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UE2:PropertyFlipper (U2XMP)
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PropertyFlipper.uc $Author: Mfox $ $Date: 10/02/02 2:25p $ $Revision: 12 $ Description: Use this to modify any variable of any Actor at runtime via a trigger. Basic Instructions:
Set the Event to the object's Tag you wish to modify.
Note: Only the first object you link to will be affected. If you need to affect multiple objects, use multiple PropertyFlippers. Update: You can now link up to 16 objects safely.
There are three InitialStates that you can set:
TriggerControl
TriggerTimed (note associated TriggerDuration)
These are self explanatory.
Under the PropertyFlipper section in the default properties, you will see a bunch of variables.
(i.e. DrawScale). Just type it in -- spelling counts.
(i.e. float, Texture, Sound, etc.)
value you wish your variable to be modified too. These are basically for
easy of use. Rather than making you type in "Texture'Angreal.Effects.GreenExplosion'" you can simply select the texture in the texture browser, and then click USE in the variable box.
Notes:
If I didn't include the type of variable you want to modify (i.e. an enumeration like Style), you can use StringValue to hack it into submission.
Example:
Set PropertyType to TYPE_String.
Set StringValue to STY_Translucent.
This will not work for constant variables like Physics and Location, however, I have added a PropertyType for Physics, and I can add more for other constant variables if you find you need to modify them.
This will not work for Static actors. If you can't figure out why your PropertyFlipper isn't working, make sure to check that the Actor you are trying to modify isn't static. Also make sure you didn't spell the PropertyName wrong.
[edit] Properties
[edit] Property group 'PropertyFlipper'
[edit] BoolValue
Type: bool
[edit] ByteValue
Type: byte
[edit] CollisionHeightValue
Type: float
No property name needed.
[edit] CollisionRadiusValue
Type: float
No property name needed.
[edit] ColorValue
Type: Object.Color
[edit] DrawTypeValue
Type: Actor.EDrawType
[edit] FloatValue
Type: float
[edit] IntValue
Type: int
[edit] PhysicsValue
Type: Actor.EPhysics
[edit] PropertyName
Type: string
[edit] PropertyType
Type: TPropType
[edit] RotatorValue
Type: Object.Rotator
[edit] SoundValue
Type: Sound
[edit] StringValue
Type: string
[edit] TextureValue
Type: Texture
[edit] TriggerDuration
Type: float
[edit] VectorValue
Type: Object.Vector
[edit] Internal variables
[edit] bOn
Type: bool
[edit] Flippers
Type: PropertyFlipper
Array size: 16
[edit] OldCollisionHeight
Type: float
[edit] OldCollisionRadius
Type: float
[edit] OldPhysics
Type: Actor.EPhysics
[edit] OldPropertyText
Type: string
[edit] Default values
| Property | Value |
|---|---|
| bStatic | False |
| InitialState | 'TriggerControl' |
| Texture | Texture'Legend.S_PrpFlipper' |
[edit] Enums
[edit] TPropType
- TYPE_Bool
- TYPE_Float
- TYPE_Int
- TYPE_Byte
- TYPE_Vector
- TYPE_Rotator
- TYPE_String
- TYPE_Texture
- TYPE_Sound
- TYPE_Physics
- TYPE_Collision
- No property name needed.
- TYPE_Color
- TYPE_bCollideActors
- TYPE_DrawType
[edit] Functions
[edit] Static functions
[edit] StaticReset
[edit] StaticSet
[edit] Instance functions
[edit] GetInstance
[edit] Reset
Overrides: Actor.Reset
[edit] Set
[edit] States
[edit] TriggerControl
Modifiers: simulated
[edit] TriggerControl.Trigger
Overrides: Actor.Trigger (global)
[edit] TriggerControl.UnTrigger
Overrides: Actor.UnTrigger (global)
[edit] TriggerTimed
Modifiers: simulated
[edit] TriggerTimed.Timer
Overrides: Actor.Timer (global)
[edit] TriggerTimed.Trigger
Overrides: Actor.Trigger (global)
[edit] TriggerToggle
Modifiers: simulated
[edit] TriggerToggle.Trigger
Overrides: Actor.Trigger (global)
