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UTGame.UTWaterVolume

Extends
WaterVolume
Modifiers
placeable

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Brush
      |   
      +-- Engine.Volume
         |   
         +-- Engine.PhysicsVolume
            |   
            +-- Engine.WaterVolume
               |   
               +-- UTGame.UTWaterVolume

Direct Known Subclasses:

UTDynamicWaterVolume, UTSpaceVolume

Variables Summary
ParticleSystemProjectileEntryEffect
ParticleSystemPS_EnterWaterEffect_Pawn
ParticleSystemPS_EnterWaterEffect_Vehicle
Inherited Variables from Engine.WaterVolume
EntryActor, EntrySound, ExitActor, ExitSound, PawnEntryActor
Inherited Variables from Engine.PhysicsVolume
BACKUP_bPainCausing, bBounceVelocity, bDestructive, bMoveProjectiles, bNeutralZone, bNoInventory, bPainCausing, bPhysicsOnContact, bVelocityAffectsWalking, bWaterVolume, DamageInstigator, DamagePerSec, DamageType, FluidFriction, GroundFriction, MaxDampingForce, NextPhysicsVolume, PainTimer, Priority, RigidBodyDamping, TerminalVelocity, ZoneVelocity

Functions Summary
function PlayEntrySplash (Actor Other))
event Touch (Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ))
Inherited Functions from Engine.WaterVolume
PlayEntrySplash, PlayExitSplash, Touch, untouch
Inherited Functions from Engine.PhysicsVolume
ActorEnteredVolume, ActorLeavingVolume, CausePainTo, GetGravityZ, ModifyPlayer, NotifyPawnBecameViewTarget, OnSetDamageInstigator, OnToggle, PawnEnteredVolume, PawnLeavingVolume, PhysicsChangedFor, PostBeginPlay, Reset, TimerPop, Touch


Variables Detail

ProjectileEntryEffect Source code

var ParticleSystem ProjectileEntryEffect;

PS_EnterWaterEffect_Pawn Source code

var ParticleSystem PS_EnterWaterEffect_Pawn;
effects to play based on what type of Actor you are

PS_EnterWaterEffect_Vehicle Source code

var ParticleSystem PS_EnterWaterEffect_Vehicle;


Functions Detail

PlayEntrySplash Source code

simulated function PlayEntrySplash ( Actor Other) )

Touch Source code

simulated event Touch ( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ) )
We override this so we can play some water splash effects when a pawn enters the water NOTE: we don't differentiate between GroundSpeed and FallSpeed / AirSpeed


Defaultproperties

defaultproperties
{
   PS_EnterWaterEffect_Pawn=ParticleSystem'Envy_Level_Effects_2.Vehicle_Water_Effects.P_Player_Water_Impact'
   PS_EnterWaterEffect_Vehicle=ParticleSystem'Envy_Level_Effects_2.Vehicle_Water_Effects.P_General_VH_Water_Impact'
   ProjectileEntryEffect=ParticleSystem'Envy_Effects.Particles.P_WP_Water_Splash_Small'
   EntrySound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterDeepLandCue'
   ExitSound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterDeepCue'
   TerminalVelocity=1500.000000
   Begin Object Class=BrushComponent Name=BrushComponent0 ObjName=BrushComponent0 Archetype=BrushComponent'Engine.Default__WaterVolume:BrushComponent0'
      ObjectArchetype=BrushComponent'Engine.Default__WaterVolume:BrushComponent0'
   End Object
   BrushComponent=BrushComponent0
   Components(0)=BrushComponent0
   CollisionComponent=BrushComponent0
   Name="Default__UTWaterVolume"
   ObjectArchetype=WaterVolume'Engine.Default__WaterVolume'
}

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Creation time: sk 18-3-2018 10:01:02.282 - Created with UnCodeX