Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:ONSMortarCamera (UT2004)
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
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 |
|
||||||||
Skins[0] | Texture'ONSBPTextures.Skins.ArtilleryCamTexture' | ||||||||
Skins[1] | Texture'ONSBPTextures.Skins.ArtilleryCamTexture' |
Functions
Events
Destroyed
Overrides: ONSMortarShell.Destroyed
Cleans up target beam and thruster effects.
PhysicsVolumeChange
Overrides: Actor.PhysicsVolumeChange
The camera will explode when it comes in contact with water.
PostBeginPlay
Overrides: ONSMortarShell.PostBeginPlay
Spawns flight effects.
PostNetReceive
Overrides: Actor.PostNetReceive
Updates the camera clientsidely when it is deployed or shot down.
TakeDamage
Overrides: ONSMortarShell.TakeDamage
Kills the camera when it is damaged by an opponent.
Tick
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
Deploys the camera.
Explode
Overrides: ONSMortarShell.Explode
Destroys the camera.
SetReticleStatus
Sets whether the target beam should be red or green.
SetTarget
Sets where the target beam should be.
ShotDown
Makes the camera drop down.
SpawnEffects
Overrides: ONSMortarShell.SpawnEffects
Spawns impact effects
SpawnThrusters
Spawns the thruster emitters.
SpecialCalcView
Overrides: Projectile.SpecialCalcView
Calculates the player's camera view.
States
Deployed
Plays the deployment animation and sets up the target beam.
Modifiers: simulated