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 | //============================================================================= // Spatial Fear // Class: SFDecoration // Description: Subclass of Decoration, allows destroying of decorations. // When bDestroyable is TRUE and damage is inflicted to decoration, object of type // EffectWhenDamaged is spawned. When Health drops to zero or less decoration is // destroyed, object of type EffectWhenDestroyed is spawned and chunks of type // ChunkType are spawned. If there's necessity for more advanced damage proccesing when decoration gets // hit, it is a good idea not to override TakeDamage function as it's responsible for spawning // effects and stuff. Override ModifyDamage function instead (it's alwayes called by TakeDamage). // // Effect info: EffectWhenDamaged and EffectWhenDestroyed could be any sub-class of Actor, but in most cases they // would probablybe some sub-class of Effects class. EffectWhenDamaged object is spawned in location where // decoration was hit and it's rotated into direcion of player. // // Chunks info: There are four types of chunks in UT: Fragment1, GlassFragments, WallFragments, WoodFragments. // You can change size and number of chunks with ChunkNumber and ChunkScale variables. // If you don't wanna your decoration to break into pieces after being destroyed, set ChunksNumber to 0, // (0 is default value of ChunksNumber so if you do wanna use chunks don't forget to change it). // // You can also change texture used as a skin for chunks. If you don't wanna use chunk's default skin, set // bCustomChunkSkin to TRUE and ChunkSkin to texture you wanna use. // // IMPORTANT!!! if you wanna create destroyable decoration you have to set bStatic to false, // if you don't your decko can't be destroyed, even with Health below zero // // Author: Jacek Zagrodzki (moose) //============================================================================= class SFDecoration expands Decoration; // public parameters that can be adjusted in UnrealED: var() bool bThrowable; // If this item can be thrown or just dropped after having picked it up. Only effective for items with bPushable set and mass <45. Default: true (can be thrown) var() bool bDestroyable; // if TRUE, decoration can be damaged and destroyed var() travel int Health; // if drops to zero or less decoration is destroyed var() class<actor> EffectWhenDestroyed; // var() class<actor> EffectWhenDamaged; // var() class<Fragment> ChunkType; // name of class that will be used for spawning chunks var() int ChunksNumber; // number of chunks spawned when deco is destroyed (default=0) var() float ChunkScale; // size of a single chunk (defalut 1.0) var() bool bCustomChunkSkin; // if TRUE, chunkas will have texture from ChunkSkin insted of their default skins var() texture ChunkSkin; // a texture that will be used as chunk's skin function PostBeginPlay() { Health = default.Health; } event TakeDamage( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType) { local Actor DestroyEffect; local Actor DamageEffect; local float tempX; if(bDestroyable) { ModifyDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType); // modify damage if necessary Health -= Damage; if(Health <= 0) // destroy object { DestroyEffect = spawn(EffectWhenDestroyed, Self,, Location); if(bCustomChunkSkin) skinnedFrag(ChunkType, ChunkSkin, Momentum, ChunkScale, ChunksNumber); else Frag(ChunkType, Momentum, ChunkScale, ChunksNumber); Destroy(); } } if(Health > 0) { DamageEffect = spawn(EffectWhenDamaged, Self, , HitLocation, rotator(Momentum)); } } /** Override this function if there's necessity for more advanced damage proccesing when decoration gets hit. */ function ModifyDamage( out int Damage, out Pawn EventInstigator, out vector HitLocation, out vector Momentum, out name DamageType) { //implemented in sub-class } defaultproperties { bThrowable=True ChunkScale=1.000000 bCollideActors=True bCollideWorld=True bBlockActors=True bBlockPlayers=True bProjTarget=True Mass=100.000000 } |