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UE3:DoorMarker (UT3)
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| Object >> Actor >> NavigationPoint >> DoorMarker |
Contents |
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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
Overrides: Actor.PostBeginPlay
[edit] SpecialHandling
Overrides: Actor.SpecialHandling
[edit] SuggestMovePreparation
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
[edit] MoverOpened
[edit] ProceedWithMove
Overrides: NavigationPoint.ProceedWithMove
