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Difference between revisions of "UE2:LiftExit (UT2004)"

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A marker for locations where bots can enter or leave lift {{cl|Mover}}s. The place on the mover where the bot should stand while using the lift is marked by a {{cl|LiftCenter}} with the same LiftTag.
LiftExit.
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==Properties==
 
==Properties==
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'''Type:''' [[name]]
 
'''Type:''' [[name]]
  
<!-- enter variable description -->
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[[Match the Tag]] of the lift {{cl|Mover}} with this property to specify which lift this exit belongs to. Each lift should have a unique Tag, that is used for the Mover, the LiftCenter and all LiftExits.
  
 
====SuggestedKeyFrame====
 
====SuggestedKeyFrame====
 
'''Type:''' [[byte]]
 
'''Type:''' [[byte]]
  
mover keyframe associated with this exit - optional
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Mover keyframe associated with this exit. The default value 255 lets the engine decide the best keyframe at path build time. (Not applicable for lift jump exits.)
  
 
'''Default value:''' 255
 
'''Default value:''' 255
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'''Type:''' [[bool]]
 
'''Type:''' [[bool]]
  
<!-- enter variable description -->
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Bots should perform a [[liandri:lift jump|lift jump]] to reach this exit.
  
 
====bNoDoubleJump====
 
====bNoDoubleJump====
 
'''Type:''' [[bool]]
 
'''Type:''' [[bool]]
  
<!-- enter variable description -->
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Set this to True to indicate a simple lift jump without [[liandri:double jump|double jump]] is enough to reach the exit.
  
 
===Internal variables===
 
===Internal variables===
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'''Type:''' [[byte]]
 
'''Type:''' [[byte]]
  
<!-- enter variable description -->
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The Mover key frame this exit is connected to. (Set by the editor when building paths. Not applicable for lift jump exits.)
  
 
====MyLift====
 
====MyLift====
 
'''Type:''' {{cl|Mover}}
 
'''Type:''' {{cl|Mover}}
  
<!-- enter variable description -->
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The lift Mover. (Set by the editor when building paths.)
  
 
===Default values===
 
===Default values===
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'''Overrides:''' {{tl|PostBeginPlay|NavigationPoint}}
 
'''Overrides:''' {{tl|PostBeginPlay|NavigationPoint}}
  
<!-- enter function description -->
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Marks the lift mover as {{tl|bJumpLift||Mover}}. Sets extremely high {{tl|ExtraCost||NavigationPoint}} if the game difficulty is below Adept so bots don't use lift jump exits.
  
 
====SuggestMovePreparation====
 
====SuggestMovePreparation====
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'''Overrides:''' {{tl|SuggestMovePreparation|NavigationPoint}}
 
'''Overrides:''' {{tl|SuggestMovePreparation|NavigationPoint}}
  
<!-- enter event description -->
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Tells the bot, how to move to this lift exit. Potentially tells the bot to wait for the lift mover or a good moment to perform a lift jump.
  
 
===Other instance functions===
 
===Other instance functions===
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{{code|function [[bool]]&nbsp;'''CanBeReachedFromLiftBy''' ({{cl|Pawn}}&nbsp;'''Other''')}}
 
{{code|function [[bool]]&nbsp;'''CanBeReachedFromLiftBy''' ({{cl|Pawn}}&nbsp;'''Other''')}}
  
<!-- enter function description -->
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Returns whether the bot can currently reach this exit. Also tells it how to perform a lift jump if this is a lift jump exit.

Latest revision as of 04:29, 19 November 2009

UT2004 Object >> Actor >> NavigationPoint >> LiftExit
Package: 
Engine
This class in other games:
RTNP, U1, UT, UT2003, U2, U2XMP, UE2Runtime, UT3, UDK

A marker for locations where bots can enter or leave lift Movers. The place on the mover where the bot should stand while using the lift is marked by a LiftCenter with the same LiftTag.

Properties[edit]

Property group 'LiftExit'[edit]

LiftTag[edit]

Type: name

Match the Tag of the lift Mover with this property to specify which lift this exit belongs to. Each lift should have a unique Tag, that is used for the Mover, the LiftCenter and all LiftExits.

SuggestedKeyFrame[edit]

Type: byte

Mover keyframe associated with this exit. The default value 255 lets the engine decide the best keyframe at path build time. (Not applicable for lift jump exits.)

Default value: 255

Property group 'LiftJump'[edit]

bLiftJumpExit[edit]

Type: bool

Bots should perform a lift jump to reach this exit.

bNoDoubleJump[edit]

Type: bool

Set this to True to indicate a simple lift jump without double jump is enough to reach the exit.

Internal variables[edit]

KeyFrame[edit]

Type: byte

The Mover key frame this exit is connected to. (Set by the editor when building paths. Not applicable for lift jump exits.)

MyLift[edit]

Type: Mover

The lift Mover. (Set by the editor when building paths.)

Default values[edit]

Property Value
bForceNoStrafing True
bNeverUseStrafing True
bSpecialMove True
Texture S_LiftExit

Functions[edit]

Events[edit]

PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: NavigationPoint.PostBeginPlay

Marks the lift mover as bJumpLift. Sets extremely high ExtraCost if the game difficulty is below Adept so bots don't use lift jump exits.

SuggestMovePreparation[edit]

event bool SuggestMovePreparation (Pawn Other)

Overrides: NavigationPoint.SuggestMovePreparation

Tells the bot, how to move to this lift exit. Potentially tells the bot to wait for the lift mover or a good moment to perform a lift jump.

Other instance functions[edit]

CanBeReachedFromLiftBy[edit]

function bool CanBeReachedFromLiftBy (Pawn Other)

Returns whether the bot can currently reach this exit. Also tells it how to perform a lift jump if this is a lift jump exit.