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Core.Object | +-- Engine.Actor
Brush, DamageType, Decoration, Effects, HUD, Info, Inventory, Keypoint, Light, Menu, NavigationPoint, Pawn, Projectile, ScoreBoard, Triggers
Constants Summary |
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Inherited Contants from Core.Object |
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MaxInt, Pi |
Inherited Variables from Core.Object |
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Class, Name, ObjectFlags, ObjectInternal[6], Parent |
Enumerations Summary | ||
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EDodgeDir DODGE_None, DODGE_Left, DODGE_Right, DODGE_Forward, DODGE_Back, DODGE_Active, DODGE_Done | ||
EDrawType DT_None, DT_Sprite, DT_Mesh, DT_Brush, DT_RopeSprite, DT_VerticalSprite, DT_Terraform, DT_SpriteAnimOnce, | ||
EInputAction IST_None, IST_Press, IST_Hold, IST_Release, IST_Axis, | ||
EInputKey IK_None, IK_LeftMouse, IK_RightMouse, IK_Cancel, IK_MiddleMouse, IK_Unknown05, IK_Unknown06, IK_Unknown07, IK_Backspace, IK_Tab, IK_Unknown0A, IK_Unknown0B, IK_Unknown0C, IK_Enter, IK_Unknown0E, IK_Unknown0F, IK_Shift, IK_Ctrl, IK_Alt, IK_Pause, IK_CapsLock, IK_Unknown15, IK_Unknown16, IK_Unknown17, IK_Unknown18, IK_Unknown19, IK_Unknown1A, IK_Escape, IK_Unknown1C, IK_Unknown1D, IK_Unknown1E, IK_Unknown1F, IK_Space, IK_PageUp, IK_PageDown, IK_End, IK_Home, IK_Left, IK_Up, IK_Right, IK_Down, IK_Select, IK_Print, IK_Execute, IK_PrintScrn, IK_Insert, IK_Delete, IK_Help, IK_0, IK_1, IK_2, IK_3, IK_4, IK_5, IK_6, IK_7, IK_8, IK_9, IK_Unknown3A, IK_Unknown3B, IK_Unknown3C, IK_Unknown3D, IK_Unknown3E, IK_Unknown3F, IK_Unknown40, IK_A, IK_B, IK_C, IK_D, IK_E, IK_F, IK_G, IK_H, IK_I, IK_J, IK_K, IK_L, IK_M, IK_N, IK_O, IK_P, IK_Q, IK_R, IK_S, IK_T, IK_U, IK_V, IK_W, IK_X, IK_Y, IK_Z, IK_Unknown5B, IK_Unknown5C, IK_Unknown5D, IK_Unknown5E, IK_Unknown5F, IK_NumPad0, IK_NumPad1, IK_NumPad2, IK_NumPad3, IK_NumPad4, IK_NumPad5, IK_NumPad6, IK_NumPad7, IK_NumPad8, IK_NumPad9, IK_GreyStar, IK_GreyPlus, IK_Separator, IK_GreyMinus, IK_NumPadPeriod, IK_GreySlash, IK_F1, IK_F2, IK_F3, IK_F4, IK_F5, IK_F6, IK_F7, IK_F8, IK_F9, IK_F10, IK_F11, IK_F12, IK_F13, IK_F14, IK_F15, IK_F16, IK_F17, IK_F18, IK_F19, IK_F20, IK_F21, IK_F22, IK_F23, IK_F24, IK_Unknown88, IK_Unknown89, IK_Unknown8A, IK_Unknown8B, IK_Unknown8C, IK_Unknown8D, IK_Unknown8E, IK_Unknown8F, IK_NumLock, IK_ScrollLock, IK_Unknown92, IK_Unknown93, IK_Unknown94, IK_Unknown95, IK_Unknown96, IK_Unknown97, IK_Unknown98, IK_Unknown99, IK_Unknown9A, IK_Unknown9B, IK_Unknown9C, IK_Unknown9D, IK_Unknown9E, IK_Unknown9F, IK_LShift, IK_RShift, IK_LControl, IK_RControl, IK_UnknownA4, IK_UnknownA5, IK_UnknownA6, IK_UnknownA7, IK_UnknownA8, IK_UnknownA9, IK_UnknownAA, IK_UnknownAB, IK_UnknownAC, IK_UnknownAD, IK_UnknownAE, IK_UnknownAF, IK_UnknownB0, IK_UnknownB1, IK_UnknownB2, IK_UnknownB3, IK_UnknownB4, IK_UnknownB5, IK_UnknownB6, IK_UnknownB7, IK_UnknownB8, IK_UnknownB9, IK_Semicolon, IK_Equals, IK_Comma, IK_Minus, IK_Period, IK_Slash, IK_Tilde, IK_UnknownC1, IK_UnknownC2, IK_UnknownC3, IK_UnknownC4, IK_UnknownC5, IK_UnknownC6, IK_UnknownC7, IK_Joy1, IK_Joy2, IK_Joy3, IK_Joy4, IK_Joy5, IK_Joy6, IK_Joy7, IK_Joy8, IK_Joy9, IK_Joy10, IK_Joy11, IK_Joy12, IK_Joy13, IK_Joy14, IK_Joy15, IK_Joy16, IK_UnknownD8, IK_UnknownD9, IK_UnknownDA, IK_LeftBracket, IK_Backslash, IK_RightBracket, IK_SingleQuote, IK_UnknownDF, IK_JoyX, IK_JoyY, IK_JoyZ, IK_JoyR, IK_MouseX, IK_MouseY, IK_MouseZ, IK_MouseW, IK_JoyU, IK_JoyV, IK_UnknownEA, IK_UnknownEB, IK_MouseWheelUp, IK_MouseWheelDown, IK_Unknown10E, UK_Unknown10F, IK_JoyPovUp, IK_JoyPovDown, IK_JoyPovLeft, IK_JoyPovRight, IK_UnknownF4, IK_UnknownF5, IK_Attn, IK_CrSel, IK_ExSel, IK_ErEof, IK_Play, IK_Zoom, IK_NoName, IK_PA1, IK_OEMClear | ||
ELightEffect LE_None, LE_TorchWaver, LE_FireWaver, LE_WateryShimmer, LE_Searchlight, LE_SlowWave, LE_FastWave, LE_CloudCast, LE_StaticSpot, LE_Shock, LE_Disco, LE_Warp, LE_Spotlight, LE_NonIncidence, LE_Shell, LE_OmniBumpMap, LE_Interference, LE_Cylinder, LE_Rotor, LE_Unused | ||
ELightType LT_None, LT_Steady, LT_Pulse, LT_Blink, LT_Flicker, LT_Strobe, LT_BackdropLight, LT_SubtlePulse, LT_TexturePaletteOnce, LT_TexturePaletteLoop | ||
EMusicTransition MTRAN_None, MTRAN_Instant, MTRAN_Segue, MTRAN_Fade, MTRAN_FastFade, MTRAN_SlowFade, | ||
ENetRole ROLE_None, ROLE_DumbProxy, ROLE_SimulatedProxy, ROLE_AutonomousProxy, ROLE_Authority, | ||
EPhysics PHYS_None, PHYS_Walking, PHYS_Falling, PHYS_Swimming, PHYS_Flying, PHYS_Rotating, PHYS_Projectile, PHYS_Rolling, PHYS_Interpolating, PHYS_MovingBrush, PHYS_Spider, PHYS_Trailer | ||
ERenderStyle STY_None, STY_Normal, STY_Masked, STY_Translucent, STY_Modulated, | ||
ESoundSlot SLOT_None, SLOT_Misc, SLOT_Pain, SLOT_Interact, SLOT_Ambient, SLOT_Talk, SLOT_Interface, | ||
ETravelType TRAVEL_Absolute, TRAVEL_Partial, TRAVEL_Relative, |
Inherited Enumerations from Core.Object |
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ESheerAxis |
Structures Summary | ||
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PointRegion Zone, iLeaf, ZoneNumber |
Inherited Structures from Core.Object |
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BoundingBox, BoundingVolume, Color, Coords, DynamicArray, DynamicString, Guid, Plane, Rotator, Scale, Vector |
Functions Summary | ||
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![]() | bool | != (vector A, vector B) |
![]() | bool | != (rotator A, rotator B) |
![]() | rotator | * (rotator A, float B) |
![]() | rotator | * (float A, rotator B) |
![]() | vector | * (vector A, vector B) |
![]() | vector | * (float A, vector B) |
![]() | vector | * (vector A, float B) |
![]() | vector | *= (out vector A, float B) |
![]() | rotator | *= (out rotator A, float B) |
![]() | vector | *= (out vector A, vector B) |
![]() | vector | + (vector A, vector B) |
![]() | rotator | + (rotator A, rotator B) |
![]() | vector | += (out vector A, vector B) |
![]() | rotator | += (out rotator A, rotator B) |
![]() | vector | - (vector A) |
![]() | vector | - (vector A, vector B) |
![]() | rotator | - (rotator A, rotator B) |
![]() | rotator | -= (out rotator A, rotator B) |
![]() | vector | -= (out vector A, vector B) |
![]() | rotator | / (rotator A, float B) |
![]() | vector | / (vector A, float B) |
![]() | vector | /= (out vector A, float B) |
![]() | rotator | /= (out rotator A, float B) |
![]() | vector | << (vector A, rotator B) |
![]() | bool | == (vector A, vector B) |
![]() | bool | == (rotator A, rotator B) |
![]() | vector | >> (vector A, rotator B) |
![]() | AllActors (class<actor> BaseClass, out actor Actor, optional name MatchTag) | |
![]() | AnimEnd () | |
![]() | Attach (Actor Other) | |
![]() | BaseChange () | |
![]() | BasedActors (class<actor> BaseClass, out actor Actor) | |
![]() | BeginEvent () | |
![]() | BeginPlay () | |
![]() | BroadcastMessage (coerce string[240] Msg, bool bBeep) | |
![]() | Bump (Actor Other) | |
![]() | ChildActors (class<actor> BaseClass, out actor Actor) | |
![]() | vector | Cross (vector A, vector B) |
![]() | bool | Destroy () |
![]() | Destroyed () | |
![]() | Detach (Actor Other) | |
![]() | float | Dot (vector A, vector B) |
![]() | EncroachedBy (actor Other) | |
![]() | bool | EncroachingOn (actor Other) |
![]() | EndedRotation () | |
![]() | EndEvent () | |
![]() | Error (coerce string[255] S) | |
![]() | Expired () | |
![]() | Falling () | |
![]() | FinishAnim () | |
![]() | FinishInterpolation () | |
![]() | GainedChild (Actor Other) | |
![]() | name | GetAnimGroup (name Sequence) |
![]() | GetAxes (rotator A, out vector X, out vector Y, out vector Z) | |
![]() | GetUnAxes (rotator A, out vector X, out vector Y, out vector Z) | |
![]() | HitWall (vector HitNormal, actor HitWall) | |
![]() | HurtRadius (float DamageAmount, float DamageRadius, name DamageName, float Momentum, vector HitLocation) | |
![]() | InterpolateEnd (actor Other) | |
![]() | Invert (out vector X, out vector Y, out vector Z) | |
![]() | bool | IsA (name ClassName) |
![]() | bool | IsAnimating () |
![]() | KillCredit (Actor Other) | |
![]() | KilledBy (pawn EventInstigator) | |
![]() | Landed (vector HitNormal) | |
![]() | LoopAnim (name Sequence, optional float Rate, optional float TweenTime, optional float MinRate) | |
![]() | LostChild (Actor Other) | |
![]() | MakeNoise (float Loudness) | |
![]() | vector | MirrorVectorByNormal (vector Vect, vector Normal) |
![]() | bool | Move (vector Delta) |
![]() | bool | MoveSmooth (vector Delta) |
![]() | vector | Normal (vector A) |
![]() | PlayAnim (name Sequence, optional float Rate, optional float TweenTime) | |
![]() | bool | PlayerCanSeeMe () |
![]() | PlaySound (sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch) | |
![]() | PostBeginPlay () | |
![]() | PostTeleport (Teleporter OutTeleporter) | |
![]() | PreBeginPlay () | |
![]() | bool | PreTeleport (Teleporter InTeleporter) |
![]() | RadiusActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc) | |
![]() | rotator | RotRand (optional bool bRoll) |
![]() | SetBase (actor NewBase) | |
![]() | SetCollision (optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers) | |
![]() | bool | SetCollisionSize (float NewRadius, float NewHeight) |
![]() | SetInitialState () | |
![]() | bool | SetLocation (vector NewLocation) |
![]() | SetOwner (actor NewOwner) | |
![]() | SetPhysics (EPhysics newPhysics) | |
![]() | bool | SetRotation (rotator NewRotation) |
![]() | SetTimer (float NewTimerRate, bool bLoop) | |
![]() | Sleep (float Seconds) | |
![]() | actor | Spawn (class |
![]() | Spawned () | |
![]() | Actor | SpecialHandling (Pawn Other) |
![]() | TakeDamage (int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType) | |
![]() | Tick (float DeltaTime) | |
![]() | Timer () | |
![]() | Touch (Actor Other) | |
![]() | TouchingActors (class<actor> BaseClass, out actor Actor) | |
![]() | Actor | Trace (out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent) |
![]() | TraceActors (class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent) | |
![]() | TravelPostAccept () | |
![]() | TravelPreAccept () | |
![]() | Trigger (Actor Other, Pawn EventInstigator) | |
![]() | TweenAnim (name Sequence, float Time) | |
![]() | UnTouch (Actor Other) | |
![]() | UnTrigger (Actor Other, Pawn EventInstigator) | |
![]() | VisibleActors (class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc) | |
![]() | VisibleCollidingActors (class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc) | |
![]() | vector | VRand () |
![]() | float | VSize (vector A) |
![]() | ZoneChange (ZoneInfo NewZone) | |
![]() | string | [ (] GetNextSkin( string[64] Prefix, string[64] CurrentSkin, int Dir) |
![]() | string | [ (] GetMapName( string[32] NameEnding, string[32] MapName, int Dir) |
Inherited Functions from Core.Object |
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!, !=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, Abs, Asc, Atan, BeginState, Clamp, ClassIsChildOf, Cos, Disable, DynamicLoadObject, Enable, EndState, Exp, FClamp, FMax, FMin, FRand, GetEnum, GetStateName, GotoState, InStr, IsInState, Len, Lerp, Log, Loge, Max, Min, Rand, ResetConfig, SaveConfig, SetPropertyText, Sin, Smerp, Sqrt, Square, Tan, Warn, [, ^, ^^, |, ||, ~, ~= |
Variables Detail |
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Update even when players-only.
Actor we're standing on.
About to be deleted.
This light is dynamic.
Should snap to grid in UnrealEd.
Keep HurtRadius from being reentrant,
Performing interpolating.
Used by engine physics - not valid for scripts.
Recalculate this light's lighting now.
Initial network update.
Player owns this actor.
Brush if DrawType=DT_Brush
.
Selected in UnrealEd.
Actor has been updated.
Timer loops (else is one-shot).
Actor's old location one move ago. Only for debugging.
Next actor in just-deleted chain.
Pawn responsible for damage caused by this actor.
Inventory chain.
Internal latent function use.
Level this actor is on.
Owner actor.
Offset from box center for drawing.
Region this actor is in.
Only replicated if bReplicateAnimations
is true
Counts up until it reaches TimerRate.
Timer event, 0=no timer.
Level object.
Always relevant for network.
This actor can be teleported. This property must be True for Teleporters to notice the actor.
The actor will collide with world geometry when placed.
Whether the editor should display an arrow to show the actor's current rotation. This has no effect in the game.
Snap to grid in the editor.
Specifies, whether the actor is invisible in the game. This property has no effect in the editor.
The actor is hidden in the editor. This has no effect in the game.
The actor only shows up in high or super high detail mode.
Actor can be moved.
Specifies, that the actor can't be spawned or destroyed during the game.
Only owner can see this actor.
In standalone (i.e. single player, e.g. Instant Action) games this actor should be turned off if it's not in a recently rendered zone. It will only be turned off when its Physics mode is PHYS_None or PHYS_Rotating.
Does not move or change over time. Don't let L.D.s change this - screws up net play.
Actor is capable of travelling among servers.
Specifies how long the actor will exist. This value is constantly decreased and the actor will be destroyed when it reaches 0. In this case the actor's Expired method is executed. An initial LifeSpan of 0 or explicitely setting the LifeSpan to 0 from UnrealScript disables the actor's "destruction timer". Setting it to a value greater 0 from UnrealScript enables it and the Actor will be destroyed after that time unless LifeSpan is set to 0 again before it expired.
Blocks other nonplayer actors.
OBSOLETE - no longer used
Collides with other actors.
Collides with the world.
Projectiles should potentially target this actor.
Half-height cyllinder.
Radius of collision cyllinder.
Ambient brightness, or 255=pulsing.
Casts static shadows.
Lights don't affect actor.
Scaling factor, 1.0=normal size.
Mesh if DrawType=DT_Mesh
.
Style for rendering sprites, meshes.
Sprite texture. If DrawType=DT_Sprite
The event this actor causes.
Actor's tag name.
Light casts actor shadows.
Light uses Skin as a corona.
Only affects special-lit surfaces.
Bounces when hits ground fast.
Fixed direction of rotation.
Rotate to DesiredRotation.
Water buoyancy.
Physics will smoothly rotate actor to this rotation if bRotateToDesired
.
Actor's location; use Move to set.
Mass of this actor.
Change in rotation per second.
Higher priorities means update it more frequently.
Ambient sound effect.
Sound pitch shift, 64.0=none.
Radius of ambient sound.
Volume of ambient sound.
Default sound volume for regular sounds (can be overridden in playsound).
Enumerations Detail |
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DODGE_None, DODGE_Left, DODGE_Right, DODGE_Forward, DODGE_Back, DODGE_Active, DODGE_Done};
DT_None, DT_Sprite, DT_Mesh, DT_Brush, DT_RopeSprite, DT_VerticalSprite, DT_Terraform, DT_SpriteAnimOnce,};
The DrawType enumneration sets how the actor displays. Some of these options work with another property to set what is displayed.
- DT_None
- The actor isn't displayed at all.
bHidden
instead in most cases because it will allow the actor to still show up in UnrealEd.- DT_Sprite
- Display a sprite with the material set in the Texture property.
- DT_Mesh
- Display the mesh set in the Mesh property.
- DT_Brush
- Only for Brush classes.
- DT_RopeSprite
- DT_VerticalSprite
- DT_Terraform
- DT_SpriteAnimOnce
- Like DT_Sprite, but plays an animated texture's animation at a speed that plays the animation exactly once during the LifeSpan of the actor.
- DT_StaticMesh
- Display the static mesh set in the StaticMesh property.
- DT_DrawType
- DT_Particle
- Used by particle effect actors (Emitter, xEmitter, xWeatherEffect) and xProcMeshes.
- DT_AntiPortal
- Used for Antiportals.
- DT_FluidSurface
- Used by FluidSurfaceInfos. See Fluid Surfaces.
IK_None, IK_LeftMouse, IK_RightMouse, IK_Cancel, IK_MiddleMouse, IK_Unknown05, IK_Unknown06, IK_Unknown07, IK_Backspace, IK_Tab, IK_Unknown0A, IK_Unknown0B, IK_Unknown0C, IK_Enter, IK_Unknown0E, IK_Unknown0F, IK_Shift, IK_Ctrl, IK_Alt, IK_Pause, IK_CapsLock, IK_Unknown15, IK_Unknown16, IK_Unknown17, IK_Unknown18, IK_Unknown19, IK_Unknown1A, IK_Escape, IK_Unknown1C, IK_Unknown1D, IK_Unknown1E, IK_Unknown1F, IK_Space, IK_PageUp, IK_PageDown, IK_End, IK_Home, IK_Left, IK_Up, IK_Right, IK_Down, IK_Select, IK_Print, IK_Execute, IK_PrintScrn, IK_Insert, IK_Delete, IK_Help, IK_0, IK_1, IK_2, IK_3, IK_4, IK_5, IK_6, IK_7, IK_8, IK_9, IK_Unknown3A, IK_Unknown3B, IK_Unknown3C, IK_Unknown3D, IK_Unknown3E, IK_Unknown3F, IK_Unknown40, IK_A, IK_B, IK_C, IK_D, IK_E, IK_F, IK_G, IK_H, IK_I, IK_J, IK_K, IK_L, IK_M, IK_N, IK_O, IK_P, IK_Q, IK_R, IK_S, IK_T, IK_U, IK_V, IK_W, IK_X, IK_Y, IK_Z, IK_Unknown5B, IK_Unknown5C, IK_Unknown5D, IK_Unknown5E, IK_Unknown5F, IK_NumPad0, IK_NumPad1, IK_NumPad2, IK_NumPad3, IK_NumPad4, IK_NumPad5, IK_NumPad6, IK_NumPad7, IK_NumPad8, IK_NumPad9, IK_GreyStar, IK_GreyPlus, IK_Separator, IK_GreyMinus, IK_NumPadPeriod, IK_GreySlash, IK_F1, IK_F2, IK_F3, IK_F4, IK_F5, IK_F6, IK_F7, IK_F8, IK_F9, IK_F10, IK_F11, IK_F12, IK_F13, IK_F14, IK_F15, IK_F16, IK_F17, IK_F18, IK_F19, IK_F20, IK_F21, IK_F22, IK_F23, IK_F24, IK_Unknown88, IK_Unknown89, IK_Unknown8A, IK_Unknown8B, IK_Unknown8C, IK_Unknown8D, IK_Unknown8E, IK_Unknown8F, IK_NumLock, IK_ScrollLock, IK_Unknown92, IK_Unknown93, IK_Unknown94, IK_Unknown95, IK_Unknown96, IK_Unknown97, IK_Unknown98, IK_Unknown99, IK_Unknown9A, IK_Unknown9B, IK_Unknown9C, IK_Unknown9D, IK_Unknown9E, IK_Unknown9F, IK_LShift, IK_RShift, IK_LControl, IK_RControl, IK_UnknownA4, IK_UnknownA5, IK_UnknownA6, IK_UnknownA7, IK_UnknownA8, IK_UnknownA9, IK_UnknownAA, IK_UnknownAB, IK_UnknownAC, IK_UnknownAD, IK_UnknownAE, IK_UnknownAF, IK_UnknownB0, IK_UnknownB1, IK_UnknownB2, IK_UnknownB3, IK_UnknownB4, IK_UnknownB5, IK_UnknownB6, IK_UnknownB7, IK_UnknownB8, IK_UnknownB9, IK_Semicolon, IK_Equals, IK_Comma, IK_Minus, IK_Period, IK_Slash, IK_Tilde, IK_UnknownC1, IK_UnknownC2, IK_UnknownC3, IK_UnknownC4, IK_UnknownC5, IK_UnknownC6, IK_UnknownC7, IK_Joy1, IK_Joy2, IK_Joy3, IK_Joy4, IK_Joy5, IK_Joy6, IK_Joy7, IK_Joy8, IK_Joy9, IK_Joy10, IK_Joy11, IK_Joy12, IK_Joy13, IK_Joy14, IK_Joy15, IK_Joy16, IK_UnknownD8, IK_UnknownD9, IK_UnknownDA, IK_LeftBracket, IK_Backslash, IK_RightBracket, IK_SingleQuote, IK_UnknownDF, IK_JoyX, IK_JoyY, IK_JoyZ, IK_JoyR, IK_MouseX, IK_MouseY, IK_MouseZ, IK_MouseW, IK_JoyU, IK_JoyV, IK_UnknownEA, IK_UnknownEB, IK_MouseWheelUp, IK_MouseWheelDown, IK_Unknown10E, UK_Unknown10F, IK_JoyPovUp, IK_JoyPovDown, IK_JoyPovLeft, IK_JoyPovRight, IK_UnknownF4, IK_UnknownF5, IK_Attn, IK_CrSel, IK_ExSel, IK_ErEof, IK_Play, IK_Zoom, IK_NoName, IK_PA1, IK_OEMClear};
LE_None, LE_TorchWaver, LE_FireWaver, LE_WateryShimmer, LE_Searchlight, LE_SlowWave, LE_FastWave, LE_CloudCast, LE_StaticSpot, LE_Shock, LE_Disco, LE_Warp, LE_Spotlight, LE_NonIncidence, LE_Shell, LE_OmniBumpMap, LE_Interference, LE_Cylinder, LE_Rotor, LE_Unused};
Spatial light effect to use.
LT_None, LT_Steady, LT_Pulse, LT_Blink, LT_Flicker, LT_Strobe, LT_BackdropLight, LT_SubtlePulse, LT_TexturePaletteOnce, LT_TexturePaletteLoop};
Light modulation.
MTRAN_None, MTRAN_Instant, MTRAN_Segue, MTRAN_Fade, MTRAN_FastFade, MTRAN_SlowFade,};
Music transitions.
ROLE_None, ROLE_DumbProxy, ROLE_SimulatedProxy, ROLE_AutonomousProxy, ROLE_Authority,};
Net variables.
- ROLE_None
- This means that none of the actor's attributes will not be replicated at all. Examples for this kind of actors are the GameInfo, Mutators and GameRules as well as some explosion effects and decals in UT. Note that Actor's with this role can still be instantiated on network game clients if spawned from the right function. For example if an Actor with
ROLE_None
is instantiated from asimulated event PostBeginPlay()
function it will be created on both the server and the client as this function is invoked on both. However the server-side Actor and the client-side Actor are two completely independant entities. This means that destroying the actor on the server will not destroy the actor on the client (and vice-versa).- ROLE_DumbProxy
- The actor is replicated, but can't execute any functions on the remote side. It will update when variables are replicated to it but will not attempt to interpolate.
- ROLE_SimulatedProxy
- The actor is replicated and may execute simulated functions and simulated state code on the remote side. Often this kind of actor simulates its behavior based on initially replicated properties without (much) further "help" from the server.
- ROLE_AutonomousProxy
- Autonomous proxies come with some more magic built-in. They are basically simulated proxies, but may execute simulated and non-simulated functions on the client owning/controlling this actor (only on that client!). In UT only PlayerPawns are autonomous proxies, in UT2003 only PlayerControllers are. Every other client sees them as a regular simulated proxy. Player-controlled actors, such as the guided redeemer missile (GuidedWarshell in UT or RedeemerWarhead in UT2003) are autonomous proxies on the controlling player's client, too.
- ROLE_Authority
- All functions can be executed. This role is only allowed on the machine the actor was spawned on. All actors on the server or in standalone games have
Role== ROLE_Authority
. Never manually set theRemoteRole
on the authorative version of an actor or theRole
on a replicated version of the actor to this value.
PHYS_None, PHYS_Walking, PHYS_Falling, PHYS_Swimming, PHYS_Flying, PHYS_Rotating, PHYS_Projectile, PHYS_Rolling, PHYS_Interpolating, PHYS_MovingBrush, PHYS_Spider, PHYS_Trailer};
Actor's PhysicsType is set in the Physics property. Use theSetPhysics() method to change.
- PHYS_CinMotion
- (new in UT2003)
- PHYS_Falling
- Automatically applies the gravity of the current zone. Pawn-set acceleration in the Z direction is ignored.
- PHYS_Flying
- The Pawn or Actor can move independantly from gravity. Velocity on the Z axis is ignored.
- PHYS_Hovering
- This is is a fun Physics type. When you an actors physics to
PHYS_Hovering
, it, er, hovers a few UU off the ground. If you do this to an xPawn, for example, it will act kind of like a hovercraft. Friction is reduced (so you slide around, and slide down ramps), and if you go at speed up an incline you can do some massive jumps.- PHYS_Interpolating
- Used in conjunction with
bInterpolating
in Actor. Seems to also use thePhysRate
andPhysAlpha
parameters. Seems to be a leftover from the pre-Matinee days.- PHYS_Karma
- Signals an Actor is to be effected by the Karma engine.
- PHYS_KarmaRagDoll
- This is used for dead pawns.
- PHYS_Ladder
- Applies to an Actor when they are climbing a ladder.
- PHYS_MovingBrush
- Used for Movers
- PHYS_None
- No native physics code is applied.
- PHYS_Projectile
- Uses velocities on all 3 axes but DOES NOT use the current Zone's ZoneGravity and ZoneFluidFriction members to adjust velocity. This means that actors with a velocity are not affected by gravity or friction. Actors with this physics setting do not have any freedom of movement.
- PHYS_Rolling
- (removed in UT2003)
- PHYS_RootMotion
- (new in UT2003)
- PHYS_Rotating
- Only rotation changes. Location doesn't change. If
bRotateToDesired
is false, then the Actor rotates according toRotationRate
. IfbRotateToDesired
is true, then the Actor rotates to the rotation specified byDesiredRotation
at the speed specified byRotationRate
.- PHYS_Spider
- Similar to
PHYS_Walking
except it applies to an Actor against any surface, not just a "ground" surface. An Actor inPHYS_Spider
will move against a horizontal or vertical surface just like inPHYS_Walking
. When the end of the surface is reached the Pawn will be set toPHYS_Falling
.PHYS_Spider
only works on one plane, it will not allow a Pawn to move across perpendicular walls.- PHYS_Swimming
- Similar to
PHYS_Flying
, but also take the zone's FluidFriction into account.- PHYS_Trailer
- Used to set an Actor to follow its Owner. An Actor set this way has no physics of its own, (*including collision) and simply follow their Owner around. NOTE: There are two settings in the Actor class which can specify the actions of a
PHYS_Trailer
. First isbTrailerPrePivot
, which, when set to True, causes the Actor inPHYS_Trailer
to be positioned away from its Owner by the vector value set inPrePivot
. If not set or left at 0, the Actor inPHYS_Trailer
will have the same location as its Owner. Secondly, there isbTrailerSameRotation
, which causes the Actor inPHYS_Trailer
to have the same Rotation as its Owner no matter where it is.- PHYS_Walking
- Native physics code for Pawn class only. Applies all the things that make a pawn move around on the ground. Must have a Base set, without a Base to walk on, this turns to
PHYS_Falling
.
Style for rendering sprites, meshes.
SLOT_None, SLOT_Misc, SLOT_Pain, SLOT_Interact, SLOT_Ambient, SLOT_Talk, SLOT_Interface,};
Travelling from server to server.
- TRAVEL_Absolute
- Absolute URL.
- TRAVEL_Partial
- Partial (carry name, reset server).
- TRAVEL_Relative
- Relative URL.
Structures Detail |
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Identifies a unique convex volume in the world.
iLeaf:Bsp leaf.Zone:ZoneZoneNumber:Zone Number.
Functions Detail |
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Avoid using AllActors()
too often as it iterates through the whole actor list and is therefore slow.
Notification that the current animation has ended. Allows an object to wait for animation completion before proceeding with other activities.
Returns all actors based on the current actor (slow, like AllActors)
ChildActors() returns all actors owned by this actor. Slow like AllActors()
Destroy this actor. Returns true if destroyed, false if indestructable.
Destruction is latent. It occurs at the end of the tick.
Called when rotation completes
Handle an error and kill this one actor.
Hurt locally authoritative actors within the radius.
Called when another actor with this actor as its owner is destroyed.
Inform other creatures that you've made a noise they might hear (they are sent a HearNoise message). Senders of MakeNoise should have an instigator if they are not pawns.
PlayerCanSeeMe returns true if any player (server) or the local player (standalone or client) has a line of sight to actor's location.
Play a sound effect.
Called immediately after gameplay begins.
Called immediately before gameplay begins.
RadiusActors() returns all actors within a give radius. Slow like AllActors(). Use CollidingActors() or VisibleCollidingActors() instead if desired actor types are visible (not bHidden) and in the collision hash (bCollideActors
is true)
Called after PostBeginPlay.
This function sets the location of the actor it is called on. It will not work on actors withPHYS_Karma
orPHYS_KarmaRagdoll
. If the actor cannot occupy the new location because it is colliding with an actor that can block it, it will be placed at the nearest valid location. Note that because Terrain has no "volume" and is just a bent up sheet, the actor may not be moved in this manner when it penetrates terrain.
This function sets the rotation of the actor it is called on. It will not work on actors withPHYS_Karma
orPHYS_KarmaRagdoll
.
CausesTimer()
events everyNewTimerRate
seconds. IfbLoop
is true, causesTimer()
events everyNewTimerRate
seconds. Otherwise, causesTimer()
to be called once inNewTimerRate
seconds.SetTimer(0.0, False);
stops the timer.
Waits for the specified amount of time before returning.
Latent function, can only be used in state code.
Spawn an actor. Returns an actor of the specified class, not of class Actor (this is hardcoded in the compiler).
Returns None if the actor could not be spawned (either the actor wouldn't fit in the specified location, or the actor list is full).
Defaults to spawning at the spawner's location.
Returns all actors touching the current actor (fast).
This traces a path to find what it collides with first. The line will be traced starting atTraceStart
and ending atTraceEnd
. IfbTraceActors
is true, actors will be considered for the tracing, otherwise only pieces of the world (terrain, staticmeshactors, BSP) will be considered for collision. When the trace hits something,HitLocation
andHitNormal
will be set to contain the location and normal of the impact. If specified, the material of the surface hit can also be returned. If anExtent
is specified, you can have the trace have "width." It will have a box of the size specified as a vector (corner to corner) as the "thickness" of the trace.
Note that traces are not very fast, so should be avoided or kept to a minimum where possible.
Note that if you want actors to be considered for traces they must be able to block the trace, either bybCollideActors
, or easier withbBlockZeroExtentTraces
orbBlockNonZeroExtentTraces
if your trace uses extents.
Return all actors along a traced line. Reasonably fast (like any trace)
Called when carried into a new level, after AcceptInventory.
Called when carried onto a new level, before AcceptInventory.
Returns all visible (notbHidden
) actors within a radius for which a trace fromLoc
(which defaults to caller'sLocation
) to that actor'sLocation
does not hit the world.
Slow likeAllActors()
. UseVisibleCollidingActors()
instead if desired actor types are in the collision hash (bCollideActors
is true)
Returns all colliding (bCollideActors==true
) actors within a certain radius for which a trace fromLoc
(which defaults to caller's Location) to that actor's Location does not hit the world.
Much faster thanAllActors()
since it uses the collision hash
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