNames(0)="JUMPBOOTS" //"POWERUPS" NewBootInventoryType=class'Newtators.UTQuadJumpBoots' } // Copyright 1998-2007 Epic Games, Inc. All Rights Reserved. //FIX //*Leaves behind lights. class UTMutator_NoHealthPickups extends UTMutator; function bool CheckReplacement(Actor Other) { local UTHealthPickupFactory F; F = UTHealthPickupFactory(Other); return (F == None); } //=================================================== // Class: UTMutator_NoDoubleJump // Creation date: 27/11/2007 15:52 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //=================================================== class UTMutator_NoDoubleJump extends UTMutator_GameExpansion; function ModifyPawn(UTPawn P) { Super.ModifyPawn(P); P.bCanDoubleJump=False; P.MaxMultiJump = 0; P.MultiJumpRemaining = 0; P.JumpZ = 400.000000; } defaultproperties { GroupNames(0)="POWERUPS" GroupNames(1)="JUMPING" PClass=class'Newtators.UTSingleJumpPawn' NewBootInventoryType=class'Newtators.UTSingleJumpBoots' } //Remove Helmet, Thighpads. class UTMutator_NoDelayOnDouble extends UTMutator_GameExpansion; function ModifyPlayer(Pawn Other) { local UTPawn P; P = UTPawn(Other); if(P != None) { P.bStopOnDoubleLanding = False; P.SlopeBoostFriction = -0.400000; //.0.200000 } Super.ModifyPlayer(Other); } defaultproperties { Info_Attachments(0)=(AttachedToActor="UTPlayerController", AttachedInfo=class'MutatorFramework.UTInfo_DodgeJump') } class UTMutator_Hardcore extends UTMutator_GameExpansion; defaultproperties { GRClass=Class'Newtators.UTGameRules_Hardcore' } class UTMutator_EnergyLeech extends UTMutator_GameExpansion; function ModifyPawn(UTPawn P) { Super.ModifyPawn(P); P.ShieldBeltPickupClass = None; } defaultproperties { Mutator_VERSION=3 GRClass=Class'Newtators.UTGameRules_EnergyLeech' } class UTMutator_FastWeapSwitch extends UTMutator_GameExpansion; defaultproperties { Info_Attachments(0)=(AttachedToActor="UTWeapon", AttachedInfo=class'MutatorFramework.UTInfo_WeaponSwitchSpeed') } class UTMutator_ExtraSelfDamage extends UTMutator_GameExpansion; defaultproperties { GRClass=Class'Newtators.UTGameRules_ExtraSelfDamage' } class UTMutator_DualEnforcers extends UTMutator_GameExpansion; defaultproperties { Info_Attachments(0)=(AttachedToActor="UTWeap_Enforcer", AttachedInfo=class'MutatorFramework.UTInfo_EnforcerDual') } class UTMutator_Booster extends UTMutator_GameExpansion; defaultproperties { // GroupNames(0)="POWERUPS" GRClass=Class'Newtators.UTGameRules_Booster' FactoryReplacerDataClass=Class'Newtators.Data_Booster' // ReplacementFactories(0)=(ReplacedFactory="UTPickupFactory_Berserk", ReplacedWithFactory="UTPickupFactory_Booster", ReplacedWithFactoryPath="Newtators.UTPickupFactory_Booster") } class UTMutator_Bloodlust extends UTMutator_GameExpansion; defaultproperties { GroupNames(0)="VAMPIRE" UTGameDataClass=Class'Newtators.UTD_Game_Bloodlust' } //=================================================== // Class: UTInfo_Booster // Creation date: 22/06/2008 10:11 // Last updated: 23/06/2008 11:01 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //=================================================== class UTInfo_Booster extends UTInfo; var UTPawn Pawnt; var() repnotify float NewHealth; var bool bSetHealth; replication { if(bNetDirty && (Role == ROLE_Authority) && bNetInitial) NewHealth; } /** Make sure we have an owner and its the right type before moving on */ simulated event PostBeginPlay() { if(Owner == None) Destroy(); `logd("Info Owner: "$Owner,,'Booster'); Pawnt = UTPawn(Owner); if(Pawnt != None) { NewHealth = Pawnt.Health; Pawnt.HealthMax = 199; Pawnt.SuperHealthMax = 299; Enable('tick'); } else { `logd("Destroy Info: PC == None;" ,,'Booster'); Destroy(); } } function DegenHealthTimer() { // local int TempHealth; // local bool bHealth; // `logd("Degen Health!",,'Booster'); /* if(bHealth) { TempHealth = Pawnt.Health; bHealth = False; }*/ Pawnt.HealthMax -= 1; Pawnt.SuperHealthMax -= 1; Pawnt.Health -= 1; if(Pawnt.HealthMax <= 100 || Pawnt.SuperHealthMax <= 199) { Pawnt.HealthMax = 100; Pawnt.SuperHealthMax = 199; if(Pawnt.Health <= NewHealth) { Pawnt.Health = NewHealth; Destroy(); } //TODO: If player takes damage and ends up under NewHealth amount // then it'll bump their health back up. Dont want this! } //TODO: If kill ourselves with booster! //if(P.Health) } simulated event Tick(float DeltaTime) { if(Pawnt == None) Disable('tick'); if(UTInventoryManager(Pawnt.InvManager) != None) { if(UTInventoryManager(Pawnt.InvManager).HasInventoryOfClass(class'Newtators.UTBooster') == None) { //Degen health back to normal after set time! if(!IsTimerActive('DegenHealthTimer')) SetTimer(0.5, True, 'DegenHealthTimer'); Disable('tick'); } } } defaultproperties { RemoteRole=ROLE_SimulatedProxy bAlwaysRelevant=True } //=================================================== // Class: UTGameRules_SuperBots // Creation date: 20/12/2007 00:15 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //=================================================== class UTGameRules_SuperBots extends GameRules; var() float SuperBotDamage; function NetDamage(int OriginalDamage, out int Damage, pawn injured, Controller instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType) { if (NextGameRules != None) NextGameRules.NetDamage(OriginalDamage,Damage,injured,instigatedBy,HitLocation,Momentum,DamageType); if(injured != None && instigatedBy.Pawn != None && injured != instigatedBy && UTBot(instigatedBy) != None && UTBot(injured.controller) == None && UTBot(injured.controller) != UTBot(instigatedBy)) { /// Damage = Damage * SuperBotDamage; } } defaultproperties { SuperBotDamage=1.5 } //=================================================== // Class: UTGameRules_StrongVehicles // Creation date: 04/12/2007 12:26 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //=================================================== class UTGameRules_StrongVehicles extends GameRules; function NetDamage(int OriginalDamage, out int Damage, pawn injured, Controller instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DmgType) { if ((DmgType != None) && ClassIsChildOf(DmgType,class'UTDamageType') && Injured != none && UTVehicle(Injured) != None) { Damage = Damage * 0.5; //0.75 } if (NextGameRules != None) NextGameRules.NetDamage(OriginalDamage,Damage,injured,instigatedBy,HitLocation,Momentum,DmgType); } //=================================================== // Class: UTGameRules_ExtraSelfDamage // Creation date: 13/12/2007 23:47 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //=================================================== class UTGameRules_ExtraSelfDamage extends GameRules; function NetDamage(int OriginalDamage, out int Damage, pawn injured, Controller instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType) { if ((instigatedBy.Pawn == injured) && (instigatedBy != None) && (instigatedBy.Pawn.Health > 0)) { Damage = Damage * 1.5; } if (NextGameRules != None) NextGameRules.NetDamage(OriginalDamage,Damage,injured,instigatedBy,HitLocation,Momentum,DamageType); } //=================================================== // Class: UTGameRules_EnergyLeech // Creation date: 04/12/2007 04:01 // Last Updated: 07/03/2008 10:19 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //--------------------------------------------------- //-Support for Infantry Vs Vehicle //=================================================== class UTGameRules_EnergyLeech extends GameRules config(Newtators); var() float ConversionRatio; var globalconfig bool bUseShieldBelt; var globalconfig bool bUseVestArmour; var globalconfig bool bUseThighpadArmor; var globalconfig bool bUseHelmetArmor; var globalconfig bool bUseForVehicles; //Infantry Vs Vehicle Damage! function NetDamage(int OriginalDamage, out int Damage, pawn injured, Controller instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType) { local int ArmourAmount, DifArmour;; if(NextGameRules != None) NextGameRules.NetDamage(OriginalDamage,Damage,injured,instigatedBy,HitLocation,Momentum,DamageType); if((instigatedBy != None && PlayerController(instigatedBy) != None && injured != None) && (instigatedBy.Pawn != None) && (instigatedBy.Pawn != injured) && (UTPawn(instigatedBy.Pawn) != None) && (instigatedBy.PlayerReplicationInfo != None) && (injured.PlayerReplicationInfo != None) && ((instigatedBy.PlayerReplicationInfo.Team == None) || (instigatedBy.PlayerReplicationInfo.Team != injured.PlayerReplicationInfo.Team))) { // if(UTPawn(injured).ShieldBeltArmor > 0 && bUseShieldBelt) { ConversionRatio = 0.500; //0.5 // shield belt absorbs 100% of damage ArmourAmount = UTPawn(instigatedBy.Pawn).ShieldBeltArmor; UTPawn(instigatedBy.Pawn).ShieldBeltArmor = min(ArmourAmount+Damage*ConversionRatio, 100); DifArmour = UTPawn(instigatedBy.Pawn).ShieldBeltArmor - ArmourAmount; } else if(UTPawn(injured).VestArmor > 0 && bUseVestArmour) { ConversionRatio = 0.375; //0.3 // vest absorbs 75% of damage ArmourAmount = UTPawn(instigatedBy.Pawn).VestArmor; UTPawn(instigatedBy.Pawn).VestArmor = min(ArmourAmount+Damage*ConversionRatio, 50); DifArmour = UTPawn(instigatedBy.Pawn).VestArmor - ArmourAmount; } else if(UTPawn(injured).ThighpadArmor > 0 && bUseThighpadArmor) { ConversionRatio = 0.250; //0.2 // thighpads absorb 50% of damage ArmourAmount = UTPawn(instigatedBy.Pawn).ThighpadArmor; UTPawn(instigatedBy.Pawn).ThighpadArmor = min(ArmourAmount+Damage*ConversionRatio, 30); DifArmour = UTPawn(instigatedBy.Pawn).ThighpadArmor - ArmourAmount; } else if(UTPawn(injured).HelmetArmor > 0 && bUseHelmetArmor) { ConversionRatio = 0.250; //0.1 // helmet absorbs 20% of damage ArmourAmount = UTPawn(instigatedBy.Pawn).HelmetArmor; UTPawn(instigatedBy.Pawn).HelmetArmor = min(ArmourAmount+Damage*ConversionRatio, 20); DifArmour = UTPawn(instigatedBy.Pawn).HelmetArmor - ArmourAmount; } //Latest Update to support Vehicles! if(UTVehicle(Injured) != None && bUseForVehicles) { ConversionRatio = 0.250; //For vehicles we go a quater of health to armour ArmourAmount = UTPawn(instigatedBy.Pawn).ShieldBeltArmor; UTPawn(instigatedBy.Pawn).ShieldBeltArmor = min(ArmourAmount+Damage*ConversionRatio, 100); DifArmour = UTPawn(instigatedBy.Pawn).ShieldBeltArmor - ArmourAmount; } if(DifArmour != 0) PlayerController(instigatedBy).ReceiveLocalizedMessage(class'Newtators.EnergyLeechMsg', DifArmour); } } defaultproperties { bUseShieldBelt=True bUseVestArmour=False bUseThighpadArmor=False bUseHelmetArmor=False bUseForVehicles=True } //=================================================== // Class: UTGameRules_Booster // Creation date: 22/06/2008 11:17 // Last Updated: 22/06/2008 11:17 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //=================================================== class UTGameRules_Booster extends GameRules; function bool OverridePickupQuery(Pawn Other, class<Inventory> ItemClass, Actor Pickup, out byte bAllowPickup) { local UTInventoryManager InvMgr; local UTPickupFactory_MediumHealth MedHealthFactory; local int HealAmount; InvMgr = UTInventoryManager(Other.InvManager); if(InvMgr.HasInventoryOfClass(class'Newtators.UTBooster') != None) { if(Pickup != None && UTPawn(Other) != None) { //Medium Health packs usually only allow pickup if you have under 100 health! //This overrides that and forces the player to pickup the item. MedHealthFactory = UTPickupFactory_MediumHealth(Pickup); if(MedHealthFactory != None) { HealAmount = (UTPawn(Other).Health + MedHealthFactory.HealingAmount) - UTPawn(Other).SuperHealthMax; // if(UTPawn(Other).Health <= UTPawn(Other).HealthMax){} if(UTPawn(Other).Health <= UTPawn(Other).SuperHealthMax) { if(UTPawn(Other).Health + MedHealthFactory.HealingAmount > UTPawn(Other).SuperHealthMax) UTPawn(Other).Health += HealAmount; else UTPawn(Other).Health += MedHealthFactory.HealingAmount; MedHealthFactory.GiveTo(Other); return true; } } } } if((NextGameRules != None) && NextGameRules.OverridePickupQuery(Other, ItemClass, Pickup, bAllowPickup)) return true; return false; } //=================================================== // Class: UTData_VehicleTeamSwap // Creation date: 20/12/2008 21:03 // Last updated: 20/12/2008 21:38 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //=================================================== class UTData_VehicleTeamSwap extends UTData_FactoryReplacer Config(FactoryReplacer); const numTeams = 2; //0 = red, 1 = blue struct PowerCoreSet{ var bool bTeamIsNecris; var bool bTeamWasNecris; var bool bTeamVehiclesChanged; };var config PowerCoreSet TeamCore[numTeams]; //TODO: Change these to linked list? const numFactories = 8; var class<UTVehicleFactory> AxonFactories[numFactories]; var class<UTVehicleFactory> NecrisFactories[numFactories]; var class<UTVehicleFactory> SwapAxonFactories[numFactories]; var class<UTVehicleFactory> SwapNecrisFactories[numFactories]; //TODO: Tidy this up some :) perhaps move to super or subclass of object for callback static //These factories could be stored in the vehicle class for custom vehicle support //use linked list here also so numFactories isnt limited (ForEach.next, While.Next!=None) /*struct VehicleSet{ var class<UTVehicleFactory> Factories[numFactories]; var class<UTVehicleFactory> SwapFactories[numFactories]; };var VehicleSet VehicleTeamSwapSet[numTeams];*/ const CheckRadius = 196; //64,128 //--------------------------------------------------- var config bool bUse_PM_Set; //TODO: Change this to a BYTE array! //struct PerMapCoreSetup{ // var bool bTeamIsNecris; //}; //TODO: Add bool for swapping nightshade and darkwalker struct MapTeamSwapSettings{ var string Map; var PowerCoreSet PerMapTeamCore[numTeams]; };var config array<MapTeamSwapSettings> PM_Set; //--------------------------------------------------- //Map Exceptions for which factory will spawn for the opposing one. //For eg, Raptor gets replaced with Fury by default. /*struct MapExceptionAxonVehicleSet{ var class<UTVehicleFactory> MapAxonFactories; var class<UTVehicleFactory> MapSwapAxonFactories; } struct MapExceptionNecrisVehicleSet{ var class<UTVehicleFactory> MapNecrisFactories; var class<UTVehicleFactory> MapSwapNecrisFactories; }*/ /*struct MapExceptionVehicleSet{ var array< class<UTVehicleFactory> > Factories; var array< class<UTVehicleFactory> > SwapFactories; };*/ /*struct MapExceptionSwapSet{ var string Map; var MapExceptionAxonVehicleSet MapExctSwapAxon[numFactories]; var MapExceptionNecrisVehicleSet MapExctSwapNecris[numFactories]; };*/ /*struct MapExceptionSwapSet{ var string Map; var MapExceptionVehicleSet MapExctSwapSet[numTeams]; };var config array<MapExceptionSwapSet> PerMapSwapSet;*/ //--------------------------------------------------- function AddDummyMapEntry(string CurrentMap){ NewPM_FactorySet.Map = CurrentMap; PM_FactorySet.AddItem(NewPerMapFactorySet); } function AddPerMapEntry(int iMap, PickupFactory Factory){ } function UpdatePerMapEntry(int iMap, PickupFactory Factory){ } simulated function PostBeginPlay(){ local UTOnslaughtGame_Content WarGame; local UTOnslaughtPowerCore WarCore[numTeams]; local UTOnslaughtPowerCore TempWarCore; local UTVehicleFactory WarFactory; local byte i, k;//, m; local int j; local bool bInPerMapList; local MapTeamSwapSettings NewMapSwapSettings; // local MapExceptionSwapSet NewPerMapSwapSet; // local MapExceptionVehicleSet NewMapExctSwapSet[numTeams]; // local int Index, MapIndex; //, VehicleIndex; Super.PostBeginPlay(); /** Checks for Warfare and if found processes Cores and Vehicle Factories */ WarGame = UTOnslaughtGame_Content(WorldInfo.Game); if(WarGame == None){ `logd("Skipping Core checks, Gametype is not Warfare!",,'VehicleTeamSwap'); // Destroy(); }else{ if(bUsePerMapSettings){ `logd("Using Per Map Settings!",,'VehicleTeamSwap'); for(j=0; j < PerMapSettings.length; j++){ if(PerMapSettings[j].Map ~= CurrentMap){ for(k=0; k < numTeams; k++){ TeamCore[k].bTeamIsNecris = PerMapSettings[j].PerMapTeamCore[k].bTeamIsNecris; `logd("Per Map Settings: Team"$k$" is Necris: "$TeamCore[k].bTeamIsNecris,,'VehicleTeamSwap'); } bInPerMapList = True; } else if(CurrentMap != PerMapSettings[j].Map){ bInPerMapList = False; } } //Map is not found on the list, create a new entry in the ini using the defauls if(!bInPerMapList){ NewMapSwapSettings.Map = CurrentMap; for(k=0; k < numTeams; k++) NewMapSwapSettings.PerMapTeamCore[k].bTeamIsNecris = TeamCore[k].bTeamIsNecris; PerMapSettings.AddItem(NewMapSwapSettings); SaveConfig(); } } //Map Exceptions from config to handle spawning/balance issues with vehicles on some maps! /* MapIndex = PerMapSwapSet.Find('Map', CurrentMap); if(MapIndex != INDEX_NONE) { for(j=0;j < numTeams;j++) { for(k=0;k < PerMapSwapSet[MapIndex].MapExctSwapSet[j].Factories.length;k++) { NewMapExctSwapSet[j].Factories[k] = PerMapSwapSet[MapIndex].MapExctSwapSet[j].Factories[k]; NewMapExctSwapSet[j].SwapFactories[k] = PerMapSwapSet[MapIndex].MapExctSwapSet[j].SwapFactories[k]; `logd("New Map Exception Swap Set: Factory: "$NewMapExctSwapSet[j].Factories[k]$" to be replaced with "$NewMapExctSwapSet[j].SwapFactories[k],,'VehicleTeamSwap'); for(m=0;m < numFactories;m++) { if(NewMapExctSwapSet[0].Factories[k] == AxonFactories[m]){ SwapAxonFactories[m] = NewMapExctSwapSet[0].SwapFactories[k]; `logd("Set Map Exception: "$SwapAxonFactories[m],,'VehicleTeamSwap'); } if(NewMapExctSwapSet[1].Factories[k] == NecrisFactories[m]){ SwapNecrisFactories[m] = NewMapExctSwapSet[1].SwapFactories[k]; `logd("Set Map Exception: "$SwapNecrisFactories[m],,'VehicleTeamSwap'); } } } } }*/ //Exception for Downtown to Fix Darkwalker Spawn problem. if(CurrentMap ~= "WAR-DOWNTOWN"){ SwapNecrisFactories[5] = class'Newtators.TSVehicleFactory_Nightshade'; SwapNecrisFactories[7] = class'Newtators.TSVehicleFactory_DarkWalker'; } //Assuming first one found is red, bad right? :P //bSidesAreSwitched foreach AllActors(Class'UTOnslaughtPowerCore', TempWarCore){ WarCore[i] = TempWarCore; i++; } //Checks the Cores to make sure replacement needs to be run! for(i=0; i < numTeams; i++){ // WarCore[i] = UTOnslaughtGRI(WarGame.GameReplicationInfo).GetTeamCore(i); `logd("Check Power Core : "$WarCore[i].Name$" Necris Core = "$WarCore[i].bNecrisCore$"; No Core Switch = "$WarCore[i].bNoCoreSwitch,,'VehicleTeamSwap'); TeamCore[i].bTeamWasNecris = WarCore[i].bNecrisCore; if((TeamCore[i].bTeamWasNecris == True && TeamCore[i].bTeamIsNecris == False) || (TeamCore[i].bTeamWasNecris == False && TeamCore[i].bTeamIsNecris == True)) { //If is Necris initially but does not equal TeamIsNecris (Team was Necris, Team is Axon) //If is Axon initially but does not equal TeamIsNecris (Team was Axon, Team is Necris) TeamCore[i].bTeamVehiclesChanged = true; } else if(TeamCore[i].bTeamWasNecris == TeamCore[i].bTeamIsNecris){ //Is a Necris or Axon Core being switched to the same type! TeamCore[i].bTeamVehiclesChanged = false; } } //No need to swap vehicles if vehicle teams havent changed! if(!TeamCore[0].bTeamVehiclesChanged && !TeamCore[1].bTeamVehiclesChanged){ `logd("No need for vehicle swap!",,'VehicleTeamSwap'); return; } foreach DynamicActors(Class'UTVehicleFactory', WarFactory) if(WarFactory != None && WarFactory != UTVehicleFactory_TrackTurretBase(WarFactory)) SetWarFactories(WarFactory); //Sets cores to new faction type! for(i=0; i < numTeams; i++){ if(TeamCore[i].bTeamVehiclesChanged) WarCore[i].bNecrisCore = TeamCore[i].bTeamIsNecris; `logd("Set Power Core : "$WarCore[i].Name$" Necris Core = "$WarCore[i].bNecrisCore$"; No Core Switch = "$WarCore[i].bNoCoreSwitch,,'VehicleTeamSwap'); } } } //=================================================== // Class: UTData_SpeedBoots // Creation date: 22/08/2008 06:12 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //--------------------------------------------------- class UTData_SpeedBoots extends UTData_FactoryReplacer; defaultproperties{ ReplacementFactories(0)=(FactoryGroup='FT_Powerup',ReplacedFactory="UTPickupFactory_JumpBoots", ReplacedWithFactory="UTPickupFactory_SpeedBoots", ReplacedWithFactoryPath="Newtators.UTPickupFactory_SpeedBoots") } //=================================================== // Class: UTData_Booster // Creation date: 22/08/2008 06:08 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //--------------------------------------------------- class UTData_Booster extends UTData_FactoryReplacer; defaultproperties{ ReplacementFactories(0)=(FactoryGroup='SPowerup',ReplacedFactory="UTPickupFactory_Berserk", ReplacedWithFactory="UTPickupFactory_Booster", ReplacedWithFactoryPath="Newtators.UTPickupFactory_Booster") } //=================================================== // Class: UTData_BloodLust // Creation date: 22/08/2008 05:21 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //--------------------------------------------------- class UTData_BloodLust extends UTData_FactoryReplacer; defaultproperties{ ReplacementFactories(0)=(FactoryGroup='SPowerup',ReplacedFactory="UTPickupFactory_UDamage", ReplacedWithFactory="UTPickupFactory_VDamage", ReplacedWithFactoryPath="Newtators.UTPickupFactory_VDamage") } //=================================================== // Class: UTD_GR_Vampire // Creation date: 27/11/2007 04:01 // Last Updated: 15/01/2009 07:07 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //--------------------------------------------------- //Modified version of Epics VampireGameRules from 2k4 //-Support for UT3's armour system //-Support for Infantry Vs Vehicle?? //-Support for Vehicle Vs Vehicle //=================================================== class UTD_GR_Vampire extends UTD_GameRules; var() float ConversionRatio; var globalconfig bool bUseSuperHealth; var globalconfig bool bUseForVehicles; //Infantry Vs Vehicle || Vehicle Vs Vehicle Damage! function DmgFromEnemyTeam(EnemyP, EnemyTeam, bEnemyIsInfantry, bool bEnemyIsBot){ local int VampHealth, VampMaxHealth, VampSuperHealth, DifHealth; VampHealth = EnemyP.Health; if(bEnemyIsInfantry){ if(!bUseSuperHealth){ VampMaxHealth = EnemyP.HealthMax; if(UTPawn(injured).ShieldBeltArmor > 0){} else if(UTPawn(injured).VestArmor > 0){ ConversionRatio = 0.1875; EnemyP.Health = Min(VampHealth+Damage*ConversionRatio, Max(VampHealth,VampMaxHealth)); } else if(UTPawn(injured).ThighpadArmor > 0){ ConversionRatio = 0.125; EnemyP.Health = Min(VampHealth+Damage*ConversionRatio, Max(VampHealth,VampMaxHealth)); } else if(UTPawn(injured).HelmetArmor > 0){ ConversionRatio = 0.125; EnemyP.Health = Min(VampHealth+Damage*ConversionRatio, Max(VampHealth,VampMaxHealth)); } else{ ConversionRatio = 0.5; EnemyP.Health = Min(VampHealth+Damage*ConversionRatio, Max(VampHealth,VampMaxHealth)); } }else{ VampSuperHealth = UTPawn(instigatedBy.Pawn).SuperHealthMax; if(UTPawn(injured).ShieldBeltArmor > 0){} else if(UTPawn(injured).VestArmor > 0){ ConversionRatio = 0.375; EnemyP.Health = Min(VampHealth+Damage*ConversionRatio, Max(VampHealth,VampSuperHealth)); } else if(UTPawn(injured).ThighpadArmor > 0){ ConversionRatio = 0.250; EnemyP.Health = Min(VampHealth+Damage*ConversionRatio, Max(VampHealth,VampSuperHealth)); } else if(UTPawn(injured).HelmetArmor > 0){ ConversionRatio = 0.250; EnemyP.Health = Min(VampHealth+Damage*ConversionRatio, Max(VampHealth,VampSuperHealth)); } else{ ConversionRatio = 0.35; EnemyP.Health = Min(VampHealth+Damage*ConversionRatio, Max(VampHealth,VampSuperHealth)); } } DifHealth = instigatedBy.Pawn.Health - VampHealth; if(DifHealth != 0){ PlayerController(instigatedBy).ReceiveLocalizedMessage(class'Newtators.VampireMsg', DifHealth); // `logd("Player Health: After: "$instigatedBy.Pawn.Health); { }else if(!bEnemyIsInfantry && bUseForVehicles){ if(EnemyP == Vehicle(instigatedBy.Pawn)){ VampHealth = Vehicle(instigatedBy.Pawn).Health; VampMaxHealth = Vehicle(instigatedBy.Pawn).HealthMax; ConversionRatio = 0.5; Vehicle(instigatedBy.Pawn).HealDamage(Damage*ConversionRatio, instigatedBy, DamageType); DifHealth = Damage*ConversionRatio; PlayerController(instigatedBy).ReceiveLocalizedMessage(class'Newtators.VampireMsg', DifHealth); // `logd("Vehicle Health: After: "$Vehicle(instigatedBy.Pawn).Health); } } } defaultproperties { GRClass=Class'MutatorFramework.UTGameRules_Info' } //=================================================== // Class: UTD_Game_Bloodlust // Creation date: 18/12/2007 04:30 // Last updated: 23/12/2008 20:01 // // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //=================================================== class UTD_GR_Bloodlust extends UTD_GR_Vampire; /*function NetDamage(int OriginalDamage, out int Damage, pawn injured, Controller instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType) { if(NextGameRules != None) NextGameRules.NetDamage(OriginalDamage,Damage,injured,instigatedBy,HitLocation,Momentum,DamageType); if(instigatedBy != None && InstigatedBy.Pawn != None && injured != InstigatedBy.Pawn && (UTInventoryManager(InstigatedBy.Pawn.InvManager).HasInventoryOfClass(class'Newtators.UTVDamage') != None)) { /// Super.NetDamage(OriginalDamage,Damage,injured,instigatedBy,HitLocation,Momentum,DamageType); } } function bool OverridePickupQuery(Pawn Other, class<Inventory> ItemClass, Actor Pickup, out byte bAllowPickup) { local UTInventoryManager InvMgr; InvMgr = UTInventoryManager(Other.InvManager); if(Pickup != None && UTPawn(Other) != None) { if(InvMgr.HasInventoryOfClass(class'Newtators.UTVDamage') != None) { if(Pickup.IsA('UTPickupFactory_HealthVial') || Pickup.IsA('UTPickupFactory_SuperHealth') || Pickup.IsA('UTPickupFactory_MediumHealth')) return true; } } if((NextGameRules != None) && NextGameRules.OverridePickupQuery(Other, ItemClass, Pickup, bAllowPickup)) return true; return false; }*/ defaultproperties { bUseSuperHealth=True FactoryReplacerDataClass=Class'Newtators.Data_Bloodlust' // ReplacementFactories(0)=(ReplacedFactory="UTPickupFactory_UDamage", ReplacedWithFactory="UTPickupFactory_VDamage", ReplacedWithFactoryPath="Newtators.UTPickupFactory_VDamage") } //=================================================== // Class: UTVDamage // Creation date: 18/12/2007 03:58 // Last updated: 22/06/2008 10:09 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //=================================================== class UTVDamage extends UTTimedPowerup_Generic; //TODO: Effects for the players eyes, might need to be in info to spawn //the sockets for the player. /** The Particle System Template for the Beam */ var particleSystem VampEyeTemplate[2]; /** Holds the Emitter for the Beam */ var ParticleSystemComponent VampEyeEmitter[2]; /** Where to attach the Beam */ var name VampEyeSockets[2]; /** post processing applied while holding this powerup */ var vector PP_Scene_MidTones; var vector PP_Scene_Shadows; //TODO: Some kind of kewl semi transparent material for the player. simulated static function AddWeaponOverlay(UTGameReplicationInfo GRI) { GRI.WeaponOverlays[2] = default.OverlayMaterialInstance; GRI.VehicleWeaponEffects[2] = default.VehicleWeaponEffect; } /** adds or removes our bonus from the given pawn */ /*simulated function AdjustPawn(UTPawn P, bool bRemoveBonus) { if(P != None && Role == ROLE_Authority) { if(!bRemoveBonus){} else{} } }*/ //SkeletalMeshComponent(Mesh).AttachComponentToSocket( BeamEmitter[CurrentFireMode],BeamSockets[CurrentFireMode] ); //Mesh.GetSocketWorldLocationAndRotation('RocketSocket',RocketSocketL, RocketSocketR); //SkeletalMeshComponent(Mesh).Attachments[i] //native final function AttachComponent(ActorComponent Component,name BoneName,optional vector RelativeLocation,optional rotator RelativeRotation,optional vector RelativeScale); //native final function DetachComponent(ActorComponent Component); //native final function SkeletalMeshSocket GetSocketByName( Name InSocketName ); /** applies and removes any post processing effects while holding this item */ simulated function AdjustPPEffects(Pawn P, bool bRemove) { local UTPlayerController PC; if(P != None){ PC = UTPlayerController(P.Controller); if(PC == None && P.DrivenVehicle != None){ PC = UTPlayerController(P.DrivenVehicle.Controller); } if (PC != None){ if(bRemove){ PC.PostProcessModifier.Scene_HighLights -= PP_Scene_Highlights; PC.PostProcessModifier.Scene_MidTones -= PP_Scene_MidTones; PC.PostProcessModifier.Scene_Shadows -= PP_Scene_Shadows; }else{ PC.PostProcessModifier.Scene_HighLights += PP_Scene_Highlights; PC.PostProcessModifier.Scene_MidTones += PP_Scene_MidTones; PC.PostProcessModifier.Scene_Shadows += PP_Scene_Shadows; } } } } defaultproperties { AssignWeaponOverlay=2 //my values start here PickupMessage="BLOODLUST!" //"VAMPYRIC DAMAGE!" TimeRemaining=45.000000 RespawnTime=96.000000 // PowerupFadingSound=SoundCue'Newtators_Pickups.VDamage.Cue.Invis_VDamage_Loop' PowerupFireSound=SoundCue'Newtators_Pickups.VDamage.Cue.VDamage_FireSound' PickupSound=SoundCue'Newtators_Pickups.VDamage.Cue.Necris_IHunger_VDamage' // PowerupAmbientSound=SoundCue'A_Pickups_Powerups.PowerUps.A_Powerup_Invisibility_PowerLoopCue' PowerupAmbientSound=SoundCue'Newtators_Pickups.VDamage.Cue.Invis_VDamage_Loop' PowerupOverSound=SoundCue'Newtators_Pickups.VDamage.Cue.Invis_VDamage_End2' OverlayMaterialInstance=Material'Newtators_Pickups.VDamage.M_VDamage_Overlay' VehicleWeaponEffect=(Mesh=StaticMesh'Envy_Effects.Mesh.S_VH_Powerups',Material=Material'Envy_Effects.Energy.Materials.M_VH_Beserk') PowerupStatName="POWERUPTIME_BLOODLUST" IconCoords=(U=792.000000,V=41.000000,UL=43.000000,VL=58.000000) PP_Scene_HighLights=(X=-0.100000,Y=0.080000,Z=0.080000)//(X=0.180000,Y=0.200000,Z=0.200000) PP_Scene_MidTones=(X=-0.060000,Y=0.060000,Z=0.060000)//(X=-0.080000,Y=0.060000,Z=0.060000) PP_Scene_Shadows=(X=-0.030000,Y=0.030000,Z=0.030000)//(X=-0.040000,Y=0.030000,Z=0.030000) bRenderOverlays=True bReceiveOwnerEvents=True bCanDenyPowerup=False Begin Object Class=StaticMeshComponent Name=MeshComponentV ObjName=MeshComponentV Archetype=StaticMeshComponent'Engine.Default__StaticMeshComponent' StaticMesh=StaticMesh'PICKUPS.UDamage.Mesh.S_Pickups_UDamage' Materials(0)=Material'Newtators_Pickups.VDamage.Materials.M_Vdamage_Base' Materials(1)=Material'Newtators_Pickups.VDamage.Materials.M_Vdamage_Add' // CullDistance=8000.000000 // CachedCullDistance=8000.000000 bUseAsOccluder=False CastShadow=False bForceDirectLightMap=True bCastDynamicShadow=False CollideActors=False BlockRigidBody=False Translation=(X=0.000000,Y=0.000000,Z=5.000000) Scale3D=(X=0.600000,Y=0.800000,Z=0.600000)//Scale3D=(X=0.600000,Y=0.600000,Z=0.600000) End Object DroppedPickupMesh=MeshComponentV PickupFactoryMesh=MeshComponentV Begin Object Class=UTParticleSystemComponent Name=PickupParticles ObjName=PickupParticles Archetype=UTParticleSystemComponent'UTGame.Default__UTParticleSystemComponent' Template=ParticleSystem'Newtators_Pickups.VDamage.Effects.P_Pickups_VDamage_Idle' bAutoActivate=False Translation=(X=0.000000,Y=0.000000,Z=5.000000) SecondsBeforeInactive=1.0f End Object DroppedPickupParticles=PickupParticles } //=================================================== // Class: UTBooster // Creation date: 18/12/2007 02:23 // Last updated: 22/06/2008 10:09 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //=================================================== class UTBooster extends UTTimedPowerup_Generic; var UTPawn Pawnt; simulated static function AddWeaponOverlay(UTGameReplicationInfo GRI){} /** adds or removes our bonus from the given pawn */ simulated function AdjustPawn(UTPawn P, bool bRemoveBonus) { if(P != None && Role == ROLE_Authority) { Pawnt = P; if(!bRemoveBonus) { Pawnt.Spawn(class'Newtators.UTInfo_Booster',Pawnt); SetTimer(4.6, True, 'GiveHealth'); } else { SetTimer(0.6, False, 'GiveHealth'); } } } function GiveHealth() { if(Pawnt != None) { if(Pawnt.Health >= Pawnt.SuperHealthMax) Pawnt.Health = Pawnt.SuperHealthMax; else Pawnt.Health = Pawnt.Health + 10; } } defaultproperties { TimeRemaining=45.000000 //30,60 WarningTime=6.000000 RespawnTime=110.000000 //90 bCanDenyPowerup=True bHavePowerup=True PowerupFadingSound=SoundCue'Newtators_Pickups.Booster.Cue.BoosterFading' PickupSound=SoundCue'Newtators_Pickups.Booster.Cue.BoosterPickup' PowerupAmbientSound=SoundCue'Newtators_Pickups.Booster.Cue.BoosterLoop' // PowerupOverSound=SoundCue'Newtators_Pickups.VDamage.Cue.Invis_VDamage_End2' /* OverlayMaterialInstance=Material'PICKUPS.Berserk.M_Berserk_Overlay' VehicleWeaponEffect=(Mesh=StaticMesh'Envy_Effects.Mesh.S_VH_Powerups',Material=Material'Envy_Effects.Energy.Materials.M_VH_Beserk') HudIndex=1 PowerupOverSound=SoundCue'A_Pickups_Powerups.PowerUps.A_Powerup_Berzerk_EndCue'*/ PowerupStatName="POWERUPTIME_BOOSTER" IconCoords=(U=744.000000,UL=35.000000,VL=55.000000) PP_Scene_HighLights=(X=0.000000,Y=0.300000,Z=0.000000)//(X=-0.150000,Y=0.180000,Z=-0.150000) // bRenderOverlays=True bReceiveOwnerEvents=True PickupMessage="BOOSTER!" // PickupSound=SoundCue'A_Pickups_Powerups.PowerUps.A_Powerup_Berzerk_PickupCue' Begin Object Class=StaticMeshComponent Name=MeshComponentA ObjName=MeshComponentA Archetype=StaticMeshComponent'Engine.Default__StaticMeshComponent' StaticMesh=StaticMesh'PICKUPS.Berserk.Mesh.S_Pickups_Berserk' Materials(0)=Material'Newtators_Pickups.Booster.Materials.M_Booster' CullDistance=8000.000000 CachedCullDistance=8000.000000 bUseAsOccluder=False CastShadow=False bForceDirectLightMap=True bCastDynamicShadow=False CollideActors=False BlockRigidBody=False Translation=(X=0.000000,Y=0.000000,Z=5.000000) Scale3D=(X=0.700000,Y=0.700000,Z=0.700000) // Name="MeshComponentA" // ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshComponent' End Object DroppedPickupMesh=MeshComponentA PickupFactoryMesh=MeshComponentA /* Begin Object Class=UTParticleSystemComponent Name=BerserkParticles ObjName=BerserkParticles Archetype=UTParticleSystemComponent'UTGame.Default__UTParticleSystemComponent' Template=ParticleSystem'PICKUPS.Berserk.Effects.P_Pickups_Berserk_Idle' bAutoActivate=False Translation=(X=0.000000,Y=0.000000,Z=5.000000) Name="BerserkParticles" ObjectArchetype=UTParticleSystemComponent'UTGame.Default__UTParticleSystemComponent' End Object DroppedPickupParticles=BerserkParticles*/ // Name="Default__UTBooster" // ObjectArchetype=UTTimedPowerup_Generic'MutatorFramework.Default__UTTimedPowerup_Generic' } //=================================================== // Class: EnergyLeechMsg // Creation date: 10/06/2008 17:08 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //=================================================== class EnergyLeechMsg extends VampireMsg; var(Message) color Gold, Silver; /*static function string GetString( optional int Switch, optional bool bPRI1HUD, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) { if(Switch > 0) return "+"$Switch; else return ""$Switch; }*/ static function color GetColor( optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) { if(Switch > 0) return default.Gold; return default.Silver; } defaultproperties { Gold=(B=10,G=80,R=170,A=255) Silver=(B=100,G=100,R=100,A=255) // bBeep=False // Lifetime=1.000000 // PosY=0.650000 //0.650000 // FontSize=2 } //=================================================== // Class: VampireMsg // Creation date: 10/06/2008 11:48 // Last updated: 10/06/2008 11:48 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //=================================================== class VampireMsg extends LocalMessage; var(Message) color Green, Red; static function string GetString( optional int Switch, optional bool bPRI1HUD, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) { if(Switch > 0) return "+"$Switch; else return ""$Switch; } static function color GetColor( optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject ) { if(Switch > 0) return default.Green; return default.Red; } defaultproperties { Green=(B=0,G=255,R=0,A=255) Red=(B=0,G=0,R=255,A=255) bBeep=False Lifetime=1.000000 PosY=0.650000 //0.650000 FontSize=2 } //=================================================== // Class: UTUIFrontEnd_VehicleTeamSwap // Creation Date: 04/12/2007 22:21 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //=================================================== class UTUIFrontEnd_VehicleTeamSwap extends UTUIFrontEnd_Generic; var transient UTUICollectionCheckBox bBlueIsNecris; var transient UTUICollectionCheckBox bRedIsNecris; event SceneActivated(bool bInitialActivation) { Super.SceneActivated(bInitialActivation); if(bInitialActivation) { bRedIsNecris = UTUICollectionCheckBox(FindChild('cbxTeam2', true)); bBlueIsNecris = UTUICollectionCheckBox(FindChild('cbxTeam1', true)); bRedIsNecris.SetValue(class'Newtators.UTMutator_VehicleTeamSwap'.default.TeamCore[0].bTeamIsNecris); bBlueIsNecris.SetValue(class'Newtators.UTMutator_VehicleTeamSwap'.default.TeamCore[1].bTeamIsNecris); } } /** Callback for when the user accepts the changes. */ function OnAccept() { class'Newtators.UTMutator_VehicleTeamSwap '.default.TeamCore[0].bTeamIsNecris = bRedIsNecris.IsChecked(); class'Newtators.UTMutator_VehicleTeamSwap '.default.TeamCore[1].bTeamIsNecris = bBlueIsNecris.IsChecked(); class'Newtators.UTMutator_VehicleTeamSwap '.static.StaticSaveConfig(); CloseScene(self); } defaultproperties { MutTitle="Vehicle Team Swap" } //=================================================== // Class: UTUIFrontEnd_VehicleReplacerMenu // Creation Date: 30/11/2007 22:21 // Last Updated: 10/08/2008 23:11 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //=================================================== class UTUIFrontEnd_VehicleReplacerMenu extends UTUIFrontEnd_Generic dependson(UTMutator_VehicleReplacer); //--------------------------------------------------- /** List of available maps. */ //var transient UIList AvailableList; /** The last focused UI List. */ //var transient UIList LastFocused; /** Label describing the currently selected map. */ //var transient UILabel DescriptionLabel; /** Reference to the menu datastore */ //var transient UTUIDataStore_MenuItems MenuDataStore; //--------------------------------------------------- /** Replacement info. */ var transient array<ReplacementInfo> VehiclesToReplace; /** Reference to option list. */ var transient UTUIOptionList OptionList; /** Reference to the options datastore. */ var transient UTUIDataStore_Options OptionsDataStore; /** Reference to the string list datastore. */ var transient UTUIDataStore_StringList StringListDataStore; /** Reference to the menu item datastore. */ //var transient UTUIDataStore_MenuItems MenuItemDataStore; var transient UTUIDataStore_NewMenuItems VehicleDataStore; /** List of possible Vehicle classes. */ var transient array<string> VehicleClassNames; var transient array<string> VehicleFriendlyNames; var transient array<UTUIDataProvider_Vehicles> VehicleProviders; //var GameResourceDataProvider ProviderInfo; //--------------------------------------------------- event PostInitialize() { Super.PostInitialize(); //--------------------------------------------------- // Store widget references /* AvailableList = UIList(FindChild('lstAvailable', true)); LastFocused = AvailableList; AvailableList.OnValueChanged = OnAvailableList_ValueChanged; AvailableList.OnSubmitSelection = OnAvailableList_SubmitSelection; AvailableList.NotifyActiveStateChanged = OnAvailableList_NotifyActiveStateChanged; AvailableList.OnRawInputKey = OnMapList_RawInputKey; DescriptionLabel = UILabel(FindChild('lblDescription', true)); // Get reference to the menu datastore MenuDataStore = UTUIDataStore_MenuItems(GetCurrentUIController().DataStoreManager.FindDataStore('UTMenuItems')); */ // LoadMapCycle(); //--------------------------------------------------- // `log("PostInitialize()",,'VehicleReplacer'); VehiclesToReplace = class'UTMutator_VehicleReplacer'.default.VehiclesToReplace; OptionList = UTUIOptionList(FindChild('lstOptions', true)); OptionList.OnAcceptOptions=OnAcceptOptions; // Get datastore references OptionsDataStore = UTUIDataStore_Options(FindDataStore('UTOptions')); StringListDataStore = UTUIDataStore_StringList(FindDataStore('UTStringList')); // MenuItemDataStore = UTUIDataStore_MenuItems(FindDataStore('UTMenuItems')); // VehicleDataStore = UTUIDataStore_Vehicle(FindDataStore('Vehicle')); VehicleDataStore = new(self) class'Newtators.UTUIDataStore_NewMenuItems'; BuildVehicleOptions(); } //--------------------------------------------------- /** Updates the description label. */ /*function UpdateDescriptionLabel() { local string NewDescription; local int SelectedItem; SelectedItem = LastFocused.GetCurrentItem(); if(class'UTUIMenuList'.static.GetCellFieldString(LastFocused, 'Description', SelectedItem, NewDescription)) { DescriptionLabel.SetDataStoreBinding(NewDescription); } }*/ //--------------------------------------------------- /** Actiated event for the scene. */ event SceneActivated(bool bInitialActivation) { // `log("SceneActivated()",,'VehicleReplacer'); Super.SceneActivated(bInitialActivation); OptionList.SetFocus(none); } /** Callback for when the option list is accepted. */ function OnAcceptOptions(UIScreenObject InObj, int PlayerIndex) { OnAccept(); } /** Builds the vehicle option lists. */ function BuildVehicleOptions() { local int VehicleIdx; local int SelectedIdx; local int NameIdx; local array<UTUIResourceDataProvider> OutProviders; local array<UTUIResourceDataProvider> VehicleOptions; local bool bAddVehicle; local string ClassPath; // Build a list of vehicles VehicleProviders.length = 0; VehicleClassNames.length = 0; VehicleFriendlyNames.length = 0; // `log("BuildVehicleOptions()",,'VehicleReplacer'); VehicleDataStore.GetAllResourceDataProviders(class'UTUIDataProvider_Vehicles', OutProviders); // if(MenuItemDataStore.GetProviderSet('Vehicles', OutProviders)) // if(VehicleDataStore.GetProviderSet('Vehicle', OutProviders)) // { for(VehicleIdx=0; VehicleIdx<OutProviders.length; VehicleIdx++) { bAddVehicle=true; ClassPath = UTUIDataProvider_Vehicles(OutProviders[VehicleIdx]).ClassName; // `log("Class1: "$ClassPath,,'VehicleReplacer'); // Remove content weapons from console // if (class'WorldInfo'.static.IsConsoleBuild() && Left(ClassPath, 14) ~= "UTGameContent.") // { // bAddVehicle=false; // } if(bAddVehicle) { VehicleProviders.AddItem(UTUIDataProvider_Vehicles(OutProviders[VehicleIdx])); VehicleClassNames.AddItem(ClassPath); VehicleFriendlyNames.AddItem(UTUIDataProvider_Vehicles(OutProviders[VehicleIdx]).FriendlyName); } } // } // Generate weapon set if we havent already. OptionsDataStore.GetSet('ReplacerVehicles', VehicleOptions); if(VehicleOptions.length==0) { OptionsDataStore.AppendToSet('ReplacerVehicles', VehicleFriendlyNames.length); OptionsDataStore.GetSet('ReplacerVehicles', VehicleOptions); // Generate set of options and set of possible values for(VehicleIdx=0; VehicleIdx<VehicleFriendlyNames.length; VehicleIdx++) { ClassPath = GetClassFieldName(VehicleClassNames[VehicleIdx]); UTUIDataProvider_MenuOption(VehicleOptions[VehicleIdx]).DataStoreMarkup = "<UTStringList:"$ClassPath$">"; UTUIDataProvider_MenuOption(VehicleOptions[VehicleIdx]).CustomFriendlyName = VehicleFriendlyNames[VehicleIdx]; // `log("Generate:: Class: "$ClassPath$", Name: "$VehicleFriendlyNames[VehicleIdx],,'VehicleReplacer'); StringListDataStore.Empty(name(ClassPath)); for(NameIdx=0; NameIdx<VehicleFriendlyNames.length; NameIdx++) { StringListDataStore.AddStr(name(ClassPath), VehicleFriendlyNames[NameIdx]); } StringListDataStore.SetCurrentValueIndex(name(ClassPath), VehicleIdx); } OptionList.bRegenOptions=true; } else { for(VehicleIdx=0; VehicleIdx<VehicleFriendlyNames.length; VehicleIdx++) { ClassPath = GetClassFieldName(VehicleClassNames[VehicleIdx]); // `log("Class: "$ClassPath,,'VehicleReplacer'); StringListDataStore.SetCurrentValueIndex(name(ClassPath), VehicleIdx); } } // Set defaults for(VehicleIdx=0; VehicleIdx<VehiclesToReplace.length; VehicleIdx++) { for(SelectedIdx=0; SelectedIdx<VehicleClassNames.length; SelectedIdx++) { if(VehiclesToReplace[VehicleIdx].NewClassPath==VehicleClassNames[SelectedIdx]) { ClassPath = GetClassFieldName(string(VehiclesToReplace[VehicleIdx].OldClassName)); // `log("default Class: "$ClassPath,,'VehicleReplacer'); StringListDataStore.SetCurrentValueIndex(name(ClassPath), SelectedIdx); } } } OptionList.RefreshAllOptions(); } /** @return string Returns a fieldname given a weapon class name. */ function string GetClassFieldName(string ClassName) { ClassName = Right(ClassName, Len(ClassName) - InStr(ClassName, ".") - 1); ClassName = Repl(ClassName, ".", "_"); ClassName = "ReplaceVehicle_"$ClassName; return ClassName; } /** Callback for when the user accepts the changes. */ function OnAccept() { local int VehicleIdx; local string ClassPath; local int SelectedIdx; // `log("OnAccept()",,'VehicleReplacer'); VehiclesToReplace.length=0; for(VehicleIdx=0; VehicleIdx<VehicleClassNames.length; VehicleIdx++) { ClassPath=GetClassFieldName(VehicleClassNames[VehicleIdx]); SelectedIdx=StringListDataStore.GetCurrentValueIndex(name(ClassPath)); // `log("Class"$SelectedIdx$": "$ClassPath,,'VehicleReplacer'); if(SelectedIdx!=VehicleIdx) { VehiclesToReplace.length=VehiclesToReplace.length+1; VehiclesToReplace[VehiclesToReplace.length-1].NewClassPath = VehicleProviders[SelectedIdx].ClassName; // `log("Vehicle New Class: "$VehiclesToReplace[VehiclesToReplace.length-1].NewClassPath,,'VehicleReplacer'); VehiclesToReplace[VehiclesToReplace.length-1].OldClassName = name(Right(VehicleProviders[VehicleIdx].ClassName, Len(VehicleProviders[VehicleIdx].ClassName) - InStr(VehicleProviders[VehicleIdx].ClassName, ".") - 1)); // `log("Vehicle Old Class: "$VehiclesToReplace[VehiclesToReplace.length-1].OldClassName,,'VehicleReplacer'); } } class'UTMutator_VehicleReplacer'.default.VehiclesToReplace = VehiclesToReplace; class'UTMutator_VehicleReplacer'.static.StaticSaveConfig(); CloseScene(self); } defaultproperties { MutTitle="Vehicle Replacer" Begin Object /*Class=UIComp_Event*/ Name=SceneEventComponent ObjName=SceneEventComponent Archetype=UIComp_Event'UTGame.Default__UTUIFrontEnd:SceneEventComponent' ObjectArchetype=UIComp_Event'UTGame.Default__UTUIFrontEnd:SceneEventComponent' End Object EventProvider=SceneEventComponent } //=================================================== // Class: UTUIFrontEnd_VampireMenu // Creation Date: 30/11/2007 22:21 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //=================================================== class UTUIFrontEnd_VampireMenu extends UTUIFrontEnd_Generic; var transient UTUICollectionCheckBox bSuperHealth, bVehicleVamp; event SceneActivated(bool bInitialActivation) { Super.SceneActivated(bInitialActivation); if (bInitialActivation) { bSuperHealth = UTUICollectionCheckBox(FindChild('cbxHealth', true)); bSuperHealth.SetValue(class'Newtators.UTGameRules_Vampire'.default.bUseSuperHealth); bVehicleVamp = UTUICollectionCheckBox(FindChild('cbxVehicles', true)); bVehicleVamp.SetValue(class'Newtators.UTGameRules_Vampire'.default.bUseForVehicles); } } /** Callback for when the user accepts the changes. */ function OnAccept() { class'Newtators.UTGameRules_Vampire'.default.bUseSuperHealth = bSuperHealth.IsChecked(); class'Newtators.UTGameRules_Vampire'.default.bUseForVehicles = bVehicleVamp.IsChecked(); class'Newtators.UTGameRules_Vampire'.static.StaticSaveConfig(); CloseScene(self); } defaultproperties { MutTitle="Vampire" } //=================================================== // Class: UTUIFrontEnd_HoardingMenu // Creation Date: 01/02/2008 02:14 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //=================================================== class UTUIFrontEnd_HoardingMenu extends UTUIFrontEnd_Generic; var transient UTUICollectionCheckBox bHoardArmour; var transient UTUICollectionCheckBox bHoardHealth; var transient UTUICollectionCheckBox bHoardPowerups; var transient UTUICollectionCheckBox bHoardAmmo; var transient UTUICollectionCheckBox bHoardWeapons; event SceneActivated(bool bInitialActivation) { Super.SceneActivated(bInitialActivation); if (bInitialActivation) { bHoardArmour = UTUICollectionCheckBox(FindChild('cbxHoardArmour', true)); bHoardHealth = UTUICollectionCheckBox(FindChild('cbxHoardHealth', true)); bHoardPowerups = UTUICollectionCheckBox(FindChild('cbxHoardPowerups', true)); bHoardAmmo = UTUICollectionCheckBox(FindChild('cbxHoardAmmo', true)); bHoardWeapons = UTUICollectionCheckBox(FindChild('cbxHoardWeapons', true)); bHoardArmour.SetValue(class'Newtators.UTGameRules_Hoarding'.default.bCanHoardArmour); bHoardHealth.SetValue(class'Newtators.UTGameRules_Hoarding'.default.bCanHoardHealth); bHoardPowerups.SetValue(class'Newtators.UTGameRules_Hoarding'.default.bCanHoardPowerups); bHoardAmmo.SetValue(class'Newtators.UTGameRules_Hoarding'.default.bCanHoardAmmo); bHoardWeapons.SetValue(class'Newtators.UTMutator_NoHoarding'.default.bHoardWeaponStay); } } /** Callback for when the user accepts the changes. */ function OnAccept() { class'Newtators.UTGameRules_Hoarding'.default.bCanHoardArmour = bHoardArmour.IsChecked(); class'Newtators.UTGameRules_Hoarding'.default.bCanHoardHealth = bHoardHealth.IsChecked(); class'Newtators.UTGameRules_Hoarding'.default.bCanHoardPowerups = bHoardPowerups.IsChecked(); class'Newtators.UTGameRules_Hoarding'.default.bCanHoardAmmo = bHoardAmmo.IsChecked(); class'Newtators.UTMutator_NoHoarding'.default.bHoardWeaponStay = bHoardWeapons.IsChecked(); class'Newtators.UTGameRules_Hoarding'.static.StaticSaveConfig(); CloseScene(self); } defaultproperties { MutTitle="Hoarding" } //=================================================== // Class: UTUIFrontEnd_EnergyLeechMenu // Creation Date: 30/11/2007 22:21 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //=================================================== class UTUIFrontEnd_EnergyLeechMenu extends UTUIFrontEnd_Generic; var transient UTUICollectionCheckBox bShieldBelt; var transient UTUICollectionCheckBox bVestArmour; var transient UTUICollectionCheckBox bThighpadArmor; var transient UTUICollectionCheckBox bHelmetArmor; var transient UTUICollectionCheckBox bVehicleLeech; event SceneActivated(bool bInitialActivation) { Super.SceneActivated(bInitialActivation); if (bInitialActivation) { bShieldBelt = UTUICollectionCheckBox(FindChild('cbxShieldBelt', true)); bVestArmour = UTUICollectionCheckBox(FindChild('cbxVestArmour', true)); bThighpadArmor = UTUICollectionCheckBox(FindChild('cbxThighpadArmor', true)); bHelmetArmor = UTUICollectionCheckBox(FindChild('cbxHelmetArmor', true)); bVehicleLeech = UTUICollectionCheckBox(FindChild('cbxVehicles', true)); bShieldBelt.SetValue(class'Newtators.UTGameRules_EnergyLeech'.default.bUseShieldBelt); bVestArmour.SetValue(class'Newtators.UTGameRules_EnergyLeech'.default.bUseVestArmour); bThighpadArmor.SetValue(class'Newtators.UTGameRules_EnergyLeech'.default.bUseThighpadArmor); bHelmetArmor.SetValue(class'Newtators.UTGameRules_EnergyLeech'.default.bUseHelmetArmor); bVehicleLeech.SetValue(class'Newtators.UTGameRules_EnergyLeech'.default.bUseForVehicles); } } /** Callback for when the user accepts the changes. */ function OnAccept() { class'Newtators.UTGameRules_EnergyLeech'.default.bUseShieldBelt = bShieldBelt.IsChecked(); class'Newtators.UTGameRules_EnergyLeech'.default.bUseVestArmour = bVestArmour.IsChecked(); class'Newtators.UTGameRules_EnergyLeech'.default.bUseThighpadArmor = bThighpadArmor.IsChecked(); class'Newtators.UTGameRules_EnergyLeech'.default.bUseHelmetArmor = bHelmetArmor.IsChecked(); class'Newtators.UTGameRules_EnergyLeech'.default.bUseForVehicles = bVehicleLeech.IsChecked(); class'Newtators.UTGameRules_EnergyLeech'.static.StaticSaveConfig(); CloseScene(self); } defaultproperties { MutTitle="Energy Leech" } //=================================================== // Class: UTUIFrontEnd_VehicleReplacerMenu // Creation Date: 30/11/2007 22:21 // Last Updated: 01/02/2008 05:48 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //=================================================== class UTUIDataStore_NewMenuItems extends UTUIDataStore_MenuItems; defaultproperties { // ElementProviderTypes(0)=(ProviderTag="Vehicles",ProviderClassName="Newtators.UTUIDataProvider_Vehicle") /* ElementProviderTypes(0)= ElementProviderTypes(1)= ElementProviderTypes(2)= ElementProviderTypes(3)= ElementProviderTypes(4)= ElementProviderTypes(5)= ElementProviderTypes(6)= ElementProviderTypes(7)= ElementProviderTypes(8)= ElementProviderTypes(9)= ElementProviderTypes(10)= ElementProviderTypes(11)= */ // ElementProviderTypes(12)=(ProviderTag="DropDownVehicles",ProviderClassName="Newtators.UTUIDataProvider_Vehicles") Tag="Vehicles" Name="Default__UTUIDataStore_NewMenuItems" ObjectArchetype=UIDataStore_GameResource'UTGame.Default__UTUIDataStore_MenuItems' } /** * Provides data for a UT3 vehicle. * * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved */ class UTUIDataProvider_Vehicles extends UTUIResourceDataProvider PerObjectConfig; /** The Vehicle class path */ var config string ClassName; /** optional flags separated by pipes | that can be parsed by the UI as arbitrary options (for example, to exclude weapons from some menus, etc) */ var config string Flags; /** Friendly name for the vehicle */ var config localized string FriendlyName; /** Description for the vehicle */ var config localized string Description; /** String reference to the 3rd person mesh for this weapon. This mesh is used in the UI. */ var config string MeshReference; var config bool bNecrisVehicle; var config bool bTurret; defaultproperties { bSearchAllInis=True // Name="Default__UTUIDataProvider_Vehicle" // ObjectArchetype=UTUIResourceDataProvider'UTGame.Default__UTUIResourceDataProvider' } //=================================================== // Class: UTSpeedBoots // Creation date: 29/11/2007 14:50 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //=================================================== class UTSpeedBoots extends UTTimedPowerup_Generic; var float SpeedBoost; /// the Speed boost to give the owner var float MultiJumpBoost; /// the Z velocity boost to give the owner's double jumps /** camera overlay effect - New blur effect, no motionblur sucks >:)*/ //var PostProcessChain CameraEffect; //TODO: If player stops then Ambient = none? //A_Vehicle_Hoverboard.Cue.A_Vehicle_Hoverboard_Jump /** adds or removes our bonus from the given pawn */ simulated function AdjustPawn(UTPawn P, bool bRemoveBonus){ local UTJumpBootEffect SpeedEffect; local bool bCheckDoubleLanding; if(P != None) { if(!bRemoveBonus) { `logd("Start Speed!",,'SpeedBoots'); // DoMotionBlur(P); // ClientSetCameraEffect(P.Controller, true); SpeedEffect = Spawn(class'Newtators.UTSpeedBootEffect', P,, P.Location, P.Rotation); // SpeedEffect.LifeSpan = 30.00000; // SpeedEffect.JumpingEffect = ParticleSystem'Newtators_Pickups.Particles.P_SpeedBoot_Effect'; P.AirControl = P.AirControl * SpeedBoost; P.GroundSpeed = P.GroundSpeed * SpeedBoost; P.WaterSpeed = P.WaterSpeed * SpeedBoost; P.AirSpeed = P.AirSpeed * SpeedBoost; P.MultiJumpBoost = P.MultiJumpBoost + MultiJumpBoost; bCheckDoubleLanding = P.bStopOnDoubleLanding; P.bStopOnDoubleLanding = False; P.SlopeBoostFriction = -0.400000; // increase cost of high jump nodes so bots don't waste the boots for small shortcuts // if (P.Controller != None) P.Controller.HighJumpNodeCostModifier += 1000; } else { `logd("End Speed!",,'SpeedBoots'); // DoMotionBlur(P); // ClientSetCameraEffect(P.Controller, false); if(SpeedEffect != None) SpeedEffect.Destroyed(); P.AirControl = P.AirControl / SpeedBoost; P.GroundSpeed = P.GroundSpeed / SpeedBoost; P.WaterSpeed = P.WaterSpeed / SpeedBoost; P.AirSpeed = P.AirSpeed / SpeedBoost; P.MultiJumpBoost = P.MultiJumpBoost - MultiJumpBoost; if(!bCheckDoubleLanding) P.bStopOnDoubleLanding = True; P.SlopeBoostFriction = 0.200000; // increase cost of high jump nodes so bots don't waste the boots for small shortcuts // if (P.Controller != None) P.Controller.HighJumpNodeCostModifier -= 1000; } } } /** turns on or off the camera effect */ /*reliable client function ClientSetCameraEffect(Controller C, bool bEnabled) { local UTPlayerController PC; local LocalPlayer LP; // local MaterialEffect NewEffect; // local byte Team; local int i; PC = UTPlayerController(C); if(PC != None) { LP = LocalPlayer(PC.Player); if(LP != None) { if(bEnabled) { LP.InsertPostProcessingChain(CameraEffect, INDEX_NONE, true); // NewEffect = MaterialEffect(LP.PlayerPostProcess.FindPostProcessEffect('SpeedbootsEffect')); // if(NewEffect != None) // { // Team = C.GetTeamNum(); // NewEffect.Material = (Team < TeamCameraMaterials.length) ? TeamCameraMaterials[Team] : TeamCameraMaterials[0]; // } } else { for(i = 0; i < LP.PlayerPostProcessChains.length; i++) { if(LP.PlayerPostProcessChains[i].FindPostProcessEffect('SpeedbootsEffect') != None) { LP.RemovePostProcessingChain(i); i--; } } } } } } Simulated function DoMotionBlur(UTPawn P) { local LocalPlayer LocPlayer; local PostProcessEffect PPE; LocPlayer = LocalPlayer(UTPlayerController(P.Controller).Player); if(LocPlayer != None) { PPE = LocPlayer.PlayerPostProcess.FindPostProcessEffect('MotionBlur'); if(PPE != None) { PPE.bShowInGame = !PPE.bShowInGame; } if(PPE.bShowInGame) { MotionBlurEffect(PPE).MaxVelocity = 1.000000;//2.0 MotionBlurEffect(PPE).MotionBlurAmount = 0.400000;//0.5,2.5 MotionBlurEffect(PPE).CameraRotationThreshold=90.000000;//45 MotionBlurEffect(PPE).CameraTranslationThreshold = 100.000000; } else { MotionBlurEffect(PPE).MaxVelocity = 1.000000; MotionBlurEffect(PPE).MotionBlurAmount = 0.400000; MotionBlurEffect(PPE).CameraRotationThreshold = 90.000000; MotionBlurEffect(PPE).CameraTranslationThreshold = 10000.000000; } } }*/ // FootSound = SoundGroupClass.static.GetFootstepSound(FootDown, GetMaterialBelowFeet()); //TODO: Add sound effect for jumping and dodging /*simulated function OwnerEvent(name EventName) { if(Role == ROLE_Authority) { if(EventName == 'MultiJump') { Charges--; UTPawn(Owner).JumpBootCharge = Charges; Spawn(class'UTJumpBootEffect', Owner,, Owner.Location, Owner.Rotation); Owner.PlaySound(ActivateSound, false, true, false); } else if(EventName == 'Landed' && Charges <= 0) { Destroy(); } } else if(EventName == 'MultiJump') { Owner.PlaySound(ActivateSound, false, true, false); } UTPawn(Owner).bDodging; }*/ defaultproperties { // CameraEffect=PostProcessChain'Newtators_Pickups.Speedboots.LensEffects.SpeedbootsPostProcess' bCanDenyPowerup=True bHavePowerup=True SpeedBoost=1.4 //1.35,1.4, 1.45 MultiJumpBoost=35.000000 //25 TimeRemaining=30.000000 RespawnTime=45.000000 //30.000000 // PowerupAmbientSound=SoundCue'A_Vehicle_Hoverboard.Cue.A_Vehicle_Hoverboard_EngineCue' PowerupAmbientSound=SoundCue'Newtators_Pickups.Speedboots.Cue.SpeedbootsLoop' // PowerupSound=SoundCue'A_Pickups_Powerups.PowerUps.A_Powerup_Berzerk_WarningCue' HudIndex=4 // PowerupOverSound=SoundCue'A_Vehicle_Hoverboard.Cue.A_Vehicle_Hoverboard_WaterDisruptCue' PowerupOverSound=SoundCue'Newtators_Pickups.Speedboots.Cue.SpeedbootsEnd' PowerupStatName="POWERUPTIME_SPEEDBOOTS" IconCoords=(U=744.000000,UL=35.000000,VL=55.000000) // PP_Scene_HighLights=(X=-0.150000,Y=-0.080000,Z=0.050000) PickupMessage="Speed Boots!" // bRenderOverlays=True bReceiveOwnerEvents=True MaxDesireability=1.000000 // PickupSound=SoundCue'A_Pickups_Powerups.PowerUps.A_Powerup_JumpBoots_PickupCue' PickupSound=SoundCue'Newtators_Pickups.Speedboots.Cue.SpeedbootsPickup' Begin Object Class=StaticMeshComponent Name=StaticMeshComponent1 ObjName=StaticMeshComponent1 Archetype=StaticMeshComponent'Engine.Default__StaticMeshComponent' StaticMesh=StaticMesh'PICKUPS.JumpBoots.Mesh.S_UN_Pickups_Jumpboots002' Materials(0)=Material'Newtators_Pickups.SpeedBoots.Materials.M_SpeedBoots' bUseAsOccluder=False CastShadow=False bForceDirectLightMap=True bCastDynamicShadow=False CollideActors=False BlockRigidBody=False Translation=(X=0.000000,Y=0.000000,Z=-20.000000) Scale=1.700000 Name="StaticMeshComponent1" ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshComponent' End Object DroppedPickupMesh=StaticMeshComponent1 PickupFactoryMesh=StaticMeshComponent1 } //=================================================== // Class: UTSpeedBootEffect // Creation Date: 15/02/2008 18:12 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //=================================================== class UTSpeedBootEffect extends UTJumpBootEffect; var UTEmitter RightFootEmitter, LeftFootEmitter; simulated function AttachToOwner() { local vector SocketLocation; local rotator SocketRotation; `logd("Emitter Controller Attached!",,'SpeedBoots'); if(OwnerPawn != None && OwnerPawn.Mesh != None) { if(OwnerPawn.Mesh.GetSocketWorldLocationAndRotation(OwnerPawn.PawnEffectSockets[0], SocketLocation, SocketRotation)) { RightFootEmitter = Spawn(class'UTEmitter', OwnerPawn,, SocketLocation, SocketRotation); RightFootEmitter.LifeSpan=0; /* if(OwnerPawn.Mesh.bOwnerNoSee) { FootEmitter.ParticleSystemComponent.SetOwnerNoSee(true); }*/ RightFootEmitter.SetBase(OwnerPawn,, OwnerPawn.Mesh, OwnerPawn.PawnEffectSockets[0]); RightFootEmitter.SetTemplate(JumpingEffect, true); } if(OwnerPawn.Mesh.GetSocketWorldLocationAndRotation(OwnerPawn.PawnEffectSockets[1], SocketLocation, SocketRotation)) { LeftFootEmitter = Spawn(class'UTEmitter', OwnerPawn,, SocketLocation, SocketRotation); LeftFootEmitter.LifeSpan=0; /* if(OwnerPawn.Mesh.bOwnerNoSee) { FootEmitter.ParticleSystemComponent.SetOwnerNoSee(true); }*/ LeftFootEmitter.SetBase(OwnerPawn,, OwnerPawn.Mesh, OwnerPawn.PawnEffectSockets[1]); LeftFootEmitter.SetTemplate(JumpingEffect, true); } } } //event Destroyed() //event ShutDown() function Destroyed() { Super.Destroyed(); `logd("Emitter Controller Destroyed!",,'SpeedBoots'); RightFootEmitter.ParticleSystemComponent.SecondsBeforeInactive = 0.000001; LeftFootEmitter.ParticleSystemComponent.SecondsBeforeInactive = 0.000001; /* RightFootEmitter.ShutDown(); LeftFootEmitter.ShutDown(); ShutDown();*/ /* RightFootEmitter.bCurrentlyActive = false; LeftFootEmitter.bCurrentlyActive = false; RightFootEmitter.ParticleSystemComponent.DeactivateSystem(); LeftFootEmitter.ParticleSystemComponent.DeactivateSystem(); RightFootEmitter.ParticleSystemComponent.SetActive(false); LeftFootEmitter.ParticleSystemComponent.SetActive(false); RightFootEmitter.LifeSpan=0.001; LeftFootEmitter.LifeSpan=0.001; LifeSpan=0.001;*/ } defaultproperties { LifeSpan=0.00000 //30 JumpingEffect=ParticleSystem'Newtators_Pickups.Speedboots.Effects.P_SpeedBoot_Effect_C' } //=================================================== // Class: UTQuadJumpBoots // Creation date: 26/11/2007 12:00 // Last updated: 19/05/2008 07:39 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //--------------------------------------------------- //Modified version of UTJumpBoots to support Quadjumps //TODO: add proper bot support so they know how high they can jump //=================================================== class UTQuadJumpBoots extends UTJumpBoots; var int JumpsBoost; /** adds or removes our bonus from the given pawn */ simulated function AdjustPawn(UTPawn P, bool bRemoveBonus) { if(P != None) { if(bRemoveBonus) { P.MaxMultiJump = 1; P.MultiJumpRemaining = 1; P.MultiJumpBoost=-45; P.JumpBootCharge = 0; // increase cost of high jump nodes so bots don't waste the boots for small shortcuts if(P.Controller != None) P.Controller.HighJumpNodeCostModifier -= 400; //1000 } else { P.MaxMultiJump = JumpsBoost; P.MultiJumpRemaining = JumpsBoost; P.MultiJumpBoost=MultiJumpBoost; P.JumpBootCharge = Charges; // increase cost of high jump nodes so bots don't waste the boots for small shortcuts if(P.Controller != None) P.Controller.HighJumpNodeCostModifier += 400; //1000 } } } simulated function OwnerEvent(name EventName) { if(Role == ROLE_Authority) { if(EventName == 'MultiJump') { Charges--; UTPawn(Owner).JumpBootCharge = Charges; Spawn(class'UTJumpBootEffect', Owner,, Owner.Location, Owner.Rotation); Owner.PlaySound(ActivateSound, false, true, false); } if(Charges <= 0) { Destroy(); } } else if(EventName == 'MultiJump') { Owner.PlaySound(ActivateSound, false, true, false); } } defaultproperties { JumpsBoost=3 MultiJumpBoost=50.000000 Charges=20 ActivateSound=SoundCue'A_Pickups_Powerups.PowerUps.A_Powerup_JumpBoots_JumpCue' RanOutText="The Quad-Jump Boots have run out." bRenderOverlays=True bReceiveOwnerEvents=True bDropOnDeath=True RespawnTime=30.000000 MaxDesireability=1.000000 PickupMessage="Quad-Jump Boots" PickupSound=SoundCue'A_Pickups_Powerups.PowerUps.A_Powerup_JumpBoots_PickupCue' Begin Object Name=StaticMeshComponent1 ObjName=StaticMeshComponent1 Archetype=StaticMeshComponent'Engine.Default__StaticMeshComponent' StaticMesh=StaticMesh'PICKUPS.JumpBoots.Mesh.S_UN_Pickups_Jumpboots002' bUseAsOccluder=False CastShadow=False bForceDirectLightMap=True bCastDynamicShadow=False CollideActors=False BlockRigidBody=False Translation=(X=0.000000,Y=0.000000,Z=-20.000000) Scale=1.700000 End Object DroppedPickupMesh=StaticMeshComponent1 PickupFactoryMesh=StaticMeshComponent1 } //=================================================== // Class: UTPickupFactory_SpeedBoots // Creation date: 19/05/2008 00:42 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //=================================================== class UTPickupFactory_SpeedBoots extends UTPickupFactory_JumpBoots; defaultproperties { PickupStatName="PICKUPS_SPEEDBOOTS" InventoryType=Class'Newtators.UTSpeedBoots' bHasLocationSpeech=False //True BaseBrightEmissive=(R=0.500000,G=0.500000,B=0.500000,A=1.000000) BaseDimEmissive=(R=0.500000,G=0.500000,B=0.500000,A=1.000000) bStatic=False //True bNoDelete=False //True } //=================================================== // Class: UTPickupFactory_Booster // Creation date: 19/05/2008 00:42 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //=================================================== class UTPickupFactory_Booster extends UTPickupFactory_Berserk; defaultproperties { PickupStatName="PICKUPS_BOOSTER" InventoryType=Class'Newtators.UTBooster' Begin Object /*Class=UTParticleSystemComponent*/ Name=BerserkParticles ObjName=BerserkParticles Archetype=UTParticleSystemComponent'UTGame.Default__UTParticleSystemComponent' Template=ParticleSystem'Newtators_Pickups.Booster.Effects.P_Pickups_Booster_Idle' bAutoActivate=False Translation=(X=0.000000,Y=0.000000,Z=5.000000) End Object bHasLocationSpeech=False //True BaseBrightEmissive=(R=0.000000,G=20.000000,B=1.000000,A=1.000000) BaseDimEmissive=(R=0.000000,G=1.000000,B=0.100000,A=1.000000) bStatic=False //True bNoDelete=False //True } //=================================================== // Class: UTMutator_VehicleTeamSwap // Creation date: 20/12/2008 21:03 // Last updated: 20/12/2008 21:38 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //=================================================== class UTMutator_VehicleTeamSwap extends UTData_FactoryRepl simulated function PostBeginPlay() { local UTOnslaughtGame_Content WarGame; local UTOnslaughtPowerCore WarCore[numTeams]; local UTOnslaughtPowerCore TempWarCore; local UTVehicleFactory WarFactory; local byte i, k;//, m; local int j; local bool bInPerMapList; local MapTeamSwapSettings NewMapSwapSettings; // local MapExceptionSwapSet NewPerMapSwapSet; // local MapExceptionVehicleSet NewMapExctSwapSet[numTeams]; // local int Index, MapIndex; //, VehicleIndex; Super.PostBeginPlay(); /** Checks for Warfare and if found processes Cores and Vehicle Factories */ WarGame = UTOnslaughtGame_Content(WorldInfo.Game); if(WarGame == None) { `logd("Skipping Core checks, Gametype is not Warfare!",,'VehicleTeamSwap'); // Destroy(); } else { class UTMutator_Vampire extends UTMutator_GameExpansion; defaultproperties { GroupNames(0)="VAMPIRE" UTGameDataClass=Class'Newtators.UTD_Game_Vampire' } //=================================================== // Class: UTPickupFactory_VDamage // Creation date: 19/12/2007 08:47 //--------------------------------------------------- // Attribution-Noncommercial-Share Alike 2.5 Generic // http://creativecommons.org/licenses/by-nc-sa/2.5/ //=================================================== class UTPickupFactory_VDamage extends UTPickupFactory_UDamage; defaultproperties { PickupStatName="PICKUPS_VDAMAGE" InventoryType=Class'Newtators.UTVDamage' Begin Object /*Class=UTParticleSystemComponent*/ Name=DamageParticles ObjName=DamageParticles Archetype=UTParticleSystemComponent'UTGame.Default__UTParticleSystemComponent' Template=ParticleSystem'Newtators_Pickups.VDamage.Effects.P_Pickups_VDamage_Idle' bAutoActivate=False Translation=(X=0.000000,Y=0.000000,Z=5.000000) // Name="DamageParticles" // ObjectArchetype=UTParticleSystemComponent'UTGame.Default__UTParticleSystemComponent' End Object bHasLocationSpeech=False //True BaseBrightEmissive=(R=50.000000,G=1.000000,B=0.000000,A=1.000000) BaseDimEmissive=(R=5.000000,G=0.100000,B=0.000000,A=1.000000) bStatic=False //True bNoDelete=False //True } class UTMutator_Translocator extends UTMutator_GameExpansion; defaultproperties { GroupNames(0)="TRANSLOC" bAllowTranslocator=True bUseNewDefaultInventory=True NewDefaultInventory(0)=Class'UTGame.UTWeap_Enforcer'; NewDefaultInventory(1)=Class'UTGame.UTWeap_ImpactHammer'; NewDefaultInventory(2)=class'UTGameContent.UTWeap_Translocator_Content'; }