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+-- Scripting.Action
   +-- Gameplay.ActionQuake

Constants Summary
Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient, RF_Unnamed

Variables Summary
Inherited Variables from Scripting.Action
acceptAllTypes, actionDisplayName, actionHelp, category, parentScript, resolveInfoList, returnType
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

Enumerations Summary
Inherited Enumerations from Core.Object
EAxis, ECamOrientation, ESheerAxis

Structures Summary
Inherited Structures from Scripting.Action
Inherited Structures from Core.Object
BoundingVolume, Box, Color, CompressedPosition, Coords, GameSpyServerData, Guid, IntegerRange, InterpCurve, InterpCurvePoint, MatCoords, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, Vector

Functions Summary
functionfloat duration ()))
function editorDisplayString (out string s))
functionVariable execute ()))
Inherited Functions from Scripting.Action
construct, editorDisplayString, enumScriptLabels, enumScripts, execute, findByLabel, findStaticByLabel, findVariable, logError, newTemporaryVariable, newVariable, PrecacheSpeech, propertyDisplayString, resolveParameters, SetActionPropertyText, setParentScript, tryFindVariable
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllClasses, AllEditableProperties, Allocate, AllProperties, AppSeconds, Asc, Asin, AssertWithDescription, Atan, BeginState, CanSLog, Caps, Chr, Clamp, ClassConstruct, ClassIsChildOf, ClockwiseFrom, CommonBase, Construct, Cos, Cross, DecodeFromURL, Disable, Div, Dot, DynamicFindObject, DynamicLoadObject, Enable, EncodeForURL, EndState, Eval, Exp, FClamp, FindObject, FlushConfig, FMax, FMin, FRand, GetAxes, GetBuildNumber, GetEnum, GetMinCompatibleBuildNumber, GetPropertyText, GetStateName, GetSuperClass, GetUnAxes, GotoState, Hash, HasUnicode, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Inverse, Invert, IsA, IsInState, IsNearlyZero, IsUTracing, IsValidForURL, IsZero, Left, Len, Lerp, Localize, Locs, Log, Loge, LogGuardStack, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NullReferences, OrthoRotation, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatToRotator, Rand, RandRange, Repl, replaceStr, ResetConfig, Right, RotRand, SaveConfig, SetPropertyText, SetUTracing, Sin, Sleep, SLog, Smerp, Split, Sqrt, Square, StaticSaveConfig, StrCmp, Tan, VDist, VDistSquared, VRand, VSize, VSize2D, VSizeSquared, VSizeSquared2D, Warn, ^, ^^, |, ||, ~, ~=

Variables Detail


actorQuakeOrigin Source code

var(ActionQuake) Name actorQuakeOrigin;
Actor whose position is taken as the origin of the quake (can be a trigger or any other actor)

cameraAmplitude Source code

var(ActionQuake) actionnoresolve Vector cameraAmplitude;

cameraFrequency Source code

var(ActionQuake) actionnoresolve Vector cameraFrequency;

cameraRotAmplitude Source code

var(ActionQuake) actionnoresolve Rotator cameraRotAmplitude;

cameraRotFrequency Source code

var(ActionQuake) actionnoresolve Vector cameraRotFrequency;
X,Y,Z = Pitch, Roll, Yaw

characterForceScale Source code

var(ActionQuake) float characterForceScale;
Forces applied to characters are scaled by this amount.

forceApplyFrequency Source code

var(ActionQuake) float forceApplyFrequency;
Number of times per second that the quake force is applied to surrounding objects.

quakeAttackTime Source code

var(ActionQuake) float quakeAttackTime;
Amount of time spent ramping up the quake magnitude (can be 0)

quakeDecayTime Source code

var(ActionQuake) float quakeDecayTime;
Amount of time spent ramping down quake magnitude (can be 0)

quakeMagnitude Source code

var(ActionQuake) float quakeMagnitude;
Strength of the quake in force units

quakeRadius Source code

var(ActionQuake) float quakeRadius;
Quake's radius of effect

quakeSustainTime Source code

var(ActionQuake) float quakeSustainTime;
Amount of time spent holding the quake magnitude steady (can be 0)

quakeVerticalMax Source code

var(ActionQuake) float quakeVerticalMax;
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

duration Source code

function float duration ( ) )

editorDisplayString Source code

function editorDisplayString ( out string s) )

execute Source code

latent function Variable execute ( ) )


	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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Creation time: st 23.5.2018 00:10:25.906 - Created with UnCodeX