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- state ScrambleTeleportState
- {
- function ParticleSystemComponent SpawnEmitterMeshAttachment( ParticleSystem EmitterTemplate, SkeletalMeshComponent Mesh, name AttachPointName, optional bool bAttachToSocket, optional vector RelativeLoc, optional rotator RelativeRot );
- Begin:
- ScriptTrace(); /// LOGuje ci callstacka ze skryptow
- `Log("bQueActive="$bQueActive);
- `Log("bPauseIsActive="$bPauseIsActive);
- Sleep(0.2f);
- SpawnEmitterMeshAttachment(ProjTeleportTemplate, Pawn.Mesh, 'FullBodySlot', true);
- `Log("bPauseIsActive="$ProjTeleportTemplate);
- Sleep(0.2f);
- if(bQueActive && !bPauseIsActive)
- {
- /// DZIALA JAK JEST PROSTO
- Pawn.SetLocation( QueCommands[QueCommands.Length - 1].SavedQuePosition);
- }
- else
- {
- Pawn.SetLocation( MousePosition3d * vect(1,1,0) + Pawn.Location * vect(0,0,1));
- }
- `Log("[ Pawn Location AFTER teleport ] " $Pawn.Location);
- bScrambleInit = false;
- Sleep(0.1f); //for debug
- if(bQueActive)
- {
- QueCommands.Length = QueCommands.Length - 1;
- if( QueCommands.Length>0 )
- {
- GotoState(QueCommands[QueCommands.Length - 1].Command);
- }
- else
- {
- ResetCommandQue();
- }
- }
- }
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