My program doesn't have bugs. It just develops random features.

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

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{{autogenerated}}
 
{{autogenerated}}
 
GameTypes
 
GameTypes
 +
 +
==Constants==
 +
====LOADING_MOVIE====
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'''Value:''' "LoadingMovie"
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 +
the name of the movie to show while loading
  
 
==Enums==
 
==Enums==
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==Structs==
 
==Structs==
===ScreenShakeAnimStruct===
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See {{cl|GameTypes structs}}.
'''[[Structs#Modifiers|Modifiers]]:''' native
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DEPRECATED.  Defines a camera-animation-driven screenshake.
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; {{cl|CameraAnim}} Anim : <!-- enter variable description -->
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; [[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 -->
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; [[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:'''
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{| class="list defaults"
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! Property
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! Value
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|-
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| AnimBlendInTime
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| 0.2
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|-
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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===
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'''[[Structs#Modifiers|Modifiers]]:''' native
+
 
+
DEPRECATED.  Defines a code-driven (sinusoidal) screenshake
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; [[float]] TimeToGo : Time in seconds to go until current screen shake is finished
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; [[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
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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
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shake parameters.
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; [[bool]] bOverrideTargetingDampening : True to use TargetingDampening multiplier while player is targeted, False to use global defaults (see TargetingAlpha).
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; [[float]] TargetingDampening : Amplitude multiplier to apply while player is targeting.  Ignored if bOverrideTargetingDampening == FALSE
+
 
+
'''Default values:'''
+
{| class="list defaults"
+
! Property
+
! Value
+
|-
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| FOVAmplitude
+
| 2.0
+
|-
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| FOVFrequency
+
| 5.0
+
|-
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| LocAmplitude
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|
+
{| class="list defaults"
+
! {{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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| 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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|-
+
| 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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| RotAmplitude
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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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| 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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| 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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| Z
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| 25.0
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|}
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|-
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| ShakeName
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| ''
+
|-
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| TimeDuration
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| 1.0
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|}
+
 
+
===ShakeParams===
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'''[[Structs#Modifiers|Modifiers]]:''' native
+
 
+
DEPRECATED.  Shake vector params
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; {{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 -->
+
; [[byte]] Padding : <!-- enter variable description -->
+
 
+
===TakeHitInfo===
+
'''[[Structs#Modifiers|Modifiers]]:''' native
+
 
+
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.
+

Revision as of 05:24, 17 January 2010

UDK Object >> GameTypes
Package: 
GameFramework
This class in other games:
UT3

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.