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UE1:Mover properties (UT)
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[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 |
