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Difference between revisions of "UE2:Mover states (UT2004)"
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− | + | The different states of a mover control, how the mover is activated. | |
− | == | + | |
+ | ==Selectable initial states== | ||
+ | One of the following states should be selected as the {{tl|InitialState||Actor properties}} of the mover. | ||
+ | |||
===BumpButton=== | ===BumpButton=== | ||
− | + | Open when bumped, close when reset. | |
+ | |||
+ | Unlike {{tl|BumbOpenTimed}}, the mover will to the {{tl|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==== | ====BumpButton.BeginEvent==== | ||
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===BumpOpenTimed=== | ===BumpOpenTimed=== | ||
− | + | Open when bumped, wait, then close. This is the default state. Note that {{tl|StandOpenTimed}} works better for "automatic" elevators. | |
'''Extends:''' {{tl|OpenTimedMover}} | '''Extends:''' {{tl|OpenTimedMover}} | ||
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===ConstantLoop=== | ===ConstantLoop=== | ||
− | + | The mover loops through its key frames right away. Depending on the value of {{tl|bOscillatingLoop||Mover properties}}, 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==== | ====ConstantLoop.BeginState==== | ||
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===LeadInOutLooper=== | ===LeadInOutLooper=== | ||
− | + | Similar to {{tl|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 {{tl|bOscillatingLoop||Mover properties}}, 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==== | ====LeadInOutLooper.BeginState==== | ||
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====LeadInOutLooper.Trigger==== | ====LeadInOutLooper.Trigger==== | ||
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{{code|event '''Trigger''' ({{cl|Actor}} '''Other''', {{cl|Pawn}} '''EventInstigator''')}} | {{code|event '''Trigger''' ({{cl|Actor}} '''Other''', {{cl|Pawn}} '''EventInstigator''')}} | ||
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===LoopMove=== | ===LoopMove=== | ||
− | + | Loops through its keys if triggered, stops at the next key if untriggered. | |
====LoopMove.BeginState==== | ====LoopMove.BeginState==== | ||
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'''Overrides:''' {{tl|SelfTriggered||Mover}} ''(global)'' | '''Overrides:''' {{tl|SelfTriggered||Mover}} ''(global)'' | ||
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<!-- enter function description --> | <!-- enter function description --> | ||
===RotatingMover=== | ===RotatingMover=== | ||
− | + | A simple rotating state. Most useful for slaves of open-timed movers as it will start rotating if the master mover starts opening, stop rotating when the master has opened and reverse the rotation direction when the master closes again. | |
====RotatingMover.BeginState==== | ====RotatingMover.BeginState==== | ||
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===StandOpenTimed=== | ===StandOpenTimed=== | ||
− | + | Open when stood on, wait, then close. The most-used state for automatic elevators. | |
'''Extends:''' {{tl|OpenTimedMover}} | '''Extends:''' {{tl|OpenTimedMover}} | ||
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===TriggerAdvance=== | ===TriggerAdvance=== | ||
− | + | 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 {{cl|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==== | ====TriggerAdvance.BeginState==== | ||
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===TriggerControl=== | ===TriggerControl=== | ||
− | + | Open when triggered, close when get untriggered. | |
+ | |||
+ | Like {{tl|TriggerAdvance}}, this state requires a {{cl|Trigger}} or other triggering/untriggering actor. Can be used e.g. for doors that stay open while a player is nearby. | ||
====TriggerControl.BeginState==== | ====TriggerControl.BeginState==== | ||
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===TriggerOpenTimed=== | ===TriggerOpenTimed=== | ||
− | + | 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 {{tl|bDamageTriggered||Mover properties}} movers. | ||
'''Extends:''' {{tl|OpenTimedMover}} | '''Extends:''' {{tl|OpenTimedMover}} | ||
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===TriggerPound=== | ===TriggerPound=== | ||
− | + | Starts opening and closing when triggered. Stops when closed after untriggering. | |
====TriggerPound.BeginState==== | ====TriggerPound.BeginState==== | ||
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===TriggerToggle=== | ===TriggerToggle=== | ||
− | + | Opens when triggered, closes when triggered again. | |
====TriggerToggle.Trigger==== | ====TriggerToggle.Trigger==== | ||
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'''Overrides:''' {{tl|SelfTriggered||Mover}} ''(global)'' | '''Overrides:''' {{tl|SelfTriggered||Mover}} ''(global)'' | ||
+ | |||
+ | <!-- enter function description --> | ||
+ | |||
+ | ==Internal states== | ||
+ | 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=== | ||
+ | Active state for {{tl|LeadInOutLooper}}. | ||
+ | |||
+ | ====LeadInOutLooping.KeyFrameReached==== | ||
+ | {{code|event '''KeyFrameReached''' ()}} | ||
+ | |||
+ | '''Overrides:''' {{tl|KeyFrameReached||Mover}} ''(global)'' | ||
+ | |||
+ | Moves to the next key in sequence. | ||
+ | |||
+ | ====LeadInOutLooping.Trigger==== | ||
+ | {{code|event '''Trigger''' ({{cl|Actor}} '''Other''', {{cl|Pawn}} '''EventInstigator''')}} | ||
+ | |||
+ | '''Overrides:''' {{tl|Trigger|Actor|events}} ''(global)'' | ||
+ | |||
+ | Moves to key 0, then returns to {{tl|LeadInOutLooper}} state. | ||
+ | |||
+ | ===OpenTimedMover=== | ||
+ | Base state for {{tl|BumpOpenTimed}}, {{tl|StandOpenTimed}} and {{tl|TriggerOpenTimed}} mover. | ||
+ | |||
+ | ====OpenTimedMover.BeginState==== | ||
+ | {{code|event '''BeginState''' ()}} | ||
+ | |||
+ | '''Overrides:''' {{tl|BeginState|Object}} ''(global)'' | ||
+ | |||
+ | <!-- enter function description --> | ||
+ | |||
+ | ====OpenTimedMover.Reset==== | ||
+ | {{code|function '''Reset''' ()}} | ||
+ | |||
+ | '''Overrides:''' {{tl|Reset||Mover}} ''(global)'' | ||
+ | |||
+ | <!-- enter function description --> | ||
+ | |||
+ | ====OpenTimedMover.ShouldReTrigger==== | ||
+ | {{code|function [[bool]] '''ShouldReTrigger''' ()}} | ||
<!-- enter function description --> | <!-- enter function description --> | ||
===WasBumpButton=== | ===WasBumpButton=== | ||
− | + | Disabled state for {{tl|BumpButton}} mover. | |
====WasBumpButton.Reset==== | ====WasBumpButton.Reset==== | ||
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'''Overrides:''' {{tl|Reset||Mover}} ''(global)'' | '''Overrides:''' {{tl|Reset||Mover}} ''(global)'' | ||
− | + | Returns to {{tl|BumpButton}} state. | |
===WasOpenTimedMover=== | ===WasOpenTimedMover=== | ||
− | + | Disabled state for trigger-once {{tl|BumpOpenTimed}}, {{tl|StandOpenTimed}} and {{tl|TriggerOpenTimed}} movers. | |
====WasOpenTimedMover.Reset==== | ====WasOpenTimedMover.Reset==== | ||
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'''Overrides:''' {{tl|Reset||Mover}} ''(global)'' | '''Overrides:''' {{tl|Reset||Mover}} ''(global)'' | ||
− | + | Returns to the original open-timed state. | |
===WasTriggerAdvance=== | ===WasTriggerAdvance=== | ||
− | + | Final state of fully-opened {{tl|TriggerAdvance}} mover. | |
====WasTriggerAdvance.Reset==== | ====WasTriggerAdvance.Reset==== | ||
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'''Overrides:''' {{tl|Reset||Mover}} ''(global)'' | '''Overrides:''' {{tl|Reset||Mover}} ''(global)'' | ||
− | + | Returns to {{tl|TriggerAdvance}} state. | |
====WasTriggerAdvance.SelfTriggered==== | ====WasTriggerAdvance.SelfTriggered==== | ||
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===WasTriggerControl=== | ===WasTriggerControl=== | ||
− | + | Final state of fully-opened trigger-once {{tl|TriggerControl}} mover. | |
====WasTriggerControl.Reset==== | ====WasTriggerControl.Reset==== | ||
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'''Overrides:''' {{tl|Reset||Mover}} ''(global)'' | '''Overrides:''' {{tl|Reset||Mover}} ''(global)'' | ||
− | + | Returns to {{tl|TriggerControl}} state. | |
====WasTriggerControl.SelfTriggered==== | ====WasTriggerControl.SelfTriggered==== | ||
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===WasTriggerPound=== | ===WasTriggerPound=== | ||
− | + | Disabled state of trigger-once {{tl|TriggerPound}} mover that opened and closed once. | |
====WasTriggerPound.Reset==== | ====WasTriggerPound.Reset==== | ||
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'''Overrides:''' {{tl|Reset||Mover}} ''(global)'' | '''Overrides:''' {{tl|Reset||Mover}} ''(global)'' | ||
− | + | Returns to {{tl|TriggerPound}} state. |
Revision as of 16:27, 12 December 2008
Contents
- 1 Selectable initial states
- 2 Internal states
- 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
One of the following states should be selected as the InitialState of the mover.
BumpButton
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
Overrides: Actor.BeginEvent (global)
BumpButton.Bump
Overrides: Bump (global)
BumpButton.EndEvent
Overrides: Actor.EndEvent (global)
BumpOpenTimed
Open when bumped, wait, then close. This is the default state. Note that StandOpenTimed works better for "automatic" elevators.
Extends: OpenTimedMover
BumpOpenTimed.Bump
Overrides: Bump (global)
BumpOpenTimed.DisableTrigger
Overrides: DisableTrigger (global)
BumpOpenTimed.EnableTrigger
Overrides: EnableTrigger (global)
ConstantLoop
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
Overrides: Object.BeginState (global)
ConstantLoop.KeyFrameReached
Overrides: KeyFrameReached (global)
LeadInOutLooper
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
Overrides: Object.BeginState (global)
LeadInOutLooper.KeyFrameReached
Overrides: KeyFrameReached (global)
LeadInOutLooper.Trigger
Overrides: Actor.Trigger (global)
LoopMove
Loops through its keys if triggered, stops at the next key if untriggered.
LoopMove.BeginState
Overrides: Object.BeginState (global)
LoopMove.KeyFrameReached
Overrides: KeyFrameReached (global)
LoopMove.Trigger
Overrides: Actor.Trigger (global)
LoopMove.UnTrigger
Overrides: Actor.UnTrigger (global)
LoopMove.SelfTriggered
Overrides: SelfTriggered (global)
RotatingMover
A simple rotating state. Most useful for slaves of open-timed movers as it will start rotating if the master mover starts opening, stop rotating when the master has opened and reverse the rotation direction when the master closes again.
RotatingMover.BeginState
Overrides: Object.BeginState (global)
RotatingMover.BaseFinished
Overrides: BaseFinished (global)
RotatingMover.BaseStarted
Overrides: BaseStarted (global)
StandOpenTimed
Open when stood on, wait, then close. The most-used state for automatic elevators.
Extends: OpenTimedMover
StandOpenTimed.Attach
Overrides: Actor.Attach (global)
StandOpenTimed.CanTrigger
StandOpenTimed.DisableTrigger
Overrides: DisableTrigger (global)
StandOpenTimed.EnableTrigger
Overrides: EnableTrigger (global)
StandOpenTimed.ShouldReTrigger
Overrides: OpenTimedMover.ShouldReTrigger
TriggerAdvance
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
Overrides: Object.BeginState (global)
TriggerAdvance.EndState
Overrides: Object.EndState (global)
TriggerAdvance.Trigger
Overrides: Actor.Trigger (global)
TriggerAdvance.UnTrigger
Overrides: Actor.UnTrigger (global)
TriggerAdvance.Reset
Overrides: Reset (global)
TriggerAdvance.SelfTriggered
Overrides: SelfTriggered (global)
TriggerControl
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
Overrides: Object.BeginState (global)
TriggerControl.Trigger
Overrides: Actor.Trigger (global)
TriggerControl.UnTrigger
Overrides: Actor.UnTrigger (global)
TriggerControl.Reset
Overrides: Reset (global)
TriggerControl.SelfTriggered
Overrides: SelfTriggered (global)
TriggerOpenTimed
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
Overrides: Actor.Trigger (global)
TriggerOpenTimed.DisableTrigger
Overrides: DisableTrigger (global)
TriggerOpenTimed.EnableTrigger
Overrides: EnableTrigger (global)
TriggerOpenTimed.SelfTriggered
Overrides: SelfTriggered (global)
TriggerPound
Starts opening and closing when triggered. Stops when closed after untriggering.
TriggerPound.BeginState
Overrides: Object.BeginState (global)
TriggerPound.Trigger
Overrides: Actor.Trigger (global)
TriggerPound.UnTrigger
Overrides: Actor.UnTrigger (global)
TriggerPound.Reset
Overrides: Reset (global)
TriggerPound.SelfTriggered
Overrides: SelfTriggered (global)
TriggerToggle
Opens when triggered, closes when triggered again.
TriggerToggle.Trigger
Overrides: Actor.Trigger (global)
TriggerToggle.Reset
Overrides: Reset (global)
TriggerToggle.SelfTriggered
Overrides: SelfTriggered (global)
Internal states
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
Active state for LeadInOutLooper.
LeadInOutLooping.KeyFrameReached
Overrides: KeyFrameReached (global)
Moves to the next key in sequence.
LeadInOutLooping.Trigger
Overrides: Actor.Trigger (global)
Moves to key 0, then returns to LeadInOutLooper state.
OpenTimedMover
Base state for BumpOpenTimed, StandOpenTimed and TriggerOpenTimed mover.
OpenTimedMover.BeginState
Overrides: Object.BeginState (global)
OpenTimedMover.Reset
Overrides: Reset (global)
OpenTimedMover.ShouldReTrigger
WasBumpButton
Disabled state for BumpButton mover.
WasBumpButton.Reset
Overrides: Reset (global)
Returns to BumpButton state.
WasOpenTimedMover
Disabled state for trigger-once BumpOpenTimed, StandOpenTimed and TriggerOpenTimed movers.
WasOpenTimedMover.Reset
Overrides: Reset (global)
Returns to the original open-timed state.
WasTriggerAdvance
Final state of fully-opened TriggerAdvance mover.
WasTriggerAdvance.Reset
Overrides: Reset (global)
Returns to TriggerAdvance state.
WasTriggerAdvance.SelfTriggered
Overrides: SelfTriggered (global)
WasTriggerControl
Final state of fully-opened trigger-once TriggerControl mover.
WasTriggerControl.Reset
Overrides: Reset (global)
Returns to TriggerControl state.
WasTriggerControl.SelfTriggered
Overrides: SelfTriggered (global)
WasTriggerPound
Disabled state of trigger-once TriggerPound mover that opened and closed once.
WasTriggerPound.Reset
Overrides: Reset (global)
Returns to TriggerPound state.