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UDKBase.UDKForcedDirectionVolume

Extends
PhysicsVolume
Modifiers
placeable native

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Brush
      |   
      +-- Engine.Volume
         |   
         +-- Engine.PhysicsVolume
            |   
            +-- UDKBase.UDKForcedDirectionVolume

Direct Known Subclasses:

ForcedDirVolume

Variables Summary
vectorArrowDirection
array<UDKVehicle>TouchingVehicles
UDKForcedDirectionVolume
ArrowComponentArrow
boolbBlockPawns
boolbBlockSpectators
boolbDenyExit
boolbIgnoreHoverboards
class<UDKVehicle>TypeToForce
Inherited Variables from Engine.PhysicsVolume
BACKUP_bPainCausing, bAIShouldIgnorePain, bBounceVelocity, bCrowdAgentsPlayDeathAnim, bDestructive, bEntryPain, bMoveProjectiles, bNeutralZone, bNoInventory, bPainCausing, bPhysicsOnContact, bVelocityAffectsWalking, bWaterVolume, DamageInstigator, DamagePerSec, DamageType, FluidFriction, GroundFriction, MaxDampingForce, NextPhysicsVolume, PainInterval, PainTimer, Priority, RigidBodyDamping, TerminalVelocity, ZoneVelocity
Inherited Variables from Engine.Volume
AssociatedActor, bForcePawnWalk, bProcessAllActors

Structures Summary
Inherited Structures from Engine.PhysicsVolume
CheckpointRecord

Functions Summary
event ActorEnteredVolume (Actor Other))
function PostBeginPlay ()))
functionbool StopsProjectile (Projectile P))
event Touch (Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ))
event UnTouch (Actor Other))
Inherited Functions from Engine.PhysicsVolume
ActorEnteredVolume, ActorLeavingVolume, ApplyCheckpointRecord, CausePainTo, CollisionChanged, CreateCheckpointRecord, GetGravityZ, GetZoneVelocityForActor, ModifyPlayer, NotifyPawnBecameViewTarget, OnSetDamageInstigator, OnToggle, PawnEnteredVolume, PawnLeavingVolume, PhysicsChangedFor, PostBeginPlay, Reset, ShouldSaveForCheckpoint, TimerPop, Touch
Inherited Functions from Engine.Volume
BeginState, CollisionChanged, DisplayDebug, Encompasses, EncompassesPoint, OnToggle, PostBeginPlay, ProcessActorSetVolume, Touch, untouch


Variables Detail

ArrowDirection Source code

var vector ArrowDirection;
Direction arrow is pointing

TouchingVehicles Source code

var array<UDKVehicle> TouchingVehicles;
Array of vehicles currently touching this volume

UDKForcedDirectionVolume

Arrow Source code

var(UDKForcedDirectionVolume) const ArrowComponent Arrow;
For editing - specifies the forced direction

bBlockPawns Source code

var(UDKForcedDirectionVolume) bool bBlockPawns;
Whether non-vehicle pawns should be blocked by this volume

bBlockSpectators Source code

var(UDKForcedDirectionVolume) bool bBlockSpectators;
Whether spectators should be blocked by this volume.

bDenyExit Source code

var(UDKForcedDirectionVolume) bool bDenyExit;
if the vehicle is being affected by a force volume with this flag set, the player cannot exit the vehicle.

bIgnoreHoverboards Source code

var(UDKForcedDirectionVolume) bool bIgnoreHoverboards;
If true, doesn't affect hoverboards

TypeToForce Source code

var(UDKForcedDirectionVolume) class<UDKVehicle> TypeToForce;
Allows the ForceDirectionVolume to be limited to certain types of vehicles


Functions Detail

ActorEnteredVolume Source code

event ActorEnteredVolume ( Actor Other) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

StopsProjectile Source code

simulated function bool StopsProjectile ( Projectile P) )

Touch Source code

simulated event Touch ( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ) )

UnTouch Source code

simulated event UnTouch ( Actor Other) )


Defaultproperties

defaultproperties
{
	Begin Object Class=ArrowComponent Name=AC
		ArrowColor=(R=150,G=100,B=150)
		ArrowSize=5.0
		AbsoluteRotation=true
		bDisableAllRigidBody=false
	End Object
	Components.Add(AC)
	Arrow=AC

	TypeToForce=class'UDKVehicle'

	Begin Object Name=BrushComponent0
		CollideActors=true
		BlockActors=true
		BlockZeroExtent=true
		BlockNonZeroExtent=true
		BlockRigidBody=TRUE
		RBChannel=RBCC_Untitled4
	End Object

	bPushedByEncroachers=FALSE
	bMovable=FALSE
	bWorldGeometry=false
	bCollideActors=true
	bBlockActors=true
	bBlockSpectators=true
	bStatic=false
	bNoDelete=true
}

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Creation time: ti 22-3-2011 19:56:58.174 - Created with UnCodeX