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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class PortalTeleporter extends SceneCapturePortalActor native abstract notplaceable; /** destination portal */ var() PortalTeleporter SisterPortal; /** resolution for texture render target; must be a power of 2 */ var() int TextureResolutionX, TextureResolutionY; /** marker on path network for AI */ var PortalMarker MyMarker; /** whether or not encroachers (movers, vehicles, and such) can move this portal */ var() bool bMovablePortal; /** if true, non-Pawn actors are always teleporter, regardless of their bCanTeleport flag */ var bool bAlwaysTeleportNonPawns; /** whether or not this PortalTeleporter works on vehicles */ var bool bCanTeleportVehicles; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** teleport an actor to be relative to SisterPortal, including transforming its velocity, acceleration, and rotation * @param A the Actor to teleport * @return whether the teleport succeeded */ native final function bool TransformActor(Actor A); /** transform the given movement vector to be relative to SisterPortal */ native final function vector TransformVector(vector V); /** transform the given location to be relative to SisterPortal */ native final function vector TransformHitLocation(vector HitLocation); /** creates and initializes a TextureRenderTarget2D with size equal to our TextureResolutionX and TextureResolutionY properties */ native final function TextureRenderTarget2D CreatePortalTexture(); /* epic =============================================== * ::StopsProjectile() * * returns true if Projectiles should call ProcessTouch() when they touch this actor */ simulated function bool StopsProjectile(Projectile P) { return !TransformActor(P); } defaultproperties { TextureResolutionX=256 TextureResolutionY=256 bAlwaysTeleportNonPawns=True Begin Object Class=StaticMeshComponent Name=StaticMeshComponent1 ObjName=StaticMeshComponent1 Archetype=StaticMeshComponent'Engine.Default__SceneCapturePortalActor:StaticMeshComponent1' ObjectArchetype=StaticMeshComponent'Engine.Default__SceneCapturePortalActor:StaticMeshComponent1' End Object CameraComp=StaticMeshComponent1 Begin Object Class=StaticMeshComponent Name=StaticMeshComponent2 ObjName=StaticMeshComponent2 Archetype=StaticMeshComponent'Engine.Default__SceneCapturePortalActor:StaticMeshComponent2' HiddenGame=False CollideActors=True ObjectArchetype=StaticMeshComponent'Engine.Default__SceneCapturePortalActor:StaticMeshComponent2' End Object StaticMesh=StaticMeshComponent2 Begin Object Class=SceneCapturePortalComponent Name=SceneCapturePortalComponent0 ObjName=SceneCapturePortalComponent0 Archetype=SceneCapturePortalComponent'Engine.Default__SceneCapturePortalActor:SceneCapturePortalComponent0' ObjectArchetype=SceneCapturePortalComponent'Engine.Default__SceneCapturePortalActor:SceneCapturePortalComponent0' End Object SceneCapture=SceneCapturePortalComponent0 Components(0)=SceneCapturePortalComponent0 Components(1)=StaticMeshComponent1 Components(2)=StaticMeshComponent2 bWorldGeometry=True bMovable=False bCollideActors=True bBlockActors=True CollisionComponent=StaticMeshComponent2 Name="Default__PortalTeleporter" ObjectArchetype=SceneCapturePortalActor'Engine.Default__SceneCapturePortalActor' } |
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