Legacy:Vehicle Weapon Changer Gun

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sample Submitted by {DDG}Vaptor vehicle weapon changer gun

Note: this works and its from what im working on

<uscript> //============================================================================= // new allows to change the vehicle weapons //============================================================================= class mechGun extends xwoeweapone;

//Returns a sentinel belonging to the player, or a sentinel belonging to the same team if !bOnlyOwn, or any Sentinel if bAny. var bot BodgedBot; var int NextCheckTime, UpgradeCheckTime; var vector MarkerLocations[5]; var int currentdefmode; var bool bAllowUpgrades, bAllowTeamUpgrades,bdeploycars; var array< class<onsWeapon> > driverUpgradeClasses; var array< class<onsWeaponPawn> > PassengerUpgradeClasses; var array<string> Descriptions; var() xEmitter chargeEmitter; var Mutsentaddon myMut; var name upgradebone; var float upgraderange, repammo, nextgain; var class<onsvehicle> upgradeVehicle; var onsvehicle oldvehicle; var() array< class<onsvehicle> > configvehiclelist; var onsvehicle myVehicle; //==============dynamic list for geting all weapons loaded on server====== var array< class<onsweapon> > vehadded; var config array< class<onsweapon> > ConfigweaponList; var array< class<onsweaponpawn> > weaponpawnList; var array< class<onsweaponpawn> > ConfigweaponpawnList; Struct AmmoDivider { var() int FHP; var() int FSPd; Var() int fmass; }; Var Ammodivider mydiv;

replication {

   reliable if (bNetOwner && bNetDirty && Role == ROLE_Authority)

mydiv;

reliable if(Role == ROLE_Authority) oldvehicle,AddToUpgradeList,bAllowUpgrades,bAllowTeamUpgrades,vehadded,configvehiclelist,bdeploycars;

unreliable if(Role == ROLE_Authority) MarkerLocations,repammo,nextgain;

reliable if(Role < ROLE_Authority) killscan, DoUpgrade, driverUpgradeClasses, myVehicle, Checkupgrades,deploycar;

}

simulated function PreBeginPlay() {

       SetTimer(1.0,true);

Super.PreBeginPlay();

NextCheckTime = Level.TimeSeconds + 1; UpgradeCheckTime = NextCheckTime; } function PostBeginPlay() { local int ic;

Super.PostBeginPlay();

if (myMut == None) { mymut=class'mutSentaddon'.static.GetsentMutator(Level.Game); }

if (myMut != None) { if(mymut.vehAdded.length > vehadded.length) {

       		if(vehadded.length < mymut.vehAdded.length)
        		{ // reinforce data from client side
       		 vehadded.insert(0,mymut.vehadded.length);
       			}

for(ic = 0; ic < mymut.vehAdded.Length; ic++) {

           		vehadded[ic]=mymut.Vehadded[ic];
           		}
       	}
       	else
       	{
       	log("mutator preset parts");
       	}

if(mymut.bdeploycars || bdeploycars) { bdeploycars=true;

if(configvehiclelist.length < mymut.configvehiclelist.length)

        	{ // reinforce data from client side
       		 configvehiclelist.insert(0,mymut.configvehiclelist.length);

for(ic = 0; ic < mymut.configvehiclelist.Length; ic++) {

           			configvehiclelist[ic]=mymut.configvehiclelist[ic];

}

}

} } else {

   log("vehicle gun error no parts");

}

if((Role < ROLE_Authority) && (vehAdded.length > 0)) LoadUpgrades();

}

function Checkupgrades() { local int ic;

if (myMut == None) { mymut=class'mutSentaddon'.static.GetsentMutator(Level.Game); }

if (myMut != None) { if(mymut.vehAdded.length > vehadded.length) {

       	 if(vehadded.length < mymut.vehAdded.length)
        	 { // reinforce data from client side
         	 vehadded.insert(0,mymut.vehadded.length);
       	 }

for(ic = 0; ic < mymut.vehAdded.Length; ic++) {

       	vehadded[ic]=mymut.Vehadded[ic];
       	}

} if(mymut.bdeploycars || bdeploycars) { bdeploycars=true; } if(configvehiclelist.length < mymut.configvehiclelist.length)

        		{ // reinforce data from client side
       		 configvehiclelist.insert(0,mymut.configvehiclelist.length);

for(ic = 0; ic < mymut.configvehiclelist.Length; ic++) {

           			configvehiclelist[ic]=mymut.configvehiclelist[ic];

} }

else {

  	log("vehicle gun error no parts");

}

}

} function GiveTo(Pawn Other, optional Pickup Pickup) { Super.GiveTo(Other, Pickup);

if(Role == ROLE_Authority && Instigator != None && Instigator.Controller.IsA('Bot')) { NextCheckTime = Level.TimeSeconds + 5; //Never deploy right away. BodgedBot = Bot(Instigator.Controller); } } simulated function onsvehicle SentinelInRange(float Range, bool bOnlyOwn, optional bool bAny) { local Vector HitLocation, HitNormal; local Actor A; local Vector X, Y, Z;

local bool bSameTeam;

GetViewAxes(X, Y, Z); foreach TraceActors(class'Actor', A, HitLocation, HitNormal, Instigator.Location + X * Range, Instigator.Location) { if(A == None) continue;

if(A.bWorldGeometry) return None;

if(A.IsA('onsvehicle')) { return onsvehicle(A); } }

return None; }

simulated function bool HasAmmo() { return true; } //Make bots really want this. //Bots should never try to wield the weapon. function float GetAIRating() { return 0; } // by vaptor we destroy the old car and eject the peeps so they don't die // then we register a new old vehicle with the server //Simulated Function RegisterOwner(Onsvehicle newvehicle) //{ //} //================ ok this is the hard part =========== works 100% simulated function setupdriverweapon(onsvehicle upgradervehicle, class<onsweapon> newWeapon ,int i) { local name xb; // bone local bool bkilled;

bkilled=false;

if(upgradervehicle.Weapons[i] == none && !bkilled) { Instigator.ReceiveLocalizedMessage(class'HELMessage', 8); return; // prevents it from applying to non existant slots } if(upgradervehicle.Weapons[i] != none && !bkilled) { upgradervehicle.Weapons[i].destroy(); bkilled=true; } // means there was a weapon that we destroyed if(bkilled) { XB=upgradervehicle.Default.DriverWeapons[i].WeaponBone;

           // Spawn the new Weapon
           upgradervehicle.Weapons[i] = upgradervehicle.spawn(newweapon, upgradervehicle,, upgradervehicle.Location, rot(0,0,0));
           upgradervehicle.AttachToBone(upgradervehicle.Weapons[i], XB);
       if (!upgradervehicle.Weapons[i].bAimable)
               upgradervehicle.Weapons[i].CurrentAim = rot(0,32768,0);
       }
   	if (upgradervehicle.ActiveWeapon < upgradervehicle.Weapons.length)
   	{
           upgradervehicle.PitchUpLimit = upgradervehicle.Weapons[upgradervehicle.ActiveWeapon].PitchUpLimit;
           upgradervehicle.PitchDownLimit = upgradervehicle.Weapons[upgradervehicle.ActiveWeapon].PitchDownLimit;
   	}

upgradervehicle.Weapons[i].team=Instigator.getTeamnum(); upgradervehicle.SetTeamNum(Instigator.getTeamnum()); upgradervehicle.TeamChanged(); } //============== ok driver weapon setup is ready now this part gets messy ======== simulated function setuppasweapon(onsvehicle upgradervehicle, class<onsweapon> newpaswep, int i) { local bool bkilled;

bkilled=false;

if(upgradervehicle.WeaponPawns[i] == none && !bkilled) { Instigator.ReceiveLocalizedMessage(class'HELMessage', 8); return; // prevents it from applying to non existant slots } if(upgradervehicle.WeaponPawns[i].gun != none && !bkilled) { upgradervehicle.WeaponPawns[i].gun.destroy(); bkilled=true; }

       // Spawn the Passenger Weapons
           // Spawn WeaponPawn

if(bkilled) {

           upgradervehicle.WeaponPawns[i].gun = upgradervehicle.WeaponPawns[i].spawn(newpaswep,upgradervehicle.WeaponPawns[i],,upgradervehicle.WeaponPawns[i].Location);
           upgradervehicle.WeaponPawns[i].AttachToVehicle(upgradervehicle,upgradervehicle.PassengerWeapons[i].WeaponBone);
           upgradervehicle.WeaponPawns[i].ObjectiveGetOutDist = upgradervehicle.ObjectiveGetOutDist;

} upgradervehicle.WeaponPawns[i].gun.team=Instigator.getTeamnum(); upgradervehicle.SetTeamNum(Instigator.getTeamnum()); upgradervehicle.TeamChanged(); } //Change ammo icon do indicate which type of Sentinel may be spawned. simulated event WeaponTick(float dt) { local int ViewPitch; local class<Ammunition> A;

ViewPitch = Instigator.GetViewRotation().Pitch;

if(level.timeseconds > nextgain) { if(repammo < 4) RepAmmo+=1;

nextGain=level.timeseconds+2; }

A = GetAmmoClass(0);

if(A != None) { if(ViewPitch > 1124 && ViewPitch < 31744) { A.Default.IconMaterial=Finalblend'ammoslothel'; A.Default.IconCoords.X1 = 32; A.Default.IconCoords.Y1 = 32; A.Default.IconCoords.X2 = 96; A.Default.IconCoords.Y2 = 96; }

               else

{ A.Default.IconMaterial=FinalBlend'ammoslotsentNO'; A.Default.IconCoords.X1 = 0; A.Default.IconCoords.y1 = 0; A.Default.IconCoords.x2 = 64; A.Default.IconCoords.y2 = 64; } }

} simulated function PostnetBeginPlay() { Super.PostBeginPlay();

if(Role == ROLE_Authority) LoadUpgrades(); } simulated Function Loadupgrades() { local int ic;

         if(vehadded.length > driverUpgradeClasses.length)
        { // reinforce data from client side
        driverUpgradeClasses.insert(0,vehadded.length);

for(ic = 0; ic < vehAdded.Length; ic++) {

           		AddToUpgradeList(ic,vehadded[ic]);
           		}
       }

} simulated function DoUpgrade( int i, optional class<onsweapon> driveUpgrade, optional class<onsweapon> pasUpgrade) { local onsvehicle SentinelToUpgrade; if(!bAllowUpgrades) { warn("Tried to add an upgrade but they are disabled."); return; } if(DriveUpgrade == None && pasupgrade == none) { warn("Tried to add an upgrade that doesn't exist."); return; } SentinelToUpgrade = SentinelInRange(class'mechFire'.Default.UpgradeRange, true); if(SentinelToUpgrade == None) { Instigator.ReceiveLocalizedMessage(class'HELMessage', 9); return; } if(AmmoAmount(0) < 20) { Instigator.ReceiveLocalizedMessage(class'HELMessage', 8); return; } if(driveupgrade == class'onslinkableweapon' || pasupgrade == class'onslinkableweapon' ) { return; }

if(driveupgrade != none) { if(AmmoAmount(0) > 20) { setupdriverweapon(SentinelToUpgrade,driveUpgrade,I); ConsumeAmmo(0,20); } } else { if(AmmoAmount(0) > 20) { setuppasweapon(SentinelToUpgrade,pasUpgrade,I); ConsumeAmmo(0,20); } } } function Tick(float DeltaTime) { local name BotState, BotOrders;

if(Level.TimeSeconds >= UpgradeCheckTime) { UpgradeCheckTime = Level.TimeSeconds + 1; mechFire(FireMode[0]).DoStuffe(); } if(BodgedBot == None || Level.Game.bGameEnded) return; if(Level.TimeSeconds >= NextCheckTime && VSize(Instigator.Velocity) < 1) { NextCheckTime = Level.TimeSeconds + 1; } } simulated Function DeployCar(class<onsvehicle> Type, int RequiredAmmo ) { local int AmmoConsume; local int zx; local Vector X, Y, Z; local Vector DeployLocation;

if ( !Level.Game.bAllowVehicles) { Level.Game.bAllowVehicles=true; }

GetViewAxes(X, Y, Z); if(requiredammo > 200) { requiredammo=150; } if(killscan(type.default.CollisionRadius) && AmmoAmount(0) >= RequiredAmmo) {

IF(oldVehicle != none)
{

if(oldvehicle.Driver != none) { oldVehicle.EjectDriver();

if(oldvehicle.weaponpawns.length > 0) { for (zx = 0; zx < oldvehicle.WeaponPawns.length; zx++) { oldvehicle.WeaponPawns[zx].EjectDriver(); oldvehicle.WeaponPawns[zx].Died(None, class'DamageType', oldvehicle.Location); } oldvehicle.WeaponPawns.length = 0; }

oldvehicle.Died(None, class'DamageType', oldvehicle.Location); oldVehicle=none; }

}
if(oldvehicle == none)//seems to work but won't spawn
{
DeployLocation = Instigator.Location + (X * (20.0 + type.default.CollisionRadius)) + (z * type.default.collisionheight);
OldVehicle= Spawn(type,,, DeployLocation, rot(0, -16384, 0));
ConsumeAmmo(0,RequiredAmmo);
}

} }

simulated function NewDrawWeaponInfo(Canvas Canvas, float YPos) { local PlayerController PC;

PC = PlayerController(Instigator.Controller);

if(PC == None) return;

HudBase(PC.myHUD).TargetMaterial = finalblend'Targetcores';

HudBase(PC.myHUD).TargetMaterial = HudBase(PC.myHUD).Default.TargetMaterial; } //============================================================================= // Utility functions: //============================================================================= //Upgrades are replicated to clients here. simulated function AddToUpgradeList(int i, class<onsweapon> NextDriverClass) { if(nextDriverClass != none) driverUpgradeClasses[i] = NextDriverClass; // found a way to make it only need this data! } static function int GetCost(class<onsvehicle> vehiclewanted,int total) { local int totalother; local float divspd;

// use percentage logic crud this may be too much math if(vehiclewanted != none) { totalother=vehiclewanted.default.GroundSpeed + vehiclewanted.default.airSpeed + vehiclewanted.default.mass + vehiclewanted.default.health; } divspd=total/200; // use to subtract from other values //log(total); return(totalother/divspd); } simulated function BringUp(optional Weapon PrevWeapon) {

   Super.BringUp(PrevWeapon);

} simulated function bool PutDown() {

   if ( Super.PutDown() )
   {

GotoState(); return true; } return false; }

function bool killscan(int radu) // new code for telefragchecking by vaptor { local vector checklocation,scy; local Vector X, Y, Z, HitLocation, HitNormal; local actor victimizedactor;

GetViewAxes(X, Y, Z);

checkLocation = Instigator.Location + X * 100; scy.x=radu; scy.y=radu; scy.z=16; Victimizedactor = Trace(HitLocation, HitNormal, checkLocation, Instigator.Location , true, scy);

// set it false first

if(victimizedActor != none) { if(victimizedActor.isa('Pawn')) { if(pawn(victimizedActor) != none) { if(pawn(victimizedActor).Controller.SameTeamAs(Instigator.Controller) ) // confirmed! stop them now! { return false; } else { return true; } } else { return true; }

}

} return true; } defaultproperties {

    bAllowUpgrades=True
    upgraderange=1200.000000
    FireModeClass(0)=Class'sentsv12.mechFire'
    FireModeClass(1)=Class'sentsv12.mechlaunchFire'
    IdleAnim="Idle"
    SelectAnim="Select"
    SelectSound=Sound'WeaponSounds.Misc.shieldgun_change'
    SelectForce="ShieldGun_change"
    AIRating=1.500000
    CurrentRating=1.500000
    Description="NEW weapon technology useing thinking machines to provide general support for soldiers"
    EffectOffset=(X=70.000000,Y=10.000000)
    SmallViewOffset=(X=23.000000,Y=6.000000,Z=-6.000000)
    CenteredOffsetY=-5.000000
    CenteredRoll=5000
    CenteredYaw=-300
    CustomCrosshair=31
    CustomCrossHairColor=(G=0,R=0)
    CustomCrossHairTextureName="AS_FX_TX.Icons.OBJ_Destroy_Tex"
    InventoryGroup=8
    GroupOffset=158
    PlayerViewOffset=(X=11.000000)
    BobDamping=1.575000
    AttachmentClass=Class'sentsv12.mechAttach'
    IconMaterial=FinalBlend'AS_FX_TX.Icons.OBJ_HellBender_FB'
    IconCoords=(X2=64,Y2=64)
    ItemName="VehicleMechanic"
    Mesh=SkeletalMesh'Weapons.BallLauncher_1st'
    DrawScale=0.400000
    Skins(0)=Combiner'sentsv12.Beams.ANGLETRAILxx'
    Skins(1)=FinalBlend'sentsv12.Beams.casedvortex'
    Skins(2)=Shader'sentsv12.Beams.coilshader'

}

</uscript>