Core.Object | +--Engine.Actor | +--Engine.NavigationPoint | +--XIDPawn.PatrolPoint
PatrolPoint
NextPatrolPoint
name
Nextpatrol
int
NumReseau
array
PatrolAnim
bool
bBoucleSurAnim
bEnCourant
bResteSurDernier
float
deltatime
vector
lookdir
pausetime
void
PreBeginPlay()
00001 //============================================================================= 00002 // PatrolPoint. 00003 //============================================================================= 00004 class PatrolPoint extends NavigationPoint 00005 placeable native; 00006 00007 00008 var() name Nextpatrol; //next point to go to 00009 var() float pausetime; //how long to pause here 00010 var() float deltatime; // fluctuation du temps de pause 00011 var vector lookdir; //direction to look while stopped 00012 var() array<name> PatrolAnim; 00013 var() bool bBoucleSurAnim; //joue l'anim en boucle 00014 var() int NumReseau; // num du reseau propre 00015 var PatrolPoint NextPatrolPoint; 00016 var() bool bEnCourant; 00017 var() bool bResteSurDernier; 00018 var(son) enum SoundType 00019 { 00020 rien, 00021 Sifflements, 00022 Eternuments, 00023 Toux, 00024 OnoAleatoire 00025 } TypeSon; 00026 var(son) float ProbaJouerOno; 00027 00028 00029 function PreBeginPlay() 00030 { 00031 local PatrolPoint CurPoint; 00032 00033 lookdir = 200 * vector(Rotation); 00034 00035 //find the patrol point with the tag specified by Nextpatrol 00036 NextPatrolPoint = None; 00037 if (NextPatrol != '') 00038 { 00039 foreach AllActors(class 'PatrolPoint', CurPoint, Nextpatrol) 00040 { 00041 if (CurPoint != self) 00042 { 00043 NextPatrolPoint = CurPoint; 00044 break; 00045 } 00046 } 00047 } 00048 Super.PreBeginPlay(); 00049 } 00050 00051 00052 00053 defaultproperties 00054 { 00055 ProbaJouerOno=33.000000 00056 CollisionRadius=0.000000 00057 bDirectional=True 00058 }