Core.Object | +--Engine.Actor | +--Engine.Inventory | +--Engine.Pickup | +--UnrealShare.WeaponPowerUp
Sound
PowerUpSounds[4]
void
Touch(Actor Other)
BeginState()
00001 //============================================================================= 00002 // WeaponPowerUp. 00003 //============================================================================= 00004 class WeaponPowerUp extends Pickup; 00005 00006 #exec MESH IMPORT MESH=WeaponPowerUpMesh ANIVFILE=MODELS\dpower_a.3D DATAFILE=MODELS\dpower_d.3D MLOD=0 00007 #exec MESH ORIGIN MESH=WeaponPowerUpMesh X=0 Y=0 Z=0 YAW=64 00008 #exec MESH SEQUENCE MESH=WeaponPowerUpMesh SEQ=All STARTFRAME=0 NUMFRAMES=20 00009 #exec MESH SEQUENCE MESH=WeaponPowerUpMesh SEQ=AnimEnergy STARTFRAME=0 NUMFRAMES=20 00010 #exec TEXTURE IMPORT NAME=aPower1 FILE=MODELS\dpower.PCX GROUP="Skins" 00011 #exec OBJ LOAD FILE=Textures\fireeffect22.utx PACKAGE=UnrealShare.Effect22 00012 #exec MESHMAP SCALE MESHMAP=WeaponPowerUpMesh X=0.05 Y=0.05 Z=0.10 00013 #exec MESHMAP SETTEXTURE MESHMAP=WeaponPowerUpMesh NUM=1 TEXTURE=aPower1 TLOD=5 00014 #exec MESHMAP SETTEXTURE MESHMAP=WeaponPowerUpMesh NUM=0 TEXTURE=UnrealShare.Effect22.FireEffect22 00015 00016 #exec AUDIO IMPORT FILE="Sounds\dispersion\number1.WAV" NAME="number1" GROUP="Dispersion" 00017 #exec AUDIO IMPORT FILE="Sounds\dispersion\number2.WAV" NAME="number2" GROUP="Dispersion" 00018 #exec AUDIO IMPORT FILE="Sounds\dispersion\number3.WAV" NAME="number3" GROUP="Dispersion" 00019 #exec AUDIO IMPORT FILE="Sounds\dispersion\number4.WAV" NAME="number4" GROUP="Dispersion" 00020 00021 var Sound PowerUpSounds[4]; 00022 00023 event float BotDesireability( pawn Bot ) 00024 { 00025 local DispersionPistol D; 00026 00027 D = DispersionPistol(Bot.FindInventoryType(class'DispersionPistol')); 00028 if ( (D == None) || (D.PowerLevel >=4) ) 00029 return -1; 00030 else 00031 return Super.BotDesireability(Bot); 00032 } 00033 00034 auto state Pickup 00035 { 00036 function BeginState() 00037 { 00038 BecomePickup(); 00039 LoopAnim('AnimEnergy',0.4); 00040 } 00041 00042 function Touch( actor Other ) 00043 { 00044 local DispersionPistol d; 00045 local Inventory Copy; 00046 00047 if ( Pawn(Other)!=None && Pawn(Other).bIsPlayer) 00048 { 00049 d = DispersionPistol(Pawn(Other).FindInventoryType(class'DispersionPistol')); 00050 if ( (d != None) && (d.PowerLevel < 4) ) 00051 ActivateSound = PowerUpSounds[d.PowerLevel]; 00052 Level.Game.PickupQuery(Pawn(Other), Self); 00053 } 00054 } 00055 00056 } 00057 00058 defaultproperties 00059 { 00060 PowerUpSounds(0)=Sound'UnrealShare.Dispersion.number1' 00061 PowerUpSounds(1)=Sound'UnrealShare.Dispersion.number2' 00062 PowerUpSounds(2)=Sound'UnrealShare.Dispersion.number3' 00063 PowerUpSounds(3)=Sound'UnrealShare.Dispersion.number4' 00064 PickupMessage="You got the Dispersion Pistol Powerup" 00065 RespawnTime=30.000000 00066 PickupViewMesh=Mesh'UnrealShare.WeaponPowerUpMesh' 00067 AnimSequence=AnimEnergy 00068 Mesh=Mesh'UnrealShare.WeaponPowerUpMesh' 00069 CollisionRadius=12.000000 00070 }