2017-10-20 02:00:49 +00:00
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Class VSFPZedHands extends Actor
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transient;
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var SkeletalMeshComponent Mesh;
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var AnimNodeSlot HandsAnimNode,BodyNode;
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var name IdleAnimName;
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2020-11-28 20:04:55 +00:00
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simulated function InitHands(SkeletalMeshComponent C)
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2017-10-20 02:00:49 +00:00
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{
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Mesh.SetSkeletalMesh(C.SkeletalMesh);
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Mesh.AnimSets = C.AnimSets;
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HandsAnimNode = AnimNodeSlot(Mesh.FindAnimNode('ArmsSlot'));
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BodyNode = AnimNodeSlot(Mesh.FindAnimNode('BodySlot'));
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}
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2020-11-28 21:54:57 +00:00
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2020-11-28 20:04:55 +00:00
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simulated final function SetIdleAnim(name N)
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2017-10-20 02:00:49 +00:00
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{
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IdleAnimName = N;
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Timer();
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}
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2020-11-28 21:54:57 +00:00
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2017-10-20 02:00:49 +00:00
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simulated function Timer()
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{
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HandsAnimNode.PlayCustomAnim(IdleAnimName,1.f,0.15,,true);
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}
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2020-11-28 21:54:57 +00:00
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2020-11-28 20:04:55 +00:00
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simulated final function PlayHandsAnim(name N, optional float Rate=1.f)
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2017-10-20 02:00:49 +00:00
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{
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SetTimer(HandsAnimNode.PlayCustomAnim(N,Rate,0.05,,,true),false);
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}
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defaultproperties
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{
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Begin Object Class=AnimTree Name=FPZEDAnimTree
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Begin Object Class=SkelControlSingleBone Name=ArmStretcher
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bApplyTranslation=True
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bAddTranslation=True
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BoneTranslation=(X=50.000000,Y=0.000000,Z=0.000000)
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BoneTranslationSpace=BCS_ActorSpace
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End Object
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Begin Object Class=AnimNodeSlot Name=ArmSlotter
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TickArrayIndex=2
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NodeName="ArmsSlot"
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End Object
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Begin Object Class=AnimNodeBlendPerBone Name=AnimBoneBlender
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BranchStartBoneName(0)="RightArm"
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BranchStartBoneName(1)="LeftArm"
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Child2Weight=1.000000
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Child2WeightTarget=1.000000
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Children(1)=(Anim=AnimNodeSlot'ArmSlotter')
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TickArrayIndex=1
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NodeTotalWeight=1.000000
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End Object
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SkelControlLists(0)=(BoneName="RightArm",ControlHead=SkelControlSingleBone'ArmStretcher')
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SkelControlLists(1)=(BoneName="LeftArm",ControlHead=SkelControlSingleBone'ArmStretcher')
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AnimTickArray(0)=AnimTree'FPZEDAnimTree'
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AnimTickArray(1)=AnimNodeBlendPerBone'AnimBoneBlender'
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AnimTickArray(2)=AnimNodeSlot'ArmSlotter'
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Children(0)=(Anim=AnimNodeBlendPerBone'AnimBoneBlender')
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End Object
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Begin Object Class=SkeletalMeshComponent Name=FPHandSkeletalMesh
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MinDistFactorForKinematicUpdate=0.200000
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bSkipAllUpdateWhenPhysicsAsleep=True
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bIgnoreControllersWhenNotRendered=True
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bHasPhysicsAssetInstance=True
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bUpdateKinematicBonesFromAnimation=False
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bPerBoneMotionBlur=True
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bOverrideAttachmentOwnerVisibility=True
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bChartDistanceFactor=True
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RBChannel=RBCC_Pawn
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RBDominanceGroup=20
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bAcceptsDynamicDecals=True
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bUseOnePassLightingOnTranslucency=True
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CollideActors=false
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BlockZeroExtent=false
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BlockRigidBody=false
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Translation=(X=0.000000,Y=0.000000,Z=-86.000000)
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ScriptRigidBodyCollisionThreshold=200.000000
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PerObjectShadowCullDistance=4000.000000
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bAllowPerObjectShadows=True
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bAllowPerObjectShadowBatching=True
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AnimTreeTemplate=AnimTree'FPZEDAnimTree'
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CastShadow=false
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bCastDynamicShadow=false
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bCastStaticShadow=false
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End Object
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Mesh=FPHandSkeletalMesh
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Components.Add(FPHandSkeletalMesh)
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2023-05-14 02:49:12 +00:00
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}
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