KF2-Server-Extension/ServerExt/Classes/VSFPZedHands.uc

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