XIDMaps
Class Hual01a

source: C:\XIII\XIDMaps\Classes\Hual01a.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Info
         |
         +--XIII.MapInfo
            |
            +--XIDMaps.Map06_HualparBase
               |
               +--XIDMaps.Hual01a
Direct Known Subclasses:None

class Hual01a
extends XIDMaps.Map06_HualparBase

//----------------------------------------------------------- // Hual01a // Created by iKi on ??? ???? 2001 // Last Modification Fev 08th 2002 by iKi //-----------------------------------------------------------
Variables
 XIIIMover BridgeLever
 name CloseBridgeEvent
 Array GeneratedEnemies
 name LowPowerEvent
 XIIIMover PowerLever
 bool bPremiersEnnemisGeneres
 bool bYaDuJus
 int eNumEnnemi


Function Summary
 void SetGoalComplete(int N)
 void Trigger(Actor Other, Pawn EventInstigator)



Source Code


00001	//-----------------------------------------------------------
00002	// Hual01a
00003	// Created by iKi on ??? ???? 2001
00004	// Last Modification Fev 08th 2002 by iKi
00005	//-----------------------------------------------------------
00006	class Hual01a extends Map06_HualparBase;
00007	
00008	VAR() XIIIMover BridgeLever;
00009	VAR() XIIIMover PowerLever;
00010	VAR() name CloseBridgeEvent;
00011	VAR() name LowPowerEvent;
00012	VAR() Array<GenNMI> GeneratedEnemies;
00013	VAR bool bYaDuJus;
00014	VAR bool bPremiersEnnemisGeneres;
00015	VAR int eNumEnnemi;
00016	
00017	
00018	FUNCTION SetGoalComplete(int N)
00019	{
00020	    Local int i;
00021		
00022	    if ( N < Objectif.Length )
00023			Super.SetGoalComplete(N);
00024		
00025	    switch (N)
00026	    {
00027		case 666:
00028			bYaDuJus = true;
00029			if (PowerLever!=none)
00030			{
00031				PowerLever.GoToState('PlayerTriggerToggle','Close'); // jam powersupply lever
00032			}
00033			//SetPrimaryGoal(1);
00034			Objectif[1].bPrimary = true;
00035			SetGoalComplete(1);
00036			break;
00037		case 555:
00038			if ( !bYaDuJus )
00039			{
00040				if ( BridgeLever != none )
00041				{
00042					BridgeLever.GoToState('PlayerTriggerToggle','Close'); // jam bridge lever
00043					TriggerEvent( LowPowerEvent, self, none );
00044					SetPrimaryGoal(1);
00045				}
00046			}
00047			else
00048			{
00049				TriggerEvent ( CloseBridgeEvent, self, none );
00050				BridgeLever.GoToState('Locked');
00051				BridgeLever.bNoInteractionIcon = true;
00052			}
00053			break;
00054		}
00055	}
00056	
00057	
00058	FUNCTION Trigger( actor Other , pawn EventInstigator )
00059	{
00060		local GenNMI Generateur;
00061		local int i;
00062		
00063		if ( !bPremiersEnnemisGeneres )
00064		{
00065			for (i=0;i<4;i++)
00066			{
00067				Generateur = GeneratedEnemies[i];
00068				if ( Generateur != none )
00069				{
00070					//log(self@"---> GENERATEUR ENNEMI"@Generateur@"ACTIVE");
00071					Generateur.Trigger(self,none);
00072				}
00073			}
00074			eNumEnnemi = i;
00075			bPremiersEnnemisGeneres = true;
00076		}
00077		else
00078		{
00079			Generateur = GeneratedEnemies[eNumEnnemi];
00080			if ( Generateur != none )
00081			{
00082				//log(self@"---> GENERATEUR ENNEMI"@Generateur@"ACTIVE");
00083				Generateur.Trigger(self,none);
00084				eNumEnnemi ++;
00085			}
00086		}
00087	}
00088	
00089	
00090	// No script needed as there is only one objective.
00091	
00092	
00093	defaultproperties
00094	{
00095	     CloseBridgeEvent="PontA"
00096	     LowPowerEvent="PowerLow"
00097	     iLoadSpecificValue=26
00098	}

End Source Code