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UE2:Round Robin
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Revision as of 01:10, 7 April 2008 by DalinSeivewright (Talk | contribs)
Created due to the fact that the RoundRobin actor present in UE1 has been removed. There are two scripts on this page, in created by User: DalinSeivewright and the other by El Muerte. A round robin will cycle through a series of names and trigger the associated event.
One-shot Script
Actor >> myCustomRoundRobin |
/* A Simple Custom Round Robin Created By Dalin 'MythOpus' Seivewright. This RoundRobin has a one time use only but it can be set up to do a mass chain of triggering. Customize as needed. Found At: http://wiki.beyondunreal.com */ class myCustomRoundRobin extends Actor placeable; var() array<name> Targets; //The things you wish to trigger (it's a dynamic array) var() float TriggerSeconds; //The number of seconds between each triggering var bool bTriggered; //Internally Set Bool (Ignore It) function PostBeginPlay() { SetTimer(TriggerSeconds, TRUE); } simulated function Timer() { //If this RoundRobin has been triggered and the dynamic array's lenght is not 0 if((bTriggered) && (Targets.Length != 0) ) { TriggerEvent(Targets[0], self, None); //Always trigger the first item in the array Targets.Remove(0,1); //remove the item that has just been triggered } else if(Targets.Length == 0) { SetTimer(0.0, false); //If there is nothing left in the dynamic array.. just disable the timer. } } simulated function Trigger( Actor Other, Pawn EventInstigator ) { //When this actor is triggered, it will set bTriggered as true so the timer can //Trigger all it's targets and remove them from the array. bTriggered = true; }
Repeat-Use Script
Info >> RoundRobinTrigger |
/* RoundRobinTrigger, based on myCustomRoundRobin by Dalin 'MythOpus' Seivewright. Written by El Muerte http://wiki.beyondunreal.com/CustomRoundRobin */ class RoundRobinTrigger extends Info placeable; /** The things you wish to trigger (it's a dynamic array) */ var() array<name> Targets; /** The number of seconds between each triggering */ var() float TriggerSeconds; /** all targets will be triggered after eachother, with TriggerSeconds being the interval. Otherwise the targets will be subsequently triggered when triggered */ var() bool TimedTrigger; /** current index in the targets to trigger */ var int TriggerIndex; function Reset() { if (TimedTrigger) SetTimer(0.0, false); TriggerIndex = 0; } event Timer() { if (TriggerIndex < Targets.length) TriggerNext(); else Reset(); } function TriggerNext() { TriggerEvent(Targets[TriggerIndex++], self, None); } function Trigger( Actor Other, Pawn EventInstigator ) { if (TimedTrigger) SetTimer(TriggerSeconds, true); else Timer(); // call timer just once }
Notes
While these scripts can be useful for a contained and simple actor, the same effect can also be created using a scripted trigger.