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MinigunFire

UT2003, Build 2225

Once again another reference of code, but this time for the Primary Fire of the minigun. Oh, and please correct me if I'm wrong. I won't get too pissed off ;)

class MinigunFire extends InstantFire; //This is the class and the parent that it inherits some functionality from.

// These are declarations of variables used in the code.
var() float MaxRollSpeed; 
var() float RollSpeed; 
var() float BarrelRotationsPerSec; //Amount of rotations of the barrel per sec
var() int   RoundsPerRotation;     //Rounds fired per rotation
var() float FireTime;
var() Sound WindingSound;          //The sound you hear when the minigun is getting ready to shoot.
var() Sound FiringSound;           //The sound you hear when the minigun is actually shooting.
var MiniGun Gun;
var() float WindUpTime;            //Amount of time it takes to wind up

var() String FiringForce;          //Amount of recoil
var() String WindingForce;

//What happens when you beserk (adrenaline combo) with this firing mode
function StartBerserk() 
{
    DamageMin = default.DamageMin * 1.33;
    DamageMax = default.DamageMax * 1.33;
}

//What happens when you stop beserking
function StopBerserk() 
{
    DamageMin = default.DamageMin;
    DamageMax = default.DamageMax;
}

//Initiate this code after game begins
function PostBeginPlay() 
{
    Super.PostBeginPlay();

    //Set the firing rate
    FireRate = 1.f / (RoundsPerRotation * BarrelRotationsPerSec);

    //Set the maximum barrel rotation speed
    MaxRollSpeed = 65536.f*BarrelRotationsPerSec; 
    Gun = Minigun(Owner);
}

//DoTrace is a function common to all weapons that handles the movement of projectiles and the determination 
//of the point of impact for instant-hit weapons.
function DoTrace(Vector Start, Rotator Dir)
{
    if ( FRand() < DeathMatch(Level.Game).MinigunLockDownFactor )
        Momentum = FMax(1.0,DeathMatch(Level.Game).MinigunLockDownFactor) * Default.Momentum;
    else
        Momentum = 0;
    Super.DoTrace(Start,Dir);
} 

//Set muzzle flash to proper location on the gun
function FlashMuzzleFlash() 
{
    local rotator r;
    r.Roll = Rand(65536);
    Weapon.SetBoneRotation('Bone_Flash', r, 0, 1.f);
    Super.FlashMuzzleFlash();
}

//Set effects of the gun
function InitEffects() 
{
    Super.InitEffects();
    if ( FlashEmitter != None )
        Weapon.AttachToBone(FlashEmitter, 'flash');
}

//Set ambient sounds
function PlayAmbientSound(Sound aSound) 
{
    if ( (Minigun(Weapon) == None) || (Instigator == None) || (aSound == None && ThisModeNum != Gun.CurrentMode) )
        return;

    Instigator.AmbientSound = aSound;
    Gun.CurrentMode = ThisModeNum;
}

//Stop the barrel roll
//When this function is called, it does an error check to make sure it's a valid call, then it simply sets
//the rollspeed to 0.0 -- stopping the roll.
function StopRolling()
{
    if (Gun == None || ThisModeNum != Gun.CurrentMode)
        return;

    RollSpeed = 0.f;
    Gun.RollSpeed = 0.f;
} 

function PlayPreFire() {}
function PlayStartHold() {}
function PlayFiring() {}
function PlayFireEnd() {}
function StartFiring();
function StopFiring();
function bool IsIdle()
{
    return false;
}

auto state Idle
{
    function bool IsIdle()
    {
        return true;
    }

    function BeginState()
    {
        PlayAmbientSound(None);
        StopRolling();
    }

    function EndState()
    {
        PlayAmbientSound(WindingSound);
    }

    function StartFiring() //Says once you start to fire it winds up first
    {
        RollSpeed = 0;
    FireTime = (RollSpeed/MaxRollSpeed) * WindUpTime;
        GotoState('WindUp');
    }
}

state WindUp
{
    function BeginState() //Starts the wind-up Procedure
    {
        ClientPlayForceFeedback(WindingForce);  // jdf
    }

    function EndState() //Says when wind-up ends the firing begins
    {
        if (ThisModeNum == 0)
        {
            if ( (Weapon == None) || !Weapon.FireMode[1].bIsFiring )
                StopForceFeedback(WindingForce);
        }
        else
        {
            if ( (Weapon == None) || !Weapon.FireMode[0].bIsFiring )
                StopForceFeedback(WindingForce);
        }        
    }

    function ModeTick(float dt)
    {
        FireTime += dt;
        RollSpeed = (FireTime/WindUpTime) * MaxRollSpeed;

        if ( !bIsFiring )
        {
        GotoState('WindDown');
        return;
    }
        
        if (RollSpeed >= MaxRollSpeed)
        {
            RollSpeed = MaxRollSpeed;
            FireTime = WindUpTime;
            Gun.UpdateRoll(dt, RollSpeed, ThisModeNum);
        GotoState('FireLoop');
            return;
        }

        Gun.UpdateRoll(dt, RollSpeed, ThisModeNum);
    }

    function StopFiring() //Says if you stop firing it winds down
    {
        GotoState('WindDown');
    }
}

state FireLoop //A loop that continues only if the boolean variable bIsFiring is true
{
    function BeginState()
    {
        NextFireTime = Level.TimeSeconds - 0.1; //fire now!
        PlayAmbientSound(FiringSound);
        ClientPlayForceFeedback(FiringForce);  // jdf
        Gun.LoopAnim(FireLoopAnim, FireLoopAnimRate, TweenTime);
        Gun.SpawnShells(RoundsPerRotation*BarrelRotationsPerSec);
    }

    function StopFiring()
    {
        GotoState('WindDown');
    }

    function EndState() //What happens after you stop firing
    {
        PlayAmbientSound(WindingSound);
        StopForceFeedback(FiringForce);  // jdf
        Gun.LoopAnim(Gun.IdleAnim, Gun.IdleAnimRate, TweenTime);
        Gun.SpawnShells(0.f);
     }

    function ModeTick(float dt)
    {
        Super.ModeTick(dt);
        Gun.UpdateRoll(dt, RollSpeed, ThisModeNum);
        if ( !bIsFiring )
        {
        GotoState('WindDown');
        return;
    }
    }
}

state WindDown
{
    function BeginState() //Begins the wind-down procedure
    {
        ClientPlayForceFeedback(WindingForce);  // jdf
    }

    function EndState()
    {
        if (ThisModeNum == 0)
        {
            if ( (Weapon == None) || !Weapon.FireMode[1].bIsFiring )
                StopForceFeedback(WindingForce);
        }
        else
        {
            if ( (Weapon == None) || !Weapon.FireMode[0].bIsFiring )
                StopForceFeedback(WindingForce);
        }//This checks to see what mode is firing, and stops the force feedback if any is occuring.
    }

    function ModeTick(float dt)
    {
        FireTime -= dt;
        RollSpeed = (FireTime/WindUpTime) * MaxRollSpeed;
         
        if (RollSpeed <= 0.f)
        {
            RollSpeed = 0.f;
            FireTime = 0.f;
            Gun.UpdateRoll(dt, RollSpeed, ThisModeNum);
            GotoState('Idle');
            return;
        }

        Gun.UpdateRoll(dt, RollSpeed, ThisModeNum);
    }

    function StartFiring() //Says in order to fire the gun must wind-up
    {
        GotoState('WindUp');
    }
}

defaultproperties //Default variable settings. Some were declared at the top of the file, others were declared in the parent class.
{
     BarrelRotationsPerSec=3.000000                              // How many times the barrel rotates every second.
     RoundsPerRotation=5                                         // How many rounds (shots) it fires every rotation.
     WindingSound=Sound'WeaponSounds.Minigun.miniempty'          // The sound it plays when the gun is winding up.
     FiringSound=Sound'WeaponSounds.Minigun.minifireb'           // The sound it plays when the gun is firing.
     WindUpTime=0.270000                                         // The default windup time.
     FiringForce="minifireb"
     WindingForce="miniempty"
     DamageType=Class'XWeapons.DamTypeMinigunBullet'
     DamageMin=6                                                 // The minimum amount of damage each bullet does.
     DamageMax=7                                                 // The maximum amount of damage each bullet does.
     Momentum=1200.000000
     FireLoopAnimRate=9.000000
     PreFireTime=0.270000
     AmmoClass=Class'XWeapons.MinigunAmmo'                       // Which class of ammunition this weapon uses.
     AmmoPerFire=1                                               // How much of that ammuntion is used per shot. This might
                                                                 // seem pointless, but recall how the alt-fire on the Flak
                                                                 // Cannon uses more than one piece of ammo.
     ShakeRotMag=(X=50.000000,Y=50.000000,Z=50.000000)
     ShakeRotRate=(X=10000.000000,Y=10000.000000,Z=10000.000000)
     ShakeRotTime=2.000000
     ShakeOffsetMag=(X=1.000000,Y=1.000000,Z=1.000000)
     ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
     ShakeOffsetTime=2.000000
     BotRefireRate=0.990000
     bPawnRapidFireAnim=True
     FlashEmitterClass=Class'XEffects.MinigunMuzFlash1st'       // Which class the weapon will use for its muzzle flash emitter.
     SmokeEmitterClass=Class'XEffects.MinigunMuzzleSmoke'       // Which class the weapon will use for its muzzle smoke emitter.
     aimerror=900.000000

     Spread=0.080000        // How much variation there is between shots. This keeps the bullets going in slightly different directions.           
     SpreadStyle=SS_Random  // This makes sure that the Spread is truly random, so that the bullets going in slightly different directions looks pretty realistic.
}

Once again I would like anyone to correct or add to any of this.

Related Topics

MinigunAmmo

MinigunPickup

MinigunAmmoPickup

InstantFire

MinigunAltFire

MinigunAttachment

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Category Class (UT2003)

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