I love the smell of UnrealEd crashing in the morning. – tarquin

UE1:GreenBlob (UT)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 05:45, 16 December 2017 by SeriousBarbie (Talk | contribs) (bug in function Setup())

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UT Object >> Actor >> Effects >> GreenBlob
Package: 
UnrealShare
This class in other games:
RTNP, U1

GreenBlob.

Properties[edit]

Property group 'GreenBlob'[edit]

BlobTypes[edit]

Type: Texture

Array size: 5


Default value, index 0: Texture'UnrealShare.Effects.GreenBlob1'

Default value, index 1: Texture'UnrealShare.Effects.GreenBlob2'

Default value, index 2: Texture'UnrealShare.Effects.GreenBlob3'

Default value, index 3: Texture'UnrealShare.Effects.GreenBlob4'

Default value, index 4: Texture'UnrealShare.Effects.GreenBlob5'

Default values[edit]

Property Value
bBounce True
bCollideWorld True
bHighDetail True
bUnlit True
CollisionHeight 4.0
CollisionRadius 4.0
DrawType DT_Sprite
LifeSpan 7.0
NetPriority 2.0
Physics PHYS_Falling
RemoteRole ROLE_SimulatedProxy
Style STY_Translucent
Texture Texture'UnrealShare.Effects.GreenBlob1'

Instance functions[edit]

Setup[edit]

simulated function Setup (Object.Vector WallNormal)

This function sets up a random texture, velocity and drawscale for the GreenBlob effect.

Because of a coding error it sometimes exceeds the range of the texture array:

Texture = BlobTypes[int(Frand()*5)];

Because Frand returns a value between 0 and 1 the not existing array index 5 may occur. Using Rand instead of FRand would have solved that problem.

States[edit]

Explode[edit]

Modifiers: auto

Explode.HitWall[edit]

simulated event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall (global)


Explode.Landed[edit]

simulated event Landed (Object.Vector HitNormal)

Overrides: Actor.Landed (global)