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Difference between revisions of "UE2:Actor enums (UT2004)"

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| parent1 = Object
 
| parent1 = Object
 
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{{autogenerated}}
 
 
==Enums==
 
==Enums==
 
====EDoubleClickDir====
 
====EDoubleClickDir====
<!-- enter enum description -->
+
Input states for dodging.
; DCLICK_None : <!-- enter enum value description -->
+
; DCLICK_None : No dodging input received.
; DCLICK_Left : <!-- enter enum value description -->
+
; DCLICK_Left : Pressed key for left.
; DCLICK_Right : <!-- enter enum value description -->
+
; DCLICK_Right : Pressed key for fight.
; DCLICK_Forward : <!-- enter enum value description -->
+
; DCLICK_Forward : Pressed key for forward.
; DCLICK_Back : <!-- enter enum value description -->
+
; DCLICK_Back : Pressed key for backward.
; DCLICK_Active : <!-- enter enum value description -->
+
; DCLICK_Active : Pressed same direction key for second time.
; DCLICK_Done : <!-- enter enum value description -->
+
; DCLICK_Done : Player already dodged. (Used to prevent more than one dodge/walldodge in one jump move combination.)
  
 
====EDrawType====
 
====EDrawType====
<!-- enter enum description -->
+
Actor draw modes.
; DT_None : <!-- enter enum value description -->
+
; DT_None : Actor isn't rendered at all.
; DT_Sprite : <!-- enter enum value description -->
+
; DT_Sprite : Render as camera-facing sprite as defined by {{tl|Texture|Actor|properties}}. If the texture is animated, loop the animation infinitely.
; DT_Mesh : <!-- enter enum value description -->
+
; DT_Mesh : Render as [[vertex mesh]] as defined in {{tl|Mesh|Actor|properties}}.
; DT_Brush : <!-- enter enum value description -->
+
; DT_Brush : Render as brush.
; DT_RopeSprite : <!-- enter enum value description -->
+
; DT_RopeSprite : ''Unused''
; DT_VerticalSprite : <!-- enter enum value description -->
+
; DT_VerticalSprite : ''Unused''
; DT_Terraform : <!-- enter enum value description -->
+
; DT_Terraform : ''Unused''
; DT_SpriteAnimOnce : <!-- enter enum value description -->
+
; DT_SpriteAnimOnce : Like DT_Sprite, but select texture animation frame based on remaining {{tl|LifeSpan|Actor|properties}}.
; DT_StaticMesh : <!-- enter enum value description -->
+
; DT_StaticMesh : Render as [[static mesh]] as defined in {{tl|StaticMesh|Actor|properties}}.
; DT_DrawType : <!-- enter enum value description -->
+
; DT_DrawType : ''Unused''
; DT_Particle : <!-- enter enum value description -->
+
; DT_Particle : Special draw type for {{cl|Emitter}}s, {{cl|xEmitter}}s, {{cl|xProcMesh}}s and {{cl|xWeatherEffect}}s.
; DT_AntiPortal : <!-- enter enum value description -->
+
; DT_AntiPortal : Special draw type for {{cl|AntiPortalActor}}s.
; DT_FluidSurface : <!-- enter enum value description -->
+
; DT_FluidSurface : Special draw type for {{cl|FluidSurfaceInfo}}s.
  
 
====EFilterState====
 
====EFilterState====
Line 106: Line 105:
  
 
====ENetRole====
 
====ENetRole====
<!-- enter enum description -->
+
[[Network role]]s.
 
; ROLE_None : No role at all.
 
; ROLE_None : No role at all.
 
; ROLE_DumbProxy : Dumb proxy of this actor.
 
; ROLE_DumbProxy : Dumb proxy of this actor.
Line 134: Line 133:
  
 
====ERenderStyle====
 
====ERenderStyle====
<!-- enter enum description -->
+
Rendering styles. See {{cl|FinalBlend}} for finer rendering controls.
; STY_None : <!-- enter enum value description -->
+
; STY_None : Not rendered at all.
; STY_Normal : <!-- enter enum value description -->
+
; STY_Normal : Normal rendering.
; STY_Masked : <!-- enter enum value description -->
+
; STY_Masked : Pixels are rendered either fully opaque or not at all.
; STY_Translucent : <!-- enter enum value description -->
+
; STY_Translucent : Pixel transparency depends on color brightness; black = fully transparent, white = fully opaque.
 
; STY_Modulated : <!-- enter enum value description -->
 
; STY_Modulated : <!-- enter enum value description -->
; STY_Alpha : <!-- enter enum value description -->
+
; STY_Alpha : Pixel transparency depends on alpha channel.
; STY_Additive : <!-- enter enum value description -->
+
; STY_Additive : Pixel color values are scaled by alpha values and added to background color values.
; STY_Subtractive : <!-- enter enum value description -->
+
; STY_Subtractive : Pixel color values are subtracted from background color values.
; STY_Particle : <!-- enter enum value description -->
+
; STY_Particle : Special render style for {{cl|xEmitter}}s, same as STY_Normal.
; STY_AlphaZ : <!-- enter enum value description -->
+
; STY_AlphaZ : Like STY_Alpha, but renders like {{tl|ZWrite|FinalBlend}}=True.
  
 
====ESoundOcclusion====
 
====ESoundOcclusion====

Latest revision as of 01:18, 7 July 2009

UT2004 Object >> Actor (enums)
Actor enums in other games:
RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UDK
Other member categories for this class:
events, instance functions, internal variables, native functions, properties

Enums[edit]

EDoubleClickDir[edit]

Input states for dodging.

DCLICK_None 
No dodging input received.
DCLICK_Left 
Pressed key for left.
DCLICK_Right 
Pressed key for fight.
DCLICK_Forward 
Pressed key for forward.
DCLICK_Back 
Pressed key for backward.
DCLICK_Active 
Pressed same direction key for second time.
DCLICK_Done 
Player already dodged. (Used to prevent more than one dodge/walldodge in one jump move combination.)

EDrawType[edit]

Actor draw modes.

DT_None 
Actor isn't rendered at all.
DT_Sprite 
Render as camera-facing sprite as defined by Actor.Texture. If the texture is animated, loop the animation infinitely.
DT_Mesh 
Render as vertex mesh as defined in Actor.Mesh.
DT_Brush 
Render as brush.
DT_RopeSprite 
Unused
DT_VerticalSprite 
Unused
DT_Terraform 
Unused
DT_SpriteAnimOnce 
Like DT_Sprite, but select texture animation frame based on remaining Actor.LifeSpan.
DT_StaticMesh 
Render as static mesh as defined in Actor.StaticMesh.
DT_DrawType 
Unused
DT_Particle 
Special draw type for Emitters, xEmitters, xProcMeshs and xWeatherEffects.
DT_AntiPortal 
Special draw type for AntiPortalActors.
DT_FluidSurface 
Special draw type for FluidSurfaceInfos.

EFilterState[edit]

FS_Maybe 
FS_Yes 
FS_No 

EFlagState[edit]

FLAG_Home 
FLAG_HeldFriendly 
FLAG_HeldEnemy 
FLAG_Down 

EForceType[edit]

FT_None 
FT_DragAlong 
FT_Constant 

eKillZType[edit]

KILLZ_None 
KILLZ_Lava 
KILLZ_Suicide 

ELightEffect[edit]

LE_None 
LE_TorchWaver 
LE_FireWaver 
LE_WateryShimmer 
LE_Searchlight 
LE_SlowWave 
LE_FastWave 
LE_CloudCast 
LE_StaticSpot 
LE_Shock 
LE_Disco 
LE_Warp 
LE_Spotlight 
LE_NonIncidence 
LE_Shell 
LE_OmniBumpMap 
LE_Interference 
LE_Cylinder 
LE_Rotor 
LE_Negative 
sjs
LE_Sunlight 
LE_QuadraticNonIncidence 

ELightType[edit]

LT_None 
LT_Steady 
LT_Pulse 
LT_Blink 
LT_Flicker 
LT_Strobe 
LT_BackdropLight 
LT_SubtlePulse 
LT_TexturePaletteOnce 
LT_TexturePaletteLoop 
LT_FadeOut 

EMusicTransition[edit]

MTRAN_None 
MTRAN_Instant 
MTRAN_Segue 
MTRAN_Fade 
MTRAN_FastFade 
MTRAN_SlowFade 

ENetRole[edit]

Network roles.

ROLE_None 
No role at all.
ROLE_DumbProxy 
Dumb proxy of this actor.
ROLE_SimulatedProxy 
Locally simulated proxy of this actor.
ROLE_AutonomousProxy 
Locally autonomous proxy of this actor.
ROLE_Authority 
Authoritative control over the actor.

EPhysics[edit]

PHYS_None 
PHYS_Walking 
PHYS_Falling 
PHYS_Swimming 
PHYS_Flying 
PHYS_Rotating 
PHYS_Projectile 
PHYS_Interpolating 
PHYS_MovingBrush 
PHYS_Spider 
PHYS_Trailer 
PHYS_Ladder 
PHYS_RootMotion 
PHYS_Karma 
PHYS_KarmaRagDoll 
PHYS_Hovering 
PHYS_CinMotion 

ERenderStyle[edit]

Rendering styles. See FinalBlend for finer rendering controls.

STY_None 
Not rendered at all.
STY_Normal 
Normal rendering.
STY_Masked 
Pixels are rendered either fully opaque or not at all.
STY_Translucent 
Pixel transparency depends on color brightness; black = fully transparent, white = fully opaque.
STY_Modulated 
STY_Alpha 
Pixel transparency depends on alpha channel.
STY_Additive 
Pixel color values are scaled by alpha values and added to background color values.
STY_Subtractive 
Pixel color values are subtracted from background color values.
STY_Particle 
Special render style for xEmitters, same as STY_Normal.
STY_AlphaZ 
Like STY_Alpha, but renders like FinalBlend.ZWrite=True.

ESoundOcclusion[edit]

OCCLUSION_Default 
OCCLUSION_None 
OCCLUSION_BSP 
OCCLUSION_StaticMeshes 

ESoundSlot[edit]

SLOT_None 
SLOT_Misc 
SLOT_Pain 
SLOT_Interact 
SLOT_Ambient 
SLOT_Talk 
SLOT_Interface 

ESurfaceTypes[edit]

EST_Default 
EST_Rock 
EST_Dirt 
EST_Metal 
EST_Wood 
EST_Plant 
EST_Flesh 
EST_Ice 
EST_Snow 
EST_Water 
EST_Glass 
EST_Custom00 
EST_Custom01 
EST_Custom02 
EST_Custom03 
EST_Custom04 
EST_Custom05 
EST_Custom06 
EST_Custom07 
EST_Custom08 
EST_Custom09 
EST_Custom10 
EST_Custom11 
EST_Custom12 
EST_Custom13 
EST_Custom14 
EST_Custom15 
EST_Custom16 
EST_Custom17 
EST_Custom18 
EST_Custom19 
EST_Custom20 
EST_Custom21 
EST_Custom22 
EST_Custom23 
EST_Custom24 
EST_Custom25 
EST_Custom26 
EST_Custom27 
EST_Custom28 
EST_Custom29 
EST_Custom30 
EST_Custom31 

ETravelType[edit]

TRAVEL_Absolute 
Absolute URL.
TRAVEL_Partial 
Partial (carry name, reset server).
TRAVEL_Relative 
Relative URL.

EUV2Mode[edit]

UVM_MacroTexture 
UVM_LightMap 
UVM_Skin