Áƒ*žEÜ@\bvQ^4 íÖR G�œ³§F]\ÜNoneEngineSystem BBoyLikePakCorejolted AdjustAim UnrealShare SpawnEffectKamikazeExplode TakeDamageUnrealITickKamikazePupae3 GoBerserk GroundSpeedPlayRangedAttackPostBeginPlay TraceShotHealthShoot AimSkillBotpack BeginStateFlyFireSuperExplosionASMDShockTentaclespeedbUnlitExplodeStyleTextureMass EndStateAnimEnd ZoneChangeTimerMesh RemoteRoleChargeFear AIM_Holyshit AIM_Godlike AIM_InhumanAIM_Masterful AIM_Adept AIM_SkilledAIM_Experienced AIM_Average AIM_Novice WalkFireAltProjectile AIM_Tentacle ThreatenAcquireFireCollisionRadiusCollisionHeightDying DrawTypeThimP0K0SkaarjThimP0K0Shell ThimP0K0 ProcessTouch DrawScaleTestShockProjSuperShockTentacleBiteChew AccelRate PanicBruteSpawnTwoShotsWarFlyRoam thimpoClass AirSpeedPlayMeleeAttackPlayCombatMoveExplosionDecal MenuName NameArticle RefireRatePlayMovingAttackFlying Charging MaxSpeedTearbMeshEnviroMapSkinDamage MultiSkinslungeRangedProjectileStab StartTraceNewZone HitNormal HitLocationOther Instigator bLeadTargetEnum DesiredSpeed HurtRadius EndTraceProjectileSpeed Rotation Function MyDamageType ViewRotationStateObject Acceleration PointRegion bAltFire bWaterZone LocationRotator TextBufferPackage VelocityFatnessRegionX TouchingZoneRoleRollVectorStructClassBrutebMovingRangedAttackSkaarjWarrior bWarnTargetName Tentacle TimeSeconds projStartStructPropertyClassPropertySkaarjProjectile WaterRingWarLordPupae FireRotation bBerserk bLongBerserkSmokeLocationDVectorSmokeRotation NumPointsSmoke InitialDir MoveAmount NumPuffsMomentumTransfer NameProperty ScriptedPawn SkaarjLordProj projRotation Effect10 fireeffect10ObjectProperty ShockProj WarShell WarExplosionUT_Superring2UT_RingExplosion5 UT_ComboRingsupershockbeam ShockWave ShockBeamshockWHPickSoundMasterPP AmbModernOneShot scream12DTFloatProperty BoolProperty IntProperty FireTexturePhysics WetTextureEffectsWZYthimpobSuperExplosionbNukeExplosion BytePropertyGenIn CrystalsCryst2 ScriptText MyShockProjLastAltShotTime EnumAimSkillYawLodMesh PlayerPawn LevelInfo Projectile ZoneInfoLevelActorPawnbHasRangedAttack AdjustedAimAimErrRefire bComboShotLavaFXLava3ƒ ˆˆ·`|>£ š:¨:$ÿÿÿÿÿÿÿÿÿÿ"ÉUÔ·ÜGɨšž\¨šž\¨šž\„&;%îˆ +Žˆ ’ˆ‘‘ƒÅ}b<Ò š:¨:$Bœøÿÿÿÿÿÿÿÿÿÿ6¨šž\ÅsWÙz"ÉUÔ"ÉUÔ"ÉUÔ „J !ˆˆ’X›0ˆ’3ˆ«ˆW�7ˆ6ˆ ˆ’ˆ#ˆ@€ˆ;ˆ)ˆ,ˆQ€ˆA-’:¦€ˆ.€ƒ ˆK ’2ˆ€ˆ8ˆ(ˆ5ˆ9ˆ[’ˆ¤{FÿÿÿÿÿÿÿÿBœøÿÿÿÿÿÿÿÿÿÿ6 <÷›±j¤ ?$ý�?ãQŸ�?ãQŸŽ  ŸÂŽ  ŸÂŽ  ŸÂƒœÔ�XªŽ�”ªŽ�”Ž  ŸÂƒœÔ�X„3ŽQ$AôÓWÓB 410/.-,+*)&€ˆÒl`aLb€?åÆ6()׌յ#š™™¿ ××ÔÕ«€?¯Ã?(?èÔÕ«€?¯Ã?)?è-(×w */a8 ¦-zC  ŒÖÕw-*-'10-:±ÃÍÌ ?Ç-  Œ½w*[w.Ž*.Ž|a Ì ×Ô?,P½‚w w*  ,(#`jG`jG`jG! *=H‚-:°®+@Ǽ .ŽaBݬD-ž-¡+Ǽ=,$tID-ž-¡ß Õ?'9, Üw.Ž*.Žýa Ì ×Ô?,P=‚w w* ,Õ`jG6!a! = �˜E€$€¦?>–¡Ø>&D¬áC4–& P6¾§ÿÿa � & àÖ?á“& '€�JˆPˆ NˆLˆˆœUo=ÿÿÿÿÿÿÿÿ#ÿÿÿÿÿÿÿÿÿÿO†S‡•œ+EŠRƒœÔ�X¥1ÚÈ¥1ÚÈ«!t"Ú«!t"Ú„$aDY$HBNˆ€ˆ�mtFÿÿÿÿÿÿÿÿBœøÿÿÿÿÿÿÿÿÿÿ6Rl8„Õ�6a!2å™MLNŒ ¬X-ž-¡0×Ô9™ B˰Ã?º°Ã?¡6½  Ë¢6½   a ‘!0 ¶ ±?,¶ ³À?¶ ®À? M// ============================================================================= // Parent : Botpack.ShockProj // Package : BBoyLikePak // Class : TestShockProj // // Author : Boom-Boy // Homepage : http://ut-lity.cool.ne.jp/ // // Version : 1.0 // ============================================================================= class TestShockProj extends ShockProj; ¢VC !´4¢C/a8 ¦E«Ö?,Œ1 10 Ä1LÄ  <fBÿÿÿÿÿÿÿÿBœøÿÿÿÿÿÿÿÿÿÿ6küJ/ä<÷›±j›`XIq›`XIqƒœÔ�X„ ö»=&8W»A +$aD€?U I$HDÍÌŒ?U g$/Dš™™?U …$Dš™™?U £$úCff¦?U Á$ÈCff¦?U ß$–C33³?U ý$HC33³?U $ÈBÀ?U 9$  AÀ?U ÿÿ–C33³?U p,// ============================================================================= // Parent : UnrealShare.Brute // Package : BBoyLikePak // Class : PanicBrute // // Author : Boom-Boy // Homepage : http://ut-lity.cool.ne.jp/ // // Version : 1.0 // !! DO NOT USE !! // ============================================================================= class PanicBrute extends Brute; var bool bSuperExplosion; var bool bNukeExplosion; function PostBeginPlay() { Super.PostBeginPlay(); Fatness = 64; bHasRangedAttack = false; bMovingRangedAttack = false; bBerserk = true; GoBerserk(); } function Tick(float DT) { local PlayerPawn Touching; super.Tick(DT); foreach VisibleCollidingActors(class'PlayerPawn', Touching, CollisionRadius * 3, Location) { KamikazeExplode(); } } function KamikazeExplode() { if (bSuperExplosion && bNukeExplosion) { Spawn(class'ShockWave'); } else if (bSuperExplosion) { HurtRadius(100, 300.0, 'jolted', 165000, Location); Spawn(Class'ut_ComboRing'); } else { HurtRadius(50, 300.0, 'jolted', 85000, Location); Spawn(class'WarExplosion'); } Self.TakeDamage(Health * 100, self, Location, Vect(3000, 3000, 3000), 'jolted'); } function GoBerserk() { bLongBerserk = true; if (bBerserk) { AccelRate = 12 * AccelRate; GroundSpeed = 4.5 * Default.GroundSpeed; } } state Charging { ignores SeePlayer, HearNoise; function AnimEnd() { If ( bBerserk ) LoopAnim('Charge', -0.6 / GroundSpeed, , 1.5); else PlayCombatMove(); } function Timer() { //Super.Timer(); } function BeginState() { GoBerserk(); Super.BeginState(); } function EndState() { //Super.EndState(); } } /* state Attacking { ignores SeePlayer, HearNoise, Bump, HitWall; function ChooseAttackMode() { local eAttitude AttitudeToEnemy; local float Aggression; local pawn changeEn; if (!bTurret) { super.ChooseAttackMode(); return; } if ((Enemy == None) || (Enemy.Health <= 0)) { if (Orders == 'Attacking') Orders = ''; GotoState('Waiting', 'TurnFromWall'); return; } if (AttitudeToEnemy == ATTITUDE_Threaten) { GotoState('Threatening'); return; } else if (!LineOfSightTo(Enemy)) { if ( (OldEnemy != None) && (AttitudeTo(OldEnemy) == ATTITUDE_Hate) && LineOfSightTo(OldEnemy) ) { changeEn = enemy; enemy = oldenemy; oldenemy = changeEn; } else { GotoState('StakeOut'); return; } } if (bReadyToAttack) { ////log("Attack!"); Target = Enemy; If (VSize(Enemy.Location - Location) <= (MeleeRange + Enemy.CollisionRadius + CollisionRadius)) PlayMeleeAttack(); return; } PlayMeleeAttack(); } }*/ j g~‚-1-Ka ¿yR-1§HC–C!"!HŒa Èy§ÈB–C!¦GŒa ¯a £yS7=ÿÿÿÿÿÿÿÿÿÿêT#ðmkóT-º6Ùï-ºa « "@±ÍÌL>¹$ ©cgHÿÿÿÿÿÿÿÿBœøÿÿÿÿÿÿÿÿÿÿ6qÉs”©¡ Z‘øIüª‘øIüª‘øIüª‘øIüª‘øIüª‘øIüª „\‘$ŒCK$ŒC"ÜP] a @$š™™>8$ÈA9$ÈA $ÈBZ// ============================================================================= // Parent : UnrealI.Pupae // Package : BBoyLikePak // Class : KamikazePupae3 // // Author : Boom-Boy // Homepage : http://ut-lity.cool.ne.jp/ // // Version : 1.0 // ============================================================================= #exec OBJ LOAD FILE="..\Sounds\AmbModern.uax" class KamikazePupae3 extends Pupae; var() bool bSuperExplosion; var() bool bNukeExplosion; function PlayMeleeAttack() { super.PlayMeleeAttack(); KamikazeExplode(); } function KamikazeExplode() { if (bSuperExplosion && bNukeExplosion) { Spawn(class'ShockWave'); } else if (bSuperExplosion) { HurtRadius(200, 300.0, 'jolted', 165000, Location); Spawn(Class'ut_ComboRing'); } else { HurtRadius(100, 300.0, 'jolted', 85000, Location); Spawn(class'WarExplosion'); } Destroy(); } ëp/?ß31w/ð.âØ./ Œ ŸeYT\ìÿÿÿÿÿúÿÿÿÿÞ"GÌ.&-²a!'¬š™¿° À?,M ìs*%~X–:¨:$ §³HBÓ?Õ*a ¯ ×*ÔQ?,¹$a ßu$Pb ŽhAÿÿÿÿÿÿÿÿ"ÿÿÿÿÿÿÿÿÿÿx1ê„ÈŽ  ŸÂ„$úCU$aDév2µ>9™,š:¨:$ÛÕ®èÔ?,2 ­rn ÿÿÿÿÿÿÿÿBœøÿÿÿÿÿÿÿÿÿÿ6z4•íÊ­VÙÞ� „C–]–[–D–V–6–(–I–5–$DE$€;F"XO]KamikazePupae MH ModelXÁÓZ•Á $ÈCMA// ============================================================================= // Parent : UnrealShare.Tentacle // Package : BBoyLikePak // Class : ASMDShockTentacle // // Author : Boom-Boy // Homepage : http://ut-lity.cool.ne.jp/ // // Version : 1.0 // ============================================================================= #exec OBJ LOAD FILE="..\Textures\GenIn.utx" class ASMDShockTentacle extends Tentacle; var class AltProjectile; var ShockProj MyShockProj; var float LastAltShotTime; enum EnumAimSkill { AIM_Tentacle, AIM_Novice, AIM_Average, AIM_Experienced, AIM_Skilled, AIM_Adept, AIM_Masterful, AIM_Inhuman, AIM_Godlike, AIM_Holyshit }; var() EnumAimSkill AimSkill; var float AimErr; var float Refire; function PostBeginPlay() { super.PostBeginPlay(); switch (AimSkill) { case AIM_Tentacle : AimErr = 900.0; Refire = 1.0; break; case AIM_Novice : AimErr = 800.0; Refire = 1.1; break; case AIM_Average : AimErr = 700.0; Refire = 1.2; break; case AIM_Experienced : AimErr = 600.0; Refire = 1.2; break; case AIM_Skilled : AimErr = 500.0; Refire = 1.3; break; case AIM_Adept : AimErr = 400.0; Refire = 1.3; break; case AIM_Masterful : AimErr = 300.0; Refire = 1.4; break; case AIM_Inhuman : AimErr = 200.0; Refire = 1.4; break; case AIM_Godlike : AimErr = 100.0; Refire = 1.5; break; case AIM_Holyshit : AimErr = 10.0; Refire = 1.5; break; default : AimErr = 300.0; Refire = 1.4; break; } } function PlayRangedAttack() { local vector HitLocation, HitNormal, StartTrace, EndTrace, X, Y, Z; local rotator AdjustedAim; local PlayerPawn PP; local bool bAltFire, bComboShot; local actor Other; MakeNoise(1.0); GetAxes(ViewRotation, X, Y, Z); StartTrace = Location + CollisionHeight * vect(0, 0, -1.2); EndTrace = StartTrace + 1.0 * (FRand() - 0.5) * Y * 1000 + 1.0 * (FRand() - 0.5) * Z * 1000; bComboShot = false; if (MyShockProj != None) { foreach VisibleCollidingActors(class'PlayerPawn', PP, 250, MyShockProj.Location) { if (PP != None) { bComboShot = true; } } } bAltFire = (FRand() > 0.55); if (bComboShot) { Other = TraceShot(HitLocation, HitNormal, MyShockProj.Location, StartTrace); if (Other != None) { SpawnEffect(HitLocation, StartTrace); if (ShockProj(Other) != None) ShockProj(Other).SuperExplosion(); else Spawn(class'ut_RingExplosion5', , , HitLocation + HitNormal * 8, rotator(HitNormal)); if ((Other != self) && (Other != None)) Other.TakeDamage(40, self, HitLocation, vect(60000, 60000, 60000), 'jolted'); } MyShockProj = None; } else if (bAltFire && (LastAltShotTime + 2.0) < Level.TimeSeconds) { MyShockProj = ShockProj(spawn(AltProjectile , self, Name, StartTrace, AdjustAim(ProjectileSpeed, StartTrace, AimErr, bLeadTarget, bWarnTarget))); LastAltShotTime = Level.TimeSeconds; } else { AdjustedAim = AdjustAim(1000000, StartTrace, AimErr, bLeadTarget, bWarnTarget); EndTrace += (10000 * vector(AdjustedAim)); Other = TraceShot(HitLocation, HitNormal, EndTrace, StartTrace); SpawnEffect(HitLocation, StartTrace); if (ShockProj(Other) != None) ShockProj(Other).SuperExplosion(); else Spawn(class'ut_RingExplosion5', , , HitLocation + HitNormal * 8, rotator(HitNormal)); if ((Other != self) && (Other != None)) Other.TakeDamage(25, self, HitLocation, 60000.0 * X, 'jolted'); } PlayAnim('Shoot', Refire); } function SpawnEffect(vector HitLocation, vector SmokeLocation) { local ShockBeam Smoke,shock; local Vector DVector; local int NumPoints; local rotator SmokeRotation; DVector = HitLocation - SmokeLocation; NumPoints = VSize(DVector)/135.0; if (NumPoints < 1) return; SmokeRotation = rotator(DVector); SmokeRotation.roll = Rand(65535); Smoke = Spawn(class'ShockBeam',,,SmokeLocation,SmokeRotation); Smoke.MoveAmount = DVector/NumPoints; Smoke.NumPuffs = NumPoints - 1; } ¢G "x¢G/„r*a!:a' Œ;×'Ô9™ðAa ;a+ ™ l// ============================================================================= // Parent : UnrealI.SkaarjLord // Package : BBoyLikePak // Class : ThimP0K0Skaarj // // Author : Boom-Boy // Homepage : http://ut-lity.cool.ne.jp/ // // Version : 1.0 // ============================================================================= class ThimP0K0Skaarj extends SkaarjLord; var class thimpoClass; var ThimP0K0 thimpo; replication { reliable if (Role== ROLE_Authority) thimpo; } function PostBeginPlay() { super.PostBeginPlay(); thimpo = Spawn(thimpoClass); thimpo.Master = self; } function Tick(float DT) { local Vector StartTrace, EndTrace; super.Tick(DT); StartTrace = Location; EndTrace = StartTrace + Vector(Rotation) * 30.00; thimpo.SetLocation(EndTrace); thimpo.SetRotation(Rotation); } // Hacking. Spawn One Shot (LOL) function SpawnTwoShots() { local Rotator FireRotation; FireRotation = AdjustAim(ProjectileSpeed, Location, 0, bLeadTarget, bWarnTarget); Spawn(class'ThimP0K0Shell', self, , Location, FireRotation); } ÃwTŠÃ F]S0¡ ØS4D¬á C4–& P 6¾§ÿÿa › 4 æÖ ?ç“& wwBþÿÿÿSBÿÿÿÿowwBÿÿÿÿKAüÿÿÿ@BÿÿÿÿkBûÿÿÿ^BÿÿÿÿdKýÿÿÿtBûÿÿÿCBúÿÿÿew BÿÿÿÿBBûÿÿÿMAüÿÿÿuBÿÿÿÿvwsBþÿÿÿTpéÿÿÿuwìÿÿÿtBþÿÿÿPKýÿÿÿjBÿÿÿÿxBúÿÿÿkBúÿÿÿfBúÿÿÿmxöÿÿÿdnóÿÿÿTBÿÿÿÿwxöÿÿÿFkýÿÿÿ näÿÿÿSBûÿÿÿHBþÿÿÿQBþÿÿÿNkýÿÿÿgDýÿÿÿ~BñÿÿÿOBþÿÿÿOBûÿÿÿNwöÿÿÿiBñÿÿÿPwèÿÿÿBúÿÿÿgwëÿÿÿwýÿÿÿ@xóÿÿÿRwèÿÿÿYBûÿÿÿEwýÿÿÿ9wëÿÿÿEBþÿÿÿ}BÿÿÿÿyDýÿÿÿ&xÛÿÿÿskÜÿÿÿwÖÿÿÿIyîÿÿÿLyîÿÿÿBúÿÿÿlBÿÿÿÿL7zµÿÿÿcBÿÿÿÿnkáÿÿÿkÓÿÿÿLBñÿÿÿ_KëÿÿÿmdýÿÿÿRBúÿÿÿjkóÿÿÿkÌÿÿÿwñÿÿÿbBúÿÿÿiDýÿÿÿ{BÿÿÿÿDkóÿÿÿAýÿÿÿqkÌÿÿÿGkÜÿÿÿ]èÿÿÿlxóÿÿÿSyèÿÿÿ\wýÿÿÿ8k×ÿÿÿxöÿÿÿDd°ÿÿÿ}wëÿÿÿfKýÿÿÿxxöÿÿÿU]üÿÿÿGkáÿÿÿ"káÿÿÿ$KãÿÿÿZyãÿÿÿ[yëÿÿÿDýÿÿÿyBÿÿÿÿeBúÿÿÿhKåÿÿÿZyåÿÿÿ[KýÿÿÿpkÝÿÿÿkÝÿÿÿ#kÝÿÿÿ?kÝÿÿÿk×ÿÿÿRMúÿÿÿoKýÿÿÿzdýÿÿÿckáÿÿÿ!wEwŽÿÿÿF�ÿÿÿGwZ7|‹ÿÿÿ[ <W ]4‹?b i4 <X v4‡?^ B5‡?a O5·>D\5‡?` `7‹qm7‹<I |7‡]^ I8‡ga V8‡U c8‹g` p8‹_` }8¸W J9‹]b V9Å<Bc9¸FW e;‹Aq;‡]a @<‡FU M<‡FV Z<‹Xg<‡gJ u<‡V B=‡_J O=‹p~ \=‡yY i=‹FXv=‡]h D>š?Y Q>‡?h ]>‡]` j>‡bQ w>‡Zh D?‡Z^ Q?šRB ^?‡FT k?‡|^ x?‡?@ E@‡? R@‡va_@ <J m@‡?V z@‹?r GA‡sa TA‹sb aA‡gh nAšzB {A‡_a HB‡_h UB‡T bB‡]@ oB‡?{ |B‡]{ IC‡] VC‡]VcCš?r qC‡|h }C¤MJDä<KWG‡Fa fG‰Ò<sGšRC rPÎ< ~PÀ<3KQ iv YQ Zv fQ‹i| rQ‰<}Q |v |SÀJHT‡_{VT‡_@dTšzC rT‡g@~T‡g{LU‡g ZUœ=WgU‡_ ~W‡v` KX�FjXX‡a BZ‹p_ OZ“OH4N\Z‰ÉR:jo‹Fn dp‹n qp‰ñt!~p‰¢ O[q‹]rjrš]Y xr‰?kLDsš]r Pw‰×qd]w“H4X Az‰Ê4Y†‰ÑG;M‡“qH4}Hˆ‰R TE¢‰ÏRAY¤“kH4aZ¥‰íqRd{“xH4X_Ɖ¢R =w̉ÄzL$tÍ<B|XΉ»<iTГRH4{,}Ô‰z vx�£OS+nƒ‰êo#jY„©HJC†“zH4eM‰‰ëo?:r—ŸRT,l˜‰Þt"=X™‰ìoXUš‰ßt$m›ŽAfJœ‰éoCp�­ Asž“<H4XAt¡‰¢ iLã“H4wuä‰Ãt$lö‰FkAP÷