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Difference between revisions of "Legacy:Actor (UT)/Collision"
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m (Links to "Actor" now lead to the one from UT.) |
m (more detailed description - again I run into the trap CollisionHeight==CylinderHeight -.-) |
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Note that the cylinder is always upright, no matter what the [[Legacy:Actor_(UT)|Actor_(UT)]]'s orientation. | Note that the cylinder is always upright, no matter what the [[Legacy:Actor_(UT)|Actor_(UT)]]'s orientation. | ||
− | ==Properties == | + | ==Properties== |
− | ===Flags === | + | ===Boolean Flags=== |
; bBlockActors : Blocks non-player [[Legacy:Actor_(UT)|Actor_(UT)]]s. | ; bBlockActors : Blocks non-player [[Legacy:Actor_(UT)|Actor_(UT)]]s. | ||
; bBlockPlayers : Blocks player actors ([[Legacy:PlayerPawn|PlayerPawn]]s and [[Legacy:Bot (UT)|Bot (UT)]]s). | ; bBlockPlayers : Blocks player actors ([[Legacy:PlayerPawn|PlayerPawn]]s and [[Legacy:Bot (UT)|Bot (UT)]]s). | ||
Line 13: | Line 13: | ||
; bProjTarget : Set this true if you want your object to be a potential target for projectiles (subject to adjusted aim in single-player mode). | ; bProjTarget : Set this true if you want your object to be a potential target for projectiles (subject to adjusted aim in single-player mode). | ||
− | ===Collision Cylinder === | + | ===Collision Cylinder=== |
− | The size of the collision cylinder is given by the two properties ''CollisionHeight'' and ''CollisionRadius''. | + | The size of the collision cylinder is given by the two properties ''CollisionHeight'' and ''CollisionRadius'': The diameter of the collision cylinder is 2 × CollisionRadius and its height is 2 × CollisionHeight. |
− | ==Related topics == | + | ==Related topics== |
+ | * [[Legacy:Actor (UT)|Actor (UT)]] | ||
* [[Legacy:DuckingZone|DuckingZone]] – A zone where ducking players actually become smaller in Unreal Tournament. | * [[Legacy:DuckingZone|DuckingZone]] – A zone where ducking players actually become smaller in Unreal Tournament. | ||
* [[Legacy:Collision Cylinder|Collision Cylinder]] – Details on collision and on <tt>Touch</tt>, <tt>Untouch</tt> and other related events. | * [[Legacy:Collision Cylinder|Collision Cylinder]] – Details on collision and on <tt>Touch</tt>, <tt>Untouch</tt> and other related events. | ||
* [[Legacy:OCD|OCD]] – Technical lowdown of object collision detection. | * [[Legacy:OCD|OCD]] – Technical lowdown of object collision detection. | ||
* [[Legacy:Actor Overview|Actor Overview]] – More on working with Actors, adding actors to a map and setting properties. | * [[Legacy:Actor Overview|Actor Overview]] – More on working with Actors, adding actors to a map and setting properties. |
Latest revision as of 16:03, 12 September 2016
These properties determine the size and behaviour of an Actor_(UT)'s collision cylinder.
Note that the cylinder is always upright, no matter what the Actor_(UT)'s orientation.
Properties[edit]
Boolean Flags[edit]
- bBlockActors
- Blocks non-player Actor_(UT)s.
- bBlockPlayers
- Blocks player actors (PlayerPawns and Bot (UT)s).
- bCollideActors
- Collides with other Actor_(UT)s.
- bCollideWorld
- Collides with the world geometry.
- bCollideWhenPlacing
- Collides when being moved; can't be set into geometry.
- bProjTarget
- Set this true if you want your object to be a potential target for projectiles (subject to adjusted aim in single-player mode).
Collision Cylinder[edit]
The size of the collision cylinder is given by the two properties CollisionHeight and CollisionRadius: The diameter of the collision cylinder is 2 × CollisionRadius and its height is 2 × CollisionHeight.
Related topics[edit]
- Actor (UT)
- DuckingZone – A zone where ducking players actually become smaller in Unreal Tournament.
- Collision Cylinder – Details on collision and on Touch, Untouch and other related events.
- OCD – Technical lowdown of object collision detection.
- Actor Overview – More on working with Actors, adding actors to a map and setting properties.