|
Variables |
PhysicsVolume |
FirewallVolume
Point aroudn which the helico will move (but not far away) |
USA02HelicoBoss |
HelicoBoss
Point aroudn which the helico will move (but not far away) |
USA02HelicoBossController |
HelicoBossC
Point aroudn which the helico will move (but not far away) |
USA02HelicoBossPoint |
HelicoBossCrashPoint
Point aroudn which the helico will move (but not far away) |
USA02HelicoBossPoint |
HelicoBossEndPoint
Point aroudn which the helico will move (but not far away) |
HelicoBossNavigationPoint1, |
HelicoBossNavigationPoint2
making a line for the boss path |
USA02HelicoBossPoint |
HelicoBossStart
The location the helico is spawned |
XIIIPlayerController |
PC
Point aroudn which the helico will move (but not far away) |
int |
eNbTouches
Point aroudn which the helico will move (but not far away) |
float |
fCollisionHeight
Point aroudn which the helico will move (but not far away) |
float |
fCollisionRadius
Point aroudn which the helico will move (but not far away) |
float |
fDelaiRengaineArme
Point aroudn which the helico will move (but not far away) |
float |
fMinAcquisitionTime
Point aroudn which the helico will move (but not far away) |
float |
fStabilityBeforeMissileDelay
Point aroudn which the helico will move (but not far away) |
|
States |
| STA_PostponeChopperSpawn |
|
Function Summary |
void |
SetGoalComplete(int N)
//_____________________________________________________________________________
|
void |
SpawnChopper( ) |
|
State STA_PostponeChopperSpawn Function Summary |
Source Code
00001 //-----------------------------------------------------------
00002 //
00003 //-----------------------------------------------------------
00004 class Usa02 extends Map12_PortUSA;
00005
00006 var (USA02SetUp) USA02HelicoBossPoint HelicoBossStart; // The location the helico is spawned
00007 var (USA02SetUp) USA02HelicoBossPoint HelicoBossNavigationPoint1, HelicoBossNavigationPoint2; // making a line for the boss path
00008 var (USA02SetUp) USA02HelicoBossPoint HelicoBossEndPoint; // Point aroudn which the helico will move (but not far away)
00009 var (USA02SetUp) USA02HelicoBossPoint HelicoBossCrashPoint; // Point aroudn which the helico will move (but not far away)
00010 var USA02HelicoBoss HelicoBoss;
00011 var USA02HelicoBossController HelicoBossC;
00012
00013 var (USA02SetUp) float fMinAcquisitionTime;
00014 var (USA02SetUp) float fStabilityBeforeMissileDelay;
00015 var (USA02SetUp) float fCollisionHeight;
00016 var (USA02SetUp) float fCollisionRadius;
00017 var (USA02SetUp) float fDelaiRengaineArme;
00018 var (USA02SetUp) int eNbTouches;
00019 var (USA02SetUp) PhysicsVolume FirewallVolume;
00020
00021 var XIIIPlayerController PC;
00022
00023 // Use a XIIIGoalTrigger 90 To spawn HelicoBoss.
00024
00025 //_____________________________________________________________________________
00026 FUNCTION SetGoalComplete(int N)
00027 {
00028 switch ( N )
00029 {
00030 case 90:
00031 GotoState( 'STA_PostponeChopperSpawn' );
00032 break;
00033 }
00034 Super.SetGoalComplete(N);
00035 }
00036
00037 FUNCTION SpawnChopper( )
00038 {
00039 // Spawn HelicoBoss
00040 HelicoBoss = Spawn(class'USA02HelicoBoss', self,, HelicoBossStart.Location, HelicoBossStart.Rotation);
00041 HelicoBossC = Spawn(class'USA02HelicoBossController', self,, HelicoBossStart.Location, HelicoBossStart.Rotation);
00042 HelicoBossC.Possess(HelicoBoss);
00043 HelicoBossC.NavPoint1 = HelicoBossNavigationPoint1;
00044 HelicoBossC.NavPoint2 = HelicoBossNavigationPoint2;
00045 HelicoBossC.EndPoint = HelicoBossEndPoint;
00046 HelicoBossC.CrashPoint = HelicoBossCrashPoint;
00047 HelicoBossC.MinAcquisitionTime = fMinAcquisitionTime;
00048 HelicoBossC.fStabilityBeforeMissileDelay = fStabilityBeforeMissileDelay;
00049 HelicoBoss.bUseCylinderCollision = true;
00050 HelicoBoss.SetCollisionSize( fCollisionRadius, fCollisionHeight );
00051 HelicoBoss.Health = eNbTouches;
00052 HelicoBoss.default.Health= eNbTouches;
00053 XIIIBaseHud(XIIIController.MyHud).AddBossBar( HelicoBoss );
00054 }
00055
00056 state STA_PostponeChopperSpawn
00057 {
00058 begin:
00059 sleep( 0.5 );
00060 SpawnChopper( );
00061 }
00062
00063 event Trigger( actor Other, pawn EventInstigator )
00064 {
00065 SetTimer2(fDelaiRengaineArme,false);
00066 if ( FirewallVolume != none )
00067 FirewallVolume.bPainCausing = true;
00068 }
00069
00070 event Timer2()
00071 {
00072 PC = XIIIGameInfo(Level.Game).MapInfo.XIIIController;
00073 if ( PC.bWeaponMode )
00074 {
00075 PC.OldWeap = PC.Pawn.Weapon.InventoryGroup;
00076 PC.Pawn.Weapon.PutDown();
00077 }
00078 else
00079 {
00080 PC.OldItem = XIIIItems(PC.Pawn.SelectedItem);
00081 PC.OldItem.PutDown();
00082 }
00083 PC.bWeaponBlock = true;
00084 PC.Pawn.PendingWeapon = none;
00085 // PawnOwner.PendingItem = none;
00086 }
00087
00088
00089
00090
00091 defaultproperties
00092 {
00093 fMinAcquisitionTime=1.500000
00094 fStabilityBeforeMissileDelay=1.000000
00095 fCollisionHeight=200.000000
00096 fCollisionRadius=250.000000
00097 fDelaiRengaineArme=2.000000
00098 eNbTouches=3
00099 EndMapVideo="cine12"
00100 }
|
End Source Code