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INI File  |  2000-02-02  |  13KB  |  344 lines

  1. [Setup]
  2. Product=MiniGun Madness
  3. Version=100
  4. Archive=MiniGun Madness.umod
  5. SrcPath=.
  6. MasterPath=..
  7. Group=SetupGroup
  8. Group=MiniGun_MadnessGroup
  9.  
  10. [SetupGroup]
  11. Copy=(Src=System\Manifest.ini,Master=System\Manifest.ini,Size=350,Flags=3)
  12. Copy=(Src=System\Manifest.int,Master=System\Manifest.int,Size=244,Flags=3)
  13.  
  14. [MiniGun_MadnessGroup]
  15. File=(Src=System\smga.u,Size=1693)
  16. File=(Src=System\smga.int,Size=100)
  17. File=(Src=System\smg1.u,Size=9413)
  18. File=(Src=System\MGMreadme.txt,Size=582)
  19.  
  20. [Setup]
  21. LocalProduct=MiniGun Madness
  22. ReadMe=System\MGMreadme.txt
  23. SetupWindowTitle=MiniGun Madness Setup
  24. AutoplayWindowTitle=MiniGun Madness Options
  25. ProductURL=none
  26. VersionURL=none
  27. Developer=John 'OverClocked' Milmont
  28. DeveloperURL=none
  29. ┴â*₧D@*ù@µ⌡≤áê╙Å│Ç╚∩«None ReplaceWithWeaponsmg1smgaCoreEngineAmmoCheckReplacementMyDefaultWeaponSystemBotpack TextBufferBoolPropertyClassPropertyClassObjectPackageActorObjectPropertyBytePropertyOtherbSuperRelevantsmg    FunctionArena    MiniammoMutator ReturnValueÇâÆ    æHéa/!wê çsmg1.smg(ììéa/!wê ôminiammo(' ij    //=============================================================================
  30. // smg1.
  31. //=============================================================================
  32. class smg1 expands Arena;
  33.  
  34. function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
  35.  
  36. if ( Other.IsA('Weapon') && Other.class!=class'smg1.smg' ) {
  37.  
  38. ReplaceWith(Other, "smg1.smg");
  39. return False;
  40.  
  41. } else if ( Other.IsA('Ammo') && Other.class!=class'miniammo' ) {
  42.  
  43. ReplaceWith(Other, "miniammo");
  44. return False;
  45.  
  46. }
  47.  
  48. return true;
  49.  
  50.  
  51. }
  52.  
  53. function Class<Weapon> MyDefaultWeapon()
  54. {
  55.  
  56. return class'smg1.smg';
  57.  
  58. }
  59.  
  60. ÇÇö    I ç Çëæà                  E▐8à┼╘▒â~NYâ~NYâ~NYâ~NY å
  61. ■    ⁿ       ⌡   ·                           ■   ■   √   ⁿ   ≡            ÄVèÆ@cò4u    c    ìXÅ eèö    qîOà$z][Public]
  62. Object=(Name=smga.smg1,Class=Class,MetaClass=Engine.Mutator,Description="MiniGun Madness")┴â*₧DT@ ≥"Dµ $╣╥óê╙Å│Ç╚∩« TNoneAnimEndShoot2    EndState BeginState ClientFire PlayUnwindBeginClientAltFire
  63. FastShootClientFinishGenerateBullet FinishFire FireEffectTickCoreEngine SoundPitch FlashLength
  64. NameColorClientFiringSystemClientAltFiringPickupMessageBotpack NormalFiresmg1PickupAmmoCountFireAltFirePickupsmg
  65. ShakeViewColor
  66. AltFiringMuzzleFlashScaleAnimSequenceNameProperty SoundVolume ReturnValueAmmoActorBoolPropertyWeapon
  67. InventoryFloatPropertyPawnObjectPropertyPackage
  68. shakevert bForceFirebForceAltFire
  69. DeltaTime
  70. bAnimLoopValuebSteadyFlash3rd AmbientGlowClass    AmmoType
  71. FireSoundAltFireSound AmmoAmountbFire    bAltFireOwner PlayerPawn    minigun2
  72. shaketime TextBufferSoundDampeningTournamentWeapon IntProperty    shakemagBytePropertyObject    FunctionState
  73. LightTypeTournamentPickup    AffectorbCanClientFire bOutOfAmmo bFiredShotAmbientSound╕_fI-ôä-ô/éé-¢w.äê*ùÅÉ%-ô ÿ Q          ┤ Häïö-Ä' á─SL//=============================================================================
  74. // smg.
  75. //=============================================================================
  76. class smg expands minigun2;
  77.  
  78. state NormalFire
  79. {
  80.     function Tick( float DeltaTime )
  81.     {
  82.         if (Owner==None) 
  83.             AmbientSound = None;
  84.     }
  85.  
  86.     function AnimEnd()
  87.     {
  88.         if (Pawn(Owner).Weapon != self) GotoState('');
  89.         else if (Pawn(Owner).bFire!=0 && AmmoType.AmmoAmount>0)
  90.             Global.Fire(0);
  91.         else if ( Pawn(Owner).bAltFire!=0 && AmmoType.AmmoAmount>0)
  92.             Global.AltFire(0);
  93.         else 
  94.             GotoState('FinishFire');
  95.     }
  96.  
  97.     function BeginState()
  98.     {
  99.         AmbientGlow = 250;
  100.         AmbientSound = FireSound;
  101.         bSteadyFlash3rd = true;
  102.         Super.BeginState();
  103.     }    
  104.  
  105.     function EndState()
  106.     {
  107.         bSteadyFlash3rd = false;
  108.         AmbientGlow = 0;
  109.         LightType = LT_None;
  110.         AmbientSound = None;
  111.         Super.EndState();
  112.     }
  113.  
  114. Begin:
  115.     Sleep(0.13);
  116.     GenerateBullet();
  117.     Goto('Begin');
  118. }
  119.  
  120. state ClientFiring
  121. {
  122.     simulated function AnimEnd()
  123.     {
  124.         if ( (Pawn(Owner) == None) || (AmmoType.AmmoAmount <= 0) )
  125.         {
  126.             PlayUnwind();
  127.             GotoState('');
  128.         }
  129.         else if ( !bCanClientFire )
  130.             GotoState('');
  131.         else if ( Pawn(Owner).bFire != 0 )
  132.             Global.ClientFire(0);
  133.         else if ( Pawn(Owner).bAltFire != 0 )
  134.             Global.ClientAltFire(0);
  135.         else
  136.         {
  137.             PlayUnwind();
  138.             GotoState('ClientFinish');
  139.         }
  140.     }
  141.  
  142.     simulated function BeginState()
  143.     {
  144.         AmbientSound = FireSound;
  145.         bSteadyFlash3rd = true;
  146.     }
  147.  
  148.     simulated function EndState()
  149.     {
  150.         bSteadyFlash3rd = false;
  151.         Super.EndState();
  152.     }
  153. }
  154.  
  155. ////////////////////////////////////////////////////////
  156.  
  157. state ClientFinish
  158. {
  159.     simulated function bool ClientFire(float Value)
  160.     {
  161.         bForceFire = bForceFire || ( bCanClientFire && (Pawn(Owner) != None) && (AmmoType.AmmoAmount > 0) );
  162.         return bForceFire;
  163.     }
  164.  
  165.     simulated function bool ClientAltFire(float Value)
  166.     {
  167.         bForceAltFire = bForceAltFire || ( bCanClientFire && (Pawn(Owner) != None) && (AmmoType.AmmoAmount > 0) );
  168.         return bForceAltFire;
  169.     }
  170.  
  171.     simulated function AnimEnd()
  172.     {
  173.         if ( bCanClientFire && (PlayerPawn(Owner) != None) && (AmmoType.AmmoAmount > 0) )
  174.         {
  175.             if ( bForceFire || (Pawn(Owner).bFire != 0) )
  176.             {
  177.                 Global.ClientFire(0);
  178.                 return;
  179.             }
  180.             else if ( bForceAltFire || (Pawn(Owner).bAltFire != 0) )
  181.             {
  182.                 Global.ClientAltFire(0);
  183.                 return;
  184.             }
  185.         }            
  186.         GotoState('');
  187.         Global.AnimEnd();
  188.     }
  189.  
  190.     simulated function EndState()
  191.     {
  192.         bSteadyFlash3rd = false;
  193.         bForceFire = false;
  194.         bForceAltFire = false;
  195.         AmbientSound = None;
  196.     }
  197.  
  198.     simulated function BeginState()
  199.     {
  200.         bSteadyFlash3rd = false;
  201.         bForceFire = false;
  202.         bForceAltFire = false;
  203.     }
  204. }
  205.  
  206. state ClientAltFiring
  207. {
  208.     simulated function AnimEnd()
  209.     {
  210.         if ( (Pawn(Owner) == None) || (AmmoType.AmmoAmount <= 0) )
  211.         {
  212.             PlayUnwind();
  213.             GotoState('');
  214.         }
  215.         else if ( !bCanClientFire )
  216.             GotoState('');
  217.         else if ( Pawn(Owner).bAltFire != 0 )
  218.         {
  219.             if ( (AnimSequence != 'Shoot2') || !bAnimLoop )
  220.             {    
  221.                 AmbientSound = AltFireSound;
  222.                 SoundVolume = 255*Pawn(Owner).SoundDampening;
  223.                 LoopAnim('Shoot2',0.09);
  224.             }
  225.             else if ( AmbientSound == None )
  226.                 AmbientSound = FireSound;
  227.  
  228.             if ( Affector != None )
  229.                 Affector.FireEffect();
  230.             if ( PlayerPawn(Owner) != None )
  231.                 PlayerPawn(Owner).ShakeView(ShakeTime, ShakeMag, ShakeVert);
  232.         }
  233.         else if ( Pawn(Owner).bFire != 0 )
  234.             Global.ClientFire(0);
  235.         else
  236.         {
  237.             PlayUnwind();
  238.             bSteadyFlash3rd = false;
  239.             GotoState('ClientFinish');
  240.         }
  241.     }
  242.  
  243.     simulated function BeginState()
  244.     {
  245.         bSteadyFlash3rd = true;
  246.         AmbientSound = FireSound;
  247.     }
  248.  
  249.     simulated function EndState()
  250.     {
  251.         bSteadyFlash3rd = false;
  252.         Super.EndState();
  253.     }
  254. }
  255.  
  256. state AltFiring
  257. {
  258.     function Tick( float DeltaTime )
  259.     {
  260.         if (Owner==None) 
  261.         {
  262.             AmbientSound = None;
  263.             GotoState('Pickup');
  264.         }            
  265.  
  266.         if    ( bFiredShot && ((pawn(Owner).bAltFire==0) || bOutOfAmmo) ) 
  267.             GoToState('FinishFire');
  268.     }
  269.  
  270.     function AnimEnd()
  271.     {
  272.         if ( (AnimSequence != 'Shoot2') || !bAnimLoop )
  273.         {    
  274.             AmbientSound = AltFireSound;
  275.             SoundVolume = 255*Pawn(Owner).SoundDampening;
  276.             LoopAnim('Shoot2',1.9);
  277.         }
  278.         else if ( AmbientSound == None )
  279.             AmbientSound = FireSound;
  280.         if ( Affector != None )
  281.             Affector.FireEffect();
  282.     }
  283.  
  284.     function BeginState()
  285.     {
  286.         Super.BeginState();
  287.         AmbientSound = FireSound;
  288.         AmbientGlow = 250;
  289.         bFiredShot = false;
  290.         bSteadyFlash3rd = true;
  291.     }    
  292.  
  293.     function EndState()
  294.     {
  295.         bSteadyFlash3rd = false;
  296.         AmbientGlow = 0;
  297.         LightType = LT_None;
  298.         AmbientSound = None;
  299.         Super.EndState();
  300.     }
  301.  
  302. Begin:
  303.     Sleep(0.13);
  304.     GenerateBullet();
  305.     if ( AnimSequence == 'Shoot2' )
  306.         Goto('FastShoot');
  307.     Goto('Begin');
  308. FastShoot:
  309.     Sleep(0.00000000000000001);
  310.     GenerateBullet();
  311.     Goto('FastShoot');
  312. }
  313.  
  314. ///////////////////////////////////////////////////////////
  315.  
  316. Æ
  317. *s(a╕> !           │
  318. rê*ï* Ç░U¿#w.äê╢q!ªaé¢:.äê£%ùÅÉ%8ªƒé¢:.äêÜ%ùÅÉ%8ªq!  «t#¥$·ïö-Ä'« ñ    #·'-Ä(¥$ú$ï*ñ ╝4≡¬6är.äê*ÿÅÉ%q!¿Kü-¢q!¿s¢:.äê£%8¿¢¢:.äêÜ%8¿q!
  319.  ªNµ-Ä(ª ò
  320. äâ
  321.           ╖Y⌐I-ûä-û/éé-¢w.äê*ùÅÉ%-û ÇÇà        Ç          2Ñ    Ç'à#e∙ⁿäo£¿Xu6Φäo£î_Σ░Täo£äo£¿Xu6Φƒª1äo£î_Σ░Täo£äo£î_Σ░Tî_Σ░Tî_Σ░Täo£äo£äo£äo£î_Σ░Täo£î_Σ░T┐" *!╞9è$?]You got the SUPER Minigun.#$ßzö>dÇÇ╣eºÿéé-¢w.ƒê*ùÅÉ%fä-û¢:.äê£%8 ÿÿä-ô¢:.äêÜ%8 q!8 ║xú    !-Ä(-û(-ô(ï* ╗Ç4
  322. -Ä(-û(-ô( Ö╢ô          ╜è╟
  323. `6är.äê*ÿÅÉ%q!^Kü-¢q!^!¢:.äêÜ%╗ä í!    ü-Ñïó¡C½?, .äê»a!∞Q╕=╤╤rï*ïöδwá*áw.ƒê*.ƒê ╡└▒^I¢:.äê£%8^-Ä(q!
  324.  ╛¡■-Ä'ïö ¼│`-Ä(¼ æ "µXa╕> #■í!!    !a¬w8# !         )          @┴╝╒Rrê*ï*q!Pé-¬#äÜ:.äêÜ%-─q!  Ç┬╚¬êVä í!    ü-Ñïó¡C½?, .äê»a!33≤?llrï*ïöåwá*á ⌐╓±+⌐ïö¥$·-¬(-Ä' ½▀Ä'-Ä(¥$ú$ï*½ 009    )9    .9■   B09■   F/²   @9·   K9    +/²   S9    (9    ,*≤   7/÷   :G⌠   =L√   "L√   *∙   3/÷   ;L√   
  325. *∙   29·   LL√   L√   Iⁿ   ?*∙   PIⁿ   >I²   89·   -9    A/∙   O%²   $/÷   <I²   MKε   *²   5KΦ   9·   *9■   NK∩   *√   RK∩   Kτ   I²   &Kε   -ⁿ   EKε   -÷   19·   9Kε   KΦ   -÷   C/ⁿ   +Kδ   Kδ   Kδ   Kδ   Kδ   KΦ   Kτ   Kτ   9·   J-÷   HK∩   K∩   9·   D*√   Që╕J|ùÿ)Fë┤%o├4^LTùÆDrcë│'vd₧4 ]eë░Nieë«-wgëñ1dhë╝MUiëª#bkùò
  326. )Elë╖Jnl₧6 xmº' Dnà$WPn₧6 gsº' ssë╣Msë║.Lvë╗*zvùÖ)dwë╜|Mxë╛%I|ë¼#n|ùæ"bQ}ë┴Rs~₧4 EÇë┬rQÇë⌐2Céë½1uéMinigun Madness 
  327. By John "OverClocked" Milmont
  328.  
  329. Arena style minigun action with superchaged ultra fast shooting miniguns (in alt-fire)
  330.  
  331. ---Copyright-Permissions--------------------------------------------
  332.  
  333.  
  334. You MUST NOT distribute this mod UNLESS you INCLUDE THIS FILE WITH
  335. NO MODIFICATIONS!!!. If you don't co-operate, then DON'T DISTRIBUTE
  336. IT IN ANY FORM!!.
  337.  
  338. This mod may be distributed ONLY over the Internet and/or BBS systems.
  339. You are NOT authorized to put this BSP on any CD or distribute it in
  340. any way without my permission.
  341.  
  342.  
  343. my e-mail: clocked@megsinet.comSystem\Manifest.ini≡System\Manifest.int≡⌠System\smga.uΣ¥System\smga.intü    dSystem\smg1.uσ    ┼$System\MGMreadme.txt¬.Fú┼πƒ≡0╝1yç⌠