Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 |
/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ /** Used to determine how many players are currently logged in */ class SeqCond_IsLoggedIn extends SequenceCondition native(Sequence); cpptext { virtual void Activated() { // Trigger the output based upon meeting the num logged in criteria if (eventCheckLogins() == TRUE) { OutputLinks(0).bHasImpulse = TRUE; } else { OutputLinks(1).bHasImpulse = TRUE; } } } /** The number of users that need to be logged in for it to activate as true */ var() int NumNeededLoggedIn; /** * Checks with the OnlineSubsystem to determine if there are enough people logged in */ event bool CheckLogins() { local int LoggedInCount; local int Count; local OnlineSubsystem OnlineSub; local OnlinePlayerInterface PlayerInt; OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { PlayerInt = OnlineSub.PlayerInterface; if (PlayerInt != None) { // Check for the number they need for (Count = 0; Count < NumNeededLoggedIn; Count++) { // Local or online login is fine if (PlayerInt.GetLoginStatus(Count) >= LS_UsingLocalProfile) { LoggedInCount++; } } } } return LoggedInCount >= NumNeededLoggedIn; } defaultproperties { ObjName="Is Logged In" OutputLinks(0)=(LinkDesc="True") OutputLinks(1)=(LinkDesc="False") VariableLinks(0)=(ExpectedType=class'SeqVar_Int',LinkDesc="NeededLoggedIn",PropertyName="NumNeededLoggedIn") } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |