-[ut99]-player invulnerable
ok im making a single player mod and the player is a skaarj trooper. yay!
ok, i want to set it up so that when the player presses a key(on keyboard/mouse/joystick wichever they pics) the players model plays the shldup anim and loops shldhold until they let go. while shielded, no damage can be taken. a bar on hud will measure energy for shield, will normaly go down slowly but jumps if damage is taken, and will slowly recharge. the player cant fire while invulnerable. how the heck do i do this? i already got my player class, and it spawns with the model/health and such, but i dont know how to do the above. her'es what i havea lot taken from SkaarjPlayer)
plz help me! ive only scripted for about 6months, with great help from wod's tuts and others... i'd give the lucky peoples who helped me credit in the mod! plz?
i would also like the player to bleed when they lose to much heath.
ok im making a single player mod and the player is a skaarj trooper. yay!
ok, i want to set it up so that when the player presses a key(on keyboard/mouse/joystick wichever they pics) the players model plays the shldup anim and loops shldhold until they let go. while shielded, no damage can be taken. a bar on hud will measure energy for shield, will normaly go down slowly but jumps if damage is taken, and will slowly recharge. the player cant fire while invulnerable. how the heck do i do this? i already got my player class, and it spawns with the model/health and such, but i dont know how to do the above. her'es what i havea lot taken from SkaarjPlayer)
Code:
//========================================================
// SkaarjOpPlayer.
//========================================================
class SkaarjOpPlayer expands UnrealIPlayer;
var bool bshielded;
simulated function WalkStep()
{
local sound step;
local float decision;
if ( Role < ROLE_Authority )
return;
if ( FootRegion.Zone.bWaterZone )
{
PlaySound(sound 'LSplash', SLOT_Interact, 1, false, 1000.0, 1.0);
return;
}
PlaySound(Footstep1, SLOT_Interact, 0.1, false, 800.0, 1.0);
}
simulated function RunStep()
{
local sound step;
local float decision;
if ( Role < ROLE_Authority )
return;
if ( FootRegion.Zone.bWaterZone )
{
PlaySound(sound 'LSplash', SLOT_Interact, 1, false, 1000.0, 1.0);
return;
}
PlaySound(Footstep1, SLOT_Interact, 0.7, false, 800.0, 1.0);
}
//-----------------------------------------------------------------------------
// Animation functions
function PlayDodge(eDodgeDir DodgeMove)
{
Velocity.Z = 210;
if ( DodgeMove == DODGE_Left )
PlayAnim('LeftDodge', 1.35, 0.06);
else if ( DodgeMove == DODGE_Right )
PlayAnim('RightDodge', 1.35, 0.06);
else if ( DodgeMove == DODGE_Forward )
PlayAnim('Lunge', 1.2, 0.06);
else
PlayDuck();
}
function PlayTurning()
{
BaseEyeHeight = Default.BaseEyeHeight;
PlayAnim('Turn', 0.3, 0.3);
}
function TweenToWalking(float tweentime)
{
BaseEyeHeight = Default.BaseEyeHeight;
if (Weapon == None)
TweenAnim('Walk', tweentime);
else if ( Weapon.bPointing || (CarriedDecoration != None) )
TweenAnim('WalkFire', tweentime);
else
TweenAnim('Walk', tweentime);
}
function TweenToRunning(float tweentime)
{
BaseEyeHeight = Default.BaseEyeHeight;
if (bIsWalking)
TweenToWalking(0.1);
else if (Weapon == None)
PlayAnim('Jog', 1, tweentime);
else if ( Weapon.bPointing )
PlayAnim('JogFire', 1, tweentime);
else
PlayAnim('Jog', 1, tweentime);
}
function PlayWalking()
{
BaseEyeHeight = Default.BaseEyeHeight;
if (Weapon == None)
LoopAnim('Walk',1.1);
else if ( Weapon.bPointing || (CarriedDecoration != None) )
LoopAnim('WalkFire',1.1);
else
LoopAnim('Walk',1.1);
}
function PlayRunning()
{
BaseEyeHeight = Default.BaseEyeHeight;
if (Weapon == None)
LoopAnim('Jog',1.1);
else if ( Weapon.bPointing )
LoopAnim('JogFire',1.1);
else
LoopAnim('Jog',1.1);
}
function PlayRising()
{
BaseEyeHeight = 0.4 * Default.BaseEyeHeight;
PlayAnim('Getup', 0.7, 0.1);
}
function PlayFeignDeath()
{
BaseEyeHeight = 0;
PlayAnim('Death2',0.7);
}
function PlayDying(name DamageType, vector HitLoc)
{
local vector X,Y,Z, HitVec, HitVec2D;
local float dotp;
BaseEyeHeight = Default.BaseEyeHeight;
PlayDyingSound();
if ( FRand() < 0.15 )
{
PlayAnim('Death',0.7,0.1);
return;
}
// check for big hit
if ( (Velocity.Z > 250) && (FRand() < 0.7) )
{
PlayAnim('Death2', 0.7, 0.1);
return;
}
// check for head hit
if ( (DamageType == 'Decapitated') || (HitLoc.Z - Location.Z > 0.6 * CollisionHeight) )
{
DamageType = 'Decapitated';
PlayAnim('Death', 0.7, 0.1);
return;
}
if ( FRand() < 0.15)
{
PlayAnim('Death3', 0.7, 0.1);
return;
}
GetAxes(Rotation,X,Y,Z);
X.Z = 0;
HitVec = Normal(HitLoc - Location);
HitVec2D= HitVec;
HitVec2D.Z = 0;
dotp = HitVec2D dot X;
if (Abs(dotp) > 0.71) //then hit in front or back
PlayAnim('Death3', 0.7, 0.1);
else
{
dotp = HitVec dot Y;
if (dotp > 0.0)
PlayAnim('Death', 0.7, 0.1);
else
PlayAnim('Death4', 0.7, 0.1);
}
}
//FIXME - add death first frames as alternate takehit anims!!!
function PlayGutHit(float tweentime)
{
if ( AnimSequence == 'GutHit' )
{
if (FRand() < 0.5)
TweenAnim('LeftHit', tweentime);
else
TweenAnim('RightHit', tweentime);
}
else
TweenAnim('GutHit', tweentime);
}
function PlayHeadHit(float tweentime)
{
if ( AnimSequence == 'HeadHit' )
TweenAnim('GutHit', tweentime);
else
TweenAnim('HeadHit', tweentime);
}
function PlayLeftHit(float tweentime)
{
if ( AnimSequence == 'LeftHit' )
TweenAnim('GutHit', tweentime);
else
TweenAnim('LeftHit', tweentime);
}
function PlayRightHit(float tweentime)
{
if ( AnimSequence == 'RightHit' )
TweenAnim('GutHit', tweentime);
else
TweenAnim('RightHit', tweentime);
}
function PlayLanded(float impactVel)
{
impactVel = impactVel/JumpZ;
impactVel = 0.1 * impactVel * impactVel;
BaseEyeHeight = Default.BaseEyeHeight;
if ( Role == ROLE_Authority )
{
if ( impactVel > 0.17 )
PlaySound(LandGrunt, SLOT_Talk, FMin(5, 5 * impactVel),false,1200,FRand()*0.4+0.8);
if ( !FootRegion.Zone.bWaterZone && (impactVel > 0.01) )
PlaySound(Land, SLOT_Interact, FClamp(4.5 * impactVel,0.5,6), false, 1000, 1.0);
}
If (bShielded == True)
TweenAnim('ShldLand',0.12);
if ( (GetAnimGroup(AnimSequence) == 'Dodge') && IsAnimating() )
return;
if ( (impactVel > 0.06) || (GetAnimGroup(AnimSequence) == 'Jumping') )
TweenAnim('Land', 0.12);
else if ( !IsAnimating() )
{
if ( GetAnimGroup(AnimSequence) == 'TakeHit' )
AnimEnd();
else
TweenAnim('Land', 0.12);
}
}
function PlayInAir()
{
BaseEyeHeight = Default.BaseEyeHeight;
TweenAnim('InAir', 0.4);
if (bshielded == true)
loopanim('holdshield');
}
function PlayDuck()
{
BaseEyeHeight = 0;
TweenAnim('Duck', 0.25);
}
function PlayCrawling()
{
BaseEyeHeight = 0;
LoopAnim('DuckWalk');
if (bshielded == true)
loopanim('shldland');
}
function TweenToWaiting(float tweentime)
{
if( IsInState('PlayerSwimming') || Physics==PHYS_Swimming )
{
BaseEyeHeight = 0.7 * Default.BaseEyeHeight;
TweenAnim('Swim', tweentime);
}
else
{
BaseEyeHeight = Default.BaseEyeHeight;
TweenAnim('Firing', tweentime);
}
}
function PlayWaiting()
{
local name newAnim;
if( IsInState('PlayerSwimming') || (Physics==PHYS_Swimming) )
{
BaseEyeHeight = 0.7 * Default.BaseEyeHeight;
LoopAnim('Swim');
}
else
{
BaseEyeHeight = Default.BaseEyeHeight;
if ( (Weapon != None) && Weapon.bPointing )
TweenAnim('Firing', 0.3);
else
{
if ( FRand() < 0.2 )
newAnim = 'Breath';
else
newAnim = 'Breath2';
if ( AnimSequence == newAnim )
LoopAnim(newAnim, 0.3 + 0.7 * FRand());
else
PlayAnim(newAnim, 0.3 + 0.7 * FRand(), 0.25);
}
}
}
function PlayFiring()
{
// switch animation sequence mid-stream if needed
if (AnimSequence == 'Jog')
AnimSequence = 'JogFire';
else if (AnimSequence == 'Walk')
AnimSequence = 'WalkFire';
else if ( AnimSequence == 'InAir' )
TweenAnim('JogFire', 0.03);
else if ( (GetAnimGroup(AnimSequence) != 'Attack')
&& (GetAnimGroup(AnimSequence) != 'MovingAttack')
&& (GetAnimGroup(AnimSequence) != 'Dodge')
&& (AnimSequence != 'Swim') )
TweenAnim('Firing', 0.02);
}
Function StartShield()
{
TweenAnim('shldup', 0.12);
}
Function Shield()
{
BaseEyeHeight = 0.65 * Default.BaseEyeHeight;
LoopAnim('HoldShield');
}
Function EndShield()
{
TweenAnim('shlddown', 0.12);
}
function PlayWeaponSwitch(Weapon NewWeapon)
{
}
function PlaySwimming()
{
BaseEyeHeight = 0.7 * Default.BaseEyeHeight;
LoopAnim('Swim');
}
function TweenToSwimming(float tweentime)
{
BaseEyeHeight = 0.7 * Default.BaseEyeHeight;
TweenAnim('Swim',tweentime);
}
function SwimAnimUpdate(bool bNotForward)
{
if ( !bAnimTransition && (GetAnimGroup(AnimSequence) != 'Gesture') && (AnimSequence != 'Swim') )
TweenToSwimming(0.1);
}
plz help me! ive only scripted for about 6months, with great help from wod's tuts and others... i'd give the lucky peoples who helped me credit in the mod! plz?
i would also like the player to bleed when they lose to much heath.
Last edited: