00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 | //============================================================================= // Spatial Fear // Class: SFB9Pistol // Descripton: Subclasses of SFweapon // Implements the B9Pistel weapon, based on the original UT Ripper code. // // Author: Markus Nuebel //============================================================================= class SFB9Pistol extends SFWeapon; #exec OBJ LOAD FILE=SPF-Content.uax PACKAGE=SPF-Content GROUP=Weapons //#exec AUDIO IMPORT FILE="Sounds\B9PistolPrimary.wav" NAME=Fire PACKAGE=SFWeapon GROUP=B9Pistol // First person view #exec MESH IMPORT MESH=SFB9gm ANIVFILE=MODELS\SFB9gm_a.3d DATAFILE=MODELS\SFB9gm_d.3d X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=SFB9gm X=0 Y=0 Z=0 #exec MESH SEQUENCE MESH=SFB9gm SEQ=All STARTFRAME=0 NUMFRAMES=36 #exec MESH SEQUENCE MESH=SFB9gm SEQ=still STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=SFB9gm SEQ=still2 STARTFRAME=1 NUMFRAMES=1 #exec MESH SEQUENCE MESH=SFB9gm SEQ=select STARTFRAME=2 NUMFRAMES=11 #exec MESH SEQUENCE MESH=SFB9gm SEQ=down STARTFRAME=13 NUMFRAMES=11 #exec MESH SEQUENCE MESH=SFB9gm SEQ=fire1 STARTFRAME=24 NUMFRAMES=6 #exec MESH SEQUENCE MESH=SFB9gm SEQ=fire2 STARTFRAME=30 NUMFRAMES=6 #exec TEXTURE IMPORT NAME=JSFB9gm1 FILE=TEXTURES\SFB9gm1.PCX GROUP=Skins FLAGS=2 // 1 - Default #exec TEXTURE IMPORT NAME=JSFB9gm2 FILE=TEXTURES\SFB9gm2.PCX GROUP=Skins PALETTE=JSFB9gm1 // 2 - Default #exec TEXTURE IMPORT NAME=JSFB9gm3 FILE=TEXTURES\SFB9gm3.PCX GROUP=Skins PALETTE=JSFB9gm1 // 3 - Default #exec TEXTURE IMPORT NAME=JSFB9gm4 FILE=TEXTURES\SFB9gm4.PCX GROUP=Skins PALETTE=JSFB9gm1 // 4 - Default #exec MESHMAP NEW MESHMAP=SFB9gm MESH=SFB9gm #exec MESHMAP SCALE MESHMAP=SFB9gm X=0.04 Y=0.04 Z=0.08 #exec MESHMAP SETTEXTURE MESHMAP=SFB9gm NUM=1 TEXTURE=JSFB9gm1 #exec MESHMAP SETTEXTURE MESHMAP=SFB9gm NUM=2 TEXTURE=JSFB9gm2 #exec MESHMAP SETTEXTURE MESHMAP=SFB9gm NUM=3 TEXTURE=JSFB9gm3 #exec MESHMAP SETTEXTURE MESHMAP=SFB9gm NUM=4 TEXTURE=JSFB9gm4 #exec MESH IMPORT MESH=SFB9ghand ANIVFILE=MODELS\SFB9ghand_a.3d DATAFILE=MODELS\SFB9ghand_d.3d X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=SFB9ghand X=0 Y=0 Z=0 #exec MESH SEQUENCE MESH=SFB9ghand SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=SFB9ghand SEQ=SFB9ghand STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JSFB9ghand1 FILE=TEXTURES\SFB9ghand1.PCX GROUP=Skins FLAGS=2 // 1 - Default #exec TEXTURE IMPORT NAME=JSFB9ghand2 FILE=TEXTURES\SFB9ghand2.PCX GROUP=Skins PALETTE=JSFB9ghand1 // 2 - Default #exec TEXTURE IMPORT NAME=JSFB9ghand3 FILE=TEXTURES\SFB9ghand3.PCX GROUP=Skins PALETTE=JSFB9ghand1 // 3 - Default #exec MESHMAP NEW MESHMAP=SFB9ghand MESH=SFB9ghand #exec MESHMAP SCALE MESHMAP=SFB9ghand X=0.05 Y=0.05 Z=0.1 //X=0.1 Y=0.1 Z=0.2 #exec MESHMAP SETTEXTURE MESHMAP=SFB9ghand NUM=1 TEXTURE=JSFB9ghand1 #exec MESHMAP SETTEXTURE MESHMAP=SFB9ghand NUM=2 TEXTURE=JSFB9ghand2 #exec MESHMAP SETTEXTURE MESHMAP=SFB9ghand NUM=3 TEXTURE=JSFB9ghand3 // Pickup mesh #exec MESH IMPORT MESH=SFB9gpick ANIVFILE=MODELS\SFB9gpick_a.3d DATAFILE=MODELS\SFB9gpick_d.3d X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=SFB9gpick X=0 Y=0 Z=0 #exec MESH SEQUENCE MESH=SFB9gpick SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=SFB9gpick SEQ=SFB9gpick STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JSFB9gpick1 FILE=TEXTURES\SFB9gpick1.PCX GROUP=Skins FLAGS=2 // 1 - Default #exec TEXTURE IMPORT NAME=JSFB9gpick2 FILE=TEXTURES\SFB9gpick2.PCX GROUP=Skins PALETTE=JSFB9gpick1 // 2 - Default #exec TEXTURE IMPORT NAME=JSFB9gpick3 FILE=TEXTURES\SFB9gpick3.PCX GROUP=Skins PALETTE=JSFB9gpick1 // 3 - Default #exec MESHMAP NEW MESHMAP=SFB9gpick MESH=SFB9gpick #exec MESHMAP SCALE MESHMAP=SFB9gpick X=0.12 Y=0.12 Z=0.24 #exec MESHMAP SETTEXTURE MESHMAP=SFB9gpick NUM=1 TEXTURE=JSFB9gpick1 #exec MESHMAP SETTEXTURE MESHMAP=SFB9gpick NUM=2 TEXTURE=JSFB9gpick2 #exec MESHMAP SETTEXTURE MESHMAP=SFB9gpick NUM=3 TEXTURE=JSFB9gpick3 var name IdleAnims[2]; // Overwritten here, because the animation plays a little too fast function PlaySelect() { PlayAnim('Select',0.9,0.0); Owner.PlaySound(SelectSound, SLOT_Misc, Pawn(Owner).SoundDampening); } function PlayFiring() { PlaySound(FireSound, SLOT_Misc, Pawn(Owner).SoundDampening*3.0); PlayAnim('Fire1',m_fCurrentRate, 0.02); } simulated function PlayAltFiring() { PlaySound(AltFireSound, SLOT_Misc, Pawn(Owner).SoundDampening*3.0); PlayAnim( 'Fire2', m_fCurrentRate, 0.02); } simulated function PlayIdleAnim() { if ( Mesh != PickupViewMesh ) LoopAnim(IdleAnims[Rand(2)],0.6, 0.3); } // bRapidFire=True defaultproperties { IdleAnims(0)=Still IdleAnims(1)=Still2 MaxTargetRange=2000 MaxTargetRangeAlt=2500 fNormalRate=0.163300 fDesiredRate=0.200000 fAltDesiredRate=0.420000 Icon=Texture'SfResource1.Icons.B9PistolIco' fMomentum=100.000000 fAltMomentum=100.000000 bCanUpgradeLaserSight=True LaserSightUpgradeMessage="B-9 Pistol Upgraded with Laser Sight" bShake=True ShakeMagAlt=25.000000 ShakeTimeAlt=0.150000 ShakeVertAlt=1.000000 m_bSemiAuto=True WeaponDescription="Classification: B-9 Disruptor Pistol\nStandard energy sidearm, designed for space travel.\nFires energy projectiles that shatter into weak static shock burst, and they burst when in contact with all surfaces. They have no destructive power, and will impact harmlessly on hull and glass. Burn Organic matter on contact.\nSecondary mode is fully automatic." AmmoName=Class'SFWeapon.SFB9Ammo' PickupAmmoCount=20 FireOffset=(X=13.000000,Y=-15.000000,Z=-9.000000) ProjectileClass=Class'SFWeapon.SFB9Projectile' AltProjectileClass=Class'SFWeapon.SFB9Projectile1' shakemag=25.000000 shaketime=0.150000 shakevert=1.000000 AltRefireRate=0.300000 FireSound=Sound'SPF-Content.Weapons.B9PistolFire' AltFireSound=Sound'SPF-Content.Weapons.B9PistolFire' SelectSound=Sound'SPF-Content.Weapons.B9PistolSelect' AutoSwitchPriority=2 InventoryGroup=2 PickupMessage="You got the B-9 Disruptor Pistol." ItemName="B9 Pistol" PlayerViewOffset=(X=2.900000,Y=-2.300000,Z=-2.100000) PlayerViewMesh=LodMesh'SFWeapon.SFB9gm' PlayerViewScale=0.220000 BobDamping=0.975000 PickupViewMesh=LodMesh'SFWeapon.SFB9gpick' ThirdPersonMesh=LodMesh'SFWeapon.SFB9ghand' PickupSound=Sound'SPF-Content.Weapons.B9PistolPickup' Mesh=LodMesh'SFWeapon.SFB9gpick' DrawScale=0.450000 bNoSmooth=False CollisionRadius=33.000000 CollisionHeight=14.000000 Mass=50.000000 } |