Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:Mover states (UT2004)
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[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]
Overrides: Actor.BeginEvent (global)
BumpButton.Bump[edit]
Overrides: Bump (global)
BumpButton.EndEvent[edit]
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]
Overrides: Bump (global)
BumpOpenTimed.DisableTrigger[edit]
Overrides: DisableTrigger (global)
BumpOpenTimed.EnableTrigger[edit]
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]
Overrides: Object.BeginState (global)
ConstantLoop.KeyFrameReached[edit]
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]
Overrides: Object.BeginState (global)
LeadInOutLooper.KeyFrameReached[edit]
Overrides: KeyFrameReached (global)
LeadInOutLooper.Trigger[edit]
Overrides: Actor.Trigger (global)
LoopMove[edit]
Loops through its keys if triggered, stops at the next key if untriggered.
LoopMove.BeginState[edit]
Overrides: Object.BeginState (global)
LoopMove.KeyFrameReached[edit]
Overrides: KeyFrameReached (global)
LoopMove.Trigger[edit]
Overrides: Actor.Trigger (global)
LoopMove.UnTrigger[edit]
Overrides: Actor.UnTrigger (global)
LoopMove.SelfTriggered[edit]
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]
Overrides: Object.BeginState (global)
RotatingMover.BaseFinished[edit]
Overrides: BaseFinished (global)
RotatingMover.BaseStarted[edit]
Overrides: BaseStarted (global)
StandOpenTimed[edit]
Open when stood on, wait, then close. The most-used state for automatic elevators.
Extends: OpenTimedMover
StandOpenTimed.Attach[edit]
Overrides: Actor.Attach (global)
StandOpenTimed.CanTrigger[edit]
StandOpenTimed.DisableTrigger[edit]
Overrides: DisableTrigger (global)
StandOpenTimed.EnableTrigger[edit]
Overrides: EnableTrigger (global)
StandOpenTimed.ShouldReTrigger[edit]
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]
Overrides: Object.BeginState (global)
TriggerAdvance.EndState[edit]
Overrides: Object.EndState (global)
TriggerAdvance.Trigger[edit]
Overrides: Actor.Trigger (global)
TriggerAdvance.UnTrigger[edit]
Overrides: Actor.UnTrigger (global)
TriggerAdvance.Reset[edit]
Overrides: Reset (global)
TriggerAdvance.SelfTriggered[edit]
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]
Overrides: Object.BeginState (global)
TriggerControl.Trigger[edit]
Overrides: Actor.Trigger (global)
TriggerControl.UnTrigger[edit]
Overrides: Actor.UnTrigger (global)
TriggerControl.Reset[edit]
Overrides: Reset (global)
TriggerControl.SelfTriggered[edit]
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]
Overrides: Actor.Trigger (global)
TriggerOpenTimed.DisableTrigger[edit]
Overrides: DisableTrigger (global)
TriggerOpenTimed.EnableTrigger[edit]
Overrides: EnableTrigger (global)
TriggerOpenTimed.SelfTriggered[edit]
Overrides: SelfTriggered (global)
TriggerPound[edit]
Starts opening and closing when triggered. Stops when closed after untriggering.
TriggerPound.BeginState[edit]
Overrides: Object.BeginState (global)
TriggerPound.Trigger[edit]
Overrides: Actor.Trigger (global)
TriggerPound.UnTrigger[edit]
Overrides: Actor.UnTrigger (global)
TriggerPound.Reset[edit]
Overrides: Reset (global)
TriggerPound.SelfTriggered[edit]
Overrides: SelfTriggered (global)
TriggerToggle[edit]
Opens when triggered, closes when triggered again.
TriggerToggle.Trigger[edit]
Overrides: Actor.Trigger (global)
TriggerToggle.Reset[edit]
Overrides: Reset (global)
TriggerToggle.SelfTriggered[edit]
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]
Overrides: KeyFrameReached (global)
Moves to the next key in sequence.
LeadInOutLooping.Trigger[edit]
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]
Overrides: Object.BeginState (global)
OpenTimedMover.Reset[edit]
Overrides: Reset (global)
OpenTimedMover.ShouldReTrigger[edit]
WasBumpButton[edit]
Disabled state for BumpButton mover.
WasBumpButton.Reset[edit]
Overrides: Reset (global)
Returns to BumpButton state.
WasOpenTimedMover[edit]
Disabled state for trigger-once BumpOpenTimed, StandOpenTimed and TriggerOpenTimed movers.
WasOpenTimedMover.Reset[edit]
Overrides: Reset (global)
Returns to the original open-timed state.
WasTriggerAdvance[edit]
Final state of fully-opened TriggerAdvance mover.
WasTriggerAdvance.Reset[edit]
Overrides: Reset (global)
Returns to TriggerAdvance state.
WasTriggerAdvance.SelfTriggered[edit]
Overrides: SelfTriggered (global)
WasTriggerControl[edit]
Final state of fully-opened trigger-once TriggerControl mover.
WasTriggerControl.Reset[edit]
Overrides: Reset (global)
Returns to TriggerControl state.
WasTriggerControl.SelfTriggered[edit]
Overrides: SelfTriggered (global)
WasTriggerPound[edit]
Disabled state of trigger-once TriggerPound mover that opened and closed once.
WasTriggerPound.Reset[edit]
Overrides: Reset (global)
Returns to TriggerPound state.