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UE3:DoorMarker (UT3)

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UT3 Object >> Actor >> NavigationPoint >> DoorMarker

Contents

Package: 
Engine
This class in other games:
UDK

used to mark a door; handles the usability of paths through it and any special actions needed to open it

[edit] Properties

[edit] Property group 'DoorMarker'

[edit] bBlockedWhenClosed

Type: bool

if true, don't even try to go through this path if door is closed

[edit] bInitiallyClosed

Type: bool

if true, means that the initial position of the mover blocks navigation

Default value: True

[edit] bWaitUntilCompletelyOpened

Type: bool

if true, AI should wait until the door has completely finished opening before trying to move through

[edit] DoorTrigger

Type: Actor

trigger for the door; if specified, the opening action will be done to the trigger instead of the door

[edit] DoorType

Type: EDoorType

how do we open this door?

[edit] MyDoor

Type: InterpActor

the door mover associated with this marker

[edit] Internal variables

[edit] bDoorOpen

Type: bool

whether or not the door is currently open

[edit] bTempDisabledCollision

Type: bool

Modifiers: const, transient

internal - used in path building

[edit] Default values

Property Value
bSpecialMove True
CollisionType COLLIDE_CustomDefault
ExtraCost 100

[edit] Subobjects

[edit] Arrow

Class: Engine.ArrowComponent

Inherits from: NavigationPoint.Arrow

No new values.

[edit] CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: NavigationPoint.CollisionCylinder

No new values.

[edit] PathRenderer

Class: Engine.PathRenderingComponent

Inherits from: NavigationPoint.PathRenderer

No new values.

[edit] Sprite

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite

No new values.

[edit] Sprite2

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite2

No new values.

[edit] Enums

[edit] EDoorType

how do we open this door?

DOOR_Shoot 
DOOR_Touch 

[edit] Functions

[edit] Events

[edit] PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] SpecialHandling

event Actor SpecialHandling (Pawn Other)

Overrides: Actor.SpecialHandling


[edit] SuggestMovePreparation

event bool SuggestMovePreparation (Pawn Other)

Overrides: NavigationPoint.SuggestMovePreparation

tell Other what to do to open the door

Parameters:

  • Other - the Controller to tell what to do

Returns:

true if Other needs to wait for the door, false if it doesn't need to do anything further

[edit] Other instance functions

[edit] MoverClosed

function MoverClosed ()


[edit] MoverOpened

function MoverOpened ()


[edit] ProceedWithMove

function bool ProceedWithMove (Pawn Other)

Overrides: NavigationPoint.ProceedWithMove