Always snap to grid
Unreal Wiki:Scratchpad
From Unreal Wiki, The Unreal Engine Documentation Site
This page is for pasting code you want to show someone as an example or to get assistance with. This allows you to easily collaborate with someone to solve a problem, and allows easy comparisons of the edits.
You are free to remove any existing code from below, and paste your code between the <uscript> </uscript> tags. If the page hasn't been edited in the last few hours (the last edit timestamp is 2008-09-18 06:36:43), you can assume it isn't needed anymore and can be removed. A full edit history will be available, so don't worry about losing anything you removed.
Clean up after you're done!
class SlowVolume extends PhysicsVolume; function PostBeginPlay() { SetTimer(0.1,true); Timer(); } simulated event Timer() { local Projectile P; foreach DynamicActors(class'Projectile', P) { if(Encompasses(P)==true) { if( P.Velocity.x > 150 || P.Velocity.x < -150 || P.Velocity.y > 150 || P.Velocity.y < -150 || P.Velocity.z > 150 || P.Velocity.z < -150 ){ P.Velocity=P.Velocity*0.05; P.MaxSpeed=P.MaxSpeed*0.05; P.LifeSpan=P.LifeSpan*10; } } } } simulated event ActorLeavingVolume(Actor Other) { if (Other!=None) { Other.Velocity=Other.Velocity/0.05; Projectile(Other).MaxSpeed=Projectile(Other).MaxSpeed/0.05; } } defaultproperties { bStatic=false LifeSpan=10 bMoveProjectiles=true bCollideActors=True LocationName="unspecified" bSkipActorPropertyReplication=true }