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UE3:CoverLink structs (UT3)

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UT3 Object >> Actor >> NavigationPoint >> CoverLink (structs)
CoverLink structs in other games:
UDK

Structs[edit]

CoverInfo[edit]

Modifiers: native

Utility struct for referencing cover link slots.

CoverLink Link 
int SlotIdx 

CoverReference[edit]

Extends: Actor.NavReference

Modifiers: native

int SlotIdx 
Slot referenced in the link
int Direction 
Direction, used for swat/slip

CoverSlot[edit]

Modifiers: native

Contains information for a cover slot that a player can occupy

Controller SlotOwner 
Current owner of this slot
ECoverType ForceCoverType 
Gives LDs ability to force the type - CT_None == auto find
ECoverType CoverType 
Type of cover this slot provides
Object.Vector LocationOffset 
Offset from node location for this slot
Object.Rotator RotationOffset 
Offset from node rotation for this slot
array<FireLink> FireLinks 
List of all attackable nodes
array<FireLink> ForcedFireLinks 
array<CoverInfo> RejectedFireLinks 
List of coverlinks/slots that couldn't be shot at - used by COVERLINK_DYNAMIC
array<CoverReference> ExposedFireLinks 
List of targets that are flanked by this slot
array<Actor.NavReference> DangerLinks 
List of nav points that are dangerous to path through when this slot is occupied
CoverReference MantleTarget 
Link/slot info about where this slot can mantle to
array<CoverReference> TurnTarget 
Fixme: can't these be a static 2 element array and eliminate the direction parameter in CoverReference?
array<CoverReference> SlipTarget 
Info about where cover slip can move to
array<CoverReference> OverlapClaims 
List of cover slots that should be claimed when this slot is claimed

because they are overlapping

bool bLeanLeft 
Can we lean left/right to shoot from this slot?
bool bLeanRight 
Can we lean left/right to shoot from this slot?
bool bCanPopUp 
Can we popup?
bool bCanMantle 
Can we mantle over this cover?
bool bCanCoverSlip_Left 
Can cover slip at this slot?
bool bCanCoverSlip_Right 
Can cover slip at this slot?
bool bCanSwatTurn_Left 
Can swat turn at this slot?
bool bCanSwatTurn_Right 
Can swat turn at this slot?
bool bEnabled 
Is this slot currently enabled?
bool bAllowPopup 
Is popping up allowed for midlevel/crouching cover?
bool bAllowMantle 
Is mantling allowed here?
bool bAllowCoverSlip 
Is cover slip allowed?
bool bAllowClimbUp 
Is climbing up allowed here?
bool bAllowSwatTurn 
Is swat turn allowed?
bool bSelected 
Is this slot currently selected for editing?
float LeanTraceDist 
How far auto adjust code traces forward from lean fire point

to determine if the lean has a valid fire line

CoverSlotMarker SlotMarker 
Slot marker to allow the slot to exist on the navigation network

Default values:

Property Value
bAllowClimbUp False
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

CovPosInfo[edit]

Modifiers: native

Utility struct to reference a position in cover

CoverLink Link 
CoverLink holding cover position
int LtSlotIdx 
Index of left bounding slot
int RtSlotIdx 
Index of right bounding slot
float LtToRtPct 
Pct of distance Location is, between left and right slots
Object.Vector Location 
Location in cover
Object.Vector Normal 
Normal vector, used to define direction. Pointing from Location away from Wall.
Object.Vector Tangent 
Tangent vector, gives alignement of cover. With multiple slots cover, this gives the direction from Left to Right slots.

Default values:

Property Value
LtSlotIdx -1
LtToRtPct 0.0
RtSlotIdx -1

FireLink[edit]

Modifiers: native

Contains information about what other cover nodes this node is capable of firing on.

array<ECoverAction> CoverActions 
Acceptable methods of attack to use when engaging the target link
ECoverType CoverType 
Type of cover for these links

(ie can be CT_MidLevel even in a standing slot)

Actor.NavReference TargetLink 
Target link
int TargetSlotIdx 
Target link slot
Object.Vector LastLinkLocation 
Location of the TargetLink when this FireLink was created/updated (Used for tracking CoverLink_Dynamic)
bool bFallbackLink 
Is this link considered a fallback link? (Shouldn't be desired, but is acceptable)

TargetInfo[edit]

Modifiers: native

Actor Target 
int SlotIdx 
Used if Target is a CoverLink
int Direction 
-1 -> Left, 0 -> Center, +1 -> Right