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UE2:ActorFactory (U2XMP)

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U2XMP Object >> Actor >> Keypoint >> ActorFactory

Contents

Package: 
U2
Direct subclass:
PawnFactory
This class in other games:
UDK, UT3

ActorFactory.uc $Author: Mfox $ $Date: 12/04/02 4:25p $ $Revision: 17 $

[edit] Properties

[edit] Property group 'ActorFactory'

[edit] bCanRestart

Type: bool

if true factory will restock itself when empty and can be triggered again

[edit] bCovert

Type: bool

only do hidden spawns

[edit] bCycleSpawnPoints

Type: bool

if true, tries to use each spawn point in order (instead of randomly)

[edit] bNonPrototypeTriggerKillAll

Type: bool

trigger from anything but spawned type kills all the spawned objects

[edit] bNonPrototypeTriggerShutdown

Type: bool

trigger from anything but spawned type shuts down the factory

Default value: True

[edit] bOnlyPlayerTouched

Type: bool

only player can trigger it

[edit] bStoppable

Type: bool

stops producing when untouched

[edit] bTouchEnabled

Type: bool

(true) if false, factory not triggered via touch

Default value: True

[edit] bTriggerManually

Type: bool

spawn maxitems when triggered and then go back to waiting

[edit] Capacity

Type: int

max number of items ever buildable (-1 = no limit)

Default value: 1000000

[edit] DepletedEvent

Type: name

event to trigger when factory has been depleted

[edit] FlipCovertCount

Type: int

after this many NPCs are spawned, flips the covertness of the factory (permanently)

[edit] Interval

Type: float

average time interval between spawnings

Default value: 1.0

[edit] ItemTag

Type: name

tag given to items produced at this factory

[edit] MaxItems

Type: int

max number of items from this factory at any time

Default value: 1

[edit] Prototype

Type: class<Actor>

the template class

[edit] TimeDistribution

Type: EDistribution

randomisation of time interval

[edit] Internal variables

[edit] InitialCapacity

Type: int


[edit] NextSpawnPoint

Type: int

Modifiers: private

next spawn point to use if bCycleSpawnPoints

[edit] NumSpawnedItems

Type: int

Modifiers: private

current number of items from this factory

[edit] NumSpawnPoints

Type: int

Modifiers: private

number of spawnspots

[edit] SpawnSpots

Type: SpawnPoint

Array size: 16

Modifiers: private

possible start locations

[edit] Default values

Property Value
bCollideActors True
bStatic False

[edit] Enums

[edit] EDistribution

DIST_Constant 
DIST_Uniform 
DIST_Gaussian 

[edit] Functions

[edit] Events

[edit] PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] Other instance functions

[edit] DumpInfo

function DumpInfo (PlayerController P)


[edit] GetSpawnSpot

function SpawnPoint GetSpawnSpot (int Index)


[edit] HandleSpawneeDeath

function bool HandleSpawneeDeath (Actor Other)


[edit] KillAll

function KillAll ()


[edit] StartBuilding

function StartBuilding ()


[edit] States

[edit] Finished

[edit] Finished.Trigger

function Trigger (Actor Other, Pawn EventInstigator, optional name EventName)

Overrides: Actor.Trigger (global)


[edit] Spawning

[edit] Spawning.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


[edit] Spawning.Timer

event Timer ()

Overrides: Actor.Timer (global)


[edit] Spawning.UnTouch

event UnTouch (Actor Other)

Overrides: Actor.UnTouch (global)


[edit] Spawning.StartBuilding

function StartBuilding ()

Overrides: StartBuilding (global)


[edit] Spawning.Trigger

function Trigger (Actor Other, Pawn EventInstigator, optional name EventName)

Overrides: Actor.Trigger (global)


[edit] Spawning.TrySpawn

function bool TrySpawn (int Start, int End)


[edit] Waiting

Modifiers: auto

[edit] Waiting.Touch

event Touch (Actor Other)

Overrides: Actor.Touch (global)


[edit] Waiting.Trigger

function Trigger (Actor Other, Pawn EventInstigator, optional name EventName)

Overrides: Actor.Trigger (global)


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