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Difference between revisions of "UE3:GameCrowdForcePoint (UDK)"
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'''Overrides:''' {{tl|Touch|Actor|events}} | '''Overrides:''' {{tl|Touch|Actor|events}} | ||
− | + | Add to touching agent's RelevantAttractors list, even if not enabled | |
+ | (because might get enabled while still touching agent | ||
====UnTouch==== | ====UnTouch==== |
Revision as of 05:24, 17 January 2010
Object >> Actor >> GameCrowdInteractionPoint >> GameCrowdForcePoint |
- Package:
- GameFramework
- Direct subclasses:
- GameCrowdAttractor, GameCrowdRepulsor
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Used for attracting agents to an area. If too strong, agents won't continue to destination
Default values
Property | Value |
---|---|
bCollideActors | True |
Subobjects
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: GameCrowdInteractionPoint.CollisionCylinder
Property | Value |
---|---|
CollideActors | True |
ReplacementPrimitive | None |
Sprite
Class: Engine.SpriteComponent
Inherits from: GameCrowdInteractionPoint.Sprite
Property | Value |
---|---|
ReplacementPrimitive | None |
Sprite | Texture2D'EditorResources.Crowd.T_Crowd_Attractor' |
Events
AppliedForce
event Object.Vector AppliedForce (GameCrowdAgent Agent)
Returns force applied to Agent by this force point.
Touch
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
event UnTouch (Actor Other)
Overrides: Actor.UnTouch
Remove from touching agent's RelevantAttractors list