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# Mover

UT2003 :: Actor >> Mover (Engine)

(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

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