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UE2:ONSMortarCamera (UT2004)

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UT2004 Object >> Actor >> Projectile >> ONSMortarShell >> ONSMortarCamera
Package: 
OnslaughtBP

The SPMA (ONSArtillery) camera shell.

Properties[edit]

AnnounceTargetTime[edit]

Type: float


bDeployed[edit]

Type: bool

Whether the camera is deployed. This is replicated to clients.

bLastDeployed[edit]

Type: bool

Used clientsidely in PostNetReceive() to check whether bDeployed has changed. If that happens, the camera goes into Deployed state clientsidely as well.

bLastShotDown[edit]

Type: bool

Used clientsidely in PostNetReceive() to check whether bShotDown has changed. If that happens, the camera calls ShotDown clientsidely.

bShotDown[edit]

Type: bool

Whether the camera was shot down. This is replicated to clients.

DeployedLocation[edit]

Type: Object.Vector

Where the camera was deployed. (Assigned but not used otherwise.)

DeployRand[edit]

Type: float

Randomized value for AI deployment check.

LastRealLocation[edit]

Type: Object.Vector

Used clientsidely in PostNetReceive() to check whether RealLocation has changed. If that happens, the camera location is set to RealLocation.

MaxHeight[edit]

Type: float

Maximum trajectory arc height for AI deployment check. Set after the camera passed the peak of its trajectory.

MessageUpdateTime[edit]

Type: float

Time of last deployment message to the player.

MortarCameraOffset[edit]

Type: Object.Vector

Relative camera offset when deployed and not using behind view. If not deployed or deployed in behind view, a hard-coded relative offset of (-800,0,300) is used instead.

Default value:

Member Value
X 100.0

RealLocation[edit]

Type: Object.Vector

Where the camera was deployed. This is replicated to clients.

TargetBeam[edit]

Type: ONSMortarTargetBeam

The green or red target indicator. Spawned when the camera is deployed.

TargetUpdateTime[edit]

Type: float

Time of last target beam update.

TargetZ[edit]

Type: float

Z coordinate of target area. Used for AI deployment checks.

TeamNum[edit]

Type: byte

The team this camera belongs to. This team will not be able to shoot down the camera.

Thruster[edit]

Type: Emitter

Array size: 4

Deployed camera thruster effects.

Default values[edit]

Property Value
AmbientGlow 0
AmbientSound None
bIgnoreEncroachers True
bNetNotify True
bOrientToVelocity False
bSpecialCalcView True
bUpdateSimulatedPosition True
CollisionHeight 80.0
CollisionRadius 110.0
DrawScale 1.0
DrawType DT_Mesh
LifeSpan 0.0
Mesh Mesh'ONSBPAnimations.MortarCameraMesh'
RotationRate
Member Value
Pitch 15000
Roll 15000
Yaw 15000
Skins[0] Texture'ONSBPTextures.Skins.ArtilleryCamTexture'
Skins[1] Texture'ONSBPTextures.Skins.ArtilleryCamTexture'

Functions[edit]

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: ONSMortarShell.Destroyed

Cleans up target beam and thruster effects.

PhysicsVolumeChange[edit]

simulated event PhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Actor.PhysicsVolumeChange

The camera will explode when it comes in contact with water.

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: ONSMortarShell.PostBeginPlay

Spawns flight effects.

PostNetReceive[edit]

simulated event PostNetReceive ()

Overrides: Actor.PostNetReceive

Updates the camera clientsidely when it is deployed or shot down.

TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: ONSMortarShell.TakeDamage

Kills the camera when it is damaged by an opponent.

Tick[edit]

simulated event Tick (float DT)

Overrides: Actor.Tick

Sends deployment messages to the owning player, checks deployment for AI and tells opponent bots to try and shoot down the camera if they have nothing else to do.

Other instance functions[edit]

Deploy[edit]

function Deploy ()

Deploys the camera.

Explode[edit]

simulated function Explode (Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: ONSMortarShell.Explode

Destroys the camera.

SetReticleStatus[edit]

simulated function SetReticleStatus (bool bStatus)

Sets whether the target beam should be red or green.

SetTarget[edit]

simulated function SetTarget (Object.Vector loc)

Sets where the target beam should be.

ShotDown[edit]

simulated function ShotDown ()

Makes the camera drop down.

SpawnEffects[edit]

simulated function SpawnEffects (Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: ONSMortarShell.SpawnEffects

Spawns impact effects

SpawnThrusters[edit]

simulated function SpawnThrusters ()

Spawns the thruster emitters.

SpecialCalcView[edit]

simulated function bool SpecialCalcView (out Actor ViewActor, out Object.Vector CameraLocation, out Object.Rotator CameraRotation, bool bBehindView)

Overrides: Projectile.SpecialCalcView

Calculates the player's camera view.

States[edit]

Deployed[edit]

Plays the deployment animation and sets up the target beam.

Modifiers: simulated