Mover
(also see Mover (UT))
Somebody please copy stuff back from Mover (UT) as far as it still applies (i.e. no brush hacking or other brush-related stuff, movers are not brushes anymore)
Properties
Mover Group
- name AntiPortalTag
- bool bDamageTriggered
- Triggered by taking damage
- bool bDynamicLightMover
- Apply dynamic lighting to mover.
- bool bOscillatingLoop
- Goes from 0 up to X then back down to 0
- byte BrushRaytraceKey
- Raytrace the brush here.
- bool bSlave
- This brush is a slave.
- bool bToggleDirection
- bool bTriggerOnceOnly
- Go dormant after first trigger.
- name BumpEvent
- Optional event to cause when any valid bumper bumps the mover.
- EBumpType BumpType
- bool bUseShortestRotation
- rot by -90 instead of +270 and so on.
- bool bUseTriggered
- Triggered by player grab
- float DamageThreshold
- minimum damage to trigger
- float DelayTime
- delay before starting to open
- int EncroachDamage
- How much to damage encroached actors.
- byte KeyNum
- Current or destination keyframe.
- EMoverEncroachType MoverEncroachType
- EMoverGlideType MoverGlideType
- float MoveTime
- Time to spend moving between keyframes.
- byte NumKeys
- Number of keyframes in total (0-3).
- float OtherTime
- TriggerPound stay-open time.
- name PlayerBumpEvent
- Optional event to cause when the player bumps the mover.
- float StayOpenTime
- How long to remain open before closing.
- byte WorldRaytraceKey
- Raytrace the world with the brush here.
AI Group
- bool bAutoDoor
- automatically setup Door NavigationPoint for this mover
- bool bNoAIRelevance
- don't warn about this mover during path review
MoverEvents Group
- name ClosedEvent
- Event to cause when closed
- name ClosingEvent
- Event to cause when closing
- name LoopEvent
- Event to cause when the mover loops
- name OpenedEvent
- Event to cause when opened
- name OpeningEvent
- Event to cause when opening
MoverSounds Group
- sound ClosedSound
- When finish closing.
- sound ClosingSound
- When start closing.
- sound LoopSound
- Played on Loop
- sound MoveAmbientSound
- Optional ambient sound when moving.
- sound OpenedSound
- When finished opening.
- sound OpeningSound
- When start opening.
ReturnGroup Group
- bool bIsLeader
UnrealScript-Only
- KeyRot[24]
- KeyPos[24]
- array<AntiPortalActor?> AntiPortals
- vector BasePos
- rotator BaseRot
- bool bClientPause
- bool bDelaying
- bool bOpening
- bool bPlayerOnly
- int ClientUpdate
- Mover Follower
- Mover Leader
- for having multiple movers return together
- NavigationPoint myMarker
- int numTriggerEvents
- number of times triggered ( count down to untrigger )
- vector OldPos
- vector OldPrePivot
- rotator OldRot
- float PhysRate
- Interpolation rate per second.
- byte PrevKeyNum
- Previous keyframe.
- vector RealPosition
- rotator RealRotation
- vector SavedPos
- rotator SavedRot
- Actor SavedTrigger
- Who we were triggered by.
- vector SimInterpolate
- vector SimOldPos
- int SimOldRotPitch
- int SimOldRotRoll
- int SimOldRotYaw
States
- OpenTimedMover
- Master State for OpenTimed mover states (for movers that open and close)
- StandOpenTimed (extends OpenTimedMover)
- Open when stood on, wait, then close.
- BumpOpenTimed (extends OpenTimedMover)
- Open when bumped, wait, then close.
- TriggerOpenTimed (extends OpenTimedMover)
- When triggered, open, wait, then close.
- LoopMove
- ?
- TriggerToggle
- Toggle when triggered.
- TriggerControl
- Open when triggered, close when get untriggered.
- TriggerPound
- Start pounding when triggered.
- BumpButton
- Open when bumped, close when reset.
- ConstantLoop
- Loop this mover from the moment we begin
- LeadInOutLooper
- A Looping move that goes from 0 to 1 when trigger, loops 1-x then returns to 0 when triggered again.
(For Scripters: Goes to state LeadInOutLooping when triggered and back to LeadInOutLooper when triggered again.)
- RotatingMover
- Toggles between rotation directions when triggered, stops rotating when untriggered.
Enums
EMoverEncroachType
- ME_StopWhenEncroach
- Stop when the mover hit an actor.
- ME_ReturnWhenEncroach
- Return to previous position when the mover hit an actor.
- ME_CrushWhenEncroach
- Crush the poor helpless actor.
- ME_IgnoreWhenEncroach
- Ignore encroached actors.
EMoverGlideType
- MV_MoveByTime
- Move linearly.
- MV_GlideByTime
- Move with smooth acceleration.
EBumpType
- BT_PlayerBump
- Can only be bumped by player.
- BT_PawnBump
- Can be bumped by any Pawn (UT).
- BT_AnyBump
- Can be bumped by any solid actor.
Known Subclasses
(none in UT2003)
Related Topics
- The Mover Topics page
- Types of Trigger and Event