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Jun 19th, 2017
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  1. /////////////---------------------MY GAMEINFO CLASS---------------------/////////////
  2.  
  3. class TDSGameInfo extends GameInfo;
  4.  
  5. var TDSSpawner Spawner;
  6. var vector SpawnLocation;
  7. var int Lives, Multiplier, Bombs, Score, Difficulty;
  8. var PlayerController PC;
  9. var TDSPlayerController MainController;
  10.  
  11. simulated function PostBeginPlay()
  12. {
  13. super.PostBeginPlay();
  14. Lives = 5;
  15. foreach WorldInfo.AllControllers(class'PlayerController', PC)
  16. {
  17. if(PC.IsLocalPlayerController())
  18. {
  19. MainController = TDSPlayerController(PC);
  20.  
  21. break;
  22. }
  23. }
  24.  
  25. Spawner = Spawn(class'TDSSpawner', , , MainController.Pawn.Location, , ,);
  26. }
  27.  
  28. function Tick(float DeltaTime)
  29. {
  30. // Game director code here
  31.  
  32. `log(MainController.Pawn.Location);
  33. }
  34.  
  35. defaultproperties
  36. {
  37. DefaultPawnClass=class'TDSPlayer'
  38. PlayerControllerClass=class'TDSPlayerController'
  39. bDelayedStart=false
  40. }
  41.  
  42. /////////////---------------------MY CAMERA CLASS---------------------/////////////
  43.  
  44. class TDSCamera extends Camera;
  45.  
  46. var vector CamLocation, CLoc, CapLocation;
  47. var rotator CamRotation, CapRotation;
  48. var TDSPlayerController PController;
  49. var TPOV TDSPov;
  50. //var SceneCapture2DActor Cap;
  51. var Actor A;
  52.  
  53. simulated event PostBeginPlay()
  54. {
  55. super.PostBeginPlay();
  56.  
  57. CamRotation.Pitch = -16384;
  58. CamRotation.Roll = 0;
  59. CamRotation.Yaw = 0;
  60.  
  61.  
  62. PController = TDSPlayerController(Owner);
  63.  
  64. //Cap = Spawn(class'TDSSceneCapture2DActor');
  65. }
  66.  
  67. function UpdateViewTarget(out TViewTarget OutVT, float DeltaTime)
  68. {
  69. DebugPlayerCoords();
  70.  
  71. CamLocation.X = (0 + PController.Pawn.Location.X) / 1.3;
  72. CamLocation.Y = (0 + PController.Pawn.Location.Y) / 1.3;
  73. //CamRotation.Pitch = -16384 + (0 + PController.Pawn.Location.X) * 3;
  74. //CamRotation.Roll = (PController.Pawn.Location.Y) * 3;
  75. //CapRotation.Pitch = -16384;
  76. //CapRotation.Roll= -16384;
  77. CLoc = CamLocation;
  78. CLoc.Y = CamLocation.Y + 15000;
  79. CamLocation.Z = (PController.Pawn.Location.Z + 1000);
  80. //CapLocation = CamLocation;
  81. //CapLocation.X = (0 + PController.Pawn.Location.X) / 3;
  82. //CapLocation.Y = (0 + PController.Pawn.Location.Y) / 3;
  83. //CapLocation.Z += 400;
  84. //Cap.SetLocation(CamLocation);
  85. //Cap.SetRotation(CapRotation);
  86. TDSPov.Location = CamLocation;
  87. TDSPov.Rotation = CamRotation;
  88.  
  89. OutVT.POV = TDSPov;
  90. }
  91.  
  92. function DebugPlayerCoords()
  93. {
  94. //`log("X = " @ PController.Pawn.Location.X);
  95. // `log("y = " @ PController.Pawn.Location.Y);
  96. // `log("z = " @ PController.Pawn.Location.Z);
  97. // `log("direction = " @ normal(PController.Pawn.Velocity);
  98. // `log("velocity = " @ PController.Pawn.Velocity);
  99. }
  100.  
  101. defaultproperties
  102. {
  103. }
  104.  
  105. /////////////---------------------MY PLAYER PAWN CLASS---------------------/////////////
  106.  
  107. class TDSPlayer extends Pawn;
  108.  
  109. var vector NewLoc;
  110. var rotator MoveDir;
  111. var rotator NewRotation;
  112.  
  113. simulated event PostBeginPlay()
  114. {
  115. super.PostBeginPlay();
  116. }
  117.  
  118. function Tick(float DeltaTime)
  119. {
  120.  
  121. }
  122.  
  123. defaultproperties
  124. {
  125. bAllowFluidSurfaceInteraction=TRUE
  126. Physics=PHYS_None
  127. Components.Remove(Sprite)
  128.  
  129. Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment
  130. ModShadowFadeoutTime=0.25
  131. MinTimeBetweenFullUpdates=0.2
  132. AmbientGlow=(R=.01,G=.01,B=.01,A=1)
  133. AmbientShadowColor=(R=0.15,G=0.15,B=0.15)
  134. LightShadowMode=LightShadow_ModulateBetter
  135. ShadowFilterQuality=SFQ_High
  136. bSynthesizeSHLight=TRUE
  137. End Object
  138. Components.Add(MyLightEnvironment)
  139.  
  140. Begin Object Class=SkeletalMeshComponent Name=InitialSkeletalMesh
  141. CastShadow=true
  142. bCastDynamicShadow=true
  143. bOwnerNoSee=false
  144. LightEnvironment=MyLightEnvironment;
  145. BlockRigidBody=true;
  146. CollideActors=true;
  147. BlockZeroExtent=true;
  148. SkeletalMesh=SkeletalMesh'TopDownShooter.SkeletalMeshes.ship'
  149. End Object
  150.  
  151. Mesh=InitialSkeletalMesh;
  152. Components.Add(InitialSkeletalMesh);
  153.  
  154. Begin Object Class=PointLightComponent Name=PointLightComponent0
  155. Brightness=20
  156. Radius=300
  157. LightingChannels=(BSP=TRUE,Static=TRUE,Dynamic=TRUE,bInitialized=TRUE)
  158. End Object
  159. Components.Add(PointLightComponent0)
  160. }
  161.  
  162.  
  163. /////////////---------------------MY ENEMY CLASS---------------------/////////////
  164.  
  165. class TDSEnemy extends UTProjectile;
  166.  
  167. var vector DefaultLocation;
  168.  
  169. simulated function PostBeginPlay()
  170. {
  171. Super.PostBeginPlay();
  172.  
  173. SeekTarget = ...TheMainController.PawnToChase...
  174. }
  175.  
  176. defaultproperties
  177. {
  178. ProjFlightTemplate=ParticleSystem'WP_RocketLauncher.Effects.P_WP_RocketLauncher_RocketTrail'
  179. ProjExplosionTemplate=ParticleSystem'WP_RocketLauncher.Effects.P_WP_RocketLauncher_RocketExplosion'
  180. ExplosionDecal=MaterialInstanceTimeVarying'WP_RocketLauncher.Decals.MITV_WP_RocketLauncher_Impact_Decal01'
  181. DecalWidth=128.0
  182. DecalHeight=128.0
  183. speed=1350.0
  184. MaxSpeed=1350.0
  185. Damage=100.0
  186. DamageRadius=220.0
  187. MomentumTransfer=85000
  188. MyDamageType=class'UTDmgType_Rocket'
  189. LifeSpan=8.0
  190. AmbientSound=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_Travel_Cue'
  191. ExplosionSound=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_Impact_Cue'
  192. RotationRate=(Roll=50000)
  193. bCollideWorld=true
  194. CheckRadius=42.0
  195. bCheckProjectileLight=true
  196. ProjectileLightClass=class'UTGame.UTRocketLight'
  197. ExplosionLightClass=class'UTGame.UTRocketExplosionLight'
  198.  
  199. bWaitForEffects=true
  200. bAttachExplosionToVehicles=false
  201. }
  202.  
  203. /////////////---------------------MY PLAYERCONTROLLER CLASS---------------------/////////////
  204.  
  205. class TDSPlayerController extends PlayerController;
  206.  
  207. var rotator NewRotation;
  208.  
  209. simulated event PostBeginPlay()
  210. {
  211. super.PostBeginPlay();
  212. }
  213.  
  214. function Tick(float DeltaTime)
  215. {
  216. //NewRotation = Rotation;
  217. //NewRotation.Pitch = -16384;
  218. //SetRotation(NewRotation);
  219.  
  220. NewRotation.Pitch = -16384 + Rotation.Pitch - (Pawn.Velocity.X * 10);
  221. NewRotation.Roll = Rotation.Roll - (Pawn.Velocity.Y * 10);
  222. NewRotation.Yaw = Rotation.Yaw;
  223.  
  224. SetRotation(NewRotation);
  225.  
  226. `log(Velocity);
  227. }
  228.  
  229. defaultproperties
  230. {
  231. CameraClass=class'TDSCamera'
  232. }
  233.  
  234. /////////////---------------------MY ENEMYSPAWNER CLASS---------------------/////////////
  235.  
  236. class TDSSpawner extends Actor;
  237.  
  238. var TDSEnemy Enemy;
  239. var vector NewLocation;
  240.  
  241. simulated function PostBeginPlay()
  242. {
  243. super.PostBeginPlay();
  244.  
  245. NewSpawn();
  246. }
  247.  
  248. function NewSpawn()
  249. {
  250. NewLocation = Location;
  251.  
  252. NewLocation.Z += 300;
  253.  
  254. Enemy = Spawn(class'TDSEnemy', , , NewLocation, , ,);
  255. }
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