Vehicle Weapon Changer Gun
sample Submitted by {DDG}Vaptor vehicle weapon changer gun
Note: this works and its from what im working on
//============================================================================= // new allows to change the vehicle weapons //============================================================================= class mechGun extends xwoeweapone; //Returns a sentinel belonging to the player, or a sentinel belonging to the same team if !bOnlyOwn, or any Sentinel if bAny. var bot BodgedBot; var int NextCheckTime, UpgradeCheckTime; var vector MarkerLocations[5]; var int currentdefmode; var bool bAllowUpgrades, bAllowTeamUpgrades,bdeploycars; var array< class<onsWeapon> > driverUpgradeClasses; var array< class<onsWeaponPawn> > PassengerUpgradeClasses; var array<string> Descriptions; var() xEmitter chargeEmitter; var Mutsentaddon myMut; var name upgradebone; var float upgraderange, repammo, nextgain; var class<onsvehicle> upgradeVehicle; var onsvehicle oldvehicle; var() array< class<onsvehicle> > configvehiclelist; var onsvehicle myVehicle; //==============dynamic list for geting all weapons loaded on server====== var array< class<onsweapon> > vehadded; var config array< class<onsweapon> > ConfigweaponList; var array< class<onsweaponpawn> > weaponpawnList; var array< class<onsweaponpawn> > ConfigweaponpawnList; Struct AmmoDivider { var() int FHP; var() int FSPd; Var() int fmass; }; Var Ammodivider mydiv; replication { reliable if (bNetOwner && bNetDirty && Role == ROLE_Authority) mydiv; reliable if(Role == ROLE_Authority) oldvehicle,AddToUpgradeList,bAllowUpgrades,bAllowTeamUpgrades,vehadded,configvehiclelist,bdeploycars; unreliable if(Role == ROLE_Authority) MarkerLocations,repammo,nextgain; reliable if(Role < ROLE_Authority) killscan, DoUpgrade, driverUpgradeClasses, myVehicle, Checkupgrades,deploycar; } simulated function PreBeginPlay() { SetTimer(1.0,true); Super.PreBeginPlay(); NextCheckTime = Level.TimeSeconds + 1; UpgradeCheckTime = NextCheckTime; } function PostBeginPlay() { local int ic; Super.PostBeginPlay(); if (myMut == None) { mymut=class'mutSentaddon'.static.GetsentMutator(Level.Game); } if (myMut != None) { if(mymut.vehAdded.length > vehadded.length) { if(vehadded.length < mymut.vehAdded.length) { // reinforce data from client side vehadded.insert(0,mymut.vehadded.length); } for(ic = 0; ic < mymut.vehAdded.Length; ic++) { vehadded[ic]=mymut.Vehadded[ic]; } } else { log("mutator preset parts"); } if(mymut.bdeploycars || bdeploycars) { bdeploycars=true; if(configvehiclelist.length < mymut.configvehiclelist.length) { // reinforce data from client side configvehiclelist.insert(0,mymut.configvehiclelist.length); for(ic = 0; ic < mymut.configvehiclelist.Length; ic++) { configvehiclelist[ic]=mymut.configvehiclelist[ic]; } } } } else { log("vehicle gun error no parts"); } if((Role < ROLE_Authority) && (vehAdded.length > 0)) LoadUpgrades(); } function Checkupgrades() { local int ic; if (myMut == None) { mymut=class'mutSentaddon'.static.GetsentMutator(Level.Game); } if (myMut != None) { if(mymut.vehAdded.length > vehadded.length) { if(vehadded.length < mymut.vehAdded.length) { // reinforce data from client side vehadded.insert(0,mymut.vehadded.length); } for(ic = 0; ic < mymut.vehAdded.Length; ic++) { vehadded[ic]=mymut.Vehadded[ic]; } } if(mymut.bdeploycars || bdeploycars) { bdeploycars=true; } if(configvehiclelist.length < mymut.configvehiclelist.length) { // reinforce data from client side configvehiclelist.insert(0,mymut.configvehiclelist.length); for(ic = 0; ic < mymut.configvehiclelist.Length; ic++) { configvehiclelist[ic]=mymut.configvehiclelist[ic]; } } else { log("vehicle gun error no parts"); } } } function GiveTo(Pawn Other, optional Pickup Pickup) { Super.GiveTo(Other, Pickup); if(Role == ROLE_Authority && Instigator != None && Instigator.Controller.IsA('Bot')) { NextCheckTime = Level.TimeSeconds + 5; //Never deploy right away. BodgedBot = Bot(Instigator.Controller); } } simulated function onsvehicle SentinelInRange(float Range, bool bOnlyOwn, optional bool bAny) { local Vector HitLocation, HitNormal; local Actor A; local Vector X, Y, Z; local bool bSameTeam; GetViewAxes(X, Y, Z); foreach TraceActors(class'Actor', A, HitLocation, HitNormal, Instigator.Location + X * Range, Instigator.Location) { if(A == None) continue; if(A.bWorldGeometry) return None; if(A.IsA('onsvehicle')) { return onsvehicle(A); } } return None; } simulated function bool HasAmmo() { return true; } //Make bots really want this. //Bots should never try to wield the weapon. function float GetAIRating() { return 0; } // by vaptor we destroy the old car and eject the peeps so they don't die // then we register a new old vehicle with the server //Simulated Function RegisterOwner(Onsvehicle newvehicle) //{ //} //================ ok this is the hard part =========== works 100% simulated function setupdriverweapon(onsvehicle upgradervehicle, class<onsweapon> newWeapon ,int i) { local name xb; // bone local bool bkilled; bkilled=false; if(upgradervehicle.Weapons[i] == none && !bkilled) { Instigator.ReceiveLocalizedMessage(class'HELMessage', 8); return; // prevents it from applying to non existant slots } if(upgradervehicle.Weapons[i] != none && !bkilled) { upgradervehicle.Weapons[i].destroy(); bkilled=true; } // means there was a weapon that we destroyed if(bkilled) { XB=upgradervehicle.Default.DriverWeapons[i].WeaponBone; // Spawn the new Weapon upgradervehicle.Weapons[i] = upgradervehicle.spawn(newweapon, upgradervehicle,, upgradervehicle.Location, rot(0,0,0)); upgradervehicle.AttachToBone(upgradervehicle.Weapons[i], XB); if (!upgradervehicle.Weapons[i].bAimable) upgradervehicle.Weapons[i].CurrentAim = rot(0,32768,0); } if (upgradervehicle.ActiveWeapon < upgradervehicle.Weapons.length) { upgradervehicle.PitchUpLimit = upgradervehicle.Weapons[upgradervehicle.ActiveWeapon].PitchUpLimit; upgradervehicle.PitchDownLimit = upgradervehicle.Weapons[upgradervehicle.ActiveWeapon].PitchDownLimit; } upgradervehicle.Weapons[i].team=Instigator.getTeamnum(); upgradervehicle.SetTeamNum(Instigator.getTeamnum()); upgradervehicle.TeamChanged(); } //============== ok driver weapon setup is ready now this part gets messy ======== simulated function setuppasweapon(onsvehicle upgradervehicle, class<onsweapon> newpaswep, int i) { local bool bkilled; bkilled=false; if(upgradervehicle.WeaponPawns[i] == none && !bkilled) { Instigator.ReceiveLocalizedMessage(class'HELMessage', 8); return; // prevents it from applying to non existant slots } if(upgradervehicle.WeaponPawns[i].gun != none && !bkilled) { upgradervehicle.WeaponPawns[i].gun.destroy(); bkilled=true; } // Spawn the Passenger Weapons // Spawn WeaponPawn if(bkilled) { upgradervehicle.WeaponPawns[i].gun = upgradervehicle.WeaponPawns[i].spawn(newpaswep,upgradervehicle.WeaponPawns[i],,upgradervehicle.WeaponPawns[i].Location); upgradervehicle.WeaponPawns[i].AttachToVehicle(upgradervehicle,upgradervehicle.PassengerWeapons[i].WeaponBone); upgradervehicle.WeaponPawns[i].ObjectiveGetOutDist = upgradervehicle.ObjectiveGetOutDist; } upgradervehicle.WeaponPawns[i].gun.team=Instigator.getTeamnum(); upgradervehicle.SetTeamNum(Instigator.getTeamnum()); upgradervehicle.TeamChanged(); } //Change ammo icon do indicate which type of Sentinel may be spawned. simulated event WeaponTick(float dt) { local int ViewPitch; local class<Ammunition> A; ViewPitch = Instigator.GetViewRotation().Pitch; if(level.timeseconds > nextgain) { if(repammo < 4) RepAmmo+=1; nextGain=level.timeseconds+2; } A = GetAmmoClass(0); if(A != None) { if(ViewPitch > 1124 && ViewPitch < 31744) { A.Default.IconMaterial=Finalblend'ammoslothel'; A.Default.IconCoords.X1 = 32; A.Default.IconCoords.Y1 = 32; A.Default.IconCoords.X2 = 96; A.Default.IconCoords.Y2 = 96; } else { A.Default.IconMaterial=FinalBlend'ammoslotsentNO'; A.Default.IconCoords.X1 = 0; A.Default.IconCoords.y1 = 0; A.Default.IconCoords.x2 = 64; A.Default.IconCoords.y2 = 64; } } } simulated function PostnetBeginPlay() { Super.PostBeginPlay(); if(Role == ROLE_Authority) LoadUpgrades(); } simulated Function Loadupgrades() { local int ic; if(vehadded.length > driverUpgradeClasses.length) { // reinforce data from client side driverUpgradeClasses.insert(0,vehadded.length); for(ic = 0; ic < vehAdded.Length; ic++) { AddToUpgradeList(ic,vehadded[ic]); } } } simulated function DoUpgrade( int i, optional class<onsweapon> driveUpgrade, optional class<onsweapon> pasUpgrade) { local onsvehicle SentinelToUpgrade; if(!bAllowUpgrades) { warn("Tried to add an upgrade but they are disabled."); return; } if(DriveUpgrade == None && pasupgrade == none) { warn("Tried to add an upgrade that doesn't exist."); return; } SentinelToUpgrade = SentinelInRange(class'mechFire'.Default.UpgradeRange, true); if(SentinelToUpgrade == None) { Instigator.ReceiveLocalizedMessage(class'HELMessage', 9); return; } if(AmmoAmount(0) < 20) { Instigator.ReceiveLocalizedMessage(class'HELMessage', 8); return; } if(driveupgrade == class'onslinkableweapon' || pasupgrade == class'onslinkableweapon' ) { return; } if(driveupgrade != none) { if(AmmoAmount(0) > 20) { setupdriverweapon(SentinelToUpgrade,driveUpgrade,I); ConsumeAmmo(0,20); } } else { if(AmmoAmount(0) > 20) { setuppasweapon(SentinelToUpgrade,pasUpgrade,I); ConsumeAmmo(0,20); } } } function Tick(float DeltaTime) { local name BotState, BotOrders; if(Level.TimeSeconds >= UpgradeCheckTime) { UpgradeCheckTime = Level.TimeSeconds + 1; mechFire(FireMode[0]).DoStuffe(); } if(BodgedBot == None || Level.Game.bGameEnded) return; if(Level.TimeSeconds >= NextCheckTime && VSize(Instigator.Velocity) < 1) { NextCheckTime = Level.TimeSeconds + 1; } } simulated Function DeployCar(class<onsvehicle> Type, int RequiredAmmo ) { local int AmmoConsume; local int zx; local Vector X, Y, Z; local Vector DeployLocation; if ( !Level.Game.bAllowVehicles) { Level.Game.bAllowVehicles=true; } GetViewAxes(X, Y, Z); if(requiredammo > 200) { requiredammo=150; } if(killscan(type.default.CollisionRadius) && AmmoAmount(0) >= RequiredAmmo) { IF(oldVehicle != none) { if(oldvehicle.Driver != none) { oldVehicle.EjectDriver(); if(oldvehicle.weaponpawns.length > 0) { for (zx = 0; zx < oldvehicle.WeaponPawns.length; zx++) { oldvehicle.WeaponPawns[zx].EjectDriver(); oldvehicle.WeaponPawns[zx].Died(None, class'DamageType', oldvehicle.Location); } oldvehicle.WeaponPawns.length = 0; } oldvehicle.Died(None, class'DamageType', oldvehicle.Location); oldVehicle=none; } } if(oldvehicle == none)//seems to work but won't spawn { DeployLocation = Instigator.Location + (X * (20.0 + type.default.CollisionRadius)) + (z * type.default.collisionheight); OldVehicle= Spawn(type,,, DeployLocation, rot(0, -16384, 0)); ConsumeAmmo(0,RequiredAmmo); } } } simulated function NewDrawWeaponInfo(Canvas Canvas, float YPos) { local PlayerController PC; PC = PlayerController(Instigator.Controller); if(PC == None) return; HudBase(PC.myHUD).TargetMaterial = finalblend'Targetcores'; HudBase(PC.myHUD).TargetMaterial = HudBase(PC.myHUD).Default.TargetMaterial; } //============================================================================= // Utility functions: //============================================================================= //Upgrades are replicated to clients here. simulated function AddToUpgradeList(int i, class<onsweapon> NextDriverClass) { if(nextDriverClass != none) driverUpgradeClasses[i] = NextDriverClass; // found a way to make it only need this data! } static function int GetCost(class<onsvehicle> vehiclewanted,int total) { local int totalother; local float divspd; // use percentage logic crud this may be too much math if(vehiclewanted != none) { totalother=vehiclewanted.default.GroundSpeed + vehiclewanted.default.airSpeed + vehiclewanted.default.mass + vehiclewanted.default.health; } divspd=total/200; // use to subtract from other values //log(total); return(totalother/divspd); } simulated function BringUp(optional Weapon PrevWeapon) { Super.BringUp(PrevWeapon); } simulated function bool PutDown() { if ( Super.PutDown() ) { GotoState(''); return true; } return false; } function bool killscan(int radu) // new code for telefragchecking by vaptor { local vector checklocation,scy; local Vector X, Y, Z, HitLocation, HitNormal; local actor victimizedactor; GetViewAxes(X, Y, Z); checkLocation = Instigator.Location + X * 100; scy.x=radu; scy.y=radu; scy.z=16; Victimizedactor = Trace(HitLocation, HitNormal, checkLocation, Instigator.Location , true, scy); // set it false first if(victimizedActor != none) { if(victimizedActor.isa('Pawn')) { if(pawn(victimizedActor) != none) { if(pawn(victimizedActor).Controller.SameTeamAs(Instigator.Controller) ) // confirmed! stop them now! { return false; } else { return true; } } else { return true; } } } return true; } defaultproperties { bAllowUpgrades=True upgraderange=1200.000000 FireModeClass(0)=Class'sentsv12.mechFire' FireModeClass(1)=Class'sentsv12.mechlaunchFire' IdleAnim="Idle" SelectAnim="Select" SelectSound=Sound'WeaponSounds.Misc.shieldgun_change' SelectForce="ShieldGun_change" AIRating=1.500000 CurrentRating=1.500000 Description="NEW weapon technology useing thinking machines to provide general support for soldiers" EffectOffset=(X=70.000000,Y=10.000000) SmallViewOffset=(X=23.000000,Y=6.000000,Z=-6.000000) CenteredOffsetY=-5.000000 CenteredRoll=5000 CenteredYaw=-300 CustomCrosshair=31 CustomCrossHairColor=(G=0,R=0) CustomCrossHairTextureName="AS_FX_TX.Icons.OBJ_Destroy_Tex" InventoryGroup=8 GroupOffset=158 PlayerViewOffset=(X=11.000000) BobDamping=1.575000 AttachmentClass=Class'sentsv12.mechAttach' IconMaterial=FinalBlend'AS_FX_TX.Icons.OBJ_HellBender_FB' IconCoords=(X2=64,Y2=64) ItemName="VehicleMechanic" Mesh=SkeletalMesh'Weapons.BallLauncher_1st' DrawScale=0.400000 Skins(0)=Combiner'sentsv12.Beams.ANGLETRAILxx' Skins(1)=FinalBlend'sentsv12.Beams.casedvortex' Skins(2)=Shader'sentsv12.Beams.coilshader' }