My program doesn't have bugs. It just develops random features.

UE2:ProximitySensor (U2XMP)

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U2XMP Object >> Actor >> Pawn >> LicenseePawn >> U2Pawn >> StationaryPawn >> DeployedUnit >> ProximitySensor
Package: 
U2XMP
Direct subclass:
AutoTurret
This class in other games:
U2

$Workfile: ProximitySensor.uc $ Created By: Mark Poesch Created On: 7/2/2001 $Author: Mfox $ $Date: 12/12/02 1:05p $ $Revision: 33 $

Properties[edit]

Property group 'ProximitySensor'[edit]

ActionRate[edit]

Type: float


Default value: 1.5

ActiveAlertDelay[edit]

Type: float


Default value: 0.75

bAmbientActionSound[edit]

Type: bool

should the FireSound/AltFireSound be played as an ambient sound?

TimeToTrack[edit]

Type: float


Default value: 1.0

TrackingRangeMultiplier[edit]

Type: float


Default value: 1.5

Internal variables[edit]

ActionSound[edit]

Type: Sound


Default value: Sound'U2XMPA.ProximitySensor.ProximitySensorAlert'

ActiveAlertSound[edit]

Type: Sound


TrackingSound[edit]

Type: Sound


Default value: Sound'U2XMPA.ProximitySensor.ProximitySensorTracking'

Default values[edit]

Property Value
AmbientNoiseSound Sound'U2XMPA.ProximitySensor.ProximitySensorAmbient'
BaseEyeHeight 48.0
bEnabled True
bNoStaticMeshCollide True
CollisionHeight 30.0
ControllerClass Class'U2XMP.ProximitySensorController'
DeploySound Sound'U2XMPA.ProximitySensor.ProximitySensorActivate'
Description "Proximity Sensor"
DisabledSound Sound'U2XMPA.ProximitySensor.ProximitySensorDisabled'
DrawScale 2.35
DrawType DT_StaticMesh
ExplodeSound Sound'U2XMPA.ProximitySensor.ProximitySensorExplode'
ExplosionEffect ParticleSalamander'RocketEffects.ParticleSalamander2'
Health 300
PickupClass Class'U2XMP.ProximitySensorPickup'
PrePivot
Member Value
Z -3.5
ReEnabledSound Sound'U2XMPA.ProximitySensor.ProximitySensorEnabled'
SeenRadius 1280.0
SeeOtherOdds 1.0
ShutdownSound Sound'U2XMPA.ProximitySensor.ProximitySensorShutdown'
SightRadius 1024.0
StaticMesh StaticMesh'343M.Assets.ProximitySensor'
TransientSoundRadius 700.0

Instance functions[edit]

MountToNode[edit]

function MountToNode (string MountBone, Actor A)


NotifyDeployed[edit]

function NotifyDeployed ()

Overrides: DeployedUnit.NotifyDeployed


PassMountLocation[edit]

function PassMountLocation ()


SetEnabled[edit]

function SetEnabled (bool bVal)

Overrides: DeployedUnit.SetEnabled