My program doesn't have bugs. It just develops random features.
UE3:UTWalkerBody_DarkWalker (UT3)
Object >> Actor >> UTWalkerBody >> UTWalkerBody_DarkWalker |
Contents
- 1 Properties
- 1.1 Property group 'UTWalkerBody_DarkWalker'
- 1.2 Internal variables
- 1.2.1 CurrentEnergyBallPowerPct
- 1.2.2 EnergyBallMaterialParameterName
- 1.2.3 EnergyBallMatInst
- 1.2.4 FootStepShake
- 1.2.5 FootStepShakeRadius
- 1.2.6 GoalEnergyBallPowerPct
- 1.2.7 LegAttachBeamEndPointParamName
- 1.2.8 LegAttachBeams
- 1.2.9 PreviousLegLocation
- 1.2.10 PS_LegBeamTemplate
- 1.2.11 PS_LegBeamTemplate_Blue
- 1.2.12 TopLegBoneName
- 1.3 Default values
- 1.4 Subobjects
- 2 Functions
- Package:
- UTGameContent
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'UTWalkerBody_DarkWalker'[edit]
EnergyBallLight[edit]
Type: PointLightComponent
Modifiers: protected
Light attached to the energy ball.
Default value: PointLightComponent'Light0'
EnergyBallLightBrightness_PoweredOff[edit]
Type: float
Modifiers: protected, const
Brightness for energy ball light in powered-off state.
Default value: 6.0
EnergyBallLightBrightness_PoweredOn[edit]
Type: float
Modifiers: protected, const
Brightness for energy ball light in powered-on state.
Default value: 8.0
EnergyBallLightColor_PoweredOff[edit]
Type: Object.Color
Modifiers: protected, const
Color for energy ball light in powered-off state.
Default value:
Member | Value |
---|---|
A | 0 |
B | 10 |
G | 50 |
R | 150 |
EnergyBallLightColor_PoweredOff_Blue[edit]
Type: Object.Color
Modifiers: protected, const
Color for blue energy ball light in powered-off state.
Default value:
Member | Value |
---|---|
A | 0 |
B | 150 |
G | 50 |
R | 10 |
EnergyBallLightColor_PoweredOn[edit]
Type: Object.Color
Modifiers: protected, const
Color for energy ball light in powered-on state.
Default value:
Member | Value |
---|---|
A | 0 |
B | 126 |
G | 231 |
R | 250 |
EnergyBallLightColor_PoweredOn_Blue[edit]
Type: Object.Color
Modifiers: protected, const
Color for blue energy ball light in powered-on state.
Default value:
Member | Value |
---|---|
A | 0 |
B | 217 |
G | 153 |
R | 89 |
EnergyBallPowerInterpSpeed[edit]
Type: float
Modifiers: protected, const
InterpSpeed (for FInterpTo) used for interpolating the energy ball power up and down.
Default value: 1.5
Internal variables[edit]
CurrentEnergyBallPowerPct[edit]
Type: float
Modifiers: private, transient
Current percentage the energy ball is powered. Range [0..1].
EnergyBallMaterialParameterName[edit]
Type: name
Modifiers: protected, const
Made a parameter because having an = in a name literal is verboten for some reason.
Default value: 'Scalar'
EnergyBallMatInst[edit]
Type: MaterialInstanceConstant
Modifiers: protected, transient
Holds energy ball's material so we can modify parameters.
FootStepShake[edit]
Type: CameraAnim
camera anim played when foot lands nearby
Default value: CameraAnim'Camera_FX.DarkWalker.C_VH_DarkWalker_Step_Shake'
FootStepShakeRadius[edit]
Type: float
Default value: 1000.0
GoalEnergyBallPowerPct[edit]
Type: float
Modifiers: private, transient
Goal energy ball power percentage (to interpolate towards). Range [0..1].
LegAttachBeamEndPointParamName[edit]
Type: name
Modifiers: protected, const
Name of beam endpoint parameter in the particle system
Default value: 'DarkwalkerLegEnd'
LegAttachBeams[edit]
Type: ParticleSystemComponent
Array size: 3 (NUM_WALKER_LEGS
)
Modifiers: protected
Emitters for beams connecting powerball to shoulders
Default value, index 0: ParticleSystemComponent'LegAttachPSC_0'
Default value, index 1: ParticleSystemComponent'LegAttachPSC_1'
Default value, index 2: ParticleSystemComponent'LegAttachPSC_2'
PreviousLegLocation[edit]
Type: Object.Vector
Array size: 3 (NUM_WALKER_LEGS
)
Modifiers: protected
These keep the previous location of the legs and body so that we don't have to do expensive line traces if we have actually not moved their position *
PS_LegBeamTemplate[edit]
Type: ParticleSystem
Modifiers: protected
ParticleSystem Templates for the Leg beams *
Default value: ParticleSystem'VH_DarkWalker.Effects.P_VH_DarkWalker_PowerBall_Idle'
PS_LegBeamTemplate_Blue[edit]
Type: ParticleSystem
Modifiers: protected
Default value: ParticleSystem'VH_DarkWalker.Effects.P_VH_DarkWalker_PowerBall_Idle_Blue'
TopLegBoneName[edit]
Type: name
Array size: 3 (NUM_WALKER_LEGS
)
Modifiers: protected, const
Names of the top leg bones. LegAttachBeams will terminate here.
Default value, index 0: 'Leg1_Bone1'
Default value, index 1: 'Leg2_Bone1'
Default value, index 2: 'Leg3_Bone1'
Default values[edit]
Property | Value | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
bHasCrouchMode | True | ||||||||||||
FootEmbedDistance | 32.0 | ||||||||||||
FootStepAnimNodeName[0] | 'Leg0 Step' | ||||||||||||
FootStepAnimNodeName[1] | 'Leg1 Step' | ||||||||||||
FootStepAnimNodeName[2] | 'Leg2 Step' | ||||||||||||
FootStepEffects[0] |
|
||||||||||||
FootStepEffects[1] |
|
||||||||||||
FootStepEffects[2] |
|
||||||||||||
FootWaterEffect | ParticleSystem'Envy_Level_Effects_2.Vehicle_Water_Effects.P_DarkWalker_Water_Splash' | ||||||||||||
LandedFootDistSq | 2500.0 | ||||||||||||
LegSpreadFactor | 0.6 | ||||||||||||
MaxLegReach | 750.0 | ||||||||||||
MinStepDist | 120.0 |
Subobjects[edit]
LegAttachPSC_0[edit]
Class: Engine.ParticleSystemComponent
Property | Value |
---|---|
SecondsBeforeInactive | 1.0 |
LegAttachPSC_1[edit]
Class: Engine.ParticleSystemComponent
Property | Value |
---|---|
SecondsBeforeInactive | 1.0 |
LegAttachPSC_2[edit]
Class: Engine.ParticleSystemComponent
Property | Value |
---|---|
SecondsBeforeInactive | 1.0 |
LegLightEnvironmentComp[edit]
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: UTWalkerBody.LegLightEnvironmentComp
No new values.
LegMeshComponent[edit]
Class: Engine.SkeletalMeshComponent
Inherits from: UTWalkerBody.LegMeshComponent
Property | Value |
---|---|
AnimSets[0] | AnimSet'VH_DarkWalker.Anims.K_VH_DarkWalker_Legs' |
AnimTreeTemplate | AnimTree'VH_DarkWalker.Anims.AT_VH_DarkWalker_Legs' |
bUpdateJointsFromAnimation | True |
PhysicsAsset | PhysicsAsset'VH_DarkWalker.Mesh.SK_VH_DarkWalker_Legs_Physics_NewLegs' |
SkeletalMesh | SkeletalMesh'VH_DarkWalker.Mesh.SK_VH_DarkWalker_Legs' |
Light0[edit]
Class: Engine.PointLightComponent
Property | Value | ||||||
---|---|---|---|---|---|---|---|
CastShadows | False | ||||||
FalloffExponent | 4.0 | ||||||
LightingChannels |
|
||||||
Radius | 300.0 |
RB_FootHandle0[edit]
Class: UTGame.UTWalkerStepHandle
Inherits from: UTWalkerBody.RB_FootHandle0
No new values.
RB_FootHandle1[edit]
Class: UTGame.UTWalkerStepHandle
Inherits from: UTWalkerBody.RB_FootHandle1
No new values.
RB_FootHandle2[edit]
Class: UTGame.UTWalkerStepHandle
Inherits from: UTWalkerBody.RB_FootHandle2
No new values.
Functions[edit]
Events[edit]
PlayFootStep[edit]
Overrides: UTWalkerBody.PlayFootStep
PostBeginPlay[edit]
Overrides: UTWalkerBody.PostBeginPlay
Tick[edit]
Overrides: Actor.Tick
Other instance functions[edit]
SetBurnOut[edit]
Overrides: UTWalkerBody.SetBurnOut
NOTE: this is actually what changes the colors on the PowerOrb on the legs of the Walker *
SetEnergyBallPowerPercent[edit]
TeamChanged[edit]
Overrides: UTWalkerBody.TeamChanged
NOTE: this is actually what changes the colors on the PowerOrb on the legs of the Walker *