AttachMover
DynamicAmbientSound
Earthquake
ElevatorMover
ElevatorTrigger
GradualMover
LoopMover
MixMover
RotatingMover
StochasticTrigger
TriggeredAmbientSound
TriggeredDeath
Imagine my astonishment after I found these extra classes in original Unreal which were later excluded in Deus Ex, although it's usually more advanced than its predecessor and not the other way round.
Some of these classes even include a detailed description written by Epic. See link below for download.
Now let's take a closer look at some of the findings:
AssertMover
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class AssertMover extends Mover;
// A mover which keeps opening as long as the instigator stays within
// the trigger's radius. If the instigator steps out, the mover will
// stay in it's current position for WaitUnAssertTime time, and then
// close all the way back to the beginning. If the bTriggerOnceOnly
// variable is true, once it reaches the last keyframe, it will
// stay there forever if bOnceOnlyStopOpen is true, or it will go back
// to the first frame (after waiting for StayOpenTime) and stay there
// forever if bOnceOnlyStopOpen is false. If bTriggerOnceOnly is
// false, when it reaches the last keyframe, after it waits for
// StayOpenTime, it will return to the first keyframe, and the
// entire process will be repeatable.
// Note: When the last keyframe is reached, Event will be called. M.
Sounds like one could do interesting effects with this mover type...
DynamicAmbientSound
I like ambient sound effects. And if they are dynamic then I find them even better. God knows why this class was excluded from DX1.
ElevatorMover & ElevatorTrigger
Although Deus Ex includes its own ElevatorMover class, this one from Unreal looks more advanced. And it requires ElevatorTrigger to be used in conjunction with.
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class ElevatorTrigger extends Triggers;
// A special trigger devised for the ElevatorMover class, since
// detecting one trigger message is not enough to determine 2 or more
// different commands (like up/down). When an actor is within its'
// radius, it sends a message to the ElevatorMover with the desired
// keyframe change and moving time interval.
LoopMover
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class LoopMover extends Mover;
// When the last keyframe position is reached, this mover
// interpolates to the first keyframe (directly, not through
// the intermediate frames), and repeats the movement forever.
Ha!! I love this one. There were DX1 modders who had to write their own LoopMover Mod in the past, only because this class was missing in UnrealEd.
MixMover
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class MixMover extends Mover;
var() float OpenTimes [6];
var() float CloseTimes[6];
var() name Tags [6];
var() name Events [6];
var() name AttachTag;
Wow! A mover with 6 different opentimes, closetimes, tags and events to be handled! Now why would anyone exclude a class like this?
RotatingMover
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class RotatingMover extends Mover;
var() rotator RotateRate;
function BeginPlay()
{
Disable( 'Tick' );
}
function Tick( float DeltaTime )
{
SetRotation( Rotation + (RotateRate*DeltaTime) );
}
function Trigger( Actor other, Pawn EventInstigator )
{
Enable('Tick');
}
function UnTrigger( Actor other, Pawn EventInstigator )
{
Disable('Tick');
}
defaultproperties
{
}
A rotating mover which can be trigger ON/OFF. Simple and good.
Ok, what else had been excluded from DX1...
StochasticTrigger
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class StochasticTrigger extends Triggers;
// Works like a DynamicAmbientSound, only events are called instead of
// sounds. M
A dynamic random trigger! Must experiment with this......
TriggeredAmbientSound
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class TriggeredAmbientSound extends Keypoint;
// Re-plays a sound effect if triggered. If in state TriggerToggled,
// the sound is turned off if triggered, and turned on, etc..
// when triggered again. In the OnWhileTriggered state, the instigator
// must stay within the trigger's radius for the sound effect to continue
// playing. bInitiallyOn determines if the sound is playing from the
// start, and does not apply in the OnWhileTriggered state. A variance
// can also be set for the timing, so that the replay time can seem
// more 'real'.
A triggered ambient sound can be very useful in a dynamic map.
TriggeredDeath
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//=============================================================================
// TriggeredDeath.
// When triggered, kills the player, causing screen flashes and sounds.
//=============================================================================
class TriggeredDeath extends Triggers;
Instant death trigger. No fun for gamers. I can see why anyone would exclude this Unreal class for being too harsh. But the other ones should had never been removed in the first place.