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User:Jrubzjeknf/TeamSpecificActors/TeamSpecificPhysicsVolume

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UT2004 Object >> Actor >> Brush >> Volume >> TeamSpecificPhysicsVolume (custom)

Contents

Package: 
TeamSpecificActors_v2


Shamelessly copied from PhysicsVolume to keep the number of groups to a minimun (with some extra stuff of course ;)

Damaging players on different teams are treated differenly. Players of one team can walk through the volume with no harm done, while players of the other team immediately turn into ragdolls. Damaging can be combined with several ways of notifying the player. These are: playing a sound, flashing the player's screen and sending a message. The message's color and lifetime can be modified. Works for vehicles as well.

Explanation General Variables: bPainCausing: Does this volume cause pain on mapload? When triggering this volume, this variable is modified.

Explanation Team variables (number suffix reflects team, in this case red): bGetHurtByVolume0: Can this team be hurt by this volume? bScreenFlash0: When hurt, does the player's screen flash? DamagePerSec0: How much pain caused every second. DamageType0: How to damage player. InPainMessage0: Message to send to the player when he's hurt. MessageColor0: Color of the message. MessageLifetime0: How long the message should be displayed, in seconds. PlaySound0: Plays a sound.

Full documentation on TeamSpecificActors_v2.u can be downloaded from: http://unrealized-potential.com/forum/index.php?act=Attach&type=post&id=5135

Properties

Property group 'Karma'

KBuoyancy

Type: float

How buoyant Karma things are in this volume (if bWaterVolume true). Multiplied by Actors KarmaParams->KBuoyancy.

KExtraAngularDamping

Type: float


KExtraLinearDamping

Type: float

Extra damping applied to Karma actors in this volume.

Property group 'TeamSpecificPhysicsVolume'

bBounceVelocity

Type: bool

this velocity zone should bounce actors that land in it

bDamagesVehicles

Type: bool


bDestructive

Type: bool

Destroys most actors which enter it.

bMoveProjectiles

Type: bool

this velocity zone should impart velocity to projectiles and effects

bNoDecals

Type: bool


bNoInventory

Type: bool


bPainCausing

Type: bool


Default value: True

bSwitchColorOnReset

Type: bool


Default value: True

bWaterVolume

Type: bool


EntryActor

Type: class<Actor>

e.g. a splash (only if water zone)

EntrySound

Type: Sound

only if waterzone

ExitActor

Type: class<Actor>

e.g. a splash (only if water zone)

ExitSound

Type: Sound

only if waterzone

FluidFriction

Type: float


Gravity

Type: Object.Vector


GroundFriction

Type: float


PawnEntryActor

Type: class<Actor>

when pawn center enters volume

Priority

Type: int

determines which PhysicsVolume takes precedence if they overlap

TerminalVelocity

Type: float


ViewFog

Type: Object.Vector


VolumeEffect

Type: I3DL2Listener

Modifiers: editinline


ZoneVelocity

Type: Object.Vector


Property group 'TeamSpecificPhysicsVolume_Blue'

bGetHurtByVolume1

Type: bool


bScreenFlash1

Type: bool


DamagePerSec1

Type: float


DamageType1

Type: class<DamageType>


InPainMessage1

Type: string


MessageColor1

Type: Object.Color


Default value:

Member Value
A 255

MessageLifetime1

Type: int


PlaySound1

Type: Sound


Property group 'TeamSpecificPhysicsVolume_Red'

bGetHurtByVolume0

Type: bool


bScreenFlash0

Type: bool


DamagePerSec0

Type: float


DamageType0

Type: class<DamageType>


InPainMessage0

Type: string


MessageColor0

Type: Object.Color


Default value:

Member Value
A 255

MessageLifetime0

Type: int


PlaySound0

Type: Sound


Property group 'VolumeFog'

bDistanceFog

Type: bool

There is distance fog in this physicsvolume.

DistanceFogColor

Type: Object.Color


DistanceFogEnd

Type: float


DistanceFogStart

Type: float


Internal variables

BACKUP_bPainCausing

Type: bool


BACKUP_Gravity

Type: Object.Vector


bChangeOnNextReset

Type: bool


bIsASorONS

Type: bool


bIsASPractiseRound

Type: bool


Default value: True

CurrentMessage0

Type: string


CurrentMessage1

Type: string


NextPhysicsVolume

Type: PhysicsVolume


PainTimer

Type: Info


Default values

Property Value
bAlwaysRelevant True
bSkipActorPropertyReplication False
bStatic False

Functions

Events

ActorEnteredVolume

event ActorEnteredVolume (Actor Other)


ActorLeavingVolume

event ActorLeavingVolume (Actor Other)


PawnEnteredVolume

simulated event PawnEnteredVolume (Pawn Other)


PawnLeavingVolume

event PawnLeavingVolume (Pawn Other)


PhysicsChangedFor

event PhysicsChangedFor (Actor Other)


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Volume.PostBeginPlay


Touch

simulated event Touch (Actor Other)

Overrides: Actor.Touch


Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger


untouch

simulated event untouch (Actor Other)

Overrides: Actor.UnTouch


Other instance functions

CausePainTo

function CausePainTo (Actor Other)


PlayEntrySplash

simulated function PlayEntrySplash (Actor Other)


PlayerPawnDiedInVolume

function PlayerPawnDiedInVolume (Pawn Other)


PlayExitSplash

simulated function PlayExitSplash (Actor Other)


Reset

function Reset ()

Overrides: Actor.Reset


TimerPop

function TimerPop (VolumeTimer T)

Overrides: Actor.TimerPop