Gah - a solution with more questions. – EntropicLqd

Difference between revisions of "User:Higor"

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</uscript>
 
</uscript>
  
CTF-OutworldHold using it
+
CTF-OutworldHold using it.
 +
The map limits aren't where they seem to be, can you guess where?
 
[[File:Construction28.JPG]]
 
[[File:Construction28.JPG]]

Latest revision as of 13:07, 4 November 2012

Posting some stuff I may turn into pages...


Moving SkyZoneinfo

Ready to embed code.

It's a normal SkyZone actor, but it alters it's location in runtime to generate a huge map effect. Depending on the ScaleDown value, the size of the actualy skybox may vary, but expect having to build a huge skybox. With it, endless terrain maps's boundaries won't be as noticeable.

The SkyZoneInfo actor.

//=============================================================================
// MovableSkyZone.
// Embed this actor into a map to make things easier
//=============================================================================
class MovableSkyZone expands SkyZoneInfo;
 
var() float ScaleDown; //Scale down movement compared to play zone (division)
var() vector PlayZoneOrigin;
var vector MyOrigin; //Automatically set as this actor's initial location
var() name ForceOnZone; //Force this specific skyzone on this specific zoneinfo
var PlayerPawn LocalPlayer;
var MovableSkyDummy Dummy;
 
replication
{
	reliable if( Role==ROLE_Authority )
		MyOrigin, PlayZoneOrigin, ScaleDown, ForceOnZone;
}
 
simulated function LinkToSkybox()
{
}
 
simulated function PreBeginPlay()
{
	Super.PreBeginPlay();
	MyOrigin = Location;
	if ( Level.NetMode == NM_DedicatedServer )
		Disable('Tick');
}
 
simulated event Tick( float DeltaTime)
{
	local PlayerPawn P;
	local ZoneInfo aZ;
 
	if ( LocalPlayer == none )
	{
		ForEach AllActors ( class'PlayerPawn', P)
		{
			if ( ViewPort(P.Player) != none )
			{
				LocalPlayer = P;
				Dummy = Spawn( class'MovableSkyDummy', P);
				Dummy.MyZone = self;
				Dummy.POwner = P;
 
				if ( (ForceOnZone != '') && (ForceOnZone != 'None') )
					ForEach AllActors ( class'ZoneInfo', aZ, ForceOnZone)
					{
						aZ.SkyZone = self;
					}
 
 
				return;
			}
		}
	}
	else
		Disable('Tick');
}
 
 
simulated function UpdateLocation()
{
	local vector newVec;
	local actor ignoreme;
	local rotator ignoreme2;
 
	LocalPlayer.PlayerCalcView( ignoreme, newVec, ignoreme2);
 
	newVec = (newVec - PlayZoneOrigin) / ScaleDown;
	SetLocation( MyOrigin + newVec);
}
 
defaultproperties
{
     bStatic=False
     bAlwaysTick=True
}


And a client dummy.

//=============================================================================
// MovableSkyDummy.
//=============================================================================
class MovableSkyDummy expands Actor;
 
var MovableSkyZone MyZone;
var PlayerPawn POwner;
 
event Tick( float Delta)
{
	//Sanity checks, the MovableSkyZone isn't a static actor
	if ( MyZone == none )
		return;
 
	MyZone.UpdateLocation();
}
 
defaultproperties
{
     bHidden=True
     bAlwaysTick=True
     RemoteRole=ROLE_None
}

CTF-OutworldHold using it. The map limits aren't where they seem to be, can you guess where? Construction28.JPG