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UE3:UTVehicle_Deployable (UT3)

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UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_Deployable

Contents

Package: 
UTGame
Direct subclasses:
UTStealthVehicle, UTVehicle_Leviathan, UTVehicle_SPMA

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

[edit] Properties

[edit] Property group 'Deploy'

[edit] bAllowAbortDeploy

Type: bool


[edit] bRequireAllWheelsOnGround

Type: bool


Default value: True

[edit] MaxDeploySpeed

Type: float


Default value: 100.0

[edit] Internal variables

[edit] AnimPlay

Type: AnimNodeSequence

Helper to allow quick access to playing deploy animations

[edit] bDrawCanDeployTooltip

Type: bool

Check on timer to see if we can deploy/draw tool tip

[edit] bNotGoodArtilleryPosition

Type: bool

Set if no acceptable artillery target found

[edit] DeployAnim

Type: name

Array size: 2


[edit] DeployedEnterSound

Type: SoundCue


[edit] DeployedExitSound

Type: SoundCue


[edit] DeployedState

Type: EDeployState

Modifiers: repnotify

If true, this SPMA is deployed

[edit] DeployIconOffset

Type: float


Default value: 0.95

[edit] DeploySound

Type: SoundCue

Sounds

[edit] DeploySoundComp

Type: AudioComponent


[edit] DeployTime

Type: float

How long does it take to deploy

Default value: 2.1

[edit] GetInAnim

Type: name

Array size: 2

Animations

[edit] GetOutAnim

Type: name

Array size: 2


[edit] IdleAnim

Type: name

Array size: 2


[edit] LastDeployStartTime

Type: float


[edit] TimeSinceLastDeployCheck

Type: float

Time stamp for last deploy check

[edit] ToolTipIconCoords

Type: UIRoot.TextureCoordinates

Coordinates for the tooltip textures

[edit] UndeploySound

Type: SoundCue


[edit] UnDeployTime

Type: float

How long does it take to undeploy

Default value: 2.0

[edit] Default values

Property Value
StayUprightConstraintInstance RB_ConstraintInstance'UTGame.Default__UTVehicle_Deployable:MyStayUprightConstraintInstance'
StayUprightConstraintSetup RB_StayUprightSetup'UTGame.Default__UTVehicle_Deployable:MyStayUprightSetup'

[edit] Subobjects

[edit] CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: UTVehicle.CollisionCylinder

No new values.

[edit] MyLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTVehicle.MyLightEnvironment

No new values.

[edit] MyStayUprightConstraintInstance

Class: Engine.RB_ConstraintInstance

Inherits from: UTVehicle.MyStayUprightConstraintInstance

No new values.

[edit] MyStayUprightSetup

Class: Engine.RB_StayUprightSetup

Inherits from: UTVehicle.MyStayUprightSetup

No new values.

[edit] SVehicleMesh

Class: Engine.SkeletalMeshComponent

Inherits from: UTVehicle.SVehicleMesh

No new values.

[edit] Enums

[edit] EDeployState

EDS_Undeployed 
EDS_Deploying 
EDS_AbortDeploying 
EDS_Deployed 
EDS_UnDeploying 

[edit] Functions

[edit] Events

[edit] CanDeploy

event bool CanDeploy (optional bool bShowMessage)

Returns:

true if this vehicle can deploy

[edit] OnAnimEnd

simulated event OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)

Overrides: UTVehicle.OnAnimEnd

Play the ambients when an action anim finishes

[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: UTVehicle.PostBeginPlay

Initialization

[edit] ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: UTVehicle.ReplicatedEvent

(Description copied from UTVehicle.ReplicatedEvent)
This event is triggered when a repnotify variable is received

Parameters:

  • VarName - The name of the variable replicated

[edit] Other instance functions

[edit] AttachDriver

simulated function AttachDriver (Pawn P)

Overrides: UTVehicle.AttachDriver

Play Enter Animations

[edit] CanDeployedAttack

function bool CanDeployedAttack (Actor Other)

Overrides: UTVehicle.CanDeployedAttack


[edit] ChangeDeployState

function ChangeDeployState (EDeployState NewState)


[edit] DeployActivated

simulated function bool DeployActivated ()


[edit] DeployedStateChanged

simulated function DeployedStateChanged ()


[edit] DetachDriver

simulated function DetachDriver (Pawn P)

Overrides: UTVehicle.DetachDriver

Play Exit Animation

[edit] DisplayHud

simulated function DisplayHud (UTHUD Hud, Canvas Canvas, Object.Vector2D HudPOS, optional int SeatIndex)

Overrides: UTVehicle.DisplayHud


[edit] DoJump

function bool DoJump (bool bUpdating)

Overrides: Pawn.DoJump

Jump Deploys / Undeploys

[edit] GoodDefensivePosition

function bool GoodDefensivePosition ()


[edit] IsDeployed

simulated function bool IsDeployed ()

Overrides: UTVehicle.IsDeployed


[edit] PlayAnim

simulated function PlayAnim (name AnimName, optional float AnimDuration)


[edit] ServerToggleDeploy

reliable server function ServerToggleDeploy ()


[edit] SetVehicleDeployed

simulated function SetVehicleDeployed ()


[edit] SetVehicleUndeployed

simulated function SetVehicleUndeployed ()


[edit] SetVehicleUndeploying

simulated function SetVehicleUndeploying ()


[edit] ShouldClamp

simulated function bool ShouldClamp ()

Overrides: UTVehicle.ShouldClamp


[edit] ShouldDeployToAttack

function bool ShouldDeployToAttack ()


[edit] ShouldUndeploy

function bool ShouldUndeploy (UTBot B)


[edit] StartEngineSound

simulated function StartEngineSound ()

Overrides: SVehicle.StartEngineSound

turns on the engine sound

[edit] StopAnim

simulated function StopAnim ()


[edit] VehiclePlayEnterSound

simulated function VehiclePlayEnterSound ()

Overrides: SVehicle.VehiclePlayEnterSound


[edit] VehiclePlayExitSound

simulated function VehiclePlayExitSound ()

Overrides: SVehicle.VehiclePlayExitSound


[edit] States

[edit] Deployed

[edit] Deployed.BeginState

event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

[edit] Deployed.EndState

event EndState (name NextStateName)

Overrides: Object.EndState (global)

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

[edit] Deployed.CheckStability

function CheckStability ()

traces down to the ground from the wheels and undeploys the vehicle if wheels are too far off the ground

[edit] Deployed.DrivingStatusChanged

simulated function DrivingStatusChanged ()

Overrides: UTVehicle.DrivingStatusChanged (global)

This function is called when the driver's status has changed.

[edit] Deployed.ServerToggleDeploy

reliable server function ServerToggleDeploy ()

Overrides: ServerToggleDeploy (global)


[edit] Deploying

[edit] Deploying.BeginState

simulated event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

[edit] Deploying.BackToUndeployed

simulated function BackToUndeployed ()


[edit] Deploying.ServerToggleDeploy

reliable server function ServerToggleDeploy ()

Overrides: ServerToggleDeploy (global)


[edit] Deploying.VehicleIsDeployed

simulated function VehicleIsDeployed ()


[edit] UnDeploying

Modifiers: simulated

[edit] UnDeploying.BeginState

simulated event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

[edit] UnDeploying.ServerToggleDeploy

reliable server function ServerToggleDeploy ()

Overrides: ServerToggleDeploy (global)


[edit] UnDeploying.VehicleUnDeployIsFinished

simulated function VehicleUnDeployIsFinished ()