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Aug 8th, 2018
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  1. class RotatorActor_101 extends KActor
  2.     placeable;
  3.  
  4. //var const editconst DynamicLightEnvironmentComponent LightEnvironment;
  5.  
  6. var() float MovementSpeed;
  7. var() StaticMesh myMesh;
  8. var() Actor newPos;
  9. var bool ready;
  10. event Tick(float DeltaTime)
  11. {
  12.       ready = false;
  13.        super.Tick(DeltaTime);
  14.       if(newPos.Rotation == self.Rotation )
  15.       {ready = true;}
  16.       SetRotation(RInterpTo(self.Rotation,newPos.Rotation,(DeltaTime*MovementSpeed),90000,true));
  17. }
  18.  
  19. exec function setNextRotatorActor(Actor pos)
  20. {
  21.     newPos = pos;
  22. }
  23.  
  24.  
  25. DefaultProperties
  26. {
  27.     begin object class=StaticMeshComponent Name=BaseMesh
  28.         StaticMesh=StaticMesh'U101_Props.Props.Arrow'
  29.         LightEnvironment=MyLightEnvironment
  30.     end object
  31.     Components.Add(BaseMesh)
  32.  
  33.     CollisionComponent=BaseMesh
  34.     bCollideActors=false
  35.     bBlockActors=false
  36.  
  37.     MovementSpeed=1
  38. }
  39.  
  40. //-----------------------------------------------------------
  41.  
  42. class RotatorActor_Action_101 extends SequenceAction;
  43.  
  44.  
  45. var() Actor newRotation;
  46. var() RotatorActor_101 objectToRotate;
  47.  
  48. event Activated()
  49. {
  50.  
  51.       objectToRotate.setNextRotatorActor(objectToRotate);
  52.        `log("action activated.");
  53. }
  54.  
  55. defaultproperties
  56. {
  57.        ObjName="SetRotatorActor"
  58.        ObjCategory="Unnamed101"
  59.        //Function to be activated when this action is called.
  60.       // HandlerName = "Activated"
  61. }
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