/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class SeqAct_SetWorldAttractorParam extends SequenceAction native(Sequence) dependson(WorldAttractor); /** * Array of all the attractors to apply these settings to. */ var() array Attractor; var bool bEnabledField; var bool bFalloffTypeField; var bool bFalloffExponentField; var bool bRangeField; var bool bStrengthField; /** * TRUE if the attractor should be enabled, FALSE disables the attractor. */ var() bool bEnabled; /** * Type of falloff. */ var() EWorldAttractorFalloffType FalloffType; /** * Optional falloff exponent for FOFF_Exponent type. */ var() rawdistributionfloat FalloffExponent; /** * Range of the attractor. */ var() rawdistributionfloat Range; /** * Strength of the attraction over time. */ var() rawdistributionfloat Strength; defaultproperties { ObjName="Set World Attractor Param" ObjCategory="Attractor" bEnabledField=false; bFalloffTypeField=false; bFalloffExponentField=false; bRangeField=false; bStrengthField=false; Begin Object Class=DistributionFloatConstant Name=DistributionFalloffExponent End Object FalloffExponent=(Distribution=DistributionFalloffExponent) Begin Object Class=DistributionFloatConstant Name=DistributionStrength End Object Strength=(Distribution=DistributionStrength) Begin Object Class=DistributionFloatConstant Name=DistributionRange End Object Range=(Distribution=DistributionRange) FalloffType=FOFF_Constant; bEnabled=true; }