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//============================================================================= // LineOfSightTrigger // triggers its event when player looks at it from close enough // ONLY WORKS IN SINGLE PLAYER (or for the local client on a listen server) // You could implement a multiplayer version using a tick function and PlayerCanSeeMe(), // but that would have more performance cost //============================================================================= class LineOfSightTrigger extends Triggers native; var() float MaxViewDist; // maximum distance player can be from this trigger to trigger it var float OldTickTime; var() bool bEnabled; var bool bTriggered; var() name SeenActorTag; // tag of actor which triggers this trigger when seen var actor SeenActor; var() int MaxViewAngle; // how directly a player must be looking at SeenActor center (in degrees) var float RequiredViewDir; // how directly player must be looking at SeenActor - 1.0 = straight on, 0.75 = barely on screen function PostBeginPlay() { Super.PostBeginPlay(); RequiredViewDir = cos(MaxViewAngle * PI/180); if ( SeenActorTag != '' ) ForEach AllActors(class'Actor',SeenActor,SeenActorTag) break; } event PlayerSeesMe(PlayerController P) { TriggerEvent(Event,self,P.Pawn); bTriggered = true; } function Trigger( actor Other, Pawn EventInstigator ) { bEnabled = true; } defaultproperties { MaxViewDist=3000.000000 bEnabled=Wahr MaxViewAngle=15 bCollideActors=Falsch } |
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