Core.Object | +--Engine.Actor | +--Engine.Triggers | +--XIDPawn.PutSoldiersToSleep
array
ActorsToPutToSleep
00001 //----------------------------------------------------------- 00002 // 00003 //----------------------------------------------------------- 00004 class PutSoldiersToSleep extends Triggers; 00005 00006 var() array<BaseSoldier> ActorsToPutToSleep; 00007 00008 //_____________________________________________________________________________ 00009 event Trigger(actor other, pawn EventInstigator) 00010 { 00011 local int i; 00012 00013 if ( EventInstigator.IsPlayerPawn() ) 00014 { 00015 for (i=0; i<ActorsToPutToSleep.Length; i++) 00016 if ( ActorsToPutToSleep[i] != none ) 00017 { 00018 Log("@@@ making "$ActorsToPutToSleep[i]$" Sleeping"); 00019 ActorsToPutToSleep[i].velocity=vect(0,0,0); 00020 ActorsToPutToSleep[i].Acceleration = vect(0, 0, 0); 00021 ActorsToPutToSleep[i].SetPhysics(PHYS_None); 00022 ActorsToPutToSleep[i].bStasis=true; 00023 ActorsToPutToSleep[i].Controller.bStasis=true; 00024 ActorsToPutToSleep[i].SetCollision(false,false,false); 00025 ActorsToPutToSleep[i].SetDrawType(DT_None); 00026 if (ActorsToPutToSleep[i].Shadow!=none) 00027 ActorsToPutToSleep[i].Shadow.DetachProjector(true); 00028 level.incattente(); 00029 if (Iacontroller(ActorsToPutToSleep[i].Controller).NiveauAlerte==1) 00030 level.decAlerte(); 00031 else if (Iacontroller(ActorsToPutToSleep[i].Controller).NiveauAlerte==2) 00032 level.decAttaque(); 00033 ActorsToPutToSleep[i].RefreshDisplaying(); 00034 } 00035 Destroy(); 00036 } 00037 } 00038 00039 00040 00041 defaultproperties 00042 { 00043 }