My program doesn't have bugs. It just develops random features.
UE2:PropertyFlipper (U2XMP)
Contents
- 1 Properties
- 1.1 Property group 'PropertyFlipper'
- 1.1.1 BoolValue
- 1.1.2 ByteValue
- 1.1.3 CollisionHeightValue
- 1.1.4 CollisionRadiusValue
- 1.1.5 ColorValue
- 1.1.6 DrawTypeValue
- 1.1.7 FloatValue
- 1.1.8 IntValue
- 1.1.9 PhysicsValue
- 1.1.10 PropertyName
- 1.1.11 PropertyType
- 1.1.12 RotatorValue
- 1.1.13 SoundValue
- 1.1.14 StringValue
- 1.1.15 TextureValue
- 1.1.16 TriggerDuration
- 1.1.17 VectorValue
- 1.2 Internal variables
- 1.3 Default values
- 1.1 Property group 'PropertyFlipper'
- 2 Enums
- 3 Functions
- 4 States
- Package:
- Legend
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PropertyFlipper.uc $Author: Mfox $ $Date: 10/02/02 2:25p $ $Revision: 12 $ Description: Use this to modify any variable of any Actor at runtime via a trigger. Basic Instructions:
Set the Event to the object's Tag you wish to modify.
Note: Only the first object you link to will be affected. If you need to affect multiple objects, use multiple PropertyFlippers. Update: You can now link up to 16 objects safely.
There are three InitialStates that you can set:
TriggerControl
TriggerTimed (note associated TriggerDuration)
These are self explanatory.
Under the PropertyFlipper section in the default properties, you will see a bunch of variables.
(i.e. DrawScale). Just type it in -- spelling counts.
(i.e. float, Texture, Sound, etc.)
value you wish your variable to be modified too. These are basically for
easy of use. Rather than making you type in "Texture'Angreal.Effects.GreenExplosion'" you can simply select the texture in the texture browser, and then click USE in the variable box.
Notes:
If I didn't include the type of variable you want to modify (i.e. an enumeration like Style), you can use StringValue to hack it into submission.
Example:
Set PropertyType to TYPE_String.
Set StringValue to STY_Translucent.
This will not work for constant variables like Physics and Location, however, I have added a PropertyType for Physics, and I can add more for other constant variables if you find you need to modify them.
This will not work for Static actors. If you can't figure out why your PropertyFlipper isn't working, make sure to check that the Actor you are trying to modify isn't static. Also make sure you didn't spell the PropertyName wrong.
Properties[edit]
Property group 'PropertyFlipper'[edit]
BoolValue[edit]
Type: bool
ByteValue[edit]
Type: byte
CollisionHeightValue[edit]
Type: float
No property name needed.
CollisionRadiusValue[edit]
Type: float
No property name needed.
ColorValue[edit]
Type: Object.Color
DrawTypeValue[edit]
Type: Actor.EDrawType
FloatValue[edit]
Type: float
IntValue[edit]
Type: int
PhysicsValue[edit]
Type: Actor.EPhysics
PropertyName[edit]
Type: string
PropertyType[edit]
Type: TPropType
RotatorValue[edit]
Type: Object.Rotator
SoundValue[edit]
Type: Sound
StringValue[edit]
Type: string
TextureValue[edit]
Type: Texture
TriggerDuration[edit]
Type: float
VectorValue[edit]
Type: Object.Vector
Internal variables[edit]
bOn[edit]
Type: bool
Flippers[edit]
Type: PropertyFlipper
Array size: 16
OldCollisionHeight[edit]
Type: float
OldCollisionRadius[edit]
Type: float
OldPhysics[edit]
Type: Actor.EPhysics
OldPropertyText[edit]
Type: string
Default values[edit]
Property | Value |
---|---|
bStatic | False |
InitialState | 'TriggerControl' |
Texture | Texture'Legend.S_PrpFlipper' |
Enums[edit]
TPropType[edit]
- TYPE_Bool
- TYPE_Float
- TYPE_Int
- TYPE_Byte
- TYPE_Vector
- TYPE_Rotator
- TYPE_String
- TYPE_Texture
- TYPE_Sound
- TYPE_Physics
- TYPE_Collision
- No property name needed.
- TYPE_Color
- TYPE_bCollideActors
- TYPE_DrawType
Functions[edit]
Static functions[edit]
StaticReset[edit]
StaticSet[edit]
Instance functions[edit]
GetInstance[edit]
Reset[edit]
Overrides: Actor.Reset
Set[edit]
States[edit]
TriggerControl[edit]
Modifiers: simulated
TriggerControl.Trigger[edit]
Overrides: Actor.Trigger (global)
TriggerControl.UnTrigger[edit]
Overrides: Actor.UnTrigger (global)
TriggerTimed[edit]
Modifiers: simulated
TriggerTimed.Timer[edit]
Overrides: Actor.Timer (global)
TriggerTimed.Trigger[edit]
Overrides: Actor.Trigger (global)
TriggerToggle[edit]
Modifiers: simulated
TriggerToggle.Trigger[edit]
Overrides: Actor.Trigger (global)