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UE2:DoorMover (U2XMP)

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U2XMP Object >> Actor >> Mover >> DoorMover

Contents

Package: 
U2

DoorMover.uc $Author: Mfox $ $Date: 4/30/02 12:34p $ $Revision: 3 $

[edit] Constants

[edit] TriggerDoorState

Value: 'TriggerDoor'


[edit] ForwardOpeningLabel

Value: 'ForwardOpening'


[edit] ForwardClosingLabel

Value: 'ForwardClosing'


[edit] BackwardOpeningLabel

Value: 'BackwardOpening'


[edit] BackwardClosingLabel

Value: 'BackwardClosing'


[edit] Properties

[edit] Property group 'DoorMover'

[edit] bLockable

Type: bool

Is this door locked? If FALSE, door behaves normally.

[edit] bStayUnlocked

Type: bool

Once unlocked, door stays unlocked - no more unlocked messages/sounds.

[edit] LockedMessage

Type: string

Modifiers: localized


[edit] LockedMessageDuration

Type: float


[edit] LockedSound

Type: Sound


[edit] MinLockSoundTime

Type: float

Minimum time between locked sound playing.

[edit] UnLockDuration

Type: float


[edit] UnLockMessage

Type: string

Modifiers: localized


[edit] UnLockMessageDuration

Type: float


[edit] UnLockSound

Type: Sound


[edit] Internal variables

[edit] bUnlocked

Type: bool

current locked/unlocked state of the door

[edit] DoorState

Type: EDoorState

current open/close state of door

[edit] LastLockedSoundTime

Type: float


[edit] Enums

[edit] EDoorState

DRSTATE_FW_Opening 
DRSTATE_FW_Closing 
DRSTATE_BK_Opening 
DRSTATE_BK_Closing 

[edit] Functions

[edit] Events

[edit] BeginPlay

event BeginPlay ()

Overrides: Mover.BeginPlay


[edit] Other instance functions

[edit] CheckForKey

function bool CheckForKey (Pawn Pawn)


[edit] EnableTriggers

function EnableTriggers (bool Enable)


[edit] IsUnlocked

function bool IsUnlocked (Actor Other)


[edit] MakeGroupReturn

function MakeGroupReturn ()

Overrides: Mover.MakeGroupReturn


[edit] MakeGroupStop

function MakeGroupStop ()

Overrides: Mover.MakeGroupStop


[edit] OpenBackward

function OpenBackward ()


[edit] OpenForward

function OpenForward ()


[edit] States

[edit] @TriggerDoorState

[edit] @TriggerDoorState.InterpolateEnd

function InterpolateEnd (Actor Other)