HTWeapon: Part 1 - Adding Ammo
Video Version
Subject: HTWeapon: Part 1 - Adding Ammo
Skill Level: Beginner
Run-Time: 30 minutes
Author: Michael Allar
Notes: How to implement a very basic ammo system in our custom weapon class, taking code from UTWeapon.
Written Version
Subject: HTWeapon: Part 1 - Adding Ammo
Skill Level: Beginner
Author: Michael Allar
Notes: How to implement a very basic ammo system in our custom weapon class, taking code from UTWeapon.
See video for an in-depth explanation. Sorry about the indentation, it seems like my indentation will not survive copy paste... D:
HTWeapon
[csharp]/*******************************************************************************
HTWeapon
Creation date: 08/03/2010 06:21
Copyright (c) 2010, Allar
*******************************************************************************/
class HTWeapon extends UDKWeapon;
/** Current ammo count */
var repnotify int AmmoCount;
/** Max ammo count */
var int MaxAmmoCount;
/** Holds the amount of ammo used for a given shot */
var array<int> ShotCost;
/** Offset from view center */
var(FirstPerson) vector PlayerViewOffset;
replication
{
// Server->Client properties
if ( bNetOwner )
AmmoCount;
}
simulated event ReplicatedEvent(name VarName)
{
if ( VarName == 'AmmoCount' )
{
if ( !HasAnyAmmo() )
{
WeaponEmpty();
}
}
else
{
Super.ReplicatedEvent(VarName);
}
}
simulated function int GetAmmoCount()
{
return AmmoCount;
}
/*
- Consumes some of the ammo
*/
function ConsumeAmmo( byte FireModeNum )
{
// Subtract the Ammo
AddAmmo(-ShotCost[FireModeNum]);
}
/**
- This function is used to add ammo back to a weapon. It's called from the Inventory Manager
*/
function int AddAmmo( int Amount )
{
AmmoCount = Clamp(AmmoCount + Amount,0,MaxAmmoCount);
return AmmoCount;
}
/**
- Returns true if the ammo is maxed out
*/
simulated function bool AmmoMaxed(int mode)
{
return (AmmoCount >= MaxAmmoCount);
}
/**
- This function checks to see if the weapon has any ammo available for a given fire mode.
- @param FireModeNum - The Fire Mode to Test For
- @param Amount - [Optional] Check to see if this amount is available. If 0 it will default to checking
* for the ShotCost
*/
simulated function bool HasAmmo( byte FireModeNum, optional int Amount )
{
if (Amount==0)
return (AmmoCount >= ShotCost[FireModeNum]);
else
return ( AmmoCount >= Amount );
}
/**
- returns true if this weapon has any ammo
*/
simulated function bool HasAnyAmmo()
{
return ( ( AmmoCount > 0 ) || (ShotCost[0]==0 && ShotCost[1]==0) );
}
/**
- This function retuns how much of the clip is empty.
*/
simulated function float DesireAmmo(bool bDetour)
{
return (1.f - float(AmmoCount)/MaxAmmoCount);
}
/**
- Returns true if the current ammo count is less than the default ammo count
*/
simulated function bool NeedAmmo()
{
return ( AmmoCount < Default.AmmoCount );
}
/**
- Cheat Help function the loads out the weapon
- @param bUseWeaponMax - [Optional] If true, this function will load out the weapon
* with the actual maximum, not 999
*/
simulated function Loaded(optional bool bUseWeaponMax)
{
if (bUseWeaponMax)
AmmoCount = MaxAmmoCount;
else
AmmoCount = 999;
}
/**
- Called when the weapon runs out of ammo during firing
*/
simulated function WeaponEmpty()
{
// If we were firing, stop
if ( IsFiring() )
{
GotoState('Active');
}
if ( Instigator != none && Instigator.IsLocallyControlled() )
{
Instigator.InvManager.SwitchToBestWeapon( true );
}
}
/*********************************************************************************************
- Ammunition / Inventory
*********************************************************************************************/
function PrintScreenDebug(string debugText)
{
local PlayerController PC;
PC = PlayerController(Pawn(Owner).Controller);
if (PC != None)
PC.ClientMessage("HTWeapon: " $ debugText);
}
simulated function AttachWeaponTo( SkeletalMeshComponent MeshCpnt, optional Name SocketName )
{
local HTPawn HTP;
HTP = HTPawn(Instigator);
PrintScreenDebug("Attaching Weapon");
// Attach 1st Person Muzzle Flashes, etc,
if ( Instigator.IsFirstPerson() )
{
AttachComponent(Mesh);
EnsureWeaponOverlayComponentLast();
SetHidden(False);
Mesh.SetLightEnvironment(HTP.LightEnvironment);
PrintScreenDebug("First Person Weapon Attached");
}
else
{
SetHidden(True);
if (HTP != None)
{
Mesh.SetLightEnvironment(HTP.LightEnvironment);
}
}
//SetSkin(HTPawn(Instigator).ReplicatedBodyMaterial);
}
simulated event SetPosition(UDKPawn Holder)
{
local vector DrawOffset, ViewOffset, FinalLocation;
local rotator NewRotation, FinalRotation, SpecRotation;
local PlayerController PC;
local vector2D ViewportSize;
local bool bIsWideScreen;
local vector SpecViewLoc;
if ( !Holder.IsFirstPerson() )
return;
Mesh.SetHidden(False);
foreach LocalPlayerControllers(class'PlayerController', PC)
{
LocalPlayer(PC.Player).ViewportClient.GetViewportSize(ViewportSize);
break;
}
bIsWideScreen = (ViewportSize.Y > 0.f) && (ViewportSize.X/ViewportSize.Y > 1.7);
Mesh.SetScale3D(default.Mesh.Scale3D);
Mesh.SetRotation(default.Mesh.Rotation);
ViewOffset = PlayerViewOffset;
// Calculate the draw offset
if ( Holder.Controller == None )
{
if ( DemoRecSpectator(PC) != None )
{
PC.GetPlayerViewPoint(SpecViewLoc, SpecRotation);
DrawOffset = ViewOffset >> SpecRotation;
//DrawOffset += UTPawn(Holder).WeaponBob(BobDamping, JumpDamping);
FinalLocation = SpecViewLoc + DrawOffset;
SetLocation(FinalLocation);
SetBase(Holder);
// Add some rotation leading
//SpecRotation.Yaw = LagRot(SpecRotation.Yaw & 65535, LastRotation.Yaw & 65535, MaxYawLag, 0);
//SpecRotation.Pitch = LagRot(SpecRotation.Pitch & 65535, LastRotation.Pitch & 65535, MaxPitchLag, 1);
//LastRotUpdate = WorldInfo.TimeSeconds;
//LastRotation = SpecRotation;
if ( bIsWideScreen )
{
//SpecRotation += WidescreenRotationOffset;
}
SetRotation(SpecRotation);
return;
}
else
{
DrawOffset = (ViewOffset >> Holder.GetBaseAimRotation()) + HTPawn(Holder).GetEyeHeight() * vect(0,0,1);
PrintScreenDebug("Setting DrawOffset to Holder Info");
}
}
else
{
DrawOffset.Z = HTPawn(Holder).GetEyeHeight();
//DrawOffset += HTPawn(Holder).WeaponBob(BobDamping, JumpDamping);
if ( HTPlayerController(Holder.Controller) != None )
{
DrawOffset += HTPlayerController(Holder.Controller).ShakeOffset >> Holder.Controller.Rotation;
}
DrawOffset = DrawOffset + ( ViewOffset >> Holder.Controller.Rotation );
}
// Adjust it in the world
FinalLocation = Holder.Location + DrawOffset;
SetLocation(FinalLocation);
SetBase(Holder);
NewRotation = (Holder.Controller == None) ? Holder.GetBaseAimRotation() : Holder.Controller.Rotation;
// Add some rotation leading
//if (Holder.Controller != None)
//{
// FinalRotation.Yaw = LagRot(NewRotation.Yaw & 65535, LastRotation.Yaw & 65535, MaxYawLag, 0);
// FinalRotation.Pitch = LagRot(NewRotation.Pitch & 65535, LastRotation.Pitch & 65535, MaxPitchLag, 1);
// FinalRotation.Roll = NewRotation.Roll;
//}
//else
//{
FinalRotation = NewRotation;
//}
//LastRotUpdate = WorldInfo.TimeSeconds;
//LastRotation = NewRotation;
if ( bIsWideScreen )
{
//FinalRotation += WidescreenRotationOffset;
}
SetRotation(FinalRotation);
}
simulated state WeaponEquipping
{
simulated event BeginState(Name PreviousStateName)
{
PrintScreenDebug("Weapon Equipping");
AttachWeaponTo(Instigator.Mesh);
Super.BeginState(PreviousStateName);
}
}
simulated state Active
{
simulated event BeginState(Name PreviousStateName)
{
PrintScreenDebug("Active");
Super.BeginState(PreviousStateName);
}
}
simulated state WeaponFiring
{
simulated event BeginState(Name PreviousStateName)
{
PrintScreenDebug("Firing");
Super.BeginState(PreviousStateName);
}
/**
- We override BeginFire() so that we can check for zooming and/or empty weapons
*/
simulated function BeginFire( Byte FireModeNum )
{
// No Ammo, then do a quick exit.
if( !HasAmmo(FireModeNum) )
{
WeaponEmpty();
return;
}
Global.BeginFire(FireModeNum);
}
}
defaultproperties
{
Begin Object Class=UDKSkeletalMeshComponent Name=FirstPersonMesh
DepthPriorityGroup=SDPG_Foreground
bOnlyOwnerSee=true
bOverrideAttachmentOwnerVisibility=true
CastShadow=false
bAllowAmbientOcclusion=false
End Object
Mesh=FirstPersonMesh
Begin Object Class=SkeletalMeshComponent Name=PickupMesh
bOnlyOwnerSee=false
CastShadow=false
bForceDirectLightMap=true
bCastDynamicShadow=false
CollideActors=false
BlockRigidBody=false
bUseAsOccluder=false
MaxDrawDistance=6000
bForceRefPose=1
bUpdateSkelWhenNotRendered=false
bIgnoreControllersWhenNotRendered=true
bAcceptsStaticDecals=FALSE
bAcceptsDynamicDecals=FALSE
bAllowAmbientOcclusion=false
End Object
DroppedPickupMesh=PickupMesh
PickupFactoryMesh=PickupMesh
MessageClass=class'UTPickupMessage'
DroppedPickupClass=class'UTDroppedPickup'
FiringStatesArray(0)=WeaponFiring
FiringStatesArray(1)=WeaponFiring
WeaponFireTypes(0)=EWFT_InstantHit
WeaponFireTypes(1)=EWFT_InstantHit
WeaponProjectiles(0)=none
WeaponProjectiles(1)=none
FireInterval(0)=+0.3
FireInterval(1)=+0.3
Spread(0)=0.0
Spread(1)=0.0
ShotCost(0)=1
ShotCost(1)=1
AmmoCount=5
MaxAmmoCount=5
InstantHitDamage(0)=0.0
InstantHitDamage(1)=0.0
InstantHitMomentum(0)=0.0
InstantHitMomentum(1)=0.0
InstantHitDamageTypes(0)=class'DamageType'
InstantHitDamageTypes(1)=class'DamageType'
WeaponRange=22000
ShouldFireOnRelease(0)=0
ShouldFireOnRelease(1)=0
DefaultAnimSpeed=0.9
EquipTime=+0.45
PutDownTime=+0.33
}[/csharp]
HTWP_M16
[csharp]/*******************************************************************************
HTWP_M16
Creation date: 08/03/2010 06:48
Copyright (c) 2010, Allar
*******************************************************************************/
class HTWP_M16 extends HTWeapon;
defaultproperties
{
// Weapon SkeletalMesh
Begin Object Name=FirstPersonMesh
SkeletalMesh=SkeletalMesh'ALWP_M16.Mesh.SK_WP_M16_1P'
AnimSets(0)=AnimSet'ALWP_M16.Anims.K_WP_M16_1P'
Scale=1.0
FOV=60.0
End Object
// Pickup staticmesh
Begin Object Name=PickupMesh
SkeletalMesh=SkeletalMesh'ALWP_M16.Mesh.SK_WP_M16_3P'
End Object
PlayerViewOffset=(X=17,Y=10.0,Z=-8.0)
}[/csharp]