UE2:PropertyFlipper (U2XMP)
- 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:
+ TriggerToggle + TriggerControl + TriggerTimed (note associated TriggerDuration)
These are self explanatory.
Under the PropertyFlipper section in the default properties, you will see a bunch of variables.
+ PropertyName - set this to the name of the variable you wish to modify (i.e. DrawScale). Just type it in -- spelling counts. + PropertyType - set this to the type of property you are modifying (i.e. float, Texture, Sound, etc.) + XXXValue (FloatValue, TextureValue, SoundValue, etc) - set this to the 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 PropertyName to Style. + 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
Property group 'PropertyFlipper'
BoolValue
Type: bool
ByteValue
Type: byte
CollisionHeightValue
Type: float
No property name needed.
CollisionRadiusValue
Type: float
No property name needed.
ColorValue
Type: Object.Color
DrawTypeValue
Type: Actor.EDrawType
FloatValue
Type: float
IntValue
Type: int
PhysicsValue
Type: Actor.EPhysics
PropertyName
Type: string
PropertyType
Type: TPropType
RotatorValue
Type: Object.Rotator
SoundValue
Type: Sound
StringValue
Type: string
TextureValue
Type: Texture
TriggerDuration
Type: float
VectorValue
Type: Object.Vector
Internal variables
bOn
Type: bool
Flippers
Type: PropertyFlipper
Array size: 16
OldCollisionHeight
Type: float
OldCollisionRadius
Type: float
OldPhysics
Type: Actor.EPhysics
OldPropertyText
Type: string
Default values
Property | Value |
---|---|
bStatic | False |
InitialState | 'TriggerControl' |
Texture | Texture'Legend.S_PrpFlipper' |
Enums
TPropType
- 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
Static functions
StaticReset
StaticSet
Instance functions
GetInstance
Reset
Overrides: Actor.Reset
Set
States
TriggerControl
Modifiers: simulated
TriggerControl.Trigger
Overrides: Actor.Trigger (global)
TriggerControl.UnTrigger
Overrides: Actor.UnTrigger (global)
TriggerTimed
Modifiers: simulated
TriggerTimed.Timer
Overrides: Actor.Timer (global)
TriggerTimed.Trigger
Overrides: Actor.Trigger (global)
TriggerToggle
Modifiers: simulated
TriggerToggle.Trigger
Overrides: Actor.Trigger (global)