I don't need to test my programs. I have an error-correcting modem.
Difference between revisions of "Unreal Wiki:Scratchpad"
From Unreal Wiki, The Unreal Engine Documentation Site
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<uscript> | <uscript> | ||
− | // | + | //============================================================================= |
+ | // Copyright 2008-Now Josh Lee a.k.a. Pendragon @ Hedstem.com | ||
+ | // All rights Reserved. | ||
+ | // This was created to add a make the game rock. | ||
+ | //============================================================================= | ||
+ | |||
+ | class H3D_TagMutator extends UTMutator config(H3D_TagMutator); | ||
+ | |||
+ | var() config array<string> H3D_Inventories; | ||
+ | var() config float SpawnIntervalMin, SpawnIntervalMax; | ||
+ | |||
+ | var int LastUsedNode; | ||
+ | |||
+ | var array<PathNode> found_nodes; | ||
+ | var array<vector> used_nodes; | ||
+ | |||
+ | |||
+ | Function MatchStarting() { | ||
+ | local PathNode FoundNode; | ||
+ | `log("ASSHAT: Start"); | ||
+ | if( H3D_Inventories.Length == -1 ) { | ||
+ | LogInternal( "SHIT! We are out of beer!!!", Name ); | ||
+ | `log( "ASSHAT: SHIT! We are out of beer!!!"); | ||
+ | Destroy(); | ||
+ | } | ||
+ | |||
+ | Super.MatchStarting(); | ||
+ | ForEach WorldInfo.AllNavigationPoints( Class'PathNode', FoundNode ) { // Create a list of nodes. | ||
+ | found_nodes[found_nodes.Length] = FoundNode; | ||
+ | } | ||
+ | if( found_nodes.Length != 1 ) { | ||
+ | SetTimer( RandRange( SpawnIntervalMin, SpawnIntervalMax ),, 'RandomSpawn' ); | ||
+ | `log( "ASSHAT: Timer Set"); | ||
+ | } else { | ||
+ | LogInternal( "No NavigationPoints found in this map!", Name ); | ||
+ | `log( "ASSHAT: No NavigationPoints found in this map!"); | ||
+ | Destroy(); | ||
+ | } | ||
+ | } | ||
+ | function remNode(vector Loc) { | ||
+ | local int i; | ||
+ | local array<vector> new_array; | ||
+ | for(i=0;i<used_nodes.Length;i++) { | ||
+ | if(used_nodes[i] != Loc) { | ||
+ | new_array[new_array.Length] = used_nodes[i]; | ||
+ | } | ||
+ | } | ||
+ | used_nodes = new_array; | ||
+ | } | ||
+ | function addNode(vector Loc) { | ||
+ | if(!nodeUsed(loc)) { | ||
+ | used_nodes[used_nodes.Length] = Loc; | ||
+ | } | ||
+ | } | ||
+ | function bool nodeUsed(vector Loc) { | ||
+ | local int i; | ||
+ | for(i=0;i<used_nodes.Length;i++) { | ||
+ | if(used_nodes[i] == Loc) { | ||
+ | return True; | ||
+ | } | ||
+ | } | ||
+ | return False; | ||
+ | } | ||
+ | |||
+ | Function RandomSpawn() { | ||
+ | local int CurrentNode, RandInvNum; | ||
+ | local PickupFactory Spawned_HItem; | ||
+ | local vector tempLoc; | ||
+ | local byte SpawnAttempts; | ||
+ | |||
+ | GetNode: | ||
+ | if( SpawnAttempts > 2 ) { | ||
+ | return; | ||
+ | } | ||
+ | CurrentNode = Rand( found_nodes.Length ); | ||
+ | if( LastUsedNode == CurrentNode ) { // Don''t spawn a present at same spot. | ||
+ | Goto'GetNode'; // Try another. | ||
+ | } | ||
+ | LastUsedNode = CurrentNode; | ||
+ | tempLoc = found_nodes[CurrentNode].Location; | ||
+ | if(nodeUsed(tempLoc)) { | ||
+ | if(SpawnAttempts > 2) { | ||
+ | SetTimer( RandRange( SpawnIntervalMin, SpawnIntervalMax ),, 'RandomSpawn' ); | ||
+ | } | ||
+ | Goto'GetNode'; | ||
+ | } | ||
+ | Spawned_HItem = Spawn( Class'H3D_PickupFactory', Self,, tempLoc ); | ||
+ | |||
+ | if( Spawned_HItem == None ) { // Get another node and try to spawn again. | ||
+ | SpawnAttempts ++; | ||
+ | Goto'GetNode'; | ||
+ | } | ||
+ | |||
+ | RandInvNum = Rand( H3D_Inventories.Length ); | ||
+ | |||
+ | if( H3D_Inventories[RandInvNum] != "" ) { | ||
+ | Spawned_HItem.InventoryType = Class<Inventory>( DynamicLoadObject( H3D_Inventories[RandInvNum], Class'Class', True ) ); | ||
+ | Spawned_HItem.remNode = remNode; | ||
+ | addNode(tempLoc); | ||
+ | } else { | ||
+ | LogInternal( "Spawned_HItem"@RandInvNum@"is empty!", Name ); | ||
+ | } | ||
+ | SetTimer( RandRange( SpawnIntervalMin, SpawnIntervalMax ),, 'RandomSpawn' ); // Prepare the next Spawned_HItem. | ||
+ | } | ||
+ | |||
+ | defaultproperties { | ||
+ | H3D_Inventories(0)="InsaneMOFO.UTBerserkMOFO" | ||
+ | H3D_Inventories(1)="InvisibleR.UTInvisibilityR" | ||
+ | H3D_Inventories(2)="Speed.UTSpeed" | ||
+ | H3D_Inventories(3)="InsaneMOFO.UTBerserkMOFO" | ||
+ | H3D_Inventories(4)="InvisibleR.UTInvisibilityR" | ||
+ | H3D_Inventories(5)="Speed.UTSpeed" | ||
+ | H3D_Inventories(6)="UTGameContent.UTJumpBoots" | ||
+ | H3D_Inventories(7)="UTGameContent.UTInvisibility" | ||
+ | H3D_Inventories(8)="UTGameContent.UTDeployableEMPMine" | ||
+ | H3D_Inventories(9)="UTGameContent.UTDeployableEnergyShield" | ||
+ | H3D_Inventories(10)="UTGameContent.UTDeployableShapedCharge" | ||
+ | H3D_Inventories(11)="UTGameContent.UTDeployableSlowVolume" | ||
+ | H3D_Inventories(12)="SwarmAvril.UTWeap_SwarmAvril_Content" | ||
+ | H3D_Inventories(13)="UTGameContent.UTDeployableSpiderMineTrap" | ||
+ | H3D_Inventories(14)="UTGameContent.UTUDamage" | ||
+ | H3D_Inventories(15)="UTGameContent.UTJumpBoots" | ||
+ | H3D_Inventories(16)="UTGameContent.UTInvisibility" | ||
+ | H3D_Inventories(17)="UTGameContent.UTDeployableEMPMine" | ||
+ | H3D_Inventories(18)="UTGameContent.UTDeployableEnergyShield" | ||
+ | H3D_Inventories(19)="UTGameContent.UTDeployableShapedCharge" | ||
+ | H3D_Inventories(20)="UTGameContent.UTDeployableSlowVolume" | ||
+ | H3D_Inventories(21)="UTGameContent.UTDeployableSpiderMineTrap" | ||
+ | H3D_Inventories(22)="UTGameContent.UTUDamage" | ||
+ | H3D_Inventories(23)="PPC.UTWeap_PPC" | ||
+ | H3D_Inventories(24)="H3D_Healer.H3D_Deployable_Healer" | ||
+ | |||
+ | SpawnIntervalMin=10.000000 | ||
+ | SpawnIntervalMax=30.000000 | ||
+ | // PickupSound=SoundCue'H3D_Tag.Sounds.OmegaCue' | ||
+ | GroupNames(0)="H3D_Inventories" | ||
+ | Begin Object SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'UTGame.Default__UTMutator:Sprite' | ||
+ | ObjectArchetype=SpriteComponent'UTGame.Default__UTMutator:Sprite' | ||
+ | End Object | ||
+ | Components(0)=Sprite | ||
+ | Name="Default__H3D_TagMutator" | ||
+ | ObjectArchetype=UTMutator'UTGame.Default__UTMutator' | ||
+ | } | ||
+ | |||
+ | </uscript> | ||
+ | |||
+ | <uscript> | ||
+ | //============================================================================= | ||
+ | // Copyright 2008-Now Josh Lee a.k.a. Pendragon @ Hedstem.com | ||
+ | // All rights Reserved. | ||
+ | // This was created to add a make the game rock. | ||
+ | //============================================================================= | ||
+ | |||
+ | class H3D_PickupFactory extends UTPowerupPickupFactory; | ||
+ | var SoundCue PickupSound; | ||
+ | |||
+ | Function PickedUpBy( Pawn P ) { | ||
+ | TriggerEventClass(class'SeqEvent_PickupStatusChange', P, 1); | ||
+ | P.PlaySound( PickupSound ); | ||
+ | if (P.Controller != None && P.Controller.MoveTarget == self) { | ||
+ | P.SetAnchor(self); | ||
+ | P.Controller.MoveTimer = -1.0; | ||
+ | } | ||
+ | remNode(Location); | ||
+ | Destroy(); | ||
+ | } | ||
+ | delegate remNode(vector MyLocation); | ||
+ | |||
+ | defaultproperties | ||
+ | { | ||
+ | PickupSound=SoundCue'H3D_Tag.Sound.OmegaCue' | ||
+ | Begin Object Class=SkeletalMeshComponent Name=VisualMesh ObjName=VisualMesh Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent' | ||
+ | SkeletalMesh=SkeletalMesh'H3D_Tag.SkMesh.TheTag' | ||
+ | bUpdateSkelWhenNotRendered=False | ||
+ | bUseAsOccluder=False | ||
+ | bForceDirectLightMap=True | ||
+ | bCastDynamicShadow=False | ||
+ | CollideActors=False | ||
+ | BlockRigidBody=False | ||
+ | Translation=(X=0.000000,Y=0.000000,Z=5.000000) | ||
+ | Name="VisualMesh" | ||
+ | ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent' | ||
+ | End Object | ||
+ | PickupMesh=VisualMesh | ||
+ | |||
+ | Begin Object Name=StaticMeshComponent1 ObjName=StaticMeshComponent1 Archetype=StaticMeshComponent'UTGame.Default__UTPowerupPickupFactory:StaticMeshComponent1' | ||
+ | ObjectArchetype=StaticMeshComponent'UTGame.Default__UTPowerupPickupFactory:StaticMeshComponent1' | ||
+ | End Object | ||
+ | |||
+ | Spinner=StaticMeshComponent1 | ||
+ | InventoryType=Class'H3D_TagMutator.H3D_Inventory' | ||
+ | Begin Object Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTPowerupPickupFactory:CollisionCylinder' | ||
+ | ObjectArchetype=CylinderComponent'UTGame.Default__UTPowerupPickupFactory:CollisionCylinder' | ||
+ | End Object | ||
+ | CylinderComponent=CollisionCylinder | ||
+ | Components(0)=CollisionCylinder | ||
+ | Begin Object Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'UTGame.Default__UTPowerupPickupFactory:PathRenderer' | ||
+ | ObjectArchetype=PathRenderingComponent'UTGame.Default__UTPowerupPickupFactory:PathRenderer' | ||
+ | End Object | ||
+ | Components(1)=PathRenderer | ||
+ | Components(2)=PickupLightEnvironment | ||
+ | Components(3)=VisualMesh | ||
+ | Components(4)=None | ||
+ | CollisionComponent=CollisionCylinder | ||
+ | RemoteRole=ROLE_SimulatedProxy | ||
+ | bStatic=False | ||
+ | bHidden=False | ||
+ | bNoDelete=False | ||
+ | bNetInitialRotation=True | ||
+ | |||
+ | Name="Default__H3D_PickupFactory" | ||
+ | ObjectArchetype=UTPowerupPickupFactory'UTGame.Default__UTPowerupPickupFactory' | ||
+ | } | ||
+ | |||
</uscript> | </uscript> |
Revision as of 05:10, 20 February 2009
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//============================================================================= // Copyright 2008-Now Josh Lee a.k.a. Pendragon @ Hedstem.com // All rights Reserved. // This was created to add a make the game rock. //============================================================================= class H3D_TagMutator extends UTMutator config(H3D_TagMutator); var() config array<string> H3D_Inventories; var() config float SpawnIntervalMin, SpawnIntervalMax; var int LastUsedNode; var array<PathNode> found_nodes; var array<vector> used_nodes; Function MatchStarting() { local PathNode FoundNode; `log("ASSHAT: Start"); if( H3D_Inventories.Length == -1 ) { LogInternal( "SHIT! We are out of beer!!!", Name ); `log( "ASSHAT: SHIT! We are out of beer!!!"); Destroy(); } Super.MatchStarting(); ForEach WorldInfo.AllNavigationPoints( Class'PathNode', FoundNode ) { // Create a list of nodes. found_nodes[found_nodes.Length] = FoundNode; } if( found_nodes.Length != 1 ) { SetTimer( RandRange( SpawnIntervalMin, SpawnIntervalMax ),, 'RandomSpawn' ); `log( "ASSHAT: Timer Set"); } else { LogInternal( "No NavigationPoints found in this map!", Name ); `log( "ASSHAT: No NavigationPoints found in this map!"); Destroy(); } } function remNode(vector Loc) { local int i; local array<vector> new_array< SEMI > for(i=0;i<used_nodes.Length;i++) { if(used_nodes[i] != Loc) { new_array[new_array.Length] = used_nodes[i]; } } used_nodes = new_array< SEMI > } function addNode(vector Loc) { if(!nodeUsed(loc)) { used_nodes[used_nodes.Length] = Loc; } } function bool nodeUsed(vector Loc) { local int i; for(i=0;i<used_nodes.Length;i++) { if(used_nodes[i] == Loc) { return True; } } return False; } Function RandomSpawn() { local int CurrentNode, RandInvNum; local PickupFactory Spawned_HItem; local vector tempLoc; local byte SpawnAttempts; GetNode: if( SpawnAttempts > 2 ) { return; } CurrentNode = Rand( found_nodes.Length ); if( LastUsedNode == CurrentNode ) { // Don''t spawn a present at same spot. Goto'GetNode'; // Try another. } LastUsedNode = CurrentNode; tempLoc = found_nodes[CurrentNode].Location; if(nodeUsed(tempLoc)) { if(SpawnAttempts > 2) { SetTimer( RandRange( SpawnIntervalMin, SpawnIntervalMax ),, 'RandomSpawn' ); } Goto'GetNode'; } Spawned_HItem = Spawn( Class'H3D_PickupFactory', Self,, tempLoc ); if( Spawned_HItem == None ) { // Get another node and try to spawn again. SpawnAttempts ++; Goto'GetNode'; } RandInvNum = Rand( H3D_Inventories.Length ); if( H3D_Inventories[RandInvNum] != "" ) { Spawned_HItem.InventoryType = Class<Inventory>( DynamicLoadObject( H3D_Inventories[RandInvNum], Class'Class', True ) ); Spawned_HItem.remNode = remNode; addNode(tempLoc); } else { LogInternal( "Spawned_HItem"@RandInvNum@"is empty!", Name ); } SetTimer( RandRange( SpawnIntervalMin, SpawnIntervalMax ),, 'RandomSpawn' ); // Prepare the next Spawned_HItem. } defaultproperties { H3D_Inventories(0)="InsaneMOFO.UTBerserkMOFO" H3D_Inventories(1)="InvisibleR.UTInvisibilityR" H3D_Inventories(2)="Speed.UTSpeed" H3D_Inventories(3)="InsaneMOFO.UTBerserkMOFO" H3D_Inventories(4)="InvisibleR.UTInvisibilityR" H3D_Inventories(5)="Speed.UTSpeed" H3D_Inventories(6)="UTGameContent.UTJumpBoots" H3D_Inventories(7)="UTGameContent.UTInvisibility" H3D_Inventories(8)="UTGameContent.UTDeployableEMPMine" H3D_Inventories(9)="UTGameContent.UTDeployableEnergyShield" H3D_Inventories(10)="UTGameContent.UTDeployableShapedCharge" H3D_Inventories(11)="UTGameContent.UTDeployableSlowVolume" H3D_Inventories(12)="SwarmAvril.UTWeap_SwarmAvril_Content" H3D_Inventories(13)="UTGameContent.UTDeployableSpiderMineTrap" H3D_Inventories(14)="UTGameContent.UTUDamage" H3D_Inventories(15)="UTGameContent.UTJumpBoots" H3D_Inventories(16)="UTGameContent.UTInvisibility" H3D_Inventories(17)="UTGameContent.UTDeployableEMPMine" H3D_Inventories(18)="UTGameContent.UTDeployableEnergyShield" H3D_Inventories(19)="UTGameContent.UTDeployableShapedCharge" H3D_Inventories(20)="UTGameContent.UTDeployableSlowVolume" H3D_Inventories(21)="UTGameContent.UTDeployableSpiderMineTrap" H3D_Inventories(22)="UTGameContent.UTUDamage" H3D_Inventories(23)="PPC.UTWeap_PPC" H3D_Inventories(24)="H3D_Healer.H3D_Deployable_Healer" SpawnIntervalMin=10.000000 SpawnIntervalMax=30.000000 // PickupSound=SoundCue'H3D_Tag.Sounds.OmegaCue' GroupNames(0)="H3D_Inventories" Begin Object SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'UTGame.Default__UTMutator:Sprite' ObjectArchetype=SpriteComponent'UTGame.Default__UTMutator:Sprite' End Object Components(0)=Sprite Name="Default__H3D_TagMutator" ObjectArchetype=UTMutator'UTGame.Default__UTMutator' }
//============================================================================= // Copyright 2008-Now Josh Lee a.k.a. Pendragon @ Hedstem.com // All rights Reserved. // This was created to add a make the game rock. //============================================================================= class H3D_PickupFactory extends UTPowerupPickupFactory; var SoundCue PickupSound; Function PickedUpBy( Pawn P ) { TriggerEventClass(class'SeqEvent_PickupStatusChange', P, 1); P.PlaySound( PickupSound ); if (P.Controller != None && P.Controller.MoveTarget == self) { P.SetAnchor(self); P.Controller.MoveTimer = -1.0; } remNode(Location); Destroy(); } delegate remNode(vector MyLocation); defaultproperties { PickupSound=SoundCue'H3D_Tag.Sound.OmegaCue' Begin Object Class=SkeletalMeshComponent Name=VisualMesh ObjName=VisualMesh Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent' SkeletalMesh=SkeletalMesh'H3D_Tag.SkMesh.TheTag' bUpdateSkelWhenNotRendered=False bUseAsOccluder=False bForceDirectLightMap=True bCastDynamicShadow=False CollideActors=False BlockRigidBody=False Translation=(X=0.000000,Y=0.000000,Z=5.000000) Name="VisualMesh" ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent' End Object PickupMesh=VisualMesh Begin Object Name=StaticMeshComponent1 ObjName=StaticMeshComponent1 Archetype=StaticMeshComponent'UTGame.Default__UTPowerupPickupFactory:StaticMeshComponent1' ObjectArchetype=StaticMeshComponent'UTGame.Default__UTPowerupPickupFactory:StaticMeshComponent1' End Object Spinner=StaticMeshComponent1 InventoryType=Class'H3D_TagMutator.H3D_Inventory' Begin Object Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTPowerupPickupFactory:CollisionCylinder' ObjectArchetype=CylinderComponent'UTGame.Default__UTPowerupPickupFactory:CollisionCylinder' End Object CylinderComponent=CollisionCylinder Components(0)=CollisionCylinder Begin Object Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'UTGame.Default__UTPowerupPickupFactory:PathRenderer' ObjectArchetype=PathRenderingComponent'UTGame.Default__UTPowerupPickupFactory:PathRenderer' End Object Components(1)=PathRenderer Components(2)=PickupLightEnvironment Components(3)=VisualMesh Components(4)=None CollisionComponent=CollisionCylinder RemoteRole=ROLE_SimulatedProxy bStatic=False bHidden=False bNoDelete=False bNetInitialRotation=True Name="Default__H3D_PickupFactory" ObjectArchetype=UTPowerupPickupFactory'UTGame.Default__UTPowerupPickupFactory' }