Core.Object | +--Engine.Actor | +--Engine.Triggers | +--Engine.Trigger | +--RuneI.CineTrigger
bool
SmoothCamera
bInteruptable
void
Trigger(Actor Other, Pawn EventInstigator)
//============================================================================= // // Trigger // //=============================================================================
TriggerAction(Actor Receiver, Actor Cause, Pawn EventInstigator)
//============================================================================= // // TriggerAction // //=============================================================================
00001 //============================================================================= 00002 // CineTrigger. 00003 //============================================================================= 00004 class CineTrigger expands Trigger; 00005 00006 var() bool SmoothCamera; 00007 var() bool bInteruptable; 00008 00009 //============================================================================= 00010 // 00011 // TriggerAction 00012 // 00013 //============================================================================= 00014 00015 function TriggerAction(actor Receiver, actor Cause, Pawn EventInstigator) 00016 { 00017 local CineCamera Camera; 00018 00019 foreach AllActors(class'CineCamera', Camera) 00020 { // Do not allow the trigger to occur if a CineCamera is already instanced 00021 return; 00022 } 00023 00024 Camera = Spawn(class'CineCamera', EventInstigator); 00025 Camera.Event = Event; 00026 Camera.StartCam(SmoothCamera, bInteruptable); 00027 } 00028 00029 //============================================================================= 00030 // 00031 // Trigger 00032 // 00033 //============================================================================= 00034 00035 function Trigger( actor Other, pawn EventInstigator ) 00036 { 00037 TriggerAction(Other, EventInstigator, EventInstigator); 00038 } 00039 00040 defaultproperties 00041 { 00042 SmoothCamera=True 00043 bInteruptable=True 00044 }