Decoration
This is an abstract base class, and shouldn't be added to a map.
Children of this class are decoration actors – meshes seen by the player in the game that have no AI and are not weapon or inventory pickups. Many decorations are static, but a certain level of interaction can be set.
Usually Static Meshes are used instead of Decoration actors unless the decorative object should be animated or have some special behavior.
See Decoration (UT) for the UT version of this class.
Properties
Decoration Group
- bool bDamageable
- Whether the Decoration can take damage.
- bool bPushable
- When activated, a player will be able to push the decoration on the floor, e.g. wooden boxes.
- class<Inventory> contents
- spawned when destroyed
- class<Actor> EffectWhenDestroyed
- If set, the pyrotechnic or explosion when item is damaged.
- Sound EndPushSound
- This sound is played when the decoration stops moving.
- Texture FragSkin
- skin to use for fragments
- class<Fragment?> FragType
- type of fragment to use
- int Health
- The amount of damage the Decoration can take before it's destroyed.
- int NumFrags
- Number of fragments to spawn when destroyed.
- Sound PushSound
- This sound is played then the decoration is pushed.
- float SplashTime
UnrealScript-Only Properties
- bool bPushSoundPlaying
- The decoration currently plays the PushSound. This variable is reset to false by a Timer function every 0.3 seconds.
- bool bSplash
- vector FragMomentum
- Momentum to be imparted to frags when destroyed. Set when taking damage.
- NavigationPoint LastAnchor (const)
- recent nearest path
- float LastValidAnchorTime
- last time a valid anchor was found
- int numLandings (const)
- Used by engine physics.