UE1:Authorizer

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(Redirected from Legacy:Authorizer)

About

This is very old script I've created to Skaarj Evasion TC (RIP). As a base was used KeyMover tutorial from Chimeric.

Properties

Visible

class<inventory> KeyClass
key class to search in players inventory
bool bDestroyKey
should key be deleted from inventory
bool bCheckKeyOnceOnly
if true and key was found, this class starts acting like standard trigger
bool bShowSuccessMessage
if true will show message when key was found
bool bShowFailtureMessage
if true will show message when key can not be found
localized String SuccessMessage
message visible when player has a key
localized String FailtureMessage
message visible when player don't have a key

Hidden

bool bWasOpened
true if key was found and bCheckKeyOnceOnly is set to true

Source Code

UE1 Actor >> Triggers >> Authorizer (custom)

<uscript> //================================================= // 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<inventory> KeyClass; 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( PlayerPawn(Other) != none ) { if( bShowSuccessMessage && bWasOpened ) 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."

}

</uscript>