Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object | +-- Engine.Actor | +-- Engine.Triggers | +-- Engine.Trigger | +-- Legend.SoundDispatcher
Variables Summary | |
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int | i |
PlayerController | P |
actor | Target |
SoundDispatcher | |
bool | bLoop |
SoundEvent | EventList[16] |
float | SoundRadius |
ESoundSlot | SoundSlot |
float | SoundVolume |
Inherited Variables from Engine.Triggers |
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bTriggerNPCs, TriggerClass |
Enumerations Summary |
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Inherited Enumerations from Engine.Trigger |
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ETriggerType |
Structures Summary | ||
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SoundEvent Delay, Sound, SoundSourceTag, Event, bPlayOnPlayer |
Functions Summary | ||
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Touch (actor Other )) NormalTrigger | ||
Trigger (Actor Other, Pawn EventInstigator, optional name EventName )) OtherTriggerTurnsOn | ||
Trigger (Actor Other, Pawn EventInstigator, optional name EventName )) SoundDispatcher |
Inherited Functions from Engine.Trigger |
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CheckTouchList, Destroyed, FindTriggerActor, GetDescription, GetInitiallyActive, IsRelevant, IsUsable, OnUnuse, OnUse, PostBeginPlay, Reset, ReTriggerDelayTimer, SetInitiallyActive, SpecialHandling, TakeDamage, Timer, Touch, Trigger, UnTouch |
Inherited Functions from Engine.Triggers |
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DispatchTrigger, DispatchUnTrigger, TriggerActors, TriggerNPCs, UnTriggerActors |
States Summary |
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NormalTrigger Source code |
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state NormalTrigger |
Touch |
OtherTriggerTurnsOn Source code |
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state OtherTriggerTurnsOn |
Trigger |
SoundDispatcher Source code |
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state SoundDispatcher |
Trigger |
Variables Detail |
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Structures Detail |
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var(SoundDispatcher) bool bPlayOnPlayer;};
var(SoundDispatcher) float Delay;
var(SoundDispatcher) name Event;
var(SoundDispatcher) sound Sound;
var(SoundDispatcher) name SoundSourceTag;
Functions Detail |
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Defaultproperties |
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defaultproperties { SoundSlot=SLOT_Misc SoundVolume=1.000000 SoundRadius=64.000000 InitialState='SoundDispatcher' Texture=Texture'Legend.S_SndDispatcher' UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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