| Overview | Package | Class | Source | Class tree | Glossary | Deus Ex UnrealScript Documentation |
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Core.Object | +-- Engine.Actor
Augmentation, AugmentationManager, BarkManager, Brush, ColorTheme, ColorThemeManager, ConPlayBark, ConPlayBase, DamageType, Decal, Decoration, Effects, HUD, Info, Inventory, Keypoint, Light, Menu, MPPlayerTrack, NavigationPoint, Pawn, Projectile, Skill, SkillManager, SmellNode, SpawnNotify, TraceHitSpawner, Triggers
| Constants Summary |
|---|
| Inherited Contants from Core.Object |
|---|
| MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient |
| Inherited Variables from Core.Object |
|---|
| Class, Name, ObjectFlags, ObjectInternal[6], Outer |
| Enumerations Summary | ||
|---|---|---|
| EAIEventState EAISTATE_Begin, EAISTATE_End, EAISTATE_Pulse, EAISTATE_ChangeBest | ||
| EAIEventType EAITYPE_Visual, EAITYPE_Audio, EAITYPE_Olifactory | ||
| EBarkModes BM_Idle, BM_CriticalDamage, BM_AreaSecure, BM_TargetAcquired, BM_TargetLost, BM_GoingForAlarm, BM_OutOfAmmo, BM_Scanning, BM_Futz, BM_OnFire, BM_TearGas, BM_Gore, BM_Surprise, BM_PreAttackSearching, BM_PreAttackSighting, BM_PostAttackSearching, BM_SearchGiveUp, BM_AllianceHostile, BM_AllianceFriendly | ||
| EDodgeDir DODGE_None, DODGE_Left, DODGE_Right, DODGE_Forward, DODGE_Back, DODGE_Active, DODGE_Done | ||
| EDrawType DT_None, DT_Sprite, DT_Mesh, DT_Brush, DT_RopeSprite, DT_VerticalSprite, DT_Terraform, DT_SpriteAnimOnce, | ||
| EInputAction IST_None, IST_Press, IST_Hold, IST_Release, IST_Axis, | ||
| EInputKey IK_None, IK_LeftMouse, IK_RightMouse, IK_Cancel, IK_MiddleMouse, IK_Unknown05, IK_Unknown06, IK_Unknown07, IK_Backspace, IK_Tab, IK_Unknown0A, IK_Unknown0B, IK_Unknown0C, IK_Enter, IK_Unknown0E, IK_Unknown0F, IK_Shift, IK_Ctrl, IK_Alt, IK_Pause, IK_CapsLock, IK_Unknown15, IK_Unknown16, IK_Unknown17, IK_Unknown18, IK_Unknown19, IK_Unknown1A, IK_Escape, IK_Unknown1C, IK_Unknown1D, IK_Unknown1E, IK_Unknown1F, IK_Space, IK_PageUp, IK_PageDown, IK_End, IK_Home, IK_Left, IK_Up, IK_Right, IK_Down, IK_Select, IK_Print, IK_Execute, IK_PrintScrn, IK_Insert, IK_Delete, IK_Help, IK_0, IK_1, IK_2, IK_3, IK_4, IK_5, IK_6, IK_7, IK_8, IK_9, IK_Unknown3A, IK_Unknown3B, IK_Unknown3C, IK_Unknown3D, IK_Unknown3E, IK_Unknown3F, IK_Unknown40, IK_A, IK_B, IK_C, IK_D, IK_E, IK_F, IK_G, IK_H, IK_I, IK_J, IK_K, IK_L, IK_M, IK_N, IK_O, IK_P, IK_Q, IK_R, IK_S, IK_T, IK_U, IK_V, IK_W, IK_X, IK_Y, IK_Z, IK_Unknown5B, IK_Unknown5C, IK_Unknown5D, IK_Unknown5E, IK_Unknown5F, IK_NumPad0, IK_NumPad1, IK_NumPad2, IK_NumPad3, IK_NumPad4, IK_NumPad5, IK_NumPad6, IK_NumPad7, IK_NumPad8, IK_NumPad9, IK_GreyStar, IK_GreyPlus, IK_Separator, IK_GreyMinus, IK_NumPadPeriod, IK_GreySlash, IK_F1, IK_F2, IK_F3, IK_F4, IK_F5, IK_F6, IK_F7, IK_F8, IK_F9, IK_F10, IK_F11, IK_F12, IK_F13, IK_F14, IK_F15, IK_F16, IK_F17, IK_F18, IK_F19, IK_F20, IK_F21, IK_F22, IK_F23, IK_F24, IK_Unknown88, IK_Unknown89, IK_Unknown8A, IK_Unknown8B, IK_Unknown8C, IK_Unknown8D, IK_Unknown8E, IK_Unknown8F, IK_NumLock, IK_ScrollLock, IK_Unknown92, IK_Unknown93, IK_Unknown94, IK_Unknown95, IK_Unknown96, IK_Unknown97, IK_Unknown98, IK_Unknown99, IK_Unknown9A, IK_Unknown9B, IK_Unknown9C, IK_Unknown9D, IK_Unknown9E, IK_Unknown9F, IK_LShift, IK_RShift, IK_LControl, IK_RControl, IK_UnknownA4, IK_UnknownA5, IK_UnknownA6, IK_UnknownA7, IK_UnknownA8, IK_UnknownA9, IK_UnknownAA, IK_UnknownAB, IK_UnknownAC, IK_UnknownAD, IK_UnknownAE, IK_UnknownAF, IK_UnknownB0, IK_UnknownB1, IK_UnknownB2, IK_UnknownB3, IK_UnknownB4, IK_UnknownB5, IK_UnknownB6, IK_UnknownB7, IK_UnknownB8, IK_UnknownB9, IK_Semicolon, IK_Equals, IK_Comma, IK_Minus, IK_Period, IK_Slash, IK_Tilde, IK_UnknownC1, IK_UnknownC2, IK_UnknownC3, IK_UnknownC4, IK_UnknownC5, IK_UnknownC6, IK_UnknownC7, IK_Joy1, IK_Joy2, IK_Joy3, IK_Joy4, IK_Joy5, IK_Joy6, IK_Joy7, IK_Joy8, IK_Joy9, IK_Joy10, IK_Joy11, IK_Joy12, IK_Joy13, IK_Joy14, IK_Joy15, IK_Joy16, IK_UnknownD8, IK_UnknownD9, IK_UnknownDA, IK_LeftBracket, IK_Backslash, IK_RightBracket, IK_SingleQuote, IK_UnknownDF, IK_JoyX, IK_JoyY, IK_JoyZ, IK_JoyR, IK_MouseX, IK_MouseY, IK_MouseZ, IK_MouseW, IK_JoyU, IK_JoyV, IK_UnknownEA, IK_UnknownEB, IK_MouseWheelUp, IK_MouseWheelDown, IK_Unknown10E, UK_Unknown10F, IK_JoyPovUp, IK_JoyPovDown, IK_JoyPovLeft, IK_JoyPovRight, IK_UnknownF4, IK_UnknownF5, IK_Attn, IK_CrSel, IK_ExSel, IK_ErEof, IK_Play, IK_Zoom, IK_NoName, IK_PA1, IK_OEMClear | ||
| ELightEffect LE_None, LE_TorchWaver, LE_FireWaver, LE_WateryShimmer, LE_Searchlight, LE_SlowWave, LE_FastWave, LE_CloudCast, LE_StaticSpot, LE_Shock, LE_Disco, LE_Warp, LE_Spotlight, LE_NonIncidence, LE_Shell, LE_OmniBumpMap, LE_Interference, LE_Cylinder, LE_Rotor, LE_Unused | ||
| ELightType LT_None, LT_Steady, LT_Pulse, LT_Blink, LT_Flicker, LT_Strobe, LT_BackdropLight, LT_SubtlePulse, LT_TexturePaletteOnce, LT_TexturePaletteLoop | ||
| EMusicTransition MTRAN_None, MTRAN_Instant, MTRAN_Segue, MTRAN_Fade, MTRAN_FastFade, MTRAN_SlowFade, | ||
| ENetRole ROLE_None, ROLE_DumbProxy, ROLE_SimulatedProxy, ROLE_AutonomousProxy, ROLE_Authority, | ||
| EPhysics PHYS_None, PHYS_Walking, PHYS_Falling, PHYS_Swimming, PHYS_Flying, PHYS_Rotating, PHYS_Projectile, PHYS_Rolling, PHYS_Interpolating, PHYS_MovingBrush, PHYS_Spider, PHYS_Trailer | ||
| ERenderStyle STY_None, STY_Normal, STY_Masked, STY_Translucent, STY_Modulated, | ||
| ESoundSlot SLOT_None, SLOT_Misc, SLOT_Pain, SLOT_Interact, SLOT_Ambient, SLOT_Talk, SLOT_Interface, | ||
| ETravelType TRAVEL_Absolute, TRAVEL_Partial, TRAVEL_Relative, | ||
| Inherited Enumerations from Core.Object |
|---|
| ESheerAxis |
| Structures Summary | ||
|---|---|---|
| PointRegion Zone, iLeaf, ZoneNumber | ||
| XAIParams BestActor, Score, Visibility, Volume, Smell | ||
| Inherited Structures from Core.Object |
|---|
| BoundingBox, BoundingVolume, Color, Coords, Guid, Plane, Rotator, Scale, Vector |
| Functions Summary | ||
|---|---|---|
![]() | color | * (color A, float B) |
![]() | color | * (float A, color B) |
![]() | color | + (color A, color B) |
![]() | color | - (color A, color B) |
![]() | AIClearEvent (name eventName) | |
![]() | AIClearEventCallback (name eventName) | |
![]() | AIEndEvent (name eventName, EAIEventType eventType) | |
![]() | float | AIGetLightLevel (vector Location) |
![]() | AISendEvent (name eventName, EAIEventType eventType, optional float Value, optional float Radius) | |
![]() | AISetEventCallback (name eventName, name callback, optional name scoreCallback, optional bool bCheckVisibility, optional bool bCheckDir, optional bool bCheckCylinder, optional bool bCheckLOS) | |
![]() | AIStartEvent (name eventName, EAIEventType eventType, optional float Value, optional float Radius) | |
![]() | float | AIVisibility (optional bool bIncludeVelocity) |
![]() | AllActors (class<actor> BaseClass, out actor Actor, optional name MatchTag) | |
![]() | AnimEnd () | |
![]() | Attach (Actor Other) | |
![]() | AutonomousPhysics (float DeltaSeconds) | |
![]() | BaseChange () | |
![]() | BasedActors (class<actor> BaseClass, out actor Actor) | |
![]() | BecomeViewTarget () | |
![]() | BeginEvent () | |
![]() | BeginPlay () | |
![]() | BroadcastLocalizedMessage (class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject )) | |
![]() | BroadcastMessage (coerce string Msg, optional bool bBeep, optional name Type )) | |
![]() | Bump (Actor Other) | |
![]() | BumpWall (vector HitLocation, vector HitNormal) | |
![]() | ChildActors (class<actor> BaseClass, out actor Actor) | |
![]() | string | ConsoleCommand (string Command) |
![]() | CycleActors (class<actor> BaseClass, out actor Actor, out int Index) | |
![]() | DemoPlaySound (sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch) | |
![]() | bool | Destroy () |
![]() | Destroyed () | |
![]() | Detach (Actor Other) | |
![]() | EncroachedBy (actor Other) | |
![]() | bool | EncroachingOn (actor Other) |
![]() | EndConversation ())) | |
![]() | EndedRotation () | |
![]() | EndEvent () | |
![]() | Error (coerce string S) | |
![]() | Expired () | |
![]() | Falling () | |
![]() | bool | FastTrace (vector TraceEnd, optional vector TraceStart) |
![]() | FellOutOfWorld ())) | |
![]() | FinishAnim () | |
![]() | FinishInterpolation () | |
![]() | Frob (Actor Frobber, Inventory frobWith)) | |
![]() | GainedChild (Actor Other) | |
![]() | name | GetAnimGroup (name Sequence) |
![]() | bool | GetBoundingBox (out vector MinVect, out vector MaxVect, optional bool bExact, optional vector testLocation, optional rotator testRotation) |
![]() | String | GetHumanName ())) |
![]() | String | GetItemName (string FullName )) |
![]() | string | GetMapName (string NameEnding, string MapName, int Dir) |
![]() | Texture | GetMeshTexture (optional int texnum) |
![]() | string | GetNextInt (string ClassName, int Num) |
![]() | GetNextIntDesc (string ClassName, int Num, out string Entry, out string Description) | |
![]() | GetNextSkin (string Prefix, string CurrentSkin, int Dir, out string SkinName, out string SkinDesc) | |
![]() | PlayerPawn | GetPlayerPawn () |
![]() | float | GetSoundDuration (sound Sound) |
![]() | string | GetURLMap () |
![]() | bool | HasAnim (name Sequence) |
![]() | HitWall (vector HitNormal, actor HitWall) | |
![]() | HurtRadius (float DamageAmount, float DamageRadius, name DamageName, float Momentum, vector HitLocation, optional bool bIgnoreLOS )) | |
![]() | bool | InStasis () |
![]() | InterpolateEnd (actor Other) | |
![]() | bool | IsAnimating () |
![]() | bool | IsOverlapping (actor checkActor) |
![]() | KillCredit (Actor Other) | |
![]() | KilledBy (pawn EventInstigator) | |
![]() | Landed (vector HitNormal) | |
![]() | float | LastRendered () |
![]() | LoopAnim (name Sequence, optional float Rate, optional float TweenTime, optional float MinRate) | |
![]() | LostChild (Actor Other) | |
![]() | MakeNoise (float Loudness) | |
![]() | bool | Move (vector Delta) |
![]() | bool | MoveSmooth (vector Delta) |
![]() | float | ParabolicTrace (out vector finalLocation, optional vector startVelocity, optional vector startLocation, optional bool bCheckActors, optional vector cylinder, optional float maxTime, optional float elasticity, optional bool bBounce, optional float landingSpeed, optional float granularity) |
![]() | PlayAnim (name Sequence, optional float Rate, optional float TweenTime) | |
![]() | PlayBlendAnim (name Sequence, optional float Rate, optional float TweenTime, optional int BlendSlot) | |
![]() | bool | PlayerCanSeeMe () |
![]() | PlayOwnedSound (sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch) | |
![]() | int | PlaySound (sound Sound, optional ESoundSlot Slot, optional float Volume, optional bool bNoOverride, optional float Radius, optional float Pitch) |
![]() | PostBeginPlay () | |
![]() | PostNetBeginPlay () | |
![]() | PostPostBeginPlay () | |
![]() | PostTeleport (Teleporter OutTeleporter) | |
![]() | PostTouch (Actor Other) | |
![]() | PreBeginPlay ())) | |
![]() | bool | PreTeleport (Teleporter InTeleporter) |
![]() | RadiusActors (class<actor> BaseClass, out actor Actor, float Radius, optional vector Loc) | |
![]() | rotator | RandomBiasedRotation (int centralYaw, float yawDistribution, int centralPitch, float pitchDistribution) |
![]() | RenderOverlays (canvas Canvas) | |
![]() | RenderTexture (ScriptedTexture Tex) | |
![]() | SetBase (actor NewBase) | |
![]() | SetCollision (optional bool NewColActors, optional bool NewBlockActors, optional bool NewBlockPlayers) | |
![]() | bool | SetCollisionSize (float NewRadius, float NewHeight) |
![]() | SetDefaultDisplayProperties ())) | |
![]() | SetDisplayProperties (ERenderStyle NewStyle, texture NewTexture, bool bLighting, bool bEnviroMap )) | |
![]() | SetInitialState ())) | |
![]() | SetInstantMusicVolume (byte newMusicVolume) | |
![]() | SetInstantSoundVolume (byte newSoundVolume) | |
![]() | SetInstantSpeechVolume (byte newSpeechVolume) | |
![]() | bool | SetLocation (vector NewLocation) |
![]() | SetOwner (actor NewOwner) | |
![]() | SetPhysics (EPhysics newPhysics, optional Actor newFloor) | |
![]() | bool | SetRotation (rotator NewRotation) |
![]() | SetTimer (float NewTimerRate, bool bLoop) | |
![]() | Sleep (float Seconds) | |
![]() | actor | Spawn (class |
![]() | Spawned () | |
![]() | Actor | SpecialHandling (Pawn Other) |
![]() | StopBlendAnims ())) | |
![]() | StopSound (int Id) | |
![]() | SupportActor (actor StandingActor )) | |
![]() | TakeDamage (int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType) | |
![]() | Tick (float DeltaTime) | |
![]() | Timer () | |
![]() | Touch (Actor Other) | |
![]() | TouchingActors (class<actor> BaseClass, out actor Actor) | |
![]() | Actor | Trace (out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent) |
![]() | TraceActors (class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent) | |
![]() | TraceTexture (class<actor> BaseClass, out actor Actor, out name texName, out name texGroup, out int flags, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent) | |
![]() | TraceVisibleActors (class<actor> BaseClass, out actor Actor, out vector HitLoc, out vector HitNorm, vector End, optional vector Start, optional vector Extent) | |
![]() | TravelPostAccept () | |
![]() | TravelPreAccept () | |
![]() | Trigger (Actor Other, Pawn EventInstigator) | |
![]() | TweenAnim (name Sequence, float Time) | |
![]() | TweenBlendAnim (name Sequence, float Time, optional int BlendSlot) | |
![]() | UnTouch (Actor Other) | |
![]() | UnTrigger (Actor Other, Pawn EventInstigator) | |
![]() | VisibleActors (class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc) | |
![]() | VisibleCollidingActors (class<actor> BaseClass, out actor Actor, optional float Radius, optional vector Loc, optional bool bIgnoreHidden) | |
![]() | ZoneChange (ZoneInfo NewZone) | |
| Inherited Functions from Core.Object |
|---|
| !, !=, $, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, Abs, AllObjects, Asc, Atan, BeginState, Caps, Chr, Clamp, ClassIsChildOf, clock, Cos, CriticalDelete, Cross, CyclesToSeconds, Disable, Dot, DynamicLoadObject, Enable, EndState, Exp, FClamp, FMax, FMin, FRand, GetAxes, GetConfig, GetEnum, GetPropertyText, GetStateName, GetUnAxes, GotoState, InStr, Invert, IsA, IsInState, Left, Len, Lerp, Localize, Log, Loge, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, OrthoRotation, Rand, RandRange, ResetConfig, Right, RotRand, SaveConfig, SetPropertyText, Sin, Smerp, Sprintf, Sqrt, Square, StaticSaveConfig, Tan, unclock, VRand, VSize, Warn, ^, ^^, |, ||, ~, ~= |
| Variables Detail |
|---|
Update even when players-only.
Animation dictated by owner.
Actor we're standing on.
Don't replicate any animations - animation done client-side.
True if we're client-side demo recording and this call originated from the remote.
True we are currently recording a client-side demo.
About to be deleted.
True we are currently demo recording.
This light is dynamic.
Should snap to grid in UnrealEd.
Keep HurtRadius from being reentrant,
Performing interpolating.
Used by engine physics - not valid for scripts.
Recalculate this light's lighting now.
Initial network update.
Player owns this actor.
Actor is currently relevant. Only valid server side, only when replicating variables.
Replicate instigator to client (used by bNetTemporary projectiles).
Brush if DrawType=DT_Brush.
Selected in UnrealEd.
Actor has been updated.
Timer loops (else is one-shot).
IfPHYS_Trailerand true, offset from owner byPrePivot.
If PHYS_Trailer and true, have same rotation as owner.
Actor's old location one move ago. Only for debugging.
Next actor in just-deleted chain.
Pawn responsible for damage caused by this actor.
Inventory chain.
Last time this actor was rendered.
Internal latent function use.
Level this actor is on.
Owner actor.
Actor touched during move which wants to add an effect after the movement completes.
Offset from box center for drawing.
Region this actor is in.
Only replicated if bReplicateAnimations is true
Counts up until it reaches TimerRate.
Timer event, 0=no timer.
Level object.
Always relevant for network.
This actor can be teleported. This property must be True for Teleporters to notice the actor.
The actor will collide with world geometry when placed.
Whether the editor should display an arrow to show the actor's current rotation. This has no effect in the game.
Snap to grid in the editor.
Mutators will not receive CheckReplacement and AlwaysKeep calls for the actor if this property is True.
Specifies, whether the actor is invisible in the game. This property has no effect in the editor.
The actor is hidden in the editor. This has no effect in the game.
The actor only shows up in high or super high detail mode.
Actor can be moved.
Tear-off simulation in network play.
Specifies, that the actor can't be spawned or destroyed during the game.
Only owner can see this actor.
Everything but the owner can see this actor.
In standalone (i.e. single player, e.g. Instant Action) games this actor should be turned off if it's not in a recently rendered zone. It will only be turned off when its Physics mode is PHYS_None or PHYS_Rotating.
Does not move or change over time. Don't let L.D.s change this - screws up net play.
Actor is capable of travelling among servers.
Specifies how long the actor will exist. This value is constantly decreased and the actor will be destroyed when it reaches 0. In this case the actor's Expired method is executed. An initial LifeSpan of 0 or explicitely setting the LifeSpan to 0 from UnrealScript disables the actor's "destruction timer". Setting it to a value greater 0 from UnrealScript enables it and the Actor will be destroyed after that time unless LifeSpan is set to 0 again before it expired.
Blocks other nonplayer actors.
OBSOLETE - no longer used
Collides with other actors.
Collides with the world.
Projectiles should potentially target this actor.
Half-height cyllinder.
Radius of collision cyllinder.
Ambient brightness, or 255=pulsing.
Casts static shadows.
Lights don't affect actor.
Scaling factor, 1.0=normal size.
Mesh if DrawType=DT_Mesh.
Style for rendering sprites, meshes.
Sprite texture. If DrawType=DT_Sprite
The event this actor causes.
Actor's tag name.
Light casts actor shadows.
Light uses Skin as a corona.
Only affects special-lit surfaces.
Bounces when hits ground fast.
Fixed direction of rotation.
Rotate to DesiredRotation.
Water buoyancy.
Physics will smoothly rotate actor to this rotation if bRotateToDesired.
Actor's location; use Move to set.
Mass of this actor.
Change in rotation per second.
Higher priorities means update it more frequently.
How many net updates per seconds.
Ambient sound effect.
Sound pitch shift, 64.0=none.
Radius of ambient sound.
Volume of ambient sound.
Default sound radius for regular sounds (can be overridden in playsound).
Default sound volume for regular sounds (can be overridden in playsound).
| Enumerations Detail |
|---|
BM_Idle, BM_CriticalDamage, BM_AreaSecure, BM_TargetAcquired, BM_TargetLost, BM_GoingForAlarm, BM_OutOfAmmo, BM_Scanning, BM_Futz, BM_OnFire, BM_TearGas, BM_Gore, BM_Surprise, BM_PreAttackSearching, BM_PreAttackSighting, BM_PostAttackSearching, BM_SearchGiveUp, BM_AllianceHostile, BM_AllianceFriendly};
DODGE_None, DODGE_Left, DODGE_Right, DODGE_Forward, DODGE_Back, DODGE_Active, DODGE_Done};
DT_None, DT_Sprite, DT_Mesh, DT_Brush, DT_RopeSprite, DT_VerticalSprite, DT_Terraform, DT_SpriteAnimOnce,};
The DrawType enumneration sets how the actor displays. Some of these options work with another property to set what is displayed.
- DT_None
- The actor isn't displayed at all.
bHiddeninstead in most cases because it will allow the actor to still show up in UnrealEd.- DT_Sprite
- Display a sprite with the material set in the Texture property.
- DT_Mesh
- Display the mesh set in the Mesh property.
- DT_Brush
- Only for Brush classes.
- DT_RopeSprite
- DT_VerticalSprite
- DT_Terraform
- DT_SpriteAnimOnce
- Like DT_Sprite, but plays an animated texture's animation at a speed that plays the animation exactly once during the LifeSpan of the actor.
- DT_StaticMesh
- Display the static mesh set in the StaticMesh property.
- DT_DrawType
- DT_Particle
- Used by particle effect actors (Emitter, xEmitter, xWeatherEffect) and xProcMeshes.
- DT_AntiPortal
- Used for Antiportals.
- DT_FluidSurface
- Used by FluidSurfaceInfos. See Fluid Surfaces.
IK_None, IK_LeftMouse, IK_RightMouse, IK_Cancel, IK_MiddleMouse, IK_Unknown05, IK_Unknown06, IK_Unknown07, IK_Backspace, IK_Tab, IK_Unknown0A, IK_Unknown0B, IK_Unknown0C, IK_Enter, IK_Unknown0E, IK_Unknown0F, IK_Shift, IK_Ctrl, IK_Alt, IK_Pause, IK_CapsLock, IK_Unknown15, IK_Unknown16, IK_Unknown17, IK_Unknown18, IK_Unknown19, IK_Unknown1A, IK_Escape, IK_Unknown1C, IK_Unknown1D, IK_Unknown1E, IK_Unknown1F, IK_Space, IK_PageUp, IK_PageDown, IK_End, IK_Home, IK_Left, IK_Up, IK_Right, IK_Down, IK_Select, IK_Print, IK_Execute, IK_PrintScrn, IK_Insert, IK_Delete, IK_Help, IK_0, IK_1, IK_2, IK_3, IK_4, IK_5, IK_6, IK_7, IK_8, IK_9, IK_Unknown3A, IK_Unknown3B, IK_Unknown3C, IK_Unknown3D, IK_Unknown3E, IK_Unknown3F, IK_Unknown40, IK_A, IK_B, IK_C, IK_D, IK_E, IK_F, IK_G, IK_H, IK_I, IK_J, IK_K, IK_L, IK_M, IK_N, IK_O, IK_P, IK_Q, IK_R, IK_S, IK_T, IK_U, IK_V, IK_W, IK_X, IK_Y, IK_Z, IK_Unknown5B, IK_Unknown5C, IK_Unknown5D, IK_Unknown5E, IK_Unknown5F, IK_NumPad0, IK_NumPad1, IK_NumPad2, IK_NumPad3, IK_NumPad4, IK_NumPad5, IK_NumPad6, IK_NumPad7, IK_NumPad8, IK_NumPad9, IK_GreyStar, IK_GreyPlus, IK_Separator, IK_GreyMinus, IK_NumPadPeriod, IK_GreySlash, IK_F1, IK_F2, IK_F3, IK_F4, IK_F5, IK_F6, IK_F7, IK_F8, IK_F9, IK_F10, IK_F11, IK_F12, IK_F13, IK_F14, IK_F15, IK_F16, IK_F17, IK_F18, IK_F19, IK_F20, IK_F21, IK_F22, IK_F23, IK_F24, IK_Unknown88, IK_Unknown89, IK_Unknown8A, IK_Unknown8B, IK_Unknown8C, IK_Unknown8D, IK_Unknown8E, IK_Unknown8F, IK_NumLock, IK_ScrollLock, IK_Unknown92, IK_Unknown93, IK_Unknown94, IK_Unknown95, IK_Unknown96, IK_Unknown97, IK_Unknown98, IK_Unknown99, IK_Unknown9A, IK_Unknown9B, IK_Unknown9C, IK_Unknown9D, IK_Unknown9E, IK_Unknown9F, IK_LShift, IK_RShift, IK_LControl, IK_RControl, IK_UnknownA4, IK_UnknownA5, IK_UnknownA6, IK_UnknownA7, IK_UnknownA8, IK_UnknownA9, IK_UnknownAA, IK_UnknownAB, IK_UnknownAC, IK_UnknownAD, IK_UnknownAE, IK_UnknownAF, IK_UnknownB0, IK_UnknownB1, IK_UnknownB2, IK_UnknownB3, IK_UnknownB4, IK_UnknownB5, IK_UnknownB6, IK_UnknownB7, IK_UnknownB8, IK_UnknownB9, IK_Semicolon, IK_Equals, IK_Comma, IK_Minus, IK_Period, IK_Slash, IK_Tilde, IK_UnknownC1, IK_UnknownC2, IK_UnknownC3, IK_UnknownC4, IK_UnknownC5, IK_UnknownC6, IK_UnknownC7, IK_Joy1, IK_Joy2, IK_Joy3, IK_Joy4, IK_Joy5, IK_Joy6, IK_Joy7, IK_Joy8, IK_Joy9, IK_Joy10, IK_Joy11, IK_Joy12, IK_Joy13, IK_Joy14, IK_Joy15, IK_Joy16, IK_UnknownD8, IK_UnknownD9, IK_UnknownDA, IK_LeftBracket, IK_Backslash, IK_RightBracket, IK_SingleQuote, IK_UnknownDF, IK_JoyX, IK_JoyY, IK_JoyZ, IK_JoyR, IK_MouseX, IK_MouseY, IK_MouseZ, IK_MouseW, IK_JoyU, IK_JoyV, IK_UnknownEA, IK_UnknownEB, IK_MouseWheelUp, IK_MouseWheelDown, IK_Unknown10E, UK_Unknown10F, IK_JoyPovUp, IK_JoyPovDown, IK_JoyPovLeft, IK_JoyPovRight, IK_UnknownF4, IK_UnknownF5, IK_Attn, IK_CrSel, IK_ExSel, IK_ErEof, IK_Play, IK_Zoom, IK_NoName, IK_PA1, IK_OEMClear};
LE_None, LE_TorchWaver, LE_FireWaver, LE_WateryShimmer, LE_Searchlight, LE_SlowWave, LE_FastWave, LE_CloudCast, LE_StaticSpot, LE_Shock, LE_Disco, LE_Warp, LE_Spotlight, LE_NonIncidence, LE_Shell, LE_OmniBumpMap, LE_Interference, LE_Cylinder, LE_Rotor, LE_Unused};
Spatial light effect to use.
LT_None, LT_Steady, LT_Pulse, LT_Blink, LT_Flicker, LT_Strobe, LT_BackdropLight, LT_SubtlePulse, LT_TexturePaletteOnce, LT_TexturePaletteLoop};
Light modulation.
MTRAN_None, MTRAN_Instant, MTRAN_Segue, MTRAN_Fade, MTRAN_FastFade, MTRAN_SlowFade,};
Music transitions.
ROLE_None, ROLE_DumbProxy, ROLE_SimulatedProxy, ROLE_AutonomousProxy, ROLE_Authority,};
Net variables.
- ROLE_None
- This means that none of the actor's attributes will not be replicated at all. Examples for this kind of actors are the GameInfo, Mutators and GameRules as well as some explosion effects and decals in UT. Note that Actor's with this role can still be instantiated on network game clients if spawned from the right function. For example if an Actor with
ROLE_Noneis instantiated from asimulated event PostBeginPlay()function it will be created on both the server and the client as this function is invoked on both. However the server-side Actor and the client-side Actor are two completely independant entities. This means that destroying the actor on the server will not destroy the actor on the client (and vice-versa).- ROLE_DumbProxy
- The actor is replicated, but can't execute any functions on the remote side. It will update when variables are replicated to it but will not attempt to interpolate.
- ROLE_SimulatedProxy
- The actor is replicated and may execute simulated functions and simulated state code on the remote side. Often this kind of actor simulates its behavior based on initially replicated properties without (much) further "help" from the server.
- ROLE_AutonomousProxy
- Autonomous proxies come with some more magic built-in. They are basically simulated proxies, but may execute simulated and non-simulated functions on the client owning/controlling this actor (only on that client!). In UT only PlayerPawns are autonomous proxies, in UT2003 only PlayerControllers are. Every other client sees them as a regular simulated proxy. Player-controlled actors, such as the guided redeemer missile (GuidedWarshell in UT or RedeemerWarhead in UT2003) are autonomous proxies on the controlling player's client, too.
- ROLE_Authority
- All functions can be executed. This role is only allowed on the machine the actor was spawned on. All actors on the server or in standalone games have
Role== ROLE_Authority. Never manually set theRemoteRoleon the authorative version of an actor or theRoleon a replicated version of the actor to this value.
PHYS_None, PHYS_Walking, PHYS_Falling, PHYS_Swimming, PHYS_Flying, PHYS_Rotating, PHYS_Projectile, PHYS_Rolling, PHYS_Interpolating, PHYS_MovingBrush, PHYS_Spider, PHYS_Trailer};
Actor's PhysicsType is set in the Physics property. Use theSetPhysics() method to change.
- PHYS_CinMotion
- (new in UT2003)
- PHYS_Falling
- Automatically applies the gravity of the current zone. Pawn-set acceleration in the Z direction is ignored.
- PHYS_Flying
- The Pawn or Actor can move independantly from gravity. Velocity on the Z axis is ignored.
- PHYS_Hovering
- This is is a fun Physics type. When you an actors physics to
PHYS_Hovering, it, er, hovers a few UU off the ground. If you do this to an xPawn, for example, it will act kind of like a hovercraft. Friction is reduced (so you slide around, and slide down ramps), and if you go at speed up an incline you can do some massive jumps.- PHYS_Interpolating
- Used in conjunction with
bInterpolatingin Actor. Seems to also use thePhysRateandPhysAlphaparameters. Seems to be a leftover from the pre-Matinee days.- PHYS_Karma
- Signals an Actor is to be effected by the Karma engine.
- PHYS_KarmaRagDoll
- This is used for dead pawns.
- PHYS_Ladder
- Applies to an Actor when they are climbing a ladder.
- PHYS_MovingBrush
- Used for Movers
- PHYS_None
- No native physics code is applied.
- PHYS_Projectile
- Uses velocities on all 3 axes but DOES NOT use the current Zone's ZoneGravity and ZoneFluidFriction members to adjust velocity. This means that actors with a velocity are not affected by gravity or friction. Actors with this physics setting do not have any freedom of movement.
- PHYS_Rolling
- (removed in UT2003)
- PHYS_RootMotion
- (new in UT2003)
- PHYS_Rotating
- Only rotation changes. Location doesn't change. If
bRotateToDesiredis false, then the Actor rotates according toRotationRate. IfbRotateToDesiredis true, then the Actor rotates to the rotation specified byDesiredRotationat the speed specified byRotationRate.- PHYS_Spider
- Similar to
PHYS_Walkingexcept it applies to an Actor against any surface, not just a "ground" surface. An Actor inPHYS_Spiderwill move against a horizontal or vertical surface just like inPHYS_Walking. When the end of the surface is reached the Pawn will be set toPHYS_Falling.PHYS_Spideronly works on one plane, it will not allow a Pawn to move across perpendicular walls.- PHYS_Swimming
- Similar to
PHYS_Flying, but also take the zone's FluidFriction into account.- PHYS_Trailer
- Used to set an Actor to follow its Owner. An Actor set this way has no physics of its own, (*including collision) and simply follow their Owner around. NOTE: There are two settings in the Actor class which can specify the actions of a
PHYS_Trailer. First isbTrailerPrePivot, which, when set to True, causes the Actor inPHYS_Trailerto be positioned away from its Owner by the vector value set inPrePivot. If not set or left at 0, the Actor inPHYS_Trailerwill have the same location as its Owner. Secondly, there isbTrailerSameRotation, which causes the Actor inPHYS_Trailerto have the same Rotation as its Owner no matter where it is.- PHYS_Walking
- Native physics code for Pawn class only. Applies all the things that make a pawn move around on the ground. Must have a Base set, without a Base to walk on, this turns to
PHYS_Falling.
Style for rendering sprites, meshes.
SLOT_None, SLOT_Misc, SLOT_Pain, SLOT_Interact, SLOT_Ambient, SLOT_Talk, SLOT_Interface,};
Travelling from server to server.
- TRAVEL_Absolute
- Absolute URL.
- TRAVEL_Partial
- Partial (carry name, reset server).
- TRAVEL_Relative
- Relative URL.
| Structures Detail |
|---|
Identifies a unique convex volume in the world.
iLeaf:Bsp leaf.Zone:ZoneZoneNumber:Zone Number.
var actor BestActor;};
var float Score;
var float Smell;
var float Visibility;
var float Volume;
| Functions Detail |
|---|
* Source code
* Source code
+ Source code
- Source code
AIClearEvent Source code
AIClearEventCallback Source code
AIEndEvent Source code
AIGetLightLevel Source code
AISendEvent Source code
AISetEventCallback Source code
AIStartEvent Source code
AIVisibility Source code
AllActors Source code
Avoid using AllActors() too often as it iterates through the whole actor list and is therefore slow.
AnimEnd Source codeNotification that the current animation has ended. Allows an object to wait for animation completion before proceeding with other activities.
Attach Source code
AutonomousPhysics Source code
BaseChange Source code
BasedActors Source codeReturns all actors based on the current actor (slow, like AllActors)
BecomeViewTarget Source codeCalled by PlayerController when this actor becomes its ViewTarget.
BeginEvent Source code
BeginPlay Source code
BroadcastLocalizedMessage Source codeBroadcast a localized message to all players.
Most message deal with 0 to 2 related PRIs.
BroadcastMessage Source code
Bump Source code
BumpWall Source code
ChildActors Source codeChildActors() returns all actors owned by this actor. Slow like AllActors()
ConsoleCommand Source codeExecute a console command in the context of the current level and game engine.
CycleActors Source code
DemoPlaySound Source code
Destroy Source codeDestroy this actor. Returns true if destroyed, false if indestructable.
Destroyed Source code
Detach Source code
EncroachedBy Source code
EncroachingOn Source code
EndConversation Source code
EndedRotation Source codeCalled when rotation completes
EndEvent Source code
Error Source codeHandle an error and kill this one actor.
Expired Source code
Falling Source code
FastTrace Source codeSimilar to trace, this one returns true if it hits the world geometry, false if it is not long enough. It will pass right through anything that is not set as world geometry.
FellOutOfWorld Source codeSets physics to none and destroys the actor.
FinishAnim Source code
FinishInterpolation Source code
Frob Source code
GainedChild Source code
GetAnimGroup Source code
GetBoundingBox Source code
GetHumanName Source code
GetItemName Source code
GetMapName Source code
GetMeshTexture Source code
GetNextInt Source code
GetNextIntDesc Source code
GetNextSkin Source code
GetPlayerPawn Source code
GetSoundDuration Source codeGet a sound duration.
GetURLMap Source code
HasAnim Source code
HitWall Source code
HurtRadius Source codeHurt locally authoritative actors within the radius.
InStasis Source code
InterpolateEnd Source code
IsAnimating Source code
IsOverlapping Source code
KillCredit Source code
KilledBy Source code
Landed Source code
LastRendered Source code
LoopAnim Source code
LostChild Source codeCalled when another actor with this actor as its owner is destroyed.
MakeNoise Source codeInform other creatures that you've made a noise they might hear (they are sent a HearNoise message).
Move Source code
MoveSmooth Source code
ParabolicTrace Source code
PlayAnim Source code
PlayBlendAnim Source code
PlayerCanSeeMe Source codePlayerCanSeeMe returns true if any player (server) or the local player (standalone or client) has a line of sight to actor's location.
PlayOwnedSound Source codePlay a sound effect, but don't propagate to a remote owner (he is playing the sound clientside)
PlaySound Source codePlay a sound effect.
PostBeginPlay Source codeCalled immediately after gameplay begins.
PostNetBeginPlay Source codeCalled after PostBeginPlay. On a net client, PostNetBeginPlay() is spawned after replicated variables have been initialized to their replicated values
PostPostBeginPlay Source code
PostTeleport Source code
PostTouch Source codeCalled for PendingTouch actor after physics completes
PreBeginPlay Source codeCalled immediately before gameplay begins.
PreTeleport Source code
RadiusActors Source code
RadiusActors() returns all actors within a give radius. Slow like AllActors(). Use CollidingActors() or VisibleCollidingActors() instead if desired actor types are visible (not bHidden) and in the collision hash (bCollideActors is true)
RandomBiasedRotation Source code
RenderOverlays Source codeCalled by player's hud to request drawing of actor specific overlays onto canvas
RenderTexture Source code
SetBase Source code
SetCollision Source code
SetCollisionSize Source code
SetDefaultDisplayProperties Source code
SetDisplayProperties Source codeSet the display properties of an actor. By setting them through this function, it allows the actor to modify other components (such as a Pawn's weapon) or to adjust the result
SetInitialState Source codeCalled after PostBeginPlay.
SetInstantMusicVolume Source code
SetInstantSoundVolume Source code
SetInstantSpeechVolume Source code
SetLocation Source codeThis function sets the location of the actor it is called on. It will not work on actors withPHYS_KarmaorPHYS_KarmaRagdoll. If the actor cannot occupy the new location because it is colliding with an actor that can block it, it will be placed at the nearest valid location. Note that because Terrain has no "volume" and is just a bent up sheet, the actor may not be moved in this manner when it penetrates terrain.
SetOwner Source code
SetPhysics Source code
SetRotation Source codeThis function sets the rotation of the actor it is called on. It will not work on actors withPHYS_KarmaorPHYS_KarmaRagdoll.
SetTimer Source codeCausesTimer()events everyNewTimerRateseconds. IfbLoopis true, causesTimer()events everyNewTimerRateseconds. Otherwise, causesTimer()to be called once inNewTimerRateseconds.SetTimer(0.0, False);stops the timer.
Sleep Source codeWaits for the specified amount of time before returning.
Spawn Source codeSpawn an actor. Returns an actor of the specified class, not of class Actor (this is hardcoded in the compiler).
Returns None if the actor could not be spawned (either the actor wouldn't fit in the specified location, or the actor list is full).
Spawned Source code
SpecialHandling Source code
StopBlendAnims Source code
StopSound Source code
SupportActor Source code
TakeDamage Source code
Tick Source code
Timer Source code
Touch Source code
TouchingActors Source codeReturns all actors touching the current actor (fast).
Trace Source codeThis traces a path to find what it collides with first. The line will be traced starting atTraceStartand ending atTraceEnd. IfbTraceActorsis true, actors will be considered for the tracing, otherwise only pieces of the world (terrain, staticmeshactors, BSP) will be considered for collision. When the trace hits something,HitLocationandHitNormalwill be set to contain the location and normal of the impact. If specified, the material of the surface hit can also be returned. If anExtentis specified, you can have the trace have "width." It will have a box of the size specified as a vector (corner to corner) as the "thickness" of the trace.
Note that traces are not very fast, so should be avoided or kept to a minimum where possible.
TraceActors Source codeReturn all actors along a traced line. Reasonably fast (like any trace)
TraceTexture Source code
TraceVisibleActors Source code
TravelPostAccept Source codeCalled when carried into a new level, after AcceptInventory.
TravelPreAccept Source codeCalled when carried onto a new level, before AcceptInventory.
Trigger Source code
TweenAnim Source code
TweenBlendAnim Source code
UnTouch Source code
UnTrigger Source code
VisibleActors Source codeReturns all visible (notbHidden) actors within a radius for which a trace fromLoc(which defaults to caller'sLocation) to that actor'sLocationdoes not hit the world.
VisibleCollidingActors Source codeReturns all colliding (bCollideActors==true) actors within a certain radius for which a trace fromLoc(which defaults to caller's Location) to that actor's Location does not hit the world.
ZoneChange Source code| Defaultproperties |
|---|
defaultproperties { bMovable=True bDetectable=True Role=ROLE_Authority RemoteRole=ROLE_DumbProxy LastRenderTime=-10.000000 LODBias=1.000000 bDifficulty0=True bDifficulty1=True bDifficulty2=True bDifficulty3=True bSinglePlayer=True bNet=True bNetSpecial=True OddsOfAppearing=1.000000 DrawType=DT_Sprite Style=STY_Normal Texture=Texture'Engine.S_Actor' DrawScale=1.000000 ScaleGlow=1.000000 Fatness=128 SoundRadius=32 SoundVolume=128 SoundPitch=64 TransientSoundVolume=1.000000 CollisionRadius=22.000000 CollisionHeight=22.000000 bJustTeleported=True Mass=100.000000 ConStartInterval=5.000000 NetPriority=1.000000 NetUpdateFrequency=100.000000 } |
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