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//============================================================================= // LineOfSightTrigger // triggers its event when player looks at it from close enough // ONLY WORKS IN SINGLE PLAYER (or for the local client on a listen server) // You could implement a multiplayer version using a tick event and PlayerCanSeeMe(), // but that would have more performance cost //============================================================================= class LineOfSightTrigger extends Triggers native; var() float MaxViewDist; // maximum distance player can be from this trigger to trigger it var float OldTickTime; var() bool bEnabled; var bool bTriggered; var() name SeenActorTag; // tag of actor which triggers this trigger when seen var actor SeenActor; var() int MaxViewAngle; // how directly a player must be looking at SeenActor center (in degrees) var float RequiredViewDir; // how directly player must be looking at SeenActor - 1.0 = straight on, 0.75 = barely on screen event PostBeginPlay() { Super.PostBeginPlay(); RequiredViewDir = cos(MaxViewAngle * DegreesToRadians); if ( (SeenActorTag != '') && (SeenActorTag != 'None') ) ForEach AllActors(class'Actor',SeenActor,SeenActorTag) break; } event PlayerSeesMe(PlayerController P) { TriggerEvent(Event,self,P.Pawn); bTriggered = true; } //NEW (mdf) function Trigger( Actor Other, Pawn EventInstigator, optional name EventName ) /*OLD function Trigger( Actor Other, Pawn EventInstigator ) */ { bEnabled = true; } defaultproperties { MaxViewDist=3000.000000 bEnabled=true MaxViewAngle=15 bCollideActors=false UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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