Add initial UnrealScript support

The two samples are for two different UnrealScript generations:
MutU2Weapons is UnrealScript 2, US3HelloWorld is UnrealScript 3.

Signed-off-by: GreatEmerald <pastas4@gmail.com>
This commit is contained in:
GreatEmerald
2013-11-09 15:29:59 +02:00
parent eb5f1468d2
commit 12086b69ac
3 changed files with 660 additions and 0 deletions

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@@ -1513,6 +1513,12 @@ Unified Parallel C:
color: "#755223"
primary_extension: .upc
UnrealScript:
type: programming
color: "#a54c4d"
lexer: JavaScript
primary_extension: .uc
VHDL:
type: programming
lexer: vhdl

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@@ -0,0 +1,644 @@
/*
* Copyright (c) 2008, 2013 Dainius "GreatEmerald" Masiliūnas
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
//-----------------------------------------------------------------------------
// MutU2Weapons.uc
// Mutator class for replacing weapons
// GreatEmerald, 2008
//-----------------------------------------------------------------------------
class MutU2Weapons extends Mutator
config(U2Weapons);
var() config string ReplacedWeaponClassNames0;
var() config string ReplacedWeaponClassNames1, ReplacedWeaponClassNames2, ReplacedWeaponClassNames3;
var() config string ReplacedWeaponClassNames4, ReplacedWeaponClassNames5, ReplacedWeaponClassNames6;
var() config string ReplacedWeaponClassNames7, ReplacedWeaponClassNames8, ReplacedWeaponClassNames9;
var() config string ReplacedWeaponClassNames10, ReplacedWeaponClassNames11, ReplacedWeaponClassNames12;
var() config bool bConfigUseU2Weapon0, bConfigUseU2Weapon1, bConfigUseU2Weapon2, bConfigUseU2Weapon3;
var() config bool bConfigUseU2Weapon4, bConfigUseU2Weapon5, bConfigUseU2Weapon6, bConfigUseU2Weapon7;
var() config bool bConfigUseU2Weapon8, bConfigUseU2Weapon9, bConfigUseU2Weapon10, bConfigUseU2Weapon11;
var() config bool bConfigUseU2Weapon12;
//var byte bUseU2Weapon[13];
//var class<Weapon> ReplacedWeaponClasses[13];
//var class<WeaponPickup> ReplacedWeaponPickupClasses[13];
//var class<Ammo> ReplacedAmmoPickupClasses[13];
var class<Weapon> U2WeaponClasses[13]; //GE: For default properties ONLY!
//var string U2WeaponPickupClassNames[13];
var string U2AmmoPickupClassNames[13]; //GE: For default properties ONLY!
var byte bIsVehicle[13], bNotVehicle[13]; //GE: For default properties ONLY!
var localized string U2WeaponDisplayText[33], U2WeaponDescText[33];
//var localized string GUISelectOptions[4];
//var config int FirePowerMode;
var config bool bExperimental;
var config bool bUseFieldGenerator;
var config bool bUseProximitySensor;
var config bool bIntegrateShieldReward;
var int IterationNum; //GE: Weapons.Length
const DamageMultiplier=1.818182;
var config int DamagePercentage;
var config bool bUseXMPFeel;
var config string FlashbangModeString;
struct WeaponInfo
{
var class<Weapon> ReplacedWeaponClass; //GE: Generated from ReplacedWeaponClassName. This is what we replace.
//var class<WeaponPickup> ReplacedWeaponPickupClass; //GE: UNUSED?!
var class<Ammo> ReplacedAmmoPickupClass; //GE: Generated from ReplacedWeaponClassName.
var class<Weapon> WeaponClass; //GE: This is the weapon we are going to put inside the world.
var string WeaponPickupClassName; //GE: Generated from WeponClass.
var string AmmoPickupClassName; //GE: Generated from WeaponClass.
var bool bEnabled; //GE: Structs can't be defaultproperty'd, thus we still require bConfigUseU2WeaponX
var bool bIsVehicle; //GE: This indicates that the weapon spawns a vehicle (deployable turrets). These only work in vehicle gametypes, duh.
var bool bNotVehicle; //GE: Opposite of bIsVehicle, that is, only works in non-vehicle gametypes. Think shotgun.
};
var WeaponInfo Weapons[13];
/*
* GE: Here we initialise the mutator. First of all, structs can't use defaultproperties (until UE3) and thus config, so here we need to initialise the structs.
*/
function PostBeginPlay()
{
local int FireMode, x;
//local string ReplacedWeaponPickupClassName;
//IterationNum = ArrayCount(ReplacedWeaponClasses) - int(Level.Game.bAllowVehicles); //GE: He he, neat way to get the required number.
IterationNum = ArrayCount(Weapons);
for (x = 0; x < IterationNum; x++)
{
Weapons[x].bEnabled = bool(GetPropertyText("bConfigUseU2Weapon"$x)); //GE: GetPropertyText() is needed to use variables in an array-like fashion.
//bUseU2Weapon[x] = byte(bool(GetPropertyText("bConfigUseU2Weapon"$x)));
Weapons[x].ReplacedWeaponClass = class<Weapon>(DynamicLoadObject(GetPropertyText("ReplacedWeaponClassNames"$x),class'Class'));
//ReplacedWeaponClasses[x] = class<Weapon>(DynamicLoadObject(GetPropertyText("ReplacedWeaponClassNames"$x),class'Class'));
//ReplacedWeaponPickupClassName = string(ReplacedWeaponClasses[x].default.PickupClass);
for(FireMode = 0; FireMode<2; FireMode++)
{
if( (Weapons[x].ReplacedWeaponClass.default.FireModeClass[FireMode] != None)
&& (Weapons[x].ReplacedWeaponClass.default.FireModeClass[FireMode].default.AmmoClass != None)
&& (Weapons[x].ReplacedWeaponClass.default.FireModeClass[FireMode].default.AmmoClass.default.PickupClass != None) )
{
Weapons[x].ReplacedAmmoPickupClass = class<Ammo>(Weapons[x].ReplacedWeaponClass.default.FireModeClass[FireMode].default.AmmoClass.default.PickupClass);
break;
}
}
Weapons[x].WeaponClass = U2WeaponClasses[x];
Weapons[x].WeaponPickupClassName = string(Weapons[x].WeaponClass.default.PickupClass);
Weapons[x].AmmoPickupClassName = U2AmmoPickupClassNames[x];
Weapons[x].bIsVehicle = bool(bIsVehicle[x]);
Weapons[x].bNotVehicle = bool(bNotVehicle[x]);
}
Super.PostBeginPlay();
}
/*
* GE: Utility function for checking if we can replace the item with the weapon/ammo of choice.
*/
function bool ValidReplacement(int x)
{
if (Level.Game.bAllowVehicles)
return (Weapons[x].bEnabled && !Weapons[x].bNotVehicle );
return (Weapons[x].bEnabled && !Weapons[x].bIsVehicle);
}
/*
* GE: Here we replace things.
*/
function bool CheckReplacement( Actor Other, out byte bSuperRelevant )
{
local int x, i;
local WeaponLocker L;
bSuperRelevant = 0;
if (xWeaponBase(Other) != None)
{
for (x = 0; x < IterationNum; x++)
{
if (ValidReplacement(x) && xWeaponBase(Other).WeaponType == Weapons[x].ReplacedWeaponClass)
{
xWeaponBase(Other).WeaponType = Weapons[x].WeaponClass;
return false;
}
}
return true;
}
if (Weapon(Other) != None)
{
if ( Other.IsA('BallLauncher') )
return true;
for (x = 0; x < IterationNum; x++)
if (ValidReplacement(x) && Other.Class == Weapons[x].ReplacedWeaponClass)
return false;
return true;
}
/*if (WeaponPickup(Other) != None) //GE: This should never happen.
{
for (x = 0; x < IterationNum; x++)
{
if (Weapons[x].bEnabled && Other.Class == Weapons[x].ReplacedWeaponPickupClass)
{
ReplaceWith(Other, U2WeaponPickupClassNames[x]);
return false;
}
}
} */
if (Ammo(Other) != None)
{
for (x = 0; x < IterationNum; x++)
{
if (ValidReplacement(x) && Other.Class == Weapons[x].ReplacedAmmoPickupClass)
{
ReplaceWith(Other, Weapons[x].AmmoPickupClassName);
return false;
}
}
return true;
}
if (WeaponLocker(Other) != None)
{
L = WeaponLocker(Other);
for (x = 0; x < IterationNum; x++)
if (ValidReplacement(x))
for (i = 0; i < L.Weapons.Length; i++)
if (L.Weapons[i].WeaponClass == Weapons[x].ReplacedWeaponClass)
L.Weapons[i].WeaponClass = Weapons[x].WeaponClass;
return true;
}
//STARTING WEAPON
if( xPawn(Other) != None )
xPawn(Other).RequiredEquipment[0] = string(Weapons[1].WeaponClass);
if( xPawn(Other) != None && bUseFieldGenerator == True && Level.Game.bAllowVehicles)
xPawn(Other).RequiredEquipment[2] = "U2Weapons.U2WeaponFieldGenerator";
if( xPawn(Other) != None && bUseProximitySensor == True && Level.Game.bAllowVehicles)
xPawn(Other).RequiredEquipment[3] = "U2Weapons.U2ProximitySensorDeploy";
//GE: Special handling - Shield Reward integration
if (bIntegrateShieldReward && Other.IsA('ShieldReward'))
{
ShieldPack(Other).SetStaticMesh(StaticMesh'XMPWorldItemsM.items.Pickup_TD_001');
ShieldPack(Other).Skins[0] = Shader'U2343T.Pickups.Energy_Pickup_B_FX_01';
ShieldPack(Other).RepSkin = Shader'U2343T.Pickups.Energy_Pickup_B_FX_01';
ShieldPack(Other).SetDrawScale(0.35);
ShieldPack(Other).SetCollisionSize(27.0, 4.0);
ShieldPack(Other).PickupMessage = "You got an Energy Pickup.";
ShieldPack(Other).PickupSound = Sound'U2A.Powerups.EnergyPowerUp';
}
return Super.CheckReplacement(Other,bSuperRelevant);
}
/*
* GE: This is for further replacement, I think...
*/
function string GetInventoryClassOverride(string InventoryClassName)
{
local int x;
for (x = 0; x < IterationNum; x++)
{
if (InventoryClassName ~= string(Weapons[x].ReplacedWeaponClass) && ValidReplacement(x))
return string(Weapons[x].WeaponClass);
}
return Super.GetInventoryClassOverride(InventoryClassName);
}
/*
* GE: Configuration options.
*/
static function FillPlayInfo(PlayInfo PlayInfo)
{
local array<CacheManager.WeaponRecord> Recs;
local string WeaponOptions;
local int i;
Super.FillPlayInfo(PlayInfo);
class'CacheManager'.static.GetWeaponList(Recs);
for (i = 0; i < Recs.Length; i++)
{
if (WeaponOptions != "")
WeaponOptions $= ";";
WeaponOptions $= Recs[i].ClassName $ ";" $ Recs[i].FriendlyName;
}
PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon0", default.U2WeaponDisplayText[0], 0, 3, "Check");
PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames0", default.U2WeaponDisplayText[1], 0, 4, "Select", WeaponOptions);
PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon1", default.U2WeaponDisplayText[2], 0, 5, "Check");
PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames1", default.U2WeaponDisplayText[3], 0, 6, "Select", WeaponOptions);
PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon2", default.U2WeaponDisplayText[6], 0, 7, "Check");
PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames2", default.U2WeaponDisplayText[7], 0, 8, "Select", WeaponOptions);
PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon3", default.U2WeaponDisplayText[8], 0, 9, "Check");
PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames3", default.U2WeaponDisplayText[9], 0, 10, "Select", WeaponOptions);
PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon4", default.U2WeaponDisplayText[10], 0, 11, "Check");
PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames4", default.U2WeaponDisplayText[11], 0, 12, "Select", WeaponOptions);
PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon5", default.U2WeaponDisplayText[12], 0, 13, "Check");
PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames5", default.U2WeaponDisplayText[13], 0, 14, "Select", WeaponOptions);
PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon6", default.U2WeaponDisplayText[14], 0, 15, "Check");
PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames6", default.U2WeaponDisplayText[15], 0, 16, "Select", WeaponOptions);
PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon7", default.U2WeaponDisplayText[16], 0, 17, "Check");
PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames7", default.U2WeaponDisplayText[17], 0, 18, "Select", WeaponOptions);
PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon8", default.U2WeaponDisplayText[18], 0, 19, "Check");
PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames8", default.U2WeaponDisplayText[19], 0, 20, "Select", WeaponOptions);
PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon9", default.U2WeaponDisplayText[20], 0, 21, "Check");
PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames9", default.U2WeaponDisplayText[21], 0, 22, "Select", WeaponOptions);
PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon10", default.U2WeaponDisplayText[22], 0, 23, "Check");
PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames10", default.U2WeaponDisplayText[23], 0, 24, "Select", WeaponOptions);
PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon11", default.U2WeaponDisplayText[24], 0, 25, "Check");
PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames11", default.U2WeaponDisplayText[25], 0, 26, "Select", WeaponOptions);
PlayInfo.AddSetting(default.RulesGroup, "bConfigUseU2Weapon12", default.U2WeaponDisplayText[26], 0, 27, "Check");
PlayInfo.AddSetting(default.RulesGroup, "ReplacedWeaponClassNames12", default.U2WeaponDisplayText[27], 0, 28, "Select", WeaponOptions);
PlayInfo.AddSetting(default.RulesGroup, "bUseXMPFeel", default.U2WeaponDisplayText[4], 0, 29, "Check");
PlayInfo.AddSetting(default.RulesGroup, "DamagePercentage", default.U2WeaponDisplayText[30], 0, 30, "Text", "3;0:100");
PlayInfo.AddSetting(default.RulesGroup, "bExperimental", default.U2WeaponDisplayText[5], 0, 31, "Check");
PlayInfo.AddSetting(default.RulesGroup, "bUseFieldGenerator", default.U2WeaponDisplayText[28], 0, 32, "Check");
PlayInfo.AddSetting(default.RulesGroup, "bUseProximitySensor", default.U2WeaponDisplayText[29], 0, 33, "Check");
PlayInfo.AddSetting(default.RulesGroup, "bIntegrateShieldReward", default.U2WeaponDisplayText[31], 0, 34, "Check");
PlayInfo.AddSetting(default.RulesGroup, "FlashbangModeString", default.U2WeaponDisplayText[32], 0, 35, "Select", "FM_None;None;FM_Directional;Direction-based;FM_DistanceBased;Distance-based");
}
/*
* GE: Configuration tooltips.
*/
static event string GetDescriptionText(string PropName)
{
if (PropName == "bConfigUseU2Weapon0")
return default.U2WeaponDescText[0];
if (PropName == "ReplacedWeaponClassNames0")
return default.U2WeaponDescText[1];
if (PropName == "bConfigUseU2Weapon1")
return default.U2WeaponDescText[2];
if (PropName == "ReplacedWeaponClassNames1")
return default.U2WeaponDescText[3];
if (PropName == "bConfigUseU2Weapon2")
return default.U2WeaponDescText[6];
if (PropName == "ReplacedWeaponClassNames2")
return default.U2WeaponDescText[7];
if (PropName == "bConfigUseU2Weapon3")
return default.U2WeaponDescText[8];
if (PropName == "ReplacedWeaponClassNames3")
return default.U2WeaponDescText[9];
if (PropName == "bConfigUseU2Weapon4")
return default.U2WeaponDescText[10];
if (PropName == "ReplacedWeaponClassNames4")
return default.U2WeaponDescText[11];
if (PropName == "bConfigUseU2Weapon5")
return default.U2WeaponDescText[12];
if (PropName == "ReplacedWeaponClassNames5")
return default.U2WeaponDescText[13];
if (PropName == "bConfigUseU2Weapon6")
return default.U2WeaponDescText[14];
if (PropName == "ReplacedWeaponClassNames6")
return default.U2WeaponDescText[15];
if (PropName == "bConfigUseU2Weapon7")
return default.U2WeaponDescText[16];
if (PropName == "ReplacedWeaponClassNames7")
return default.U2WeaponDescText[17];
if (PropName == "bConfigUseU2Weapon8")
return default.U2WeaponDescText[18];
if (PropName == "ReplacedWeaponClassNames8")
return default.U2WeaponDescText[19];
if (PropName == "bConfigUseU2Weapon9")
return default.U2WeaponDescText[20];
if (PropName == "ReplacedWeaponClassNames9")
return default.U2WeaponDescText[21];
if (PropName == "bConfigUseU2Weapon10")
return default.U2WeaponDescText[22];
if (PropName == "ReplacedWeaponClassNames10")
return default.U2WeaponDescText[23];
if (PropName == "bConfigUseU2Weapon11")
return default.U2WeaponDescText[24];
if (PropName == "ReplacedWeaponClassNames11")
return default.U2WeaponDescText[25];
if (PropName == "bConfigUseU2Weapon12")
return default.U2WeaponDescText[26];
if (PropName == "ReplacedWeaponClassNames12")
return default.U2WeaponDescText[27];
if (PropName == "bUseXMPFeel")
return default.U2WeaponDescText[4];
if (PropName == "bExperimental")
return default.U2WeaponDescText[5];
if (PropName == "bUseFieldGenerator")
return default.U2WeaponDescText[28];
if (PropName == "bUseProximitySensor")
return default.U2WeaponDescText[29];
if (PropName == "DamagePercentage")
return default.U2WeaponDescText[30];
if (PropName == "bIntegrateShieldReward")
return default.U2WeaponDescText[31];
if (PropName == "FlashbangModeString")
return default.U2WeaponDescText[32];
return Super.GetDescriptionText(PropName);
}
/*
* GE: Here we set all the properties for different play styles.
*/
event PreBeginPlay()
{
//local int x;
//local class<Weapon> Weapons;
local float k; //GE: Multiplier.
Super.PreBeginPlay();
k=float(DamagePercentage)/100.0;
//log("MutU2Weapons: k is"@k);
//Sets various settings that match different games
/*if (FirePowerMode == 1) { //Original XMP - use the UTXMP original values
k=1;
}
else */if (!bUseXMPFeel && DamagePercentage != class'MutU2Weapons'.default.DamagePercentage) { //Original U2; compensate for float division errors
Class'U2Weapons.U2AssaultRifleFire'.default.DamageMin *= DamageMultiplier * k;
Class'U2Weapons.U2AssaultRifleFire'.default.DamageMax *= DamageMultiplier * k;
Class'U2Weapons.U2AssaultRifleProjAlt'.default.Damage *= DamageMultiplier * k;
Class'U2Weapons.U2ProjectileASExplAlt'.default.Damage *= DamageMultiplier * k;
Class'U2Weapons.U2ProjectileAltEnergyRifle'.default.Damage *= DamageMultiplier * k;
Class'U2Weapons.U2ProjectileEnergyRifle'.default.Damage *= DamageMultiplier * k;
Class'U2Weapons.U2FireFlameThrower'.default.DamageMin *= DamageMultiplier * k;
Class'U2Weapons.U2FireFlameThrower'.default.DamageMax *= DamageMultiplier * k;
Class'U2Weapons.U2ProjectileFragGrenade'.default.Damage *= DamageMultiplier * k;
Class'U2Weapons.U2ProjectileIncendiaryGrenade'.default.Damage *= DamageMultiplier * k;
Class'U2Weapons.U2ProjectileConcussionGrenade'.default.Damage *= DamageMultiplier * k;
Class'U2Weapons.U2ProjectileRocketDrunken'.default.Damage *= DamageMultiplier * k;
Class'U2Weapons.U2ProjectileRocketSeeking'.default.Damage *= DamageMultiplier * k;
Class'U2Weapons.U2ProjectileRocket'.default.Damage *= DamageMultiplier * k;
Class'U2Weapons.U2ProjectileAltShotgun'.default.Damage *= DamageMultiplier * k;
Class'U2Weapons.U2FireShotgun'.default.DamageMin *= DamageMultiplier * k;
Class'U2Weapons.U2FireShotgun'.default.DamageMax *= DamageMultiplier * k;
Class'U2Weapons.U2FireSniper'.default.DamageMin *= DamageMultiplier * k;
Class'U2Weapons.U2FireSniper'.default.DamageMax *= DamageMultiplier * k;
Class'U2Weapons.U2FirePistol'.default.DamageMin *= DamageMultiplier * k;
Class'U2Weapons.U2FirePistol'.default.DamageMax *= DamageMultiplier * k;
Class'U2Weapons.U2FireAltPistol'.default.DamageMin *= DamageMultiplier * k;
Class'U2Weapons.U2FireAltPistol'.default.DamageMax *= DamageMultiplier * k;
Class'U2Weapons.U2ProjectileEMPGrenade'.default.Damage *= DamageMultiplier * k;
Class'U2Weapons.U2ProjectileToxicGrenade'.default.Damage *= DamageMultiplier * k;
Class'U2Weapons.U2HurterProxy_Gas'.default.myDamage *= DamageMultiplier * k;
Class'U2Weapons.U2HurterProxy_Fire'.default.myDamage *= DamageMultiplier * k;
}
//Dampened U2 is already the default - no need for a rewrite?
else if (bUseXMPFeel) { //General XMP
Class'U2Weapons.U2AssaultRifleFire'.default.Spread = 6.0;
Class'U2Weapons.U2AssaultRifleAmmoInv'.default.MaxAmmo = 300;
Class'U2Weapons.U2AssaultRifleProjAlt'.default.Speed = 5000;
Class'U2Weapons.U2AssaultRifleProjAlt'.default.MomentumTransfer = 8000;
Class'U2Weapons.U2WeaponEnergyRifle'.default.ClipSize = 30;
Class'U2Weapons.U2FireAltEnergyRifle'.default.FireLastReloadTime = 2.265000;
Class'U2Weapons.U2ProjectileAltEnergyRifle'.default.Speed = 1400.000000;
Class'U2Weapons.U2ProjectileAltEnergyRifle'.default.DamageRadius = 290.000000;
Class'U2Weapons.U2ProjectileAltEnergyRifle'.default.LifeSpan = 6.0;
Class'U2Weapons.U2ProjectileEnergyRifle'.default.ShakeRadius = 1024.0;
Class'U2Weapons.U2ProjectileEnergyRifle'.default.ShakeMagnitude = 1.0;
Class'U2Weapons.U2ProjectileEnergyRifle'.default.Speed = 2500.0;
Class'U2Weapons.U2ProjectileEnergyRifle'.default.MaxSpeed = 5000.0;
Class'U2Weapons.U2ProjectileEnergyRifle'.default.LifeSpan = 6.0;
Class'U2Weapons.U2AmmoEnergyRifle'.default.MaxAmmo = 150;
Class'U2Weapons.U2FireAltFlameThrower'.default.FireRate = 0.25;
Class'U2Weapons.U2ProjectileAltFlameThrower'.default.MaxSpeed = 500.0;
Class'U2Weapons.U2ProjectileAltFlameThrower'.default.LifeSpan = 22.0;
Class'U2Weapons.U2ProjectileAltFlameThrower'.default.MomentumTransfer = 500.0;
Class'U2Weapons.U2WeaponFlameThrower'.default.ClipSize = 80;
Class'U2Weapons.U2WeaponFlameThrower'.default.ReloadTime = 2.0;
Class'U2Weapons.U2AmmoFlameThrower'.default.MaxAmmo = 480;
Class'U2Weapons.U2ProjectileFragGrenade'.default.MomentumTransfer = 9000;
Class'U2Weapons.U2ProjectileFragGrenade'.default.MaxSpeed = 2600.0;
Class'U2Weapons.U2ProjectileFragGrenade'.default.Speed = 2600.0;
Class'U2Weapons.U2ProjectileSmokeGrenade'.default.MaxSpeed = 2600.0;
Class'U2Weapons.U2ProjectileSmokeGrenade'.default.Speed = 2600.0;
Class'U2Weapons.U2ProjectileIncendiaryGrenade'.default.DamageRadius = 256.0;
Class'U2Weapons.U2ProjectileIncendiaryGrenade'.default.MomentumTransfer = 9000.0;
Class'U2Weapons.U2ProjectileConcussionGrenade'.default.DamageRadius = 180.0;
Class'U2Weapons.U2FireGrenade'.default.FireRate = 1.33;
Class'U2Weapons.U2WeaponRocketLauncher'.default.ReloadTime = 2.0;
Class'U2Weapons.U2AmmoRocketLauncher'.default.MaxAmmo = 25;
Class'U2Weapons.U2ProjectileRocketDrunken'.default.Speed = 1200.0;
Class'U2Weapons.U2ProjectileRocketSeeking'.default.Speed = 1200.0;
Class'U2Weapons.U2ProjectileRocket'.default.Speed = 2133.0;//3200 is too much
Class'U2Weapons.U2ProjectileRocket'.default.MaxSpeed = 2133.0;
Class'U2Weapons.U2ProjectileRocket'.default.DamageRadius = 384.0;
Class'U2Weapons.U2WeaponShotgun'.default.ReloadTime = 2.21;
Class'U2Weapons.U2WeaponShotgun'.default.ClipSize = 6;
Class'U2Weapons.U2AmmoShotgun'.default.MaxAmmo = 42;
Class'U2Weapons.U2WeaponSniper'.default.ClipSize = 3;
Class'U2Weapons.U2FireSniper'.default.FireRate = 1.0;
Class'U2Weapons.U2AmmoSniper'.default.MaxAmmo = 18;
Class'U2Weapons.U2FirePistol'.default.FireLastReloadTime = 2.4;
Class'U2Weapons.U2FireAltPistol'.default.FireLastReloadTime = 2.4;
Class'U2Weapons.U2AmmoPistol'.default.MaxAmmo = 45;
Class'U2Weapons.U2DamTypePistol'.default.VehicleDamageScaling = 0.30;
Class'U2Weapons.U2DamTypeAltPistol'.default.VehicleDamageScaling = 0.30;
Class'U2Weapons.U2AssaultRifleFire'.default.DamageMin = 20*k;
Class'U2Weapons.U2AssaultRifleFire'.default.DamageMax = 20*k;
Class'U2Weapons.U2AssaultRifleProjAlt'.default.Damage = 175*k;
Class'U2Weapons.U2ProjectileASExplAlt'.default.Damage = 64.0*k;
Class'U2Weapons.U2ProjectileAltEnergyRifle'.default.Damage = 120.0*k;
Class'U2Weapons.U2ProjectileEnergyRifle'.default.Damage = 13.0*k;
Class'U2Weapons.U2FireFlameThrower'.default.DamageMin = 15*k;
Class'U2Weapons.U2FireFlameThrower'.default.DamageMax = 15*k;
Class'U2Weapons.U2ProjectileFragGrenade'.default.Damage = 200.0*k;
Class'U2Weapons.U2ProjectileIncendiaryGrenade'.default.Damage = 50.0*k;
Class'U2Weapons.U2ProjectileConcussionGrenade'.default.Damage = 15.0*k;
Class'U2Weapons.U2ProjectileRocketDrunken'.default.Damage = 70.0*k;
Class'U2Weapons.U2ProjectileRocketSeeking'.default.Damage = 70.0*k;
Class'U2Weapons.U2ProjectileRocket'.default.Damage = 190.0*k;
Class'U2Weapons.U2ProjectileAltShotgun'.default.Damage = 22.0*k;
Class'U2Weapons.U2FireShotgun'.default.DamageMin = 16*k;
Class'U2Weapons.U2FireShotgun'.default.DamageMax = 16*k;
Class'U2Weapons.U2FireSniper'.default.DamageMin = 75*k;
Class'U2Weapons.U2FireSniper'.default.DamageMax = 75*k;
Class'U2Weapons.U2FirePistol'.default.DamageMin = 40*k;
Class'U2Weapons.U2FirePistol'.default.DamageMax = 40*k;
Class'U2Weapons.U2FireAltPistol'.default.DamageMin = 65*k;
Class'U2Weapons.U2FireAltPistol'.default.DamageMax = 65*k;
Class'U2Weapons.U2ProjectileEMPGrenade'.default.Damage = 140.0*k;
Class'U2Weapons.U2ProjectileToxicGrenade'.default.Damage = 100.0*k;
Class'U2Weapons.U2HurterProxy_Gas'.default.myDamage = 30.0*k;
Class'U2Weapons.U2HurterProxy_Fire'.default.myDamage = 80.0*k;
}
//
//-----------------------------------------------------------
//
//Experimental options - lets you Unuse EMPimp projectile and fire from two CAR barrels
if ((bExperimental) && (!bUseXMPFeel)) { //General U2
Class'U2Weapons.U2ProjectileAltEnergyRifle'.default.LifeSpan = 2.0;
Class'U2Weapons.U2ProjectileAltEnergyRifle'.default.Damage = 210.0*k;
}
if (bExperimental) { //CAR - nothing's setting it, FireMode independent
Class'U2Weapons.U2AssaultRifleFire'.default.bModeExclusive = false;
Class'U2Weapons.U2AssaultRifleAltFire'.default.bModeExclusive = false;
}
class'U2ProjectileConcussionGrenade'.static.SetFlashbangMode(FlashbangModeString);
}
defaultproperties
{
ReplacedWeaponClassNames0="XWeapons.Minigun"
ReplacedWeaponClassNames1="XWeapons.AssaultRifle"
ReplacedWeaponClassNames2="XWeapons.BioRifle"
ReplacedWeaponClassNames3="XWeapons.ShockRifle"
ReplacedWeaponClassNames4="Onslaught.ONSGrenadeLauncher"
ReplacedWeaponClassNames5="XWeapons.RocketLauncher"
ReplacedWeaponClassNames6="XWeapons.FlakCannon"
ReplacedWeaponClassNames7="XWeapons.SniperRifle"
ReplacedWeaponClassNames8="UTClassic.ClassicSniperRifle"
ReplacedWeaponClassNames9="Onslaught.ONSMineLayer"
ReplacedWeaponClassNames10="XWeapons.Redeemer"
ReplacedWeaponClassNames11="XWeapons.Painter"
ReplacedWeaponClassNames12="XWeapons.LinkGun"
bConfigUseU2Weapon0=True
bConfigUseU2Weapon1=True
bConfigUseU2Weapon2=True
bConfigUseU2Weapon3=True
bConfigUseU2Weapon4=True
bConfigUseU2Weapon5=True
bConfigUseU2Weapon6=True
bConfigUseU2Weapon7=True
bConfigUseU2Weapon8=True
bConfigUseU2Weapon9=True
bConfigUseU2Weapon10=True
bConfigUseU2Weapon11=True
bConfigUseU2Weapon12=True
bUseFieldGenerator=True
bUseProximitySensor=True
U2WeaponClasses(0)=Class'U2Weapons.U2AssaultRifleInv'
U2WeaponClasses(1)=Class'U2Weapons.U2WeaponEnergyRifle'
U2WeaponClasses(2)=Class'U2Weapons.U2WeaponFlameThrower'
U2WeaponClasses(3)=Class'U2Weapons.U2WeaponPistol'
U2WeaponClasses(4)=Class'U2Weapons.U2AutoTurretDeploy'
U2WeaponClasses(5)=Class'U2Weapons.U2WeaponRocketLauncher'
U2WeaponClasses(6)=Class'U2Weapons.U2WeaponGrenadeLauncher'
U2WeaponClasses(7)=Class'U2Weapons.U2WeaponSniper'
U2WeaponClasses(8)=Class'U2Weapons.U2WeaponSniper'
U2WeaponClasses(9)=Class'U2Weapons.U2WeaponRocketTurret'
U2WeaponClasses(10)=Class'U2Weapons.U2WeaponLandMine'
U2WeaponClasses(11)=Class'U2Weapons.U2WeaponLaserTripMine'
U2WeaponClasses(12)=Class'U2Weapons.U2WeaponShotgun' //GE: Has to be in !Level.Game.bAllowVehicles
bIsVehicle(0)=0
bIsVehicle(1)=0
bIsVehicle(2)=0
bIsVehicle(3)=0
bIsVehicle(4)=1
bIsVehicle(5)=0
bIsVehicle(6)=0
bIsVehicle(7)=0
bIsVehicle(8)=0
bIsVehicle(9)=1
bIsVehicle(10)=1
bIsVehicle(11)=1
bIsVehicle(12)=0
bNotVehicle(12)=1
U2AmmoPickupClassNames(0)="U2Weapons.U2AssaultRifleAmmoPickup"
U2AmmoPickupClassNames(1)="U2Weapons.U2PickupAmmoEnergyRifle"
U2AmmoPickupClassNames(2)="U2Weapons.U2PickupAmmoFlameThrower"
U2AmmoPickupClassNames(3)="U2Weapons.U2PickupAmmoPistol"
U2AmmoPickupClassNames(4)="U2Weapons.U2PickupAutoTurret"
U2AmmoPickupClassNames(5)="U2Weapons.U2PickupAmmoRocket"
U2AmmoPickupClassNames(6)="U2Weapons.U2PickupAmmoGrenade"
U2AmmoPickupClassNames(7)="U2Weapons.U2PickupAmmoSniper"
U2AmmoPickupClassNames(8)="U2Weapons.U2PickupAmmoSniper"
U2AmmoPickupClassNames(9)="U2Weapons.U2PickupRocketTurret"
U2AmmoPickupClassNames(10)="U2Weapons.U2PickupLandMine"
U2AmmoPickupClassNames(11)="U2Weapons.U2PickupLaserTripMine"
U2AmmoPickupClassNames(12)="U2Weapons.U2PickupAmmoShotgun"
U2WeaponDisplayText(0)="Include the Combat Assault Rifle"
U2WeaponDisplayText(1)="Replace this with the M32 Duster CAR"
U2WeaponDisplayText(2)="Include the Shock Lance"
U2WeaponDisplayText(3)="Replace this with the Shock Lance"
U2WeaponDisplayText(4)="Use XMP-style fire power?"
U2WeaponDisplayText(5)="Use alternative options?"
U2WeaponDisplayText(6)="Include the Flamethrower"
U2WeaponDisplayText(7)="Replace this with the Vulcan"
U2WeaponDisplayText(8)="Include the Magnum Pistol"
U2WeaponDisplayText(9)="Replace this with the Magnum Pistol"
U2WeaponDisplayText(10)="Include the Auto Turret"
U2WeaponDisplayText(11)="Replace this with the Auto Turret"
U2WeaponDisplayText(12)="Include the Shark Rocket Launcher"
U2WeaponDisplayText(13)="Replace this with the Shark"
U2WeaponDisplayText(14)="Include the Grenade Launcher"
U2WeaponDisplayText(15)="Replace this with the Hydra"
U2WeaponDisplayText(16)="Include the Widowmaker Sniper (1)"
U2WeaponDisplayText(17)="Replace this with the Widowmaker Rifle"
U2WeaponDisplayText(18)="Include the Widowmaker Sniper (2)"
U2WeaponDisplayText(19)="Replace this with the Widowmaker Rifle too"
U2WeaponDisplayText(20)="Include the Rocket Turret"
U2WeaponDisplayText(21)="Replace this with the Rocket Turret"
U2WeaponDisplayText(22)="Include the Land Mine"
U2WeaponDisplayText(23)="Replace this with the Land Mine"
U2WeaponDisplayText(24)="Include the Laser Trip Mine"
U2WeaponDisplayText(25)="Replace this with the Laser Trip Mine"
U2WeaponDisplayText(26)="Include the Crowd Pleaser Shotgun"
U2WeaponDisplayText(27)="Replace this with the Crowd Pleaser"
U2WeaponDisplayText(28)="Include the Field Generator"
U2WeaponDisplayText(29)="Include the Proximity Sensor"
U2WeaponDisplayText(30)="Firepower damping percentage"
U2WeaponDisplayText(31)="Integrate with Shield Reward"
U2WeaponDisplayText(32)="Concussion grenade behaviour"
U2WeaponDescText(0)="Include the M32 Duster Combat Assault Rifle in the game, i.e. enable it?"
U2WeaponDescText(1)="What weapon should be replaced with the CAR. By default it's the Minigun."
U2WeaponDescText(2)="Enable the Shock Lance Energy Rifle?"
U2WeaponDescText(3)="What weapon should be replaced with the Energy Rifle. By default it's the Assault Rifle. NOTE: Changing this value is not recommended."
U2WeaponDescText(4)="If enabled, this option will make all weapon firepower the same as in Unreal II XMP; if not, the firepower is consistent with Unreal II SP."
U2WeaponDescText(5)="If enabled, will make the Shock Lance use another, limited, secondary fire mode and allow Combat Assault Rifle use Unreal: Return to Na Pali fire style (shooting out of 2 barrels)."
U2WeaponDescText(6)="Enable the Vulcan Flamethrower?"
U2WeaponDescText(7)="What weapon should be replaced with the Flamethrower. By default it's the Bio Rifle."
U2WeaponDescText(8)="Enable the Magnum Pistol?"
U2WeaponDescText(9)="What weapon should be replaced with the Magnum Pistol. By default it's the Shock Rifle."
U2WeaponDescText(10)="Enable the Automatic Turret?"
U2WeaponDescText(11)="What weapon should be replaced with the Auto Turret. By default it's the Onslaught Grenade Launcher."
U2WeaponDescText(12)="Enable the Shark Rocket Launcher?"
U2WeaponDescText(13)="What weapon should be replaced with the Shark Rocket Launcher. By default it's the Rocket Launcher."
U2WeaponDescText(14)="Enable the Hydra Grenade Launcher?"
U2WeaponDescText(15)="What weapon should be replaced with the Hydra Grenade Launcher. By default it's the Flak Cannon."
U2WeaponDescText(16)="Should the Lightning Gun be replaced with the Widowmaker Sniper Rifle?"
U2WeaponDescText(17)="What weapon should be replaced with the Widowmaker Sniper Rifle. By default it's the Lightning Gun here."
U2WeaponDescText(18)="Should the Classic Sniper Rifle be replaced with the Widowmaker Sniper Rifle?"
U2WeaponDescText(19)="What weapon should be replaced with the Widowmaker Sniper Rifle. By default it's the Classic Sniper Rifle here."
U2WeaponDescText(20)="Enable the Rocket Turret delpoyable?"
U2WeaponDescText(21)="What weapon should be replaced with the Rocket Turret deployable. By default it's the Mine Layer."
U2WeaponDescText(22)="Enable the Land Mine?"
U2WeaponDescText(23)="What weapon should be replaced with the Land Mine. By default it's the Redeemer."
U2WeaponDescText(24)="Enable the Laser Trip Mine?"
U2WeaponDescText(25)="What weapon should be replaced with the Laser Trip Mine. By default it's the Ion Painter."
U2WeaponDescText(26)="Enable the Crowd Pleaser Shotgun? It won't replace the Link Gun in matches with vehicles."
U2WeaponDescText(27)="What weapon should be replaced with the Crowd Pleaser Shotgun. By default it's the Link Gun. It does not replace it in vehicle matches."
U2WeaponDescText(28)="Enable the Field Generator? If enabled, you start with one."
U2WeaponDescText(29)="Enable the Proximity Sensor? If enabled, you start with one."
U2WeaponDescText(30)="This number controls how powerful all weapons are. By deafult the firepower is set to 55% of the original in order to compensate for the fact that players in UT2004 don't have shields or damage filtering."
U2WeaponDescText(31)="If checked, the Shield Reward mutator produces Unreal II shield pickups."
U2WeaponDescText(32)="Choose between no white overlay, overlay depending on the player's view (XMP style) and overlay depending on the distance from the player (default, foolproof)."
//FirePowerMode=4
DamagePercentage=55
bUseXMPFeel=False
bIntegrateShieldReward=True
FlashbangModeString="FM_DistanceBased"
GroupName="Arena"
FriendlyName="Unreal II or XMP Weapons"
Description="Add the Unreal II weapons to other gametypes. Fully customisable, you can choose between Unreal II and XMP weapon behaviour."
}

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class US3HelloWorld extends GameInfo;
event InitGame( string Options, out string Error )
{
`log( "Hello, world!" );
}
defaultproperties
{
}