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UE2:DoorMover (U2XMP)

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U2XMP Object >> Actor >> Mover >> DoorMover
Package: 
U2

DoorMover.uc $Author: Mfox $ $Date: 4/30/02 12:34p $ $Revision: 3 $

Constants

TriggerDoorState

Value: 'TriggerDoor'


ForwardOpeningLabel

Value: 'ForwardOpening'


ForwardClosingLabel

Value: 'ForwardClosing'


BackwardOpeningLabel

Value: 'BackwardOpening'


BackwardClosingLabel

Value: 'BackwardClosing'


Properties

Property group 'DoorMover'

bLockable

Type: bool

Is this door locked? If FALSE, door behaves normally.

bStayUnlocked

Type: bool

Once unlocked, door stays unlocked - no more unlocked messages/sounds.

LockedMessage

Type: string

Modifiers: localized


LockedMessageDuration

Type: float


LockedSound

Type: Sound


MinLockSoundTime

Type: float

Minimum time between locked sound playing.

UnLockDuration

Type: float


UnLockMessage

Type: string

Modifiers: localized


UnLockMessageDuration

Type: float


UnLockSound

Type: Sound


Internal variables

bUnlocked

Type: bool

current locked/unlocked state of the door

DoorState

Type: EDoorState

current open/close state of door

LastLockedSoundTime

Type: float


Enums

EDoorState

DRSTATE_FW_Opening 
DRSTATE_FW_Closing 
DRSTATE_BK_Opening 
DRSTATE_BK_Closing 

Functions

Events

BeginPlay

event BeginPlay ()

Overrides: Mover.BeginPlay


Other instance functions

CheckForKey

function bool CheckForKey (Pawn Pawn)


EnableTriggers

function EnableTriggers (bool Enable)


IsUnlocked

function bool IsUnlocked (Actor Other)


MakeGroupReturn

function MakeGroupReturn ()

Overrides: Mover.MakeGroupReturn


MakeGroupStop

function MakeGroupStop ()

Overrides: Mover.MakeGroupStop


OpenBackward

function OpenBackward ()


OpenForward

function OpenForward ()


States

@TriggerDoorState

@TriggerDoorState.InterpolateEnd

function InterpolateEnd (Actor Other)