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UE2:PhysicsVolume (UT2003)
Contents
- 1 Properties
- 1.1 Property group 'Karma'
- 1.2 Property group 'PhysicsVolume'
- 1.2.1 bBounceVelocity
- 1.2.2 bDestructive
- 1.2.3 bMoveProjectiles
- 1.2.4 bNeutralZone
- 1.2.5 bNoInventory
- 1.2.6 bPainCausing
- 1.2.7 bWaterVolume
- 1.2.8 DamagePerSec
- 1.2.9 DamageType
- 1.2.10 EntryActor
- 1.2.11 EntrySound
- 1.2.12 ExitActor
- 1.2.13 ExitSound
- 1.2.14 FluidFriction
- 1.2.15 Gravity
- 1.2.16 GroundFriction
- 1.2.17 Priority
- 1.2.18 TerminalVelocity
- 1.2.19 ViewFlash
- 1.2.20 ViewFog
- 1.2.21 ZoneVelocity
- 1.3 Property group 'VolumeFog'
- 1.4 Internal variables
- 1.5 Default values
- 2 Functions
- Package:
- Engine
- Direct subclasses:
- XFallingVolume, DefaultPhysicsVolume, LadderVolume, LavaVolume, PressureVolume, WaterVolume
- This class in other games:
- UE2Runtime, U2, U2XMP, UT2004, UT3, UDK
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PhysicsVolume: a bounding volume which affects actor physics Each Actor is affected at any time by one PhysicsVolume This is a built-in Unreal class and it shouldn't be modified.
Properties[edit]
Property group 'Karma'[edit]
KBuoyancy[edit]
Type: float
How buoyant Karma things are in this volume (if bWaterVolume true). Multiplied by Actors KarmaParams->KBuoyancy.
Default value: 1.0
KExtraAngularDamping[edit]
Type: float
KExtraLinearDamping[edit]
Type: float
Extra damping applied to Karma actors in this volume.
Property group 'PhysicsVolume'[edit]
bBounceVelocity[edit]
Type: bool
this velocity zone should bounce actors that land in it
bDestructive[edit]
Type: bool
Destroys most actors which enter it.
bMoveProjectiles[edit]
Type: bool
this velocity zone should impart velocity to projectiles and effects
bNeutralZone[edit]
Type: bool
Players can't take damage in this zone.
bNoInventory[edit]
Type: bool
bPainCausing[edit]
Type: bool
Zone causes pain.
bWaterVolume[edit]
Type: bool
DamagePerSec[edit]
Type: float
DamageType[edit]
Type: class<DamageType>
EntryActor[edit]
e.g. a splash (only if water zone)
EntrySound[edit]
Type: Sound
only if waterzone
ExitActor[edit]
e.g. a splash (only if water zone)
ExitSound[edit]
Type: Sound
only if waterzone
FluidFriction[edit]
Type: float
Default value: 0.3
Gravity[edit]
Type: Object.Vector
Default value:
Member | Value |
---|---|
X | 0.0 |
Y | 0.0 |
Z | -950.0 |
GroundFriction[edit]
Type: float
Default value: 8.0
Priority[edit]
Type: int
determines which PhysicsVolume takes precedence if they overlap
TerminalVelocity[edit]
Type: float
Default value: 2500.0
ViewFlash[edit]
Type: Object.Vector
ViewFog[edit]
Type: Object.Vector
ZoneVelocity[edit]
Type: Object.Vector
Property group 'VolumeFog'[edit]
bDistanceFog[edit]
Type: bool
There is distance fog in this physicsvolume.
DistanceFogColor[edit]
Type: Object.Color
DistanceFogEnd[edit]
Type: float
DistanceFogStart[edit]
Type: float
Internal variables[edit]
NextPhysicsVolume[edit]
Type: PhysicsVolume
PainTimer[edit]
Type: Info
Default values[edit]
Property | Value |
---|---|
bAlwaysRelevant | True |
bOnlyDirtyReplication | True |
NetUpdateFrequency | 5.0 |
Functions[edit]
Events[edit]
ActorEnteredVolume[edit]
ActorLeavingVolume[edit]
PawnEnteredVolume[edit]
PawnLeavingVolume[edit]
PhysicsChangedFor[edit]
PostBeginPlay[edit]
Overrides: Volume.PostBeginPlay
touch[edit]
Overrides: Actor.Touch
Trigger[edit]
Overrides: Actor.Trigger
untouch[edit]
Overrides: Actor.UnTouch