UE2:Actor properties (UT2004): Difference between revisions

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m ForcedVisibilityZoneTag: actually matched with ZoneInfo.Tag
Eliot (talk | contribs)
m Property group 'LightColor': Added colors reference, and use color over colour because epic uses color
 
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| parent1 = Object
| parent1 = Object
}}
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{{autogenerated}}
 
==Properties==
==Properties==
===Property group 'Advanced'===
===Property group 'Advanced'===
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'''Type:''' [[bool]]
'''Type:''' [[bool]]


Only show up in high or super high detail mode.
Only show up for players that have their World Detail set to "Normal" or "High".


====bLockLocation====
====bLockLocation====
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'''[[Variables#Modifiers|Modifiers]]:''' const
'''[[Variables#Modifiers|Modifiers]]:''' const


Cannot be deleted during play.
Cannot be deleted during play. This causes the actor also to be always relevant to the clients for replication.


====bShouldBaseAtStartup====
====bShouldBaseAtStartup====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


if true, find base for this actor at level startup, if collides with world and PHYS_None or PHYS_Rotating
If true, find base for this actor at level startup, if collides with world and PHYS_None or PHYS_Rotating


====bStasis====
====bStasis====
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'''Type:''' [[bool]]
'''Type:''' [[bool]]


Only show up in super high detail mode.
Only show up for players that have their World Detail settings set to "High".


====LifeSpan====
====LifeSpan====
'''Type:''' [[float]]
'''Type:''' [[float]]


<!-- enter variable description -->
If greater than 0, the actor will be destroyed a certain time after it has been created. A LifeSpan value of 2 corresponds to 1 second in game.


===Property group 'Collision'===
===Property group 'Collision'===
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'''Type:''' [[bool]]
'''Type:''' [[bool]]


block non-zero extent actors/traces
Block non-zero extent actors/traces. This is used by player collision but also by the Shock Core or Spider Mines.


'''Default value:''' True
'''Default value:''' True
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'''Type:''' [[bool]]
'''Type:''' [[bool]]


block zero extent actors/traces
Block zero extent actors/traces. These are pretty much all other kinds of weaponfire.


'''Default value:''' True
'''Default value:''' True
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'''[[Variables#Modifiers|Modifiers]]:''' const
'''[[Variables#Modifiers|Modifiers]]:''' const


Collides with other actors.
Collides with other actors. This is required to cause Touch()-events for this Actor and is needed to use the other collision types.


====bPathColliding====
====bPathColliding====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


this actor should collide (if bWorldGeometry && bBlockActors is true) during path building (ignored if bStatic is true, as actor will always collide during path building)
This actor should collide (if bWorldGeometry && bBlockActors is true) during path building (ignored if bStatic is true, as actor will always collide during path building)


====bProjTarget====
====bProjTarget====
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'''[[Variables#Modifiers|Modifiers]]:''' const
'''[[Variables#Modifiers|Modifiers]]:''' const


<!-- enter variable description -->
The height of the collision cylinder. The actual height is this value multiplied by 2.


'''Default value:''' 22.0
'''Default value:''' 22.0
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'''Type:''' {{tl|ESurfaceTypes||Actor enums}}
'''Type:''' {{tl|ESurfaceTypes||Actor enums}}


<!-- enter variable description -->
The SurfaceType determines which sounds to play when walking on this actor and which effects to emit for some weapons when they hit it. You basically determine the physical material that this object is made of.


===Property group 'Display'===
===Property group 'Display'===
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'''Type:''' [[byte]]
'''Type:''' [[byte]]


Ambient brightness, or 255=pulsing.
Ambient brightness, or 255=pulsing. You should keep this reasonably low, as StaticMeshs receive more AmbientBrightness than BSP surfaces and easily look odd this way.


====AntiPortal====
====AntiPortal====
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'''Type:''' [[bool]]
'''Type:''' [[bool]]


actor will be rendered always facing the camera like a sprite
Actor will be rendered always facing the camera like a sprite


====bDeferRendering====
====bDeferRendering====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


defer rendering if DrawType is DT_Particle or Style is STY_Additive
Defer rendering if DrawType is DT_Particle or Style is STY_Additive


'''Default value:''' True
'''Default value:''' True
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'''Type:''' [[bool]]
'''Type:''' [[bool]]


<!-- enter variable description -->
The actor is affected by dynamic lights.


====bUseLightingFromBase====
====bUseLightingFromBase====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


<!-- enter variable description -->
If the actor has a Base, that base's lighting is used.


====ClientOverlayCounter====
====ClientOverlayCounter====
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'''[[Variables#Modifiers|Modifiers]]:''' transient
'''[[Variables#Modifiers|Modifiers]]:''' transient


sjs - current secs left to show overlay effect
Current secs left to show overlay effect


====ClientOverlayTimer====
====ClientOverlayTimer====
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'''[[Variables#Modifiers|Modifiers]]:''' transient
'''[[Variables#Modifiers|Modifiers]]:''' transient


sjs - client inital time count
Client inital time count


====CullDistance====
====CullDistance====
'''Type:''' [[float]]
'''Type:''' [[float]]


<!-- enter variable description -->
Once the actor is further away from the player than this distance, it is not rendered anymore. Useful to stop rendering small objects before they fall behind the actual distance fog. 0 to disable this effect.


====DrawScale====
====DrawScale====
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'''[[Variables#Modifiers|Modifiers]]:''' const
'''[[Variables#Modifiers|Modifiers]]:''' const


<!-- enter variable description -->
How is this actor rendered? For example as StaticMesh, as SkeletalMesh, as Sprite, etc.


'''Default value:''' {{tl|EDrawType||Actor enums|DT_Sprite}}
'''Default value:''' {{tl|EDrawType||Actor enums|DT_Sprite}}
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'''Type:''' [[float]]
'''Type:''' [[float]]


<!-- enter variable description -->
Manipulate the Level of Detail, i.e. the mesh gets simplified when it's far enough away from the player's view.


'''Default value:''' 1.0
'''Default value:''' 1.0
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'''Type:''' [[byte]]
'''Type:''' [[byte]]


Limit to hardware lights active on this primitive.
Limit to hardware lights active on this primitive. How many lights can be maximally received at once by this actor. If more lights are affecting it, it will pick those that have the highest influence.


'''Default value:''' 4
'''Default value:''' 4
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'''Type:''' {{cl|Material}}
'''Type:''' {{cl|Material}}


sjs - shader/material effect to use with skin
Shader/material effect to use with skin


====OverlayTimer====
====OverlayTimer====
'''Type:''' [[float]]
'''Type:''' [[float]]


sjs - set by server
Set by server


====PrePivot====
====PrePivot====
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'''Type:''' [[float]]
'''Type:''' [[float]]


<!-- enter variable description -->
?


'''Default value:''' 1.0
'''Default value:''' 1.0
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'''[[Variables#Modifiers|Modifiers]]:''' const
'''[[Variables#Modifiers|Modifiers]]:''' const


<!-- enter variable description -->
StaticMesh if DrawType=DT_StaticMesh.


====Style====
====Style====
'''Type:''' {{tl|ERenderStyle||Actor enums}}
'''Type:''' {{tl|ERenderStyle||Actor enums}}


<!-- enter variable description -->
Different render styles can be chosen to render this actor.


'''Default value:''' {{tl|ERenderStyle||Actor enums|STY_Normal}}
'''Default value:''' {{tl|ERenderStyle||Actor enums|STY_Normal}}
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'''Type:''' {{cl|Material}}
'''Type:''' {{cl|Material}}


Sprite texture.if DrawType=DT_Sprite
Sprite texture if DrawType=DT_Sprite


'''Default value:''' S_Actor
'''Default value:''' S_Actor
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'''Type:''' {{tl|EUV2Mode||Actor enums}}
'''Type:''' {{tl|EUV2Mode||Actor enums}}


<!-- enter variable description -->
?


====UV2Texture====
====UV2Texture====
'''Type:''' {{cl|Material}}
'''Type:''' {{cl|Material}}


<!-- enter variable description -->
* I guess this has something to do with custom lightmap skins


===Property group 'Events'===
===Property group 'Events'===
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'''[[Static arrays|Array size]]:''' 8
'''[[Static arrays|Array size]]:''' 8


sjs - multipurpose exclusion tag for excluding lights, projectors, rendering actors, blocking weather
Multipurpose exclusion tag for excluding lights, projectors, rendering actors, blocking weather


====Tag====
====Tag====
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'''Type:''' [[float]]
'''Type:''' [[float]]


<!-- enter variable description -->
?


'''Default value:''' 0.5
'''Default value:''' 0.5
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'''Type:''' [[float]]
'''Type:''' [[float]]


<!-- enter variable description -->
?


====ForceScale====
====ForceScale====
'''Type:''' [[float]]
'''Type:''' [[float]]


<!-- enter variable description -->
?


====ForceType====
====ForceType====
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'''Type:''' [[float]]
'''Type:''' [[float]]


<!-- enter variable description -->
How strong is the light in the affected radius.


====LightHue====
====LightHue====
'''Type:''' [[byte]]
'''Type:''' [[byte]]


<!-- enter variable description -->
The color of the light.


====LightSaturation====
====LightSaturation====
'''Type:''' [[byte]]
'''Type:''' [[byte]]


<!-- enter variable description -->
How strong is the color of the light. 255 means no color at all (resulting in white light) and 0 is only the color and no white parts.
 
 
See [[Light colors reference]] for a collection of colors.


===Property group 'Lighting'===
===Property group 'Lighting'===
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'''Type:''' [[bool]]
'''Type:''' [[bool]]


sjs - attenuate light by diminishing lifespan
Attenuate light by diminishing lifespan


====bCorona====
====bCorona====
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'''Type:''' [[bool]]
'''Type:''' [[bool]]


(if bCorona) Make corona bigger if it faces you, and zero and 90 degrees or beyond.
(If bCorona) Make corona bigger if it faces you, and zero and 90 degrees or beyond.


====bDynamicLight====
====bDynamicLight====
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'''Type:''' [[byte]]
'''Type:''' [[byte]]


<!-- enter variable description -->
The radius of the light cone if the LightEffect is set to StaticSpot.


====LightEffect====
====LightEffect====
'''Type:''' {{tl|ELightEffect||Actor enums}}
'''Type:''' {{tl|ELightEffect||Actor enums}}


<!-- enter variable description -->
Some cool animated effects which unfortunately can't be used ingame because lightmaps are pre-rendered.
 
However, StaticSpot and SunLight work and are used in their own subclasses. And you can use LE_Negative to have a Light that emits darkness, i.e. fights light in it's radius.


====LightPeriod====
====LightPeriod====
'''Type:''' [[byte]]
'''Type:''' [[byte]]


<!-- enter variable description -->
How fast the LightEffects should be animated. Not used because LightEffects don't work.


====LightPhase====
====LightPhase====
'''Type:''' [[byte]]
'''Type:''' [[byte]]


<!-- enter variable description -->
Allows to offset LightEffects of different lights. Not used because LightEffects don't work.


====LightRadius====
====LightRadius====
'''Type:''' [[float]]
'''Type:''' [[float]]


<!-- enter variable description -->
The radius around the actor that is affected by it's light. This is not an actual radius in measurable units but a multiplier for the function that calculates the light radius.


====LightType====
====LightType====
'''Type:''' {{tl|ELightType||Actor enums}}
'''Type:''' {{tl|ELightType||Actor enums}}


<!-- enter variable description -->
Animates the light with different on/off time. This feature is broken as well, due to the lightmap baking and would only work with Lights that have bStatic = false, like TriggerLights, but it doesn't look good without shadows.


===Property group 'Movement'===
===Property group 'Movement'===
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'''Type:''' [[name]]
'''Type:''' [[name]]


<!-- enter variable description -->
The object will be attached to the actor with this Tag and copy it's movement.


====bBounce====
====bBounce====
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'''Type:''' [[bool]]
'''Type:''' [[bool]]


<!-- enter variable description -->
If bHardAttach is true, the relative location of the attached actor is reset every time the base actor moves to account for the new location and orientation of the base actor.
 
If bHardAttach is false, each time the base moves or rotates, the base will update the location of the attached actor with the delta movement. If the attached actor is moving on its own, the movement of the attached actor will be added to the movement of the base.


====bIgnoreEncroachers====
====bIgnoreEncroachers====
'''Type:''' [[bool]]
'''Type:''' [[bool]]


Ignore collisions between movers and this actor
Ignore collisions between Movers and this actor.


====bIgnoreTerminalVelocity====
====bIgnoreTerminalVelocity====
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'''[[Variables#Modifiers|Modifiers]]:''' const
'''[[Variables#Modifiers|Modifiers]]:''' const


<!-- enter variable description -->
Different physics to determine different ways of movement for this actor. Most are set in script if necessary, but some have effect on how Movers move, etc.


====Rotation====
====Rotation====
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'''Type:''' [[name]]
'''Type:''' [[name]]


<!-- enter variable description -->
Set automatically when using the Group Browser to group this actor.


====InitialState====
====InitialState====
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'''Type:''' {{tl|ESoundOcclusion||Actor enums}}
'''Type:''' {{tl|ESoundOcclusion||Actor enums}}


<!-- enter variable description -->
Which kind of geometry can block sound when the actor is on the other side. Default means BSP.


====SoundPitch====
====SoundPitch====
'''Type:''' [[byte]]
'''Type:''' [[byte]]


<!-- enter variable description -->
How fast the sound is being played.


'''Default value:''' 64
'''Default value:''' 64
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'''Type:''' [[float]]
'''Type:''' [[float]]


<!-- enter variable description -->
The distance in which you can still hear the sound at it's full specified SoundVolume.


'''Default value:''' 64.0
'''Default value:''' 64.0
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'''Type:''' [[float]]
'''Type:''' [[float]]


<!-- enter variable description -->
The outer sound radius, i.e. the radius until which you can still hear the sound.


'''Default value:''' 300.0
'''Default value:''' 300.0
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'''Type:''' [[float]]
'''Type:''' [[float]]


default sound volume for regular sounds (can be overridden in playsound)
Default sound volume for regular sounds (can be overridden in playsound).


'''Default value:''' 0.3
'''Default value:''' 0.3

Latest revision as of 06:52, 16 August 2010

UT2004 Object >> Actor (properties)
Actor properties in other games:
Other member categories for this class:


Properties

Property group 'Advanced'

bCanTeleport

Type: bool

This actor can be teleported.

bCollideWhenPlacing

Type: bool

This actor collides with the world when placing.

bDirectional

Type: bool

Actor shows direction arrow during editing.

bEdShouldSnap

Type: bool

Snap to grid in editor.

bGameRelevant

Type: bool

Always relevant for game

bHidden

Type: bool

Is hidden during gameplay.

bHiddenEd

Type: bool

Is hidden during editing.

bHiddenEdGroup

Type: bool

Is hidden by the group brower.

bHighDetail

Type: bool

Only show up for players that have their World Detail set to "Normal" or "High".

bLockLocation

Type: bool

Prevent the actor from being moved in the editor.

bMovable

Type: bool

Actor can be moved.

Default value: True

bNoDelete

Type: bool

Modifiers: const

Cannot be deleted during play. This causes the actor also to be always relevant to the clients for replication.

bShouldBaseAtStartup

Type: bool

If true, find base for this actor at level startup, if collides with world and PHYS_None or PHYS_Rotating

bStasis

Type: bool

In StandAlone games, turn off if not in a recently rendered zone turned off if bStasis and physics = PHYS_None or PHYS_Rotating.

bSuperHighDetail

Type: bool

Only show up for players that have their World Detail settings set to "High".

LifeSpan

Type: float

If greater than 0, the actor will be destroyed a certain time after it has been created. A LifeSpan value of 2 corresponds to 1 second in game.

Property group 'Collision'

bAutoAlignToTerrain

Type: bool

Auto-align to terrain in the editor

bBlockActors

Type: bool

Blocks other nonplayer actors.

bBlockKarma

Type: bool

Modifiers: const

Block actors being simulated with Karma.

bBlockNonZeroExtentTraces

Type: bool

Block non-zero extent actors/traces. This is used by player collision but also by the Shock Core or Spider Mines.

Default value: True

bBlockZeroExtentTraces

Type: bool

Block zero extent actors/traces. These are pretty much all other kinds of weaponfire.

Default value: True

bCollideActors

Type: bool

Modifiers: const

Collides with other actors. This is required to cause Touch()-events for this Actor and is needed to use the other collision types.

bPathColliding

Type: bool

This actor should collide (if bWorldGeometry && bBlockActors is true) during path building (ignored if bStatic is true, as actor will always collide during path building)

bProjTarget

Type: bool

Projectiles should potentially target this actor.

bUseCylinderCollision

Type: bool

Force axis aligned cylinder collision (useful for static mesh pickups, etc.)

CollisionHeight

Type: float

Modifiers: const

The height of the collision cylinder. The actual height is this value multiplied by 2.

Default value: 22.0

CollisionRadius

Type: float

Modifiers: const

Radius of collision cyllinder.

Default value: 22.0

SurfaceType

Type: ESurfaceTypes

The SurfaceType determines which sounds to play when walking on this actor and which effects to emit for some weapons when they hit it. You basically determine the physical material that this object is made of.

Property group 'Display'

AmbientGlow

Type: byte

Ambient brightness, or 255=pulsing. You should keep this reasonably low, as StaticMeshs receive more AmbientBrightness than BSP surfaces and easily look odd this way.

AntiPortal

Type: ConvexVolume

Convex volume used for DT_AntiPortal

bAcceptsProjectors

Type: bool

Projectors can project onto this actor

Default value: True

bAlwaysFaceCamera

Type: bool

Actor will be rendered always facing the camera like a sprite

bDeferRendering

Type: bool

Defer rendering if DrawType is DT_Particle or Style is STY_Additive

Default value: True

bDisableSorting

Type: bool

Manual override for translucent material sorting.

bShadowCast

Type: bool

Casts static shadows.

bStaticLighting

Type: bool

Uses raytraced lighting.

bUnlit

Type: bool

Lights don't affect actor.

bUseDynamicLights

Type: bool

The actor is affected by dynamic lights.

bUseLightingFromBase

Type: bool

If the actor has a Base, that base's lighting is used.

ClientOverlayCounter

Type: float

Modifiers: transient

Current secs left to show overlay effect

ClientOverlayTimer

Type: float

Modifiers: transient

Client inital time count

CullDistance

Type: float

Once the actor is further away from the player than this distance, it is not rendered anymore. Useful to stop rendering small objects before they fall behind the actual distance fog. 0 to disable this effect.

DrawScale

Type: float

Modifiers: const

Scaling factor, 1.0=normal size.

Default value: 1.0

DrawScale3D

Type: Object.Vector

Modifiers: const

Scaling vector, (1.0,1.0,1.0)=normal size.

Default value:

Member Value
X 1.0
Y 1.0
Z 1.0

DrawType

Type: EDrawType

Modifiers: const

How is this actor rendered? For example as StaticMesh, as SkeletalMesh, as Sprite, etc.

Default value: DT_Sprite

ForcedVisibilityZoneTag

Type: name

Modifiers: const

Makes the visibility code treat the actor as if it was in the zone with the given Tag. Note that if you specify this value, you have to make sure it really matches the correct ZoneInfo's Tag property. If the value is specified, but there's no zone with this Tag, the actor will never be visible!

LODBias

Type: float

Manipulate the Level of Detail, i.e. the mesh gets simplified when it's far enough away from the player's view.

Default value: 1.0

MaxLights

Type: byte

Limit to hardware lights active on this primitive. How many lights can be maximally received at once by this actor. If more lights are affecting it, it will pick those that have the highest influence.

Default value: 4

Mesh

Type: Mesh

Modifiers: const

Mesh if DrawType=DT_Mesh.

OverlayMaterial

Type: Material

Shader/material effect to use with skin

OverlayTimer

Type: float

Set by server

PrePivot

Type: Object.Vector

Offset from box center for drawing.

ScaleGlow

Type: float

?

Default value: 1.0

Skins

Type: array<Material>

Multiple skin support - not replicated.

StaticMesh

Type: StaticMesh

Modifiers: const

StaticMesh if DrawType=DT_StaticMesh.

Style

Type: ERenderStyle

Different render styles can be chosen to render this actor.

Default value: STY_Normal

Texture

Type: Material

Sprite texture if DrawType=DT_Sprite

Default value: S_Actor

UV2Mode

Type: EUV2Mode

?

UV2Texture

Type: Material

  • I guess this has something to do with custom lightmap skins

Property group 'Events'

Event

Type: name

The event this actor causes.

ExcludeTag

Type: name

Array size: 8

Multipurpose exclusion tag for excluding lights, projectors, rendering actors, blocking weather

Tag

Type: name

Actor's tag name.

Property group 'Force'

ForceNoise

Type: float

?

Default value: 0.5

ForceRadius

Type: float

?

ForceScale

Type: float

?

ForceType

Type: EForceType


Property group 'Karma'

KParams

Type: KarmaParamsCollision

Modifiers: export, editinline

Parameters for Karma Collision/Dynamics.

Property group 'LightColor'

LightBrightness

Type: float

How strong is the light in the affected radius.

LightHue

Type: byte

The color of the light.

LightSaturation

Type: byte

How strong is the color of the light. 255 means no color at all (resulting in white light) and 0 is only the color and no white parts.


See Light colors reference for a collection of colors.

Property group 'Lighting'

bActorShadows

Type: bool

Light casts actor shadows.

bAttenByLife

Type: bool

Attenuate light by diminishing lifespan

bCorona

Type: bool

Light uses Skin as a corona.

bDirectionalCorona

Type: bool

(If bCorona) Make corona bigger if it faces you, and zero and 90 degrees or beyond.

bDynamicLight

Type: bool

This light is dynamic.

bLightingVisibility

Type: bool

Calculate lighting visibility for this actor with line checks.

Default value: True

bSpecialLit

Type: bool

Only affects special-lit surfaces.

LightCone

Type: byte

The radius of the light cone if the LightEffect is set to StaticSpot.

LightEffect

Type: ELightEffect

Some cool animated effects which unfortunately can't be used ingame because lightmaps are pre-rendered.

However, StaticSpot and SunLight work and are used in their own subclasses. And you can use LE_Negative to have a Light that emits darkness, i.e. fights light in it's radius.

LightPeriod

Type: byte

How fast the LightEffects should be animated. Not used because LightEffects don't work.

LightPhase

Type: byte

Allows to offset LightEffects of different lights. Not used because LightEffects don't work.

LightRadius

Type: float

The radius around the actor that is affected by it's light. This is not an actual radius in measurable units but a multiplier for the function that calculates the light radius.

LightType

Type: ELightType

Animates the light with different on/off time. This feature is broken as well, due to the lightmap baking and would only work with Lights that have bStatic = false, like TriggerLights, but it doesn't look good without shadows.

Property group 'Movement'

AttachTag

Type: name

The object will be attached to the actor with this Tag and copy it's movement.

bBounce

Type: bool

Bounces when hits ground fast.

bFixedRotationDir

Type: bool

Fixed direction of rotation.

bHardAttach

Type: bool

If bHardAttach is true, the relative location of the attached actor is reset every time the base actor moves to account for the new location and orientation of the base actor.

If bHardAttach is false, each time the base moves or rotates, the base will update the location of the attached actor with the delta movement. If the attached actor is moving on its own, the movement of the attached actor will be added to the movement of the base.

bIgnoreEncroachers

Type: bool

Ignore collisions between Movers and this actor.

bIgnoreTerminalVelocity

Type: bool

If PHYS_Falling, ignore the TerminalVelocity of the PhysicsVolume.

bOrientToVelocity

Type: bool

Orient in the direction of current velocity.

bRotateToDesired

Type: bool

Rotate to DesiredRotation.

Buoyancy

Type: float

Water buoyancy.

DesiredRotation

Type: Object.Rotator

Physics will smoothly rotate actor to this rotation if bRotateToDesired.

Location

Type: Object.Vector

Modifiers: const

Actor's location; use Move to set.

Mass

Type: float

Mass of this actor.

Default value: 100.0

Physics

Type: EPhysics

Modifiers: const

Different physics to determine different ways of movement for this actor. Most are set in script if necessary, but some have effect on how Movers move, etc.

Rotation

Type: Object.Rotator

Modifiers: const

Rotation.

RotationRate

Type: Object.Rotator

Change in rotation per second.

Velocity

Type: Object.Vector

Velocity.

Property group 'Object'

Group

Type: name

Set automatically when using the Group Browser to group this actor.

InitialState

Type: name

The actor's initial state. This is used by classes such as AntiPortalActor, KHinge, Mover, Trigger and TriggerLight to select the desired behavior. See the documentation of the specific classes to find out what effect their various states have.

Property group 'Sound'

AmbientSound

Type: Sound

Ambient sound effect.

bFullVolume

Type: bool

Whether to apply ambient attenuation.

SoundOcclusion

Type: ESoundOcclusion

Which kind of geometry can block sound when the actor is on the other side. Default means BSP.

SoundPitch

Type: byte

How fast the sound is being played.

Default value: 64

SoundRadius

Type: float

The distance in which you can still hear the sound at it's full specified SoundVolume.

Default value: 64.0

SoundVolume

Type: byte

Volume of ambient sound.

Default value: 128

TransientSoundRadius

Type: float

The outer sound radius, i.e. the radius until which you can still hear the sound.

Default value: 300.0

TransientSoundVolume

Type: float

Default sound volume for regular sounds (can be overridden in playsound).

Default value: 0.3

Internal variables

See Actor internal variables.