I love the smell of UnrealEd crashing in the morning. – tarquin

Legacy:VitalOverdose/SFXBoosting

From Unreal Wiki, The Unreal Engine Documentation Site
< Legacy:VitalOverdose
Revision as of 16:00, 8 December 2007 by 84-45-226-149.no-dns-yet.enta.net (Talk)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UT2004 :: Actor >> Emitter >> SFX_Boosting (Package: custom)

By VitalOverdose

class SFx_Boosting Extends Emitter
 
placeable;
 
struct                             VecRec
 
{
 var   OnsVehicle                  VevRef;
 Var   float                       RecTime;
 
};Var  Array< VecRec >             Tracking;
 
var         bool                   bTracking;
 
var         int                    TotalParticles;
 
var ()      float                  CaptureTime;
 
Var ()      int                    ActiveEmitterNumb;
 
Var ()      int                    TimerFrequency;
 
Var ()      float                  ScanSize;
 
Var (Boost) bool                   bCuasesBoost_Player;
 
Var (Boost) bool                   bLocks_Player;
 
Var (Boost) bool                   bCuasesBoost_Bot;
 
Var (Boost) bool                   bbLocks_Bot;
 
var (Boost) sound                  VocBoost;
 
var (boost) vector                 AppliedBoostForce;
 
Simulated Function PostBeginPlay()
 
{
 if ( Emitters[ActiveEmitterNumb].MaxParticles > 10)
    Destroyed();
 
 if (AppliedBoostForce == Vect(0,0,0))
    AppliedBoostForce.X=9000000.000000;
 
 Super.PostBeginPlay();
 
}
 
Function tick(Float deltaTime)
 
{
 local ONSvehicle      FoundONSvec;
 Local Int             Counter;
 
 for ( Counter=0 ; Counter < Emitters[0].Particles.Length ; Counter++ )
     {
      foreach visiblecollidingActors(Class'ONSvehicle', FoundONSvec , ScanSize , Emitters[ActiveEmitterNumb].Particles[Counter].Location )
              {
               VecBoost(FoundONSvec);
              }
     }
 
}
 
Simulated Function  VecBoost( OnsVehicle TheVec )
 
{
 Local Vector PointOfBoostForce;            //PointOfBoostForce defaults to(0,0,0) center of the vec
 Local Actor  RotRelation;                                        //point of boost force
 
 EnterVecRec( TheVec );
 if ( bDirectional)
     RotRelation = self ;
 else
 RotRelation = TheVec;
 
 TheVec.KAddImpulse( AppliedBoostForce >> RotRelation.Rotation, PointOfBoostForce >> RotRelation.Rotation ) ;
 
}
 
Function enterVecRec( ONSVehicle NewVec )
 
{
 Tracking.insert(0,1);
 Tracking[0].VevRef  = NewVec;
 Tracking[0].RecTime = CaptureTime;
 
 if ( Tracking.Length != 1 )
      Return;   // check to see if the Array was previously empty
 
 if ( NewVec.Driver.IsA('xBot'))
      NewVec.bDriverCannotLeaveVehicle= True;
 
 If (bTracking == false )
    {
     bTracking = True;
     SetTimer(TimerFrequency,True);        // set Timer to repeatedly be called every 'Timerfrequncy'
    }
 
}                                     // Length of Time untill shut off.
 
Function Timer()
 
{
 Local Int Counter;
 for ( Counter=0; Counter<Tracking.Length; Counter++ )
     {
     Tracking[Counter].recTime -= TimerFrequency;
     if (Tracking[Counter].recTime<TimerFrequency)
        {
         Tracking[Counter].VevRef.bDriverCannotLeaveVehicle = False ;
         Tracking.remove( Counter , 1);
         if (Tracking.Length==0)
            {
            bTracking = False;
            disable('Timer');
            }
        }
    }
 
}
 
Simulated Function postboost(Vehicle TheBoostedvec)
 
{
 if ( VocBoost!= None )
    PlaySound (VocBoost) ;   //Sound Fx
 
}
 
defaultproperties
 
{
 
bNoDelete=False
 
RemoteRole=ROLE_SimulatedProxy
 
}

Related Topcs

More custom SFX emitter scripts

Discussion