User:Jrubzjeknf/TeamSpecificActors/TeamSpecificPhysicsVolume
- Package:
- TeamSpecificActors_v2
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Shamelessly copied from PhysicsVolume to keep the number of groups to a
minimun (with some extra stuff of course ;)
Damaging players on different teams are treated differenly. Players of one team can walk through the volume with no harm done, while players of the other team immediately turn into ragdolls. Damaging can be combined with several ways of notifying the player. These are: playing a sound, flashing the player's screen and sending a message. The message's color and lifetime can be modified. Works for vehicles as well.
Explanation General Variables: bPainCausing: Does this volume cause pain on mapload? When triggering this volume, this variable is modified.
Explanation Team variables (number suffix reflects team, in this case red): bGetHurtByVolume0: Can this team be hurt by this volume? bScreenFlash0: When hurt, does the player's screen flash? DamagePerSec0: How much pain caused every second. DamageType0: How to damage player. InPainMessage0: Message to send to the player when he's hurt. MessageColor0: Color of the message. MessageLifetime0: How long the message should be displayed, in seconds. PlaySound0: Plays a sound.
Full documentation on TeamSpecificActors_v2.u can be downloaded from: http://unrealized-potential.com/forum/index.php?act=Attach&type=post&id=5135
Properties
Property group 'Karma'
KBuoyancy
Type: float
How buoyant Karma things are in this volume (if bWaterVolume true). Multiplied by Actors KarmaParams->KBuoyancy.
KExtraAngularDamping
Type: float
KExtraLinearDamping
Type: float
Extra damping applied to Karma actors in this volume.
Property group 'TeamSpecificPhysicsVolume'
bBounceVelocity
Type: bool
this velocity zone should bounce actors that land in it
bDamagesVehicles
Type: bool
bDestructive
Type: bool
Destroys most actors which enter it.
bMoveProjectiles
Type: bool
this velocity zone should impart velocity to projectiles and effects
bNoDecals
Type: bool
bNoInventory
Type: bool
bPainCausing
Type: bool
Default value: True
bSwitchColorOnReset
Type: bool
Default value: True
bWaterVolume
Type: bool
EntryActor
e.g. a splash (only if water zone)
EntrySound
Type: Sound
only if waterzone
ExitActor
e.g. a splash (only if water zone)
ExitSound
Type: Sound
only if waterzone
FluidFriction
Type: float
Gravity
Type: Object.Vector
GroundFriction
Type: float
PawnEntryActor
when pawn center enters volume
Priority
Type: int
determines which PhysicsVolume takes precedence if they overlap
TerminalVelocity
Type: float
ViewFog
Type: Object.Vector
VolumeEffect
Type: I3DL2Listener
Modifiers: editinline
ZoneVelocity
Type: Object.Vector
Property group 'TeamSpecificPhysicsVolume_Blue'
bGetHurtByVolume1
Type: bool
bScreenFlash1
Type: bool
DamagePerSec1
Type: float
DamageType1
Type: class<DamageType>
InPainMessage1
Type: string
MessageColor1
Type: Object.Color
Default value:
Member | Value |
---|---|
A | 255 |
MessageLifetime1
Type: int
PlaySound1
Type: Sound
Property group 'TeamSpecificPhysicsVolume_Red'
bGetHurtByVolume0
Type: bool
bScreenFlash0
Type: bool
DamagePerSec0
Type: float
DamageType0
Type: class<DamageType>
InPainMessage0
Type: string
MessageColor0
Type: Object.Color
Default value:
Member | Value |
---|---|
A | 255 |
MessageLifetime0
Type: int
PlaySound0
Type: Sound
Property group 'VolumeFog'
bDistanceFog
Type: bool
There is distance fog in this physicsvolume.
DistanceFogColor
Type: Object.Color
DistanceFogEnd
Type: float
DistanceFogStart
Type: float
Internal variables
BACKUP_bPainCausing
Type: bool
BACKUP_Gravity
Type: Object.Vector
bChangeOnNextReset
Type: bool
bIsASorONS
Type: bool
bIsASPractiseRound
Type: bool
Default value: True
CurrentMessage0
Type: string
CurrentMessage1
Type: string
NextPhysicsVolume
Type: PhysicsVolume
PainTimer
Type: Info
Default values
Property | Value |
---|---|
bAlwaysRelevant | True |
bSkipActorPropertyReplication | False |
bStatic | False |
Functions
Events
ActorEnteredVolume
ActorLeavingVolume
PawnEnteredVolume
PawnLeavingVolume
PhysicsChangedFor
PostBeginPlay
Overrides: Volume.PostBeginPlay
Touch
Overrides: Actor.Touch
Trigger
Overrides: Actor.Trigger
untouch
Overrides: Actor.UnTouch
Other instance functions
CausePainTo
PlayEntrySplash
PlayerPawnDiedInVolume
PlayExitSplash
Reset
Overrides: Actor.Reset
TimerPop
Overrides: Actor.TimerPop