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KF2-Dev-Scripts/KFGameContent/Classes/KFWeap_Edged_IonThruster.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFWeap_Edged_IonThruster
//=============================================================================
// Basic ion beam melee weapon
//=============================================================================
// Killing Floor 2
// Copyright (C) 2017 Tripwire Interactive LLC
//=============================================================================
class KFWeap_Edged_IonThruster extends KFWeap_MeleeBase;
/** The current amount of charge/heat this weapon has */
var repnotify float UltimateCharge;
/** The highest amount of charge/heat this weapon can have*/
var float MaxUltimateCharge;
/** How often the DecayAmount is removed from a non-fully charged weapon */
var float DecayInterval;
/** How much charge to remove every <DecayInterval> seconds*/
var float DecayAmount;
/** How much charge to gain when hitting with each Firemode */
var array<float> UltimateChargePerHit;
/** How much charge to gain with a successful block */
var float UltimateChargePerBlock;
/** How much charge to gain with a successful parry */
var float UltimateChargePerParry;
/** Name of the special anim used for the ultimate attack */
var name UltimateAttackAnim;
/** Hitbox for the normal attack */
var array<MeleeHitBoxInfo> DefaultHitboxChain;
/** Hitbox for the ultimate attack */
var array<MeleeHitBoxInfo> UltimateHitboxChain;
/** Hit range for the default attack */
var int DefaultMaxHitRange;
/** Hit range for the ultimate attack, generated from DefaultMaxHitrange and UltimateRangeScale*/
var int UltimateMaxHitRange;
/** Relative length of the ultimate hitbox compared to the default hitbox*/
var float UltimateRangeScale;
/** Width of the ultimate hotbox */
var float UltimateWidthScale;
/** Extent of the default hitbox, defaults to 0*/
var vector DefaultHitboxExtent;
/** Extent of the Ultimate Hitbox*/
var vector UltimateHitboxExtent;
/** Particle system that plays constantly on the weapon */
var transient KFParticleSystemComponent BaseFlamePSC;
var transient KFParticleSystemComponent BaseGlowPSC;
var transient KFParticleSystemComponent BaseLightsPSC;
var const ParticleSystem BaseFlameFXTemplate;
var const ParticleSystem BaseGlowFXTemplate;
var const ParticleSystem BaseLightsFXTemplate;
var int PanelCount;
var KFParticleSystemComponent PersistentPanelPSC[12]; // Size here should equal PanelCount
var const ParticleSystem PersistentPanelEffect;
/** Particle system that plays when the weapon is fully charged */
var transient KFParticleSystemComponent ChargedPSC;
var const ParticleSystem ChargedEffect;
/** Sound loop to play when the weapon is not fully charged */
var AkEvent IdleSoundLoop;
var AkEvent IdleSoundStop;
/** Sound loop to play when the weapon is fully charged */
var AkEvent ChargedSoundLoop;
var AkEvent ChargedSoundStop;
/* Light that is applied to the blade and the bone to attach to*/
var PointLightComponent BladeLight;
var Name LightAttachBone;
replication
{
if (bNetDirty)
UltimateCharge;
}
simulated event ReplicatedEvent(name VarName)
{
switch (VarName)
{
case nameof(UltimateCharge):
AdjustChargeFX();
break;
default:
super.ReplicatedEvent(VarName);
};
}
simulated event PreBeginPlay()
{
Super.PreBeginPlay();
SetupHitboxes();
//Decay time removed due to feedback
//SetTimer(DecayInterval, true, nameof(TimeR_UltimateChargeDecay));
}
/** Create box the default and ultimate hitboxes */
simulated function SetupHitboxes()
{
SetupChain(DefaultHitboxChain, DefaultMaxHitRange, DefaultHitboxExtent);
UltimateMaxHitRange = UltimateRangeScale * DefaultMaxHitRange;
UltimateHitboxExtent.X = UltimateWidthScale;
UltimateHitboxExtent.Y = UltimateWidthScale;
UltimateHitboxExtent.Z = UltimateWidthScale;
SetupChain(UltimateHitboxChain, UltimateMaxHitRange, UltimateHitboxExtent);
// set the default hitbox as the active hitbox
MeleeAttackHelper.HitboxExtent = DefaultHitboxExtent;
MeleeAttackHelper.SetHitboxChain(DefaultHitboxChain);
MeleeAttackHelper.SetMeleeRange(DefaultMaxHitRange);
}
/** Programmatically generate the hitbox chain */
simulated function SetupChain(out array<MeleeHitBoxInfo> OutputChain, int InputHitRange, vector HitboxExtent)
{
local vector BoneAxis;
local float Dist;
local MeleeHitBoxInfo TempHitBoxInfo;
BoneAxis = vect(0, 0, 1);
for (Dist = InputHitRange; Dist > 0; Dist -= MeleeAttackHelper.HitboxSpacing)
{
TempHitBoxInfo.BoneOffset = (Dist - HitboxExtent.X) * BoneAxis;
OutputChain.AddItem(TempHitBoxInfo);
}
}
/** Lose charge over time */
simulated function Timer_UltimateChargeDecay()
{
// as long as not already fully charged
if (UltimateCharge != MaxUltimateCharge)
{
AdjustUltimateCharge(DecayAmount * -1);
}
}
simulated function string GetSpecialAmmoForHUD()
{
return int(UltimateCharge)$"%";
}
/** When this weapon hits with an attack */
simulated function NotifyMeleeCollision(Actor HitActor, optional vector HitLocation)
{
local KFPawn_Monster Victim;
if (HitActor.bWorldGeometry)
{
return;
}
Victim = KFPawn_Monster(HitActor);
if ( Victim == None || (Victim.bPlayedDeath && `TimeSince(Victim.TimeOfDeath) > 0.f) )
{
return;
}
if(Victim != none)
{
// hit something with a melee attack so gain charge
AdjustUltimateCharge(UltimateChargePerHit[CurrentFireMode]);
}
}
/** When this weapon parries an attack */
simulated function NotifyAttackParried()
{
AdjustUltimateCharge(UltimateChargePerParry);
}
/** When this weapon blocks an attack */
simulated function NotifyAttackBlocked()
{
AdjustUltimateCharge(UltimateChargePerBlock);
}
/** Whether the weapon is fully charged */
simulated function bool IsFullyCharged()
{
return UltimateCharge >= MaxUltimateCharge;
}
/** Increase or decrease ultimate charge as long as not already fully charged*/
simulated function AdjustUltimateCharge(float AdjustAmount)
{
if (!IsFullyCharged())
{
UltimateCharge = FClamp(UltimateCharge + AdjustAmount, 0.f, MaxUltimateCharge);
AdjustChargeFX();
}
}
simulated function AdjustChargeFX()
{
if (WorldInfo.NetMode != NM_DedicatedServer)
{
KFPawn(Instigator).SetWeaponComponentRTPCValue("Weapon_Charge", UltimateCharge / MaxUltimateCharge);
Instigator.SetRTPCValue('Weapon_Charge', UltimateCharge / MaxUltimateCharge);
if (IsFullyCharged())
{
ActivatePSC(ChargedPSC, ChargedEffect, 'Hand_FX_Start_R');
AdjustLoopingWeaponSound(true);
}
}
}
/** Determine which looping idle/charged sound to play */
simulated function AdjustLoopingWeaponSound(bool bShouldPlay)
{
local KFPawn InstigatorPawn;
if (Instigator != none)
{
InstigatorPawn = KFPawn(Instigator);
if (InstigatorPawn != none)
{
if (bShouldPlay)
{
if (IsFullyCharged())
{
InstigatorPawn.PlayWeaponSoundEvent(IdleSoundStop);
InstigatorPawn.PlayWeaponSoundEvent(ChargedSoundLoop);
}
else
{
InstigatorPawn.PlayWeaponSoundEvent(ChargedSoundStop);
InstigatorPawn.PlayWeaponSoundEvent(IdleSoundLoop);
}
}
else
{
InstigatorPawn.PlayWeaponSoundEvent(IdleSoundStop);
InstigatorPawn.PlayWeaponSoundEvent(ChargedSoundStop);
}
}
}
}
// OLD WAY (heavyfire firemode)
//simulated state MeleeHeavyAttacking
//{
// simulated event BeginState(Name PreviousStateName)
// {
// Super.BeginState(PreviousStateName);
//
// if (IsFullyCharged())
// {
// // perform ultimate
// SendToFiringState(CUSTOM_FIREMODE);
// }
// }
//}
// NEW WAY (reload firemode)
simulated function StartFire(byte FireModeNum)
{
if (FireModeNum == RELOAD_FIREMODE && IsFullyCharged())
{
FireModeNum = CUSTOM_FIREMODE;
}
super.StartFire(FireModeNum);
}
/** State for the fully charged Ultimate attack */
simulated state UltimateAttackState extends MeleeHeavyAttacking
{
simulated function bool TryPutDown() { return false; }
simulated event BeginState(Name PreviousStateName)
{
super.BeginState(PreviousStateName);
// stop the player from interrupting the super attack with another attack
StartFireDisabled = true;
// swap to the larger ultimate hitbox
MeleeAttackHelper.HitboxExtent = UltimateHitboxExtent;
MeleeAttackHelper.SetHitboxChain(UltimateHitboxChain);
MeleeAttackHelper.SetMeleeRange(UltimateMaxHitRange);
MeleeAttackHelper.bUseDirectionalMelee = false;
MeleeAttackHelper.bHasChainAttacks = false;
}
simulated function name GetMeleeAnimName(EPawnOctant AtkDir, EMeleeAttackType AtkType)
{
// use the special attack anim
return UltimateAttackAnim;
}
simulated event EndState(Name NextStateName)
{
super.EndState(NextStateName);
// consume charge
UltimateCharge = 0;
AdjustLoopingWeaponSound(true);
KFPawn(Instigator).SetWeaponComponentRTPCValue("Weapon_Charge", 0.0f);
Instigator.SetRTPCValue('Weapon_Charge', 0.0f);
// disable "charged" vfx
if (ChargedPSC != none)
{
ChargedPSC.DeactivateSystem();
}
// player can now interrupt attacks with other attacks again
StartFireDisabled = false;
// swap back to the default hitbox
MeleeAttackHelper.HitboxExtent = DefaultHitboxExtent;
MeleeAttackHelper.SetHitboxChain(DefaultHitboxChain);
MeleeAttackHelper.SetMeleeRange(DefaultMaxHitRange);
MeleeAttackHelper.bUseDirectionalMelee = true;
MeleeAttackHelper.bHasChainAttacks = true;
}
}
simulated function ActivatePSC(out KFParticleSystemComponent OutPSC, ParticleSystem ParticleEffect, name SocketName)
{
if (MySkelMesh != none)
{
MySkelMesh.AttachComponentToSocket(OutPSC, SocketName);
OutPSC.SetFOV(MySkelMesh.FOV);
}
else
{
AttachComponent(OutPSC);
}
OutPSC.ActivateSystem();
if (OutPSC != none)
{
OutPSC.SetTemplate(ParticleEffect);
OutPSC.SetDepthPriorityGroup(SDPG_Foreground);
}
}
simulated state WeaponEquipping
{
// when picked up, start the persistent sound and particles
simulated event BeginState(Name PreviousStateName)
{
local int i;
local name PSCSocketName;
super.BeginState(PreviousStateName);
ActivatePSC(BaseFlamePSC, BaseFlameFXTemplate, 'Hand_FX_Start_R');
ActivatePSC(BaseGlowPSC, BaseGlowFXTemplate, 'Hand_FX_Start_R');
ActivatePSC(BaseLightsPSC, BaseLightsFXTemplate, 'Hand_FX_Start_R');
for (i = 0; i < PanelCount; i++)
{
PSCSocketName = 'RW_HeatShield';
if (i+1 < 10)
{
PSCSocketName = Name(PSCSocketName$'0');
}
PSCSocketName = Name(PSCSocketName$(i+1));
ActivatePSC(PersistentPanelPSC[i], PersistentPanelEffect, PSCSocketName);
}
AdjustLoopingWeaponSound(true);
if (MySkelMesh != none)
{
MySkelMesh.AttachComponentToSocket(BladeLight, LightAttachBone);
BladeLight.SetEnabled(true);
}
}
}
simulated state Inactive
{
// when dropped, destroyed, etc, play the stop on the persistent sound
simulated event BeginState(Name PreviousStateName)
{
local int i;
super.BeginState(PreviousStateName);
if (BaseFlamePSC != none)
{
BaseFlamePSC.DeactivateSystem();
}
if (BaseGlowPSC != none)
{
BaseGlowPSC.DeactivateSystem();
}
if (BaseLightsPSC != none)
{
BaseLightsPSC.DeactivateSystem();
}
for (i = 0; i < PanelCount; i++)
{
PersistentPanelPSC[i].DeactivateSystem();
}
AdjustLoopingWeaponSound(false);
BladeLight.SetEnabled(false);
}
}
simulated function DetachWeapon()
{
AdjustLoopingWeaponSound(false);
Super.DetachWeapon();
}
simulated state WeaponPuttingDown
{
simulated event BeginState(Name PreviousStateName)
{
super.BeginState(PreviousStateName);
AdjustLoopingWeaponSound(false);
}
}
simulated state WeaponAbortEquip
{
simulated event BeginState(Name PreviousStateName)
{
super.BeginState(PreviousStateName);
AdjustLoopingWeaponSound(false);
}
}
simulated event bool HasAmmo(byte FireModeNum, optional int Amount)
{
if (FireModeNum == CUSTOM_FIREMODE)
{
return IsFullyCharged();
}
return super.HasAmmo(FireModeNum, Amount);
}
defaultproperties
{
// Zooming/Position
PlayerViewOffset=(X=2,Y=0,Z=0)
// Content
PackageKey="Ion_Sword"
FirstPersonMeshName="WEP_1P_Ion_Sword_MESH.Wep_1stP_Ion_Sword_Rig"
FirstPersonAnimSetNames(0)="WEP_1P_Ion_Sword_ANIM.Wep_1stP_Ion_Sword_Anim"
PickupMeshName="WEP_3P_Ion_Sword_MESH.Wep_3rdP_Ion_Sword_Pickup"
AttachmentArchetypeName="WEP_Ion_Sword_ARCH.Wep_Ion_Thruster_3P"
Begin Object Name=MeleeHelper_0
//bDebugShowCollision=true
WorldImpactEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Bladed_melee_impact'
MeleeImpactCamShakeScale=0.03f //0.3
// modified combo sequences
ChainSequence_F=(DIR_Left, DIR_ForwardRight, DIR_ForwardLeft, DIR_ForwardRight, DIR_ForwardLeft)
ChainSequence_B=(DIR_BackwardRight, DIR_ForwardLeft, DIR_BackwardLeft, DIR_ForwardRight, DIR_Left, DIR_Right, DIR_Left)
ChainSequence_L=(DIR_Right, DIR_Left, DIR_ForwardRight, DIR_ForwardLeft, DIR_Right, DIR_Left)
ChainSequence_R=(DIR_Left, DIR_Right, DIR_ForwardLeft, DIR_ForwardRight, DIR_Left, DIR_Right)
End Object
InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Slashing_IonThruster'
InstantHitDamage(DEFAULT_FIREMODE)=92
InstantHitDamageTypes(HEAVY_ATK_FIREMODE)=class'KFDT_Slashing_IonThrusterHeavy'
InstantHitDamage(HEAVY_ATK_FIREMODE)=152
InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Piercing_IonThrusterStab'
InstantHitDamage(BASH_FIREMODE)=85
FiringStatesArray(CUSTOM_FIREMODE)=UltimateAttackState
InstantHitDamageTypes(CUSTOM_FIREMODE)=class'KFDT_Slashing_IonThrusterSpecial'
InstantHitDamage(CUSTOM_FIREMODE)=400
InstantHitMomentum(CUSTOM_FIREMODE)=100000.f
WeaponFireTypes(CUSTOM_FIREMODE)=EWFT_Custom
// Inventory
GroupPriority=125
InventorySize=8
WeaponSelectTexture=Texture2D'WEP_UI_Ion_Sword_TEX.UI_WeaponSelect_IonSword'
AssociatedPerkClasses(0)=class'KFPerk_Berserker'
// Block Sounds
BlockSound=AkEvent'WW_WEP_Bullet_Impacts.Play_Block_MEL_Katana'
ParrySound=AkEvent'WW_WEP_Bullet_Impacts.Play_Parry_Metal'
ParryDamageMitigationPercent=0.4
BlockDamageMitigation=0.5
ParryStrength=5
UltimateCharge=0.0f
MaxUltimateCharge=100.0f;
//Decay time removed. Enable by uncommenting the line in PreBeginPlay()
DecayInterval=1.f
DecayAmount=1.f
UltimateChargePerHit(DEFAULT_FIREMODE)=1.0f
UltimateChargePerHit(BASH_FIREMODE)=1.0f
UltimateChargePerHit(HEAVY_ATK_FIREMODE)=3.0f
UltimateChargePerHit(CUSTOM_FIREMODE)=0.0f
UltimateChargePerBlock=1.0f
UltimateChargePerParry=5.0f
UltimateAttackAnim=Super_Attack
DefaultMaxHitRange=240
UltimateRangeScale=2.0f
UltimateWidthScale=70.f
PanelCount=12
BaseFlameFXTemplate=ParticleSystem'WEP_Ion_Sword_EMIT.FX_ION_Idle_Base_Flame_01'
BaseGlowFXTemplate=ParticleSystem'WEP_Ion_Sword_EMIT.FX_ION_Idle_Base_Glow_01'
BaseLightsFXTemplate=ParticleSystem'WEP_Ion_Sword_EMIT.FX_ION_Idle_Base_Lights_01'
PersistentPanelEffect=ParticleSystem'WEP_Ion_Sword_EMIT.FX_ION_Idle_Heat_Panel_01'
ChargedEffect=ParticleSystem'WEP_Ion_Sword_EMIT.FX_ION_Charged_Ring_01'
// Create all these particle system components off the bat so that the tick group can be set
// fixes issue where the particle systems get offset during animations
Begin Object Class=KFParticleSystemComponent Name=ChargedParticleSystem
TickGroup=TG_PostUpdateWork
End Object
Begin Object Class=KFParticleSystemComponent Name=BasePSC0
TickGroup=TG_PostUpdateWork
End Object
Begin Object Class=KFParticleSystemComponent Name=BasePSC1
TickGroup=TG_PostUpdateWork
End Object
Begin Object Class=KFParticleSystemComponent Name=BasePSC2
TickGroup=TG_PostUpdateWork
End Object
Begin Object Class=KFParticleSystemComponent Name=PanelPSC0
TickGroup=TG_PostUpdateWork
End Object
Begin Object Class=KFParticleSystemComponent Name=PanelPSC1
TickGroup=TG_PostUpdateWork
End Object
Begin Object Class=KFParticleSystemComponent Name=PanelPSC2
TickGroup=TG_PostUpdateWork
End Object
Begin Object Class=KFParticleSystemComponent Name=PanelPSC3
TickGroup=TG_PostUpdateWork
End Object
Begin Object Class=KFParticleSystemComponent Name=PanelPSC4
TickGroup=TG_PostUpdateWork
End Object
Begin Object Class=KFParticleSystemComponent Name=PanelPSC5
TickGroup=TG_PostUpdateWork
End Object
Begin Object Class=KFParticleSystemComponent Name=PanelPSC6
TickGroup=TG_PostUpdateWork
End Object
Begin Object Class=KFParticleSystemComponent Name=PanelPSC7
TickGroup=TG_PostUpdateWork
End Object
Begin Object Class=KFParticleSystemComponent Name=PanelPSC8
TickGroup=TG_PostUpdateWork
End Object
Begin Object Class=KFParticleSystemComponent Name=PanelPSC9
TickGroup=TG_PostUpdateWork
End Object
Begin Object Class=KFParticleSystemComponent Name=PanelPSC10
TickGroup=TG_PostUpdateWork
End Object
Begin Object Class=KFParticleSystemComponent Name=PanelPSC11
TickGroup=TG_PostUpdateWork
End Object
ChargedPSC=ChargedParticleSystem
BaseFlamePSC=BasePSC0
BaseGlowPSC=BasePSC1
BaseLightsPSC=BasePSC2
PersistentPanelPSC(0)=PanelPSC0
PersistentPanelPSC(1)=PanelPSC1
PersistentPanelPSC(2)=PanelPSC2
PersistentPanelPSC(3)=PanelPSC3
PersistentPanelPSC(4)=PanelPSC4
PersistentPanelPSC(5)=PanelPSC5
PersistentPanelPSC(6)=PanelPSC6
PersistentPanelPSC(7)=PanelPSC7
PersistentPanelPSC(8)=PanelPSC8
PersistentPanelPSC(9)=PanelPSC9
PersistentPanelPSC(10)=PanelPSC10
PersistentPanelPSC(11)=PanelPSC11
IdleSoundLoop=AkEvent'WW_WEP_MEL_IonThruster.Play_WEP_IonThruster_Handling_Idle_LP'
IdleSoundStop=AkEvent'WW_WEP_MEL_IonThruster.Stop_WEP_IonThruster_Handling_Idle_LP'
ChargedSoundLoop=AkEvent'WW_WEP_MEL_IonThruster.Play_WEP_IonThruster_Handling_Idle_Super_LP'
ChargedSoundStop=AkEvent'WW_WEP_MEL_IonThruster.Stop_WEP_IonThruster_Handling_Idle_Super_LP'
Begin Object Class=PointLightComponent Name=BladePointLight
LightColor=(R=250,G=150,B=85,A=255)
Brightness=0.125f
FalloffExponent=4.f
Radius=128.f
CastShadows=False
CastStaticShadows=FALSE
CastDynamicShadows=TRUE
bCastPerObjectShadows=false
LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
End Object
BladeLight=BladePointLight
LightAttachBone=Hand_FX_Start_R
}