I'm a doctor, not a mechanic
UE3:UTDeployable (UT3)
- Package:
- UTGame
- Direct subclasses:
- UTDeployableSlowVolume, UTDeployableEMPMine, UTDeployableEnergyShield, UTDeployableShapedCharge, UTDeployableSpiderMineTrap, UTDeployableLinkGenerator, UTDeployableXRayVolumeBase
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'UTDeployable'[edit]
DeployCheckRadiusSq[edit]
Type: float
Radius to check against for other deployables nearby
Default value: 1440000.0
Internal variables[edit]
bDelayRespawn[edit]
Type: bool
if true, factory delays respawn countdown until this deployable is used
Default value: True
DeployedActorClass[edit]
Type: class<UTDeployedActor>
class of deployable actor to spawn
DeployFailedSoundCue[edit]
Type: SoundCue
Factory[edit]
Type: UTDeployablePickupFactory
the factory that spawned this deployable
PreviewScale[edit]
Type: float
Scale for deployable when being scaled for a preview in a stealth vehicle
Default value: 1.0
TossMag[edit]
Type: float
Toss strength when throwing out deployable
Default value: 500.0
Default values[edit]
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
AIRating | 0.6 | ||||||||||
AmmoCount | 1 | ||||||||||
bExportMenuData | False | ||||||||||
FireInterval[0] | 0.25 | ||||||||||
FireInterval[1] | 0.25 | ||||||||||
IconCoordinates |
|
||||||||||
InventoryGroup | 11 | ||||||||||
NeedToPickUpAnnouncement |
|
||||||||||
WeaponFireTypes[0] | EWFT_Custom | ||||||||||
WeaponFireTypes[1] | EWFT_None |
Subobjects[edit]
FirstPersonMesh[edit]
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTWeapon.FirstPersonMesh
No new values.
PickupMesh[edit]
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeapon.PickupMesh
No new values.
Functions[edit]
Static functions[edit]
BotDesireability[edit]
Overrides: UTWeapon.BotDesireability
tell the bot how much it wants this weapon pickup called when the bot is trying to decide which inventory pickup to go after next
DeployablesNearby[edit]
GetTeamDeployable[edit]
InitPickupMesh[edit]
Events[edit]
Destroyed[edit]
Overrides: UTWeapon.Destroyed
Event called when weapon actor is destroyed
Other instance functions[edit]
AllowSwitchTo[edit]
Overrides: UTWeapon.AllowSwitchTo
(Description copied from UTWeapon.AllowSwitchTo)
called on both Instigator's current weapon and its pending weapon (if they exist)
Returns:
- whether Instigator is allowed to switch to NewWeapon
CanAttack[edit]
Overrides: UTWeapon.CanAttack
return false if out of range, can't see target, etc.
ClientDeployFailed[edit]
called to notify client of deploy failure
ClientWeaponSet[edit]
Overrides: UTWeapon.ClientWeaponSet
(Description copied from Weapon.ClientWeaponSet)
is called by the server to tell the client about potential weapon changes after the player runs over a weapon (the client decides whether to actually switch weapons or not. Network: LocalPlayer
Parameters:
- bOptionalSet - Set to true if the switch is optional. (simple weapon pickup and weight against current weapon).
CustomFire[edit]
Overrides: Weapon.CustomFire
If the weapon isn't an instant hit, or a simple projectile, it should use the tyoe EWFT_Custom. In those cases this function will be called. It should be subclassed by the custom weapon.
DenyPickupQuery[edit]
Overrides: UTWeapon.DenyPickupQuery
When you pickup an weapon, the inventory system has a chance to restrict the pickup.
Deploy[edit]
attempts to deploy the item
Returns:
- whether or not deploying was successful
DeployFailed[edit]
called when User tries to deploy us and fails for some reason
DrawWeaponCrosshair[edit]
Overrides: UTWeapon.DrawWeaponCrosshair
Draw the Crosshairs
GetAIRating[edit]
Overrides: Weapon.GetAIRating
AI interface
GetPhysicalFireStartLoc[edit]
Overrides: UTWeapon.GetPhysicalFireStartLoc
This function returns the world location for spawning the projectile, pulled in to the Pawn's collision along the AimDir direction.
MaxRange[edit]
Overrides: Weapon.MaxRange
Returns the Maximum Range for this weapon
RecommendObjective[edit]
Recommend an objective for player carrying this deployable
ShouldDeploy[edit]
called from bot's decision logic while this deployable is its Weapon
Returns:
- whether bot should deploy us right now
States[edit]
Inactive[edit]
state Inactive This state is the default state. It needs to make sure Zooming is reset when entering/leaving
Inherits from: UTWeapon.Inactive
Modifiers: auto
Inactive.BeginState[edit]
Overrides: UTWeapon.Inactive.BeginState
Clear out the PendingFires
WeaponEquipping[edit]
State WeaponEquipping The Weapon is in this state while transitioning from Inactive to Active state. Typically, the weapon will remain in this state while its selection animation is being played. While in this state, the weapon cannot be fired.
Inherits from: UTWeapon.WeaponEquipping
Modifiers: simulated
WeaponEquipping.WeaponEquipped[edit]
Overrides: Weapon.WeaponEquipping.WeaponEquipped