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UE3:CoverLink (UT3)

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UT3 Object >> Actor >> NavigationPoint >> CoverLink
Package: 
Engine
This class in other games:
UDK

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Constants

COVERLINK_ExposureDot

Value: 0.4f


COVERLINK_EdgeCheckDot

Value: 0.25f


COVERLINK_EdgeExposureDot

Value: 0.85f


COVERLINK_DangerDist

Value: 1536.f


Properties

Property group 'CoverLink'

bAutoAdjust

Type: bool

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

Default value: True

bCircular

Type: bool

Is this circular cover?

bClaimAllSlots

Type: bool

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

bDisabled

Type: bool

Whether cover link is disabled

bLooped

Type: bool

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

bPlayerOnly

Type: bool

Is this cover restricted to player use?

MaxFireLinkDist

Type: float

Max trace dist for fire links to check

Default value: 2048.0

PerchWallHeight

Type: float

Modifiers: const

Default height for Perch walls

Default value: 160.0

PerchWallNudge

Type: float

Modifiers: const

Allow a little error, we support walls slightly higher or lower.

Default value: 4.0

Slots

Type: array<CoverSlot>

Modifiers: editinline

All slots linked to this node

Default value:

Member Value
bAllowCoverSlip True
bAllowMantle True
bAllowPopup True
bAllowSwatTurn True
bCanCoverSlip_Left True
bCanCoverSlip_Right True
bCanMantle True
bCanSwatTurn_Left True
bCanSwatTurn_Right True
bEnabled True
LeanTraceDist 64.0
LocationOffset
Member Value
X 64.0
Y 0.0
Z 0.0

Internal variables

AlignDist

Type: float

Modifiers: const

Distance used when aligning to nearby surfaces

Default value: 34.0

bAutoSort

Type: bool

Allow auto-sorting of the Slots array

Default value: True

bDynamicCover

Type: bool

This cover is dynamic

CircularOrigin

Type: Object.Vector

Modifiers: const

Origin for circular cover

CircularRadius

Type: float

Modifiers: const

Radius for circular cover

Claims

Type: array<Controller>

List of all players using this cover

CrouchLeanOffset

Type: Object.Vector

Modifiers: const


Default value:

Member Value
X 0.0
Y 70.0
Z 19.0

MidHeight

Type: float

Modifiers: const

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

Default value: 70.0

NextCoverLink

Type: CoverLink

Modifiers: const

Used for the WorldInfo.CoverList linked list

PopupOffset

Type: Object.Vector

Modifiers: const


Default value:

Member Value
X 0.0
Y 0.0
Z 70.0

SlipDist

Type: float

Modifiers: const

Forward distance for checking cover slip links

Default value: 152.0

StandHeight

Type: float

Modifiers: const

Min height for nearby geometry to categorize as standing cover

Default value: 130.0

StandingLeanOffset

Type: Object.Vector

Modifiers: const


Default value:

Member Value
X 0.0
Y 78.0
Z 69.0

TurnDist

Type: float

Modifiers: const

Lateral distance for checking swat turn links

Default value: 512.0

Default values

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

Subobjects

Arrow

Class: Engine.ArrowComponent

Inherits from: NavigationPoint.Arrow

No new values.

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: NavigationPoint.CollisionCylinder

Property Value
CollisionHeight 58.0
CollisionRadius 48.0

CoverMesh

Class: Engine.CoverMeshComponent

Property Value
bUsePrecomputedShadows False

Sprite

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite

Property Value
Sprite Texture2D'EngineResources.CoverNodeNone'

Sprite2

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite2

No new values.

Enums

ECoverAction

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_StepLeft 
Stepping out to the left
CA_StepRight 
Stepping out 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

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

CD_Default 
CD_Left 
CD_Right 
CD_Up 

ECoverType

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

See CoverLink structs.

Functions

Native functions

AddCoverSlot

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


AutoAdjustSlot

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

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

native noexport function bool GetFireLinkTo (int SlotIdx, CoverInfo ChkCover, ECoverType Type, out array<ECoverActionActions)

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

GetSlotActions

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

Returns a list of AI actions possible from this slot

GetSlotLocation

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

Returns the world location of the requested slot.

GetSlotMarker

simulated native final function CoverSlotMarker GetSlotMarker (int SlotIdx)

Returns reference to the slot marker navigation point

GetSlotRotation

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

Returns the world rotation of the requested slot.

GetSlotViewPoint

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

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

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

IsEdgeSlot

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

native final function bool IsEnabled ()


IsExposedTo

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


IsLeftEdgeSlot

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


IsRightEdgeSlot

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


IsValidClaim

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

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

Events

Claim

final event bool Claim (Controller NewClaim, int SlotIdx)

Asserts a claim on this link by the specified controller.

SetDisabled

simulated event SetDisabled (bool bNewDisabled)

Enable/disable the entire CoverLink.

SetSlotEnabled

simulated event SetSlotEnabled (int SlotIdx, bool bEnable)

Enable/disable a particular cover slot.

Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


UnClaim

final event bool UnClaim (Controller OldClaim, int SlotIdx, bool bUnclaimAll)

Removes any claims the specified controller has on this link.

Other instance functions

AllowLeftTransition

simulated final function bool AllowLeftTransition (int SlotIdx)


AllowRightTransition

simulated final function bool AllowRightTransition (int SlotIdx)


GetSwatTurnTarget

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


IsStationarySlot

simulated final function bool IsStationarySlot (int SlotIdx)

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

OnModifyCover

function OnModifyCover (SeqAct_ModifyCover Action)

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

OnToggle

function OnToggle (SeqAct_Toggle inAction)

Overrides: NavigationPoint.OnToggle

Overridden to disable all slots when toggled off.