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UE2:Mover states (UT2004)

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Revision as of 15:27, 12 December 2008 by Wormbo (Talk | contribs) (grouped selectable states and added state descriptions)

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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

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

event BeginEvent ()

Overrides: Actor.BeginEvent (global)


BumpButton.Bump

event Bump (Actor Other)

Overrides: Bump (global)


BumpButton.EndEvent

event 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

event Bump (Actor Other)

Overrides: Bump (global)


BumpOpenTimed.DisableTrigger

function DisableTrigger ()

Overrides: DisableTrigger (global)


BumpOpenTimed.EnableTrigger

function 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

event BeginState ()

Overrides: Object.BeginState (global)


ConstantLoop.KeyFrameReached

event 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

event BeginState ()

Overrides: Object.BeginState (global)


LeadInOutLooper.KeyFrameReached

event KeyFrameReached ()

Overrides: KeyFrameReached (global)


LeadInOutLooper.Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger (global)


LoopMove

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

LoopMove.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


LoopMove.KeyFrameReached

event KeyFrameReached ()

Overrides: KeyFrameReached (global)


LoopMove.Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger (global)


LoopMove.UnTrigger

event UnTrigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.UnTrigger (global)


LoopMove.SelfTriggered

function bool 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

simulated event BeginState ()

Overrides: Object.BeginState (global)


RotatingMover.BaseFinished

simulated function BaseFinished ()

Overrides: BaseFinished (global)


RotatingMover.BaseStarted

simulated function BaseStarted ()

Overrides: BaseStarted (global)


StandOpenTimed

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

Extends: OpenTimedMover

StandOpenTimed.Attach

event Attach (Actor Other)

Overrides: Actor.Attach (global)


StandOpenTimed.CanTrigger

function bool CanTrigger (Actor Other)


StandOpenTimed.DisableTrigger

function DisableTrigger ()

Overrides: DisableTrigger (global)


StandOpenTimed.EnableTrigger

function EnableTrigger ()

Overrides: EnableTrigger (global)


StandOpenTimed.ShouldReTrigger

function bool 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

event BeginState ()

Overrides: Object.BeginState (global)


TriggerAdvance.EndState

event EndState ()

Overrides: Object.EndState (global)


TriggerAdvance.Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger (global)


TriggerAdvance.UnTrigger

event UnTrigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.UnTrigger (global)


TriggerAdvance.Reset

function Reset ()

Overrides: Reset (global)


TriggerAdvance.SelfTriggered

function bool 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

event BeginState ()

Overrides: Object.BeginState (global)


TriggerControl.Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger (global)


TriggerControl.UnTrigger

event UnTrigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.UnTrigger (global)


TriggerControl.Reset

function Reset ()

Overrides: Reset (global)


TriggerControl.SelfTriggered

function bool 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

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger (global)


TriggerOpenTimed.DisableTrigger

function DisableTrigger ()

Overrides: DisableTrigger (global)


TriggerOpenTimed.EnableTrigger

function EnableTrigger ()

Overrides: EnableTrigger (global)


TriggerOpenTimed.SelfTriggered

function bool SelfTriggered ()

Overrides: SelfTriggered (global)


TriggerPound

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

TriggerPound.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


TriggerPound.Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger (global)


TriggerPound.UnTrigger

event UnTrigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.UnTrigger (global)


TriggerPound.Reset

function Reset ()

Overrides: Reset (global)


TriggerPound.SelfTriggered

function bool SelfTriggered ()

Overrides: SelfTriggered (global)


TriggerToggle

Opens when triggered, closes when triggered again.

TriggerToggle.Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger (global)


TriggerToggle.Reset

function Reset ()

Overrides: Reset (global)


TriggerToggle.SelfTriggered

function bool 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

event KeyFrameReached ()

Overrides: KeyFrameReached (global)

Moves to the next key in sequence.

LeadInOutLooping.Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger (global)

Moves to key 0, then returns to LeadInOutLooper state.

OpenTimedMover

Base state for BumpOpenTimed, StandOpenTimed and TriggerOpenTimed mover.

OpenTimedMover.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


OpenTimedMover.Reset

function Reset ()

Overrides: Reset (global)


OpenTimedMover.ShouldReTrigger

function bool ShouldReTrigger ()


WasBumpButton

Disabled state for BumpButton mover.

WasBumpButton.Reset

function Reset ()

Overrides: Reset (global)

Returns to BumpButton state.

WasOpenTimedMover

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

WasOpenTimedMover.Reset

function Reset ()

Overrides: Reset (global)

Returns to the original open-timed state.

WasTriggerAdvance

Final state of fully-opened TriggerAdvance mover.

WasTriggerAdvance.Reset

function Reset ()

Overrides: Reset (global)

Returns to TriggerAdvance state.

WasTriggerAdvance.SelfTriggered

function bool SelfTriggered ()

Overrides: SelfTriggered (global)


WasTriggerControl

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

WasTriggerControl.Reset

function Reset ()

Overrides: Reset (global)

Returns to TriggerControl state.

WasTriggerControl.SelfTriggered

function bool SelfTriggered ()

Overrides: SelfTriggered (global)


WasTriggerPound

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

WasTriggerPound.Reset

function Reset ()

Overrides: Reset (global)

Returns to TriggerPound state.