Core.Object | +--Engine.Actor | +--UMS1_6.UMS | +--UMS1_6.UMSModule | +--UMSEffects.UMSEffects
MovieBlurMaster
BlurFX
void
ExecuteSetSpeed()
//******************************************************************* //SetSpeed Stuff //*******************************************************************
ExecuteShake()
//******************************************************************* //Shake Stuff //*******************************************************************
00001 class UMSEffects expands UMSModule; 00002 00003 var MovieBlurMaster BlurFX; 00004 00005 function bool runCommand(string Script[20]) 00006 { 00007 switch(Script[0]) 00008 { 00009 case "Effect": // Trigger actor. 00010 ExecuteEffect(Script); 00011 return true; 00012 break; 00013 case "SetSpeed": // Set game speed. ( = Slomo X). 00014 ExecuteSetSpeed(); 00015 return true; 00016 break; 00017 case "Spawn": // Spawns an actor. 00018 ExecuteSpawn(Script); 00019 return true; 00020 break; 00021 case "Shake": // Shakes Player view. 00022 ExecuteShake(); 00023 return true; 00024 break; 00025 case "Fade": // Fade screen 00026 ExecuteFade(Script); 00027 return true; 00028 break; // Director control directives 00029 case "MotionBlur": 00030 ExecuteMotionBlur(Script); 00031 return true; 00032 break; 00033 } 00034 00035 return false; 00036 } 00037 00038 00039 //******************************************************************* 00040 //Effects Stuff 00041 //******************************************************************* 00042 00043 function ExecuteEffect(string Script[20]) 00044 { 00045 local actor TargetEffect; 00046 local pawn Instigator; 00047 00048 //find the instigator 00049 Instigator = FindPawn(Script[2]); 00050 00051 //Go through and for EVERY actor whose tag matches word, trigger 00052 foreach AllActors(class 'Actor', TargetEffect) 00053 if (Script[1] ~= string(TargetEffect.Tag)) 00054 TargetEffect.Trigger(self, Instigator); 00055 } 00056 00057 00058 //******************************************************************* 00059 //SetSpeed Stuff 00060 //******************************************************************* 00061 00062 function ExecuteSetSpeed() 00063 { 00064 local float Speed; 00065 00066 Speed = currentScriptVal; 00067 00068 Level.Game.Level.TimeDilation = Speed; 00069 Level.Game.SetTimer(Level.TimeDilation, true); 00070 } 00071 00072 00073 //******************************************************************* 00074 //Spawn Stuff 00075 //******************************************************************* 00076 00077 function ExecuteSpawn(string Script[20]) 00078 { 00079 local class<actor> SpawnClass; 00080 local actor TargetActor; 00081 local vector Offset; 00082 local rotator TargetRotation; 00083 local name TargetTag; 00084 00085 SpawnClass = class<actor>(DynamicLoadObject(Script[1], class'Class')); 00086 TargetActor = FindActor(Script[2]); 00087 00088 if(TargetActor == NONE) 00089 TargetActor = self; 00090 00091 Offset = currentScriptVector; 00092 TargetRotation = currentScriptRotator; 00093 TargetTag = currentScriptName; 00094 00095 Spawn(SpawnClass, self, TargetTag, (TargetActor.Location + Offset), TargetRotation); 00096 } 00097 00098 00099 //******************************************************************* 00100 //Shake Stuff 00101 //******************************************************************* 00102 00103 function ExecuteShake() 00104 { 00105 local PlayerPawn M; 00106 local float ShakeTime, ShakeMag; 00107 00108 ShakeTime = currentScriptVal; 00109 ShakeMag = VSize(currentScriptVector); 00110 00111 foreach AllActors(class 'PlayerPawn', M) 00112 { 00113 M.ShakeView(ShakeTime,ShakeMag, 0.015 * ShakeMag); 00114 } 00115 } 00116 00117 00118 //******************************************************************* 00119 //Fade Stuff 00120 //******************************************************************* 00121 00122 function ExecuteFade(string Script[20]) 00123 { 00124 local MoviePlayer P; 00125 local vector FadeColor; 00126 local float FadeTime; 00127 local bool bFadeOut; 00128 00129 switch(Script[1]) 00130 { 00131 case "In": 00132 bFadeOut = false; 00133 break; 00134 case "Out": 00135 bFadeOut = true; 00136 break; 00137 } 00138 00139 FadeColor = currentScriptVector; 00140 FadeTime = currentScriptVal; 00141 00142 foreach AllActors(class'MoviePlayer', P) 00143 P.FadeView(FadeTime, FadeColor, bFadeOut); 00144 } 00145 00146 00147 //******************************************************************* 00148 //Motion Blur 00149 //******************************************************************* 00150 00151 function ExecuteMotionBlur(string Script[20]) 00152 { 00153 if (Script[1] == "On") { 00154 00155 BlurFX = spawn(class'MovieBlurMaster'); 00156 BlurFX.bMotionBlur = true; 00157 BlurFX.MotionBlurTime = (1 / currentScriptVal); 00158 BlurFX.MotionBlurFadeRate = currentScriptVector.X; 00159 BlurFX.Enable ('Timer'); 00160 BlurFX.SetTimer (BlurFX.MotionBlurTime,true); 00161 } 00162 else if (Script[1] == "Off") { 00163 00164 BlurFX.Destroy(); 00165 } 00166 } 00167 00168 defaultproperties 00169 { 00170 }