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 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 | //============================================================================= // Spatial Fear // Class: SFMultiZone // Descripton: Using the boolean properties the MultiZone can be configured to be // one of multiple zone types. // Some zone types require additional settings. // See property descriptions for more details. // // Author: Markus Nuebel //============================================================================= class SFMultiZone extends ZoneInfo; var (LadderZone) bool bLadderZone; // Zone is a ladder zone. var (LadderZone) float fLadderSpeedAcceleration; // Acceleration change factor for climbing. Default: 0.4 var (SpeedZone) bool bSpeedZone; // Zone changes player speed according to the fSpeedAcceleration setting. var (SpeedZone) float fSpeedAcceleration; //Percentage of speed acceleration in zone. Default is 1.0 (no acceleration) e.g fSpeedAcceleration=0.7 decreases the player speed to a level of 70% of the normal speed event BeginPlay() { // Call to base class Super.BeginPlay(); } // When an actor enters this zone. event ActorEntered( actor Other ) { // Call to base class Super.ActorEntered(Other); if ( Other.IsA('SFPlayer') && Pawn(Other).bIsPlayer ) { if(Other.IsInState('CheatFlying')) return; if(bLadderZone) SFPlayer(Other).ClimbZoneEntered(fLadderSpeedAcceleration); if(bSpeedZone) SFPlayer(Other).SpeedZoneEntered(fSpeedAcceleration); } } // When an actor leaves this zone. event ActorLeaving( actor Other ) { // Call to base class Super.ActorLeaving(Other); if ( Other.IsA('SFPlayer') && Pawn(Other).bIsPlayer ) { if(Other.IsInState('CheatFlying')) return; if(bLadderZone) SFPlayer(Other).ClimbZoneLeaving(fLadderSpeedAcceleration); if(bSpeedZone) SFPlayer(Other).SpeedZoneLeaving(fSpeedAcceleration); } } defaultproperties { fLadderSpeedAcceleration=0.400000 fSpeedAcceleration=0.700000 MaxCarcasses=1 } |