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.

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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

/*******************************************************************************
 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
}


HTWP_M16

/*******************************************************************************
 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)
}
Michael Allar