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UE2:Gib (U2XMP)

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U2XMP Object >> Actor >> Decoration >> U2Decoration >> Gib
Package: 
U2
This class in other games:
UT2003, UT2004

Gib.uc

Constants[edit]

CheckForFadingChunkTimer[edit]

Value: 'CheckForFadingChunk'


CheckForDestroyingChunkTimer[edit]

Value: 'CheckForDestroyingChunk'


CheckForSinkingChunkTimer[edit]

Value: 'CheckForSinkingChunk'


Properties[edit]

Property group 'Gib'[edit]

BaseSinkRatePerSecMax[edit]

Type: float

max rate at which chunk sinks into ground

Default value: 4.0

BaseSinkRatePerSecMin[edit]

Type: float

min rate at which chunk sinks into ground

Default value: 1.0

bLeavesBloodTrail[edit]

Type: bool


Default value: True

BloodTrail[edit]

Type: ParticleSalamander


BounceSound[edit]

Type: Sound


Default value: Sound'U2A.Landed.Mud'

bShouldFade[edit]

Type: bool

whether to fade out gib or just destroy it

bShouldSink[edit]

Type: bool

whether excess gib should sink or be destroyed

Default value: True

bSpawnsBlood[edit]

Type: bool


Default value: True

bTakesDamage[edit]

Type: bool


Default value: True

DamageEffect[edit]

Type: ParticleGenerator


DamageSound[edit]

Type: Sound

tbd

DestroyChunkCheckAgainDelaySecs[edit]

Type: float


Default value: 4.0

DestroyChunkInitialDelaySecs[edit]

Type: float


Default value: 10.0

FadeDurationSeconds[edit]

Type: float

how long to take before fading out completely

Default value: 1.0

FinalScaleGlow[edit]

Type: float


InitialScaleGlow[edit]

Type: float

starting fade brightness

Default value: 0.25

StartFadingCheckAgainDelaySeconds[edit]

Type: float

next time to check for fade if player can see gib

StartFadingInitialDelaySecondsMax[edit]

Type: float

when to start checking if we can fade (max)

Default value: 5.0

StartFadingInitialDelaySecondsMin[edit]

Type: float

when to start checking if we can fade (min)

Default value: 4.0

StartSinkingCheckAgainDelaySecs[edit]

Type: float

next time to check for sinking gib if player can see gib

StartSinkingInitialDelaySecondsMax[edit]

Type: float

time to start sinking gib (max)

Default value: 5.0

StartSinkingInitialDelaySecondsMin[edit]

Type: float

time to start sinking gib (min)

Default value: 4.0

TotalSinkDistance[edit]

Type: float


TrailSound[edit]

Type: Sound


Internal variables[edit]

bSinking[edit]

Type: bool

once set to true, gib starts to disappear into the ground

GLastBounceSoundTime[edit]

Type: float


MinTimeBoundSoundDelay[edit]

Type: float

time b/w bounce sounds

Default value: 0.5

SinkRatePerSec[edit]

Type: float


Default values[edit]

Property Value
bBlockActors False
bBlockPlayers False
bBounce True
bBounceable True
bCollideWorld True
bFixedRotationDir True
bNoStaticMeshCollide True
bProjTarget True
bStasis False
bStatic False
DamageFilterClass Class'U2.DamageFilterDefault'
DrawType DT_StaticMesh
MinBounceSpeed 20.0
MinDamageVelocityZ 100
Physics PHYS_Falling
RemoteRole ROLE_SimulatedProxy
StaticMesh StaticMesh'VertexM.Decorations.BarrelA'

Functions[edit]

Events[edit]

CheckForDestroyingChunk[edit]

event CheckForDestroyingChunk ()


CheckForSinkingChunk[edit]

event CheckForSinkingChunk ()


Destroyed[edit]

event Destroyed ()

Overrides: Decoration.Destroyed


HitWall[edit]

simulated event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: U2Decoration.HitWall


Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: U2Decoration.Landed


PhysicsVolumeChange[edit]

event PhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Decoration.PhysicsVolumeChange


Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions[edit]

CheckForFadingChunk[edit]

function CheckForFadingChunk ()


ChunkUp[edit]

simulated function ChunkUp ()


SetupEffects[edit]

function SetupEffects (U2Pawn U2P)


SetupTimers[edit]

function SetupTimers ()


SpawnBloodTrail[edit]

function SpawnBloodTrail (ParticleGenerator EffectType, float VolumeMultiplier, float LifespanMultiplier)


StartSinking[edit]

function StartSinking ()


StopBloodTrail[edit]

function StopBloodTrail ()


TakeDamage[edit]

function TakeDamage (int Damage, Pawn instigatedBy, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: U2Decoration.TakeDamage