ObjCondition Use: Difference between revisions
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| bMaintainUseLOS || Bool || Requires that line of sight be maintained with the UseActor during the use process. Only really relevant if HoldUseSeconds is something > 0 | | bMaintainUseLOS || Bool || Requires that line of sight be maintained with the UseActor during the use process. Only really relevant if HoldUseSeconds is something > 0 | ||
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| MinUseViewAngle || Float || The minimum angle between the player's view roation and the location of the | | MinUseViewAngle || Float || The minimum angle between the player's view roation and the location of the UseActor. Positive values between 0 and 1 are in front of the player. | ||
|- | |- | ||
| HoldUseSeconds || Float || The number of seconds a player must hold the use key for before the condition completes. Releasing the key will abort any progress unless bKeepuseProgress is true | | HoldUseSeconds || Float || The number of seconds a player must hold the use key for before the condition completes. Releasing the key will abort any progress unless bKeepuseProgress is true |
Latest revision as of 19:59, 5 November 2013
Description
Use conditions are used to capture input from a human player. They can be configured to complete the moment a player presses his 'Use' button, or to require the player to hold the button down for a certain period of time.
Configurable Properties
Variable Name | Variable Type | Description |
---|---|---|
bMaintainUseLOS | Bool | Requires that line of sight be maintained with the UseActor during the use process. Only really relevant if HoldUseSeconds is something > 0 |
MinUseViewAngle | Float | The minimum angle between the player's view roation and the location of the UseActor. Positive values between 0 and 1 are in front of the player. |
HoldUseSeconds | Float | The number of seconds a player must hold the use key for before the condition completes. Releasing the key will abort any progress unless bKeepuseProgress is true |
bKeepUseProgress | Bool | If true, any progress made 'Using' this objective will be kept if the player stops holding the use key. only relevant if HoldUseSeconds is > 0 |
UsePawn_Tag | Name | If 'UseActor' is meant to be a pawn spawned at runtime, setting this name to the pawn's tag will cause him to become associated with this condition. |
UseActor | Actor | The Actor in the map that you'd like the player to interact with. It needs to have bCollideActors=true or it won't work. |