Mostly Harmless

UE3:CoverLink (UDK)

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UDK Object >> Actor >> NavigationPoint >> CoverLink

Contents

Package: 
Engine
This class in other games:
UT3


Constants[edit]

COVERLINK_ExposureDot[edit]

Value: 0.4f


COVERLINK_EdgeCheckDot[edit]

Value: 0.25f


COVERLINK_EdgeExposureDot[edit]

Value: 0.85f


COVERLINK_DangerDist[edit]

Value: 1536.f


Properties[edit]

Property group 'CoverLink'[edit]

bAutoAdjust[edit]

Type: bool

Allow auto-adjusting of the Slots orientation/position and covertype?

Default value: True

bCircular[edit]

Type: bool

Is this circular cover?

bClaimAllSlots[edit]

Type: bool

Claim all slots when someone claims one - used for cover that needs more than one slot, but slots overlap

bDisabled[edit]

Type: bool

Whether cover link is disabled

bLooped[edit]

Type: bool

Cover is looped, first slot and last slot should be reachable direclty

bPlayerOnly[edit]

Type: bool

Is this cover restricted to player use?

DangerScale[edit]

Type: float

Scale applied to danger cost during path finding for slots of this link

Default value: 2.0

InvalidateDistance[edit]

Type: float

Distance link must move to invalidate it's info

Default value: 64.0

LocationDescription[edit]

Type: ECoverLocationDescription

Modifiers: const

Description for the entire CoverLink. Can be overridden per-slot.

MaxFireLinkDist[edit]

Type: float

Max trace dist for fire links to check

Default value: 2048.0

Slots[edit]

Type: array<CoverSlot>

Modifiers: editinline

All slots linked to this node

Default value:

Member Value
LocationOffset
Member Value
X 64.0
Y 0.0
Z 0.0

Property group 'Debug'[edit]

bDebug_DangerLinks[edit]

Type: bool


bDebug_ExposedLinks[edit]

Type: bool


bDebug_FireLinks[edit]

Type: bool


Internal variables[edit]

AlignDist[edit]

Type: float

Modifiers: const

Distance used when aligning to nearby surfaces

Default value: 36.0

AutoCoverSlotInterval[edit]

Type: float

Modifiers: const

Minimum distance to place between non-essential cover slots when auto-generating a cover link

Default value: 256.0

bAutoSort[edit]

Type: bool

Allow auto-sorting of the Slots array

Default value: True

bDynamicCover[edit]

Type: bool

This cover is dynamic

CircularOrigin[edit]

Type: Object.Vector

Modifiers: const

Origin for circular cover

CircularRadius[edit]

Type: float

Modifiers: const

Radius for circular cover

Claims[edit]

Type: array<Pawn>

List of all players using this cover

CrouchLeanOffset[edit]

Type: Object.Vector

Modifiers: const


Default value:

Member Value
X 0.0
Y 70.0
Z 19.0

DynamicLinkInfos[edit]

Type: array<DynamicLinkInfo>

Array of src and target location for dynamic links

GLOBAL_bUseSlotMarkers[edit]

Type: bool

Modifiers: globalconfig

Global flag: Whether coverlinks should create slot markers for navigation Should be FALSE if using navigation mesh, where cover navigation info will be built into the mesh

MidHeight[edit]

Type: float

Modifiers: const

Min height for nearby geometry to categorize as mid-level cover

Default value: 70.0

NextCoverLink[edit]

Type: CoverLink

Modifiers: const

Used for the WorldInfo.CoverList linked list

PopupOffset[edit]

Type: Object.Vector

Modifiers: const


Default value:

Member Value
X 0.0
Y 0.0
Z 70.0

SlipDist[edit]

Type: float

Modifiers: const

Forward distance for checking cover slip links

Default value: 60.0

StandHeight[edit]

Type: float

Modifiers: const

Min height for nearby geometry to categorize as standing cover

Default value: 160.0

StandingLeanOffset[edit]

Type: Object.Vector

Modifiers: const


Default value:

Member Value
X 0.0
Y 78.0
Z 69.0

TurnDist[edit]

Type: float

Modifiers: const

Lateral distance for checking swat turn links

Default value: 512.0

Default values[edit]

Property Value
bBuildLongPaths False
bDestinationOnly True
bSpecialMove True
Components[4] CoverMeshComponent'CoverMesh'

Subobjects[edit]

Arrow[edit]

Class: Engine.ArrowComponent

Inherits from: NavigationPoint.Arrow

Property Value
ReplacementPrimitive None

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: NavigationPoint.CollisionCylinder

Property Value
CollisionHeight 58.0
CollisionRadius 48.0
ReplacementPrimitive None

CoverMesh[edit]

Class: Engine.CoverMeshComponent

Property Value
ReplacementPrimitive None

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite

Property Value
ReplacementPrimitive None
Sprite Texture2D'EditorMaterials.CoverIcons.CoverNodeNoneLocked'

Sprite2[edit]

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite2

Property Value
ReplacementPrimitive None

Enums[edit]

ECoverAction[edit]

Represents the current action this pawn is performing at the current cover node.

CA_Default 
Default no action
CA_BlindLeft 
Blindfiring to the left
CA_BlindRight 
Blindfiring to the right
CA_LeanLeft 
Leaning to the left
CA_LeanRight 
Leaning to the right
CA_PopUp 
Pop up, out of cover
CA_BlindUp 
Blind fire up
CA_PeekLeft 
AI Peek from cover options
CA_PeekRight 
CA_PeekUp 

ECoverDirection[edit]

Represents a direction associated with cover, for use with movement/camera/etc.

CD_Default 
CD_Left 
CD_Right 
CD_Up 

ECoverLocationDescription[edit]

Descriptive tags for a particular cover location. Could be used for custom dialogue, for instance.

CoverDesc_None 
CoverDesc_InWindow 
CoverDesc_InDoorway 
CoverDesc_BehindCar 
CoverDesc_BehindTruck 
CoverDesc_OnTruck 
CoverDesc_BehindBarrier 
CoverDesc_BehindColumn 
CoverDesc_BehindCrate 
CoverDesc_BehindWall 
CoverDesc_BehindStatue 
CoverDesc_BehindSandbags 

ECoverType[edit]

Represents what type of cover this node provides.

CT_None 
Default, no cover
CT_Standing 
Full standing cover
CT_MidLevel 
Mid-level crouch cover, stand to fire

Structs[edit]

See CoverLink structs.

Functions[edit]

Native functions[edit]

AddCoverSlot[edit]

native final function int AddCoverSlot (Object.Vector SlotLocation, Object.Rotator SlotRotation, optional int SlotIdx, optional bool bForceSlotUpdate)


AutoAdjustSlot[edit]

native final function bool AutoAdjustSlot (int SlotIdx, bool bOnlyCheckLeans)

Auto-adjusts the slot orientation/location to the nearest geometry, as well as determine leans and cover type. Returns TRUE if the cover type changed.

FindSlots[edit]

simulated native final function bool FindSlots (Object.Vector CheckLocation, float MaxDistance, out int LeftSlotIdx, out int RightSlotIdx)

Finds the current set of slots the specified point is between. Returns true if a valid slot set was found.

GetFireLinkTo[edit]

native noexport function bool GetFireLinkTo (int SlotIdx, CoverInfo ChkCover, ECoverAction ChkAction, ECoverType ChkType, out int out_FireLinkIdx, out array<intout_Items)

Searches for a fire link to the specified cover/slot and returns the cover actions.

GetLocationDescription[edit]

simulated native final function ECoverLocationDescription GetLocationDescription (int SlotIdx)


GetSlotActions[edit]

native final function GetSlotActions (int SlotIdx, out array<ECoverActionActions)

Returns a list of AI actions possible from this slot

GetSlotIdxToLeft[edit]

simulated native final function int GetSlotIdxToLeft (int SlotIdx, optional int Cnt)


GetSlotIdxToRight[edit]

simulated native final function int GetSlotIdxToRight (int SlotIdx, optional int Cnt)


GetSlotLocation[edit]

simulated native final function Object.Vector GetSlotLocation (int SlotIdx, optional bool bForceUseOffset)

Returns the world location of the requested slot.

GetSlotMarker[edit]

simulated native final function CoverSlotMarker GetSlotMarker (int SlotIdx)

Returns reference to the slot marker navigation point

GetSlotRotation[edit]

simulated native final function Object.Rotator GetSlotRotation (int SlotIdx, optional bool bForceUseOffset)

Returns the world rotation of the requested slot.

GetSlotViewPoint[edit]

simulated native final function Object.Vector GetSlotViewPoint (int SlotIdx, optional ECoverType Type, optional ECoverAction Action)

Returns the world location of the default viewpoint for the specified slot.

HasFireLinkTo[edit]

native noexport function bool HasFireLinkTo (int SlotIdx, CoverInfo ChkCover, optional bool bAllowFallbackLinks)

Searches for a valid fire link to the specified cover/slot. NOTE: marked noexport until 'optional out int' is fixed in the exporter

IsEdgeSlot[edit]

simulated native final function bool IsEdgeSlot (int SlotIdx, optional bool bIgnoreLeans)

Return true if the specified slot is an edge, signifying "End Of Cover".

IsEnabled[edit]

native final function bool IsEnabled ()


IsExposedTo[edit]

simulated native final function bool IsExposedTo (int SlotIdx, CoverInfo ChkSlot, out float out_ExposedScale)


IsLeftEdgeSlot[edit]

simulated native final function bool IsLeftEdgeSlot (int SlotIdx, bool bIgnoreLeans)


IsRightEdgeSlot[edit]

simulated native final function bool IsRightEdgeSlot (int SlotIdx, bool bIgnoreLeans)


IsValidClaim[edit]

final native function bool IsValidClaim (Pawn ChkClaim, int SlotIdx, optional bool bSkipTeamCheck, optional bool bSkipOverlapCheck)

Returns true if the specified controller is able to claim the slot.

Events[edit]

Claim[edit]

simulated final event bool Claim (Pawn NewClaim, int SlotIdx)

Asserts a claim on this link by the specified controller.

GetDebugAbbrev[edit]

simulated event string GetDebugAbbrev ()

Overrides: NavigationPoint.GetDebugAbbrev

(Description copied from NavigationPoint.GetDebugAbbrev)


Returns:

Debug abbrev for hud printing

GetDebugString[edit]

simulated final event string GetDebugString (int SlotIdx)


SetDisabled[edit]

simulated event SetDisabled (bool bNewDisabled)

Enable/disable the entire CoverLink.

SetInvalidUntil[edit]

simulated final event SetInvalidUntil (int SlotIdx, float TimeToBecomeValid)


SetSlotEnabled[edit]

simulated event SetSlotEnabled (int SlotIdx, bool bEnable)

Enable/disable a particular cover slot.

ShutDown[edit]

simulated event ShutDown ()

Overrides: NavigationPoint.ShutDown

ShutDown an actor.

Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


UnClaim[edit]

simulated final event bool UnClaim (Pawn OldClaim, int SlotIdx, bool bUnclaimAll)

Removes any claims the specified controller has on this link.

Other instance functions[edit]

AllowLeftTransition[edit]

simulated final function bool AllowLeftTransition (int SlotIdx)


AllowRightTransition[edit]

simulated final function bool AllowRightTransition (int SlotIdx)


ApplyCheckpointRecord[edit]

function ApplyCheckpointRecord (const out NavigationPoint.CheckpointRecord Record)

Overrides: NavigationPoint.ApplyCheckpointRecord


CreateCheckpointRecord[edit]

function CreateCheckpointRecord (out NavigationPoint.CheckpointRecord Record)

Overrides: NavigationPoint.CreateCheckpointRecord


GetSwatTurnTarget[edit]

simulated function bool GetSwatTurnTarget (int SlotIdx, int Direction, out CoverReference out_Info)


IsStationarySlot[edit]

simulated final function bool IsStationarySlot (int SlotIdx)

Checks to see if the specified slot support stationary cover actions.

NotifySlotOwnerCoverDisabled[edit]

simulated function NotifySlotOwnerCoverDisabled (int SlotIdx)


OnModifyCover[edit]

function OnModifyCover (SeqAct_ModifyCover Action)

Handle modify action by enabling/disabling the list of slots, or auto adjusting.

OnToggle[edit]

function OnToggle (SeqAct_Toggle inAction)

Overrides: NavigationPoint.OnToggle

Overridden to disable all slots when toggled off.