Actor >> Info >> JBInfoJail
Makes the zone it is in or an attached volume a generic jail and contains the jail's properties.
Event sequence
- JBInfoJail actor is notified of capture
- Other team teleported out
- Event fired? Cameras triggered?
- EventExecutionInit fired
- Wait for ExecutionDelayCommit
- EventExecutionCommit
- EventExecutionEnd
Relevant Properties
- (Events) name Tag
- If this jail has a release trigger attached, the Tag property must be set to the same value as the release trigger's Event property.
- (Events) name Event
- If this jail has a JBCamera actor attached, the Event property must be set to the same value as the camera's Tag property.
- (Events) name EventExecutionInit
- Fired when the capturing team starts viewing the execution sequence, a few seconds before it is actually committed. (How many seconds before is specified by the ExecutionDelayCommit property.)
- (Events) name EventExecutionCommit
- Fired when the execution sequence starts. Can be used to make an execution sequence somewhat fancier than the standard gibbing. Sky's the limit (of your imagination).
- (Events) name EventExecutionEnd
- Fired when everybody is dead and just before the next round starts. Can be used to clean up whatever mess a custom execution sequence left behind.
- (Events) name EventReleaseRed
- Fired when members of the red team are to be released from this jail (in other words, when a red player triggers this JBInfoArena actor). Use this event to open the release doors or activate whatever mechanism you have devised to let the prisoners out of jail.
- (Events) name EventReleaseBlue
- Same as EventReleaseRed, but for the blue team.
- (JBInfoJail) float ExecutionDelayCommit
- Number of seconds that pass between the execution camera activating and the execution being committed.
- (JBInfoJail) float ExecutionDelayFallback
- Number of seconds that pass after the event specified in EventExecutionCommit has been fired, before fallback gibbing kicks in and kills all players that are still alive in jail. Set this property to a value high enough to ensure your custom execution sequence (if you have one) has time to finish.
- (JBInfoJail) name TagAttachZones
- Defaults to 'Auto', which means that only the zone the JBInfoJail actor is in is considered part of the jail. If set to another value, all zones whose ZoneTag property is set to the same value as the JBInfoJail actor's TagAttachZones property are considered part of the jail.
- (JBInfoJail) name TagAttachVolumes
- All volumes whose Tag property is set to the same value as the JBInfoJail actor's TagAttachVolumes property are considered part of the jail. If you use this property, remember to change TagAttachZones from 'Auto' to 'None' if you are not also using a zone!
Accessors
- bool IsReleaseActive(TeamInfo Team)
- Returns whether the given team is currently being released. True from the time the doors start opening until they have fully closed; False otherwise.
- Controller GetReleaseInstigator(TeamInfo Team)
- Returns a reference to the player responsible for triggering the last release for this jail.
- float GetReleaseTime(TeamInfo Team)
- Returns the game time when the last release took was triggered.
Linked List
All Jail actors are in a linked list. Iterate through jails like this:
local JBInfoJail firstJail, Jail;
firstJail = JBGameReplicationInfo(Level.Game.GameReplicationInfo).firstJail;
for (Jail = firstJail; Jail != None; Jail = Jail.nextJail)