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 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 00179 00180 00181 00182 00183 00184 00185 00186 00187 00188 00189 00190 00191 00192 00193 00194 00195 00196 00197 00198 00199 00200 00201 00202 00203 00204 00205 00206 00207 00208 00209 00210 00211 00212 00213 00214 00215 00216 00217 00218 00219 00220 00221 00222 00223 00224 00225 00226 00227 00228 00229 00230 00231 00232 00233 00234 00235 00236 00237 00238 00239 00240 00241 00242 00243 00244 00245 00246 00247 00248 00249 00250 00251 00252 00253 00254 00255 00256 00257 00258 00259 | //============================================================================= // Spatial Fear // Name: SFHelicopter // Description: A vehicle class with helicopter-like behavior // // Author: Gert Jen Peltenburg //============================================================================= class SFHelicopter expands SFVehicle; var (SpatialFear_Helicopter) float AirDrag; var (SpatialFear_Helicopter) bool TailRotorControllable; // allows aim left/right to turn the helicopter during a hover var (SpatialFear_Helicopter) float TranslationalYawRate; // how quickly will the helicopter turn as a result of roll var (SpatialFear_Helicopter) float MaxRotorLift; // how much lift will the rotor generate at maximum collective var (SpatialFear_Helicopter) float MaxTranslationalLift; // how much lift will there be when traveling at max speed var (SpatialFear_Helicopter) float ClimbRate; // maximum climb rate the player indicates var bool OnGround; var float CollectiveSetting; // influenced by the jump/duck keys var float ControlInputCollective; // helicopter uses strafing and forward/backward controls for rotation and collective (rotor lift) // uses look for pitching the rotor. (look left for skidding left, look down for forward movement) // a separate gunner will be needed if you want a swiveling weapon. simulated function InterpretControls(bool bJustFired,bool bFire,bool bJustAltFired,bool bAltFire, float aVehicleSpeedControl,float aTurretTurn,float aVehicleTurn, float aVehicleUp,float aTurretUp,bool bJustJumped,bool bJustDucked) { if(aVehicleTurn<0) // skidding. Note, at speed, this influences yaw controlinputRoll = max(MinRoll,MinRoll*(-aVehicleTurn/16384.0)); else controlinputRoll = min(MaxRoll,MaxRoll*(aVehicleTurn/16384.0)); if(TailRotorControllable) { if(aTurretTurn<0) // rotating by varying the force from the tail rotor. Note, at speed, this has very little effect controlinputYaw = (aTurretTurn/16384.0)*YawLeftRate; else controlinputYaw = (aTurretTurn/16384.0)*YawRightRate; } else controlinputYaw = 0.0; if(aVehicleSpeedControl<0) // accelerating means pushing the nose down, not up, so inverted ControlInputPitch = min(MaxPitch,MaxPitch*(-aVehicleSpeedControl/16384.0)); else ControlInputPitch = max(MinPitch,MinPitch*(aVehicleSpeedControl/16384.0)); ControlInputCollective=ClimbRate*aVehicleUp/16384.0; if(ControlInputCollective< -ClimbRate) ControlInputCollective= -ClimbRate; else if(ControlInputCollective> ClimbRate) ControlInputCollective= ClimbRate; } // UpdateSpeed overridden because helicopter can skid (all handled in dophysics) simulated function UpdateSpeed(float DeltaTime,float traction) { } simulated function ModifyAmbientSound() // helicopter { SoundRadius=255; SoundVolume=MIN(MAX(64,64+192*collectivesetting),255); } // helicopter can have translational lift (lift through speed) as well as rotor lift. // at low speeds, this isn't apparent, but at high speeds, the helicopter flies pretty much like // a fixed wing aircraft. simulated function DoPhysics(float DeltaTime) { local vector acceleration; local vector tempvel,templocation,O,N,HitLocation,HitNormal; local actor groundobject; local float neededacceleration; if(groundfeedbackindex<0) return; PreviousLocation=CurrentLocation; neededacceleration=ControlInputCollective-linearvelocity.Z; templocation=RealWorldLocation(vect(0,0,1),CurrentRotation); // calculate collective setting to counter gravity AND climb at a certain rate if(templocation.Z>0) { collectivesetting=(neededacceleration+VSize(region.zone.zonegravity))/MaxRotorLift/TempLocation.Z; if(collectivesetting< 0.0) collectivesetting= 0.0; else if(collectivesetting> 1.0) collectivesetting= 1.0; } tempvel=virtuallocation(linearvelocity,rotation); if(passengerof!=None) tempvel += virtuallocation(passengerof.velocity,rotation); tempvel.Z=0.0; acceleration=templocation*(collectivesetting*MaxRotorLift+VSize(tempvel)*MaxTranslationalLift/MaxSpeed)+region.zone.zonegravity; if(!OnGround && acceleration.Z<=0.0) { // check if we're now on the ground TempLocation = Feedback[groundfeedbackindex].originoffset; TempLocation.X=0; TempLocation.Y=0; TempLocation.Z+=2.0; N=CurrentLocation+RealWorldLocation(RealWorldLocation(TempLocation,CurrentRotation),planeangles); TempLocation = Feedback[groundfeedbackindex].originoffset; TempLocation.X=0; TempLocation.Y=0; TempLocation.Z-=2.0; O=CurrentLocation+RealWorldLocation(RealWorldLocation(TempLocation,CurrentRotation),planeangles); if(passengerof!=None) { N=RealWorldLocation(N,passengerof.rotation)+passengerof.location; O=RealWorldLocation(O,passengerof.rotation)+passengerof.location; } groundobject=Trace(HitLocation,HitNormal,O,N,false); while(groundobject!=None && SFVehicle(groundobject)==Self) { groundobject=Trace(HitLocation,HitNormal,O,HitLocation+normal(O-HitLocation),false); } if(GroundObject!=None && groundobject!=self) OnGround=true; } if(acceleration.Z>0) OnGround=false; if(OnGround) { // on the ground, a helicopter can not rotate (or move) LinearVelocity=vect(0,0,0); super.DoPhysics(DeltaTime); return; } // From here on, specific helicopter physics LastGoodLocation=CurrentLocation; LastGoodRotation=CurrentRotation; CurrentLocation+=(LinearVelocity)*deltatime; // drag LinearVelocity-=deltatime*normal(LinearVelocity)*MIN(AirDrag,VSize(LinearVelocity)); CurrentSpeed=VirtualLocation(LinearVelocity,CurrentRotation).X; // slow speed stuff CurrentRotation.Yaw+=ControlInputYaw*DeltaTime; // high speed stuff ///////////////////////////////////////// tempvel=VirtualLocation(LinearVelocity,PreviousRotation); tempvel.Z=0; LinearVelocity+=acceleration*deltatime; CurrentRotation.Yaw+=VirtualLocation(acceleration,CurrentRotation).Y*abs(CurrentSpeed/MaxSpeed)*TranslationalYawRate*DeltaTime; // cap the speed LinearVelocity=min(VSize(LinearVelocity),MaxSpeed)*normal(LinearVelocity); // Check for collision ------- when hitting something, the helo will be damaged! if(CheckForCollision(deltatime)) { CurrentLocation = PreviousLocation; gravityinducedvelocity=vect(0,0,0); CurrentRotation = PreviousRotation; linearvelocity=-linearvelocity; if(linearvelocity.Z>0.0) linearvelocity.Z=0.0; // TakeDamage( ) } } simulated function RotationPhysics(float DeltaTime) { local rotator NewRotation; local rotator NewStabilizedRotation; local float compensationYaw,compensationPitch,compensationRoll; // not using rotator because these values are generally<1 local vector eyelocation,hitnormal,hitlocation,targetvector; local float high_angle,low_angle,flighttime; local rotator actualrot; if(DeltaTime<=0) return; if(!bPhysics) return; if(OnGround) // the helicopter cannot rotate while on the ground return; PreviousRotation = CurrentRotation; CurrentRotation = CurrentRotation+AngularVelocity*deltatime; CurrentRotation.Roll=normalizeangle(CurrentRotation.Roll); CurrentRotation.Pitch=normalizeangle(CurrentRotation.Pitch); CurrentRotation.Yaw=normalizeangle(CurrentRotation.Yaw); NewRotation = CurrentRotation; // only tail rotor is direct. Main rotor is stabilized. (meaning: if you let go of the stick, the helicopter will slow down) compensationyaw=ControlInputYaw*deltatime; // combined rotation rate may not exceed maximum values if(compensationYaw<-YawLeftRate*DeltaTime) compensationYaw=-YawLeftRate*DeltaTime; else if(compensationYaw>YawRightRate*DeltaTime) compensationYaw=YawRightRate*DeltaTime; compensationPitch=normalizeangle(ControlInputPitch-CurrentRotation.Pitch); compensationRoll=normalizeangle(ControlInputRoll-CurrentRotation.Roll); NewRotation.Roll = normalizeangle(NewRotation.Roll+compensationRoll); NewRotation.Pitch = normalizeangle(NewRotation.Pitch+compensationPitch); NewRotation.Yaw = normalizeangle(NewRotation.Yaw+compensationYaw); if(NewRotation.Pitch>MaxPitch+OffsetRotation.Pitch) NewRotation.Pitch=MaxPitch+OffsetRotation.Pitch; if(NewRotation.Pitch<MinPitch+OffsetRotation.Pitch) NewRotation.Pitch=MinPitch+OffsetRotation.Pitch; if(NewRotation.Roll>MaxRoll+OffsetRotation.Roll) NewRotation.Roll=MaxRoll+OffsetRotation.Roll; if(NewRotation.Roll<MinRoll+OffsetRotation.Roll) NewRotation.Roll=MinRoll+OffsetRotation.Roll; CurrentRotation = NewRotation; } defaultproperties { AirDrag=80.000000 TranslationalYawRate=48.000000 MaxRotorLift=1100.000000 MaxTranslationalLift=100.000000 ClimbRate=400.000000 bHUD_ShowsPitch=True bHUD_ShowsYaw=True bHUD_ShowsRoll=True bHUD_ShowsSpeed=True bBot_ShowVehicleLocation=True Armor=50 InitialHitPoints=80 FullHitPoints=80 DestructionEffect=None PhysicalRotationRate=(Pitch=16384,Yaw=16384,Roll=16384) AirTraction=1.000000 bRestrictPitch=True MinPitch=-2048.000000 maxPitch=2048.000000 PitchUpRate=16384.000000 PitchDownRate=16384.000000 bRestrictRoll=True MinRoll=-2048.000000 MaxRoll=2048.000000 RollLeftRate=16384.000000 RollRightRate=16384.000000 YawLeftRate=2048.000000 YawRightRate=2048.000000 Elasticity=0.000000 MaxSpeed=500.000000 MaxAcceleration=200.000000 bRepairable=False bFullTimePhysics=True bDamageTriggered=True } |