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

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Class VSFPZedHands extends Actor
transient;
var SkeletalMeshComponent Mesh;
var AnimNodeSlot HandsAnimNode,BodyNode;
var name IdleAnimName;
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simulated function InitHands(SkeletalMeshComponent C)
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{
Mesh.SetSkeletalMesh(C.SkeletalMesh);
Mesh.AnimSets = C.AnimSets;
HandsAnimNode = AnimNodeSlot(Mesh.FindAnimNode('ArmsSlot'));
BodyNode = AnimNodeSlot(Mesh.FindAnimNode('BodySlot'));
}
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simulated final function SetIdleAnim(name N)
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{
IdleAnimName = N;
Timer();
}
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simulated function Timer()
{
HandsAnimNode.PlayCustomAnim(IdleAnimName,1.f,0.15,,true);
}
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simulated final function PlayHandsAnim(name N, optional float Rate=1.f)
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{
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)
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}