SFCharacter.SFMite

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//=============================================================================
// Spatial Fear
// Class: SFMite
// Description:  Small SF enemy. Does meele damage and has a limited ranged attack.
//					An acid spit.Can be configured
//					as blind, dump or without the sense of scent.
//
// Created by: Markus Nuebel
//=============================================================================

class SFMite expands SFScriptedPawn;

#exec OBJ LOAD FILE=SPF-Content.uax  PACKAGE=SPF-Content GROUP=Creatures

#exec MESH IMPORT MESH=SFMite ANIVFILE=MODELS\SFMite_a.3d DATAFILE=MODELS\SFMite_d.3d
#exec MESH ORIGIN MESH=SFMite X=0 Y=0 Z=0 YAW=64 ROLL=0 PITCH=0

#exec MESH SEQUENCE MESH=SFMite SEQ=All STARTFRAME=0 NUMFRAMES=99

#exec MESH SEQUENCE MESH=SFMite SEQ=Breath STARTFRAME=100 NUMFRAMES=10 RATE=10
#exec MESH SEQUENCE MESH=SFMite SEQ=Look STARTFRAME=44 NUMFRAMES=13 RATE=10 Group=Waiting
#exec MESH SEQUENCE MESH=SFMite SEQ=Look2 STARTFRAME=110 NUMFRAMES=10 RATE=10

#exec MESH SEQUENCE MESH=SFMite SEQ=Fighter STARTFRAME=0 NUMFRAMES=1

#exec MESH SEQUENCE MESH=SFMite SEQ=Run STARTFRAME=34 NUMFRAMES=10 RATE=20
#exec MESH SEQUENCE MESH=SFMite SEQ=Walk STARTFRAME=1 NUMFRAMES=10 RATE=10
#exec MESH SEQUENCE MESH=SFMite SEQ=Turn STARTFRAME=1 NUMFRAMES=2 RATE=15 //2 frames of walklgfr


#exec MESH SEQUENCE MESH=SFMite SEQ=AimDnLg STARTFRAME=28 NUMFRAMES=1 Group=Waiting
#exec MESH SEQUENCE MESH=SFMite SEQ=AimUpLg STARTFRAME=51 NUMFRAMES=1 Group=Waiting

#exec MESH SEQUENCE MESH=SFMite SEQ=HeadHit STARTFRAME=52 NUMFRAMES=1 Group=TakeHit
#exec MESH SEQUENCE MESH=SFMite SEQ=GutHit STARTFRAME=39 NUMFRAMES=1 Group=TakeHit

#exec MESH SEQUENCE MESH=SFMite SEQ=Jump STARTFRAME=57 NUMFRAMES=1 Group=Jumping
#exec MESH SEQUENCE MESH=SFMite SEQ=Land STARTFRAME=58 NUMFRAMES=1 Group=Landing

#exec MESH SEQUENCE MESH=SFMite SEQ=Dead1 STARTFRAME=69 NUMFRAMES=10 RATE=20 Group=TakeHit
#exec MESH SEQUENCE MESH=SFMite SEQ=Dead2 STARTFRAME=59 NUMFRAMES=10 RATE=20
#exec MESH SEQUENCE MESH=SFMite SEQ=Dead3 STARTFRAME=79 NUMFRAMES=20 RATE=20


#exec MESH SEQUENCE MESH=SFMite SEQ=DeathEnd STARTFRAME=78 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFMite SEQ=DeathEnd2 STARTFRAME=68 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFMite SEQ=DeathEnd3 STARTFRAME=98 NUMFRAMES=1

#exec MESH SEQUENCE MESH=SFMite SEQ=Roar STARTFRAME=11 NUMFRAMES=10 RATE=10
#exec MESH SEQUENCE MESH=SFMite SEQ=Eat STARTFRAME=24 NUMFRAMES=10 RATE=10

#exec MESH SEQUENCE MESH=SFMite SEQ=GutHit STARTFRAME=39 NUMFRAMES=1 Group=TakeHit
#exec MESH SEQUENCE MESH=SFMite SEQ=LeftHit STARTFRAME=39 NUMFRAMES=1 Group=TakeHit
#exec MESH SEQUENCE MESH=SFMite SEQ=RightHit STARTFRAME=39 NUMFRAMES=1 Group=TakeHit


#exec MESHMAP NEW MESHMAP=SFMite MESH=SFMite
#exec MESHMAP SCALE MESHMAP=SFMite X=0.025 Y=0.025 Z=0.05

#exec TEXTURE IMPORT NAME=Mite1 FILE=Textures\Mite.pcx GROUP=Skins FLAGS=2 LODSET=0
#exec TEXTURE IMPORT NAME=Mite1 FILE=Textures\Mite.pcx GROUP=Skins PALETTE=Mite1
#exec MESHMAP SETTEXTURE MESHMAP=SFMite NUM=1 TEXTURE=Mite1


//#exec AUDIO IMPORT FILE="Sounds\Mite\MiteAquisition.wav"	NAME=Aquisition PACKAGE=SFCharacter GROUP=Mite
//#exec AUDIO IMPORT FILE="Sounds\Mite\MiteFear.wav"			NAME=Fear PACKAGE=SFCharacter GROUP=Mite
//#exec AUDIO IMPORT FILE="Sounds\Mite\MiteRoaming.wav"		NAME=Roam PACKAGE=SFCharacter GROUP=Mite
//#exec AUDIO IMPORT FILE="Sounds\Mite\MiteRoar.wav"			NAME=Roar PACKAGE=SFCharacter GROUP=Mite
//#exec AUDIO IMPORT FILE="Sounds\Mite\MiteSpit.wav"			NAME=Spit PACKAGE=SFCharacter GROUP=Mite

var (SpatialFear) Sound ChewSound; // Sound played during the eating animation

var (SpatialFear) float sfSpeed;
var (SpatialFear) float sfMass;

var bool	m_bBumpedIntoNPC;	//
var Actor	m_actBumpedNPC;
var bool	m_bFireDelayed;
var float	m_fFireDelay;
var vector	m_vectMeleeMomentum;

// Overwritten, to handle NPCDeco bump
function Bump(actor Other)
{
	if(Other.IsA('SFNPCDeco'))
	{
		if( SFNPCDeco(Other).bSpawnPheromones)
		{
			m_bBumpedIntoNPC	= true;
			m_actBumpedNPC		= Other;
			GotoState('Waiting');
		}
		else
			// Call to base clase
			Super.Bump(Other);
	}
	else
		// Call to base clase
		Super.Bump(Other);
}

// Overwritten to increase the momentum, mite is a light enemy
function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
						Vector momentum, name damageType)
{
	// Call to base class
	Super.TakeDamage(Damage, instigatedBy, hitlocation, momentum*1.5, damageType);
}

// Behaviour towards other creates. Modified for the mites purposes
function eAttitude AttitudeToCreature(Pawn Other)
{
	local float	fDecision;

	// Check the global attitude flag
	if(!bFightOtherCreatures)
		return ATTITUDE_IGNORE;

	if ( Other.IsA('SFBabyMite') )
	{
		// Children like to play with each other
		if(Self.IsA('SFBabyMite'))
			if(FRand() < 0.05)
				return ATTITUDE_Threaten;

		// Do not hate children
		return ATTITUDE_Friendly;
	}
	else if ( Other.IsA('SFMite') )
	{
		fDecision	= FRand();
		if(Self.IsA('SFBabyMite'))
		{
			if(fDecision < 0.05)
				return ATTITUDE_Threaten;
			else
				return ATTITUDE_Friendly;
		}

		if(fDecision < 0.05)
			return ATTITUDE_Threaten;
		else if (fDecision < 0.09)
			return ATTITUDE_Follow;
		else if (fDecision < 0.10)
			return ATTITUDE_Hate;
		else
			return ATTITUDE_Friendly;
	}
	else
		if(ScriptedPawn(Other).Aggressiveness > Aggressiveness)
		{
			if(FRand() < 0.1)
				return ATTITUDE_Threaten;
			else
				return ATTITUDE_Ignore;
		}
		else
		{
			if(FRand() < 0.05)
				return ATTITUDE_Threaten;
			else
				return ATTITUDE_Ignore;
		}
}

function TweenToStunned(float tweentime)
{
	TweenAnim('Jump', tweentime);
}

function PlayStunned()
{
	PlayAnim('Jump');
}


function TweenToWaiting(float tweentime)
{
	TweenAnim('Eat', tweentime);
}

function PlayWaiting()
{
	local float decision;
	local float animspeed;

	animspeed = 0.4 + 0.6 * FRand();
	decision = FRand();

	if ( !bool(NextAnim) || (decision < 0.7) ) //pick first waiting animation
	{
		if(m_bBumpedIntoNPC)
		{

			if ( !bQuiet )
				PlaySound(ChewSound, SLOT_Talk, 0.7,,800);

			NextAnim = 'Eat';
		}
		else
			NextAnim = 'Breath';
	}
	else if (decision < 0.8)
		NextAnim = 'Look';
	else if (decision < 0.9)
		NextAnim = 'Look2';
	else
	{
		if ( !bQuiet )
			PlaySound(Threaten, SLOT_Talk, 0.7,,800);
		NextAnim	= 'Roar';
		animspeed	*= 1.3;
	}

	LoopAnim(NextAnim, animspeed, 0.4, 0.4);

}

function Tick(float fDelta)
{
	local vector projStart;
	local Vector vecStart,X,Y,Z;

	// Call to base class
	Super.Tick(fDelta);

	if(!m_bFireDelayed)
		return;

	// Count down
	m_fFireDelay -= fDelta;

	if(m_fFireDelay<0)
	{
		if(!IsInState('Dying'))
		{
			// Extract the axis from the rotation
			GetAxes(Self.Rotation,X,Y,Z);

			MakeNoise(1.0);
			projStart = Location + CollisionHeight * vect(0,0,0.5) + CollisionRadius*0.25*X;
			Projectile(spawn(RangedProjectile ,self,'',projStart,AdjustAim(ProjectileSpeed, projStart, 900, bLeadTarget, bWarnTarget)));
		}

		m_bFireDelayed = false;
	}

}
function PlayRangedAttack()
{
	PlayAnim('Roar', 2.2, 0.2);
	m_bFireDelayed = true;
	m_fFireDelay	= Default.m_fFireDelay;
}

function PlayChallenge()
{
	if ( FRand() < 0.3 )
		PlayWaiting();
	else
		PlayAnim('Roar', 1.3);
}

function TweenToFighter(float tweentime)
{
	TweenAnim('Fighter', tweentime);
}

function PlayDying(name DamageType, vector HitLocation)
{
	local carcass carc;

	PlaySound(Die, SLOT_Talk, 3.5 * TransientSoundVolume);
	if ( FRand() < 0.35 )
		PlayAnim('Dead1', 1.5, 0.1);
	else if ( FRand() < 0.5 )
	{
		PlayAnim('Dead2', 1.5, 0.1);
	}
	else
	{
		PlayAnim('Dead3', 1.5, 0.1);
	}
}

function JumpOffPawn()
{
	Super.JumpOffPawn();
	PlayAnim('walk', 1.0, 0.2);
}

function Jump()
{
	SetPhysics(PHYS_Falling);
	PlayAnim('Jump');
	Velocity = GroundSpeed * Vector(Rotation);
	if ( JumpZ != 0 )
		Velocity.Z = JumpZ;
	else
		Velocity.Z = FMax(100, JumpZ);
	bJumpOffPawn = true;
	SetFall();
}

function PlayMeleeAttack()
{
	local float dist, decision;

	decision = FRand();
	dist = VSize(Target.Location - Location);
	if (dist > CollisionRadius + Target.CollisionRadius + 40)
		decision = 0.0;

	if (Physics == PHYS_Falling)
		decision = 1.0;
	if (Target == None)
		decision = 1.0;

	if (decision < 0.15)
	{
		// Jump at them
		PlaySound(Threaten, SLOT_Interact);
		Enable('Bump');
		PlayAnim('Jump');
		Velocity = 425 * Normal(Target.Location + Target.CollisionHeight * vect(0,0,0.75) - Location);
		if (dist > CollisionRadius + Target.CollisionRadius + 35)
			Velocity.Z += 0.7 * dist;
		SetPhysics(PHYS_Falling);
	}
  	else
  	{
		// Bite them
		PlaySound(Threaten, SLOT_Interact);
  		PlayAnim('Roar', 1.2);
		MeleeRange = 28;
		MeleeDamageTarget(fMeleeDamage, m_vectMeleeMomentum);
		MeleeRange = Default.MeleeRange;
	}	
}

state Waiting
{
	function EndState()
	{
		m_bBumpedIntoNPC	= false;
		m_actBumpedNPC		= None;

		// Call to base class
		Super.EndState();
	}
}
//	Acquire=Sound'UnrealI.Pupae.hiss2pp'
//	Fear=Sound'UnrealI.Pupae.hiss1pp'
//	Roam=Sound'UnrealI.Pupae.roam1pp'
//	Threaten=Sound'UnrealI.Pupae.hiss3pp'

defaultproperties
{
     ChewSound=Sound'UnrealI.Pupae.munch1p'
     m_fFireDelay=0.200000
     WalkSound=Sound'UnrealI.Pupae.scuttle1pp'
     WalkAnim=Walk
     RunSound=Sound'UnrealI.Pupae.scuttle1pp'
     RunAnim=Run
     ThreatenAnim=Roar
     TakeHitAnim=GutHit
     VictoryAnim=Roar
     SmellRadius=800.000000
     fMeleeDamage=6.000000
     fStunnedTime=6.000000
     CarcassType=Class'SFCharacter.SFMiteCarcass'
     TimeBetweenAttacks=1.250000
     Aggressiveness=1.000000
     RefireRate=0.200000
     bHasRangedAttack=True
     RangedProjectile=Class'SFCharacter.SFMiteProjectile'
     ProjectileSpeed=15.000000
     Acquire=Sound'SPF-Content.Creatures.MiteAquisition'
     Fear=Sound'SPF-Content.Creatures.MiteFear'
     Threaten=Sound'SPF-Content.Creatures.MiteRoar'
     MeleeRange=700.000000
     GroundSpeed=230.000000
     WaterSpeed=100.000000
     AirSpeed=300.000000
     AccelRate=150.000000
     JumpZ=340.000000
     Visibility=100
     SightRadius=1400.000000
     PeripheralVision=1.000000
     Health=80
     HitSound1=Sound'UnrealI.Pupae.injur1pp'
     HitSound2=Sound'UnrealI.Pupae.injur2pp'
     Die=Sound'UnrealI.Pupae.death1pp'
     CombatStyle=1.000000
     DrawType=DT_Mesh
     Mesh=LodMesh'SFCharacter.SFMite'
     ScaleGlow=0.150000
     MultiSkins(1)=Texture'SFCharacter.NewSkins.Mite1'
     CollisionRadius=24.000000
     CollisionHeight=16.000000
     Mass=80.000000
     RotationRate=(Pitch=3072,Yaw=65000,Roll=0)
}

class file time: 12/7/2003 3:58:26 PM - creation time: 12/7/2003 4:03:45 PM
Created with UnCodeX