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UE2:BreakableItem (U2XMP)

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U2XMP Object >> Actor >> Decoration >> U2Decoration >> BreakableItem
Package: 
U2Decorations
Direct subclasses:
BreakableLight, ExplosiveBarrel, ExplosiveCannister, SpiderBaby, ToxicBarrel
This class in other games:
U2

BreakableItem.

Properties

Property group 'BreakableItem'

bBecomeMovable

Type: bool


bDestroyCollision

Type: bool

Turns off collision after light is broken

Default value: True

BreakParticleEffects

Type: string

Array size: 6

Optional breaking particle effect to spawn

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>


HitPoints

Type: int


Default value: 20

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

Default values

Property Value
bStatic False

Instance functions

BreakApart

function BreakApart ()


ParticleExplosion

function ParticleExplosion (string Effect)


ParticleExplosionRef

function ParticleExplosionRef (ParticleGenerator Effect)


ShakeView

function ShakeView ()


TakeDamage

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

Overrides: U2Decoration.TakeDamage