Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:ForceWall (U2XMP)
Object >> Actor >> Pawn >> LicenseePawn >> U2Pawn >> StationaryPawn >> ForceWall |
Contents
- 1 Constants
- 2 Properties
- 3 Structs
- 4 Functions
- 4.1 Events
- 4.2 Other instance functions
- 4.2.1 BlendStates
- 4.2.2 CreateColliders
- 4.2.3 CreateVisualEffect
- 4.2.4 DisableCollision
- 4.2.5 DisableUnit
- 4.2.6 EnableCollision
- 4.2.7 EndTransition
- 4.2.8 ForceWallKilled
- 4.2.9 HandleForceWallBump
- 4.2.10 HitSelf
- 4.2.11 InitiateWall
- 4.2.12 IsEnabled
- 4.2.13 ModifyPaths
- 4.2.14 ProgressTransition
- 4.2.15 ReEnableUnit
- 4.2.16 SetEnabled
- 4.2.17 SetState
- 4.2.18 ShutDownForceWall
- 4.2.19 StartTransition
- 4.2.20 TakeDamage
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$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 |
|
||||||||||||
Time | 0.5 |
BeamKillTransition[edit]
Type: WallTransition
Default value:
Member | Value | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
EndFunction | 'ForceWallKilled' | ||||||||||||
Start |
|
||||||||||||
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 |
|
DisabledState[edit]
Type: WallState
Default value:
Member | Value | ||||||
---|---|---|---|---|---|---|---|
Color |
|
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]
Functions[edit]
Events[edit]
Bump[edit]
Overrides: Actor.Bump
Destroyed[edit]
Overrides: StationaryPawn.Destroyed
PostBeginPlay[edit]
Overrides: U2Pawn.PostBeginPlay
Tick[edit]
Overrides: U2Pawn.Tick
Other instance functions[edit]
BlendStates[edit]
CreateColliders[edit]
CreateVisualEffect[edit]
DisableCollision[edit]
DisableUnit[edit]
EnableCollision[edit]
EndTransition[edit]
ForceWallKilled[edit]
HandleForceWallBump[edit]
HitSelf[edit]
Overrides: StationaryPawn.HitSelf
InitiateWall[edit]
IsEnabled[edit]
ModifyPaths[edit]
ProgressTransition[edit]
ReEnableUnit[edit]
SetEnabled[edit]
SetState[edit]
ShutDownForceWall[edit]
StartTransition[edit]
TakeDamage[edit]
Overrides: U2Pawn.TakeDamage