I'm a doctor, not a mechanic
Difference between revisions of "UE2:GravityTrigger (UT2004)"
m (→VolumeTag: if set, only volumes with matching Tag are affected) |
|||
Line 20: | Line 20: | ||
====VolumeTag==== | ====VolumeTag==== | ||
'''Type:''' [[name]] | '''Type:''' [[name]] | ||
− | + | ||
+ | If set to anything other than None, only volmes with a [[matching Tag]] are affected. | ||
===Default values=== | ===Default values=== |
Latest revision as of 15:37, 5 April 2010
- Package:
- UnrealGame
Changes gravity of ALL PhysicsVolumes to the specified value when being triggered. JumpPads are adjusted to work properly with the new gravity.
Properties[edit]
Property group 'GravityTrigger'[edit]
GravityZ[edit]
Type: float
The new acceleration along the Z-axis. This should be negative to simulate gravity. Too low (around 0) or too high values should be avoided, the engine doesn't like them. From the code it seems like the gravity of a Volume is only changed, when the new value higher than the old one is.
Default value: -300.0
VolumeTag[edit]
Type: name
If set to anything other than None, only volmes with a matching Tag are affected.
Default values[edit]
Property | Value |
---|---|
bCollideActors | False |
Events[edit]
Trigger[edit]
Overrides: Actor.Trigger
Iterates through all PhysicsVolumes (optional with the VolumeTag) and sets the new gravity if the old value is not higher than the new one. Then it forces the Volume to update in netplay. The Level's DefaultGravity is set to the one of the DefaultPhysicsVolume. At last are the JumpPads adjusted.