Core.Object | +--Engine.Actor | +--Engine.Keypoint | +--Engine.ScriptAction
Pawn
WaitingScripter
void
Trigger(Actor Other, Pawn EventInstigator)
00001 //============================================================================= 00002 // ScriptAction. 00003 //============================================================================= 00004 class ScriptAction expands Keypoint 00005 native; 00006 00007 #exec Texture Import File=Textures\S_Action.pcx Name=S_Action Mips=Off Flags=2 00008 00009 /* Description: 00010 When a pawn is 'Scripting' on a ScriptAction, he immediately executes the 00011 ScriptActions's Properties in the following order, then executes the NextOrders 00012 00013 Look at looktarget 00014 Turn to rotation of ScriptAction (if bTurnToScriptAction) 00015 Start playing AnimToPlay 00016 Wait for PauseBeforeSound 00017 Play SoundToPlay 00018 Wait until AnimTimeToLoop expires (AnimTimeToLoop-PauseBeforeSound) 00019 Broadcast Event 00020 Do NextOrder 00021 00022 Controls are timed control over dynamic joints, a letter = ControlTimeGranularity seconds 00023 00024 eg: aaaaaaaaaaamcmcmcmcmqmacamqd 00025 */ 00026 00027 var(ScriptAnim) name AnimToPlay; // Animation to play 00028 var(ScriptSnd) float PauseBeforeSound; // Time until sound plays 00029 var(ScriptSnd) Sound SoundToPlay; // Sound to play 00030 var(ScriptAnim) float AnimTimeToLoop; // Time to loop anim (0=play once) 00031 00032 var(ScriptVars) name NextOrder; // Order to execute after ReachOrder 00033 var(ScriptVars) name NextOrderTag; // associated object 00034 var(ScriptVars) bool bReleaseUponCompletion; // Once executed, release to AI 00035 var(ScriptVars) bool bWaitToBeTriggered; // Wait to be triggered before executing 00036 var(ScriptVars) bool bFireEventImmediately; // fire event after finishing animation 00037 var(ScriptVars) bool bTurnToRotation; // Turn to rotation of ScriptAction 00038 00039 var(ScriptSync) string ControlMouth; // lip sync string 00040 var(ScriptSync) string ControlTorso; // torso control string [a=left, m=center, z=right] 00041 var(ScriptSync) string ControlHead; // head control string [a=left, m=center, z=right] 00042 var(ScriptSync) float ControlTimeGranularity; // amount of time to sustain each control movement 00043 var(ScriptSync) name LookTarget; // Target to look at, overrides head control 00044 00045 // Internal variables 00046 var Pawn WaitingScripter; 00047 00048 00049 00050 function Trigger(actor Other, pawn EventInstigator) 00051 { 00052 // Pass this trigger message on to any waiting scripter 00053 if (WaitingScripter != None) 00054 { 00055 WaitingScripter.Release(); 00056 WaitingScripter = None; 00057 } 00058 } 00059 00060 defaultproperties 00061 { 00062 NextOrder=Scripting 00063 bDirectional=True 00064 Texture=Texture'Engine.S_Action' 00065 }