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U2.ScriptTrigger


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//=============================================================================
// ScriptTrigger.uc
// Created By: Mike Fox
// Created On: 8/01/00
// $Author: Mfox $
// $Date: 1/29/03 4:24p $
// $Revision: 7 $
//=============================================================================

class ScriptTrigger extends Trigger;

/*-----------------------------------------------------------------------------
Used to give a script to an NPC when triggered. e.g. if an NPC walks through a
certain spot in the level could give him a script which will cause him to point
at a switch and fire off a dialog related to noticing the switch, shoot at 
switch etc.

If more than one script given, subsequent triggers will iterate through the list.
-----------------------------------------------------------------------------*/

struct TScriptInfo
{
	var() string CommandFileName;
	var() string CommandStartLabel;
};

var() array<TScriptInfo> ScriptList;

var() enum ETargetType
{
	TT_TargetInstigator,			// target is instigator (must be a U2NPCBase)
//	TT_TargetNamed,					// target is NPC with Name=TargetName (mdf-tbd: how NPCs will be named)
	TT_TargetNearest,				// target is nearest NPC matching specified class (pawn or controller class)
	TT_TargetTagged,				// target is NPC with Tag=TargetName
} TargetType;

var() string TargetClassString;		// pawn/controller class to use with TT_TargetNearest
var() name TargetName;

var private int CurrentScript;

//NEW (mw)
// NOTE: mb modified so the use reticle doesn't display them on the hud
function bool IsUsable( Actor Other )
{
	// 2003.01.29 (mdf) fix for adding timers (etc.) to invalid (e.g. deleted) actors
	if( bDeleteMe )
		return false;
		
	if( Pawn(Other) != None && Pawn(Other).Controller != None )
		Other = Pawn(Other).Controller;
	
	// players can't use script triggers.
	return PlayerController(Other) != None;
}
//OLD

//-----------------------------------------------------------------------------

protected function TriggerActors( 
	Actor TriggerSrc,
	class<Actor> TriggerClass, 
	Actor Other, 
	Pawn Instigator, 
	name TriggerEvent,
	bool bTriggerNPCs )
{
	// find the target NPC and set its script
	local U2NPCController TargetController;
	local Controller C;
	local class<Actor> TargetClass;
	local Actor TargetActor;
	
	if( TargetType == TT_TargetInstigator )
	{
		TargetController = U2NPCController(Instigator.Controller);
	}
	else if( TargetType == TT_TargetNearest )
	{
		TargetClass = class<Actor>(DynamicLoadObject( TargetClassString, class'Class' ));
		if( TargetClass != None )
		{
			TargetActor = class'UtilGame'.static.GetClosestActor( Self, TargetClass );
			if( Pawn(TargetActor) != None )
				TargetController = U2NPCController(Pawn(TargetActor).Controller);
			else if( U2NPCController(TargetActor) != None )
				TargetController = U2NPCController(TargetActor);
		}
	}
	else if( TargetType == TT_TargetTagged )
	{
		for( C=Level.ControllerList; C!=None; C=C.NextController )
		{
			if( U2NPCController(C)!=None && C.Pawn.Tag==TargetName )
			{
				TargetController = U2NPCController(C);
				break;
			}
		}
	}

	if( TargetController != None )
	{
		TargetController.SetScript( ScriptList[ CurrentScript ].CommandFileName, ScriptList[ CurrentScript ].CommandStartLabel );
		CurrentScript++;
		if( CurrentScript >= ScriptList.Length || ScriptList[ CurrentScript ].CommandFileName == "" )
			CurrentScript = 0;		// wrap
	}
	// !!mdf-tbd: didn't do anything -- make sure trigger still active?
	// Its not trivial to do this without refactoring teh trigger code even further
}

//-----------------------------------------------------------------------------

defaultproperties
{
	TargetClassString="U2.U2NPCController"
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Class file time: sk 3-1-2016 10:38:42.000 - Creation time: sk 3-1-2016 10:48:41.611 - Created with UnCodeX