Core.Object | +--Engine.Actor | +--Engine.Triggers | +--XIII.XIIITriggers | +--XIDMaps.KillCounterTrigger
BaseSoldier
SoldiersToKill[4]
int
i,eNbVivants
void
Trigger(Actor Other, Pawn EventInstigator)
//-----------------------------------------------------------
00001 //----------------------------------------------------------- 00002 // 00003 //----------------------------------------------------------- 00004 class KillCounterTrigger extends XIIITriggers; 00005 00006 00007 var() BaseSoldier SoldiersToKill[4]; //tableau d'ennemis a surveiller 00008 var int i,eNbVivants; 00009 00010 //----------------------------------------------------------- 00011 00012 00013 function Trigger( actor Other, pawn EventInstigator ) 00014 { 00015 eNbVivants = 4; 00016 GotoState('TestMortSoldats'); 00017 } 00018 00019 State TestMortSoldats 00020 { 00021 event Tick( float dt ) 00022 { 00023 i = 0; 00024 while (i<eNbVivants) 00025 { 00026 if (( SoldiersToKill[i] == none ) || ( SoldiersToKill[i].bIsDead )) 00027 { 00028 SoldiersToKill[i] = SoldiersToKill[eNbVivants-1]; 00029 eNbVivants --; 00030 if ( eNbVivants == 0 ) 00031 { 00032 TriggerEvent(event,none,none); 00033 Destroy(); 00034 } 00035 } 00036 else 00037 { 00038 i ++; 00039 } 00040 } 00041 } 00042 } 00043 00044 00045 00046 defaultproperties 00047 { 00048 }