Always snap to grid
Difference between revisions of "UE2:ONSMortarCamera (UT2004)"
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− | {{ | + | The [[liandri:SPMA|SPMA]] ({{cl|ONSArtillery}}) camera shell. |
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==Properties== | ==Properties== | ||
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'''Type:''' [[bool]] | '''Type:''' [[bool]] | ||
− | + | Whether the camera is deployed. This is replicated to clients. | |
====bLastDeployed==== | ====bLastDeployed==== | ||
'''Type:''' [[bool]] | '''Type:''' [[bool]] | ||
− | + | Used clientsidely in {{tl|PostNetReceive}}() to check whether {{tl|bDeployed}} has changed. If that happens, the camera goes into {{tl|Deployed}} state clientsidely as well. | |
====bLastShotDown==== | ====bLastShotDown==== | ||
'''Type:''' [[bool]] | '''Type:''' [[bool]] | ||
− | + | Used clientsidely in {{tl|PostNetReceive}}() to check whether {{tl|bShotDown}} has changed. If that happens, the camera calls {{tl|ShotDown}} clientsidely. | |
====bShotDown==== | ====bShotDown==== | ||
'''Type:''' [[bool]] | '''Type:''' [[bool]] | ||
− | + | Whether the camera was shot down. This is replicated to clients. | |
====DeployedLocation==== | ====DeployedLocation==== | ||
'''Type:''' {{tl|Vector|Object|structs}} | '''Type:''' {{tl|Vector|Object|structs}} | ||
− | + | Where the camera was deployed. (Assigned but not used otherwise.) | |
====DeployRand==== | ====DeployRand==== | ||
'''Type:''' [[float]] | '''Type:''' [[float]] | ||
− | + | Randomized value for AI deployment check. | |
====LastRealLocation==== | ====LastRealLocation==== | ||
'''Type:''' {{tl|Vector|Object|structs}} | '''Type:''' {{tl|Vector|Object|structs}} | ||
− | + | Used clientsidely in {{tl|PostNetReceive}}() to check whether {{tl|RealLocation}} has changed. If that happens, the camera location is set to RealLocation. | |
====MaxHeight==== | ====MaxHeight==== | ||
'''Type:''' [[float]] | '''Type:''' [[float]] | ||
− | + | Maximum trajectory arc height for AI deployment check. Set after the camera passed the peak of its trajectory. | |
====MessageUpdateTime==== | ====MessageUpdateTime==== | ||
'''Type:''' [[float]] | '''Type:''' [[float]] | ||
− | + | Time of last deployment message to the player. | |
====MortarCameraOffset==== | ====MortarCameraOffset==== | ||
'''Type:''' {{tl|Vector|Object|structs}} | '''Type:''' {{tl|Vector|Object|structs}} | ||
− | + | 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:''' | '''Default value:''' | ||
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'''Type:''' {{tl|Vector|Object|structs}} | '''Type:''' {{tl|Vector|Object|structs}} | ||
− | + | Where the camera was deployed. This is replicated to clients. | |
====TargetBeam==== | ====TargetBeam==== | ||
'''Type:''' {{cl|ONSMortarTargetBeam}} | '''Type:''' {{cl|ONSMortarTargetBeam}} | ||
− | + | The green or red target indicator. Spawned when the camera is deployed. | |
====TargetUpdateTime==== | ====TargetUpdateTime==== | ||
'''Type:''' [[float]] | '''Type:''' [[float]] | ||
− | + | Time of last target beam update. | |
====TargetZ==== | ====TargetZ==== | ||
'''Type:''' [[float]] | '''Type:''' [[float]] | ||
− | + | Z coordinate of target area. Used for AI deployment checks. | |
====TeamNum==== | ====TeamNum==== | ||
'''Type:''' [[byte]] | '''Type:''' [[byte]] | ||
− | + | The team this camera belongs to. This team will not be able to shoot down the camera. | |
====Thruster==== | ====Thruster==== | ||
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'''[[Static arrays|Array size]]:''' 4 | '''[[Static arrays|Array size]]:''' 4 | ||
− | + | Deployed camera thruster effects. | |
===Default values=== | ===Default values=== | ||
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'''Overrides:''' {{tl|Destroyed|ONSMortarShell}} | '''Overrides:''' {{tl|Destroyed|ONSMortarShell}} | ||
− | + | Cleans up target beam and thruster effects. | |
====PhysicsVolumeChange==== | ====PhysicsVolumeChange==== | ||
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'''Overrides:''' {{tl|PhysicsVolumeChange|Actor|events}} | '''Overrides:''' {{tl|PhysicsVolumeChange|Actor|events}} | ||
− | + | The camera will explode when it comes in contact with water. | |
====PostBeginPlay==== | ====PostBeginPlay==== | ||
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'''Overrides:''' {{tl|PostBeginPlay|ONSMortarShell}} | '''Overrides:''' {{tl|PostBeginPlay|ONSMortarShell}} | ||
− | + | Spawns flight effects. | |
====PostNetReceive==== | ====PostNetReceive==== | ||
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'''Overrides:''' {{tl|PostNetReceive|Actor|events}} | '''Overrides:''' {{tl|PostNetReceive|Actor|events}} | ||
− | + | Updates the camera clientsidely when it is deployed or shot down. | |
====TakeDamage==== | ====TakeDamage==== | ||
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'''Overrides:''' {{tl|TakeDamage|ONSMortarShell}} | '''Overrides:''' {{tl|TakeDamage|ONSMortarShell}} | ||
− | + | Kills the camera when it is damaged by an opponent. | |
====Tick==== | ====Tick==== | ||
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'''Overrides:''' {{tl|Tick|Actor|events}} | '''Overrides:''' {{tl|Tick|Actor|events}} | ||
− | + | 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=== | ===Other instance functions=== | ||
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{{code|function '''Deploy''' ()}} | {{code|function '''Deploy''' ()}} | ||
− | + | Deploys the camera. | |
====Explode==== | ====Explode==== | ||
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'''Overrides:''' {{tl|Explode|ONSMortarShell}} | '''Overrides:''' {{tl|Explode|ONSMortarShell}} | ||
− | + | Destroys the camera. | |
====SetReticleStatus==== | ====SetReticleStatus==== | ||
{{code|simulated function '''SetReticleStatus''' ([[bool]] '''bStatus''')}} | {{code|simulated function '''SetReticleStatus''' ([[bool]] '''bStatus''')}} | ||
− | + | Sets whether the target beam should be red or green. | |
====SetTarget==== | ====SetTarget==== | ||
{{code|simulated function '''SetTarget''' ({{tl|Vector|Object|structs}} '''loc''')}} | {{code|simulated function '''SetTarget''' ({{tl|Vector|Object|structs}} '''loc''')}} | ||
− | + | Sets where the target beam should be. | |
====ShotDown==== | ====ShotDown==== | ||
{{code|simulated function '''ShotDown''' ()}} | {{code|simulated function '''ShotDown''' ()}} | ||
− | + | Makes the camera drop down. | |
====SpawnEffects==== | ====SpawnEffects==== | ||
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'''Overrides:''' {{tl|SpawnEffects|ONSMortarShell}} | '''Overrides:''' {{tl|SpawnEffects|ONSMortarShell}} | ||
− | + | Spawns impact effects | |
====SpawnThrusters==== | ====SpawnThrusters==== | ||
{{code|simulated function '''SpawnThrusters''' ()}} | {{code|simulated function '''SpawnThrusters''' ()}} | ||
− | + | Spawns the thruster emitters. | |
====SpecialCalcView==== | ====SpecialCalcView==== | ||
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'''Overrides:''' {{tl|SpecialCalcView|Projectile}} | '''Overrides:''' {{tl|SpecialCalcView|Projectile}} | ||
− | + | Calculates the player's camera view. | |
==States== | ==States== | ||
===Deployed=== | ===Deployed=== | ||
− | + | Plays the deployment animation and sets up the target beam. | |
'''[[States#Modifiers|Modifiers]]:''' simulated | '''[[States#Modifiers|Modifiers]]:''' simulated |
Latest revision as of 03:44, 12 August 2009
Object >> Actor >> Projectile >> ONSMortarShell >> ONSMortarCamera |
Contents
- 1 Properties
- 1.1 AnnounceTargetTime
- 1.2 bDeployed
- 1.3 bLastDeployed
- 1.4 bLastShotDown
- 1.5 bShotDown
- 1.6 DeployedLocation
- 1.7 DeployRand
- 1.8 LastRealLocation
- 1.9 MaxHeight
- 1.10 MessageUpdateTime
- 1.11 MortarCameraOffset
- 1.12 RealLocation
- 1.13 TargetBeam
- 1.14 TargetUpdateTime
- 1.15 TargetZ
- 1.16 TeamNum
- 1.17 Thruster
- 1.18 Default values
- 2 Functions
- 3 States
- 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 |
|
||||||||
Skins[0] | Texture'ONSBPTextures.Skins.ArtilleryCamTexture' | ||||||||
Skins[1] | Texture'ONSBPTextures.Skins.ArtilleryCamTexture' |
Functions[edit]
Events[edit]
Destroyed[edit]
Overrides: ONSMortarShell.Destroyed
Cleans up target beam and thruster effects.
PhysicsVolumeChange[edit]
Overrides: Actor.PhysicsVolumeChange
The camera will explode when it comes in contact with water.
PostBeginPlay[edit]
Overrides: ONSMortarShell.PostBeginPlay
Spawns flight effects.
PostNetReceive[edit]
Overrides: Actor.PostNetReceive
Updates the camera clientsidely when it is deployed or shot down.
TakeDamage[edit]
Overrides: ONSMortarShell.TakeDamage
Kills the camera when it is damaged by an opponent.
Tick[edit]
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]
Deploys the camera.
Explode[edit]
Overrides: ONSMortarShell.Explode
Destroys the camera.
SetReticleStatus[edit]
Sets whether the target beam should be red or green.
SetTarget[edit]
Sets where the target beam should be.
ShotDown[edit]
Makes the camera drop down.
SpawnEffects[edit]
Overrides: ONSMortarShell.SpawnEffects
Spawns impact effects
SpawnThrusters[edit]
Spawns the thruster emitters.
SpecialCalcView[edit]
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