UnrealShare
Class AlarmPoint

source: e:\games\UnrealTournament\UnrealShare\Classes\AlarmPoint.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.NavigationPoint
         |
         +--UnrealShare.AlarmPoint
Direct Known Subclasses:None

class AlarmPoint
extends Engine.NavigationPoint

//============================================================================= // AlarmPoint. //=============================================================================
Variables
 name AlarmAnim
           how long to pause after playing anim before starting attack while paused
 sound AlarmSound
           tells event triggered creatures to kill alarm triggerer, even if not normally
 name NextAlarm
           next point to go to
 name ShootTarget
           tells event triggered creatures to kill alarm triggerer, even if not normally
 bool bAttackWhilePaused
           how long to pause after playing anim before starting attack while paused
 bool bDestroyAlarmTriggerer
           tells event triggered creatures to kill alarm triggerer, even if not normally
 bool bKillMe
           tells event triggered creatures to kill alarm triggerer, even if not normally
 bool bNoFail
           how long to pause after playing anim before starting attack while paused
 bool bStopIfNoEnemy
           how long to pause after playing anim before starting attack while paused
 bool bStrafeTo
           how long to pause after playing anim before starting attack while paused
 float ducktime
           how long to pause after playing anim before starting attack while paused
 float pausetime
           how long to pause here


Function Summary
 void PreBeginPlay()



Source Code


00001	//=============================================================================
00002	// AlarmPoint.
00003	//=============================================================================
00004	class AlarmPoint extends NavigationPoint;
00005	
00006	#exec Texture Import File=Textures\SiteLite.pcx Name=S_Alarm Mips=Off Flags=2
00007	
00008	var() name NextAlarm; //next point to go to
00009	var() float pausetime; //how long to pause here
00010	var() float ducktime; //how long to pause after playing anim before starting attack while paused
00011	var	 vector lookdir; //direction to look while stopped
00012	var() name AlarmAnim;
00013	var() bool bStrafeTo;
00014	var() bool bAttackWhilePaused;
00015	var() bool bNoFail;
00016	var() bool bStopIfNoEnemy;
00017	var() bool bKillMe;	// tells event triggered creatures to kill alarm triggerer, even if not normally
00018						// hate
00019	var() bool bDestroyAlarmTriggerer;
00020	var() name ShootTarget;
00021	var() sound AlarmSound;
00022	var	actor	NextAlarmObject;
00023	
00024	function PreBeginPlay()
00025	{
00026		if ( !bAttackWhilePaused && (pausetime > 0.0) )
00027			lookdir = 2000 * vector(Rotation);
00028	
00029		if ( NextAlarm != '' )
00030			foreach AllActors(class 'Actor', NextAlarmObject, NextAlarm)
00031				break; 
00032		
00033		Super.PreBeginPlay();
00034	}
00035	
00036	defaultproperties
00037	{
00038	     bDirectional=True
00039	     Texture=Texture'UnrealShare.S_Alarm'
00040	}

End Source Code