/* * Copyright (c) 2008, 2013 Dainius "GreatEmerald" Masiliƫnas * * 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 ReplacedWeaponClasses[13]; //var class ReplacedWeaponPickupClasses[13]; //var class ReplacedAmmoPickupClasses[13]; var class 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 ReplacedWeaponClass; //GE: Generated from ReplacedWeaponClassName. This is what we replace. //var class ReplacedWeaponPickupClass; //GE: UNUSED?! var class ReplacedAmmoPickupClass; //GE: Generated from ReplacedWeaponClassName. var class 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(DynamicLoadObject(GetPropertyText("ReplacedWeaponClassNames"$x),class'Class')); //ReplacedWeaponClasses[x] = class(DynamicLoadObject(GetPropertyText("ReplacedWeaponClassNames"$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(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 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 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." }