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UE2:Round Robin

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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

UT2004 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

UT2004 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.

Related Topics