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User:Crusha/UltimateMappingTools/UltimateDestructibleEnvironment

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UltimateDestroyableEnvironment

by Crusha K. Rool

UT2004 Object >> Actor >> Decoration >> UltimateDestroyableEnvironment (custom)

A StaticMesh that can change it's appearance when taking a certain amount of damage. Additionally it can play sounds, spawn KActors and use Emitter effects when it reaches the next Level of Destruction.


Property group 'UltimateDestructibleEnvironment'

LevelOfDestruction

Type: array<_LevelOfDestruction>

Define the different Levels of Destruction and the effects that are associated with them. See the struct below for more informations.

TotalHealth

Type: int

Default value: 2000

The initial health of this actor.

DamageTypes

Type: array<DamageType>

Which DamageTypes can affect this actor?

bBlackList

Type: bool

Default value: True

If true, the DamageTypes in the array can NOT damage this actor.

VelocityDamageTreshold

Type: float

Default value: 1000

How fast another actor that touches this one can be without causing damage. -1 to turn off.

VelocityDamageScale

Type: float

Default value: 0.03

How much damage is taken in relation to the actual velocity?

bReset

Type: bool

Reset this actor after the round ended or keep destruction the whole match?


Struct '_LevelOfDestruction'

DestroyedStaticMesh

Type: StaticMesh

The new StaticMesh that is used at this LOD.

HealthLimit

Type: int

This LOD becomes active if the actors health drops below this.


StaticMeshScale

Type: float

Scale the new StaticMesh by this value.

StaticMeshOffset

Type: vector

New location of the StaticMesh in relation to the original location.

StaticMeshRotation

Type: rotator

New rotation of the StaticMesh in relation to the original rotation.

TriggerEvent

Type: name

Trigger this Event once this LOD has been reached.

bFinalDestruction

Type: bool

Set this to True if you consider this the last stadium of the mesh in which it should disappear completely. It still has the possibility to respawn in the next round.

KarmaDeco

Type: array<_DecoKActor>

KActors to spawn at the destruction.

EmitterEffects

Type: array<_Effects>

Emitter effects to play at the destruction.

DestructionSounds

Type: array<_Sounds>

Sounds to play at the destruction.


Struct '_DecoKActor'

KActor

Type: class<KActor>

KActor to spawn.

Create a subclass of KActor (or preferably Karmathing) in order to adjust it's properties.

SpawnOffset

Type: vector

Where does the KActor spawn in relation to the location of the StaticMesh?

RotationOffset=

Type: rotator

Which rotation does the KActor have in relation to the StaticMesh?

KActorLifeSpan=

Type: rotator

How many seconds does the KActor exist before it gets destroyed?

0 means infinite, but it's recommended to avoid that.


Struct '_Effects'

Emitter

Type: class<Emitter>

Use this Emitter class for the effect.

xEmitter

Type: class<xEmitter>

Use this xEmitter class for the effect. This is used in case the Emitter class is not specified.

SpawnOffset

Type: vector

Where does the effect spawn in relation to the location of the StaticMesh?


Struct '_Sounds'

Sound

Type: Sound

The sound to be played (from the center of the actor before it's destruction).

SoundVolume

Type: float

How loud the sound is being played. 1.0 is the maximum and is what you hear in the Sound Browser.

SoundRadius

Type: float

The radius around the actor in which the sound can be heard.

SoundPitch

Type: float

Recommended value: 1.0

How fast the sound is being played. 0.5 is half of normal speed and one octave lower.

2.0 is twice the normal speed and one octave higher. Those are the minimum and maximum values.