Gah - a solution with more questions. – EntropicLqd
UE2:ONSVehicleFactory (UT2004)
Object >> Actor >> SVehicleFactory >> ONSVehicleFactory |
- Package:
- Onslaught
- Direct subclasses:
- ONSArtilleryFactory, ONSAttackCraftFactory, ONSBomberFactory, ONSDualAttackCraftFactory, ONSHoverCraftFactory, ONSMASFactory, ONSPRVFactory, ONSRVFactory, ONSShockTankFactory, ONSTankFactory
- Known custom subclasses:
- Crusha/UltimateMappingTools/UltimateONSFactory, Crusha/UltimateMappingTools
The base class of all vehicle factories for the Onslaught game mode. It is automatically associated to the closest power node or power core, which makes sure the vehicles spawned at this factory match the node/core's team. Spawning vehicles are initially team-locked. Team-locked vehicles will be destroyed if the associated power node is destroyed.
Onslaught vehicle factories only have basic support for other game modes. They statically associate themselves with the nearest GameObjective and spawn vehicles for that objective's initial defending team, even if the actual defending team differs from that. This isn't a problem in VCTF, but will cause problems in Assault. The Onslaught vehicle factories also do not check for round restarts (in Onslaught this is handled by the power nodes and cores), so they may not respawn vehicles correctly at the start of a new round. For Assault maps use ASVehicleFactory instead and for Jailbreak the special JBVehicleFactory subclasses.
Properties[edit]
Property group 'ONSVehicleFactory'[edit]
bReverseBlueTeamDirection[edit]
Type: bool
Set this to True
to let vehicles spawned for the blue team face the opposite direction.
RespawnTime[edit]
Type: float
How long it takes before a destroyed vehicle is respawned.
Default value: 15.0
Internal variables[edit]
bActive[edit]
Type: bool
Whether the factory is currently active and will respawn destroyed vehicles.
BlueBuildEffectClass[edit]
The spawn effect for blue team vehicles.
Default value: Class'Onslaught.ONSVehicleBuildEffect'
bNeverActivate[edit]
Type: bool
(not used)
bPreSpawn[edit]
Type: bool
Set when the factory doesn't have any vehicle and hasn't created the spawn effect yet.
BuildEffect[edit]
Type: Emitter
The currently playing spawn effect.
LastSpawned[edit]
Type: Vehicle
The last vehicle spawned at this factory.
PreSpawnEffectTime[edit]
Type: float
How long to wait between playing the spawn effect and actually spawning the vehicle.
Default value: 2.0
RedBuildEffectClass[edit]
The spawn effect for red team vehicles.
Default value: Class'Onslaught.ONSVehicleBuildEffect'
TeamNum[edit]
Type: int
The factory's current team number.
Default values[edit]
Property | Value |
---|---|
DrawType | DT_Mesh |
Functions[edit]
Events[edit]
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
Performs precaching of the vehicle resources.
PostNetBeginPlay[edit]
Overrides: Actor.PostNetBeginPlay
Associates the factory with the nearest GameObjective in non-Onslaught game modes and activates it for that objective's initial defending team.
Timer[edit]
Overrides: Actor.Timer
Creates the spawn effect or actually spawns the vehicle.
Trigger[edit]
Overrides: SVehicleFactory.Trigger
(ignored)
VehicleDestroyed[edit]
Overrides: SVehicleFactory.VehicleDestroyed
Prepares for spawning a new vehicle.
Other instance functions[edit]
Activate[edit]
Activates the factory for the specified team and starts spawning vehicles for that team.
Deactivate[edit]
Stops spawning vehicles.
SpawnBuildEffect[edit]
Creates the spawn effect.
SpawnVehicle[edit]
Spawns a vehicle. If the spawn area is blocked by any players, they will receive a corresponding notification and spawning is delayed.
UpdatePrecacheMaterials[edit]
Overrides: Actor.UpdatePrecacheMaterials
Precaches the spawn effect and vehicle resources.
ValidateSpawnLocation[edit]
Returns true unless any Pawns are found within the specified radius around the factory.