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Difference between revisions of "UE3:GameCrowdForcePoint (UDK)"

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m (1 revision: class descriptions for UDK January update (part 2))
 
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Latest revision as of 05:39, 17 January 2010

UDK Object >> Actor >> GameCrowdInteractionPoint >> GameCrowdForcePoint
Package: 
GameFramework
Direct subclasses:
GameCrowdAttractor, GameCrowdRepulsor

Used for attracting agents to an area. If too strong, agents won't continue to destination

Default values[edit]

Property Value
bCollideActors True

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: GameCrowdInteractionPoint.CollisionCylinder

Property Value
CollideActors True
ReplacementPrimitive None

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: GameCrowdInteractionPoint.Sprite

Property Value
ReplacementPrimitive None
Sprite Texture2D'EditorResources.Crowd.T_Crowd_Attractor'

Events[edit]

AppliedForce[edit]

event Object.Vector AppliedForce (GameCrowdAgent Agent)

Returns force applied to Agent by this force point.

Touch[edit]

event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: Actor.Touch

Add to touching agent's RelevantAttractors list, even if not enabled (because might get enabled while still touching agent

UnTouch[edit]

event UnTouch (Actor Other)

Overrides: Actor.UnTouch

Remove from touching agent's RelevantAttractors list