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UE2:U2Decoration (U2XMP)

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U2XMP Object >> Actor >> Decoration >> U2Decoration

Contents

Package: 
U2
Direct subclasses:
Acheron, AtlantisDropshipBig, AtlantisDropship, AtlantisHI, Barrel1, Barrel2, Barrel3, Boulder1, Boulder2, Boulder, BreakableItem, DrakkSFG, DrakkSensorArray, Fan2, Gib, HiTecCameraBase, HiTecCamera, HumanAutoCannon, HumanDecoration, HumanPDS, HumanSensorArray, LightBox2, LightBox, PipeA, PipeB, PipeBend, PipeC, PipeD, PipeE, PipeF, PipeG, SeaWeed, Shbarrel1, ShianFighter01, SpaceChair, StriderMedicalStation, StriderSFG, StriderSensorArray, TubeLight2, TubeLight, TwoTriangles, U2Cube, U2Cylinder, U2Decorations.ArtifactSpeed, U2Diamond, U2M7, U2Pyramid, U2Sphere, U2Spring, WireBaseA, WireBaseB, WireBaseC, WireBaseD, WireLong, WireShort, WireSkewed

U2Decoration.uc

[edit] Properties

[edit] Property group 'Animation'

[edit] bMultiAnimEnabled

Type: bool


[edit] MaxAnimRate

Type: float


Default value: 1.0

[edit] MinAnimRate

Type: float


Default value: 1.0

[edit] MultiAnimMaxRate

Type: float

Array size: 4


[edit] MultiAnimMinRate

Type: float

Array size: 4


[edit] MultiAnimSequence

Type: name

Array size: 4


[edit] Property group 'Bounceable'

[edit] BaseBouncePitch

Type: float


Default value: 1.0

[edit] BaseBounceVolume

Type: float


Default value: 1.0

[edit] bBounceable

Type: bool

if true, decoration bounces

[edit] BounceDamping

Type: float


Default value: 0.3

[edit] HitDamage

Type: float


[edit] HitDamageType

Type: class<DamageType>


Default value: Class'U2.DamageTypePhysical'

[edit] HitMomentum

Type: float


[edit] LandedPitch

Type: float

if > 0, final (landed) pitch is set to this

Default value: -1.0

[edit] LandedRoll

Type: float

if > 0, final (landed) roll is set to this

Default value: -1.0

[edit] LandedYaw

Type: float

if > 0, final (landed) yaw is set to this

Default value: -1.0

[edit] LandSound1

Type: Sound


[edit] MinBounceSoundSpeed

Type: float


Default value: 200.0

[edit] MinBounceSpeed

Type: float


Default value: 200.0

[edit] MinFirstHitSpeed

Type: float


Default value: 400.0

[edit] PitchPerturbPercent

Type: float


Default value: 10.0

[edit] RotationDamping

Type: float


Default value: 0.3

[edit] VolumePerturbPercent

Type: float


Default value: 30.0

[edit] Property group 'Breakable'

[edit] FragmentClass

Type: class<Fragment>


[edit] FragmentCount

Type: int


Default value: 12

[edit] FragmentSize

Type: float


[edit] FragmentSkin

Type: Texture


[edit] HitPoints

Type: int

if > 0, decoration is breakable

[edit] MinDamageVelocityZ

Type: int


Default value: 500

[edit] Property group 'U2Decoration'

[edit] DamageFilterClass

Type: class<DamageFilter>


Default value: Class'U2.DamageFilterDecoration'

[edit] Internal variables

[edit] bFirstHit

Type: bool


[edit] Default values

Property Value
bBlockActors True
bBlockPlayers True
bCanTeleport True
bCollideActors True
bIgnoreSingularityDamage False
bIgnoreSingularityForces False
Buoyancy 60.0
Mass 50.0

[edit] Functions

[edit] Events

[edit] BaseChange

singular event BaseChange ()

Overrides: Decoration.BaseChange


[edit] Bump

event Bump (Actor Other)

Overrides: Decoration.Bump


[edit] HitWall

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Decoration.HitWall


[edit] Landed

simulated event Landed (Object.Vector HitNormal)

Overrides: Decoration.Landed


[edit] PreBeginPlay

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


[edit] Timer

event Timer ()

Overrides: Decoration.Timer


[edit] Touch

singular event Touch (Actor Other)

Overrides: Actor.Touch


[edit] Other instance functions

[edit] InitFor

function InitFor (Actor Other)


[edit] PostEditChange

simulated function PostEditChange ()


[edit] SetupBounce

function SetupBounce ()


[edit] TakeDamage

function TakeDamage (int Damage, Pawn InstigatedBy, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: Decoration.TakeDamage


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