Scripting a Camera System
84
- Now add our functions as shown in the following code snippet:
/*****- Query ViewTarget and outputs Point Of View.
- @paramOutVTViewTarget to use.
- @paramDeltaTime Delta Time since last camera update (in
seconds)
*****/
functionUpdateViewTarget
(outTViewTargetOutVT,floatDeltaTime)
{
local Pawn Pawn;
local Vector V, PotentialCameraLocation, HitLocation,
HitNormal;
localActor HitActor;
/** UpdateViewTarget for the camera class we're extending
from */
Super.UpdateViewTarget(OutVT, DeltaTime);
/** If there is an interpolation, don't update outgoing
viewtarget */
if (PendingViewTarget.Target!=None&&OutVT==
ViewTarget&&BlendParams.bLockOutgoing)
{
return;
}
Pawn = Pawn(OutVT.Target);
if (Pawn != None)
{
/** Hide the pawn's "extra" weapon */
if(Pawn.Weapon!=none)
{
Pawn.Weapon.SetHidden(true);
}
/*****************************************************************
* If you know the name of the bone socket you want to use,
then
* replace 'WeaponPoint' with yours.
* Otherwise, just use the Pawn's eye view point as your
starting
* point.
*****************************************************************/