I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

UE2:BreakableItem (U2)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2 Object >> Actor >> Decoration >> BreakableItem
Package: 
Legend
Direct subclasses:
IconNode, MineBase
This class in other games:
U2XMP

BreakableItem.

Properties[edit]

Property group 'BreakableItem'[edit]

bDestroyCollision[edit]

Type: bool


Default value: True

BreakParticleEffectsRefs[edit]

Type: ParticleGenerator

Array size: 6


BreakSound[edit]

Type: Sound


BrokenMesh[edit]

Type: Mesh


BrokenStaticMesh[edit]

Type: StaticMesh


bShakeView[edit]

Type: bool

set this to enable the following.

DamageAmount[edit]

Type: float


DamageRadius[edit]

Type: float


DamageType[edit]

Type: class<DamageType>


Momentum[edit]

Type: float


Property group 'ShakeView'[edit]

AmbientSoundStr[edit]

Type: string

sound for duration of quake

BaseTossMagnitude[edit]

Type: float

toss Magnitudenitude at epicenter, 0 at radius

Default value: 2500000.0

bTossNPCs[edit]

Type: bool

if true, NPCs in area are tossed around

Default value: True

bTossPCs[edit]

Type: bool

if true, PCs in area are tossed around

Default value: True

Duration[edit]

Type: float

how long quake should last

Default value: 10.0

MaxTossedMass[edit]

Type: float

if bTossPawns true, only pawns <= this mass are tossed

Default value: 500.0

Radius[edit]

Type: float

radius of quake

Default value: 2048.0

ShakeMagnitude[edit]

Type: float

How much to shake the camera.

Default value: 20.0

ShakeSoundStr[edit]

Type: string

sound for each shake

TimeBetweenShakes[edit]

Type: float

time between each shake

Default value: 0.5

Internal variables[edit]

InitialHealth[edit]

Type: int


Default values[edit]

Property Value
bDamageable True
bProjTarget True
bStatic False
Health 20

Functions[edit]

Events[edit]

PreBeginPlay[edit]

event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


TakeDamage[edit]

event TakeDamage (int Damage, Pawn InstigatedBy, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: Decoration.TakeDamage


Other instance functions[edit]

BreakApart[edit]

function BreakApart ()


GetDescription[edit]

interface function string GetDescription (Controller User)

Overrides: Actor.GetDescription


GetUseIconIndex[edit]

interface function int GetUseIconIndex (Controller User)

Overrides: Actor.GetUseIconIndex


GetUsePercent[edit]

interface function float GetUsePercent (Controller User)

Overrides: Actor.GetUsePercent


HasUseBar[edit]

interface function bool HasUseBar (Controller User)

Overrides: Actor.HasUseBar


ParticleExplosionRef[edit]

function ParticleExplosionRef (ParticleGenerator Effect)


ShakeView[edit]

function ShakeView ()