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UE2:ASVehicleFactory (UT2004)

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UT2004 Object >> Actor >> SVehicleFactory >> ASVehicleFactory
Package: 
UT2k4Assault
Direct subclasses:
ASVehicleFactory_IonCannon, ASVehicleFactory_MinigunTurret, ASVehicleFactory_SentinelCeiling, ASVehicleFactory_SentinelFloor, ASVehicleFactory_Turret

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]

Type: class<Emitter>


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]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


Timer[edit]

event Timer ()

Overrides: Actor.Timer


Trigger[edit]

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: SVehicleFactory.Trigger


VehicleDestroyed[edit]

event VehicleDestroyed (Vehicle V)

Overrides: SVehicleFactory.VehicleDestroyed


VehiclePossessed[edit]

event VehiclePossessed (Vehicle V)

Overrides: SVehicleFactory.VehiclePossessed


Other instance functions[edit]

PrecacheAnnouncer[edit]

simulated function PrecacheAnnouncer (AnnouncerVoice V, bool bRewardSounds)

Overrides: Actor.PrecacheAnnouncer


Reset[edit]

function Reset ()

Overrides: Actor.Reset


SelfTriggered[edit]

function bool SelfTriggered ()

Overrides: Actor.SelfTriggered


SetEnabled[edit]

function SetEnabled (bool bNewEnabled)


SetVehicleTeam[edit]

function byte SetVehicleTeam ()


ShutDown[edit]

function ShutDown ()


SpawnBuildEffect[edit]

function SpawnBuildEffect ()


SpawnVehicle[edit]

function SpawnVehicle ()


UpdatePrecacheMaterials[edit]

simulated function UpdatePrecacheMaterials ()

Overrides: Actor.UpdatePrecacheMaterials


UpdatePrecacheStaticMeshes[edit]

simulated function UpdatePrecacheStaticMeshes ()

Overrides: Actor.UpdatePrecacheStaticMeshes


VehicleSpawned[edit]

function VehicleSpawned ()