I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

UE2:Mover properties (U2)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2 Object >> Actor >> Mover (properties)
Mover properties in other games:
RTNP, U1, UT, U2XMP, UE2Runtime, UT2003, UT2004

Properties

Property group 'AI'

bAutoDoor

Type: bool

automatically setup Door NavigationPoint for this mover

bNoAIRelevance

Type: bool


Property group 'Mover'

AntiPortalTag

Type: name


bDamageTriggered

Type: bool

Triggered by taking damage

bDynamicLightMover

Type: bool

Apply dynamic lighting to mover.

BrushRaytraceKey

Type: byte

Modifiers: const


bSlave

Type: bool

This brush is a slave.

bTriggerOnceOnly

Type: bool

Go dormant after first trigger.

BumpEvent

Type: name

Optional event to cause when any valid bumper bumps the mover.

BumpType

Type: EBumpType


bUseShortestRotation

Type: bool

rot by -90 instead of +270 and so on.

bUseTriggered

Type: bool

Triggered by player grab

DamageThreshold

Type: float

minimum damage to trigger

DelayTime

Type: float


EncroachDamage

Type: int


Default value: 9999

KeyNum

Type: byte

Current or destination keyframe.

MoverEncroachType

Type: EMoverEncroachType


Default value: ME_ReturnWhenEncroach

MoverGlideType

Type: EMoverGlideType


Default value: MV_GlideByTime

MoveTime

Type: float

Time to spend moving between keyframes.

Default value: 1.0

NumKeys

Type: byte

Modifiers: const

Number of keyframes in total (0-3).

Default value: 2

OtherTime

Type: float

TriggerPound stay-open time.

PlayerBumpEvent

Type: name

Optional event to cause when the player bumps the mover.

StayOpenTime

Type: float

How long to remain open before closing.

Default value: 4.0

WorldRaytraceKey

Type: byte

Modifiers: const

Raytrace the world with the brush here.

Property group 'MoverEvents'

ClosedEvent

Type: name

Event to cause when closed

ClosingEvent

Type: name

Event to cause when closing

LoopEvent

Type: name


OpenedEvent

Type: name

Event to cause when opened

OpeningEvent

Type: name

Event to cause when opening

Property group 'MoverSounds'

ClosedSound

Type: Sound

When finish closing.

ClosingSound

Type: Sound

When start closing.

LoopSound

Type: Sound


MoveAmbientSound

Type: Sound

Optional ambient sound when moving.

OpenedSound

Type: Sound

When finished opening.

OpeningSound

Type: Sound

When start opening.

Property group 'ReturnGroup'

bIsLeader

Type: bool


ReturnGroup

Type: name

if none, same as tag

Internal variables

AntiPortals

Type: array<AntiPortalActor>


BasePos

Type: Object.Vector


BaseRot

Type: Object.Rotator


bClientPause

Type: bool


bClosed

Type: bool

mover is in closed position, and no longer moving

Default value: True

bDelaying

Type: bool


bOpening

Type: bool


bPlayerOnly

Type: bool


ClientUpdate

Type: int


Follower

Type: Mover


KeyPos

Type: Object.Vector

Array size: 24


KeyRot

Type: Object.Rotator

Array size: 24


Leader

Type: Mover

for having multiple movers return together

myMarker

Type: NavigationPoint


numTriggerEvents

Type: int

number of times triggered ( count down to untrigger )

OldPos

Type: Object.Vector


OldPrePivot

Type: Object.Vector


OldRot

Type: Object.Rotator


PhysAlpha

Type: float

Interpolating position, 0.0-1.0.

PhysRate

Type: float


PrevKeyNum

Type: byte

Previous keyframe.

RealPosition

Type: Object.Vector


RealRotation

Type: Object.Rotator


SavedPos

Type: Object.Vector


SavedRot

Type: Object.Rotator


SavedTrigger

Type: Actor

Who we were triggered by.

SimInterpolate

Type: Object.Vector


SimOldPos

Type: Object.Vector


SimOldRotPitch

Type: int


SimOldRotRoll

Type: int


SimOldRotYaw

Type: int


Default values

Property Value
bAlwaysRelevant True
bBlockActors True
bBlockPlayers True
bCollideActors True
bEdShouldSnap True
bNoDelete True
bOnlyDirtyReplication True
bPathColliding True
bShadowCast True
CollisionHeight 160.0
CollisionRadius 160.0
InitialState BumpOpenTimed
NetPriority 2.7
Physics PHYS_MovingBrush
RemoteRole ROLE_SimulatedProxy
SoundVolume 228
TransientSoundVolume 1.0