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UE2:Gib (U2XMP)
Object >> Actor >> Decoration >> U2Decoration >> Gib |
Contents
- 1 Constants
- 2 Properties
- 2.1 Property group 'Gib'
- 2.1.1 BaseSinkRatePerSecMax
- 2.1.2 BaseSinkRatePerSecMin
- 2.1.3 bLeavesBloodTrail
- 2.1.4 BloodTrail
- 2.1.5 BounceSound
- 2.1.6 bShouldFade
- 2.1.7 bShouldSink
- 2.1.8 bSpawnsBlood
- 2.1.9 bTakesDamage
- 2.1.10 DamageEffect
- 2.1.11 DamageSound
- 2.1.12 DestroyChunkCheckAgainDelaySecs
- 2.1.13 DestroyChunkInitialDelaySecs
- 2.1.14 FadeDurationSeconds
- 2.1.15 FinalScaleGlow
- 2.1.16 InitialScaleGlow
- 2.1.17 StartFadingCheckAgainDelaySeconds
- 2.1.18 StartFadingInitialDelaySecondsMax
- 2.1.19 StartFadingInitialDelaySecondsMin
- 2.1.20 StartSinkingCheckAgainDelaySecs
- 2.1.21 StartSinkingInitialDelaySecondsMax
- 2.1.22 StartSinkingInitialDelaySecondsMin
- 2.1.23 TotalSinkDistance
- 2.1.24 TrailSound
- 2.2 Internal variables
- 2.3 Default values
- 2.1 Property group 'Gib'
- 3 Functions
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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]
CheckForSinkingChunk[edit]
Destroyed[edit]
Overrides: Decoration.Destroyed
HitWall[edit]
Overrides: U2Decoration.HitWall
Landed[edit]
Overrides: U2Decoration.Landed
PhysicsVolumeChange[edit]
Overrides: Decoration.PhysicsVolumeChange
Tick[edit]
Overrides: Actor.Tick
Other instance functions[edit]
CheckForFadingChunk[edit]
ChunkUp[edit]
SetupEffects[edit]
SetupTimers[edit]
SpawnBloodTrail[edit]
StartSinking[edit]
StopBloodTrail[edit]
TakeDamage[edit]
Overrides: U2Decoration.TakeDamage