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UE3:UTVehicleFactory (UDK)
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| Object >> Actor >> NavigationPoint >> UTVehicleFactory |
Contents |
- Package:
- UTGame
- Direct subclasses:
- UTVehicleFactory_Cicada, UTVehicleFactory_Manta, UTVehicleFactory_Scorpion
- This class in other games:
- UT3
| This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Vehicle spawner.
[edit] Properties
[edit] Property group 'UTVehicleFactory'
[edit] bDisabled
Type: bool
vehicle factory can't be activated while this is set
[edit] bForceAvoidReversing
Type: bool
if set, force bAvoidReversing to true on the vehicle for the AI
[edit] bKeyVehicle
Type: bool
If set, vehicles from this factory will be key vehicles (for AI) and show up on minimap
[edit] bMayReverseSpawnDirection
Type: bool
Reverse spawn direction depending on which team controls vehicle factory
[edit] bStartNeutral
Type: bool
Not applicable to Warfare
[edit] InitialGunRotations
Type: array<Object.Rotator>
This array holds the initial gun rotations for a spawned vehicle.
[edit] TeamSpawningControl
Type: ETeamSpawning
allows setting this vehicle factory to only spawn when one team controls this factory
[edit] Internal variables
[edit] bHasLockedVehicle
Type: bool
Whether vehicles spawned at this factory are initially team locked
[edit] bReplicateChildVehicle
Type: bool
if set, replicate ChildVehicle reference
[edit] ChildVehicle
Type: UTVehicle
[edit] HUDLocation
Type: Object.Vector
[edit] RespawnProgress
Type: float
[edit] RespawnRateModifier
Type: float
Timer for determining when to spawn vehicles
Default value: 1.0
[edit] ReverseObjective
Type: UTGameObjective
[edit] SpawnZOffset
Type: float
[edit] TeamNum
Type: int
Reverse spawn dir if controlled by same team controlling this objective
Default value: 255
[edit] VehicleClass
actual vehicle class to spawn. DO NOT SET THIS IN DEFAULT PROPERTIES - set VehicleClassPath instead
[edit] VehicleClassPath
Type: string
full package.class for the vehicle class. You should set this in the default properties, NOT VehicleClass. this indirection is needed for the cooker, so it can fully clear references to vehicles that won't be spawned on the target platform if the direct class reference were in the default properties, this wouldn't be possible without deleting the factory outright, which we can't do without breaking paths
[edit] Default values
[edit] Subobjects
[edit] Arrow
Class: Engine.ArrowComponent
Inherits from: NavigationPoint.Arrow
| Property | Value |
|---|---|
| ReplacementPrimitive | None |
[edit] CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: NavigationPoint.CollisionCylinder
| Property | Value |
|---|---|
| ReplacementPrimitive | None |
[edit] MyLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
No new values.
[edit] PathRenderer
Class: Engine.PathRenderingComponent
Inherits from: NavigationPoint.PathRenderer
| Property | Value |
|---|---|
| ReplacementPrimitive | None |
[edit] Sprite
Class: Engine.SpriteComponent
Inherits from: NavigationPoint.Sprite
| Property | Value |
|---|---|
| ReplacementPrimitive | None |
[edit] SVehicleMesh
Class: Engine.SkeletalMeshComponent
| Property | Value |
|---|---|
| AlwaysLoadOnClient | False |
| AlwaysLoadOnServer | False |
| bUpdateSkelWhenNotRendered | False |
| HiddenGame | True |
| LightEnvironment | DynamicLightEnvironmentComponent'UTGame.Default__UTVehicleFactory:MyLightEnvironment' |
| ReplacementPrimitive | None |
[edit] Enums
[edit] ETeamSpawning
allows setting this vehicle factory to only spawn when one team controls this factory
- TS_All
- TS_AxonOnly
- TS_NecrisOnly
[edit] Functions
[edit] Native functions
[edit] GetTeamNum
Overrides: Actor.GetTeamNum
[edit] SetHUDLocation
Overrides: Actor.SetHUDLocation
function used to update where icon for this actor should be rendered on the HUD
Parameters:
- NewHUDLocation - is a vector whose X and Y components are the X and Y components of this actor's icon's 2D position on the HUD
[edit] Events
[edit] PostBeginPlay
Overrides: Actor.PostBeginPlay
[edit] SetInitialState
Overrides: Actor.SetInitialState
[edit] SpawnVehicle
[edit] Other instance functions
[edit] Activate
[edit] AddToClosestObjective
[edit] CanActivateForTeam
[edit] Deactivate
[edit] GetSpawnRotation
[edit] OnToggle
Overrides: NavigationPoint.OnToggle
Toggle the blocked state of a navigation point.
[edit] RenderMapIcon
[edit] TarydiumBoost
[edit] TriggerSpawnedEvent
[edit] VehicleDestroyed
[edit] VehicleTaken
called when someone starts driving our child vehicle
[edit] States
[edit] Active
[edit] Active.BeginState
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] Active.EndState
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] Active.SpawnVehicle
Overrides: SpawnVehicle (global)
[edit] Active.Activate
Overrides: Activate (global)
[edit] Active.TarydiumBoost
Overrides: TarydiumBoost (global)
[edit] Active.VehicleDestroyed
Overrides: VehicleDestroyed (global)
