Quick update

Evening guys,

 

Today I’ve been working on some of the scripting for the actual train that we will be controlling. I’ve added the main controller class and then built on a factory class as well as a content class. I had help with the Agents scripting class on UDKC for this one.

I wont post the full class as it is quite big but basically a lot of things are just extended from the Scorpion script class.

Content class

class Train_Content extends Train;

simulated function TeamChanged()
{
	local color newColor;

	Super.TeamChanged();

	if (WorldInfo.NetMode != NM_DedicatedServer)
	{
		newColor = (Team == 1) ? MakeColor(96,64,255) : MakeColor(255,64,96);
		RightBoosterLight.SetLightProperties(,newColor);
		LeftBoosterLight.SetLightProperties(,newColor);
	}
}

defaultproperties
{
	Begin Object Name=CollisionCylinder
		CollisionHeight=40.0
		CollisionRadius=100.0
		Translation=(X=-25.0)
	End Object

	Begin Object Name=SVehicleMesh
		SkeletalMesh=SkeletalMesh'VH_Scorpion.Mesh.SK_VH_Scorpion_001'
		AnimTreeTemplate=AnimTree'VH_Scorpion.Anims.AT_VH_Scorpion_001'
		PhysicsAsset=PhysicsAsset'VH_Scorpion.Mesh.SK_VH_Scorpion_001_Physics'
		MorphSets[0]=MorphTargetSet'VH_Scorpion.Mesh.VH_Scorpion_MorphTargets'
		AnimSets.Add(AnimSet'VH_Scorpion.Anims.K_VH_Scorpion')
		RBCollideWithChannels=(Default=TRUE,BlockingVolume=TRUE,GameplayPhysics=TRUE,EffectPhysics=TRUE,Vehicle=TRUE,Untitled4=TRUE)
	End Object

	DrawScale=1.0
	IconCoords=(U=831,UL=21,V=39,VL=29)

	BoostToolTipIconCoords=(U=0,UL=101,V=841,VL=49)
	EjectToolTipIconCoords=(U=93,UL=46,V=316,VL=52)

	BrakeLightParameterName=Brake_Light
	ReverseLightParameterName=Reverse_Light
	HeadLightParameterName=Green_Glows_Headlights

	Seats(0)={(	GunClass=none,
				GunSocket=(TurretFireSocket),
				GunPivotPoints=(gun_rotate),
				TurretVarPrefix="",
				TurretControls=(TurretRotate),
				SeatIconPos=(X=	0.415,Y=0.5),
				CameraTag=GunViewSocket,
				CameraBaseOffset=(X=-50.0),
				CameraOffset=-175,
				WeaponEffects=((SocketName=TurretFireSocket,Offset=(X=-14,Y=5),Scale3D=(X=2.0,Y=3.0,Z=3.0)),(SocketName=TurretFireSocket,Offset=(X=-14,Y=-5),Scale3D=(X=2.0,Y=3.0,Z=3.0)))
				)}

	// Sounds
	// Engine sound.
	Begin Object Name=ScorpionEngineSound
		SoundCue=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_EngineLoop'
	End Object
	EngineSound=ScorpionEngineSound
	Components.Add(ScorpionEngineSound);

	Begin Object Name=ScorpionTireSound
		SoundCue=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireDirt01Cue'
	End Object
	TireAudioComp=ScorpionTireSound
	Components.Add(ScorpionTireSound);

	TireSoundList(0)=(MaterialType=Dirt,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireDirt01Cue')
	TireSoundList(1)=(MaterialType=Foliage,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireFoliage01Cue')
	TireSoundList(2)=(MaterialType=Grass,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireGrass01Cue')
	TireSoundList(3)=(MaterialType=Metal,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireMetal01Cue')
	TireSoundList(4)=(MaterialType=Mud,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireMud01Cue')
	TireSoundList(5)=(MaterialType=Snow,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireSnow01Cue')
	TireSoundList(6)=(MaterialType=Stone,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireStone01Cue')
	TireSoundList(7)=(MaterialType=Wood,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireWood01Cue')
	TireSoundList(8)=(MaterialType=Water,Sound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleSurface_TireWater01Cue')

	WheelParticleEffects[0]=(MaterialType=Generic,ParticleTemplate=ParticleSystem'Envy_Level_Effects_2.Vehicle_Dust_Effects.P_Scorpion_Wheel_Dust')
	WheelParticleEffects[1]=(MaterialType=Dirt,ParticleTemplate=ParticleSystem'VH_Scorpion.Effects.PS_Wheel_Rocks')
	WheelParticleEffects[2]=(MaterialType=Water,ParticleTemplate=ParticleSystem'Envy_Level_Effects_2.Vehicle_Water_Effects.P_Scorpion_Water_Splash')
	WheelParticleEffects[3]=(MaterialType=Snow,ParticleTemplate=ParticleSystem'Envy_Level_Effects_2.Vehicle_Snow_Effects.P_Scorpion_Wheel_Snow')

	RedBoostCamAnim=CameraAnim'Camera_FX.VH_Scorpion.C_VH_Scorpion_Boost_Red'
	BlueBoostCamAnim=CameraAnim'Camera_FX.VH_Scorpion.C_VH_Scorpion_Boost_Blue'

	// Wheel squealing sound.
	Begin Object Name=ScorpionSquealSound
		SoundCue=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_Slide'
	End Object
	SquealSound=ScorpionSquealSound
	Components.Add(ScorpionSquealSound);

	CollisionSound=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_Collide'
	EnterVehicleSound=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_Start'
	ExitVehicleSound=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_Stop'

	// Rocket booster sound.
	Begin Object Name=ScorpionBoosterSound
		SoundCue=SoundCue'A_Vehicle_Raptor.SoundCues.A_Vehicle_Raptor_EngineLoop'
	End Object
	BoosterSound=ScorpionBoosterSound
	Components.Add(ScorpionBoosterSound);

	// Initialize sound parameters.

	SquealThreshold=0.1
	SquealLatThreshold=0.02
	LatAngleVolumeMult = 30.0
	EngineStartOffsetSecs=2.0
	EngineStopOffsetSecs=1.0

	VehicleEffects(0)=(EffectStartTag=BoostStart,EffectEndTag=BoostStop,EffectTemplate=ParticleSystem'VH_Scorpion.Effects.PS_Scorpion_Booster_Red',EffectTemplate_Blue=ParticleSystem'VH_Scorpion.Effects.PS_Scorpion_Booster',EffectSocket=Booster01)
	VehicleEffects(1)=(EffectStartTag=BoostStart,EffectEndTag=BoostStop,EffectTemplate=ParticleSystem'VH_Scorpion.Effects.PS_Scorpion_Booster_Red',EffectTemplate_Blue=ParticleSystem'VH_Scorpion.Effects.PS_Scorpion_Booster',EffectSocket=Booster02)
	VehicleEffects(2)=(EffectStartTag=DamageSmoke,EffectEndTag=NoDamageSmoke,bRestartRunning=false,EffectTemplate=ParticleSystem'Envy_Effects.Vehicle_Damage.P_Vehicle_Damage_1_Scorpion',EffectSocket=DamageSmoke01)
	VehicleEffects(3)=(EffectStartTag=MuzzleFlash,EffectTemplate=ParticleSystem'VH_Scorpion.Effects.PS_Scorpion_Gun_MuzzleFlash_Red',EffectTemplate_Blue=ParticleSystem'VH_Scorpion.Effects.PS_Scorpion_Gun_MuzzleFlash',EffectSocket=TurretFireSocket)

	RightBladeStartSocket=Blade_R_Start
	RightBladeEndSocket=Blade_R_End
	LeftBladeStartSocket=Blade_L_Start
	LeftBladeEndSocket=Blade_L_End
	BladeDamageType=class'UTDmgType_ScorpionBlade'
	BladeBreakSound=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_BladeBreakOff'
	BladeExtendSound=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_BladeExtend'
	BladeRetractSound=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_BladeRetract'

	SelfDestructDamageType=class'UTDmgType_ScorpionSelfDestruct'

	SelfDestructSoundCue=SoundCue'A_Vehicle_Goliath.SoundCues.A_Vehicle_Goliath_Fire'
	EjectSoundCue=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_Eject_Cue'

	Begin Object name=LeftRocketLight
		Brightness=3.0
		LightColor=(R=96,G=64,B=255)
		Radius=100.0
		CastShadows=false
		bEnabled=false
    	Translation=(X=20,Z=0)
	End Object
	LeftBoosterLight=LeftRocketLight

	Begin Object name=RightRocketLight
		Brightness=3.0
		LightColor=(R=96,G=64,B=255)
		Radius=100.0
		CastShadows=false
		bEnabled=false
    	Translation=(X=20,Z=0)
	End Object
	RightBoosterLight=RightRocketLight

	DamageMorphTargets(0)=(InfluenceBone=LtFront_Fender,MorphNodeName=MorphNodeW_LtFrontFender,LinkedMorphNodeName=MorphNodeW_Hood,Health=30,DamagePropNames=(Damage2))
	DamageMorphTargets(1)=(InfluenceBone=RtFront_Fender,MorphNodeName=MorphNodeW_RtFrontFender,LinkedMorphNodeName=MorphNodeW_Hood,Health=30,DamagePropNames=(Damage2))
	DamageMorphTargets(2)=(InfluenceBone=LtRear_Fender,MorphNodeName=MorphNodeW_LtRearFender,LinkedMorphNodeName=MorphNodeW_Hatch,Health=40,DamagePropNames=(Damage1,Damage5))
	DamageMorphTargets(3)=(InfluenceBone=RtRear_Fender,MorphNodeName=MorphNodeW_RtRearFender,LinkedMorphNodeName=MorphNodeW_Hatch,Health=40,DamagePropNames=(Damage1,Damage5))
	DamageMorphTargets(4)=(InfluenceBone=Hood,MorphNodeName=MorphNodeW_Hood,LinkedMorphNodeName=MorphNodeW_Hatch,Health=100,DamagePropNames=(Damage3,Damage1))
	DamageMorphTargets(5)=(InfluenceBone=Hatch_Slide,MorphNodeName=MorphNodeW_Hatch,LinkedMorphNodeName=MorphNodeW_Body,Health=125,DamagePropNames=(Damage1))
	DamageMorphTargets(6)=(InfluenceBone=Main_Root,MorphNodeName=MorphNodeW_Body,Health=175,DamagePropNames=(Damage6,Damage7))

	DamageParamScaleLevels(0)=(DamageParamName=Damage1,Scale=1.0)
	DamageParamScaleLevels(1)=(DamageParamName=Damage2,Scale=1.0)
	DamageParamScaleLevels(2)=(DamageParamName=Damage3,Scale=1.0)
	DamageParamScaleLevels(3)=(DamageParamName=Damage5,Scale=1.0)
	DamageParamScaleLevels(4)=(DamageParamName=Damage6,Scale=1.0)
	DamageParamScaleLevels(5)=(DamageParamName=Damage7,Scale=1.0)

	ScorpionHood=StaticMesh'VH_Scorpion.Mesh.S_VH_Scorpion_Hood_Damaged'
	BrokenBladeMesh=StaticMesh'VH_Scorpion.Mesh.S_VH_Scorpion_Broken_Blade'

	FlagOffset=(X=-60.0,Y=25,Z=40)

	SelfDestructWarningSound=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_DestructionWarning_Cue'
	SelfDestructReadyCue=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_EjectReadyBeep_Cue'
	SelfDestructEnabledSound=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_EngineThrustStart_Cue'
	SelfDestructEnabledLoop=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_EngineThrustLoop_Cue'

	ExplosionSound=SoundCue'A_Vehicle_Scorpion.SoundCues.A_Vehicle_Scorpion_Explode'

	//SpawnMaterialLists[0]=(Materials=(MaterialInterface'VH_Scorpion.Materials.MI_VH_Scorpion_Spawn_Red'))
	//SpawnMaterialLists[1]=(Materials=(MaterialInterface'VH_Scorpion.Materials.MI_VH_Scorpion_Spawn_Blue'))

	TeamMaterials[0]=MaterialInstanceConstant'VH_Scorpion.Materials.MI_VH_Scorpion_Red'
	TeamMaterials[1]=MaterialInstanceConstant'VH_Scorpion.Materials.MI_VH_Scorpion_Blue'

	SuspensionShiftSound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleCompressD_Cue'

	DrivingPhysicalMaterial=PhysicalMaterial'vh_scorpion.materials.physmat_scorpiondriving'
	DefaultPhysicalMaterial=PhysicalMaterial'vh_scorpion.materials.physmat_scorpion'

	//BurnOutMaterial[0]=MaterialInterface'VH_Scorpion.Materials.MITV_VH_Scorpion_Red_BO'
	//BurnOutMaterial[1]=MaterialInterface'VH_Scorpion.Materials.MITV_VH_Scorpion_Blue_BO'

	SelfDestructExplosionTemplate=ParticleSystem'VH_Scorpion.Effects.P_VH_Scorpion_SelfDestruct'
	HatchGibClass=class'UTGib_ScorpionHatch'

	BigExplosionTemplates[0]=(Template=ParticleSystem'Envy_Effects.VH_Deaths.P_VH_Death_SMALL_Far',MinDistance=350)
	BigExplosionTemplates[1]=(Template=ParticleSystem'Envy_Effects.VH_Deaths.P_VH_Death_SMALL_Near')
	BigExplosionSocket=VH_Death

   	HudCoords=(U=410,V=112,UL=-86,VL=109)

	bHasEnemyVehicleSound=true
	EnemyVehicleSound(0)=SoundNodeWave'A_Character_Reaper.BotStatus.A_BotStatus_Reaper_EnemyScorpion'
}
and Factory class
class Factory_Mustang extends UTVehicleFactory;

defaultproperties
{
	Begin Object Name=SVehicleMesh
		SkeletalMesh=SkeletalMesh'VH_Scorpion.Mesh.SK_VH_Scorpion_001'
		Translation=(X=0.0,Y=0.0,Z=-70.0) // -60 seems about perfect for exact alignment, -70 for some 'lee way'
	End Object

	Components.Remove(Sprite)

	Begin Object Name=CollisionCylinder
		CollisionHeight=+80.0
		CollisionRadius=+120.0
		Translation=(X=-45.0,Y=0.0,Z=-10.0)
	End Object

	VehicleClassPath="UTGameContent.UTVehicle_Scorpion_Content"
	DrawScale=1.2
}
AAs you can see, pretty empty at the moment but will be a good placeholder for when we have to add multiple trains. Next I will work on 
attaching the trains to the spline class so that they move along the rail.

Hopefully the next update will have some of Scott Taylors 3D models to show what the project will look like visually.

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