| Home Page | Recent Changes

One Way Volume

This is a two actor system I coded last night that only allows players to pass through it in one direction.

class OneWayPhysicsVolume extends PhysicsVolume;

// Volume to handle adding and removing players from the affected array.

var array<Pawn> MyPawns;
var array<vector> MyLocs;
var() bool bAffectsRed, bAffectsBlue;  // For team games.

simulated event PawnEnteredVolume(Pawn Other)
{
    local int i;

    if(Level.Game.bTeamGame && ((Other.GetTeamNum() == 0 && !bAffectsRed) || (Other.GetTeamNum() == 1 && !bAffectsBlue)))
        return;

    for(i=0; i<MyPawns.Length; i++)
    {
        if (MyPawns[i] == Other)
            return; // Make sure this pawn isn't already in the array.
        if (MyPawns[i] == None) {
            // remove empty slot
            MyPawns.Remove(i, 1);
            MyLocs.Remove(i, 1);
            i--;
        }
    }

    MyPawns[i] = Other;
    MyLocs[i] = Other.Location;
}

event PawnLeavingVolume(Pawn Other)
{
    local int m;

    for(m = MyPawns.Length - 1; m >= 0; m--)
    {
        if (MyPawns[m] == Other ||MyPawns[j] == None)
        {
            MyPawns.Remove(m, 1);
            MyLocs.Remove(m, 1);
        }
    }
}

DefaultProperties
{
    bAffectsRed=true
    bAffectsBlue=true
}

Then the actor that actually handles the movement:

class OneWayChecker extends Actor
    placeable;

var() edfindable OneWayPhysicsVolume MyVolume;
var float ObjectAngle;

function Tick(float DT)
{
    local int k;
    local rotator R;
    local vector B, NewLoc;

    if(MyVolume == none)
    {
        Destroy();
        return; // If there's no volume assigned, destroy this actor.
    }

    for(k=0; k<MyVolume.MyPawns.Length; k++)
    {
        if(MyVolume.MyPawns[k] != None)
        {
            // Find out the angle between this actor's rotation and
            // the rotator of the player's last and current position.
            // I know this next line could be optimized by not using acos.  :)
            if(acos(Normal(vector(Rotation)) dot Normal(MyVolume.MyLocs[k] - MyVolume.MyPawns[k].Location)) < ObjectAngle)
            {
                // Find the rotator perpendicular with this actor.
                R.Yaw = Rotation.Yaw + 16384;
                // Find a point along that rotator.
                B = MyVolume.MyLocs[k] + vector(R);
                // Find the point where the player's location intersects
                // perpendicularly with the line between those vectors.
                NewLoc = MyVolume.MyLocs[k] + Normal( B - MyVolume.MyLocs[k] ) * ((( B - MyVolume.MyLocs[k] )
                    dot ( MyVolume.MyPawns[k].Location - MyVolume.MyLocs[k] )) / VSize( MyVolume.MyLocs[k] - B ));
                // Keep the player's Z axis position.
                NewLoc.Z = MyVolume.MyPawns[k].Location.Z;
                // Move the pawn to this new position.
                MyVolume.MyPawns[k].SetLocation(NewLoc);
            }
        }
    }
}

DefaultProperties
{
    bDirectional=True
    bHidden=True
    ObjectAngle=1.5
}

Set up in the editor, it looks like this:

[AngelMapperOneWayVolume]

The direction of the checker's arrow indicates where the player will be able to walk. Trying to go against this arrow will stop the player.

The Unreal Engine Documentation Site

Wiki Community

Topic Categories

Recent Changes

Offline Wiki

Unreal Engine

Console Commands

Terminology

FAQs

Help Desk

Mapping Topics

Mapping Lessons

UnrealEd Interface

UnrealScript Topics

UnrealScript Lessons

Making Mods

Class Tree

Modeling Topics

Chongqing Page

Log In