UE2:Mover properties (UT2004)
- Mover properties in other games:
- Other member categories for this class:
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Property group 'AI'
bAutoDoor
Type: bool
Automatically setup Door navigation point for this mover when building paths.
bNoAIRelevance
Type: bool
Enable this to suppress warnings about missing Door/LiftCenter actors for this mover.
Property group 'Mover'
AntiPortalTag
Type: name
Specify the tag of an AntiPortalActor that will be controlled by this mover. The specified anti-portal will be enabled only while the mover is closed. This feature can be used in addition to a zone portal in the doorway to further improve map performance if the door separates larger areas.
bDamageTriggered
Type: bool
The door is activated by taking damage.
bDynamicLightMover
Type: bool
Apply dynamic lighting to mover.
bOscillatingLoop
Type: bool
For multi-key loop movers. If enabled, the mover reverses its movement direction when it reaches the last or first key. Otherwise the mover will continue from the last key directly to the first key.
BrushRaytraceKey
Type: byte
Modifiers: const
For statically-lit movers this property specifies the key used to calculate the mover's lightmap.
bSlave
Type: bool
This mover is a slave of another mover with the same Tag.
bToggleDirection
Type: bool
Toggle the rotation direction of this RotatingMover slave.
Default value: True
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
Valid bump types.
bUseShortestRotation
Type: bool
rot by -90 instead of +270 and so on.
bUseTriggered
Type: bool
Whether the mover can be activated by pressing the "use" key.
DamageThreshold
Type: float
Minimum trigger damage for bDamageTriggered mover.
DelayTime
Type: float
Delay between activation and starting to open.
EncroachDamage
Type: int
Damage done to players getting hit by the mover.
KeyNum
Type: byte
Current or destination keyframe.
MoverEncroachType
Type: EMoverEncroachType
What to do when hitting a player.
Default value: ME_ReturnWhenEncroach
MoverGlideType
Type: EMoverGlideType
How to interpolate between keys.
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. The maximum supported number of keys is 24.
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
The key number to use for casting shadows onto other statically-lit geometry.
Property group 'MoverEvents'
ClosedEvent
Type: name
Event to cause when closed. The exact meaning of "closed" is determined by the mover's state, but usually it means "arrived at the initial position".
ClosingEvent
Type: name
Event to cause when closing. The exact meaning of "closing" is determined by the mover's state, but usually means "started to move towards the initial position".
LoopEvent
Type: name
Event to cause when a looping mover reaches the end of the key list, in either direction for bOscillatingLoop movers.
OpenedEvent
Type: name
Event to cause when opened. The exact meaning of "opened" is determined by the mover's state, but usually it means "arrived at the final position".
OpeningEvent
Type: name
Event to cause when opening. The exact meaning of "opening" is determined by the mover's state, but usually means "started to move towards the final position".
Property group 'MoverSounds'
ClosedSound
Type: Sound
Sound to play when finish closing.
ClosingSound
Type: Sound
Sound to play when start closing.
LoopSound
Type: Sound
Sound to play when a looping mover reaches the end of the key list, in either direction for bOscillatingLoop movers.
MoveAmbientSound
Type: Sound
Optional ambient sound to play while moving.
OpenedSound
Type: Sound
Sound to play when finished opening.
OpeningSound
Type: Sound
Sound to play when start opening.
Property group 'ReturnGroup'
A "return group" is a set of movers that react to the same event. Ideally only one of the movers (the "leader") in a return group is directly activated by an external event, while the others are indirectly controlled by that leading mover.
bIsLeader
Type: bool
Whether this mover is the "leader" of a return group.
ReturnGroup
Type: name
The "return group" this mover belongs to. Defaults to the mover's Tag if unspecified.
Internal variables
AntiPortals
Type: array<AntiPortalActor>
The AntiPortalActor found through the AntiPortalTag.
BACKUP_bHidden
Type: bool
Original value of Actor.bHidden for reset.
Backup_InitialState
Type: name
Original value of Actor.InitialState for reset. This is especially used for trigger-once open-timed movers as they share a common disabled state.
BasePos
Type: Object.Vector
The mover's base location, which is identical to the location of key 0. Other key locations are stored relative to this.
BaseRot
Type: Object.Rotator
The mover's base rotation, which is identical to the rotation of key 0. Other key rotations are stored relative to this.
bClientPause
Type: bool
bClosed
Type: bool
Whether the mover is in closed position and no longer moving.
Default value: True
bDelaying
Type: bool
Whether the mover was activated for opening but is currently in the pre-open delay.
bJumpLift
Type: bool
This mover is a lift that can be used for lift-jumping.
bOpening
Type: bool
Whether the mover is currently opening or open.
bPlayerOnly
Type: bool
Unused.
bResetting
Type: bool
Set during reset so the mover's own logic and any actors it touches during the reset know the mover should be ignored for now.
ClientStop
Type: byte
For movement replication, incremented to stop the mover clientsidely.
ClientUpdate
Type: int
For movement replication, set while the mover interpolates between keys.
Follower
Type: Mover
The next mover in the same return group. This property forms a linked list, whose first element is Leader.
KeyPos
Type: Object.Vector
Array size: 24
Locations for up to 24 keys.
KeyRot
Type: Object.Rotator
Array size: 24
Rotations for up to 24 keys.
Leader
Type: Mover
The leading mover of this return group. Movers without a return group are their own leaders.
myMarker
Type: NavigationPoint
The Door, AutoDoor or LiftCenter of this mover.
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
StartKeyNum
Type: byte
StepDirection
Type: int
Default value: 1
StoppedPosition
Type: byte
Default values
Property | Value |
---|---|
bAlwaysRelevant | True |
bBlockActors | True |
bCollideActors | True |
bEdShouldSnap | True |
bNoDelete | True |
bOnlyDirtyReplication | True |
bPathColliding | True |
bShadowCast | True |
bUseDynamicLights | True |
CollisionHeight | 160.0 |
CollisionRadius | 160.0 |
InitialState | BumpOpenTimed |
NetPriority | 2.7 |
NetUpdateFrequency | 1.0 |
Physics | PHYS_MovingBrush |
RemoteRole | ROLE_SimulatedProxy |
SoundVolume | 228 |
TransientSoundVolume | 1.0 |