I'm a doctor, not a mechanic

UE2:ONSMortarCamera (UT2004)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2004 Object >> Actor >> Projectile >> ONSMortarShell >> ONSMortarCamera
Package: 
OnslaughtBP

The SPMA (ONSArtillery) camera shell.

Properties

AnnounceTargetTime

Type: float


bDeployed

Type: bool

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

bLastDeployed

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

Type: bool

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

bShotDown

Type: bool

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

DeployedLocation

Type: Object.Vector

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

DeployRand

Type: float

Randomized value for AI deployment check.

LastRealLocation

Type: Object.Vector

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

MaxHeight

Type: float

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

MessageUpdateTime

Type: float

Time of last deployment message to the player.

MortarCameraOffset

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

Type: Object.Vector

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

TargetBeam

Type: ONSMortarTargetBeam

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

TargetUpdateTime

Type: float

Time of last target beam update.

TargetZ

Type: float

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

TeamNum

Type: byte

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

Thruster

Type: Emitter

Array size: 4

Deployed camera thruster effects.

Default values

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

Events

Destroyed

simulated event Destroyed ()

Overrides: ONSMortarShell.Destroyed

Cleans up target beam and thruster effects.

PhysicsVolumeChange

simulated event PhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Actor.PhysicsVolumeChange

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

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: ONSMortarShell.PostBeginPlay

Spawns flight effects.

PostNetReceive

simulated event PostNetReceive ()

Overrides: Actor.PostNetReceive

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

TakeDamage

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

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

Deploy

function Deploy ()

Deploys the camera.

Explode

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

Overrides: ONSMortarShell.Explode

Destroys the camera.

SetReticleStatus

simulated function SetReticleStatus (bool bStatus)

Sets whether the target beam should be red or green.

SetTarget

simulated function SetTarget (Object.Vector loc)

Sets where the target beam should be.

ShotDown

simulated function ShotDown ()

Makes the camera drop down.

SpawnEffects

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

Overrides: ONSMortarShell.SpawnEffects

Spawns impact effects

SpawnThrusters

simulated function SpawnThrusters ()

Spawns the thruster emitters.

SpecialCalcView

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

Deployed

Plays the deployment animation and sets up the target beam.

Modifiers: simulated