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Difference between revisions of "Legacy:InitialState"

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The '''Object -> InitialState''' property of an [[Legacy:Actor|Actor]] sets the state the actor will be in when the game begins. For many actors, including [[Legacy:Mover|Mover]]s and [[Legacy:Trigger|Trigger]]s, states are partitioned: the actor has no state-switching code and will therefore remain in whicever state it starts the game in.
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The '''Object -> InitialState''' property of an [[Legacy:Actor|Actor]] sets the [[Legacy:State|state]] the actor will be in when the game begins. For many actors, including [[Legacy:Mover|Mover]]s and [[Legacy:Trigger|Trigger]]s, states are partitioned: the actor has no state-switching code and will therefore remain in whicever state it starts the game in.
  
This technique makes each state a different '"flavour" of the actor. For example, the Mover class has states such as TriggerOpenTimed and BumpOpenTimed, which determine how the mover is activated.
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This technique makes each state a different "flavour" of the actor. For example, the Mover class has states such as TriggerOpenTimed and BumpOpenTimed, which determine how the mover is activated.
  
==Comments ==
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==Related Topics==
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* [[Legacy:Object|Object]]
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* [[Legacy:State|State]]
  
This page is meant to give a simple explanation of the Object >> InitialState property, and an overview of states from a mapping rather than coding perspective: states as flavours of an actor rather than dynamic behaviour.
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==Discussion==
  
: I think that's pretty much covered it. Any ideas on padding this out are welcome →[[Legacy:Tarquin|Tarquin]]
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This page is meant to give a simple explanation of the Object -> InitialState property, and an overview of states from a mapping rather than coding perspective: states as flavours of an actor rather than dynamic behaviour.
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'''Tarquin:''' I think that's pretty much covered it. Any ideas on padding this out are welcome.
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'''SuperApe:''' How is this page categorized?  Linkage ideas?  Added some Related Topics.
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Latest revision as of 14:59, 17 December 2005

The Object -> InitialState property of an Actor sets the state the actor will be in when the game begins. For many actors, including Movers and Triggers, states are partitioned: the actor has no state-switching code and will therefore remain in whicever state it starts the game in.

This technique makes each state a different "flavour" of the actor. For example, the Mover class has states such as TriggerOpenTimed and BumpOpenTimed, which determine how the mover is activated.

Related Topics[edit]

Discussion[edit]

This page is meant to give a simple explanation of the Object -> InitialState property, and an overview of states from a mapping rather than coding perspective: states as flavours of an actor rather than dynamic behaviour.

Tarquin: I think that's pretty much covered it. Any ideas on padding this out are welcome.

SuperApe: How is this page categorized? Linkage ideas? Added some Related Topics.