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ZoneTag:
Used by zone triggers, to set a zone with DamagePerSec
greater than zero to be a pain-zone. i.e to turn its damage on.
ZoneGravity:
The gravity of the zone, default is –950.
ZoneVelocity:
ZoneGroundFriction:
How slippery the ground is. Default is 8.
ZoneFluidFriction:
How ‘slippery’ water is (technical term is viscocity
;-). Default is 1.2
ZoneTerminalVelocity:
Maximum falling velocity in a zone. Default is
2500
ZonePlayerEvent:
Triggers all actors with this tag when the player
enters the zone.
DamagePerSec:
The amount of damage per second to inflict to
a player if this is a pain zone.
DamageType:
The type of damage to do to a player.
DamageString:
The string when some one is damaged.
MaxCarcasses:
The maximum number of carcasses in a zone. Default
is 3.
EntrySound:
Sound to play when a player enters the zone (e.g.
water splash)
ExitSound:
Sound to play when a player exits the zone
EntryActor:
Object to spawn when player enters the zone (e.g.
a splash or ripple if a water zone).
ExitActor:
Object to spawn when the player exits the zone.
bWaterZone:
This zone is water filled
bFogZone:
This zone can contain fog
bKillZone:
Actor will die when entering zone. I don’t believe
there is any code to support this though. Haven’t tested it.
bNeutralZone:
Player can’t take damage in this zone.
bGravityZone:
Use zone gravity (instead of level gravity).
bPainZone:
Inflict damage per second as above to actors.
bDestructive:
Destroys carcasses in the zone.
bNoInventory:
Inventory isn’t dropped in this zone (you don’t
want that rocket laucher appearing to ‘float’ in space now do you.
bMoveProjectiles:
Adds the zone velocity to projectiles entering
the zone
bBounceVelocity:
Do players bounce when they land in this zone?
Cannot find any code references to this property.
MinLightCount:
Minimum number of lights to apply to an actor
mesh. Default is 6.
MaxLightCount:
Maximum number of lights to apply to an actor
mesh. Default is 6.
MinLightingPolyCount:
MaxLightingPolyCount:
ZoneLight
AmbientBrightness:
alters the ambient light color.
AmbientHue:
see above
AmbientSaturation:
see above
FogColor:
The color of any fog
FogDistance:
The fog distance?
I would just like to point out at this point
that to implement fog in a zone it is best to set bFogZone to true
and then add lights and edit the VolumeFog settings. Fog zones don't
display bullet holes etc as well. Oh and you can't see the fog in
a fog zeon from outside the fog zone.
TexUPanSpeed:
The horizantal panning text speed.
TexVPanSpeed:
The vertical panning text speed.
ViewFlash:
used with ViewFog to stop over-brightening. Values
range from 0 to –1. Typically all values will be the same (e.g.
(-0.5, -0.5, -0.5)) and should have a magnitude the same as the
average magnitude of the values in ViewFog to stop the screen from
changing brightness.
ViewFog:
vector of RGB values between 0 and 1, increases
the brightness of the screen.
Reverb - (Thanks Hells Serpant6 and Hanh Court
for this info)
bReverbZone:
Zone echos sounds if true.
bRayTraceReverb:
Will reverb off walls
SpeedOfSound:
how fast the sound will travel in units(either
per second or per tick)
MasterGain:
??
CutOffHz:
how low the sound can get before it's no longer
played.
Delay[6]:
A how long for the sound to come back (basically
it just plays the same sound again at a different time).
Gain[6]:
Syncs up with the same Delay number, and acts
the same way but increases the volume instead.
LensFlare
LensFlare[12]:
I don’t understand this.. apparently they are
for licensees only, correct me if I’m wrong.
LensFlareOffset[12]:
ditto
LensFlareScale[12]:
ditto
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