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UE2:ASVehicleFactory (UT2004)

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UT2004 Object >> Actor >> SVehicleFactory >> ASVehicleFactory

Contents

Package: 
UT2k4Assault
Direct subclasses:
ASVehicleFactory_IonCannon, ASVehicleFactory_MinigunTurret, ASVehicleFactory_SentinelCeiling, ASVehicleFactory_SentinelFloor, ASVehicleFactory_Turret

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

Type: class<Emitter>


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

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] Timer

event Timer ()

Overrides: Actor.Timer


[edit] Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: SVehicleFactory.Trigger


[edit] VehicleDestroyed

event VehicleDestroyed (Vehicle V)

Overrides: SVehicleFactory.VehicleDestroyed


[edit] VehiclePossessed

event VehiclePossessed (Vehicle V)

Overrides: SVehicleFactory.VehiclePossessed


[edit] Other instance functions

[edit] PrecacheAnnouncer

simulated function PrecacheAnnouncer (AnnouncerVoice V, bool bRewardSounds)

Overrides: Actor.PrecacheAnnouncer


[edit] Reset

function Reset ()

Overrides: Actor.Reset


[edit] SelfTriggered

function bool SelfTriggered ()

Overrides: Actor.SelfTriggered


[edit] SetEnabled

function SetEnabled (bool bNewEnabled)


[edit] SetVehicleTeam

function byte SetVehicleTeam ()


[edit] ShutDown

function ShutDown ()


[edit] SpawnBuildEffect

function SpawnBuildEffect ()


[edit] SpawnVehicle

function SpawnVehicle ()


[edit] UpdatePrecacheMaterials

simulated function UpdatePrecacheMaterials ()

Overrides: Actor.UpdatePrecacheMaterials


[edit] UpdatePrecacheStaticMeshes

simulated function UpdatePrecacheStaticMeshes ()

Overrides: Actor.UpdatePrecacheStaticMeshes


[edit] VehicleSpawned

function VehicleSpawned ()