Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:TextureHelperGeneric (U2XMP)
Object >> LegendObjectComponent >> TextureHelperGeneric |
- Package:
- U2
- Direct subclasses:
- BodyLandTextureHelperGeneric, LandTextureHelperGeneric, MoveTextureHelperGeneric, ProneTextureHelperGeneric
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TextureHelperGeneric.uc $Author: Mfox $ $Date: 12/15/02 6:43p $ $Revision: 31 $
Constants[edit]
TraceTextureFudgeFactor[edit]
Value: 128.0
Properties[edit]
Property group 'U2Textures'[edit]
BasePitch[edit]
Type: float
Modifiers: config
pitch multiplier
Default value: 1.0
BaseVolume[edit]
Type: float
Modifiers: config
volume multiplier (for NPCs -- player scaled down)
Default value: 1.0
DefaultTextureType[edit]
Type: Material.ETextureType
Modifiers: config
default texture type (if none hit)
Default value: TT_Stone
PitchVariancePercent[edit]
Type: float
Modifiers: config
percentage to vary final pitch by +/-
Default value: 10.0
PlaySoundRadius[edit]
Type: float
Modifiers: config
radius to use with PlaySound
Default value: 75.0
TextureEffects[edit]
Type: EffectInfoT
Array size: 128 (128
)
Modifiers: config
texture-specific sounds -- assumes that texturetypes are compacted (no gaps) and sorted
VolumeVariancePercent[edit]
Type: float
Modifiers: config
percentage to vary final volume by +/-
Default value: 10.0
Internal variables[edit]
MakeNoiseVolumeMultiplier[edit]
Type: float
amount to scale volume by for use with MakeNoise
Default value: 0.35
RunningSoundSpeed[edit]
Type: float
below this speed walking sounds used (lower volume)
Default value: 200.0
WalkVolumeMultiplier[edit]
Type: float
Default value: 0.25
Structs[edit]
EffectInfoT[edit]
- Material.ETextureType TextureType
- texture on which sound plays
- string SoundStr
- name of actual sound to play
- float Volume
- Volume to use
- float Pitch
- string EffectName
- if set, name of class to spawn along with sound