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//============================================================================= // RockSlide. //============================================================================= class RockSlide extends KeyPoint; // Spawns a set of rocks within a cubical volume. The rocks are // produced at random intervals, and the entirety of the effect // lasts for a set amount of time. MZM var() vector CubeDimensions; var() bool TimeLimit; // limit on it's spawning var() float TimeLength; var() float MinBetweenTime; var() float MaxBetweenTime; var() float MinScaleFactor; var() float MaxScaleFactor; var() rotator InitialDirection; var() float minInitialSpeed; var() float maxInitialSpeed; var float NextRockTime; var float TotalPassedTime; var() class<Projectile> ProjectileClass; function BeginPlay() { // Initialize and check the values of variables. MaxScaleFactor = FMin(1.0, MaxScaleFactor); MinScaleFactor = FMax(0.0, MinScaleFactor); if (MinBetweenTime >= MaxBetweenTime) MaxBetweenTime=MinBetweenTime + 0.1; if (MinScaleFactor >= MaxScaleFactor) MaxScaleFactor=MinScaleFactor; Super.BeginPlay(); } function MakeRock () { // Spawns another rock somewhere within the cube, // of a randomized size and shape. The rock has // falling physics but no initial velocity, so it // needs to fall a distance before it becomes dangerous. local vector SpawnLoc; local projectile TempRock; SpawnLoc = Location - (CubeDimensions*0.5); SpawnLoc.X += FRand()*CubeDimensions.X; SpawnLoc.Y += FRand()*CubeDimensions.Y; SpawnLoc.Z += FRand()*CubeDimensions.Z; TempRock = Spawn (ProjectileClass, ,'', SpawnLoc); TempRock.instigator=none; if ( TempRock != None ) { TempRock.SetRotation(InitialDirection); TempRock.velocity = (MinInitialSpeed+ (MaxInitialSpeed-MinInitialSpeed)*FRand())*Vector(Rotation); TempRock.DrawScale = (MaxScaleFactor-MinScaleFactor)*FRand()+MinScaleFactor; TempRock.SetCollisionSize(TempRock.CollisionRadius*TempRock.DrawScale/TempRock.Default.DrawScale, TempRock.CollisionHeight*TempRock.DrawScale/TempRock.Default.DrawScale); } } auto state() Triggered { function Trigger (actor Other, pawn EventInstigator) { TotalPassedTime=0; MakeRock(); GotoState ('Active'); } } state Active { function Trigger (actor Other, pawn EventInstigator) { if ( !TimeLimit ) GotoState ('Triggered'); else if (TotalPassedTime < TimeLength) TotalPassedTime = TimeLength; else gotostate ('Active','restart'); } restart: TotalPassedTime=0; Begin: // A loop which lasts for the total time allowed for the // effect, producing rocks at randomized intervals. RocksFall: MakeRock(); NextRockTime = FRand()*(MaxBetweenTime-MinBetweenTime)+ MinBetweenTime; TotalPassedTime += NextRockTime; sleep (NextRockTime); if ( !TimeLimit || (TotalPassedTime < TimeLength) ) goto 'RocksFall'; } defaultproperties { CubeDimensions=(X=50.000000,Y=50.000000,Z=50.000000) TimeLength=10.000000 MinBetweenTime=1.000000 MaxBetweenTime=3.000000 MinScaleFactor=0.500000 MaxScaleFactor=1.000000 minInitialSpeed=500.000000 maxInitialSpeed=800.000000 ProjectileClass=Class'UnrealI.BigRock' bStatic=False } |
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