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VitalOverdose/SFX Triggering

UT2004 :: Actor >> SVehicleFactory >> ASVehicleFactory >> SFX Triggering (Package: custom)
 

by VitalOverdose

Part of Vital'sPMT

Overview

function PostBeginPlay()

(generic:called just after it enters gameplay)

Simulated function PostBeginPlay()
{
 Super.PostBeginPlay();
  If ( Emitters[ActiveEmitterNumb].MaxParticles > 20)           //active particles capped to max20
    {
     Destroyed();
    }
  If (TimerFrequency<0.1)
    {
     TimerFrequency = 0.1;
    }
 SetTimer( TimerFrequency , True );
}

function Timer()

(generic:called to order)

Simulated Function Timer()
{
 Local Actor           FoundActor;
 Local Int             Counter;
 for ( Counter=0 ; Counter < Emitters[0].Particles.Length ; Counter++ )
     {
      foreach visiblecollidingActors(Class'Actor', FoundActor , ScanSize , Emitters[ActiveEmitterNumb].Particles[Counter].Location )
              {
               TriggerEvent( CollidedWith.Tag , Self , Instigator );
              }
     }
}

Here is the complete script;-

////////////////////////////////////////////////
//Class SFX_Trigger for Unrealtournament 2004
//by VitalOverdose Jan 2006
//Http://vitaloverdose.zapme.to.org
//This actor is also Part of Vitals Pro Mapping Tools.
//Http://ProMappingTools.zapto.org
///////////////////////////////////////////////
class SFx_Trigger Extends emitter
placeable;

Var            int                    TotalParticles;
Var ()         int                    ActiveEmitterNumb;
Var ()         int                    TimerFrequency;
Var ()         Float                  ScanSize;

Simulated function PostBeginPlay()
{
 Super.PostBeginPlay();
 
 If ( Emitters[ActiveEmitterNumb].MaxParticles > 20)           //active particles capped to max20
    {
     Destroyed();
    }
 
 If (TimerFrequency<0.1)
    {
     TimerFrequency = 0.1;
    }
 SetTimer( TimerFrequency , True );
}

Simulated Function Timer()
{
 Local Actor           FoundActor;
 Local Int             Counter;
 for ( Counter=0 ; Counter < Emitters[0].Particles.Length ; Counter++ )
     {
      foreach visiblecollidingActors(Class'Actor', FoundActor , ScanSize , Emitters[ActiveEmitterNumb].Particles[Counter].Location )
              {
               TriggerEvent( CollidedWith.Tag , Self , Instigator );
              }
     }
}

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