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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
CheckForFadingChunkTimer
Value: 'CheckForFadingChunk'
CheckForDestroyingChunkTimer
Value: 'CheckForDestroyingChunk'
CheckForSinkingChunkTimer
Value: 'CheckForSinkingChunk'
Properties
Property group 'Gib'
BaseSinkRatePerSecMax
Type: float
max rate at which chunk sinks into ground
Default value: 4.0
BaseSinkRatePerSecMin
Type: float
min rate at which chunk sinks into ground
Default value: 1.0
bLeavesBloodTrail
Type: bool
Default value: True
BloodTrail
Type: ParticleSalamander
BounceSound
Type: Sound
Default value: Sound'U2A.Landed.Mud'
bShouldFade
Type: bool
whether to fade out gib or just destroy it
bShouldSink
Type: bool
whether excess gib should sink or be destroyed
Default value: True
bSpawnsBlood
Type: bool
Default value: True
bTakesDamage
Type: bool
Default value: True
DamageEffect
Type: ParticleGenerator
DamageSound
Type: Sound
tbd
DestroyChunkCheckAgainDelaySecs
Type: float
Default value: 4.0
DestroyChunkInitialDelaySecs
Type: float
Default value: 10.0
FadeDurationSeconds
Type: float
how long to take before fading out completely
Default value: 1.0
FinalScaleGlow
Type: float
InitialScaleGlow
Type: float
starting fade brightness
Default value: 0.25
StartFadingCheckAgainDelaySeconds
Type: float
next time to check for fade if player can see gib
StartFadingInitialDelaySecondsMax
Type: float
when to start checking if we can fade (max)
Default value: 5.0
StartFadingInitialDelaySecondsMin
Type: float
when to start checking if we can fade (min)
Default value: 4.0
StartSinkingCheckAgainDelaySecs
Type: float
next time to check for sinking gib if player can see gib
StartSinkingInitialDelaySecondsMax
Type: float
time to start sinking gib (max)
Default value: 5.0
StartSinkingInitialDelaySecondsMin
Type: float
time to start sinking gib (min)
Default value: 4.0
TotalSinkDistance
Type: float
TrailSound
Type: Sound
Internal variables
bSinking
Type: bool
once set to true, gib starts to disappear into the ground
GLastBounceSoundTime
Type: float
MinTimeBoundSoundDelay
Type: float
time b/w bounce sounds
Default value: 0.5
SinkRatePerSec
Type: float
Default values
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
Events
CheckForDestroyingChunk
CheckForSinkingChunk
Destroyed
Overrides: Decoration.Destroyed
HitWall
Overrides: U2Decoration.HitWall
Landed
Overrides: U2Decoration.Landed
PhysicsVolumeChange
Overrides: Decoration.PhysicsVolumeChange
Tick
Overrides: Actor.Tick
Other instance functions
CheckForFadingChunk
ChunkUp
SetupEffects
SetupTimers
SpawnBloodTrail
StartSinking
StopBloodTrail
TakeDamage
Overrides: U2Decoration.TakeDamage