// September 2015 // Levee Patroller / Dijk Patrouille // This source file is (c) by Deltares. This source file is open source but only available to select users. Do not redistribute without written permission of Stichting Deltares, Delft, The Netherlands. // This header has been automatically generated. //============================================================================= // Object that makes sounds of sheep every now and then // ------------------------------------------------------------ // Created by Maarten Wesselius // © 2007, Geodelft // // Date Id Modification // 2007-10-11 Wsl Class created //============================================================================= class GeoAxisSound extends KeyPoint; var float timerInterval; var Pawn playerPawn; var(Sound) int RelativeDistance; var(Sound) enum Axes { AXIS_X, AXIS_Y, AXIS_Z } SoundAxis; //============================================================================= // A timer is needed to accommodate for random intervals between sheep sounds. // Using the function SetTimer() to start a timer that calls the Timer()-function // every 0.2 seconds. // // Date Id Modification // 2006-10-04 Wsl Created this header //============================================================================= event PostBeginPlay() { local PlayerController A; SetTimer(timerInterval, true); ForEach DynamicActors( class 'PlayerController', A,) { playerPawn = A.Pawn; break; } } //============================================================================= // Date Id Modification // 2007-10-04 Wsl Created this function // // This function is called every timerInterval seconds; it sets the coordinate // along the appropriate axis equal to the player's coordinate on that axis. //============================================================================= function Timer() { // set Y of this equal to the Y of the player local Vector v; local PlayerController A; ForEach DynamicActors( class 'PlayerController', A,) { playerPawn = A.Pawn; break; } v = self.Location; if(SoundAxis == AXIS_X) { v.X = playerPawn.Location.X + RelativeDistance; } else if(SoundAxis == AXIS_Y) { v.Y = playerPawn.Location.Y + RelativeDistance; } else { v.Z = playerPawn.Location.Z + RelativeDistance; } SetLocation(v); } defaultproperties { bStatic=false bHidden=true timerInterval=3.0 RelativeDistance=0 SoundRadius=100.0 SoundVolume=255 SoundOcclusion=OCCLUSION_StaticMeshes }