Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
Legacy:ASVehicle Sentinel
This is the abstract class for the super-powerful automatic turret gun seen in AS games when you get too close to the enemy spawn-zone. To get a close look, check out the map AS-MotherShip. Assuming it was implemented to prevent spawn killing in AS games. It is an abstract class, so one of it's two subclasses must be used (see below), based on weather the sentinel is attached to the floor or the cieling.
Keep in mind that the Sentinel has no means of movement, and cannot be "driven" or "ridden" or "flown." See Vehicle.
Contents
Properties[edit]
Main[edit]
- float TransientSoundVolume=0.75
- float TransientSoundRadius=512
- float bNetNotify=true
- float Health=1000
- float HealthMax=1000
- string DefaultWeaponClassName = "UT2k4Assault.Weapon_Sentinel"
Physics[edit]
- All of these are set so the the Sentinel is immobile.
- bool bSimulateGravity=false
- Physics Physics=PHYS_Rotating
- float AirSpeed=0.0
- float WaterSpeed=0.0
- float AccelRate=0.0
- float JumpZ=0.0
- float MaxFallSpeed=0.0
- bool bIgnoreEncroachers=true
- bool bCollideWorld=false
- bool bIgnoreForces=true
- bool bShouldBaseAtStartup=false
AI[edit]
- Bool bAutoTurret=true
- true = the turret is controled by the class listed in the property AutoTurretControllerClass. False = ??
- Class AutoTurretControllerClass=class <Controller> UT2k4Assault.ASSentinelController
- float SightRadius=+25000.0
- The distance at which the turret looks for enemies to fire at.
- bool bNonHumanControl=true
- ???
- bool bDefensive=true
- ??? (Assumming that this makes the AI play with defensive tactics...but defending what??? Itself?
- bool bStationary=true
- True = This Sentinel is sationary (does not move)
- string VehicleNameString="Sentinel"
- The name of this sentinel.
- bool bNoTeamBeacon=true
- ??
Hidden[edit]
- ??
Functions[edit]
- PlayFiring(optional float Rate, optional name FiringMode)(simulated)
- causes the sentinel to fire.
- PlayIdleOpened()(simulated)
- Plays the animation of the sentinel idling in it's active, "open position".
- PlayIdleClosed()(simulated)
- Plays the animation of the sentinel idling in it's sleeping, "closed".
States[edit]
Sleeping (Auto)[edit]
Functions[edit]
- TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
Vector momentum, class<DamageType> damageType) : Causes the sentinel to automatically wake up when it takes damage.
- bool Awake()
- Wakes the sentinel up. bActive set to true, PlayOpening is called, returns true
- PlayOpening()(simulated)
- Plays the animation of the sentinel "deploying" or "unfolding," and brings it into the Opening state.
- Begin
- if bActive = true, then call the PlayOpening() animation, otherwise play PlayIdleClosed().
Active[edit]
Functions[edit]
- bool GoToSleep()
- Plays the animation of the sentinel closing and brings it into the Closing state. Also causes the sentinel to emit a snoring sound. Just joking about that last :)
- PlayClosing()(simulated)
- Plays the animation of the sentinel "closing", when it changes from the active state to the sleeping state. (It puts on it's pajamas and brushes it's teeth...It's mommy comes in to tuck it to bed... :) ). Also brings the sentinel into the Closing state.
- Begin
- PlayIdleOpened()
Opening[edit]
Functions[edit]
- TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
Vector momentum, class<DamageType> damageType)
Closing[edit]
Functions[edit]
- TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
Vector momentum, class<DamageType> damageType)
Known Subclasses[edit]
- Some
ASVehicle_Sentinel +- ASVehicle_Sentinel_Ceiling : Sentinel is right side up so that it can be resting on the floor. +- ASVehicle_Sentinel_Floor : Sentinel is upside down so that it can be attached to a cieling.
Related Topics[edit]
- Vehicles – Main topic for all vehicles
- Mapping For AS (UT2004)
- TurretController
Discussion[edit]
Category:Legacy Class (UT2004)
Category:Legacy To Do – Make sure parent class pages are also done.