Core.Object | +--Engine.Actor | +--Engine.NavigationPoint | +--XIDPawn.StrategicPoint
StrategicPoint
FinishJumpPoint
int
JumpHeight
TempsPause
bool
bAccroupi
void
Libere()
Occupe()
00001 //----------------------------------------------------------- 00002 // 00003 //----------------------------------------------------------- 00004 class StrategicPoint extends NavigationPoint placeable; 00005 00006 var() bool bAccroupi; 00007 var int TempsPause; 00008 var() Strategicpoint FinishJumpPoint; //point d'arrivee pour saut 00009 var() int JumpHeight; 00010 00011 event timer() 00012 { 00013 bAlreadyTargeted=false; 00014 } 00015 event timer2() 00016 { 00017 enable('touch'); 00018 } 00019 00020 event touch(actor other) 00021 { 00022 local controller SoldierController; 00023 00024 if (basesoldier(other)==none) 00025 return; 00026 else 00027 SoldierController=basesoldier(other).controller; 00028 if (!bAlreadyTargeted && SoldierController!=none && SoldierController.isinstate('attaque')) 00029 { 00030 SoldierController.trigger(self,none); 00031 disable('touch'); 00032 settimer2(2,false); 00033 } 00034 } 00035 00036 function Libere() 00037 { 00038 settimer(3, false); 00039 } 00040 00041 function Occupe() 00042 { 00043 bAlreadyTargeted=true; 00044 } 00045 00046 00047 00048 00049 defaultproperties 00050 { 00051 JumpHeight=200 00052 bCollideActors=True 00053 Texture=Texture'Engine.S_LiftExit' 00054 bDirectional=True 00055 }