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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

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

event CheckForDestroyingChunk ()


CheckForSinkingChunk

event CheckForSinkingChunk ()


Destroyed

event Destroyed ()

Overrides: Decoration.Destroyed


HitWall

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

Overrides: U2Decoration.HitWall


Landed

event Landed (Object.Vector HitNormal)

Overrides: U2Decoration.Landed


PhysicsVolumeChange

event PhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Decoration.PhysicsVolumeChange


Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions

CheckForFadingChunk

function CheckForFadingChunk ()


ChunkUp

simulated function ChunkUp ()


SetupEffects

function SetupEffects (U2Pawn U2P)


SetupTimers

function SetupTimers ()


SpawnBloodTrail

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


StartSinking

function StartSinking ()


StopBloodTrail

function StopBloodTrail ()


TakeDamage

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

Overrides: U2Decoration.TakeDamage