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UE1:Mover properties (UT)

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UT Object >> Actor >> Brush >> Mover (properties)

Contents

Mover properties in other games:
RTNP, U1, U2, U2XMP, UE2Runtime, UT2003, UT2004

[edit] Properties

[edit] Property group 'Mover'

[edit] bDamageTriggered

Type: bool

Triggered by taking damage

[edit] bDynamicLightMover

Type: bool

Apply dynamic lighting to mover.

[edit] BrushRaytraceKey

Type: byte

Modifiers: const


[edit] bSlave

Type: bool

This brush is a slave.

[edit] bTriggerOnceOnly

Type: bool

Go dormant after first trigger.

[edit] BumpEvent

Type: name

Optional event to cause when any valid bumper bumps the mover.

[edit] BumpType

Type: EBumpType


[edit] bUseTriggered

Type: bool

Triggered by player grab

[edit] DamageThreshold

Type: float

minimum damage to trigger

[edit] DelayTime

Type: float


[edit] EncroachDamage

Type: int


[edit] KeyNum

Type: byte

Current or destination keyframe.

[edit] MoverEncroachType

Type: EMoverEncroachType


Default value: ME_ReturnWhenEncroach

[edit] MoverGlideType

Type: EMoverGlideType


Default value: MV_GlideByTime

[edit] MoveTime

Type: float

Time to spend moving between keyframes.

Default value: 1.0

[edit] NumKeys

Type: byte

Modifiers: const

Number of keyframes in total (0-3).

Default value: 2

[edit] OtherTime

Type: float

TriggerPound stay-open time.

[edit] PlayerBumpEvent

Type: name

Optional event to cause when the player bumps the mover.

[edit] ReturnGroup

Type: name

if none, same as tag

[edit] StayOpenTime

Type: float

How long to remain open before closing.

Default value: 4.0

[edit] WorldRaytraceKey

Type: byte

Modifiers: const

Raytrace the world with the brush here.

[edit] Property group 'MoverSounds'

[edit] ClosedSound

Type: Sound

When finish closing.

[edit] ClosingSound

Type: Sound

When start closing.

[edit] MoveAmbientSound

Type: Sound


[edit] OpenedSound

Type: Sound

When finished opening.

[edit] OpeningSound

Type: Sound

When start opening.

[edit] Internal variables

[edit] BasePos

Type: Object.Vector


[edit] BaseRot

Type: Object.Rotator


[edit] bClientPause

Type: bool


[edit] bDelaying

Type: bool


[edit] bOpening

Type: bool


[edit] bPlayerOnly

Type: bool


[edit] ClientUpdate

Type: int


[edit] Follower

Type: Mover


[edit] KeyPos

Type: Object.Vector

Array size: 8


[edit] KeyRot

Type: Object.Rotator

Array size: 8


[edit] Leader

Type: Mover

for having multiple movers return together

[edit] myMarker

Type: NavigationPoint


[edit] numTriggerEvents

Type: int

number of times triggered ( count down to untrigger )

[edit] OldPos

Type: Object.Vector


[edit] OldPrePivot

Type: Object.Vector


[edit] OldRot

Type: Object.Rotator


[edit] PrevKeyNum

Type: byte

Previous keyframe.

[edit] RealPosition

Type: Object.Vector


[edit] RealRotation

Type: Object.Rotator


[edit] RecommendedTrigger

Type: Trigger


[edit] SavedPos

Type: Object.Vector


[edit] SavedRot

Type: Object.Rotator


[edit] SavedTrigger

Type: Actor

Who we were triggered by.

[edit] SimInterpolate

Type: Object.Vector


[edit] SimOldPos

Type: Object.Vector


[edit] SimOldRotPitch

Type: int


[edit] SimOldRotRoll

Type: int


[edit] SimOldRotYaw

Type: int


[edit] TriggerActor

Type: Actor


[edit] TriggerActor2

Type: Actor


[edit] WaitingPawn

Type: Pawn


[edit] Default values

Property Value
bAlwaysRelevant True
bBlockActors True
bBlockPlayers True
bCollideActors True
bHidden False
bIsMover True
bStatic False
CollisionHeight 160.0
CollisionRadius 160.0
InitialState BumpOpenTimed
NetPriority 2.7
Physics PHYS_MovingBrush
RemoteRole ROLE_SimulatedProxy
SoundVolume 228
TransientSoundVolume 3.0
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