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UE3:UTSlowVolume (UT3)

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Revision as of 05:45, 16 August 2009 by Wormbo (Talk | contribs) (updated defaults)

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UT3 Object >> Actor >> Brush >> Volume >> PhysicsVolume >> GravityVolume >> UTSlowVolume
Package: 
UTGame
Direct subclass:
UTSlowVolume_Content

slows down all actors inside the volume

Properties[edit]

ActivateSound[edit]

Type: SoundCue

sounds played for various actions

AmbientSoundComponent[edit]

Type: AudioComponent


DestroySound[edit]

Type: SoundCue

sounds played for various actions

EnterSound[edit]

Type: SoundCue

sounds played for various actions

ExitSound[edit]

Type: SoundCue

sounds played for various actions

GeneratorEffect[edit]

Type: ParticleSystemComponent


GeneratorMesh[edit]

Type: SkeletalMeshComponent


InsideAmbientSound[edit]

Type: SoundCue

ambient sounds

InsideCameraEffect[edit]

Type: class<UTEmitCameraEffect>

camera emitter played on player in volume

ModifiedSpecs[edit]

Type: array<ReachSpec>

array of ReachSpecs we modified the distance for, so we reset them when we are destroyed

OutsideAmbientSound[edit]

Type: SoundCue

ambient sounds

PawnLifeDrainPerSec[edit]

Type: float

each second, LifeSpan is decreased by this much extra for each living Pawn in the volume

Default value: 3.0

ProjectileScalingFactor[edit]

Type: float


Default value: 0.125

RBGravityZ[edit]

Type: float

Gravity applied to rigid bodies within this volume.

RBScalingFactor[edit]

Type: float


Default value: 0.4

ScalingFactor[edit]

Type: float


Default value: 0.2

SlowEffect[edit]

Type: ParticleSystemComponent


Default values[edit]

Property Value
bCollideActors False
bHidden False
bNetInitialRotation True
bNoDelete False
bProjTarget True
bStatic False
LifeSpan 180.0
NetUpdateFrequency 1.0
Priority 100000
RemoteRole ROLE_SimulatedProxy
RigidBodyDamping 3.5

Subobjects[edit]

BrushComponent0[edit]

Class: Engine.BrushComponent

Inherits from: GravityVolume.BrushComponent0

No new values.

Delegates[edit]

OnDeployableUsedUp[edit]

delegate OnDeployableUsedUp (Actor ChildDeployable)

We use a delegate so that different types of creators can get the OnDestroyed event

Functions[edit]

Events[edit]

ActorEnteredVolume[edit]

simulated event ActorEnteredVolume (Actor Other)

Overrides: PhysicsVolume.ActorEnteredVolume


ActorLeavingVolume[edit]

simulated event ActorLeavingVolume (Actor Other)

Overrides: PhysicsVolume.ActorLeavingVolume


CollisionChanged[edit]

simulated event CollisionChanged ()

Overrides: Volume.CollisionChanged

Called when collision values change for this actor (via SetCollision/SetCollisionSize).

Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed


PawnEnteredVolume[edit]

simulated event PawnEnteredVolume (Pawn Other)

Overrides: PhysicsVolume.PawnEnteredVolume


PawnLeavingVolume[edit]

simulated event PawnLeavingVolume (Pawn Other)

Overrides: PhysicsVolume.PawnLeavingVolume


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: PhysicsVolume.PostBeginPlay


Reset[edit]

event Reset ()

Overrides: PhysicsVolume.Reset


Timer[edit]

event Timer ()

Overrides: Actor.Timer


Other instance functions[edit]

ActivateSlowEffect[edit]

simulated function ActivateSlowEffect ()


NotifyPawnBecameViewTarget[edit]

simulated function NotifyPawnBecameViewTarget (Pawn P, PlayerController PC)

Overrides: PhysicsVolume.NotifyPawnBecameViewTarget

notification when a Pawn inside this volume becomes the ViewTarget for a PlayerController

SlowPawnDown[edit]

simulated function SlowPawnDown (Pawn Other)


StopsProjectile[edit]

simulated function bool StopsProjectile (Projectile P)

Overrides: Actor.StopsProjectile