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class RB_CylindricalForceActor extends Actor native(Physics) placeable; /** Used to preview the radius of the force. */ var() DrawCylinderComponent RenderComponent; /** Strength of the force applied by this actor.*/ var() interp float RadialStrength; /** Rotational strength of the force applied around the cylinder axis.*/ var() interp float RotationalStrength; /** Strength of the force applied along the cylinder axis */ var() interp float LiftStrength; /** Lift falloff height, 0-1, lift starts to fall off in a linear way above this height */ var() interp float LiftFalloffHeight; /** Velocity above which the radial force is ignored. */ var() interp float EscapeVelocity; /** Radius of influence of the force at the bottom of the cylinder. */ var() interp float ForceRadius; /** Radius of the force field at the top */ var() interp float ForceTopRadius; /** Height of force cylinder */ var() interp float ForceHeight; /** Offset from the actor base to the center of the force field */ var() interp float HeightOffset; /** Indicates whether the force is active at the moment. */ var() bool bForceActive; /** Force field channel, used to identify which force field exclude volumes apply to this force field */ var() int ForceFieldChannel; /** Apply force field to cloth */ var() bool bForceApplyToCloth; /** Apply force field to fluid */ var() bool bForceApplyToFluid; /** Apply force field to rigid bodies */ var() bool bForceApplyToRigidBodies; /** Apply force field to projectiles like rockets */ var() bool bForceApplyToProjectiles; //TODO: Remove the above booleans and just use the channels /** Which types of object to apply this force field to */ var() const RBCollisionChannelContainer CollideWithChannels; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) replication { if (bNetDirty) bForceActive; } /** Handling Toggle event from Kismet. */ simulated function onToggle(SeqAct_Toggle inAction) { if(inAction.InputLinks[0].bHasImpulse) { bForceActive = true; } else if(inAction.InputLinks[1].bHasImpulse) { bForceActive = false; } else if(inAction.InputLinks[2].bHasImpulse) { bForceActive = !bForceActive; } SetForcedInitialReplicatedProperty(Property'Engine.RB_CylindricalForceActor.bForceActive', (bForceActive == default.bForceActive)); } defaultproperties { Begin Object Class=DrawCylinderComponent Name=DrawCylinder0 ObjName=DrawCylinder0 Archetype=DrawCylinderComponent'Engine.Default__DrawCylinderComponent' CylinderRadius=200.000000 CylinderTopRadius=200.000000 CylinderHeight=200.000000 Name="DrawCylinder0" ObjectArchetype=DrawCylinderComponent'Engine.Default__DrawCylinderComponent' End Object RenderComponent=DrawCylinder0 EscapeVelocity=10000.000000 ForceRadius=200.000000 ForceTopRadius=200.000000 ForceHeight=200.000000 bForceApplyToCloth=True bForceApplyToFluid=True bForceApplyToRigidBodies=True ForceFieldChannel=1 CollideWithChannels=(Default=True,Pawn=True,Vehicle=True,Water=True,GameplayPhysics=True,EffectPhysics=True,Untitled1=True,Untitled2=True,Untitled3=True,Cloth=True,FluidDrain=True) Components(0)=DrawCylinder0 Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__SpriteComponent' Sprite=Texture2D'EngineResources.S_RadForce' HiddenGame=True AlwaysLoadOnClient=False AlwaysLoadOnServer=False Name="Sprite" ObjectArchetype=SpriteComponent'Engine.Default__SpriteComponent' End Object Components(1)=Sprite RemoteRole=ROLE_SimulatedProxy bNoDelete=True bAlwaysRelevant=True bOnlyDirtyReplication=True NetUpdateFrequency=0.100000 CollisionType=COLLIDE_CustomDefault Name="Default__RB_CylindricalForceActor" ObjectArchetype=Actor'Engine.Default__Actor' } |
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