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UE2:ForceWall (U2XMP)

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U2XMP Object >> Actor >> Pawn >> LicenseePawn >> U2Pawn >> StationaryPawn >> ForceWall
Package: 
U2XMP
This class in other games:
U2

$Author: Mfox $ $Date: 1/29/03 4:25p $ $Revision: 46 $ Description: This is the barrier summoned between FieldGenerators to create the wall effect.

Constants[edit]

FUDGEVERT[edit]

Value: 50.0


FUDGEHORZ[edit]

Value: 50.0


Properties[edit]

Property group 'ForceWall'[edit]

BeamHitTransition[edit]

Type: WallTransition


Default value:

Member Value
Start
Member Value
Color
Member Value
B 255
G 150
R 150
Time 0.5

BeamKillTransition[edit]

Type: WallTransition


Default value:

Member Value
EndFunction 'ForceWallKilled'
Start
Member Value
Color
Member Value
B 255
G 255
R 255
Time 0.5

ColliderAmbientSoundOffset[edit]

Type: int

Every X colliders will have an ambient sound.

Default value: 8

DamageTransferPct[edit]

Type: float


Default value: 0.1

DefaultState[edit]

Type: WallState


Default value:

Member Value
Color
Member Value
B 100
R 255

DisabledState[edit]

Type: WallState


Default value:

Member Value
Color
Member Value
B 100
G 255

ForceWallAmbientSound[edit]

Type: Sound


Default value: Sound'U2XMPA.FieldGenerator.ForceWallAmbient'

HitSound[edit]

Type: Sound


Internal variables[edit]

BeamClass[edit]

Type: class<PulseLineGenerator>

The class of the beams used to create the wall's visual effect

BeamCount[edit]

Type: int


Beams[edit]

Type: PulseLineGenerator


bEnabled[edit]

Type: bool


CurrentState[edit]

Type: WallState


CurrentTransition[edit]

Type: WallTransition


DamageAccumulator[edit]

Type: int


ElapsedTime[edit]

Type: float


EndActor[edit]

Type: Actor


ForceWallWidth[edit]

Type: float


FWCStart[edit]

Type: ForceWallCollider


HitCount[edit]

Type: int


StartActor[edit]

Type: Actor


Default values[edit]

Property Value
AnimationControllerClass None
bActorShadows False
bBlockActors False
bBlockPlayers False
bCollideActors False
bCollideWorld False
bSpecialCollider True
bSpecialEnemy True
ControllerClass Class'U2XMP.StationaryPawnControllerDefensive'
DrawType DT_None
Physics PHYS_None

Structs[edit]

WallState[edit]

Object.Color Color 

WallTransition[edit]

WallState Start 
WallState End 
name EndFunction 
float Time 

Functions[edit]

Events[edit]

Bump[edit]

event Bump (Actor Other)

Overrides: Actor.Bump


Destroyed[edit]

event Destroyed ()

Overrides: StationaryPawn.Destroyed


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: U2Pawn.PostBeginPlay


Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: U2Pawn.Tick


Other instance functions[edit]

BlendStates[edit]

simulated function WallState BlendStates (WallState A, WallState B, float Percentage)


CreateColliders[edit]

simulated function CreateColliders (float FieldHeight, float BottomOffset, float CollisionOffset)


CreateVisualEffect[edit]

simulated function CreateVisualEffect (float FieldHeight, float BottomOffset)


DisableCollision[edit]

simulated function DisableCollision ()


DisableUnit[edit]

simulated function DisableUnit ()


EnableCollision[edit]

simulated function EnableCollision ()


EndTransition[edit]

simulated function EndTransition ()


ForceWallKilled[edit]

simulated function ForceWallKilled ()


HandleForceWallBump[edit]

function HandleForceWallBump (Actor Other)


HitSelf[edit]

function bool HitSelf (Actor HitActor)

Overrides: StationaryPawn.HitSelf


InitiateWall[edit]

simulated function InitiateWall (float FieldHeight, float BottomOffset, float CollisionOffset, int inBeamCount, float inForceWallWidth, class<PulseLineGeneratorinBeamClass)


IsEnabled[edit]

function bool IsEnabled ()


ModifyPaths[edit]

function ModifyPaths (bool bEnabled)


ProgressTransition[edit]

simulated function ProgressTransition (float DeltaTime)


ReEnableUnit[edit]

simulated function ReEnableUnit ()


SetEnabled[edit]

function SetEnabled (bool bVal)


SetState[edit]

simulated function SetState (WallState State)


ShutDownForceWall[edit]

simulated function ShutDownForceWall ()


StartTransition[edit]

simulated function StartTransition (WallTransition Transition)


TakeDamage[edit]

simulated function TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: U2Pawn.TakeDamage