Movers
Deus Ex movers are commonly used for windows and doors.
Properties
-
DeusExMover
- bBreakable
- bDrawExplosion
- bFragmentTranslucent
- bFragmentUnlit
- bFrobbable
- bHighlight
- bInitialLocked
- bIsDoor
- bIsLocked
- bOneWay
- bPickable
- doorStrength
- ExplodeSound1
- ExplodeSound2
- FragmentClass
- FragmentScale
- FragmentSpread
- FragmentTexture
- initialLockStrength
- KeyIDNeeded
- lockStrength
- minDamageThreshold
- NumFragments
- TimeSinceReset
- TimeToReset
-
ElevatorMover
- bFollowKeyFrames
-
Mover
- bDamanageTriggered
- bDynamicLightMover
- BrushRayTraceKey
- bSlave
- bTriggerOnceOnly
- BumpEvent
- BumpType
- bUseTriggered
- DamageThreshold
- DelayTime
- EncroachDamage
- KeyNum
- MoverEncroachType
- MoverGlideType
- MoveTime
- NumKeys
- OtherTime
- PlayerBumpEvent
- ReturnGroup
- StayOpenTime
- WorldRaytraceKey
-
MoverSounds
- ClosedSound
- ClosingSound
- MoveAmbientSound
- OpenedSound
- OpeningSound
If the mover can be broken
Add an explosion visual upon breaking
Broken pieces are transparent
Broken pieces are unlit
Can be interacted with
Shows up as interactable object
Door locked at level start
Is used as a door
State of the door used in-game
Elevator obly moves in one direction
Door can be picked
Door hit points
Small explosion sound
Large explosion sound
A class of mesh to use as broken pieces
The size of the broken pieces
The spread of the broken pieces
The texture of the broken pieces
How many lockpicks it takes to pick the door (0.1 is one lockpick at untrained skill level)
The name/id of the door key
Same as initialLockStrength, but as a transient value
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How many broken pieces to render
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Moves upon receiving damage
Updates shadows when moving
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Can only move once
Event to fire when touched
Which type of actor to consider when touched
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How much damage to take before moving
Seconds to wait before moving
Damage to deal when hitting a pawn while moving
Which keyframe to start on
Type of effect when hitting a pawn while moving
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Seconds the animation takes to play
Number of keyframes in animation
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Event to fire when touching player
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Seconds to maintain the "open" position before returning
The key at which light will be computed
Sound at the end of the closing animation
Sound at the beginning of the closing animation
Sound during animation
Sound at the end of the opening animation
Sound at the beginning of the opening animation