Legacy:Authorizer - Unreal Wiki

# Legacy:Authorizer

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UT :: Actor_(UT) >> Triggers_(UT) >> Authorizer

This is very old script, I've created to Skaarj Evasion TC (RIP). As a base was used KeyMover tutorial from Chimeric. You can use it in your map and it works online. As a key can be used everything, but I suggest to use only inventory based keys.

    //=================================================
    // Authorizer: This Trigger can replace
    // KeyMover (as base I use KeyMover avidible
    // form http://chimeric.beyondunreal.com/tutorials/tut11.html).
    //=================================================
    // by Raven
    // http://turniej.unreal.pl/rp
    // for The Chosen One SP mod
    //=================================================
    class Authorizer extends Trigger;

    var() class KeyClass;
    var() bool bDestroyKey;
    var() bool bCheckKeyOnceOnly;
    var() bool bShowSuccessMessage;
    var() bool bShowFailtureMessage;
    var() localized String SuccessMessage;
    var() localized String FailtureMessage;
    var bool bWasOpened;

    replication
    {
            // Variables the server should send to the client.
            reliable if( Role==ROLE_Authority )
                    bWasOpened;
    }

    function Touch( actor Other )
    {
            local Inventory key;
            local actor A;

            if (Other.IsA('Pawn') && KeyClass != none && !bWasOpened)
            {
                    key = Pawn(Other).FindInventoryType(KeyClass);

                    if (key != none && Event != '' && !bCheckKeyOnceOnly)
                            foreach AllActors( class 'Actor', A, Event )
                                    A.Trigger( Other, Other.Instigator );

                    if(bDestroyKey)
                            if(!bWasOpened) Pawn(Other).DeleteInventory(key);
                    if(bCheckKeyOnceOnly)
                            bWasOpened=true;
            }
            if(bWasOpened && Event != '')
                    foreach AllActors( class 'Actor', A, Event )
                            A.Trigger( Other, Other.Instigator );
            if(bShowSuccessMessage && PlayerPawn(Other) != none)
                    PlayerPawn(Other).ClientMessage(SuccessMessage);
            if(bShowFailtureMessage && !bWasOpened)
                    PlayerPawn(Other).ClientMessage(FailtureMessage);
    }

    defaultproperties
    {
         bShowFailtureMessage=True
         SuccessMessage="Access granded."
         FailtureMessage="You need a key to open this door."
    }

Categories: Legacy Mapping | Legacy Custom Class (UT)

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