Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE2:PhysicsVolume (UE2Runtime)

From Unreal Wiki, The Unreal Engine Documentation Site

Jump to: navigation, search
UE2Runtime Object >> Actor >> Brush >> Volume >> PhysicsVolume

Contents

Package: 
Engine
Direct subclasses:
DefaultPhysicsVolume, LadderVolume, LavaVolume, PressureVolume, SlimeVolume, VacuumVolume, WaterVolume
This class in other games:
U2, U2XMP, UDK, UT2003, UT2004, UT3

PhysicsVolume: a bounding volume which affects actor physics Each Actor is affected at any time by one PhysicsVolume This is a built-in Unreal class and it shouldn't be modified.

[edit] Properties

[edit] Property group 'Karma'

[edit] KBuoyancy

Type: float

How buoyant Karma things are in this volume (if bWaterVolume true). Multiplied by Actors KarmaParams->KBuoyancy.

Default value: 1.0

[edit] KExtraAngularDamping

Type: float


[edit] KExtraLinearDamping

Type: float

Extra damping applied to Karma actors in this volume.

[edit] Property group 'PhysicsVolume'

[edit] bBounceVelocity

Type: bool

this velocity zone should bounce actors that land in it

[edit] bDestructive

Type: bool

Destroys most actors which enter it.

[edit] bMoveProjectiles

Type: bool

this velocity zone should impart velocity to projectiles and effects

[edit] bNeutralZone

Type: bool

Players can't take damage in this zone.

[edit] bNoInventory

Type: bool


[edit] bPainCausing

Type: bool

Zone causes pain.

[edit] DamagePerSec

Type: float


[edit] DamageType

Type: class<DamageType>


[edit] EntryActor

Type: class<Actor>

e.g. a splash (only if water zone)

[edit] EntrySound

Type: Sound

only if waterzone

[edit] ExitActor

Type: class<Actor>

e.g. a splash (only if water zone)

[edit] ExitSound

Type: Sound

only if waterzone

[edit] FluidFriction

Type: float


Default value: 0.3

[edit] Gravity

Type: Object.Vector


Default value:

Member Value
Z -1500.0

[edit] GroundFriction

Type: float


Default value: 8.0

[edit] Priority

Type: int

determines which PhysicsVolume takes precedence if they overlap

[edit] TerminalVelocity

Type: float


Default value: 2500.0

[edit] ViewFlash

Type: Object.Vector


[edit] ViewFog

Type: Object.Vector


[edit] ZoneVelocity

Type: Object.Vector


[edit] Property group 'VolumeFog'

[edit] bDistanceFog

Type: bool

There is distance fog in this physicsvolume.

[edit] DistanceFogColor

Type: Object.Color


[edit] DistanceFogEnd

Type: float


[edit] DistanceFogStart

Type: float


[edit] Internal variables

[edit] bWaterVolume

Type: bool


[edit] NextPhysicsVolume

Type: PhysicsVolume


[edit] PainTimer

Type: Info


[edit] Default values

Property Value
bAlwaysRelevant True
bOnlyDirtyReplication True
NetUpdateFrequency 5.0

[edit] Functions

[edit] Events

[edit] ActorEnteredVolume

event ActorEnteredVolume (Actor Other)


[edit] ActorLeavingVolume

event ActorLeavingVolume (Actor Other)


[edit] PawnEnteredVolume

event PawnEnteredVolume (Pawn Other)


[edit] PawnLeavingVolume

event PawnLeavingVolume (Pawn Other)


[edit] PhysicsChangedFor

event PhysicsChangedFor (Actor Other)


[edit] touch

event touch (Actor Other)

Overrides: Actor.Touch


[edit] Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger


[edit] untouch

event untouch (Actor Other)

Overrides: Actor.UnTouch


[edit] Other instance functions

[edit] CausePainTo

function CausePainTo (Actor Other)


[edit] PlayEntrySplash

function PlayEntrySplash (Actor Other)


[edit] PlayExitSplash

function PlayExitSplash (Actor Other)


[edit] TimerPop

function TimerPop (VolumeTimer T)


Personal tools