It's simple and dependencies are Core, Engine, XC_Engine U packages and XC_Engine version is v24, works probably with v25 too.
Code: Select all
class XC_ReachSpecs expands XC_Engine_Actor;
event XC_Init()
{
local ReachSpec R;
local int RI, i;
local NavigationPoint N;
local Actor Start, End;
local int distance, reachFlags;
local string MapFile;
MapFile = string(Outer.Name);
if ( Instr(MapFile,"UT-Logo-Map") != -1 || Level.NavigationPointList == None )
{
log ("The current environment is not suitable for reporting navigation routes.",'NotNeeded');
return;
}
log ("ReachSpecs reporting Actor.",'MapSpecs');
foreach AllReachSpecs(R,RI)
{
i++;
log (RI@": Start ="@R.Start.Name@"End ="@R.End.Name@"ColRadius ="@R.CollisionRadius@"ColHeight ="@R.CollisionHeight@"ReachFlag ="@R.ReachFlags@"Dist ="@R.distance@"Pruned ="@R.bPruned$".",'ReachSpec');
}
log ("Detected"@i@"reachSpecs.",'XC_ReachSpecsDescriptor');
}
defaultproperties
{
RemoteRole=ROLE_None
bGameRelevant=True
}
Code: Select all
...
LastVersion=24
XCGE_Actors=XC_ReachSpecs.XC_ReachSpecs
...
This actor is loaded and executed by XC_Engine BEFORE GameInfo's InitGame, so to speak before everything... future changes in navigation might take place if are applied after this tool, this will report mainly original map's content.