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/** * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class FlockTest_Spawner extends Actor native abstract; // Spawner stuff var() bool bActive; var() float SpawnRate; var() int SpawnNum; var() float Radius; var float Remainder; var int NumSpawned; // Agent force stuff var() float AwareRadius; var() float ToCentroidStrength; var() float AvoidOtherStrength; var() float AvoidOtherRadius; var() float MatchVelStrength; var() float ToTargetStrength; var() float ChangeTargetInterval; var() float ToPathStrength; var() float FollowPathStrength; var() vector CrowdAcc; var() float MinVelDamping; var() float MaxVelDamping; // Agent animation stuff var(Action) RawDistributionFloat ActionDuration; var(Action) RawDistributionFloat ActionInterval; var(Action) RawDistributionFloat TargetActionInterval; var(Action) array<name> ActionAnimNames; var(Action) array<name> TargetActionAnimNames; var(Action) float ActionBlendTime; var(Action) float ReActionDelay; var(Action) float RotateToTargetSpeed; var() float SpeedBlendStart; var() float SpeedBlendEnd; var() float WalkVelThresh; var() float AnimVelRate; var() float MaxYawRate; var() array<SkeletalMesh> FlockMeshes; var() array<AnimSet> FlockAnimSets; var() name WalkAnimName; var() name RunAnimName; var() AnimTree FlockAnimTree; var(AttachMesh) array<SkeletalMesh> AttachmentMeshes; var(AttachMesh) name AttachmentSocket; var(Lighting) LightingChannelContainer FlockLighting; // (cpptext) // (cpptext) // (cpptext) // (cpptext) event Tick(float DeltaSeconds) { local rotator Rot; local vector SpawnPos; local FlockTestActor Agent; local SkeletalMesh AttachMesh; if(NumSpawned >= SpawnNum || !bActive) { return; } Remainder += (DeltaSeconds * SpawnRate); while(Remainder > 1.0 && NumSpawned < SpawnNum) { Rot = RotRand(false); Rot.Pitch = 0; SpawnPos = Location + ((vect(1,0,0) * FRand() * Radius) >> Rot); Agent = Spawn( class'UTGame.FlockTestActor',,,SpawnPos); Agent.SkeletalMeshComponent.AnimSets = FlockAnimSets; Agent.SkeletalMeshComponent.SetSkeletalMesh( FlockMeshes[Rand(FlockMeshes.length)] ); Agent.SkeletalMeshComponent.SetAnimTreeTemplate(FlockAnimTree); Agent.SkeletalMeshComponent.SetLightingChannels(FlockLighting); AttachMesh = AttachmentMeshes[Rand(AttachmentMeshes.length)]; if(AttachMesh != None) { Agent.AttachmentComponent.SetSkeletalMesh(AttachMesh); Agent.SkeletalMeshComponent.AttachComponentToSocket(Agent.AttachmentComponent, AttachmentSocket); } // Cache pointers to anim nodes Agent.SpeedBlendNode = AnimNodeBlend(Agent.SkeletalMeshComponent.Animations.FindAnimNode('SpeedBlendNode')); Agent.ActionBlendNode = AnimNodeBlend(Agent.SkeletalMeshComponent.Animations.FindAnimNode('ActionBlendNode')); Agent.ActionSeqNode = AnimNodeSequence(Agent.SkeletalMeshComponent.Animations.FindAnimNode('ActionSeqNode')); Agent.WalkSeqNode = AnimNodeSequence(Agent.SkeletalMeshComponent.Animations.FindAnimNode('WalkSeqNode')); Agent.RunSeqNode = AnimNodeSequence(Agent.SkeletalMeshComponent.Animations.FindAnimNode('RunSeqNode')); Agent.WalkSeqNode.SetAnim(WalkAnimName); Agent.RunSeqNode.SetAnim(RunAnimName); Agent.VelDamping = MinVelDamping + (FRand() * (MaxVelDamping - MinVelDamping)); Agent.Spawner = self; Remainder -= 1.0; NumSpawned++; } } simulated function OnToggle(SeqAct_Toggle action) { if (!bStatic) { if (action.InputLinks[0].bHasImpulse) { // turn on bActive = true; } else if (action.InputLinks[1].bHasImpulse) { // turn off bActive = false; } else if (action.InputLinks[2].bHasImpulse) { // toggle bActive = !bActive; } } } defaultproperties { bActive=True SpawnRate=10.000000 SpawnNum=100 Radius=200.000000 AwareRadius=200.000000 AvoidOtherStrength=1500.000000 AvoidOtherRadius=100.000000 MatchVelStrength=0.600000 ToTargetStrength=150.000000 ChangeTargetInterval=30.000000 ToPathStrength=200.000000 FollowPathStrength=30.000000 MinVelDamping=0.001000 MaxVelDamping=0.003000 ActionDuration=(Distribution=DistributionActionDuration,Op=2,LookupTableNumElements=2,LookupTableChunkSize=2,LookupTable=(0.800000,1.200000,0.800000,1.200000,0.800000,1.200000)) ActionInterval=(Distribution=DistributionActionInterval,Op=2,LookupTableNumElements=2,LookupTableChunkSize=2,LookupTable=(10.000000,20.000000,10.000000,20.000000,10.000000,20.000000)) TargetActionInterval=(Distribution=DistributionTargetActionInterval,Op=2,LookupTableNumElements=2,LookupTableChunkSize=2,LookupTable=(1.000000,5.000000,1.000000,5.000000,1.000000,5.000000)) ActionBlendTime=0.100000 ReActionDelay=1.000000 RotateToTargetSpeed=0.100000 SpeedBlendStart=150.000000 SpeedBlendEnd=180.000000 WalkVelThresh=10.000000 AnimVelRate=0.007000 MaxYawRate=40000.000000 Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__SpriteComponent' Sprite=Texture2D'EnvyEditorResources.BlueDefense' HiddenGame=True AlwaysLoadOnClient=False AlwaysLoadOnServer=False Name="Sprite" ObjectArchetype=SpriteComponent'Engine.Default__SpriteComponent' End Object Components(0)=Sprite CollisionType=COLLIDE_CustomDefault Name="Default__FlockTest_Spawner" ObjectArchetype=Actor'Engine.Default__Actor' } |
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