User:Raven: Difference between revisions

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{{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor_(UT)|Actor_(UT)]] >> [[Legacy:Triggers_(UT)|Triggers_(UT)]] >> Authorizer}}
{{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor_(UT)|Actor_(UT)]] >> [[Legacy:Triggers_(UT)|Triggers_(UT)]] >> Authorizer}}


This is very old script, I've created to Skaarj Evasion TC (RIP). As a base was used KeyMover tutorial from [http://chimeric.beyondunreal.com/tutorials/tut11.html Chimeric]. You can use it in your map and it works online. As a key can be used everything, but I suggest to use only inventory based keys.
This is very old script, I've created for Skaarj Evasion TC (RIP). As a base was used KeyMover tutorial from [http://chimeric.beyondunreal.com/tutorials/tut11.html Chimeric]. You can use it in your map and it works online. As a key can be used everything, but I suggest to use only inventory based keys.


<uscript>
<uscript>

Revision as of 03:41, 20 March 2008

The classbox template is only supposed to be used by the converted content imported into the Legacy: namespace. Consider adding descriptions to existing class pages instead.

This is very old script, I've created for Skaarj Evasion TC (RIP). As a base was used KeyMover tutorial from Chimeric. You can use it in your map and it works online. As a key can be used everything, but I suggest to use only inventory based keys.

<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 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) { key = Pawn(Other).FindInventoryType(KeyClass);

if (key != none && Event != ) 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(bShowSuccessMessage && PlayerPawn(Other) != none) 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>