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User:Crusha/UltimateMappingTools/NetworkImportanceVolume

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Revision as of 08:21, 13 October 2011 by Crusha (Talk | contribs) (Fixed.)

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NetworkImportanceVolume

by Crusha K. Rool

UT2004 Object >> Actor >> Brush >> Volume >> NetworkImportanceVolume (custom)
Package: 
UltimateMappingTools

Forces all Actors inside to be always relevant to network clients. Keep this Volume of a reasonable size. This should be used with an OnlineCameraTextureClient because it makes everything in it relevant to the player, also if he can actually only see the place through the camera.

Properties

Property group 'NetworkImportanceVolume'

bMakeInitialActorsAlwaysRelevant

Type: bool

All Actors that are inside at the beginning of the match will be made relavant as well. This is just a fail-safe, in case Touch only gets called for stuff that enters new.

NetworkLinkedClientVolumeTag

Type: name

Tag of all NetworkLinkedClientVolumes that are associated with this Volume.

RelevantClasses

Type: array<class<Actor> >

Anything special you want to make relevant? Pawn and Projectile should be enough otherwise.

Internal variables

bEnabled

Type: bool


RelevantLinkedClientVolumes

Type: int


TemporaryRelevantActors

Type: array<Actor>


Functions

Events

PostBeginPlay

event PostBeginPlay ()

Overrides: Volume.PostBeginPlay


Touch

event Touch (Actor Other)

Overrides: Actor.Touch


UnTouch

event UnTouch (Actor Other)

Overrides: Actor.UnTouch


Other instance functions

CheckClassRelevance

function bool CheckClassRelevance (Actor A)


UpdateVolume

singular function UpdateVolume ()



NetworkLinkedClientVolume

by Crusha K. Rool

UT2004 Object >> Actor >> Brush >> Volume >> NetworkLinkedClientVolume (custom)
Package: 
UltimateMappingTools

Can be associated by a NetworkImportanceVolume to make that Volume only active if actual players are inside this Volume.

This should be used in the area from which a player can see an OnlineCameraTextureClient. Makes only sense if that area is not very frequently visited by human players.

Properties

Property group 'NetworkLinkedClientVolume'

UpdateTime

Type: float

How often this checks for PlayerControllers in it.

Default value: 5.0

Internal variables

bHasRelevantPlayers

Type: bool


bOldRelevantPlayers

Type: bool

Remember if we had players at the last check.

MyTimer

Type: VolumeTimer


ParentNIVolume

Type: NetworkImportanceVolume


Functions

Events

SetInitialState

event SetInitialState ()

Overrides: Actor.SetInitialState


Other instance functions

TimerPop

function TimerPop (VolumeTimer T)

Overrides: Actor.TimerPop