Legacy:SuperApe/VariableTimedMover

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Revision as of 12:36, 16 June 2006 by 192.251.69.127 (talk)
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UT2004 :: Actor >> Mover >> VariableTimedMover (custom)

This verion is for use with any number of Keys and in all Mover InitialStates. Mover -> MoveTime becomes a multiplier for the VariableTimedMover -> KeyMoveTime array, so keep MoveTime at 1.0 to allow the KeyMoveTime values to represent seconds.

A test map file with this actor is available on this UnrealPlayground Forum thread: VariableTimedMover

Properties

Main

bool bActAsClientMover
This mover will be disabled on Servers, just as ClientMover.
array<float> KeyMoveTime
The time (multiplier of MoveTime) it takes to go from this key number to the next. (Tip: Keep MoveTime at 1.0 to allow the KeyMoveTime values to represent seconds.)

Hidden

array<float> KeyMoveSpeed
The actual time in seconds it takes to go from this key number to the next.

Source Code

<uscript>//============================================================================= // VariableTimedMover // Allows custom MoveTimes per key (modified from a version by Fataloverdose) // by SuperApe -- Sept 2005 //============================================================================= class VariableTimedMover extends Mover;

var() bool bActAsClientMover; var() array<float> KeyMoveTime; var array<float> KeyMoveSpeed;

function PostBeginPlay() { local int n;

for ( n = 0; n < KeyMoveTime.length; n++ ) KeyMoveSpeed[n] = KeyMoveTime[n] * MoveTime;

Super.PostBeginPlay();

MoveTime = KeyMoveSpeed[ KeyNum ];

if ( bActAsClientMover && Level.NetMode == NM_DedicatedServer ) { SetTimer( 0, false ); SetPhysics( PHYS_None ); GotoState('ServerIdle'); } }

simulated event KeyFrameReached() { MoveTime = KeyMoveSpeed[ KeyNum ]; Super.KeyFrameReached(); }

function DoOpen() { MoveTime = KeyMoveSpeed[ KeyNum ]; Super.DoOpen(); }

function DoClose() { MoveTime = KeyMoveSpeed[ KeyNum ]; Super.DoClose(); }

state ServerIdle { // Do nothing on the Server }

state() LoopMove { event KeyFrameReached() { MoveTime = KeyMoveSpeed[ KeyNum ]; Super.KeyFrameReached(); } }

state() ConstantLoop { event KeyFrameReached() { MoveTime = KeyMoveSpeed[ KeyNum ]; Super.KeyFrameReached(); } }

state() LeadInOutLooper { event KeyFrameReached() { MoveTime = KeyMoveSpeed[ KeyNum ]; Super.KeyFrameReached(); } }

state LeadInOutLooping { event KeyFrameReached() { MoveTime = KeyMoveSpeed[ KeyNum ]; Super.KeyFrameReached(); } }</uscript>

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