00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 | //============================================================================= // Spatial Fear // Class: SFDirectionTrigger // Descritption: A trigger, that only fires, when the instigator is within a // predefined direction (arc) to the location of the trigger // // Author: Markus Nuebel //============================================================================= class SFDirectionTrigger extends SFTrigger; var (SpatialFear) float fThreshold; // Treshold for the dot product. e.g.1=has to be triggered directly from in front, 0=can be triggered from anywhere in an 180 degree FOV of the trigger, 0.7=equals a test for a 45 degree FOV of the trigger. singular function Touch(Actor Other) { local Vector X, Y, Z; local float fDot; local bool bResult; bResult = True; // should we even pay attention to this actor? if (!IsRelevant(Other)) return; if (Other != None) { GetAxes(Rotation, X, Y, Z); fDot = (Normal(Other.Location - Location)) dot X; // if we're on the wrong side of the trigger, then don't trigger it if (fDot < fThreshold) bResult = False; } if (bResult) Super.Touch(Other); } defaultproperties { ReTriggerDelay=1.000000 bDirectional=True } |