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Scorpion: Various Updates #224

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4 changes: 3 additions & 1 deletion Binaries.csv
Original file line number Diff line number Diff line change
Expand Up @@ -24,8 +24,10 @@ Sounds,UT3A_Vehicle_Manta.uax,https://cloud.greatemerald.eu/s/mXvPjVQXo3dQ6Oa/do
Sounds,UT3A_Vehicle_Nightshade.uax,https://drive.google.com/uc?export=download&id=191qAndmw1o41CC56SCjWli9YuQtvxDcW,e91792176bf34cbd55153899d82dc2966e9e6585e4684bb80a459f301718e3ba,--content-disposition
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_Scorpion.uax,https://drive.google.com/uc?export=download&id=17F983ubDV_WiriFRzR92rjrGJcDj08J6,9167cf6c22b56b0112d2e192f38666e7173119d8f87004eff9ce074acbaa3d85,--content-disposition
Sounds,UT3A_Vehicle_Viper.uax,https://cloud.greatemerald.eu/s/a9qqwONoqjIMdqD/download,14aa152500702836d0971df6b612ae6a9afd2143358868d609b924114ab70bef,
Sounds,UT3A_Weapon_BioRifle.uax,https://drive.google.com/uc?export=download&id=10TH91CnyWDdiaIbVG5vAkHH7yKpubkIw,b7d66e870e3fca80d194bad8253dfb3bd3dc9b730ddc18adb3f8dd983e1535ad,--content-disposition
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: 123 additions & 89 deletions Classes/UT3Scorpion.uc
Original file line number Diff line number Diff line change
Expand Up @@ -46,6 +46,7 @@ var IntBox BoostIconCoords, EjectIconCoords;
var float LastBoostAttempt, SpeedAtBoost;
var() float MinEjectSpeed;
var int AirBoost;
var Sound DriverEjectSnd;

event KImpact(actor other, vector pos, vector impactVel, vector impactNorm) //Modified so we would have control over when we detonate
{
Expand Down Expand Up @@ -150,7 +151,7 @@ simulated function Tick(float DT)
//ArmTipCoords = GetBoneCoords('LeftBladeDummy');
ArmBaseCoords = GetBoneCoords('Blade_L1');
ArmTipCoords = GetBoneCoords('Blade_L2');
ArmTipCoords.Origin += vect(0,50,0) >> Rotation;
ArmTipCoords.Origin += vect(0,-80,0) >> Rotation;
Victim = Trace(HitLocation, HitNormal, ArmTipCoords.Origin, ArmBaseCoords.Origin);

if (Victim != None && Victim.bBlockActors)
Expand Down Expand Up @@ -180,7 +181,7 @@ simulated function Tick(float DT)
//ArmTipCoords = GetBoneCoords('RightBladeDummy');
ArmBaseCoords = GetBoneCoords('Blade_R1');
ArmTipCoords = GetBoneCoords('Blade_R2');
ArmTipCoords.Origin += vect(0,50,0) >> Rotation;
ArmTipCoords.Origin += vect(0,80,0) >> Rotation;
Victim = Trace(HitLocation, HitNormal, ArmTipCoords.Origin, ArmBaseCoords.Origin);

if (Victim != None && Victim.bBlockActors)
Expand Down Expand Up @@ -341,6 +342,9 @@ function SuperEjectDriver()
OldPawn.Velocity = EjectVel;
OldPawn.SpawnTime = Level.TimeSeconds;
OldPawn.PlayTeleportEffect(False,False);

PlaySound(DriverEjectSnd, SLOT_None, 1.0, true);

}

function bool KDriverLeave(bool bForceLeave)
Expand Down Expand Up @@ -552,7 +556,6 @@ simulated function AttachDriver(Pawn P)
Local rotator NeckDrive;
super.AttachDriver(P);


ArmDriveL.Yaw=5000;
P.SetBoneRotation('Bip01 L UpperArm',ArmDriveL);
ArmDriveR.Yaw=5000;
Expand Down Expand Up @@ -632,17 +635,119 @@ simulated function TeamChanged()
defaultproperties
{

//=============================================================================
// Identity
//=============================================================================
VehicleNameString = "UT3 Scorpion"
VehiclePositionString="in a Scorpion"

//=============================================================================
// Appearance
//=============================================================================
DrawScale=1.0

//=======================
// @100GPing100
Mesh = SkeletalMesh'UT3VH_Scorpion_Anims.SK_VH_Scorpion';
RedSkin = Shader'UT3ScorpionTex.ScorpionSkin';
BlueSkin = Shader'UT3ScorpionTex.ScorpionSkinBlue';
//RedSkin=Shader'VMVehicles-TX.RVGroup.RVChassisFinalRED'
//BlueSkin=Shader'VMVehicles-TX.RVGroup.RVChassisFinalBLUE'

DrivePos=(X=-20.0,Y=0.0,Z=60.0) //DrivePos=(X=2.0,Y=0.0,Z=50.0)
DriveRot=(Pitch=8000)

DriverWeapons(0)=(WeaponClass=Class'UT3ScorpionTurret',WeaponBone="gun_rotate")
//DriverWeapons(0)=(WeaponClass=Class'UT3ScorpionTurret',WeaponBone="ChainGunAttachment")

AfterburnerOffset(0) = (X=-80.0,Y=-16.0,Z=21.0)
AfterburnerOffset(1) = (X=-80.0,Y=16.0,Z=21.0)

//DamagedEffectOffset=(X=60,Y=10,Z=10) //Hood Fire Point
DamagedEffectOffset=(X=-12,Y=-40,Z=0) //Body Fire Point
DamagedEffectScale=0.6 //Body Fire Size
//DamagedEffectOffset=(X=-80,Y=20,Z=30) //Booster Fire Point, scale probably needs to be larger than 1.0

HeadlightCoronaOffset(0)=(X=77,Y=39.0,Z=25)
HeadlightCoronaOffset(1)=(X=77,Y=-39.0,Z=25)
HeadlightCoronaMaterial=Material'EpicParticles.FlashFlare1'
//HeadlightCoronaMaterial=Material'EmitterTextures.Flares.EFlareOY'
HeadlightCoronaMaxSize=45 //45 //65 looks good but probably too large with FlashFlare...except it's also the default UT2004 value

HeadlightProjectorOffset=(X=75,Y=0,Z=25) //(X=90,Y=0,Z=7)
HeadlightProjectorRotation=(Yaw=0,Pitch=-1000,Roll=0)
HeadlightProjectorMaterial=Texture'VMVehicles-TX.RVGroup.RVProjector'
HeadlightProjectorScale=0.3

bMakeBrakeLights=true
BrakeLightOffset(0)=(X=-86,Y=0,Z=45)
BrakeLightOffset(1)=(X=-92,Y=0,Z=42)
BrakeLightMaterial=Material'EpicParticles.FlashFlare1' //Material'EpicParticles.FlickerFlare'

//=============================================================================
// Sound
//=============================================================================
IdleSound = sound'UT3A_Vehicle_Scorpion.UT3ScorpionSingles.UT3ScorpionEngineLoop01Cue'
StartUpSound = sound'UT3A_Vehicle_Scorpion.UT3ScorpionEngineStart.UT3ScorpionEngineStartCue'
ShutDownSound = sound'UT3A_Vehicle_Scorpion.UT3ScorpionEngineStop.UT3ScorpionEngineStopCue'
ArmExtendSound = sound'UT3A_Vehicle_Scorpion.UT3ScorpionBladeExtend.UT3ScorpionBladeExtendCue'
ArmRetractSound = sound'UT3A_Vehicle_Scorpion.UT3ScorpionBladeRetract.UT3ScorpionBladeRetractCue'
BladeBreakSound = sound'UT3A_Vehicle_Scorpion.UT3ScorpionBladeBreakOff.UT3ScorpionBladeBreakOffCue'
BoostSound = Sound'UT3A_Vehicle_Scorpion.UT3ScorpionSingles.UT3ScorpionEjectReadyBeepThrustStartMix'
BoostReadySound = None
DriverEjectSnd=Sound'UT3A_Vehicle_Scorpion.UT3ScorpionSingles.UT3ScorpionEject01DestructionWarningMix';
ImpactDamageSounds = ();
ImpactDamageSounds(0) = Sound'UT3A_Vehicle_Scorpion.UT3ScorpionCollide.UT3ScorpionCollideCue';
ExplosionSounds = ();
ExplosionSounds(0) = Sound'UT3A_Vehicle_Scorpion.UT3ScorpionExplode.UT3ScorpionExplodeCue';
BulletSounds = ()
BulletSounds(0) = Sound'UT3A_Weapon_BulletImpacts.UT3BulletImpactMetal.UT3BulletImpactMetalCue'

SoundVolume=255
//=============================================================================
// Health & Damage
//=============================================================================
bHasAltFire=False
MomentumMult=0.25 //?
DamagedEffectHealthSmokeFactor=0.65
DamagedEffectHealthFireFactor=0.40
DamagedEffectFireDamagePerSec=2.0
CrushedDamageType=class'DamTypeRVPancake'
RanOverDamageType=class'DamTypeRVRoadkill'
SelfDestructDamageType=class'UT3ScorpionSDDamage'
SelfDestructDamage = 100.0 //600.0
SelfDestructDamageRadius = 600.0
SelfDestructMomentum = 130 //20000

//HD Notes
//SD Crash test fix 1 results - Damage = 100.0 & Momentum = 20 works but SD has no distance
//SD Crash test fix 2 results - Damage = 100.0 & Momentum = 100 works, no distance and single hit took core from 100% to 18%
//SD Crash test fix 3 results - Damage = 100.0 & Momentum = 120 works, core droped to 15%, no distance
//SD Crash test fix 4 results - Damage = 100.0 & Momentum = 130 works, no distance, core dropped to 74%
//SD Crash test fix 5 results - Damage = 150.0 & Momentum = 130 works, core dropped to 51% from 100%
//SD Crash test fix 6 results - Damage = 200.0 & Momentum = 50 works, core dropped to 5% from 100%
//Final opinon - distance isn't possible to keep and results 5 & 6 are too overpowered so result 4 seems best
//=============================================================================
// Movement
//=============================================================================
bAllowAirControl = false
bHasHandBrake=False //GE: Override for the space bar?
GroundSpeed=950.0000
EngineBrakeFactor=0.001 //0.0001 def
EngineInertia=0.008
SteerBoneName = "Main_Root";
SteerSpeed=200.00 //200.00 //160 def
TurnDamping=10 //35 def
TransRatio=0.18 //0.15 def UT2004
WheelInertia=0.008

ChassisTorqueScale=0.45 //0.4
MaxBrakeTorque=22.0 //20 def
WheelSuspensionOffset=3.0
WheelSoftness=0.045 //.025
WheelSuspensionTravel=35.0 //15
WheelSuspensionMaxRenderTravel=35.0 //15

BoostForce = 1800.0
BoostRechargeTime = 5.0
MinEjectSpeed = 700.0 // GEm: Originally 900, but it feels too much in comparison

Begin Object Class=SVehicleWheel Name=RRWheel
BoneName = "B_R_Tire";
Expand Down Expand Up @@ -706,49 +811,6 @@ defaultproperties
Wheels(1) = LRWheel;
Wheels(2) = RFWheel;
Wheels(3) = LFWheel;
// @100GPing100
//==========END==========
VehicleNameString = "UT3 Scorpion"
VehiclePositionString="in a Scorpion"
//RedSkin=Shader'VMVehicles-TX.RVGroup.RVChassisFinalRED'
//BlueSkin=Shader'VMVehicles-TX.RVGroup.RVChassisFinalBLUE'
//DriverWeapons(0)=(WeaponClass=Class'UT3ScorpionTurret',WeaponBone="ChainGunAttachment")
bHasAltFire=False
GroundSpeed=950.0000
SteerSpeed=200.00 //200.00 //160 def
TurnDamping=10 //35 def
ChassisTorqueScale=0.45 //0.4
MaxBrakeTorque=22.0 //20 def
EngineBrakeFactor=0.001 //0.0001 def
TransRatio=0.18 //0.15 def UT2004
EngineInertia=0.008
WheelInertia=0.008
WheelSuspensionOffset=3.0
bHasHandBrake=False //GE: Override for the space bar?
BoostSound=Sound'UT3A_Vehicle_Scorpion.Sounds.A_Vehicle_Scorpion_EjectReadyBeepThrustStartMix'
//BoostSound=Sound'UT3A_Vehicle_Scorpion.Sounds.A_Vehicle_Scorpion_EjectReadyBeep'
BoostReadySound=None
IdleSound=sound'UT3A_Vehicle_Scorpion.Sounds.A_Vehicle_Scorpion_EngineLoop01'
//IdleSound=sound'UT3Vehicles.SCORPION.ScorpionEngine'
StartUpSound=sound'UT3A_Vehicle_Scorpion.Sounds.A_Vehicle_Scorpion_Start01'
ShutDownSound=sound'UT3A_Vehicle_Scorpion.Sounds.A_Vehicle_Scorpion_Stop01'
DamagedEffectHealthSmokeFactor=0.65
DamagedEffectHealthFireFactor=0.40
DamagedEffectFireDamagePerSec=2.0 //0.75
ImpactDamageSounds = ()
ImpactDamageSounds(0) = Sound'UT3A_Vehicle_Scorpion.Sounds.A_Vehicle_Scorpion_Collide01';
ImpactDamageSounds(1) = Sound'UT3A_Vehicle_Scorpion.Sounds.A_Vehicle_Scorpion_Collide02';
ImpactDamageSounds(2) = Sound'UT3A_Vehicle_Scorpion.Sounds.A_Vehicle_Scorpion_Collide03';
ImpactDamageSounds(3) = Sound'UT3A_Vehicle_Scorpion.Sounds.A_Vehicle_Scorpion_Collide04';
ExplosionSounds = ()
ExplosionSounds(0) = Sound'UT3A_Vehicle_Scorpion.Sounds.A_Vehicle_Scorpion_Explode02';
RanOverDamageType=class'DamTypeRVRoadkill'
CrushedDamageType=class'DamTypeRVPancake'
SelfDestructDamageType=class'UT3ScorpionSDDamage'
BoostIconCoords = (X1=2,Y1=843,X2=97,Y2=50)
EjectIconCoords = (X1=92,Y1=317,X2=50,Y2=50)
DrivePos=(X=-20.0,Y=0.0,Z=60.0) //DrivePos=(X=2.0,Y=0.0,Z=50.0)
DriveRot=(Pitch=8000)

Begin Object Class=KarmaParamsRBFull Name=KParams0
KStartEnabled=True
Expand All @@ -774,18 +836,15 @@ defaultproperties
End Object
KParams=KarmaParams'KParams0'

BoostRechargeTime = 5.0
AfterburnerOffset(0) = (X=-80.0,Y=-16.0,Z=21.0)
AfterburnerOffset(1) = (X=-80.0,Y=16.0,Z=21.0)
BoostForce = 1800.0
MinEjectSpeed = 700.0 // GEm: Originally 900, but it feels too much in comparison
bAllowAirControl = false
SelfDestructDamage = 600.0
SelfDestructDamageRadius = 600.0
SelfDestructMomentum = 20000
//=============================================================================
// HUD
//=============================================================================
BoostIconCoords = (X1=2,Y1=843,X2=97,Y2=50)
EjectIconCoords = (X1=92,Y1=317,X2=50,Y2=50)

MomentumMult=0.25 //?

//=============================================================================
// Entry & Exit
//=============================================================================
ExitPositions(0)=(X=0,Y=-150,Z=50) //Left
ExitPositions(1)=(X=0,Y=150,Z=50) //Right
ExitPositions(2)=(X=0,Y=-150,Z=-50) //Left Below
Expand All @@ -796,37 +855,12 @@ defaultproperties
ExitPositions(7)=(X=-150,Y=0,Z=-50) //Rear Below
ExitPositions(8)=(X=-150,Y=0,Z=50) //Rear

//=============================================================================
// Entry & Exit
//=============================================================================
FPCamPos=(X=-70,Y=0,Z=105)

//Normal
TPCamDistance=250.000000
TPCamLookat=(X=-70,Y=0,Z=0) //X-40
TPCamWorldOffset=(X=0,Y=0,Z=140) //170-200 is better for aiming high up but to me it makes ground level aim feel awkward

//Aerial View
//TPCamDistance=250.000000
//TPCamLookat=(X=-50,Y=0,Z=0)
//TPCamWorldOffset=(X=0,Y=0,Z=30)

//DamagedEffectOffset=(X=60,Y=10,Z=10) //Hood Fire Point
DamagedEffectOffset=(X=-12,Y=-40,Z=0) //Body Fire Point
DamagedEffectScale=0.6 //Body Fire Size
//DamagedEffectOffset=(X=-80,Y=20,Z=30) //Booster Fire Point, scale probably needs to be larger than 1.0

HeadlightCoronaOffset(0)=(X=77,Y=39.0,Z=25)
HeadlightCoronaOffset(1)=(X=77,Y=-39.0,Z=25)
HeadlightCoronaMaterial=Material'EpicParticles.FlashFlare1'
//HeadlightCoronaMaterial=Material'EmitterTextures.Flares.EFlareOY'
HeadlightCoronaMaxSize=45 //45 //65 looks good but probably too large with FlashFlare...except it's also the default UT2004 value

HeadlightProjectorOffset=(X=75,Y=0,Z=25) //(X=90,Y=0,Z=7)
HeadlightProjectorRotation=(Yaw=0,Pitch=-1000,Roll=0)
HeadlightProjectorMaterial=Texture'VMVehicles-TX.RVGroup.RVProjector'
HeadlightProjectorScale=0.3

bMakeBrakeLights=true
BrakeLightOffset(0)=(X=-86,Y=0,Z=45)
BrakeLightOffset(1)=(X=-92,Y=0,Z=42)
BrakeLightMaterial=Material'EpicParticles.FlashFlare1' //Material'EpicParticles.FlickerFlare'


}
10 changes: 5 additions & 5 deletions Classes/UT3ScorpionBallBlue.uc
Original file line number Diff line number Diff line change
Expand Up @@ -76,14 +76,14 @@ simulated function Destroyed()
ProjectileEffect2.Destroy();
}

/*simulated function SpawnEffects( vector HitLocation, vector HitNormal )
simulated function SpawnEffects( vector HitLocation, vector HitNormal )
{
if ( EffectIsRelevant(Location,false) )
{
if (bZap)
{
spawn(class'xEffects.GoopSparks',,,Location);
PlaySound(sound'WeaponSounds.BioRifle.BioRifleGoo1',,8*TransientSoundVolume);
PlaySound(ExplosionSound,,8*TransientSoundVolume);
}
else
{
Expand All @@ -95,7 +95,7 @@ simulated function Destroyed()
if ( (ExplosionDecal != None) && (Level.NetMode != NM_DedicatedServer) )
Spawn(ExplosionDecal,self,,HitLocation, rotator(-HitNormal));
}
} */
}

simulated function ProcessTouch (Actor Other, vector HitLocation) //GE: For reflecting off shieldguns
{
Expand Down Expand Up @@ -201,9 +201,9 @@ DefaultProperties
CollisionHeight=30
CollisionRadius=30
ForceScale=10.0
//AmbientSound=Sound'UT3Vehicles.SCORPION.ScorpionBallAmb'
AmbientSound=None
ImpactSound=Sound'UT3Weapons2.BioRifle.BioRifleExplode' // GEm: FIXME, should not depend on UT3Weapons2
ImpactSound=Sound'UT3A_Weapon_BioRifle.UT3BioFireImpactFizzle.UT3BioFireImpactFizzleCue'
ExplosionSound=Sound'UT3A_Weapon_BioRifle.UT3BioFireImpactExplode.UT3BioFireImpactExplodeCue'
MyDamageType=class'UT3ScorpionBallDamage'
ExplosionEmitterClass=class'ONSPlasmaHitBlue'
}
6 changes: 4 additions & 2 deletions Classes/UT3ScorpionBallRed.uc
Original file line number Diff line number Diff line change
Expand Up @@ -41,6 +41,7 @@ class UT3ScorpionBallRed extends EONSScorpionEnergyProjectileRed;

var class<Emitter> ProjectileEffectClass2;
var Emitter ProjectileEffect2;
var(Sound) sound ExplosionSound;

simulated function PostBeginPlay()
{
Expand Down Expand Up @@ -83,7 +84,7 @@ simulated function SpawnEffects( vector HitLocation, vector HitNormal )
if (bZap)
{
spawn(class'xEffects.GoopSparks',,,Location);
PlaySound(sound'WeaponSounds.BioRifle.BioRifleGoo1',,8*TransientSoundVolume);
PlaySound(ExplosionSound,,8*TransientSoundVolume);
}
else
{
Expand Down Expand Up @@ -203,6 +204,7 @@ DefaultProperties
ForceScale=10.0
//AmbientSound=Sound'UT3Vehicles.SCORPION.ScorpionBallAmb'
AmbientSound=None
ImpactSound=Sound'UT3Weapons2.BioRifle.BioRifleExplode' // GEm: FIXME, should not depend on UT3Weapons2
ImpactSound=Sound'UT3A_Weapon_BioRifle.UT3BioFireImpactFizzle.UT3BioFireImpactFizzleCue'
ExplosionSound=Sound'UT3A_Weapon_BioRifle.UT3BioFireImpactExplode.UT3BioFireImpactExplodeCue'
MyDamageType=class'UT3ScorpionBallDamage'
}
2 changes: 1 addition & 1 deletion Classes/UT3ScorpionTurret.uc
Original file line number Diff line number Diff line change
Expand Up @@ -64,7 +64,7 @@ defaultproperties
ProjectileClass=Class'UT3ScorpionBallRed'
TeamProjectileClasses(0)=class'UT3ScorpionBallRed'
TeamProjectileClasses(1)=class'UT3ScorpionBallBlue'
FireSoundClass=Sound'UT3A_Vehicle_Scorpion.Sounds.A_Vehicle_Scorpion_AltFire01'
FireSoundClass=Sound'UT3A_Vehicle_Scorpion.UT3ScorpionAltFire.UT3ScorpionAltFireCue'
AIInfo(0)=(aimerror=650.000000,bTrySplash=True,bLeadTarget=True)
PitchUpLimit=9600
PitchDownLimit=60000
Expand Down
2 changes: 1 addition & 1 deletion Classes/UT3WheelSlipEffect.uc
Original file line number Diff line number Diff line change
Expand Up @@ -82,5 +82,5 @@ simulated function UpdateDust(SVehicleWheel t, float DustSlipRate, float DustSli

defaultproperties
{
DirtSlipSound = Sound'UT3A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_Slide'
DirtSlipSound = Sound'UT3A_Vehicle_Scorpion.UT3ScorpionSlide.UT3ScorpionSlideCue'
}