Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • Need help?

    Create a topic in the appropriate section
    Don't write everything in the chat!
  • Take a look at the marketplace

    There you can buy
    everything related to game servers
  • Don't want a ban?

    Please read our rules
    Don't disturb the order!
  • Sell or buy?

    Use services of the guarantor
    We will make your deal safe
  • 0
Barmaley7156

Дверь от бункера

Всем привет! Хотел спросить у знающих, можно ли как-то сократить время для закрытия двери бункера после ее открытия? Чтобы она закрывалась не через ~5 минут, а до 15 секунд?

Share this post


Link to post
Share on other sites

1 answer to this question

Recommended Posts

  • 0

@Barmaley7156 
смотри вот этот файл
scripts\4_World\Entities\Building\Underground\Entrance\Land_Underground_Entrance.c
все тайминги в этом методе:

	override void OnDoorStateChangedServer(EUndegroundEntranceState newState)
	{
		switch (newState)
		{
			case EUndegroundEntranceState.OPENING_A:
				RequestLatentTransition(AdjustTime(3));
			break;
			case EUndegroundEntranceState.OPENING_B:
				RequestLatentTransition(AdjustTime(2));
			break;
			case EUndegroundEntranceState.OPENING_C:
				RequestLatentTransition(AdjustTime(1));
			break;
			case EUndegroundEntranceState.OPENING_D:
				m_AnimTimerDoorServer = new AnimationTimer();
				m_AnimTimerDoorServer.Run(AdjustTime(GetOpeningTime()), this, "OnUpdateServer", "OnFinishedTimerServer",0, false,/*1/ AdjustTime(1)*/ 1);
				m_NavmeshTimer = new Timer();
				m_NavmeshTimer.Run(3, this, "NavmeshUpdate", NULL, true);
				RequestLatentTransition(AdjustTime(GetOpeningTime()));
			break;
			case EUndegroundEntranceState.OPENING_E:
				m_AnimTimerDoorServer.Stop();
				NavmeshUpdate();
				m_NavmeshTimer = null;
				RequestLatentTransition(AdjustTime(3));
			break;
			case EUndegroundEntranceState.OPENING_F:
				RequestLatentTransition(AdjustTime(3));
			break;		
			case EUndegroundEntranceState.OPENING_G:
				RequestLatentTransition(AdjustTime(300));
			break;
			case EUndegroundEntranceState.CLOSING_A:
				RequestLatentTransition(AdjustTime(3));
			break;
			case EUndegroundEntranceState.CLOSING_B:
				RequestLatentTransition(AdjustTime(3));
			break;
			case EUndegroundEntranceState.CLOSING_C:
				m_NavmeshTimer = new Timer();
				m_NavmeshTimer.Run(3, this, "NavmeshUpdate", NULL, true);
				m_AnimTimerDoorServer.Run(0, this, "OnUpdateServer", "OnFinishedTimerServer", AdjustTime(GetOpeningTime()),false, /*1/ AdjustTime(1)*/ 1);
				RequestLatentTransition(AdjustTime(GetOpeningTime()));
			break;
			case EUndegroundEntranceState.CLOSING_D:
				NavmeshUpdate();
				m_NavmeshTimer = null;
				RequestLatentTransition(AdjustTime(2));
			break;
			case EUndegroundEntranceState.CLOSING_E:
				RequestLatentTransition(AdjustTime(1));
			break;
			case EUndegroundEntranceState.CLOSING_F:
				RequestLatentTransition(AdjustTime(3));
			break;
			case EUndegroundEntranceState.CLOSING_G:
				RequestLatentTransition(0.25, EUndegroundEntranceState.CLOSED);
			break;
		}
	}

смотри вот этот стейт:
EUndegroundEntranceState.OPENING_G

Share this post


Link to post
Share on other sites



Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...

Important Information

By using this site, you automaticly agree to our Guidelines and Privacy Policy.
We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.