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Minigun/Script

UT2003, Build 2225

This is a reference to the Minigun code in case you can't understand the code. All the remarks you see in the code will be done by me. It's a good reference for various guns that fire rapidly and have charge-up times.

//=============================================================================
// Minigun  // This is the name of the weapon.
//=============================================================================
class Minigun extends Weapon  //The class is the type of weapon, while the extends is used to refer the code to a specific type of actor
    config(user);  // This says that there are variables here that get their values from the user.ini file.

// The InterfaceContent.utx file contains all the icons for all the weapons. The following line loads the file so we can get to the icon for our minigun.
#EXEC OBJ LOAD FILE=InterfaceContent.utx

var     float           CurrentRoll;
var     float           RollSpeed;
//var     float           FireTime;
var() xEmitter          ShellCaseEmitter;
var() vector            AttachLoc;
var() rotator           AttachRot;
var   int               CurrentMode;
var() float             GearRatio;
var() float             GearOffset;
var() float             Blend;
//These are the variables used in the code

simulated function PostBeginPlay()  //Says to start code after play begins
{
    Super.PostBeginPlay();

    if ( Level.NetMode == NM_DedicatedServer )
        return;

    ShellCaseEmitter = spawn(class'ShellSpewer');
    if ( ShellCaseEmitter != None )
    {
        ShellCaseEmitter.Trigger(Self, Instigator);
        AttachToBone(ShellCaseEmitter, 'shell');
    } //This says if the ShellCaseEmitter variable is not zero then the minigun will create an emitter to expel the shells when you fire
}

function DropFrom(vector StartLocation)
{
    local Ammunition AssaultAmmo; // This creates a local instance of Assault Rifle ammunition.
    local Weapon AssaultRifle;    // This creates a local instance of an Assault Rifle.
                                      // Both of these will be used in the following lines, but will be "destroyed" when the function ends.
    
    Super.DropFrom(StartLocation);
    if ( (Instigator != None) && (Instigator.Health > 0) ) 
    {
        
        AssaultAmmo = Ammunition(Instigator.FindInventoryType(class'MinigunAmmo'));
        if ( AssaultAmmo == None )
        {
            AssaultAmmo = spawn(class'MinigunAmmo',Instigator);
            AssaultAmmo.GiveTo( Instigator, None );
        } //This is the code to cause the ammo to be shared with the Assualt Rifle
        AssaultAmmo.AmmoAmount = 0;
        AssaultRifle = Weapon(Instigator.FindInventoryType(class'AssaultRifle'));
        if ( AssaultRifle != None )
            AssaultRifle.Ammo[0] = AssaultAmmo;
    }   
}

simulated function OutOfAmmo()
{
    if ( !Instigator.IsLocallyControlled() || HasAmmo() )
        return;

    Instigator.AmbientSound = None;
    DoAutoSwitch();
} //This says if a minigun runs out of ammo the weapon will autoswitch

simulated function Destroyed()
{
    if (ShellCaseEmitter != None)
    {
        ShellCaseEmitter.Destroy();
        ShellCaseEmitter = None;
    }

    Super.Destroyed();
}

BotFire() //Initiates this section of code when a bot fires.
function bool BotFire(bool bFinished, optional name FiringMode)
{
    local int newmode;
    local Controller C;

    C = Instigator.Controller;
    newMode = BestMode();

    if ( newMode == 0 )
    {
        C.bFire = 1;
        C.bAltFire = 0;
    }
    else
    {
        C.bFire = 0;
        C.bAltFire = 1;
    }

    if ( bFinished )
        return true;

    if ( FireMode[BotMode].bIsFiring && (NewMode != BotMode) )
        StopFire(BotMode);

    if ( !ReadyToFire(newMode) || ClientState != WS_ReadyToFire )
        return false;

    BotMode = NewMode;
    StartFire(NewMode);
    return true;
} //Allows the bots to change firing mode when using the minigun

//This is the AI Interface
function float GetAIRating()
{
    return AIRating * FMin(Pawn(Owner).DamageScaling, 1.5);
}

BestMode()
function byte BestMode()
{
    local float EnemyDist;
    local bot B;

    B = Bot(Instigator.Controller);
    if ( (B == None) || (B.Enemy == None) )
        return 0;

    if ( FireMode[0].bIsFiring )
        return 0;
    else if ( FireMode[1].bIsFiring )
        return 1;
    EnemyDist = VSize(B.Enemy.Location - Instigator.Location);
    if ( EnemyDist < 2000 )
        return 0;
    return 1;
} //This section is used to choose the best firing mode for the bots

simulated function SpawnShells(float amountPerSec)
{
    if(ShellCaseEmitter == None || !FirstPersonView())
        return;
    if ( Bot(Instigator.Controller) != None )
    {
        ShellCaseEmitter.Destroy();
        return;
    }

    ShellCaseEmitter.mRegenRange[0] = amountPerSec;
    ShellCaseEmitter.mRegenRange[1] = amountPerSec;
    ShellCaseEmitter.Trigger(self, Instigator);
} //This is the code for the amount of shells spawned per sec

simulated function bool FirstPersonView()
{
    return (Instigator.IsLocallyControlled() && (PlayerController(Instigator.Controller) != None) && !PlayerController(Instigator.Controller).bBehindView);
}

//This next section prevents the wrong animations from playing
simulated function AnimEnd(int channel)
{
}

// This is client side only: It updates the first person barrel rotation
simulated function UpdateRoll(float dt, float speed, int mode)
{
    local rotator r;

    if (Level.NetMode == NM_DedicatedServer)
        return;

    if (mode == CurrentMode) // to limit to one mode
    {
       // log(self$" updateroll (mode="$mode$") speed="$speed);

        RollSpeed = speed;
        CurrentRoll += dt*RollSpeed;
        CurrentRoll = CurrentRoll % 65536.f;
        r.Roll = int(CurrentRoll);
        SetBoneRotation('Bone Barrels', r, 0, Blend);

        r.Roll = GearOffset + r.Roll*GearRatio;
        SetBoneRotation('Bone gear', r, 0, Blend);
    }
}

simulated function bool StartFire(int mode)
{
    local bool bStart;

    if ( !MinigunFire(FireMode[0]).IsIdle() || !MinigunFire(FireMode[1]).IsIdle() )
        return false;

    bStart = Super.StartFire(mode);
    if (bStart)
        FireMode[mode].StartFiring();

    return bStart;
} // If this function returns True, the weapon will start firing, if it returns False, it won't.

// This section allows fire modes to return to idle on weapon switch 
(simulated function DetachFromPawn(Pawn P)
{
    ReturnToIdle();

    Super.DetachFromPawn(P);
}

simulated function bool PutDown()
{
    ReturnToIdle();

    return Super.PutDown();
}

simulated function ReturnToIdle()
{
    local int mode;

    for (mode=0; mode<NUM_FIRE_MODES; mode++)
    {
        if (FireMode[mode] != None)
        {
            FireMode[mode].GotoState('Idle');
        }
    }
}

defaultproperties // These are the default properties of each variable. Some were created at the top of this file, others are inherited from the weapon's parent class.
{
     AttachLoc=(X=-77.000000,Y=6.000000,Z=4.000000) // Where the model attachs
     AttachRot=(Pitch=22000,Yaw=-16384) // The rotation it is at
     GearRatio=-2.370000
     Blend=1.000000
     FireModeClass(0)=Class'XWeapons.MinigunFire'    // Firing mode 1 (Primary)
     FireModeClass(1)=Class'XWeapons.MinigunAltFire' // Firing mode 2 (Alt/Secondary)
     PutDownAnim="PutDown"
     SelectSound=Sound'WeaponSounds.Minigun.SwitchToMiniGun' // The Sound that is played when you switch to this weapon.
     SelectForce="SwitchToMiniGun"
     AIRating=0.710000
     CurrentRating=0.710000
     EffectOffset=(X=100.000000,Y=18.000000,Z=-16.000000)
     DisplayFOV=60.000000
     Priority=7
     DefaultPriority=7
     HudColor=(B=255)
     SmallViewOffset=(X=8.000000,Y=1.000000,Z=-2.000000)
     CenteredOffsetY=-6.000000
     CenteredRoll=0
     CenteredYaw=-500
     InventoryGroup=6 // The inventory group used (i.e. the number you press to reach the gun)
     PickupClass=Class'XWeapons.MinigunPickup' // The MinigunPickup class defines the weapon the way it sits on the ground.
     PlayerViewOffset=(X=2.000000,Y=-1.000000)
     PlayerViewPivot=(Yaw=500)
     BobDamping=2.250000
     AttachmentClass=Class'XWeapons.MinigunAttachment'
     IconMaterial=Texture'InterfaceContent.HUD.SkinA'
     IconCoords=(X1=200,Y1=372,X2=321,Y2=462)
     ItemName="Minigun" // The name!

     LightType=LT_Pulse             // Any of the excellent lighting tutorials
     LightEffect=LE_NonIncidence    // at the Wiki and around the web can 
     LightBrightness=150.000000     // detail what these light properties
     LightRadius=4.000000           // are. They are the same properties that 
     LightHue=30                    // you would set on a light on your map.
     LightSaturation=150            // If you look closely on a dark map you'll 
     LightPeriod=3                  // notice that all the weapons actually give off a pulse light.

     Mesh=SkeletalMesh'Weapons.Minigun_1st' // The skeletal mesh of the model
     DrawScale=0.400000
     UV2Texture=Shader'XGameShaders.WeaponShaders.WeaponEnvShader'
     SoundRadius=400.000000 // The radius of the minigun sounds
}

Related Topics

MinigunAmmo

MinigunPickup

MinigunAmmoPickup

MinigunFire

MinigunAltFire

MinigunAttachment

Weapon

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