Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 |
//============================================================================= // StaticMeshActor. // An actor that is drawn using a static mesh(a mesh that never changes, and // can be cached in video memory, resulting in a speed boost). //============================================================================= class StaticMeshActor extends Actor #if IG_SHARED hidecategories(Events, Force, LightColor, Lighting, Object, Sound) #endif native placeable; var() bool bExactProjectileCollision; // nonzero extent projectiles should shrink to zero when hitting this actor // IGA >>> identifies whether or not to include this static mesh in the automated aspect of the pathfinding system var() bool bIncludeInGroundNavigation; defaultproperties { DrawType=DT_StaticMesh bEdShouldSnap=True bStatic=True bStaticLighting=True bShadowCast=True bCollideActors=True bBlockActors=True bBlockPlayers=True bBlockKarma=True #if IG_TRIBES3 // rowan: setup in havok static world by default bMovable=False bBlockHavok=True #endif bWorldGeometry=True CollisionHeight=+000001.000000 CollisionRadius=+000001.000000 bAcceptsProjectors=True bExactProjectileCollision=true bIncludeInGroundNavigation=false } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |