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UE2:Trigger_ASUseAndPossess (UT2004)
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Object >> Actor >> Triggers >> SVehicleTrigger >> Trigger_ASUseAndPossess |
- Package:
- UT2k4Assault
- Direct subclass:
- Trigger_ASTurretControlPanel
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Trigger_ASUseAndRespawn Allows Player to Possess a Pawn with the "Use" Key. Pawn is found using its Tag name.
Several Pawns are supported. - EventFull is called when no more Pawns can be possessed - EventNonFull is called when a Pawn to possess is freed Created by Laurent Delayen © 2003, Epic Games, Inc. All Rights Reserved
Properties[edit]
Property group 'Trigger_ASUseAndPossess'[edit]
AssaultTeam[edit]
Type: AT_AssaultTeam
EventFull[edit]
Type: name
called when there's no more pawns to possess
EventNonFull[edit]
Type: name
when there is a free spot available
PawnTag[edit]
Type: name
Tag of Pawn(s) to possess
Internal variables[edit]
bFullCapacity[edit]
Type: bool
FactoryList[edit]
Type: array<ASVehicleFactory>
Default values[edit]
Property | Value |
---|---|
bCollideActors | True |
bHardAttach | False |
bMarkWithPath | True |
bNoDelete | True |
Enums[edit]
AT_AssaultTeam[edit]
- AT_All
- AT_Attackers
- AT_Defenders
Functions[edit]
Events[edit]
NextVehicle[edit]
event NextVehicle (ASVehicleFactory ASVF, Vehicle V)
NotifyAvailability[edit]
event NotifyAvailability (bool bAvailableSpace)
PostBeginPlay[edit]
event PostBeginPlay ()
Overrides: SVehicleTrigger.PostBeginPlay
PrevVehicle[edit]
event PrevVehicle (ASVehicleFactory ASVF, Vehicle V)
Touch[edit]
event Touch (Actor Other)
Overrides: Actor.Touch
Trigger[edit]
Overrides: SVehicleTrigger.Trigger
UsedBy[edit]
event UsedBy (Pawn user)
Overrides: SVehicleTrigger.UsedBy
VehicleDestroyed[edit]
event VehicleDestroyed ()
VehiclePossessed[edit]
event VehiclePossessed ()
VehicleSpawned[edit]
event VehicleSpawned ()
VehicleUnPossessed[edit]
event VehicleUnPossessed ()
Other instance functions[edit]
ApprovePlayerTeam[edit]
Reset[edit]
function Reset ()
Overrides: SVehicleTrigger.Reset
UpdateCapacity[edit]
function UpdateCapacity ()