I don't need to test my programs. I have an error-correcting modem.

Difference between revisions of "UE1:Authorizer"

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m (updated due to changes to class infobox)
(Source Code)
 
Line 73: Line 73:
 
foreach AllActors( class 'Actor', A, Event )
 
foreach AllActors( class 'Actor', A, Event )
 
A.Trigger( Other, Other.Instigator );
 
A.Trigger( Other, Other.Instigator );
if(bShowSuccessMessage && PlayerPawn(Other) != none)
+
if( PlayerPawn(Other) != none )
PlayerPawn(Other).ClientMessage(SuccessMessage);
+
{
if(bShowFailtureMessage && !bWasOpened)
+
if( bShowSuccessMessage && bWasOpened )
PlayerPawn(Other).ClientMessage(FailtureMessage);
+
PlayerPawn(Other).ClientMessage(SuccessMessage);
 +
if( bShowFailtureMessage && !bWasOpened )
 +
PlayerPawn(Other).ClientMessage(FailtureMessage);
 +
}
 
}
 
}
  

Latest revision as of 00:30, 5 August 2010

About[edit]

This is very old script I've created to Skaarj Evasion TC (RIP). As a base was used KeyMover tutorial from Chimeric.

Properties[edit]

Visible[edit]

class<inventory> KeyClass 
key class to search in players inventory
bool bDestroyKey 
should key be deleted from inventory
bool bCheckKeyOnceOnly 
if true and key was found, this class starts acting like standard trigger
bool bShowSuccessMessage 
if true will show message when key was found
bool bShowFailtureMessage 
if true will show message when key can not be found
localized String SuccessMessage 
message visible when player has a key
localized String FailtureMessage 
message visible when player don't have a key

Hidden[edit]

bool bWasOpened 
true if key was found and bCheckKeyOnceOnly is set to true

Source Code[edit]

UE1 Actor >> Triggers >> Authorizer (custom)
//=================================================
// Authorizer: This Trigger can replace
// KeyMover (as base I use KeyMover avidible
// form http://chimeric.beyondunreal.com/tutorials/tut11.html).
//=================================================
// by Raven
// http://turniej.unreal.pl/rp
// for The Chosen One SP mod
//=================================================
class Authorizer extends Trigger;
 
var() class<inventory> KeyClass< SEMI >
var() bool bDestroyKey;
var() bool bCheckKeyOnceOnly;
var() bool bShowSuccessMessage;
var() bool bShowFailtureMessage;
var() localized String SuccessMessage; 
var() localized String FailtureMessage; 
var bool bWasOpened;
 
replication
{
	// Variables the server should send to the client.
	reliable if( Role==ROLE_Authority )
		bWasOpened;
}
 
function Touch( actor Other )
{
	local Inventory key;
	local actor A;
 
	if (Other.IsA('Pawn') && KeyClass != none && !bWasOpened)
	{
		key = Pawn(Other).FindInventoryType(KeyClass);
 
		if (key != none && Event != '' && !bCheckKeyOnceOnly)
			foreach AllActors( class 'Actor', A, Event )
				A.Trigger( Other, Other.Instigator );
 
		if(bDestroyKey)
			if(!bWasOpened) Pawn(Other).DeleteInventory(key);
		if(bCheckKeyOnceOnly)
			bWasOpened=true;
	}
	if(bWasOpened && Event != '')
		foreach AllActors( class 'Actor', A, Event )
			A.Trigger( Other, Other.Instigator );
	if( PlayerPawn(Other) != none )
	{
		if( bShowSuccessMessage && bWasOpened )
			PlayerPawn(Other).ClientMessage(SuccessMessage);
		if( bShowFailtureMessage && !bWasOpened )
			PlayerPawn(Other).ClientMessage(FailtureMessage);
	}
}
 
defaultproperties
{
     bShowFailtureMessage=True
     SuccessMessage="Access granded."
     FailtureMessage="You need a key to open this door."
}