My program doesn't have bugs. It just develops random features.
UE1:ThingFactory (U1)
Contents
- Package:
- UnrealShare
- Direct subclass:
- CreatureFactory
- This class in other games:
- RTNP, UT
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ThingFactory.
Properties[edit]
Property group 'ThingFactory'[edit]
bCovert[edit]
Type: bool
only do hidden spawns
bFalling[edit]
Type: bool
non-pawn items spawned should be set to falling
Default value: True
bOnlyPlayerTouched[edit]
Type: bool
only player can trigger it
bStoppable[edit]
Type: bool
stops producing when untouched
capacity[edit]
Type: int
max number of items ever buildable (-1 = no limit)
Default value: 1000000
interval[edit]
Type: float
average time interval between spawnings
Default value: 1.0
itemtag[edit]
Type: name
tag given to items produced at this factory
maxitems[edit]
Type: int
max number of items from this factory at any time
Default value: 1
prototype[edit]
the template class
timeDistribution[edit]
Type: EDistribution
Internal variables[edit]
numitems[edit]
Type: int
current number of items from this factory
numspots[edit]
Type: int
number of spawnspots
spawnspot[edit]
Type: SpawnPoint
Array size: 16
possible start locations
Default values[edit]
Property | Value |
---|---|
bCollideActors | True |
bStatic | False |
Enums[edit]
EDistribution[edit]
- DIST_Constant
- DIST_Uniform
- DIST_Gaussian
Functions[edit]
Events[edit]
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
Other instance functions[edit]
StartBuilding[edit]
States[edit]
Finished[edit]
Spawning[edit]
Spawning.BeginState[edit]
Overrides: Object.BeginState (global)
Spawning.Timer[edit]
Overrides: Actor.Timer (global)
Spawning.Trigger[edit]
Overrides: Actor.Trigger (global)
Spawning.UnTouch[edit]
Overrides: Actor.UnTouch (global)
Spawning.StartBuilding[edit]
Overrides: StartBuilding (global)
Spawning.trySpawn[edit]
Waiting[edit]
Modifiers: auto
Waiting.Touch[edit]
Overrides: Actor.Touch (global)
Waiting.Trigger[edit]
Overrides: Actor.Trigger (global)