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UE3:UTVehicleFactory (UDK)

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UDK Object >> Actor >> NavigationPoint >> UTVehicleFactory

Contents

Package: 
UTGame
Direct subclasses:
UTVehicleFactory_Cicada, UTVehicleFactory_Manta, UTVehicleFactory_Scorpion
This class in other games:
UT3

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

Type: class<UTVehicle>

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

Property Value
bAlwaysRelevant True
bBlockable True
bHidden True
bSkipActorPropertyReplication True
bStatic False
Components[1] ArrowComponent'Arrow'
Components[2] CylinderComponent'CollisionCylinder'
Components[3] PathRenderingComponent'PathRenderer'
Components[4] DynamicLightEnvironmentComponent'MyLightEnvironment'
Components[5] SkeletalMeshComponent'SVehicleMesh'
NetUpdateFrequency 1.0
RemoteRole ROLE_SimulatedProxy
SupportedEvents[4] Class'UTGame.UTSeqEvent_VehicleFactory'

[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

simulated native function byte GetTeamNum ()

Overrides: Actor.GetTeamNum


[edit] SetHUDLocation

simulated native function SetHUDLocation (Object.Vector NewHUDLocation)

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

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] SetInitialState

simulated event SetInitialState ()

Overrides: Actor.SetInitialState


[edit] SpawnVehicle

event SpawnVehicle ()


[edit] Other instance functions

[edit] Activate

function Activate (byte T)


[edit] AddToClosestObjective

simulated function AddToClosestObjective ()


[edit] CanActivateForTeam

function bool CanActivateForTeam (byte T)


[edit] Deactivate

function Deactivate ()


[edit] GetSpawnRotation

function Object.Rotator GetSpawnRotation ()


[edit] OnToggle

function OnToggle (SeqAct_Toggle Action)

Overrides: NavigationPoint.OnToggle

Toggle the blocked state of a navigation point.

[edit] RenderMapIcon

simulated function RenderMapIcon (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, Object.LinearColor FinalColor)


[edit] TarydiumBoost

function TarydiumBoost (float Quantity)


[edit] TriggerSpawnedEvent

function TriggerSpawnedEvent ()


[edit] VehicleDestroyed

function VehicleDestroyed (UTVehicle V)


[edit] VehicleTaken

function VehicleTaken ()

called when someone starts driving our child vehicle

[edit] States

[edit] Active

[edit] Active.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] Active.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] Active.SpawnVehicle

event SpawnVehicle ()

Overrides: SpawnVehicle (global)


[edit] Active.Activate

function Activate (byte T)

Overrides: Activate (global)


[edit] Active.TarydiumBoost

function TarydiumBoost (float Quantity)

Overrides: TarydiumBoost (global)


[edit] Active.VehicleDestroyed

function VehicleDestroyed (UTVehicle V)

Overrides: VehicleDestroyed (global)


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