My program doesn't have bugs. It just develops random features.
UE1:Authorizer
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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." }