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OnslaughtSpecialsLiteV2.ForcedDirVolume

Extends
PhysicsVolume

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
boolbDenyExit
boolbDontBlockRedeemers
class<ONSVehicle>TypeToForce
vectorVehiclePushDir
floatVehiclePushMag
Inherited Variables from Engine.PhysicsVolume
BACKUP_bPainCausing, BACKUP_Gravity, bBounceVelocity, bDamagesVehicles, bDestructive, bDistanceFog, bMoveProjectiles, bNeutralZone, bNoDecals, bNoInventory, bPainCausing, bWaterVolume, DamagePerSec, DamageType, DistanceFogColor, DistanceFogEnd, DistanceFogStart, EntryActor, EntrySound, ExitActor, ExitSound, FluidFriction, Gravity, GroundFriction, KBuoyancy, KExtraAngularDamping, KExtraLinearDamping, NextPhysicsVolume, PainTimer, PawnEntryActor, Priority, TerminalVelocity, ViewFlash, ViewFog, VolumeEffect, ZoneVelocity
Inherited Variables from Engine.Volume
AssociatedActor, AssociatedActorTag, DecoList, LocationName, LocationPriority

Functions Summary
event PostBeginPlay ()))
event Tick (float DeltaTime))
event Touch (Actor Other))
event 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

AffectedActors Source code

var array<Actor> AffectedActors;

ForcedDirVolume

bDenyExit Source code

var(ForcedDirVolume) bool bDenyExit;
Whether vehicle drivers must stay in their vehicle until it left the volume again.

bDontBlockRedeemers Source code

var(ForcedDirVolume) bool bDontBlockRedeemers;
Whether guided Redeemer missiles should be ignored.

TypeToForce Source code

var(ForcedDirVolume) class<ONSVehicle> TypeToForce;
Affected vehicle type.

VehiclePushDir Source code

var(ForcedDirVolume) vector VehiclePushDir;
The direction to push vehicles and redeemers.

VehiclePushMag Source code

var(ForcedDirVolume) float VehiclePushMag;
The amount of push applied to vehicles and redeemer missiles.


Functions Detail

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

Tick Source code

simulated event Tick ( float DeltaTime) )

Touch Source code

simulated event Touch ( Actor Other) )

UnTouch Source code

simulated event UnTouch ( Actor Other) )


Defaultproperties

defaultproperties
{
	TypeToForce      = class'ONSVehicle'
	bStatic          = False
	bMovable         = False
	bOnlyAffectPawns = True
	bCollideActors   = True
	VehiclePushMag   = 4000.0
}

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Creation time: Do 14.8.2014 09:58:06.369 - Created with UnCodeX