I love the smell of UnrealEd crashing in the morning. – tarquin
UE2:ASVehicleFactory (UT2004)
![]() |
Object >> Actor >> SVehicleFactory >> ASVehicleFactory |
Contents
- 1 Properties
- 1.1 Property group 'ASVehicleFactory'
- 1.1.1 AIVisibilityDist
- 1.1.2 Announcement_Destroyed
- 1.1.3 bEnabled
- 1.1.4 bEnter_TeamUnlocks
- 1.1.5 bHighScoreKill
- 1.1.6 bHUDTrackVehicle
- 1.1.7 bKeyVehicle
- 1.1.8 bRespawnWhenDestroyed
- 1.1.9 bSpawnBuildEffect
- 1.1.10 bSpawnProtected
- 1.1.11 bVehicleTeamLock
- 1.1.12 MaxSpawnBlockCount
- 1.1.13 NextFactoryTag
- 1.1.14 RespawnDelay
- 1.1.15 TriggeredFunction
- 1.1.16 VehicleAmbientGlow
- 1.1.17 VehicleClassStr
- 1.1.18 VehicleDamageMomentumScale
- 1.1.19 VehicleDriverDamageMult
- 1.1.20 VehicleEvent
- 1.1.21 VehicleHealth
- 1.1.22 VehicleLinkHealMult
- 1.1.23 VehiclePossessedEvent
- 1.1.24 VehicleTag
- 1.1.25 VehicleTeam
- 1.2 Internal variables
- 1.3 Default values
- 1.1 Property group 'ASVehicleFactory'
- 2 Enums
- 3 Functions
- Package:
- UT2k4Assault
- Direct subclasses:
- ASVehicleFactory_IonCannon, ASVehicleFactory_MinigunTurret, ASVehicleFactory_SentinelCeiling, ASVehicleFactory_SentinelFloor, ASVehicleFactory_Turret
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. |
ASVehicleFactory Created by Laurent Delayen © 2003, Epic Games, Inc. All Rights Reserved Factory to spawn vehicles in Assault - Supports startup or trigger spawning - round reset - respawn when killed - progress respawn - ON/OFF triggering
Note: Assault factories can only spawn and handle a single vehicle at a time
Properties[edit]
Property group 'ASVehicleFactory'[edit]
AIVisibilityDist[edit]
Type: float
Default value: 15000.0
Announcement_Destroyed[edit]
Type: Sound
bEnabled[edit]
Type: bool
Default value: True
bEnter_TeamUnlocks[edit]
Type: bool
When a player enters vehicle, it is unlocked.
bHighScoreKill[edit]
Type: bool
vehicle is considered important and awards 5 points upon destruction
bHUDTrackVehicle[edit]
Type: bool
If true, Vehicle will tracked on HUD. (For Objectives in Assault)
bKeyVehicle[edit]
Type: bool
Hint for AI to hunt down vehicle (when vehicle is considered an objective like in Glacier or Junkyard)
bRespawnWhenDestroyed[edit]
Type: bool
when vehicle is destroyed spawn a new one
bSpawnBuildEffect[edit]
Type: bool
Default value: True
bSpawnProtected[edit]
Type: bool
bVehicleTeamLock[edit]
Type: bool
Vehicle is locked to specific team.
MaxSpawnBlockCount[edit]
Type: int
Default value: 5
NextFactoryTag[edit]
Type: name
next Factory to enable with Spawn Progress...
RespawnDelay[edit]
Type: float
Default value: 3.0
TriggeredFunction[edit]
Type: EASVF_TriggeredFunction
VehicleAmbientGlow[edit]
Type: byte
VehicleClassStr[edit]
Type: string
VehicleDamageMomentumScale[edit]
Type: float
Default value: 1.0
VehicleDriverDamageMult[edit]
Type: float
multiplier to damage on vehicle's driver (applied to all positions vehicle has)
Default value: 1.0
VehicleEvent[edit]
Type: name
Event to set on vehicle (triggered when vehicle is destroyed)
VehicleHealth[edit]
Type: int
health vehicle gets (values <= 0 mean vehicle default)
VehicleLinkHealMult[edit]
Type: float
Default value: 0.35
VehiclePossessedEvent[edit]
Type: name
VehicleTag[edit]
Type: name
Tag to set on vehicle (to use with possess triggers for example)
VehicleTeam[edit]
Type: byte
Default value: 1
Internal variables[edit]
BACKUP_bEnabled[edit]
Type: bool
BlockCount[edit]
Type: int
bResetting[edit]
Type: bool
bSoundsPrecached[edit]
Type: bool
BuildEffect[edit]
Type: Emitter
BuildEffectClass[edit]
Default value: Class'UT2k4Assault.FX_ASVehicleBuildEffect'
Child[edit]
Type: Vehicle
MyDestroyVehicleObjective[edit]
Type: DestroyVehicleObjective
NextFactory[edit]
Type: ASVehicleFactory
SpawnDelay[edit]
Type: float
Spawn delay to avoid spawning vehicles during resetting...
Default value: 0.15
Default values[edit]
Property | Value |
---|---|
bMovable | False |
VehicleClass | Class'UT2k4Assault.ASTurret' |
Enums[edit]
EASVF_TriggeredFunction[edit]
- EAVSF_ToggleEnabled
- EAVSF_TriggeredSpawn
- EAVSF_SpawnProgress
Functions[edit]
Events[edit]
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
Timer[edit]
Overrides: Actor.Timer
Trigger[edit]
Overrides: SVehicleFactory.Trigger
VehicleDestroyed[edit]
Overrides: SVehicleFactory.VehicleDestroyed
VehiclePossessed[edit]
Overrides: SVehicleFactory.VehiclePossessed
Other instance functions[edit]
PrecacheAnnouncer[edit]
Overrides: Actor.PrecacheAnnouncer
Reset[edit]
Overrides: Actor.Reset
SelfTriggered[edit]
Overrides: Actor.SelfTriggered
SetEnabled[edit]
SetVehicleTeam[edit]
ShutDown[edit]
SpawnBuildEffect[edit]
SpawnVehicle[edit]
UpdatePrecacheMaterials[edit]
Overrides: Actor.UpdatePrecacheMaterials
UpdatePrecacheStaticMeshes[edit]
Overrides: Actor.UpdatePrecacheStaticMeshes