Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 |
/* -------------------------------------------------------------- KFLevelRules_Story -------------------------------------------------------------- Extended LevelRules info for use in 'Story' style missions . Can modify player starting equipment, health, cash , etc. Also stores a list of Objectives the player must complete to be victorious. Author : Alex Quick -------------------------------------------------------------- */ class KFLevelRules_Story extends KFLevelRules hidecategories(Sound,Events) dependson(KFStoryGameInfo) ; #exec OBJ LOAD FILE=KFStoryGame_Tex.utx /* should the first objective in the StoryObjectives array activate as soon as the match begins ? */ var(Rules_Objectives) bool bAutoStartObjectives; /* Amount of dosh to start players out with in story mode */ var(Rules_Cash) int StartingCashSum; /* A modifier for the amount of cash players receive from killing zombies. ie. at 0.f they will not receive anything */ var(Rules_Cash) float CashReward_ZEDKills_Modifier; /* A modifier for the amount of cash players lose when they die */ var(Rules_Cash) float CashPenalty_Death_Modifier; /* absolute maximum number of zombies we can have in this story map at one time */ var(Rules_Monsters) int MaxEnemiesAtOnce; /* should the game kill off ZEDs which haven't been seen by players for a while? */ var(Rules_Monsters) bool bAutoKillStragglers; /* Auto Kill threshold if bAutoKilLStragglers is true */ var(Rules_Monsters) int MaxStragglers; /* Struct for controlling attributes which affect enemy spawning base on game difficulty and player count */ struct SMonsterSpawnScaling { var () KFStoryGameInfo.SDifficultyWrapper EnemySpawnRate; var () KFStoryGameInfo.SDifficultyWrapper NumberOfEnemies; }; var(Rules_Monsters) SMonsterSpawnScaling Spawn_Difficulty_Scaling; /* should bots be allowed to spawn ? */ var(Rules_Bots) bool bAllowBots; /* Textures to display on the HUD when the match is over */ var(Rules_HUD) Material VictoryMaterial,DefeatMaterial; /* If a team is restarted after dying during a story mission these are the actor types we need to reset*/ var(Rules_CheckPoints) array<class> CheckpointResetClasses ; /* If true the weapon / item pickups in the map will be randomly spawned based on difficulty - like in a normal KF match */ var(Rules_Equipment) bool bRandomizeWeaponPickups; // Amount of starting HP for all players var(Rules_Equipment) int PlayerStartHealth; // Amount of starting armor for all players. var(Rules_Equipment) int PlayerStartArmor; // Defines starting equipment for players var(Rules_Equipment) array< Class<Inventory> > RequiredPlayerEquipment; /* if true, allow high level players to spawn with their 'default' gear */ var(Rules_Equipment) bool bAllowPerkStartingWeaps; // Enable / Disable Cash display on HUD . var(Rules_HUD) bool bShowCash; var(Rules_HUD) name HUDStyle; function ModifyPlayer( Pawn Other ) { if( PlayerStartHealth>0 ) Other.Health = PlayerStartHealth; if( PlayerStartArmor>0 ) Other.ShieldStrength = PlayerStartArmor; } function AddGameInv( Pawn Other ) { local int i; local Inventory Inv; For( i=0; i<RequiredPlayerEquipment.Length; i++ ) { if( RequiredPlayerEquipment[i]==None ) Continue; if( Other.FindInventoryType(RequiredPlayerEquipment[i])==None ) { Inv = Spawn(RequiredPlayerEquipment[i]); if( Inv != None ) { Inv.GiveTo(Other); if ( Inv != None ) Inv.PickupFunction(Other); } } } } defaultproperties { bAutoStartObjectives=True StartingCashSum=250 CashReward_ZEDKills_Modifier=1.000000 CashPenalty_Death_Modifier=1.000000 MaxEnemiesAtOnce=32 bAutoKillStragglers=True MaxStragglers=5 Spawn_Difficulty_Scaling=(EnemySpawnRate=(Scale_GameDifficulty=(Scale_Beginner=1.000000,Scale_Hard=1.170000,Scale_Suicidal=1.170000,Scale_HellOnEarth=1.170000),Scale_PlayerCount=(Scale_1P=1.000000,Scale_2P=1.000000,Scale_3P=1.000000,Scale_4P=1.170000,Scale_5P=1.530000,Scale_6P=3.300000)),NumberOfEnemies=(Scale_GameDifficulty=(Scale_Beginner=0.700000,Scale_Hard=1.300000,Scale_Suicidal=1.500000,Scale_HellOnEarth=1.700000),Scale_PlayerCount=(Scale_1P=1.000000,Scale_2P=2.000000,Scale_3P=2.750000,Scale_4P=3.500000,Scale_5P=4.000000,Scale_6P=4.500000))) VictoryMaterial=Combiner'KFMapEndTextures.VictoryCombiner' DefeatMaterial=Combiner'KFMapEndTextures.DefeatCombiner' CheckpointResetClasses(0)=Class'KFMod.ZombieVolume' CheckpointResetClasses(1)=Class'Gameplay.ScriptedSequence' CheckpointResetClasses(2)=Class'Engine.Pickup' CheckpointResetClasses(3)=Class'Engine.Pawn' CheckpointResetClasses(4)=Class'Engine.Triggers' CheckpointResetClasses(5)=Class'Gameplay.TriggerLight' CheckpointResetClasses(6)=Class'Engine.BlockingVolume' CheckpointResetClasses(7)=Class'Engine.Decoration' CheckpointResetClasses(8)=Class'KFStoryGame.KF_StoryWaveDesigner' CheckpointResetClasses(9)=Class'KFStoryGame.StaticMeshActor_Hideable' CheckpointResetClasses(10)=Class'KFStoryGame.KF_StoryWaveDesigner' bRandomizeWeaponPickups=True RequiredPlayerEquipment(0)=Class'KFMod.Single' RequiredPlayerEquipment(1)=Class'KFMod.Syringe' RequiredPlayerEquipment(2)=Class'KFMod.Welder' RequiredPlayerEquipment(3)=Class'KFMod.Frag' RequiredPlayerEquipment(4)=Class'KFMod.knife' bAllowPerkStartingWeaps=True bShowCash=True Texture=Texture'KFStoryGame_Tex.Editor.KFRules_Ico' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |