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 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 |
//============================================================================= // PlayerSpawnManager // // In Assault Player.PlayerReplicationInfo.Team and PlayerStart.TeamNumber do not match! // The SpawnManager makes the connection between the team number and the right PlayerStart // Taking in account things like: // - which team is attacking or defending // - multiple (consecutively triggered or not) spawn areas // - forced pawn class with specific spawn areas // // How to use: // - Add a PlayerSpawnManager for each Spawn area in the level // - Due to the way UT handles playerstarts, // you must have PlayerStart actors with TeamNumber=0 in the Level // // Parameters are self explanatory // //============================================================================= class PlayerSpawnManager extends Info placeable; var() enum EPSM_AssaultTeam { EPSM_Attackers, EPSM_Defenders, } AssaultTeam; var() enum EPSM_ForcePossessPawn { EPSM_None, // No Force.. EPSM_ForcedPawnClass, // Forces Pawn class override at spawn EPSM_ForceDefaultPawnClass, // Forces controller to use his default Pawn Class when spawning } OverridePawnClass; var() class<Pawn> ForcedPawnClass; var() int PlayerStartTeam; // TeamNumber of the PlayerStart actors the manager is pointing to var() bool bEnabled; // Spawn manager active? // backup var bool BACKUP_bEnabled; var() bool bAllowTeleporting; // Allow players to teleport there when it's enabled. // Memory/Network/CPU optimizations // When PlayerSpawnManager is trigger disabled, auto kill vehicles and shutdown vehicle factories var() editinline array<Name> DisabledVehicleFactoriesTag; // Disable vehicle factories (and kill child) simulated function PostBeginPlay() { super.PostBeginPlay(); BACKUP_bEnabled = bEnabled; } simulated function UpdatePrecacheMaterials() { super.UpdatePrecacheMaterials(); if ( (ForcedPawnClass != None) && ( Level.NetMode != NM_DedicatedServer ) ) ForcedPawnClass.static.StaticPrecache( Level ); } function SetEnabled( bool bNewStatus ) { local ASVehicleFactory ASVF; local int i; if ( bNewStatus == bEnabled ) return; bEnabled = bNewStatus; if ( !bEnabled ) { if ( DisabledVehicleFactoriesTag.Length > 0 ) { ForEach DynamicActors(class'ASVehicleFactory', ASVF) for (i=0; i<DisabledVehicleFactoriesTag.Length; i++) { if ( ASVF.Tag == DisabledVehicleFactoriesTag[i] ) ASVF.ShutDown(); } } } else if ( bAllowTeleporting ) ASGameInfo(Level.Game).NewSpawnAreaEnabled( AssaultTeam == EPSM_Defenders ); } function Trigger( actor Other, Pawn EventInstigator ) { if ( bEnabled ) TriggerEvent( Event, Self, EventInstigator); // to enable another PlayerSpawnManager for example SetEnabled( !bEnabled ); } // Check if a PlayerStart is valid singular function bool ApprovePlayerStart(PlayerStart P, byte Team, Controller Player) { Local name OverrideTag; if ( Player == None || Player.Event == 'None' ) OverrideTag = ''; else OverrideTag = Player.Event; // Is PlayerSpawnManager active? if ( !bEnabled && OverrideTag == '' ) return false; // Are we dealing with the right PlayerSpawnManger? if ( P.TeamNumber != PlayerStartTeam ) return false; // Is the PlayerStart for the correct Player's Team ? if ( Level.Game.IsA('ASGameInfo') ) { if ( AssaultTeam == EPSM_Attackers ) { if ( !ASGameInfo(Level.Game).IsAttackingTeam(Team) ) return false; } else if ( ASGameInfo(Level.Game).IsAttackingTeam(Team) ) return false; } // Forced PlayerSpawnManager? if ( OverrideTag != '' && OverrideTag != Tag ) return false; return true; } // Player spawned function String PawnClassOverride(Controller C, NavigationPoint NP, byte Team) { if ( OverridePawnClass == EPSM_None ) return ""; if ( C==None || NP==None || !NP.IsA('PlayerStart') ) return ""; if ( !ApprovePlayerStart(PlayerStart(NP), Team, C) ) return ""; // Pawn class override if ( OverridePawnClass == EPSM_ForcedPawnClass && ForcedPawnClass != None ) return String(ForcedPawnClass); if ( OverridePawnClass == EPSM_ForceDefaultPawnClass ) /*obsolete*/ return ""; return ""; } /* Reset() reset actor to initial state - used when restarting level without reloading. */ function Reset() { super.Reset(); bEnabled = BACKUP_bEnabled; } //============================================================================= // defaultproperties //============================================================================= defaultproperties { OverridePawnClass=EPSM_ForceDefaultPawnClass bEnabled=True bAllowTeleporting=True bNoDelete=True } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |