Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:UTDeployableEMPMine (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTDeployable >> UTDeployableEMPMine |
- Package:
- UTGameContent
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. |
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Default values[edit]
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
ArmsAnimSet | AnimSet'PICKUPS.Deployables.Anims.K_Deployables_EMP_Mine_1P_Arms' | ||||||||
AttachmentClass | Class'UTGameContent.UTAttachment_EMPMine' | ||||||||
DeployedActorClass | Class'UTGameContent.UTEMPMine' | ||||||||
DeployFailedSoundCue | SoundCue'A_Gameplay.ONS.A_GamePlay_ONS_CoreImpactShieldedCue' | ||||||||
FireOffset |
|
||||||||
ItemName | "EMP Mine" | ||||||||
NeedToPickUpAnnouncement |
|
||||||||
PickupMessage | "EMP Mine" | ||||||||
WeaponFireSnd[0] | SoundCue'A_Pickups_Deployables.EMPMine.EMPMine_DropCue' |
Subobjects[edit]
FirstPersonMesh[edit]
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTDeployable.FirstPersonMesh
Property | Value |
---|---|
Animations | AnimNodeSequence'UTGameContent.Default__UTDeployableEMPMine:MeshSequenceA' |
AnimSets[0] | AnimSet'PICKUPS.Deployables.Anims.K_Deployables_EMP_Mine_1P' |
bCastDynamicShadow | False |
bForceDirectLightMap | True |
bUseAsOccluder | False |
FOV | 60.0 |
SkeletalMesh | SkeletalMesh'PICKUPS.Deployables.Mesh.SK_Deployables_EMP_Mine' |
PickupMesh[edit]
Class: Engine.SkeletalMeshComponent
Inherits from: UTDeployable.PickupMesh
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
SkeletalMesh | SkeletalMesh'PICKUPS.Deployables.Mesh.SK_Deployables_EMP_Mine' | ||||||||
Translation |
|
Instance functions[edit]
ShouldDeploy[edit]
Overrides: UTDeployable.ShouldDeploy
(Description copied from UTDeployable.ShouldDeploy)
called from bot's decision logic while this deployable is its Weapon
Returns:
- whether bot should deploy us right now