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| {{autogenerated}} | | {{autogenerated}} |
| GameTypes | | GameTypes |
| | |
| | ==Constants== |
| | ====LOADING_MOVIE==== |
| | '''Value:''' "LoadingMovie" |
| | |
| | the name of the movie to show while loading |
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| |
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| ==Enums== | | ==Enums== |
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| ==Structs== | | ==Structs== |
| ===ScreenShakeAnimStruct===
| | See {{cl|GameTypes structs}}. |
| '''[[Structs#Modifiers|Modifiers]]:''' native
| |
| | |
| DEPRECATED. Defines a camera-animation-driven screenshake.
| |
| ; {{cl|CameraAnim}} Anim : <!-- enter variable description -->
| |
| ; [[bool]] bUseDirectionalAnimVariants : If TRUE, code will choose which anim to play based on relative location to the player. Anim is treated as "front" in this case.
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| ; {{cl|CameraAnim}} Anim_Left : <!-- enter variable description -->
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| ; {{cl|CameraAnim}} Anim_Right : <!-- enter variable description -->
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| ; {{cl|CameraAnim}} Anim_Rear : <!-- enter variable description -->
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| ; [[float]] AnimPlayRate : <!-- enter variable description -->
| |
| ; [[float]] AnimScale : <!-- enter variable description -->
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| ; [[float]] AnimBlendInTime : <!-- enter variable description -->
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| ; [[float]] AnimBlendOutTime : <!-- enter variable description -->
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| ; [[bool]] bRandomSegment : If TRUE, play a random snippet of the animation of length RandomSegmentDuration. Implies bLoop and bRandomStartTime = TRUE.
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| If FALSE, play the full anim once, non-looped.
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| ; [[float]] RandomSegmentDuration : <!-- enter variable description -->
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| ; [[bool]] bSingleInstance : TRUE to only allow a single instance of the specified anim to play at any given time.
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| | |
| '''Default values:'''
| |
| {| class="list defaults"
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| ! Property
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| ! Value
| |
| |-
| |
| | AnimBlendInTime
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| | 0.2
| |
| |-
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| | AnimBlendOutTime
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| | 0.2
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| |-
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| | AnimPlayRate
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| | 1.0
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| |-
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| | AnimScale
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| | 1.0
| |
| |}
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| | |
| ===ScreenShakeStruct===
| |
| '''[[Structs#Modifiers|Modifiers]]:''' native
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| | |
| DEPRECATED. Defines a code-driven (sinusoidal) screenshake
| |
| ; [[float]] TimeToGo : Time in seconds to go until current screen shake is finished
| |
| ; [[float]] TimeDuration : Duration in seconds of current screen shake
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| ; {{tl|Vector|Object|structs}} RotAmplitude : view rotation amplitude
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| ; {{tl|Vector|Object|structs}} RotFrequency : view rotation frequency
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| ; {{tl|Vector|Object|structs}} RotSinOffset : view rotation Sine offset
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| ; {{tl|ShakeParams}} RotParam : rotation parameters
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| ; {{tl|Vector|Object|structs}} LocAmplitude : view offset amplitude
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| ; {{tl|Vector|Object|structs}} LocFrequency : view offset frequency
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| ; {{tl|Vector|Object|structs}} LocSinOffset : view offset Sine offset
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| ; {{tl|ShakeParams}} LocParam : location parameters
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| ; [[float]] FOVAmplitude : FOV amplitude
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| ; [[float]] FOVFrequency : FOV frequency
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| ; [[float]] FOVSinOffset : FOV Sine offset
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| ; {{tl|EShakeParam}} FOVParam : FOV parameters
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| ; [[name]] ShakeName : Unique name for this shake. Only 1 instance of a shake with a particular
| |
| name can be playing at once. Subsequent calls to add the shake will simply
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| restart the existing shake with new parameters. This is useful for animating
| |
| shake parameters.
| |
| ; [[bool]] bOverrideTargetingDampening : True to use TargetingDampening multiplier while player is targeted, False to use global defaults (see TargetingAlpha).
| |
| ; [[float]] TargetingDampening : Amplitude multiplier to apply while player is targeting. Ignored if bOverrideTargetingDampening == FALSE
| |
| | |
| '''Default values:'''
| |
| {| class="list defaults"
| |
| ! Property
| |
| ! Value
| |
| |-
| |
| | FOVAmplitude
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| | 2.0
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| |-
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| | FOVFrequency
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| | 5.0
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| |-
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| | LocAmplitude
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| |
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| {| class="list defaults"
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| ! {{tl|Vector||Object structs|Member}}
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| ! Value
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| |-
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| | X
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| | 0.0
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| |-
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| | Y
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| | 3.0
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| |-
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| | Z
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| | 5.0
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| |}
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| |-
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| | LocFrequency
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| |
| |
| {| class="list defaults"
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| ! {{tl|Vector||Object structs|Member}}
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| ! Value
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| |-
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| | X
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| | 1.0
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| |-
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| | Y
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| | 10.0
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| |-
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| | Z
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| | 20.0
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| |}
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| |-
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| | RotAmplitude
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| |
| |
| {| class="list defaults"
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| ! {{tl|Vector||Object structs|Member}}
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| ! Value
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| |-
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| | X
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| | 100.0
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| |-
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| | Y
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| | 100.0
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| |-
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| | Z
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| | 200.0
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| |}
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| |-
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| | RotFrequency
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| |
| |
| {| class="list defaults"
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| ! {{tl|Vector||Object structs|Member}}
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| ! Value
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| |-
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| | X
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| | 10.0
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| |-
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| | Y
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| | 10.0
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| |-
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| | Z
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| | 25.0
| |
| |}
| |
| |-
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| | ShakeName
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| | ''
| |
| |-
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| | TimeDuration
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| | 1.0
| |
| |}
| |
| | |
| ===ShakeParams===
| |
| '''[[Structs#Modifiers|Modifiers]]:''' native
| |
| | |
| DEPRECATED. Shake vector params
| |
| ; {{tl|EShakeParam}} X : <!-- enter variable description -->
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| ; {{tl|EShakeParam}} Y : <!-- enter variable description -->
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| ; {{tl|EShakeParam}} Z : <!-- enter variable description -->
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| ; [[byte]] Padding : <!-- enter variable description -->
| |
| | |
| ===TakeHitInfo===
| |
| '''[[Structs#Modifiers|Modifiers]]:''' native
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| | |
| replicated information on a hit we've taken
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| ; {{tl|Vector|Object|structs}} HitLocation : the location of the hit
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| ; {{tl|Vector|Object|structs}} Momentum : how much momentum was imparted
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| ; [[class]]<{{cl|DamageType}}> DamageType : the damage type we were hit with
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| ; {{cl|Pawn}} InstigatedBy : the weapon that shot us
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| ; [[byte]] HitBoneIndex : the bone that was hit on our Mesh (if any)
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| ; {{cl|PhysicalMaterial}} PhysicalMaterial : the physical material that was hit on our Mesh (if any)
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| ; [[float]] Damage : how much damage was delivered
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| ; {{tl|Vector|Object|structs}} RadialDamageOrigin : For radial damage, this is the point of origin. If damage was not radial, will be the same as HitLocation.
| |
- Package:
- GameFramework
- This class in other games:
GameTypes
Constants
LOADING_MOVIE
Value: "LoadingMovie"
the name of the movie to show while loading
Enums
EShakeParam
DEPRECATED. Shake start offset parameter
- ESP_OffsetRandom
- Start with random offset (default)
- ESP_OffsetZero
- Start with zero offset
Structs
See GameTypes structs.