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UE2:GibSet (U2XMP)
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(Redirected from UE2:GibDesc (U2XMP))
| Object >> GibSet |
Contents |
- Package:
- U2
- Direct subclasses:
- GibSetAraknidHeavy, GibSetAraknidLight, GibSetAraknidMedium, GibSetCockRoach, GibSetGeneric, GibSetHumanFlesh, GibSetIzarian, GibSetMetal, GibSetNone, GibSetSkaarj
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GibSet.uc $Author: Mbaldwin $ $Date: 11/12/02 7:12p $ $Revision: 17 $ A collection of gibby bits.
[edit] Properties
[edit] BloodTrailLifeSpanMultiplier
Type: float
Default value: 1.0
[edit] BloodTrailType
Type: ParticleGenerator
[edit] BloodTrailVolumeMultiplier
Type: float
Default value: 1.0
[edit] BounceSounds
Default value, index 0: Sound'U2A.Effects.GibBounce01'
Default value, index 1: Sound'U2A.Effects.GibBounce02'
Default value, index 2: Sound'U2A.Effects.GibBounce03'
Default value, index 3: Sound'U2A.Effects.GibBounce04'
[edit] GibbedEffectLifeSpanMultiplier
Type: float
Default value: 1.0
[edit] GibbedEffectType
Type: ParticleRadiator
[edit] GibbedEffectVolumeMultiplier
Type: float
Default value: 1.0
[edit] GibbedSounds
Default value, index 0: Sound'U2A.Effects.Gibbed1'
Default value, index 1: Sound'U2A.Effects.Gibbed2'
Default value, index 2: Sound'U2A.Effects.Gibbed3'
[edit] Gibs
[edit] GoreLevel
Type: int
Default value: 3
[edit] Structs
[edit] GibDesc
- string MeshName
- mesh to use
- string SkinName
- skin to use
- int SkinSlot
- slot
- string BounceSoundStr
- special bounce sound, usually none
- bool bNoBlood
- whether to spawn blood when bouncing (e.g. false for bones)
- float Odds
- odds of using this part
- float PctParentMass
- percent mass of gib part (affects how far it's tossed)
- bool bNoDamage
- if true, chunk doesn't take damage
- float DrawScale
- float CollisionHeight
- gibs collision cylinder dimensions
- float CollisionRadius
- Object.Vector PrePivot
- offset to make gib lay flat
- int ExtraCount
- number of additional times to spawn that gib
[edit] Static functions
[edit] CreateChunk
[edit] CreateChunks
static function CreateChunks (U2Pawn U2P)
