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Core.Object | +-- Scripting.Action | +-- Gameplay.ActionQuake
Constants Summary |
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Inherited Contants from Core.Object |
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MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient, RF_Unnamed |
Variables Summary | |
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ActionQuake | |
Name | actorQuakeOrigin |
Vector | cameraAmplitude |
Vector | cameraFrequency |
Rotator | cameraRotAmplitude |
Vector | cameraRotFrequency |
float | characterForceScale |
float | forceApplyFrequency |
float | quakeAttackTime |
float | quakeDecayTime |
float | quakeMagnitude |
float | quakeRadius |
float | quakeSustainTime |
float | quakeVerticalMax |
Inherited Variables from Scripting.Action |
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acceptAllTypes, actionDisplayName, actionHelp, category, parentScript, resolveInfoList, returnType |
Inherited Variables from Core.Object |
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Class, Name, ObjectFlags, ObjectInternal[6], Outer |
Enumerations Summary |
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Inherited Enumerations from Core.Object |
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EAxis, ECamOrientation, ESheerAxis |
Structures Summary |
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Inherited Structures from Scripting.Action |
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ParameterResolveInfo |
Inherited Structures from Core.Object |
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BoundingVolume, Box, Color, CompressedPosition, Coords, GameSpyServerData, Guid, IntegerRange, InterpCurve, InterpCurvePoint, MatCoords, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, Vector |
Functions Summary | ||
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float | duration ())) | |
editorDisplayString (out string s)) | ||
Variable | execute ())) |
Variables Detail |
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Actor whose position is taken as the origin of the quake (can be a trigger or any other actor)
X,Y,Z = Pitch, Roll, Yaw
Forces applied to characters are scaled by this amount.
Number of times per second that the quake force is applied to surrounding objects.
Amount of time spent ramping up the quake magnitude (can be 0)
Amount of time spent ramping down quake magnitude (can be 0)
Strength of the quake in force units
Quake's radius of effect
Amount of time spent holding the quake magnitude steady (can be 0)
Maximum vertical distance from the quake origin that still affects objects. You may need to set this to stop your quake affecting objects through the floor above it. Measured from the quake origin to 'quakeVerticleMax' units upwards. Objects below the quake's z origin will never be affected. 0 to disable.
Functions Detail |
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Defaultproperties |
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defaultproperties { cameraFrequency =(X=100,Y=100,Z=100) cameraAmplitude =(X=25,Y=25,Z=25) cameraRotFrequency =(X=100,Y=100,Z=100) cameraRotAmplitude =(Yaw=1250,Pitch=1250,Roll=0) quakeAttackTime = 0.01 quakeSustainTime = 1 quakeDecayTime = 2 quakeRadius = 1024 quakeMagnitude = 100000 characterForceScale = 0.5 forceApplyFrequency = 1 returnType = None actionDisplayName = "Quake" actionHelp = "Shakes the camera and surrounding objects" category = "AudioVisual" } |
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