Always snap to grid
Difference between revisions of "UE2:Actor properties (UT2004)"
(Added rest of the description.) |
m (→Property group 'LightColor': Added colors reference, and use color over colour because epic uses color) |
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Line 431: | Line 431: | ||
'''Type:''' [[byte]] | '''Type:''' [[byte]] | ||
− | The | + | The color of the light. |
====LightSaturation==== | ====LightSaturation==== | ||
'''Type:''' [[byte]] | '''Type:''' [[byte]] | ||
− | How strong is the | + | How strong is the color of the light. 255 means no color at all (resulting in white light) and 0 is only the color and no white parts. |
+ | |||
+ | |||
+ | See [[Light colors reference]] for a collection of colors. | ||
===Property group 'Lighting'=== | ===Property group 'Lighting'=== |
Latest revision as of 06:52, 16 August 2010
Contents
- 1 Properties
- 1.1 Property group 'Advanced'
- 1.1.1 bCanTeleport
- 1.1.2 bCollideWhenPlacing
- 1.1.3 bDirectional
- 1.1.4 bEdShouldSnap
- 1.1.5 bGameRelevant
- 1.1.6 bHidden
- 1.1.7 bHiddenEd
- 1.1.8 bHiddenEdGroup
- 1.1.9 bHighDetail
- 1.1.10 bLockLocation
- 1.1.11 bMovable
- 1.1.12 bNoDelete
- 1.1.13 bShouldBaseAtStartup
- 1.1.14 bStasis
- 1.1.15 bSuperHighDetail
- 1.1.16 LifeSpan
- 1.2 Property group 'Collision'
- 1.3 Property group 'Display'
- 1.3.1 AmbientGlow
- 1.3.2 AntiPortal
- 1.3.3 bAcceptsProjectors
- 1.3.4 bAlwaysFaceCamera
- 1.3.5 bDeferRendering
- 1.3.6 bDisableSorting
- 1.3.7 bShadowCast
- 1.3.8 bStaticLighting
- 1.3.9 bUnlit
- 1.3.10 bUseDynamicLights
- 1.3.11 bUseLightingFromBase
- 1.3.12 ClientOverlayCounter
- 1.3.13 ClientOverlayTimer
- 1.3.14 CullDistance
- 1.3.15 DrawScale
- 1.3.16 DrawScale3D
- 1.3.17 DrawType
- 1.3.18 ForcedVisibilityZoneTag
- 1.3.19 LODBias
- 1.3.20 MaxLights
- 1.3.21 Mesh
- 1.3.22 OverlayMaterial
- 1.3.23 OverlayTimer
- 1.3.24 PrePivot
- 1.3.25 ScaleGlow
- 1.3.26 Skins
- 1.3.27 StaticMesh
- 1.3.28 Style
- 1.3.29 Texture
- 1.3.30 UV2Mode
- 1.3.31 UV2Texture
- 1.4 Property group 'Events'
- 1.5 Property group 'Force'
- 1.6 Property group 'Karma'
- 1.7 Property group 'LightColor'
- 1.8 Property group 'Lighting'
- 1.9 Property group 'Movement'
- 1.9.1 AttachTag
- 1.9.2 bBounce
- 1.9.3 bFixedRotationDir
- 1.9.4 bHardAttach
- 1.9.5 bIgnoreEncroachers
- 1.9.6 bIgnoreTerminalVelocity
- 1.9.7 bOrientToVelocity
- 1.9.8 bRotateToDesired
- 1.9.9 Buoyancy
- 1.9.10 DesiredRotation
- 1.9.11 Location
- 1.9.12 Mass
- 1.9.13 Physics
- 1.9.14 Rotation
- 1.9.15 RotationRate
- 1.9.16 Velocity
- 1.10 Property group 'Object'
- 1.11 Property group 'Sound'
- 1.12 Internal variables
- 1.1 Property group 'Advanced'
- Actor properties in other games:
- RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003
- Other member categories for this class:
- enums, events, instance functions, internal variables, native functions
Properties[edit]
Property group 'Advanced'[edit]
bCanTeleport[edit]
Type: bool
This actor can be teleported.
bCollideWhenPlacing[edit]
Type: bool
This actor collides with the world when placing.
bDirectional[edit]
Type: bool
Actor shows direction arrow during editing.
bEdShouldSnap[edit]
Type: bool
Snap to grid in editor.
bGameRelevant[edit]
Type: bool
Always relevant for game
bHidden[edit]
Type: bool
Is hidden during gameplay.
bHiddenEd[edit]
Type: bool
Is hidden during editing.
bHiddenEdGroup[edit]
Type: bool
Is hidden by the group brower.
bHighDetail[edit]
Type: bool
Only show up for players that have their World Detail set to "Normal" or "High".
bLockLocation[edit]
Type: bool
Prevent the actor from being moved in the editor.
bMovable[edit]
Type: bool
Actor can be moved.
Default value: True
bNoDelete[edit]
Type: bool
Modifiers: const
Cannot be deleted during play. This causes the actor also to be always relevant to the clients for replication.
bShouldBaseAtStartup[edit]
Type: bool
If true, find base for this actor at level startup, if collides with world and PHYS_None or PHYS_Rotating
bStasis[edit]
Type: bool
In StandAlone games, turn off if not in a recently rendered zone turned off if bStasis and physics = PHYS_None or PHYS_Rotating.
bSuperHighDetail[edit]
Type: bool
Only show up for players that have their World Detail settings set to "High".
LifeSpan[edit]
Type: float
If greater than 0, the actor will be destroyed a certain time after it has been created. A LifeSpan value of 2 corresponds to 1 second in game.
Property group 'Collision'[edit]
bAutoAlignToTerrain[edit]
Type: bool
Auto-align to terrain in the editor
bBlockActors[edit]
Type: bool
Blocks other nonplayer actors.
bBlockKarma[edit]
Type: bool
Modifiers: const
Block actors being simulated with Karma.
bBlockNonZeroExtentTraces[edit]
Type: bool
Block non-zero extent actors/traces. This is used by player collision but also by the Shock Core or Spider Mines.
Default value: True
bBlockZeroExtentTraces[edit]
Type: bool
Block zero extent actors/traces. These are pretty much all other kinds of weaponfire.
Default value: True
bCollideActors[edit]
Type: bool
Modifiers: const
Collides with other actors. This is required to cause Touch()-events for this Actor and is needed to use the other collision types.
bPathColliding[edit]
Type: bool
This actor should collide (if bWorldGeometry && bBlockActors is true) during path building (ignored if bStatic is true, as actor will always collide during path building)
bProjTarget[edit]
Type: bool
Projectiles should potentially target this actor.
bUseCylinderCollision[edit]
Type: bool
Force axis aligned cylinder collision (useful for static mesh pickups, etc.)
CollisionHeight[edit]
Type: float
Modifiers: const
The height of the collision cylinder. The actual height is this value multiplied by 2.
Default value: 22.0
CollisionRadius[edit]
Type: float
Modifiers: const
Radius of collision cyllinder.
Default value: 22.0
SurfaceType[edit]
Type: ESurfaceTypes
The SurfaceType determines which sounds to play when walking on this actor and which effects to emit for some weapons when they hit it. You basically determine the physical material that this object is made of.
Property group 'Display'[edit]
AmbientGlow[edit]
Type: byte
Ambient brightness, or 255=pulsing. You should keep this reasonably low, as StaticMeshs receive more AmbientBrightness than BSP surfaces and easily look odd this way.
AntiPortal[edit]
Type: ConvexVolume
Convex volume used for DT_AntiPortal
bAcceptsProjectors[edit]
Type: bool
Projectors can project onto this actor
Default value: True
bAlwaysFaceCamera[edit]
Type: bool
Actor will be rendered always facing the camera like a sprite
bDeferRendering[edit]
Type: bool
Defer rendering if DrawType is DT_Particle or Style is STY_Additive
Default value: True
bDisableSorting[edit]
Type: bool
Manual override for translucent material sorting.
bShadowCast[edit]
Type: bool
Casts static shadows.
bStaticLighting[edit]
Type: bool
Uses raytraced lighting.
bUnlit[edit]
Type: bool
Lights don't affect actor.
bUseDynamicLights[edit]
Type: bool
The actor is affected by dynamic lights.
bUseLightingFromBase[edit]
Type: bool
If the actor has a Base, that base's lighting is used.
ClientOverlayCounter[edit]
Type: float
Modifiers: transient
Current secs left to show overlay effect
ClientOverlayTimer[edit]
Type: float
Modifiers: transient
Client inital time count
CullDistance[edit]
Type: float
Once the actor is further away from the player than this distance, it is not rendered anymore. Useful to stop rendering small objects before they fall behind the actual distance fog. 0 to disable this effect.
DrawScale[edit]
Type: float
Modifiers: const
Scaling factor, 1.0=normal size.
Default value: 1.0
DrawScale3D[edit]
Type: Object.Vector
Modifiers: const
Scaling vector, (1.0,1.0,1.0)=normal size.
Default value:
Member | Value |
---|---|
X | 1.0 |
Y | 1.0 |
Z | 1.0 |
DrawType[edit]
Type: EDrawType
Modifiers: const
How is this actor rendered? For example as StaticMesh, as SkeletalMesh, as Sprite, etc.
Default value: DT_Sprite
ForcedVisibilityZoneTag[edit]
Type: name
Modifiers: const
Makes the visibility code treat the actor as if it was in the zone with the given Tag. Note that if you specify this value, you have to make sure it really matches the correct ZoneInfo's Tag property. If the value is specified, but there's no zone with this Tag, the actor will never be visible!
LODBias[edit]
Type: float
Manipulate the Level of Detail, i.e. the mesh gets simplified when it's far enough away from the player's view.
Default value: 1.0
MaxLights[edit]
Type: byte
Limit to hardware lights active on this primitive. How many lights can be maximally received at once by this actor. If more lights are affecting it, it will pick those that have the highest influence.
Default value: 4
Mesh[edit]
Type: Mesh
Modifiers: const
Mesh if DrawType=DT_Mesh.
OverlayMaterial[edit]
Type: Material
Shader/material effect to use with skin
OverlayTimer[edit]
Type: float
Set by server
PrePivot[edit]
Type: Object.Vector
Offset from box center for drawing.
ScaleGlow[edit]
Type: float
?
Default value: 1.0
Skins[edit]
Multiple skin support - not replicated.
StaticMesh[edit]
Type: StaticMesh
Modifiers: const
StaticMesh if DrawType=DT_StaticMesh.
Style[edit]
Type: ERenderStyle
Different render styles can be chosen to render this actor.
Default value: STY_Normal
Texture[edit]
Type: Material
Sprite texture if DrawType=DT_Sprite
Default value: S_Actor
UV2Mode[edit]
Type: EUV2Mode
?
UV2Texture[edit]
Type: Material
- I guess this has something to do with custom lightmap skins
Property group 'Events'[edit]
Event[edit]
Type: name
The event this actor causes.
ExcludeTag[edit]
Type: name
Array size: 8
Multipurpose exclusion tag for excluding lights, projectors, rendering actors, blocking weather
Tag[edit]
Type: name
Actor's tag name.
Property group 'Force'[edit]
ForceNoise[edit]
Type: float
?
Default value: 0.5
ForceRadius[edit]
Type: float
?
ForceScale[edit]
Type: float
?
ForceType[edit]
Type: EForceType
Property group 'Karma'[edit]
KParams[edit]
Type: KarmaParamsCollision
Modifiers: export, editinline
Parameters for Karma Collision/Dynamics.
Property group 'LightColor'[edit]
LightBrightness[edit]
Type: float
How strong is the light in the affected radius.
LightHue[edit]
Type: byte
The color of the light.
LightSaturation[edit]
Type: byte
How strong is the color of the light. 255 means no color at all (resulting in white light) and 0 is only the color and no white parts.
See Light colors reference for a collection of colors.
Property group 'Lighting'[edit]
bActorShadows[edit]
Type: bool
Light casts actor shadows.
bAttenByLife[edit]
Type: bool
Attenuate light by diminishing lifespan
bCorona[edit]
Type: bool
Light uses Skin as a corona.
bDirectionalCorona[edit]
Type: bool
(If bCorona) Make corona bigger if it faces you, and zero and 90 degrees or beyond.
bDynamicLight[edit]
Type: bool
This light is dynamic.
bLightingVisibility[edit]
Type: bool
Calculate lighting visibility for this actor with line checks.
Default value: True
bSpecialLit[edit]
Type: bool
Only affects special-lit surfaces.
LightCone[edit]
Type: byte
The radius of the light cone if the LightEffect is set to StaticSpot.
LightEffect[edit]
Type: ELightEffect
Some cool animated effects which unfortunately can't be used ingame because lightmaps are pre-rendered.
However, StaticSpot and SunLight work and are used in their own subclasses. And you can use LE_Negative to have a Light that emits darkness, i.e. fights light in it's radius.
LightPeriod[edit]
Type: byte
How fast the LightEffects should be animated. Not used because LightEffects don't work.
LightPhase[edit]
Type: byte
Allows to offset LightEffects of different lights. Not used because LightEffects don't work.
LightRadius[edit]
Type: float
The radius around the actor that is affected by it's light. This is not an actual radius in measurable units but a multiplier for the function that calculates the light radius.
LightType[edit]
Type: ELightType
Animates the light with different on/off time. This feature is broken as well, due to the lightmap baking and would only work with Lights that have bStatic = false, like TriggerLights, but it doesn't look good without shadows.
Property group 'Movement'[edit]
AttachTag[edit]
Type: name
The object will be attached to the actor with this Tag and copy it's movement.
bBounce[edit]
Type: bool
Bounces when hits ground fast.
bFixedRotationDir[edit]
Type: bool
Fixed direction of rotation.
bHardAttach[edit]
Type: bool
If bHardAttach is true, the relative location of the attached actor is reset every time the base actor moves to account for the new location and orientation of the base actor.
If bHardAttach is false, each time the base moves or rotates, the base will update the location of the attached actor with the delta movement. If the attached actor is moving on its own, the movement of the attached actor will be added to the movement of the base.
bIgnoreEncroachers[edit]
Type: bool
Ignore collisions between Movers and this actor.
bIgnoreTerminalVelocity[edit]
Type: bool
If PHYS_Falling, ignore the TerminalVelocity of the PhysicsVolume.
bOrientToVelocity[edit]
Type: bool
Orient in the direction of current velocity.
bRotateToDesired[edit]
Type: bool
Rotate to DesiredRotation.
Buoyancy[edit]
Type: float
Water buoyancy.
DesiredRotation[edit]
Type: Object.Rotator
Physics will smoothly rotate actor to this rotation if bRotateToDesired.
Location[edit]
Type: Object.Vector
Modifiers: const
Actor's location; use Move to set.
Mass[edit]
Type: float
Mass of this actor.
Default value: 100.0
Physics[edit]
Type: EPhysics
Modifiers: const
Different physics to determine different ways of movement for this actor. Most are set in script if necessary, but some have effect on how Movers move, etc.
Rotation[edit]
Type: Object.Rotator
Modifiers: const
Rotation.
RotationRate[edit]
Type: Object.Rotator
Change in rotation per second.
Velocity[edit]
Type: Object.Vector
Velocity.
Property group 'Object'[edit]
Group[edit]
Type: name
Set automatically when using the Group Browser to group this actor.
InitialState[edit]
Type: name
The actor's initial state. This is used by classes such as AntiPortalActor, KHinge, Mover, Trigger and TriggerLight to select the desired behavior. See the documentation of the specific classes to find out what effect their various states have.
Property group 'Sound'[edit]
AmbientSound[edit]
Type: Sound
Ambient sound effect.
bFullVolume[edit]
Type: bool
Whether to apply ambient attenuation.
SoundOcclusion[edit]
Type: ESoundOcclusion
Which kind of geometry can block sound when the actor is on the other side. Default means BSP.
SoundPitch[edit]
Type: byte
How fast the sound is being played.
Default value: 64
SoundRadius[edit]
Type: float
The distance in which you can still hear the sound at it's full specified SoundVolume.
Default value: 64.0
SoundVolume[edit]
Type: byte
Volume of ambient sound.
Default value: 128
TransientSoundRadius[edit]
Type: float
The outer sound radius, i.e. the radius until which you can still hear the sound.
Default value: 300.0
TransientSoundVolume[edit]
Type: float
Default sound volume for regular sounds (can be overridden in playsound).
Default value: 0.3