Mostly Harmless

UE2:U2Decoration (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 10:10, 17 May 2008 by Wormbo (Talk | contribs) (Auto-generated page)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
U2XMP Object >> Actor >> Decoration >> U2Decoration
Package: 
U2
Direct subclasses:
WireBaseC, ShianFighter01, Boulder1, Acheron, AtlantisDropship, AtlantisDropshipBig, AtlantisHI, Barrel1, Barrel2, Barrel3, Boulder2, Boulder, BreakableItem, DrakkSensorArray, DrakkSFG, Shbarrel1, Fan2, Gib, HiTecCameraBase, HiTecCamera, HumanAutoCannon, HumanDecoration, HumanPDS, HumanSensorArray, StriderSensorArray, LightBox2, LightBox, WireSkewed, PipeA, PipeB, PipeBend, PipeC, PipeD, PipeE, PipeF, PipeG, TubeLight2, SeaWeed, SpaceChair, StriderMedicalStation, StriderSFG, TubeLight, TwoTriangles, U2Cube, U2Cylinder, U2Diamond, U2M7, U2Pyramid, U2Sphere, U2Spring, WireBaseA, WireBaseB, WireBaseD, WireLong, WireShort, U2Decorations.ArtifactSpeed

U2Decoration.uc

Properties[edit]

Property group 'Animation'[edit]

bMultiAnimEnabled[edit]

Type: bool


MaxAnimRate[edit]

Type: float


Default value: 1.0

MinAnimRate[edit]

Type: float


Default value: 1.0

MultiAnimMaxRate[edit]

Type: float

Array size: 4


MultiAnimMinRate[edit]

Type: float

Array size: 4


MultiAnimSequence[edit]

Type: name

Array size: 4


Property group 'Bounceable'[edit]

BaseBouncePitch[edit]

Type: float


Default value: 1.0

BaseBounceVolume[edit]

Type: float


Default value: 1.0

bBounceable[edit]

Type: bool

if true, decoration bounces

BounceDamping[edit]

Type: float


Default value: 0.3

HitDamage[edit]

Type: float


HitDamageType[edit]

Type: class<DamageType>


Default value: Class'U2.DamageTypePhysical'

HitMomentum[edit]

Type: float


LandedPitch[edit]

Type: float

if > 0, final (landed) pitch is set to this

Default value: -1.0

LandedRoll[edit]

Type: float

if > 0, final (landed) roll is set to this

Default value: -1.0

LandedYaw[edit]

Type: float

if > 0, final (landed) yaw is set to this

Default value: -1.0

LandSound1[edit]

Type: Sound


MinBounceSoundSpeed[edit]

Type: float


Default value: 200.0

MinBounceSpeed[edit]

Type: float


Default value: 200.0

MinFirstHitSpeed[edit]

Type: float


Default value: 400.0

PitchPerturbPercent[edit]

Type: float


Default value: 10.0

RotationDamping[edit]

Type: float


Default value: 0.3

VolumePerturbPercent[edit]

Type: float


Default value: 30.0

Property group 'Breakable'[edit]

FragmentClass[edit]

Type: class<Fragment>


FragmentCount[edit]

Type: int


Default value: 12

FragmentSize[edit]

Type: float


FragmentSkin[edit]

Type: Texture


HitPoints[edit]

Type: int

if > 0, decoration is breakable

MinDamageVelocityZ[edit]

Type: int


Default value: 500

Property group 'U2Decoration'[edit]

DamageFilterClass[edit]

Type: class<DamageFilter>


Default value: Class'U2.DamageFilterDecoration'

Internal variables[edit]

bFirstHit[edit]

Type: bool


Default values[edit]

Property Value
bBlockActors True
bBlockPlayers True
bCanTeleport True
bCollideActors True
bIgnoreSingularityDamage False
bIgnoreSingularityForces False
Buoyancy 60.0
Mass 50.0

Functions[edit]

Events[edit]

BaseChange[edit]

singular event BaseChange ()

Overrides: Decoration.BaseChange


Bump[edit]

event Bump (Actor Other)

Overrides: Decoration.Bump


HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Decoration.HitWall


Landed[edit]

simulated event Landed (Object.Vector HitNormal)

Overrides: Decoration.Landed


PreBeginPlay[edit]

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


Timer[edit]

event Timer ()

Overrides: Decoration.Timer


Touch[edit]

singular event Touch (Actor Other)

Overrides: Actor.Touch


Other instance functions[edit]

InitFor[edit]

function InitFor (Actor Other)


PostEditChange[edit]

simulated function PostEditChange ()


SetupBounce[edit]

function SetupBounce ()


TakeDamage[edit]

function TakeDamage (int Damage, Pawn InstigatedBy, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: Decoration.TakeDamage