I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX
UE2:ASVehicleFactory (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> Actor >> SVehicleFactory >> ASVehicleFactory |
- Package:
- UT2k4Assault
- Direct subclasses:
- ASVehicleFactory_IonCannon, ASVehicleFactory_MinigunTurret, ASVehicleFactory_SentinelCeiling, ASVehicleFactory_SentinelFloor, ASVehicleFactory_Turret
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
ASVehicleFactory Created by Laurent Delayen © 2003, Epic Games, Inc. All Rights Reserved Factory to spawn vehicles in Assault - Supports startup or trigger spawning - round reset - respawn when killed - progress respawn - ON/OFF triggering
Note: Assault factories can only spawn and handle a single vehicle at a time
[edit] Properties
[edit] Property group 'ASVehicleFactory'
[edit] AIVisibilityDist
Type: float
Default value: 15000.0
[edit] Announcement_Destroyed
Type: Sound
[edit] bEnabled
Type: bool
Default value: True
[edit] bEnter_TeamUnlocks
Type: bool
When a player enters vehicle, it is unlocked.
[edit] bHighScoreKill
Type: bool
vehicle is considered important and awards 5 points upon destruction
[edit] bHUDTrackVehicle
Type: bool
If true, Vehicle will tracked on HUD. (For Objectives in Assault)
[edit] bKeyVehicle
Type: bool
Hint for AI to hunt down vehicle (when vehicle is considered an objective like in Glacier or Junkyard)
[edit] bRespawnWhenDestroyed
Type: bool
when vehicle is destroyed spawn a new one
[edit] bSpawnBuildEffect
Type: bool
Default value: True
[edit] bSpawnProtected
Type: bool
[edit] bVehicleTeamLock
Type: bool
Vehicle is locked to specific team.
[edit] MaxSpawnBlockCount
Type: int
Default value: 5
[edit] NextFactoryTag
Type: name
next Factory to enable with Spawn Progress...
[edit] RespawnDelay
Type: float
Default value: 3.0
[edit] TriggeredFunction
Type: EASVF_TriggeredFunction
[edit] VehicleAmbientGlow
Type: byte
[edit] VehicleClassStr
Type: string
[edit] VehicleDamageMomentumScale
Type: float
Default value: 1.0
[edit] VehicleDriverDamageMult
Type: float
multiplier to damage on vehicle's driver (applied to all positions vehicle has)
Default value: 1.0
[edit] VehicleEvent
Type: name
Event to set on vehicle (triggered when vehicle is destroyed)
[edit] VehicleHealth
Type: int
health vehicle gets (values <= 0 mean vehicle default)
[edit] VehicleLinkHealMult
Type: float
Default value: 0.35
[edit] VehiclePossessedEvent
Type: name
[edit] VehicleTag
Type: name
Tag to set on vehicle (to use with possess triggers for example)
[edit] VehicleTeam
Type: byte
Default value: 1
[edit] Internal variables
[edit] BACKUP_bEnabled
Type: bool
[edit] BlockCount
Type: int
[edit] bResetting
Type: bool
[edit] bSoundsPrecached
Type: bool
[edit] BuildEffect
Type: Emitter
[edit] BuildEffectClass
Default value: Class'UT2k4Assault.FX_ASVehicleBuildEffect'
[edit] Child
Type: Vehicle
[edit] MyDestroyVehicleObjective
Type: DestroyVehicleObjective
[edit] NextFactory
Type: ASVehicleFactory
[edit] SpawnDelay
Type: float
Spawn delay to avoid spawning vehicles during resetting...
Default value: 0.15
[edit] Default values
| Property | Value |
|---|---|
| bMovable | False |
| VehicleClass | Class'UT2k4Assault.ASTurret' |
[edit] Enums
[edit] EASVF_TriggeredFunction
- EAVSF_ToggleEnabled
- EAVSF_TriggeredSpawn
- EAVSF_SpawnProgress
[edit] Functions
[edit] Events
[edit] PostBeginPlay
Overrides: Actor.PostBeginPlay
[edit] Timer
Overrides: Actor.Timer
[edit] Trigger
Overrides: SVehicleFactory.Trigger
[edit] VehicleDestroyed
Overrides: SVehicleFactory.VehicleDestroyed
[edit] VehiclePossessed
Overrides: SVehicleFactory.VehiclePossessed
[edit] Other instance functions
[edit] PrecacheAnnouncer
Overrides: Actor.PrecacheAnnouncer
[edit] Reset
Overrides: Actor.Reset
[edit] SelfTriggered
Overrides: Actor.SelfTriggered
[edit] SetEnabled
[edit] SetVehicleTeam
[edit] ShutDown
[edit] SpawnBuildEffect
[edit] SpawnVehicle
[edit] UpdatePrecacheMaterials
Overrides: Actor.UpdatePrecacheMaterials
[edit] UpdatePrecacheStaticMeshes
Overrides: Actor.UpdatePrecacheStaticMeshes
