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// ==================================================================== // Class: BonusPack.xMutantGame // // Main 'Mutant' game type tab. Basic idea: // - When there is no existing mutant, first blood mutates. // - Everyone else must hunt down the mutant - you can't kill each other. You get a radar to find them. // - If you kill the mutant, you mutate. // - Mutant gets invisibility, agility and regen based on number of other players. // // Written by James Golding // (c) 2002, Epic Games, Inc. All Rights Reserved // ==================================================================== #exec OBJ LOAD FILE=XGameShaders.utx #exec OBJ LOAD FILE=MutantSkins.utx #exec OBJ LOAD FILE=InterfaceContent.utx class xMutantGame extends xDeathMatch; // Settings var() Material MutantMaterial; // Internal var Controller CurrentMutant; var Controller CurrentBottomFeeder; var float RegenTimeCarryOver; var() float DegenInterval; //var() InterpCurve RegenRate; // Health mutant gets each second as a function of other players var() int MultiKillBonus; // Additional points for each level of multi-kill var() int BaseKillScore; // Basic number of points for a kill var() int MutantSuicidePenalty; // When the mutant suicides, number of points they lose var() int MaxMultiKillScore; // Cap on multi-kill score var() int MutantKillHealthBonus; // Health the mutant gets for killing someone var() int BottomFeederKillScore; // Points the mutant gets for killing the bottom feeder var() config bool bEnableBottomFeeder; var localized string MutPropText; var localized string MutDescText; function bool WantsPickups(bot B) { return (B != CurrentMutant); } static function PrecacheGameTextures(LevelInfo myLevel) { Super.PrecacheGameTextures(myLevel); myLevel.AddPrecacheMaterial(class'HUDMutant'.default.BottomFeederIcon); myLevel.AddPrecacheMaterial(Material'MutantSkins.Cellular_0'); myLevel.AddPrecacheMaterial(Material'TeamSymbols.TeamBeaconT'); myLevel.AddPrecacheMaterial(Material'InterfaceContent.BorderBoxD'); } static function PrecacheGameAnnouncements(AnnouncerVoice V, bool bRewardSounds) { Super.PrecacheGameAnnouncements(V,bRewardSounds); if ( !bRewardSounds ) { V.PrecacheSound('you_have_mutated'); V.PrecacheSound('new_mutant'); V.PrecacheSound('bottom_feeder'); } } /* OBSOLETE UpdateAnnouncements() - preload all announcer phrases used by this actor */ simulated function UpdateAnnouncements() {} event Tick(float deltaSeconds) { local xMutantPawn p; Super.Tick(deltaSeconds); if(CurrentMutant == None) return; p = xMutantPawn(CurrentMutant.Pawn); // Regenrate the Mutant RegenTimeCarryOver += deltaSeconds; while(RegenTimeCarryOver > DegenInterval) { p.MutantDamage(); RegenTimeCarryOver -= DegenInterval; } } // Parse options for this game type event InitGame( string Options, out string Error ) { local string InOpt; Super.InitGame(Options, Error); // Should we enable bottom feeders InOpt = ParseOption( Options, "BottomFeeder"); if(InOpt != "") { log("BottomFeeder: "$bool(InOpt)); bEnableBottomFeeder=bool(InOpt); } } function int ComparePRI(PlayerReplicationInfo PRI1, PlayerReplicationInfo PRI2) { // Highest score is best if(PRI1.Score > PRI2.Score) return 1; else if(PRI1.Score < PRI2.Score) return -1; // Least deaths is best if(PRI1.Deaths > PRI2.Deaths) return -1; else if(PRI1.Deaths < PRI2.Deaths) return 1; // Most recent start time is best if(PRI1.StartTime > PRI2.StartTime) return 1; else if(PRI1.StartTime < PRI2.StartTime) return -1; // Just can't decide... return 0; } // When someone scores, update the list of 'bottom feeders' function UpdateBottomFeeder() { local int i; local PlayerReplicationInfo myPRI; local Controller oldBF; local PlayerController Player; oldBF = CurrentBottomFeeder; CurrentBottomFeeder = None; if(!bEnableBottomFeeder) return; for(i=0; i<GameReplicationInfo.PRIArray.Length; i++) { myPRI = GameReplicationInfo.PRIArray[i]; // Spectators/mutant can't be BF if( myPRI.bOnlySpectator || (CurrentMutant != None && myPRI == CurrentMutant.PlayerReplicationInfo) ) continue; if(CurrentBottomFeeder == None) CurrentBottomFeeder = Controller(myPRI.Owner); else { // Compare current BF with this PRI. If its worse, make it the new BF. if( ComparePRI(CurrentBottomFeeder.PlayerReplicationInfo, myPRI) > 0 ) CurrentBottomFeeder = Controller(myPRI.Owner); } } // Set the BF PRI into the Mutant GRI if(CurrentBottomFeeder != None) MutantGameReplicationInfo(GameReplicationInfo).BottomFeederPRI = CurrentBottomFeeder.PlayerReplicationInfo; else MutantGameReplicationInfo(GameReplicationInfo).BottomFeederPRI = None; // Dont send messages once game is over. if( IsInState('MatchOver') ) return; // If its a new bottom feeder - send messages to new and old if(CurrentBottomFeeder != oldBF) { // 'No Longer Bottom Feeder' message if(oldBF != None) { Player = PlayerController(oldBF); if(Player != None) Player.ReceiveLocalizedMessage(class'BonusPack.MutantMessage', 4); } // 'New Bottom Feeder' message if(CurrentBottomFeeder != None) { Player = PlayerController(CurrentBottomFeeder); if(Player != None) Player.ReceiveLocalizedMessage(class'BonusPack.MutantMessage', 3); } } //Log( "FEEDER: "$CurrentBottomFeeder.PlayerReplicationInfo.PlayerName ); } function bool IsBottomFeeder(Controller C) { if(C == None) return false; if(C == CurrentBottomFeeder) return true; return false; } // Send message stating current Mutant situation to single client. function SendCurrentMutantMessage(PlayerController Player) { // Dont send messages once game is over. if( IsInState('MatchOver') ) return; if(CurrentMutant == None) Player.ReceiveLocalizedMessage(class'BonusPack.MutantMessage', 2); else { if(Player == CurrentMutant) Player.ReceiveLocalizedMessage(class'BonusPack.MutantMessage', 0); else Player.ReceiveLocalizedMessage(class'BonusPack.MutantMessage', 1, CurrentMutant.PlayerReplicationInfo); } } // Send message stating current Mutant situation to all clients. function SendAllCurrentMutantMessage() { local Controller P; local PlayerController Player; // Dont send messages once game is over. if( IsInState('MatchOver') ) return; for(P = Level.ControllerList; P != None; P = P.nextController) { Player = PlayerController(P); if (Player != None) { SendCurrentMutantMessage(Player); } } } function float RatePlayerStart(NavigationPoint N, byte Team, Controller Player) { local PlayerStart P; local float Score; Score = Super.RatePlayerStart(N,Team,Player); // If there is a Mutant around - pick a start point a distance away. if(Player != None && CurrentMutant != None) { P = PlayerStart(N); if ( P != None ) Score += 10 * VSize(P.Location - CurrentMutant.Pawn.Location); } return Score; } function RandomTeleportMutant(Controller Pred, xPawn PredPawn) { local NavigationPoint N; local PlayerController pcPred; N = FindPlayerStart(Pred); if(N == None) { Log("Could not teleport Mutant"); return; } Pred.SetLocation(N.Location); Pred.SetRotation(N.Rotation); PredPawn.SetLocation(N.Location); PredPawn.SetRotation(N.Rotation); PredPawn.Velocity = vect(0,0,0); Pred.ClientSetLocation(N.Location, N.Rotation); // Flash clients screen purple pcPred = PlayerController(Pred); if(pcPred != None) pcPred.ClientFlash(0.1, vect(700,0,700)); } function EquipMutant(xPawn PredPawn) { local Inventory Inv; PredPawn.CreateInventory("XWeapons.BioRifle"); PredPawn.CreateInventory("XWeapons.FlakCannon"); PredPawn.CreateInventory("XWeapons.LinkGun"); PredPawn.CreateInventory("XWeapons.Minigun"); PredPawn.CreateInventory("XWeapons.RocketLauncher"); PredPawn.CreateInventory("XWeapons.ShockRifle"); PredPawn.CreateInventory("XWeapons.SniperRifle"); for( Inv=PredPawn.Inventory; Inv!=None; Inv=Inv.Inventory ) if ( Weapon(Inv) != None ) Weapon(Inv).SuperMaxOutAmmo(); } function SetMutant(Controller Pred, xPawn PredPawn, bool isPred) { local Inventory Inv; local UnrealPlayer uPred; if(isPred) { // Invisibility PredPawn.SetInvisibility(2000000.0); if(!PredPawn.IsA('xMutantPawn')) Log("NON MUTANT PAWN"); // This will trigger glowy effect //xMutantPawn(PredPawn).bMutantEffect = true; // Agility combo PredPawn.AirControl = PredPawn.Default.AirControl * 1.5; PredPawn.GroundSpeed = PredPawn.Default.GroundSpeed * 1.5; PredPawn.WaterSpeed = PredPawn.Default.WaterSpeed * 1.5; PredPawn.AirSpeed = PredPawn.Default.AirSpeed * 1.5; PredPawn.JumpZ = PredPawn.Default.JumpZ * 1.5; // Give the mutant something to start with. PredPawn.GiveHealth(150, 150); PredPawn.AddShieldStrength(100); // Give the mutant weapons EquipMutant(PredPawn); // Dont let Mutant use or pickup Adrenaline. // Also, make sure they have at most 99 adrenaline, so they can't perform combos. Pred.bAdrenalineEnabled = false; Pred.Adrenaline = FMin(99, Pred.Adrenaline); // Teleport new Mutant to somewhere in the level. RandomTeleportMutant(Pred, PredPawn); // Triple jump //PredPawn.MaxMultiJump = 2; //PredPawn.MultiJumpBoost = 50; // Reset regen clock RegenTimeCarryOver = 0.0; // Set Berserk on if (PredPawn.Weapon != None) PredPawn.Weapon.StartBerserk(); PredPawn.bBerserk = true; } else { // Turn invisible off PredPawn.SetInvisibility(0.0); // Turn off glowy effect //xMutantPawn(PredPawn).bMutantEffect = false; //PredPawn.InvisMaterial = class'xpawn'.default.InvisMaterial; // Turn off agility Level.Game.SetPlayerDefaults(PredPawn); // Back to just double jump //PredPawn.MaxMultiJump = 1; //PredPawn.MultiJumpBoost = 25; // Re-enable adrenaline Pred.bAdrenalineEnabled = true; // Turn Berserk off for( Inv=PredPawn.Inventory; Inv!=None; Inv=Inv.Inventory ) { if (Inv.IsA('Weapon')) Weapon(Inv).StopBerserk(); } PredPawn.bBerserk = false; } // Re-zero multi kill level whenever you transform uPred = UnrealPlayer(Pred); if(uPred != None) uPred.MultiKillLevel = 0; } function NotifyKilled(Controller Killer, Controller Other, Pawn OtherPawn) { local xPawn xKiller, xOther; Super.NotifyKilled(Killer, Other, OtherPawn); // If no-one died - no nothing if(Other == None) return; // Get xPawns involved if(Other.Pawn != None) xOther = xPawn(Other.Pawn); if(Killer != None && Killer.Pawn != None) xKiller = xPawn(Killer.Pawn); // If there was no Mutant (ie were in FFA) if( CurrentMutant == None ) { // As long as this wasn't a suicide, and the killer is still alive, make the killer the Mutant. if(Killer != None && Killer != Other && xKiller != None && xKiller.Health > 0) { CurrentMutant = Killer; MutantGameReplicationInfo(GameReplicationInfo).MutantPRI = CurrentMutant.PlayerReplicationInfo; SetMutant(Killer, xKiller, true); SendAllCurrentMutantMessage(); } } // If it was the Mutant that was killed, decide what to do. else if( Other == CurrentMutant ) { // If the Mutant killed themselves or suicided, enter FFA again if( Killer == None || Killer == Other ) { CurrentMutant = None; MutantGameReplicationInfo(GameReplicationInfo).MutantPRI = None; SetMutant(Other, xOther, false); SendAllCurrentMutantMessage(); } else if(xKiller != None && xKiller.Health > 0) // Make the killer the mutant - if they are still alive { SetMutant(Other, xOther, false); CurrentMutant = Killer; MutantGameReplicationInfo(GameReplicationInfo).MutantPRI = CurrentMutant.PlayerReplicationInfo; SetMutant(Killer, xKiller, true); SendAllCurrentMutantMessage(); } else // Mutual kill - free for all { CurrentMutant = None; MutantGameReplicationInfo(GameReplicationInfo).MutantPRI = None; SetMutant(Other, xOther, false); SendAllCurrentMutantMessage(); } } else { // If this the Mutant killing another player, give them back some health. if(Killer == CurrentMutant && Other.bIsPlayer) { xKiller.GiveHealth(MutantKillHealthBonus, 150); } } // Update list of bottom players when someone scores UpdateBottomFeeder(); } // Don't let the Mutant pick up adrenaline, health or armor. function bool PickupQuery( Pawn Other, Pickup item ) { local byte bAllowPickup; if(Other.Controller == CurrentMutant) { //if( item.IsA('AdrenalinePickup') || item.IsA('UDamagePack') ) if( item.IsA('AdrenalinePickup') || item.IsA('UDamagePack') || item.IsA('TournamentHealth') || item.IsA('ShieldPickup') ) return false; } if ( (GameRulesModifiers != None) && GameRulesModifiers.OverridePickupQuery(Other, item, bAllowPickup) ) return (bAllowPickup == 1); if ( Other.Inventory == None ) return true; else return !Other.Inventory.HandlePickupQuery(Item); } // see if this score means the game ends function CheckScore(PlayerReplicationInfo Scorer) { if ( CheckMaxLives(Scorer) ) return; if ( (GameRulesModifiers != None) && GameRulesModifiers.CheckScore(Scorer) ) return; if ( (Scorer != None) && (bOverTime || (GoalScore > 0)) && (Scorer.Score >= GoalScore) ) EndGame(Scorer,"fraglimit"); } function ScoreKill(Controller Killer, Controller Other) { local PlayerReplicationInfo OtherPRI; local UnrealPlayer uKiller; local int KillScore; // Check if we have used up all our lives OtherPRI = Other.PlayerReplicationInfo; if ( OtherPRI != None ) { OtherPRI.NumLives++; if ( (MaxLives > 0) && (OtherPRI.NumLives >=MaxLives) ) OtherPRI.bOutOfLives = true; } // Do suitable taunt! if ( bAllowTaunts && (Killer != None) && (Killer != Other) && Killer.AutoTaunt() && (Killer.PlayerReplicationInfo != None) && (Killer.PlayerReplicationInfo.VoiceType != None) ) { if( Killer.IsA('PlayerController') ) Killer.SendMessage(OtherPRI, 'AUTOTAUNT', Killer.PlayerReplicationInfo.VoiceType.static.PickRandomTauntFor(Killer, false, false), 10, 'GLOBAL'); else Killer.SendMessage(OtherPRI, 'AUTOTAUNT', Killer.PlayerReplicationInfo.VoiceType.static.PickRandomTauntFor(Killer, false, true), 10, 'GLOBAL'); } // Score negative for suicide if( (killer == Other) || (killer == None) ) { if ( OtherPRI != None ) { if(Other == CurrentMutant) Other.PlayerReplicationInfo.Score -= MutantSuicidePenalty; // Mutant loses a third of their score if they suicide else Other.PlayerReplicationInfo.Score -= BaseKillScore; // Ordinary players lose normal kill amount Other.PlayerReplicationInfo.NetUpdateTime = Level.TimeSeconds - 1; if (GameStats!=None) GameStats.ScoreEvent(Other.PlayerReplicationInfo,-1,"self_frag"); } } else if ( killer.PlayerReplicationInfo != None ) { Killer.PlayerReplicationInfo.NetUpdateTime = Level.TimeSeconds - 1; if(CurrentMutant != None) // Mutant present { if(Other == CurrentMutant) // Mutant was killed { if ( OtherPRI != None ) KillScore = 0.5 * (OtherPRI.Score - Killer.PlayerReplicationInfo.Score); KillScore = Max(KillScore, BaseKillScore); //Log("KILLED MUTANT: "$KillScore); Killer.PlayerReplicationInfo.Score += KillScore; if (GameStats!=None) GameStats.ScoreEvent(Killer.PlayerReplicationInfo,1,"frag"); } else if(Killer == CurrentMutant) // Mutant killed someone { uKiller = UnrealPlayer(Killer); if(uKiller != None) { //Log("MUTANT KILL: "$BaseKillScore + (uKiller.MultiKillLevel * MultiKillBonus)); // If the mutant killed the bottom feeder, they get a special score // Otherwise - score base on multi-kill level if( IsBottomFeeder(Other) ) Killer.PlayerReplicationInfo.Score += BottomFeederKillScore; else Killer.PlayerReplicationInfo.Score += Min( BaseKillScore + (uKiller.MultiKillLevel * MultiKillBonus), MaxMultiKillScore ); } else { //Log("MUTANT KILL: "$BaseKillScore); Killer.PlayerReplicationInfo.Score += BaseKillScore; // FIXME: Give bots multi-kill bonus? } if (GameStats!=None) GameStats.ScoreEvent(Killer.PlayerReplicationInfo,1,"frag"); } else if( IsBottomFeeder(Killer) ) { //Log("BOTTOM FEEDER KILL: "$BaseKillScore); Killer.PlayerReplicationInfo.Score += BaseKillScore; if (GameStats!=None) GameStats.ScoreEvent(Killer.PlayerReplicationInfo,1,"frag"); } } else if(CurrentMutant == None) // FFA Kill { Killer.PlayerReplicationInfo.Score += BaseKillScore; if (GameStats!=None) GameStats.ScoreEvent(Killer.PlayerReplicationInfo,1,"frag"); } } // Let the game rules modify the score as well if ( GameRulesModifiers != None ) GameRulesModifiers.ScoreKill(Killer, Other); // Check if this means the end of the match if (Killer != None) CheckScore(Killer.PlayerReplicationInfo); if ( (killer == None) || (Other == None) ) return; // Adjust bot skills if desired if ( bAdjustSkill && (killer.IsA('PlayerController') || Other.IsA('PlayerController')) ) { if ( killer.IsA('AIController') ) AdjustSkill(AIController(killer), PlayerController(Other),true); if ( Other.IsA('AIController') ) AdjustSkill(AIController(Other), PlayerController(Killer),false); } } // function int ReduceDamage( int Damage, pawn injured, pawn instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType ) { // If there is a Mutant - disable friendly fire (except for bottom feeder). if( CurrentMutant != None && (injured != None && injured.Controller != CurrentMutant) && (instigatedBy != None && instigatedBy.Controller != CurrentMutant) && !IsBottomFeeder(instigatedBy.Controller) ) return 0; // Regular damage evaluation return Super.ReduceDamage(Damage, injured, instigatedBy, HitLocation, Momentum, DamageType); } // Change the default pawn class to xMutantPawn on login. event PlayerController Login( string Portal, string Options, out string Error ) { local PlayerController pc; pc = Super.Login(Portal, Options, Error); if(pc != None) { pc.PawnClass = class'BonusPack.xMutantPawn'; xPlayer(pc).ComboNameList[3] = ""; // Remove invis combo from players list. } return pc; } event PostLogin( PlayerController NewPlayer ) { Super.PostLogin(NewPlayer); // Update list of bottom players when someone joins UpdateBottomFeeder(); } // If the Mutant leaves - put things back into FFA function Logout(Controller Exiting) { local xPawn xExit; if ( Exiting == CurrentMutant ) { if( Exiting.Pawn != None ) xExit = xPawn(Exiting.Pawn); if( xExit != None ) SetMutant(Exiting, xExit, false); CurrentMutant = None; MutantGameReplicationInfo(GameReplicationInfo).MutantPRI = None; SendAllCurrentMutantMessage(); } // Update list of bottom players when someone leaves UpdateBottomFeeder(); Super.Logout(Exiting); } // So bots dont try and do invis combo function string RecommendCombo(string ComboName) { local float R; // Change combo if its invisibility. if( ComboName == "xGame.ComboInvis" ) { R = FRand(); if( R < 0.33 ) ComboName = "xGame.ComboSpeed"; else if( R > 0.66 ) ComboName = "xGame.ComboBerserk"; else ComboName = "xGame.ComboDefense"; } return Super.RecommendCombo(ComboName); } // Set bot pawn class function Bot SpawnBot(optional string botName) { local Bot B; B = Super.SpawnBot(botName); if(B != None) { B.PawnClass = class'BonusPack.xMutantPawn'; } // Update list of bottom players when a bot joins UpdateBottomFeeder(); return B; } static function FillPlayInfo(PlayInfo PI) { Super.FillPlayInfo(PI); PI.AddSetting(default.GameGroup, "bEnableBottomFeeder", default.MutPropText, 40, 1, "Check",,,,True); } static event string GetDescriptionText(string PropName) { switch (PropName) { case "bEnableBottomFeeder": return default.MutDescText; } return Super.GetDescriptionText(PropName); } function GetServerDetails(out ServerResponseLine ServerState) { local int i; Super.GetServerDetails(ServerState); i = ServerState.ServerInfo.Length; ServerState.ServerInfo.Length = i + 1; ServerState.ServerInfo[i].Key = "bEnableBottomFeeder"; ServerState.ServerInfo[i].Value = Locs(bEnableBottomFeeder); } defaultproperties { MapListType="BonusPack.MapListMutant" HUDType="BonusPack.HudMutant" DeathMessageClass=class'xGame.xDeathMessage' ScoreBoardType="BonusPack.MutantScoreboard" GameReplicationInfoClass=class'BonusPack.MutantGameReplicationInfo' DefaultEnemyRosterClass="XGame.xDMRoster" DMSquadClass=class'BonusPack.MutSquadAI' GameName="Mutant" GoalScore=20 ScreenShotName="UT2004Thumbnails.MutantShots" DecoTextName="BonusPack.MutantGame" MutantMaterial=FinalBlend'XGameShaders.InvisFinal' Acronym="MUT" MapPrefix="DM" //RegenRate=(Points=((InVal=0,OutVal=0),(InVal=16,OutVal=5),(InVal=32,OutVal=5))) DegenInterval=0.8 MultiKillBonus=1 BaseKillScore=2 MutantSuicidePenalty=4 MaxMultiKillScore=4 BottomFeederKillScore=5 MutantKillHealthBonus=25 bEnableBottomFeeder=true MutPropText="Enable BottomFeeder" MutDescText="If enabled, the player with the lowest score is the BottomFeeder, and can kill other players." Description="The first player to score a frag becomes the Mutant. Everyone else hunts the Mutant, as by killing the mutant, a player becomes the mutant, with superhuman powers. The player with the lowest score is the Bottom Feeder. He can also kill other players." } |
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