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UE2:GibSet (U2XMP)
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Object >> GibSet |
Contents
- Package:
- U2
- Direct subclasses:
- GibSetMetal, GibSetCockRoach, GibSetAraknidHeavy, GibSetAraknidLight, GibSetAraknidMedium, GibSetGeneric, GibSetHumanFlesh, GibSetIzarian, GibSetNone, GibSetSkaarj
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GibSet.uc $Author: Mbaldwin $ $Date: 11/12/02 7:12p $ $Revision: 17 $ A collection of gibby bits.
Properties[edit]
BloodTrailLifeSpanMultiplier[edit]
Type: float
Default value: 1.0
BloodTrailType[edit]
Type: ParticleGenerator
BloodTrailVolumeMultiplier[edit]
Type: float
Default value: 1.0
BounceSounds[edit]
Default value, index 0: Sound'U2A.Effects.GibBounce01'
Default value, index 1: Sound'U2A.Effects.GibBounce02'
Default value, index 2: Sound'U2A.Effects.GibBounce03'
Default value, index 3: Sound'U2A.Effects.GibBounce04'
GibbedEffectLifeSpanMultiplier[edit]
Type: float
Default value: 1.0
GibbedEffectType[edit]
Type: ParticleRadiator
GibbedEffectVolumeMultiplier[edit]
Type: float
Default value: 1.0
GibbedSounds[edit]
Default value, index 0: Sound'U2A.Effects.Gibbed1'
Default value, index 1: Sound'U2A.Effects.Gibbed2'
Default value, index 2: Sound'U2A.Effects.Gibbed3'
Gibs[edit]
GoreLevel[edit]
Type: int
Default value: 3
Structs[edit]
GibDesc[edit]
- string MeshName
- mesh to use
- string SkinName
- skin to use
- int SkinSlot
- slot
- string BounceSoundStr
- special bounce sound, usually none
- bool bNoBlood
- whether to spawn blood when bouncing (e.g. false for bones)
- float Odds
- odds of using this part
- float PctParentMass
- percent mass of gib part (affects how far it's tossed)
- bool bNoDamage
- if true, chunk doesn't take damage
- float DrawScale
- float CollisionHeight
- gibs collision cylinder dimensions
- float CollisionRadius
- Object.Vector PrePivot
- offset to make gib lay flat
- int ExtraCount
- number of additional times to spawn that gib
Static functions[edit]
CreateChunk[edit]
CreateChunks[edit]
static function CreateChunks (U2Pawn U2P)