Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

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

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'''Overrides:''' {{tl|DoInitRBPhys|NxForceField}}
 
'''Overrides:''' {{tl|DoInitRBPhys|NxForceField}}
  
<!-- enter function description -->
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This is used to InitRBPhys for a dynamically spawned ForceField.
 +
Used for starting RBPhsys on dyanmically spawned force fields.  This will probably need to set some transient pointer to NULL

Revision as of 05:24, 17 January 2010

UDK Object >> Actor >> NxForceField >> NxGenericForceField >> NxGenericForceFieldBox
Package: 
Engine


Properties

Property group 'NxGenericForceFieldBox'

BoxExtent

Type: Object.Vector

Modifiers: interp

Radius of influence of the force.

Default value:

Member Value
X 200.0
Y 200.0
Z 200.0

Internal variables

RenderComponent

Type: DrawBoxComponent

Used to preview the radius of the force.

Default value: DrawBoxComponent'DrawBox0'

Default values

Property Value
Components[0] DrawBoxComponent'DrawBox0'
Components[1] SpriteComponent'Sprite'

Subobjects

DrawBox0

Class: Engine.DrawBoxComponent

Property Value
BoxColor
Member Value
A 255
B 255
G 70
R 64
ReplacementPrimitive None

Sprite

Class: Engine.SpriteComponent

Property Value
AlwaysLoadOnClient False
AlwaysLoadOnServer False
HiddenGame True
ReplacementPrimitive None
Sprite Texture2D'EditorResources.S_RadForce'

Native functions

DoInitRBPhys

native function DoInitRBPhys ()

Overrides: NxForceField.DoInitRBPhys

This is used to InitRBPhys for a dynamically spawned ForceField. Used for starting RBPhsys on dyanmically spawned force fields. This will probably need to set some transient pointer to NULL