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AdvKit.AdvKitLeverTrigger

Modifiers
placeable ClassGroup ( AdvKit )

A sample lever to be triggered by the Use() exec function. Triggers have to be used in Kismet, otherwise Use() will not find it 2013 by FreetimeCoder www.freetimestudio.net

AdvKit.AdvKitLeverTrigger

Variables Summary
AnimNodePlayCustomAnimcustomAnim
SkeletalMeshComponentmesh
namenAnim_Activation
namenAnim_Deactivation
AdvKitLeverTrigger
boolbActivated
VectorvPawnOffset

Functions Summary
event OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime))
event PostInitAnimTree (SkeletalMeshComponent _skelComp))
functionbool UsedBy (Pawn User))


Variables Detail

customAnim Source code

var AnimNodePlayCustomAnim customAnim;

mesh Source code

var SkeletalMeshComponent mesh;

nAnim_Activation Source code

var name nAnim_Activation;

nAnim_Deactivation Source code

var name nAnim_Deactivation;

AdvKitLeverTrigger

bActivated Source code

var(AdvKitLeverTrigger) bool bActivated;

vPawnOffset Source code

var(AdvKitLeverTrigger) Vector vPawnOffset;


Functions Detail

OnAnimEnd Source code

event OnAnimEnd ( AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime) )
Actor.uc: Event called when an AnimNodeSequence (in the animation tree of one of this Actor's SkeletalMeshComponents) reaches the end and stops. Will not get called if bLooping is 'true' on the AnimNodeSequence. bCauseActorAnimEnd must be set 'true' on the AnimNodeSequence for this event to get generated.
@param SeqNode - Node that finished playing. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
@param PlayedTime - Time played on this animation. (play rate independant).
@param ExcessTime - how much time overlapped beyond end of animation. (play rate independant).

PostInitAnimTree Source code

simulated event PostInitAnimTree ( SkeletalMeshComponent _skelComp) )
Actor.uc: called after initializing the AnimTree for the given SkeletalMeshComponent that has this Actor as its Owner this is a good place to cache references to skeletal controllers, etc that the Actor modifies
@param _skelComp the SkeletalMeshComponent that has been initialized

UsedBy Source code

function bool UsedBy ( Pawn User) )
Actor.uc: "Called when being activated by the specified pawn. Default implementation searches for any SeqEvent_Used and activates them." This has been modified to animate the lever and check if the pawn is of the type AdvKitPawn
@return true to indicate this actor was activated


Defaultproperties

defaultproperties
{
	
	Begin Object Name=Sprite
		HiddenGame=true
	End Object


	
	begin object Class=SkeletalMeshComponent Name=MeshComp0
		AnimSets(0)=AnimSet'AdvKit_Assets.Lever.S_Lever_Anims'
		AnimTreeTemplate=AnimTree'AdvKit_Assets.Lever.AT_Lever'
		SkeletalMesh=SkeletalMesh'AdvKit_Assets.Lever.S_Lever'


		
		Scale = 13
		Translation=(Z=-40)


		CastShadow=true
		bCastDynamicShadow=true
	End Object
	mesh=MeshComp0;
	Components.Add(MeshComp0)


	
	bHidden = false


	vPawnOffset = (X=-28.0,Y=0.0,Z=15.0)


	
	nAnim_Activation = Activate
	nAnim_Deactivation = Deactivate
}

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Creation time: Di 17.9.2013 17:47:16.717 - Created with UnCodeX