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UE2:BreakableItem (U2)
Object >> Actor >> Decoration >> BreakableItem |
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BreakableItem.
Properties
Property group 'BreakableItem'
bDestroyCollision
Type: bool
Default value: True
BreakParticleEffectsRefs
Type: ParticleGenerator
Array size: 6
BreakSound
Type: Sound
BrokenMesh
Type: Mesh
BrokenStaticMesh
Type: StaticMesh
bShakeView
Type: bool
set this to enable the following.
DamageAmount
Type: float
DamageRadius
Type: float
DamageType
Type: class<DamageType>
Momentum
Type: float
Property group 'ShakeView'
AmbientSoundStr
Type: string
sound for duration of quake
BaseTossMagnitude
Type: float
toss Magnitudenitude at epicenter, 0 at radius
Default value: 2500000.0
bTossNPCs
Type: bool
if true, NPCs in area are tossed around
Default value: True
bTossPCs
Type: bool
if true, PCs in area are tossed around
Default value: True
Duration
Type: float
how long quake should last
Default value: 10.0
MaxTossedMass
Type: float
if bTossPawns true, only pawns <= this mass are tossed
Default value: 500.0
Radius
Type: float
radius of quake
Default value: 2048.0
ShakeMagnitude
Type: float
How much to shake the camera.
Default value: 20.0
ShakeSoundStr
Type: string
sound for each shake
TimeBetweenShakes
Type: float
time between each shake
Default value: 0.5
Internal variables
InitialHealth
Type: int
Default values
Property | Value |
---|---|
bDamageable | True |
bProjTarget | True |
bStatic | False |
Health | 20 |
Functions
Events
PreBeginPlay
Overrides: Actor.PreBeginPlay
TakeDamage
Overrides: Decoration.TakeDamage
Other instance functions
BreakApart
GetDescription
Overrides: Actor.GetDescription
GetUseIconIndex
Overrides: Actor.GetUseIconIndex
GetUsePercent
Overrides: Actor.GetUsePercent
HasUseBar
Overrides: Actor.HasUseBar