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Core.Object | +-- Engine.Actor | +-- Engine.Brush | +-- Engine.Volume | +-- Engine.PhysicsVolume
DefaultPhysicsVolume, DynamicPhysicsVolume, GravityVolume, LadderVolume, UDKForcedDirectionVolume, UTKillZVolume, UTScriptedBotVolume, WaterVolume
Variables Summary | |
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bool | BACKUP_bPainCausing |
bool | bWaterVolume |
Controller | DamageInstigator |
PhysicsVolume | NextPhysicsVolume |
Info | PainTimer |
PhysicsVolume | |
bool | bAIShouldIgnorePain |
bool | bBounceVelocity |
bool | bCrowdAgentsPlayDeathAnim |
bool | bDestructive |
bool | bEntryPain |
bool | bMoveProjectiles |
bool | bNeutralZone |
bool | bNoInventory |
bool | bPainCausing |
bool | bPhysicsOnContact |
bool | bVelocityAffectsWalking |
float | DamagePerSec |
class<DamageType> | DamageType |
float | FluidFriction |
float | GroundFriction |
float | MaxDampingForce |
float | PainInterval |
int | Priority |
float | RigidBodyDamping |
float | TerminalVelocity |
vector | ZoneVelocity |
Inherited Variables from Engine.Volume |
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AssociatedActor, bForcePawnWalk, bProcessAllActors |
Inherited Variables from Engine.Brush |
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bColored, bPlaceableFromClassBrowser, Brush, BrushColor, BrushComponent, bSolidWhenSelected, CsgOper, PolyFlags, SavedSelections |
Enumerations Summary |
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Inherited Enumerations from Engine.Brush |
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ECsgOper |
Structures Summary | ||
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CheckpointRecord bPainCausing, bActive |
Inherited Structures from Engine.Brush |
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GeomSelection |
Functions Summary | ||
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![]() | ActorEnteredVolume (Actor Other) | |
![]() | ActorLeavingVolume (Actor Other) | |
![]() | ApplyCheckpointRecord (const out CheckpointRecord Record)) | |
![]() | CausePainTo (Actor Other)) | |
![]() | CollisionChanged ())) | |
![]() | CreateCheckpointRecord (out CheckpointRecord Record)) | |
![]() | float | GetGravityZ () |
![]() | vector | GetZoneVelocityForActor (Actor TheActor) |
![]() | ModifyPlayer (Pawn PlayerPawn) | |
![]() | NotifyPawnBecameViewTarget (Pawn P, PlayerController PC) | |
![]() | OnSetDamageInstigator (SeqAct_SetDamageInstigator Action)) | |
![]() | OnToggle (SeqAct_Toggle inAction )) | |
![]() | PawnEnteredVolume (Pawn Other) | |
![]() | PawnLeavingVolume (Pawn Other) | |
![]() | PhysicsChangedFor (Actor Other) | |
![]() | PostBeginPlay ())) | |
![]() | Reset ())) | |
![]() | bool | ShouldSaveForCheckpoint ())) |
![]() | TimerPop (VolumeTimer T)) | |
![]() | Touch (Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )) |
Inherited Functions from Engine.Volume |
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BeginState, CollisionChanged, DisplayDebug, Encompasses, EncompassesPoint, OnToggle, PostBeginPlay, ProcessActorSetVolume, Touch, untouch |
Variables Detail |
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Controller that gets credit for any damage caused by this volume
if this is TRUE AI should not treat paths inside this volume differently even if the volume causes pain
If TRUE, crowd agents entering this volume play their death animation.
if bPainCausing, cause pain when something enters the volume in addition to damage each second
By default, the origin of an Actor must be inside a PhysicsVolume for it to affect it. If this flag is true though, if this Actor touches the volume at all, it will affect it.
Applies a cap on the maximum damping force that is applied to objects.
If pain causing, time between damage applications.
This controls the force that will be applied to PHYS_RigidBody objects in this volume to get them to match the ZoneVelocity.
Structures Detail |
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Functions Detail |
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called from GameInfo::SetPlayerDefaults() on the Pawn's PhysicsVolume after the its default movement properties have been restored allows the volume to reapply any movement modifiers on the Pawn
notification when a Pawn inside this volume becomes the ViewTarget for a PlayerController
Kismet hook to set DamageInstigator
Defaultproperties |
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defaultproperties { Begin Object Name=BrushComponent0 CollideActors=true BlockActors=false BlockZeroExtent=true BlockNonZeroExtent=true BlockRigidBody=false End Object MaxDampingForce=1000000.0 FluidFriction=+0.3 bVelocityAffectsWalking=true TerminalVelocity=4000.0 bAlwaysRelevant=true bOnlyDirtyReplication=true GroundFriction=+00008.000000 NetUpdateFrequency=0.1 bSkipActorPropertyReplication=true DamageType=class'Engine.DamageType' bEntryPain=true PainInterval=1.f bForceAllowKismetModification=true } |
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