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Hellfire SPMA: Various Updates #171

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15fc923
Hellfire SPMA: Turret Rotate Sound Addition
HellDragon-HK Jan 4, 2018
766e9ff
Update UT3HellfireSPMA.uc
HellDragon-HK Jan 31, 2018
8019ab0
Update UT3HellfireSPMACamera.uc
HellDragon-HK Jan 31, 2018
775dc87
Update UT3HellfireSPMACannon.uc
HellDragon-HK Jan 31, 2018
c009699
Update UT3HellfireSPMAIncomingSound.uc
HellDragon-HK Jan 31, 2018
8a8aff3
Update UT3HellfireSPMAShell.uc
HellDragon-HK Jan 31, 2018
2c0b046
Update UT3HellfireSPMAShellChild.uc
HellDragon-HK Jan 31, 2018
b5608f3
Update UT3HellfireSPMASideGun.uc
HellDragon-HK Jan 31, 2018
1fa75b7
Update Binaries.csv
HellDragon-HK Feb 26, 2018
fe10e5f
Update UT3HellfireSPMA.uc
HellDragon-HK Feb 26, 2018
2508b29
Update UT3HellfireSPMACamera.uc
HellDragon-HK Feb 26, 2018
dcc49a4
Update UT3HellfireSPMA.uc
HellDragon-HK Mar 12, 2018
7c8ca53
Update Binaries.csv
HellDragon-HK Mar 15, 2018
e4da762
Update UT3HellfireSPMA.uc
HellDragon-HK Mar 15, 2018
0902fb0
Update UT3HellfireSPMA.uc
HellDragon-HK Mar 15, 2018
712c376
Update UT3HellfireSPMACamera.uc
HellDragon-HK Mar 15, 2018
0dd9540
Update UT3HellfireSPMACannon.uc
HellDragon-HK Mar 15, 2018
46fd8d1
Update UT3HellfireSPMAIncomingSound.uc
HellDragon-HK Mar 15, 2018
94e3210
Update UT3HellfireSPMAShell.uc
HellDragon-HK Mar 15, 2018
fc3503f
Update UT3HellfireSPMAShellChild.uc
HellDragon-HK Mar 15, 2018
9bc98ed
Update UT3HellfireSPMASideGun.uc
HellDragon-HK Mar 15, 2018
d7f50d7
Update UT3HellfireSPMASideGun.uc
HellDragon-HK Mar 15, 2018
e2d367f
Update UT3HellfireSPMA.uc
HellDragon-HK Mar 16, 2018
3c19567
Update UT3HellfireSPMA.uc
HellDragon-HK Mar 17, 2018
ccb2a53
Merge branch 'master' into patch-7
HellDragon-HK Mar 17, 2018
9f4dcec
Update UT3HellfireSPMA.uc
HellDragon-HK Mar 17, 2018
cb09484
Update UT3HellfireSPMACamera.uc
HellDragon-HK Mar 17, 2018
a2280c8
Update UT3HellfireSPMACannon.uc
HellDragon-HK Mar 17, 2018
fa61f18
Update UT3HellfireSPMAIncomingSound.uc
HellDragon-HK Mar 17, 2018
b1c949a
Update UT3HellfireSPMAShell.uc
HellDragon-HK Mar 17, 2018
bc5d24d
Update UT3HellfireSPMAShellChild.uc
HellDragon-HK Mar 17, 2018
8bba5bd
Update UT3HellfireSPMASideGun.uc
HellDragon-HK Mar 17, 2018
f51bd3c
Update UT3HellfireSPMA.uc
HellDragon-HK Mar 17, 2018
52178d1
Update UT3HellfireSPMACannon.uc
HellDragon-HK Mar 17, 2018
28af058
Update UT3HellfireSPMAShell.uc
HellDragon-HK Mar 17, 2018
fd75d1a
Update UT3HellfireSPMA.uc
HellDragon-HK Mar 18, 2018
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2 changes: 2 additions & 0 deletions Binaries.csv
Original file line number Diff line number Diff line change
Expand Up @@ -25,7 +25,9 @@ Sounds,UT3A_Vehicle_Nightshade.uax,https://drive.google.com/uc?export=download&i
Sounds,UT3A_Vehicle_Paladin.uax,https://cloud.greatemerald.eu/s/TQFft9WzgaWtDq5/download,2c45d97c21ae0e74351c685a724cb1aa48d27d8e12e76f14b9c32027121b0fda,
Sounds,UT3A_Vehicle_Raptor.uax,https://cloud.greatemerald.eu/s/9GddwrLFitrqjlG/download,a78f2c2445e49c71376e673d8ba99768cbe60210d056233638678840d7c5a610,
Sounds,UT3A_Vehicle_Scorpion.uax,https://drive.google.com/uc?export=download&id=1l7cC58tLhf-nAps3Dzk00FttPPchNaDP,5c7f09e1e1950cd992f73171104d34c8cc500e2971598d53a47484d0d43493c9,--content-disposition
Sounds,UT3A_Vehicle_SPMA.uax,https://drive.google.com/uc?export=download&id=17SyNIFxOW7Jn2Oqmzfos1akZL8NAhZ2J,f9fb0634155475f52684ca90c03f4400869c64a42a33d7caf3b4a6b3390b6ea6,--content-disposition
Sounds,UT3A_Vehicle_Viper.uax,https://cloud.greatemerald.eu/s/a9qqwONoqjIMdqD/download,14aa152500702836d0971df6b612ae6a9afd2143358868d609b924114ab70bef,
Sounds,UT3A_Weapon_BulletImpacts.uax,https://drive.google.com/uc?export=download&id=1vt-y6Dgykp68uFOPvbpfBZr7Vwy6IlTg,4ae8a24b0de2934f8a65fcc7686d5d7d3fa82a0c87be032240bd2f1a330cb954,--content-disposition
Sounds,UT3SPMA.uax,https://drive.google.com/uc?export=download&id=17UqS7l3-Jx-lbN34S0QrLVglb6WH2Gxh,1627d76b088cc756d58002fe1bee8f66e305f1df0e3c4605b9ebe41f737fabe5,--content-disposition
Sounds,UT3Weapons2.uax,https://github.com/GreatEmerald/UT3Weapons/raw/master/Sounds/UT3Weapons2.uax,474ae417f521dff0345bfab93924953cc2e42640095f87f38a62b9a8a5eda32d,
Sounds,UT3Weapons.uax,https://github.com/GreatEmerald/UT3Weapons/raw/master/Sounds/UT3Weapons.uax,14700fa3224be02dd5eec8a906a15b8b73549b85ed4843ce58d738d72a3d67dd,
Expand Down
212 changes: 116 additions & 96 deletions Classes/UT3HellfireSPMA.uc
Original file line number Diff line number Diff line change
Expand Up @@ -820,32 +820,111 @@ function TakeDamage(int Damage, Pawn instigatedBy, Vector Hitlocation, Vector Mo
//=============================================================================

defaultproperties
{
Health = 800
HealthMax = 800

/* 100GPing100 BEGIN */
{
//=============================================================================
// Identity
//=============================================================================
VehiclePositionString="in a Hellfire SPMA"
VehicleNameString = "UT3 Hellfire SPMA"

//=============================================================================
// Appearance
//=============================================================================
Drawscale = 1.0
Mesh = SkeletalMesh'UT3VH_SPMA_Anims.SK_VH_SPMA';
RedSkin = Shader'UT3SPMATex.Body.RedSkin';
BlueSkin = Shader'UT3SPMATex.Body.BlueSkin';
Skins(1) = Shader'UT3SPMATex.Threads.ThreadsSkin'

FlagBone = 'Body';

DriverWeapons = ();
DriverWeapons(0) = (WeaponClass=class'UT3HellfireSPMASideGun',WeaponBone="SecondaryTurret_YawLift");
DriverWeapons(1) = (WeaponClass=class'UT3HellfireSPMACannon',WeaponBone="MainTurret_Yaw");
PassengerWeapons = ()
FlagBone = 'Body';

DamagedEffectOffset=(X=0,Y=40,Z=120) //Near Cannon Fire Point
DamagedEffectScale=1.3 //Near Cannon Fire Size
//DamagedEffectOffset=(X=190,Y=-70,Z=100) //Front Tire Fire Point
//DamagedEffectScale=1.0 //Front Tire Fire Size

//HeadlightCoronaOffset(0)=(X=213,Y=85,Z=43) //(X=195,Y=85,Z=70)
//HeadlightCoronaOffset(1)=(X=213,Y=-85,Z=43) //(X=195,Y=-85,Z=70)
//HeadlightCoronaMaterial=Material'EmitterTextures.Flares.EFlareOY'
//HeadlightCoronaMaxSize=75
HeadlightCoronaMaterial=None

//HeadlightProjectorOffset=(X=290,Y=0,Z=40)
//HeadlightProjectorRotation=(Yaw=0,Pitch=-1500,Roll=0)
//HeadlightProjectorMaterial=Texture'VMVehicles-TX.NewPRVGroup.PRVProjector'
//HeadlightProjectorScale=0.65
HeadlightProjectorMaterial=None

BrakeLightOffset(0)=(X=-190,Y=47,Z=72)
BrakeLightOffset(1)=(X=-190,Y=-47,Z=72)
BrakeLightMaterial=Material'EpicParticles.FlashFlare1'
//BrakeLightMaterial=Material'EpicParticles.FlickerFlare'

//=============================================================================
// Sounds
//=============================================================================
IdleSound = Sound'UT3A_Vehicle_SPMA.UT3SPMASingles.UT3SPMAEngineIdle01Cue'
StartUpSound = Sound'UT3A_Vehicle_SPMA.UT3SPMAEngineStart.UT3SPMAEngineStartCue'
ShutDownSound = Sound'UT3A_Vehicle_SPMA.UT3SPMAEngineStop.UT3SPMAEngineStopCue'
DeploySound = Sound'UT3A_Vehicle_SPMA.UT3SPMADeploy.UT3SPMADeployCue'
UndeploySound = Sound'UT3A_Vehicle_SPMA.UT3SPMADeploy.UT3SPMADeployCue'
ImpactDamageSounds = ();
ImpactDamageSounds(0) = Sound'UT3A_Vehicle_Goliath.UT3GoliathCollide.UT3GoliathCollideCue';
ExplosionSounds = ();
ExplosionSounds(0) = Sound'UT3A_Vehicle_SPMA.UT3SPMAExplode.UT3SPMAExplodeCue';
BulletSounds = ()
BulletSounds(0) = Sound'UT3A_Weapon_BulletImpacts.UT3BulletImpactMetal.UT3BulletImpactMetalCue'

IdleRPM=2500
SoundVolume = 255

//=============================================================================
// Health & Damage
//=============================================================================
Health = 800
HealthMax = 800
DriverDamageMult = 0.0
MomentumMult=0.1 //2.0
DamagedEffectHealthSmokeFactor=0.65
DamagedEffectHealthFireFactor=0.40
DamagedEffectFireDamagePerSec=2.0

//=============================================================================
// Movement
//=============================================================================
GroundSpeed = 650.0
SteerSpeed=70 //110
TurnDamping=50 //35
TreadVelocityScale = 30.0

TransRatio=0.18
ChangeUpPoint=105000

HandbrakeThresh=9000000
EngineBrakeRPMScale=0.008
MinBrakeFriction=6.5 //4.0

MaxDeploySpeed = 100.0
DeployTime = 2.1
UndeployTime = 2.0

ChassisTorqueScale=1.2 //1.25
MaxBrakeTorque=25.0 //20.0

Wheels = ();
Begin Object Class=SVehicleWheel Name=LWheel1
BoneName="LtFrontTire"
BoneRollAxis=AXIS_Y
BoneSteerAxis=AXIS_Z
BoneOffset=(X=0.0,Y=-17.0,Z=0.0)
BoneOffset=(X=0.0,Y=-17.0,Z=-12.0)
WheelRadius=40
bPoweredWheel=True
bHandbrakeWheel=True
SuspensionOffset=7.0
SteerType=VST_Steered
End Object
Wheels(0)=SVehicleWheel'LWheel1'
Expand All @@ -854,15 +933,15 @@ defaultproperties
BoneName="LtTread_Wheel3"
BoneRollAxis=AXIS_Y
BoneSteerAxis=AXIS_Z
BoneOffset=(X=30.0,Y=15.0,Z=18.0) // GEm: Or Y is 4/15, Z is 5/18 (more truthful but not symmetric)
BoneOffset=(X=-10.0,Y=15.0,Z=7.0) // GEm: Or Y is 4/15, Z is 5/18 (more truthful but not symmetric)
WheelRadius=40
bPoweredWheel=True
bHandbrakeWheel=True
bTrackWheel=True
bLeftTrack=True
SuspensionTravel=10.0
SuspensionMaxRenderTravel=0.0
SuspensionOffset=0.0
SuspensionOffset=3.0
SteerType=VST_Fixed
End Object
Wheels(1)=SVehicleWheel'LWheel2'
Expand All @@ -871,14 +950,14 @@ defaultproperties
BoneName="RtTread_Wheel3"
BoneRollAxis=AXIS_Y
BoneSteerAxis=AXIS_Z
BoneOffset=(X=30.0,Y=-15.0,Z=18.0)
BoneOffset=(X=-10.0,Y=-15.0,Z=7.0)
WheelRadius=40
bPoweredWheel=True
bHandbrakeWheel=True
bTrackWheel=True
SuspensionTravel=10.0
SuspensionMaxRenderTravel=0.0
SuspensionOffset=0.0
SuspensionOffset=3.0
SteerType=VST_Fixed
End Object
Wheels(2)=SVehicleWheel'RWheel2'
Expand All @@ -887,76 +966,15 @@ defaultproperties
BoneName="RtFrontTire"
BoneRollAxis=AXIS_Y
BoneSteerAxis=AXIS_Z
BoneOffset=(X=0.0,Y=17.0,Z=0.0)
BoneOffset=(X=0.0,Y=17.0,Z=-12.0)
WheelRadius=40
bPoweredWheel=True
bHandbrakeWheel=True
SuspensionOffset=7.0
SteerType=VST_Steered
End Object
Wheels(3)=SVehicleWheel'RWheel1'

/* 100GPing100 END */

VehiclePositionString="in a Hellfire SPMA"
VehicleNameString = "UT3 Hellfire SPMA"

DeployIconCoords = (X1=2,Y1=371,X2=124,Y2=115)

PassengerWeapons = ()
FireImpulse = (X=0) // sidegun shouldn't recoil and main cannon is fired when deployed
bAllowViewChange = false // who would want to use it 1st-person anyway

GroundSpeed = 650.0

bStasis = False // would interfer with aiming when deployed

bNetNotify = True
DeployState = DS_Undeployed
LastDeployState = DS_Undeployed

MaxDeploySpeed = 100.0
DeployTime = 2.1
UndeployTime = 2.0
DeploySound = Sound'UT3SPMA.SPMADeploy'
UndeploySound = Sound'UT3SPMA.SPMADeploy'

SoundVolume = 255
SoundRadius = 300
IdleSound = Sound'UT3SPMA.SPMAEngineIdle'
StartUpSound = Sound'UT3SPMA.SPMAEngineStart'
ShutDownSound = Sound'UT3SPMA.SPMAEngineStop'
DamagedEffectHealthSmokeFactor=0.65 //0.5
DamagedEffectHealthFireFactor=0.40 //0.25
DamagedEffectFireDamagePerSec=2.0 //0.75
ImpactDamageSounds(0) = Sound'UT3A_Vehicle_Goliath.Sounds.A_Vehicle_Goliath_Collide01';
ImpactDamageSounds(1) = Sound'UT3A_Vehicle_Goliath.Sounds.A_Vehicle_Goliath_Collide01';
ImpactDamageSounds(2) = Sound'UT3A_Vehicle_Goliath.Sounds.A_Vehicle_Goliath_Collide01';
ImpactDamageSounds(3) = Sound'UT3A_Vehicle_Goliath.Sounds.A_Vehicle_Goliath_Collide01';
ImpactDamageSounds(4) = Sound'UT3A_Vehicle_Goliath.Sounds.A_Vehicle_Goliath_Collide01';
ImpactDamageSounds(5) = Sound'UT3A_Vehicle_Goliath.Sounds.A_Vehicle_Goliath_Collide01';
ImpactDamageSounds(6) = Sound'UT3A_Vehicle_Goliath.Sounds.A_Vehicle_Goliath_Collide01';
ExplosionSounds(0) = Sound'UT3SPMA.A_Vehicle_SPMA_Explode01';
ExplosionSounds(1) = Sound'UT3SPMA.A_Vehicle_SPMA_Explode01';
ExplosionSounds(2) = Sound'UT3SPMA.A_Vehicle_SPMA_Explode01';
ExplosionSounds(3) = Sound'UT3SPMA.A_Vehicle_SPMA_Explode01';
ExplosionSounds(4) = Sound'UT3SPMA.A_Vehicle_SPMA_Explode01';
bDrawDriverInTP = false
DriverDamageMult = 0.0
TreadVelocityScale = 30.0

ChassisTorqueScale=1.2 //1.25
MaxBrakeTorque=25.0 //20.0
SteerSpeed=70 //110
TurnDamping=50 //35
HandbrakeThresh=9000000
MinBrakeFriction=6.5 //4.0
EngineBrakeRPMScale=0.008
TransRatio=0.18
ChangeUpPoint=105000

MomentumMult=0.1 //2.0
bDoStuntInfo=False //true


Begin Object Class=KarmaParamsRBFull Name=KParams0
KStartEnabled=True
KFriction=0.5
Expand All @@ -981,32 +999,34 @@ defaultproperties
End Object
KParams=KarmaParams'KParams0'

//=============================================================================
// Entry & Exit
//=============================================================================
ExitPositions(0)=(X=50,Y=-165,Z=30)
ExitPositions(1)=(X=50,Y=165,Z=30)
ExitPositions(2)=(X=50,Y=-165,Z=-30)
ExitPositions(3)=(X=50,Y=165,Z=-30)
ExitPositions(4)=(X=350,Y=0,Z=60)

DamagedEffectOffset=(X=0,Y=40,Z=120) //Near Cannon Fire Point
DamagedEffectScale=1.3 //Near Cannon Fire Size
//DamagedEffectOffset=(X=190,Y=-70,Z=100) //Front Tire Fire Point
//DamagedEffectScale=1.0 //Front Tire Fire Size
//=============================================================================
// HUD
//=============================================================================
bDoStuntInfo = False
DeployIconCoords = (X1=2,Y1=371,X2=124,Y2=115)

//HeadlightCoronaOffset(0)=(X=213,Y=85,Z=43) //(X=195,Y=85,Z=70)
//HeadlightCoronaOffset(1)=(X=213,Y=-85,Z=43) //(X=195,Y=-85,Z=70)
//HeadlightCoronaMaterial=Material'EmitterTextures.Flares.EFlareOY'
//HeadlightCoronaMaxSize=75
HeadlightCoronaMaterial=None
//=============================================================================
// Msic
//=============================================================================
bNetNotify = True
bStasis = False // would interfer with aiming when deployed
DeployState = DS_Undeployed
LastDeployState = DS_Undeployed
FireImpulse = (X=0) // sidegun shouldn't recoil and main cannon is fired when deployed

//HeadlightProjectorOffset=(X=290,Y=0,Z=40)
//HeadlightProjectorRotation=(Yaw=0,Pitch=-1500,Roll=0)
//HeadlightProjectorMaterial=Texture'VMVehicles-TX.NewPRVGroup.PRVProjector'
//HeadlightProjectorScale=0.65
HeadlightProjectorMaterial=None

BrakeLightOffset(0)=(X=-190,Y=47,Z=72)
BrakeLightOffset(1)=(X=-190,Y=-47,Z=72)
BrakeLightMaterial=Material'EpicParticles.FlashFlare1'
//BrakeLightMaterial=Material'EpicParticles.FlickerFlare'

//=============================================================================
// Camera
//=============================================================================
bAllowViewChange = false // who would want to use it 1st-person anyway
bDrawDriverInTP = false

}
39 changes: 31 additions & 8 deletions Classes/UT3HellfireSPMACamera.uc
Original file line number Diff line number Diff line change
Expand Up @@ -114,7 +114,7 @@ simulated function DeployCamera()
DesiredRotation = rot(-16384,0,0);
RotationRate = rot(16384,16384,16384);
bRotateToDesired = True;
PlaySound(DeploySound);
PlaySound(DeploySound, SLOT_None, 1.0);
AmbientSound = DeployedAmbientSound;
PlayAnim('Deploy', 1.0, 0.0);
if (Trajectory == None)
Expand Down Expand Up @@ -329,14 +329,37 @@ simulated function PostNetReceive()

defaultproperties
{
MortarCameraOffset = (X=-256.0,Z=128.0)
CVScale = 1.0

//=============================================================================
// Appearance
//=============================================================================
DrawScale=0.3

//=============================================================================
// Sound
//=============================================================================

DeploySound = Sound'UT3A_Vehicle_SPMA.UT3SPMACameraDeploy.UT3SPMACameraDeployCue'
DeployedAmbientSound = Sound'UT3A_Vehicle_SPMA.UT3SPMASingles.UT3SPMACameraAmbient01CueAll'
ImpactSound = Sound'UT3A_Vehicle_SPMA.UT3SPMAShellFragmentExplode.UT3SPMAShellFragmentExplodeCue'
//TransientSoundRadius = 500.0

//=============================================================================
// Movement
//=============================================================================
MaxTargetRange = 10240.0
Speed = 4000.0
DrawScale=0.3
AmbientSound = Sound'UT3SPMA.SPMACameraAmbient'
ImpactSound = Sound'UT3SPMA.SPMAShellFragmentExplode'

//=============================================================================
// Misc
//=============================================================================
bAlwaysRelevant = True
CVScale = 1.0

//=============================================================================
// Camera
//=============================================================================
bOrientToVelocity = True
bAlwaysRelevant = True
TransientSoundRadius = 500.0
MortarCameraOffset = (X=-256.0,Z=128.0)

}
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