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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

FUDGEVERT

Value: 50.0


FUDGEHORZ

Value: 50.0


Properties

Property group 'ForceWall'

BeamHitTransition

Type: WallTransition


Default value:

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

BeamKillTransition

Type: WallTransition


Default value:

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

ColliderAmbientSoundOffset

Type: int

Every X colliders will have an ambient sound.

Default value: 8

DamageTransferPct

Type: float


Default value: 0.1

DefaultState

Type: WallState


Default value:

Member Value
Color
Member Value
B 100
R 255

DisabledState

Type: WallState


Default value:

Member Value
Color
Member Value
B 100
G 255

ForceWallAmbientSound

Type: Sound


Default value: Sound'U2XMPA.FieldGenerator.ForceWallAmbient'

HitSound

Type: Sound


Internal variables

BeamClass

Type: class<PulseLineGenerator>

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

BeamCount

Type: int


Beams

Type: PulseLineGenerator


bEnabled

Type: bool


CurrentState

Type: WallState


CurrentTransition

Type: WallTransition


DamageAccumulator

Type: int


ElapsedTime

Type: float


EndActor

Type: Actor


ForceWallWidth

Type: float


FWCStart

Type: ForceWallCollider


HitCount

Type: int


StartActor

Type: Actor


Default values

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

WallState

Object.Color Color 

WallTransition

WallState Start 
WallState End 
name EndFunction 
float Time 

Functions

Events

Bump

event Bump (Actor Other)

Overrides: Actor.Bump


Destroyed

event Destroyed ()

Overrides: StationaryPawn.Destroyed


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: U2Pawn.PostBeginPlay


Tick

simulated event Tick (float DeltaTime)

Overrides: U2Pawn.Tick


Other instance functions

BlendStates

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


CreateColliders

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


CreateVisualEffect

simulated function CreateVisualEffect (float FieldHeight, float BottomOffset)


DisableCollision

simulated function DisableCollision ()


DisableUnit

simulated function DisableUnit ()


EnableCollision

simulated function EnableCollision ()


EndTransition

simulated function EndTransition ()


ForceWallKilled

simulated function ForceWallKilled ()


HandleForceWallBump

function HandleForceWallBump (Actor Other)


HitSelf

function bool HitSelf (Actor HitActor)

Overrides: StationaryPawn.HitSelf


InitiateWall

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


IsEnabled

function bool IsEnabled ()


ModifyPaths

function ModifyPaths (bool bEnabled)


ProgressTransition

simulated function ProgressTransition (float DeltaTime)


ReEnableUnit

simulated function ReEnableUnit ()


SetEnabled

function SetEnabled (bool bVal)


SetState

simulated function SetState (WallState State)


ShutDownForceWall

simulated function ShutDownForceWall ()


StartTransition

simulated function StartTransition (WallTransition Transition)


TakeDamage

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

Overrides: U2Pawn.TakeDamage