Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 |
/* -------------------------------------------------------------- ACTION_ChangeViewTarget -------------------------------------------------------------- Scripted Action used to switch players viewtarget to a specific actor. Used in story mode for the Patriarch 'Grand Entrance' sequence. Author : Alex Quick -------------------------------------------------------------- */ class ACTION_ChangeViewTarget extends ScriptedAction; var() name ViewActorTag; var bool bViewingActor; /* Initialises this action ** NOTE : returning TRUE out of this function will pause all subsequent actions. you must return false if you want the scripted actions to proceed*/ function bool InitActionFor(ScriptedController C) { local Controller CC; local PlayerController PC; local Actor TestActor, ViewActor; if(ViewActorTag != '') { foreach AllObjects(class 'Actor', TestActor) { if(TestActor.Tag == ViewActorTag) { ViewActor = TestActor; break; } } } bViewingActor = ViewActor != none ; for ( CC = C.Level.ControllerList; CC != None; CC = CC.NextController ) { PC = PlayerController(CC); if( PC !=None ) { if(ViewActorTag != '') { log("! Change View Target to : "@ViewActor,'Story_Debug'); ViewActor.bAlwaysRelevant = True; PC.SetViewTarget(ViewActor); PC.ClientSetViewTarget(ViewActor); PC.bBehindView = True; PC.ClientSetBehindView(True); if(KFMonster(ViewActor) != none) { KFMonster(ViewActor).MakeGrandEntry(); } } else { log("! Change View Target to : "@PC.Pawn,'Story_Debug'); if( PC.Pawn!=None ) { PC.SetViewTarget(PC.Pawn); PC.ClientSetViewTarget(PC.Pawn); } else { PC.SetViewTarget(PC); PC.ClientSetViewTarget(PC); } PC.bBehindView = False; PC.ClientSetBehindView(False); } } } return false; } defaultproperties { } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |