/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqAct_SetVector extends SeqAct_SetSequenceVariable; /** Default value to use if no variables are linked */ var() vector DefaultValue; event Activated() { local bool bIgnoreDefault; local SeqVar_Vector VectVar; local vector Value; foreach LinkedVariables(class'SeqVar_Vector', VectVar, "Value") { bIgnoreDefault = true; // add all linked value variables together Value += VectVar.VectValue; } if (!bIgnoreDefault) { // no values were connected so use the default Value = DefaultValue; } // set the new value for all linked targets foreach LinkedVariables(class'SeqVar_Vector', VectVar, "Target") { VectVar.VectValue = Value; } } defaultproperties { bCallHandler=false ObjName="Vector" VariableLinks.Empty VariableLinks(0)=(ExpectedType=class'SeqVar_Vector',LinkDesc="Value") VariableLinks(1)=(ExpectedType=class'SeqVar_Vector',LinkDesc="Target",bWriteable=true) }