Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE2:GibSet (U2XMP)

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U2XMP Object >> GibSet
Package: 
U2
Direct subclasses:
GibSetMetal, GibSetCockRoach, GibSetAraknidHeavy, GibSetAraknidLight, GibSetAraknidMedium, GibSetGeneric, GibSetHumanFlesh, GibSetIzarian, GibSetNone, GibSetSkaarj

GibSet.uc $Author: Mbaldwin $ $Date: 11/12/02 7:12p $ $Revision: 17 $ A collection of gibby bits.

Properties

BloodTrailLifeSpanMultiplier

Type: float


Default value: 1.0

BloodTrailType

Type: ParticleGenerator


BloodTrailVolumeMultiplier

Type: float


Default value: 1.0

BounceSounds

Type: array<Sound>


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

Type: float


Default value: 1.0

GibbedEffectType

Type: ParticleRadiator


GibbedEffectVolumeMultiplier

Type: float


Default value: 1.0

GibbedSounds

Type: array<Sound>


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

Type: array<GibDesc>


GoreLevel

Type: int


Default value: 3

Structs

GibDesc

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

CreateChunk

static function Gib CreateChunk (U2Pawn U2P, int GibIndex)


CreateChunks

static function CreateChunks (U2Pawn U2P)