My program doesn't have bugs. It just develops random features.

Difference between revisions of "UE1:Mover properties (UT)"

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(Properties)
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==Properties== (unfortunately nothing is explained = no examples)
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==Properties==
 
===Property group 'Mover'===
 
===Property group 'Mover'===
 
====bDamageTriggered====
 
====bDamageTriggered====

Latest revision as of 23:46, 16 August 2010

UT Object >> Actor >> Brush >> Mover (properties)
Mover properties in other games:
RTNP, U1, U2, U2XMP, UE2Runtime, UT2003, UT2004

Properties[edit]

Property group 'Mover'[edit]

bDamageTriggered[edit]

Type: bool

Triggered by taking damage

bDynamicLightMover[edit]

Type: bool

Apply dynamic lighting to mover.

BrushRaytraceKey[edit]

Type: byte

Modifiers: const


bSlave[edit]

Type: bool

This brush is a slave.

bTriggerOnceOnly[edit]

Type: bool

Go dormant after first trigger.

BumpEvent[edit]

Type: name

Optional event to cause when any valid bumper bumps the mover.

BumpType[edit]

Type: EBumpType


bUseTriggered[edit]

Type: bool

Triggered by player grab

DamageThreshold[edit]

Type: float

minimum damage to trigger

DelayTime[edit]

Type: float


EncroachDamage[edit]

Type: int


KeyNum[edit]

Type: byte

Current or destination keyframe.

MoverEncroachType[edit]

Type: EMoverEncroachType


Default value: ME_ReturnWhenEncroach

MoverGlideType[edit]

Type: EMoverGlideType


Default value: MV_GlideByTime

MoveTime[edit]

Type: float

Time to spend moving between keyframes.

Default value: 1.0

NumKeys[edit]

Type: byte

Modifiers: const

Number of keyframes in total (0-3).

Default value: 2

OtherTime[edit]

Type: float

TriggerPound stay-open time.

PlayerBumpEvent[edit]

Type: name

Optional event to cause when the player bumps the mover.

ReturnGroup[edit]

Type: name

if none, same as tag

StayOpenTime[edit]

Type: float

How long to remain open before closing.

Default value: 4.0

WorldRaytraceKey[edit]

Type: byte

Modifiers: const

Raytrace the world with the brush here.

Property group 'MoverSounds'[edit]

ClosedSound[edit]

Type: Sound

When finish closing.

ClosingSound[edit]

Type: Sound

When start closing.

MoveAmbientSound[edit]

Type: Sound


OpenedSound[edit]

Type: Sound

When finished opening.

OpeningSound[edit]

Type: Sound

When start opening.

Internal variables[edit]

BasePos[edit]

Type: Object.Vector


BaseRot[edit]

Type: Object.Rotator


bClientPause[edit]

Type: bool


bDelaying[edit]

Type: bool


bOpening[edit]

Type: bool


bPlayerOnly[edit]

Type: bool


ClientUpdate[edit]

Type: int


Follower[edit]

Type: Mover


KeyPos[edit]

Type: Object.Vector

Array size: 8


KeyRot[edit]

Type: Object.Rotator

Array size: 8


Leader[edit]

Type: Mover

for having multiple movers return together

myMarker[edit]

Type: NavigationPoint


numTriggerEvents[edit]

Type: int

number of times triggered ( count down to untrigger )

OldPos[edit]

Type: Object.Vector


OldPrePivot[edit]

Type: Object.Vector


OldRot[edit]

Type: Object.Rotator


PrevKeyNum[edit]

Type: byte

Previous keyframe.

RealPosition[edit]

Type: Object.Vector


RealRotation[edit]

Type: Object.Rotator


RecommendedTrigger[edit]

Type: Trigger


SavedPos[edit]

Type: Object.Vector


SavedRot[edit]

Type: Object.Rotator


SavedTrigger[edit]

Type: Actor

Who we were triggered by.

SimInterpolate[edit]

Type: Object.Vector


SimOldPos[edit]

Type: Object.Vector


SimOldRotPitch[edit]

Type: int


SimOldRotRoll[edit]

Type: int


SimOldRotYaw[edit]

Type: int


TriggerActor[edit]

Type: Actor


TriggerActor2[edit]

Type: Actor


WaitingPawn[edit]

Type: Pawn


Default values[edit]

Property Value
bAlwaysRelevant True
bBlockActors True
bBlockPlayers True
bCollideActors True
bHidden False
bIsMover True
bStatic False
CollisionHeight 160.0
CollisionRadius 160.0
InitialState BumpOpenTimed
NetPriority 2.7
Physics PHYS_MovingBrush
RemoteRole ROLE_SimulatedProxy
SoundVolume 228
TransientSoundVolume 3.0