My program doesn't have bugs. It just develops random features.
Difference between revisions of "UE3:DemoPlayerController (UT3)"
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! {{tl|ScreenShakeStruct||DemoCamMod_ScreenShake|Member}} | ! {{tl|ScreenShakeStruct||DemoCamMod_ScreenShake|Member}} | ||
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Latest revision as of 07:40, 23 May 2008
Object >> Actor >> Controller >> PlayerController >> GamePlayerController >> DemoPlayerController |
- Package:
- UTGame
- Known classes within DemoPlayerController:
- DemoKismetInputInteraction
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
DemoPlayerController Demo specific playercontroller implements physics spectating state for demoing purpose
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'DemoPlayerController'[edit]
ChangeHoldDistanceIncrement[edit]
Type: float
Default value: 50.0
ExplosionShake[edit]
Type: DemoCamMod_ScreenShake.ScreenShakeStruct
Default value:
Member | Value | ||||||||
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FOVAmplitude | 2.0 | ||||||||
FOVFrequency | 5.0 | ||||||||
LocAmplitude |
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LocFrequency |
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RotAmplitude |
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RotFrequency |
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TimeDuration | 1.0 |
HoldDistanceMax[edit]
Type: float
Default value: 750.0
HoldDistanceMin[edit]
Type: float
Default value: 50.0
ImpulseComponent[edit]
Type: RB_RadialImpulseComponent
Modifiers: const, editconst
Impulse component to trigger explosions
Default value: RB_RadialImpulseComponent'ImpulseComponent0'
PhysicsGrabber[edit]
Type: RB_Handle
Default value: RB_Handle'RB_Handle0'
ThrowImpulse[edit]
Type: float
Default value: 800.0
WeaponImpulse[edit]
Type: float
Add our screen shake modifier to the camera system
Default value: 600.0
Internal variables[edit]
HoldDistance[edit]
Type: float
HoldOrientation[edit]
Type: Object.Quat
LastPlayedCameraAnim[edit]
Type: CameraAnim
Modifiers: transient, protected
Ref to the last CameraAnim that was played via Kismet.
Default values[edit]
Property | Value |
---|---|
CameraClass | Class'UTGame.DemoPlayerCamera' |
Components[2] | RB_Handle'RB_Handle0' |
Components[3] | RB_RadialImpulseComponent'ImpulseComponent0' |
Subobjects[edit]
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: GamePlayerController.CollisionCylinder
No new values.
ImpulseComponent0[edit]
Class: Engine.RB_RadialImpulseComponent
Property | Value |
---|---|
ImpulseFalloff | RIF_Linear |
ImpulseRadius | 250.0 |
ImpulseStrength | 2000.0 |
RB_Handle0[edit]
Class: Engine.RB_Handle
No new values.
Sprite[edit]
Class: Engine.SpriteComponent
Inherits from: GamePlayerController.Sprite
No new values.
Functions[edit]
Exec functions[edit]
NextWeapon[edit]
Overrides: PlayerController.NextWeapon
PrevWeapon[edit]
Overrides: PlayerController.PrevWeapon
StartAltFire[edit]
Overrides: PlayerController.StartAltFire
StartFire[edit]
Overrides: PlayerController.StartFire
StopAltFire[edit]
Overrides: PlayerController.StopAltFire
TogglePhysicsMode[edit]
Switch between walking physics to flying
TriggerExplosion[edit]
Events[edit]
InitInputSystem[edit]
Overrides: PlayerController.InitInputSystem
PlayerTick[edit]
Overrides: PlayerController.PlayerTick
PlayerTick is only called if the PlayerController has a PlayerInput object. Therefore, it will not be called on servers for non-locally controlled playercontrollers
Other instance functions[edit]
CameraShake[edit]
Overrides: PlayerController.CameraShake
FIXMELAURENT: backward compatibilty with old camera shakes. (Used by AnimNotifies).
OnDemoCameraShake[edit]
OnPlayCameraAnim[edit]
OnStopCameraAnim[edit]
PlayCameraShake[edit]
Play Camera Shake
PlayLocalizedShake[edit]
States[edit]
PhysicsSpectator[edit]
Extends: PlayerController.BaseSpectating
Ignores: NotifyBump, PhysicsVolumeChange, SwitchToBestWeapon
PhysicsSpectator.BeginState[edit]
Overrides: PlayerController.BaseSpectating.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
PhysicsSpectator.EndState[edit]
Overrides: PlayerController.BaseSpectating.EndState
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
PhysicsSpectator.CanRestartPlayer[edit]
Overrides: PlayerController.CanRestartPlayer (global)
PhysicsSpectator.Jump[edit]
PhysicsSpectator.ServerChangeTeam[edit]
Overrides: PlayerController.ServerChangeTeam (global)
PhysicsSpectator.ServerRestartPlayer[edit]
Overrides: Controller.ServerRestartPlayer (global)
PhysicsSpectator.ServerSuicide[edit]
Overrides: PlayerController.ServerSuicide (global)
PhysicsSpectator.TogglePhysicsMode[edit]
Overrides: TogglePhysicsMode (global)
Switch between walking physics to flying
PlayerWaiting[edit]
Start as PhysicsSpectator by default
Inherits from: PlayerController.PlayerWaiting
Modifiers: auto