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ForcedDirVolume Creation date: 2010-07-09 22:08 Last change: $Id$
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Brush
|
+-- Engine.Volume
|
+-- Engine.PhysicsVolume
|
+-- OnslaughtSpecialsLiteV2.ForcedDirVolume
| Variables Summary | |
|---|---|
| array<Actor> | AffectedActors |
| ForcedDirVolume | |
| bool | bDenyExit |
| bool | bDontBlockRedeemers |
| class<ONSVehicle> | TypeToForce |
| vector | VehiclePushDir |
| float | VehiclePushMag |
| Inherited Variables from Engine.Volume |
|---|
| AssociatedActor, AssociatedActorTag, DecoList, LocationName, LocationPriority |
| Functions Summary | ||
|---|---|---|
![]() | PostBeginPlay ())) | |
![]() | Tick (float DeltaTime)) | |
![]() | Touch (Actor Other)) | |
![]() | UnTouch (Actor Other)) | |
| Inherited Functions from Engine.PhysicsVolume |
|---|
| ActorEnteredVolume, ActorLeavingVolume, BaseChange, CausePainTo, PawnEnteredVolume, PawnLeavingVolume, PhysicsChangedFor, PlayEntrySplash, PlayerPawnDiedInVolume, PlayExitSplash, PostBeginPlay, PreBeginPlay, Reset, TimerPop, touch, Trigger, untouch |
| Inherited Functions from Engine.Volume |
|---|
| BeginState, DisplayDebug, Encompasses, PostBeginPlay, touch, untouch |
| Variables Detail |
|---|
Whether vehicle drivers must stay in their vehicle until it left the volume again.
Whether guided Redeemer missiles should be ignored.
Affected vehicle type.
The direction to push vehicles and redeemers.
The amount of push applied to vehicles and redeemer missiles.
| Functions Detail |
|---|
PostBeginPlay Source code
Tick Source code
Touch Source code
UnTouch Source code| Defaultproperties |
|---|
defaultproperties
{
TypeToForce = class'ONSVehicle'
bStatic = False
bMovable = False
bOnlyAffectPawns = True
bCollideActors = True
VehiclePushMag = 4000.0
}
|
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