My program doesn't have bugs. It just develops random features.

UE1:Authorizer

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Revision as of 06:41, 20 March 2008 by Raven (Talk)

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The classbox template is only supposed to be used by the converted content imported into the Legacy: namespace. Consider adding descriptions to existing class pages instead.

This is very old script, I've created to Skaarj Evasion TC (RIP). As a base was used KeyMover tutorial from Chimeric. You can use it in your map and it works online. As a key can be used everything, but I suggest to use only inventory based keys.

//=================================================
// 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 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(bShowSuccessMessage && PlayerPawn(Other) != none)
		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."
}