Re: EditorTools
Posted: Sat Mar 20, 2021 12:06 am
How can I change the PrePivot of an Actor in UnrealEd? By now I cut the Actor to a text editor, change it there and paste it back to UnrealEd...
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EditActor Name=ClassX
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class ObjectPathRet expands ObjectPath;
function Tick( float DeltaTime )
{
local bool bOld;
bOld = bPlayedOnce;
Super.Tick( DeltaTime );
if ( !bOld && bPlayedOnce )
{
bTriggeredOnce = false;
Enable( 'Trigger' );
}
}
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class MyObjectPath expands ObjectPath;
var() float StayOpenTime;
var bool bReturn;
function Tick( float DeltaTime )
{
local bool bOld;
bOld = bPlayedOnce;
Super.Tick( DeltaTime );
if ( !bOld && bPlayedOnce )
{
if (bReturn)
Timer();
else
SetTimer(StayOpenTime, false);
}
}
function Timer()
{
local int i, l;
local PathPoint tempPP;
RAdjust = rot(0,0,0)-RAdjust;
for (i=0; i<numPathNodes; i++)
Path[i].pVelocity = -Path[i].pVelocity;
for (i=numPathNodes/2; i<numPathNodes; i++)
{
l = numPathNodes - 1 - i;
tempPP = Path[i];
Path[i] = Path[l];
Path[l] = tempPP;
}
bTriggeredOnce = false;
Enable( 'Trigger' );
bReturn = !bReturn;
if (bReturn)
{
Trigger(None, None);
}
}
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Updated in first post: viewtopic.php?f=5&t=14061[hr][/hr]-=[ Usage SetLiftTag ]=-
1. Select LiftCenter(s), Mover(s), LiftExits(s), Trgger(s) which belong to one lift.
2. Click tool button.
3. Not forget rebuild paths after that.
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if (loopcount++ > 2 * CountStars) Goto Err_TooManyStarsForSkybox
).