Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE2:PhysicsVolume (UT2004)
Contents
- 1 Properties
- 1.1 Property group 'Karma'
- 1.2 Property group 'PhysicsVolume'
- 1.2.1 bBounceVelocity
- 1.2.2 bDamagesVehicles
- 1.2.3 bDestructive
- 1.2.4 bMoveProjectiles
- 1.2.5 bNeutralZone
- 1.2.6 bNoDecals
- 1.2.7 bNoInventory
- 1.2.8 bPainCausing
- 1.2.9 bWaterVolume
- 1.2.10 DamagePerSec
- 1.2.11 DamageType
- 1.2.12 EntryActor
- 1.2.13 EntrySound
- 1.2.14 ExitActor
- 1.2.15 ExitSound
- 1.2.16 FluidFriction
- 1.2.17 Gravity
- 1.2.18 GroundFriction
- 1.2.19 PawnEntryActor
- 1.2.20 Priority
- 1.2.21 TerminalVelocity
- 1.2.22 ViewFlash
- 1.2.23 ViewFog
- 1.2.24 VolumeEffect
- 1.2.25 ZoneVelocity
- 1.3 Property group 'VolumeFog'
- 1.4 Internal variables
- 1.5 Default values
- 2 Functions
- Package:
- Engine
- Direct subclasses:
- WaterVolume, ConvoyPhysicsVolume, DefaultPhysicsVolume, IonCannonKillVolume, KarmaBoostVolume, LadderVolume, LavaVolume, PressureVolume, XFallingVolume
- Known custom subclasses:
- Wormbo/OnslaughtSpecials, Eliot/LevelConfigManager/Volumes, Crusha/UltimateMappingTools, Wormbo/OnslaughtSpecialsLite
- This class in other games:
- UE2Runtime, U2, UT2003, U2XMP, 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
Property group 'Karma'
KBuoyancy
Type: float
How buoyant Karma things are in this volume (if bWaterVolume true). Multiplied by Actors KarmaParams->KBuoyancy.
Default value: 1.0
KExtraAngularDamping
Type: float
KExtraLinearDamping
Type: float
Extra damping applied to Karma actors in this volume.
Property group 'PhysicsVolume'
bBounceVelocity
Type: bool
this velocity zone should bounce actors that land in it
bDamagesVehicles
Type: bool
Default value: True
bDestructive
Type: bool
Destroys most actors which enter it.
bMoveProjectiles
Type: bool
this velocity zone should impart velocity to projectiles and effects
bNeutralZone
Type: bool
Players can't take damage in this zone.
bNoDecals
Type: bool
bNoInventory
Type: bool
bPainCausing
Type: bool
Zone causes pain.
bWaterVolume
Type: bool
DamagePerSec
Type: float
DamageType
Type: class<DamageType>
EntryActor
e.g. a splash (only if water zone)
EntrySound
Type: Sound
only if waterzone
ExitActor
e.g. a splash (only if water zone)
ExitSound
Type: Sound
only if waterzone
FluidFriction
Type: float
Default value: 0.3
Gravity
Type: Object.Vector
Default value:
Member | Value |
---|---|
X | 0.0 |
Y | 0.0 |
Z | -950.0 |
GroundFriction
Type: float
Default value: 8.0
PawnEntryActor
when pawn center enters volume
Priority
Type: int
determines which PhysicsVolume takes precedence if they overlap
TerminalVelocity
Type: float
Default value: 2500.0
ViewFlash
Type: Object.Vector
ViewFog
Type: Object.Vector
VolumeEffect
Type: I3DL2Listener
Modifiers: editinline
ZoneVelocity
Type: Object.Vector
Property group 'VolumeFog'
bDistanceFog
Type: bool
There is distance fog in this physicsvolume.
DistanceFogColor
Type: Object.Color
DistanceFogEnd
Type: float
The distance of where the fog ends.
DistanceFogStart
Type: float
The distance of where the fog starts.
Internal variables
BACKUP_bPainCausing
Type: bool
BACKUP_Gravity
Type: Object.Vector
NextPhysicsVolume
Type: PhysicsVolume
PainTimer
Type: Info
Default values
Property | Value |
---|---|
bAlwaysRelevant | True |
bOnlyDirtyReplication | True |
NetUpdateFrequency | 0.1 |
Functions
Events
ActorEnteredVolume
ActorLeavingVolume
BaseChange
Overrides: Actor.BaseChange
PawnEnteredVolume
PawnLeavingVolume
PhysicsChangedFor
PostBeginPlay
Overrides: Volume.PostBeginPlay
PreBeginPlay
Overrides: Actor.PreBeginPlay
touch
Overrides: Actor.Touch
Trigger
Overrides: Actor.Trigger
untouch
Overrides: Actor.UnTouch
Other instance functions
CausePainTo
PlayEntrySplash
PlayerPawnDiedInVolume
PlayExitSplash
Reset
Overrides: Actor.Reset
TimerPop
Overrides: Actor.TimerPop