I'm a doctor, not a mechanic

UE2:Mover states (UT2004)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2004 Object >> Actor >> Mover (states)

Contents

Mover states in other games:
UT2003
Other member categories for this class:
properties

The different states of a mover control, how the mover is activated.

Selectable initial states[edit]

One of the following states should be selected as the InitialState of the mover.

BumpButton[edit]

Open when bumped, close when reset.

Unlike BumbOpenTimed, the mover will to the WasBumpButton state instead of closing again. Only when the mover is reset, e.g. at the end of an Assault or Onslaught round, it will return to its initial position.

BumpButton.BeginEvent[edit]

event BeginEvent ()

Overrides: Actor.BeginEvent (global)


BumpButton.Bump[edit]

event Bump (Actor Other)

Overrides: Bump (global)


BumpButton.EndEvent[edit]

event EndEvent ()

Overrides: Actor.EndEvent (global)


BumpOpenTimed[edit]

Open when bumped, wait, then close. This is the default state. Note that StandOpenTimed works better for "automatic" elevators.

Extends: OpenTimedMover

BumpOpenTimed.Bump[edit]

event Bump (Actor Other)

Overrides: Bump (global)


BumpOpenTimed.DisableTrigger[edit]

function DisableTrigger ()

Overrides: DisableTrigger (global)


BumpOpenTimed.EnableTrigger[edit]

function EnableTrigger ()

Overrides: EnableTrigger (global)


ConstantLoop[edit]

The mover loops through its key frames right away. Depending on the value of bOscillatingLoop, it either goes forward and reversed when the last key is reached (True) or directly moves from the last to the first key. (False)

ConstantLoop.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


ConstantLoop.KeyFrameReached[edit]

event KeyFrameReached ()

Overrides: KeyFrameReached (global)


LeadInOutLooper[edit]

Similar to ConstantLoop, except that key 0 serves as idle position. When the mover is triggered, it moves to key 1 and loops the remaining keys. Depending on the value of bOscillatingLoop, it either goes forward and reversed when the last key is reached (True) or directly moves from the last to the first loop key, i.e. key 1. (False) When the mover is triggered again, it goes directly back to key 0.

LeadInOutLooper.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


LeadInOutLooper.KeyFrameReached[edit]

event KeyFrameReached ()

Overrides: KeyFrameReached (global)


LeadInOutLooper.Trigger[edit]

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger (global)


LoopMove[edit]

Loops through its keys if triggered, stops at the next key if untriggered.

LoopMove.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


LoopMove.KeyFrameReached[edit]

event KeyFrameReached ()

Overrides: KeyFrameReached (global)


LoopMove.Trigger[edit]

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger (global)


LoopMove.UnTrigger[edit]

event UnTrigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.UnTrigger (global)


LoopMove.SelfTriggered[edit]

function bool SelfTriggered ()

Overrides: SelfTriggered (global)


RotatingMover[edit]

A simple rotating state. Most useful for non-leading movers in the "return group" of a non-looping mover. It will start rotating if the "leader" starts opening, stop rotating when the "leader" has opened and reverse the rotation direction when the "leader" closes again.

RotatingMover.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


RotatingMover.BaseFinished[edit]

simulated function BaseFinished ()

Overrides: BaseFinished (global)


RotatingMover.BaseStarted[edit]

simulated function BaseStarted ()

Overrides: BaseStarted (global)


StandOpenTimed[edit]

Open when stood on, wait, then close. The most-used state for automatic elevators.

Extends: OpenTimedMover

StandOpenTimed.Attach[edit]

event Attach (Actor Other)

Overrides: Actor.Attach (global)


StandOpenTimed.CanTrigger[edit]

function bool CanTrigger (Actor Other)


StandOpenTimed.DisableTrigger[edit]

function DisableTrigger ()

Overrides: DisableTrigger (global)


StandOpenTimed.EnableTrigger[edit]

function EnableTrigger ()

Overrides: EnableTrigger (global)


StandOpenTimed.ShouldReTrigger[edit]

function bool ShouldReTrigger ()

Overrides: OpenTimedMover.ShouldReTrigger


TriggerAdvance[edit]

Open when triggered, stop when untriggered, close when reset.

This is mostly used in Assault maps for doors and levers that slowly open/activate while a player is nearby. Player proximity is not checked by the mover itself, but by a Trigger or other triggering/untriggering actor. The mover will only return to its initial position if it is reset, e.g. at the start of a new Assault or Onslaught round.

TriggerAdvance.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


TriggerAdvance.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


TriggerAdvance.Trigger[edit]

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger (global)


TriggerAdvance.UnTrigger[edit]

event UnTrigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.UnTrigger (global)


TriggerAdvance.Reset[edit]

function Reset ()

Overrides: Reset (global)


TriggerAdvance.SelfTriggered[edit]

function bool SelfTriggered ()

Overrides: SelfTriggered (global)


TriggerControl[edit]

Open when triggered, close when get untriggered.

Like TriggerAdvance, this state requires a Trigger or other triggering/untriggering actor. Can be used e.g. for doors that stay open while a player is nearby.

TriggerControl.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


TriggerControl.Trigger[edit]

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger (global)


TriggerControl.UnTrigger[edit]

event UnTrigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.UnTrigger (global)


TriggerControl.Reset[edit]

function Reset ()

Overrides: Reset (global)


TriggerControl.SelfTriggered[edit]

function bool SelfTriggered ()

Overrides: SelfTriggered (global)


TriggerOpenTimed[edit]

When triggered, open, wait, then close.

Used for special doors that only stay open for a certain time but shouldn't react to player bumping. This state is also recommended for bDamageTriggered movers.

Extends: OpenTimedMover

TriggerOpenTimed.Trigger[edit]

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger (global)


TriggerOpenTimed.DisableTrigger[edit]

function DisableTrigger ()

Overrides: DisableTrigger (global)


TriggerOpenTimed.EnableTrigger[edit]

function EnableTrigger ()

Overrides: EnableTrigger (global)


TriggerOpenTimed.SelfTriggered[edit]

function bool SelfTriggered ()

Overrides: SelfTriggered (global)


TriggerPound[edit]

Starts opening and closing when triggered. Stops when closed after untriggering.

TriggerPound.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


TriggerPound.Trigger[edit]

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger (global)


TriggerPound.UnTrigger[edit]

event UnTrigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.UnTrigger (global)


TriggerPound.Reset[edit]

function Reset ()

Overrides: Reset (global)


TriggerPound.SelfTriggered[edit]

function bool SelfTriggered ()

Overrides: SelfTriggered (global)


TriggerToggle[edit]

Opens when triggered, closes when triggered again.

TriggerToggle.Trigger[edit]

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger (global)


TriggerToggle.Reset[edit]

function Reset ()

Overrides: Reset (global)


TriggerToggle.SelfTriggered[edit]

function bool SelfTriggered ()

Overrides: SelfTriggered (global)


Internal states[edit]

These are secondary states the mover will switch to in certain situations. Some of them also serve as base for other states with similar behavior.

LeadInOutLooping[edit]

Active state for LeadInOutLooper.

LeadInOutLooping.KeyFrameReached[edit]

event KeyFrameReached ()

Overrides: KeyFrameReached (global)

Moves to the next key in sequence.

LeadInOutLooping.Trigger[edit]

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger (global)

Moves to key 0, then returns to LeadInOutLooper state.

OpenTimedMover[edit]

Base state for BumpOpenTimed, StandOpenTimed and TriggerOpenTimed mover.

OpenTimedMover.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


OpenTimedMover.Reset[edit]

function Reset ()

Overrides: Reset (global)


OpenTimedMover.ShouldReTrigger[edit]

function bool ShouldReTrigger ()


WasBumpButton[edit]

Disabled state for BumpButton mover.

WasBumpButton.Reset[edit]

function Reset ()

Overrides: Reset (global)

Returns to BumpButton state.

WasOpenTimedMover[edit]

Disabled state for trigger-once BumpOpenTimed, StandOpenTimed and TriggerOpenTimed movers.

WasOpenTimedMover.Reset[edit]

function Reset ()

Overrides: Reset (global)

Returns to the original open-timed state.

WasTriggerAdvance[edit]

Final state of fully-opened TriggerAdvance mover.

WasTriggerAdvance.Reset[edit]

function Reset ()

Overrides: Reset (global)

Returns to TriggerAdvance state.

WasTriggerAdvance.SelfTriggered[edit]

function bool SelfTriggered ()

Overrides: SelfTriggered (global)


WasTriggerControl[edit]

Final state of fully-opened trigger-once TriggerControl mover.

WasTriggerControl.Reset[edit]

function Reset ()

Overrides: Reset (global)

Returns to TriggerControl state.

WasTriggerControl.SelfTriggered[edit]

function bool SelfTriggered ()

Overrides: SelfTriggered (global)


WasTriggerPound[edit]

Disabled state of trigger-once TriggerPound mover that opened and closed once.

WasTriggerPound.Reset[edit]

function Reset ()

Overrides: Reset (global)

Returns to TriggerPound state.