![]() ![]() The post-event is called Refuel, and the naive response is started. Now, when this event is called from somewhere else, it will fire. The script has written a letter and listened to the event RefuelStatus through nine BindEvents. After the data is generated, it’s initialized the fueling script. The function sendingDataGasStation generates and sends all the data to the refuelling logic. Macro DataRefuelColumn generates data from macro CarTagsRefuel and compares them with the standard of the dispenser. Macro CarTagsRefuel receives data from the car, what fuel type it has and where the fuel filler is located. OnComponentBeginOverlap called when the player hit the gas station trigger a second logic is run. ![]() The player goes to the gas station, but drives up to the station requested to provide the fuel filler, and the gas refill flap causes the event to go out of the way. Most of the mechanics are written with the graphical programming system Blueprint engine Unreal Engine. You already saw some of them in the first diary. In the fifth of our show’s diary, we will tell you how we build game mechanics. ![]()
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