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UE3:UTDeployable (UT3)
- Package:
- UTGame
- Direct subclasses:
- UTDeployableSlowVolume, UTDeployableEMPMine, UTDeployableEnergyShield, UTDeployableShapedCharge, UTDeployableSpiderMineTrap, UTDeployableLinkGenerator, UTDeployableXRayVolumeBase
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
Property group 'UTDeployable'
DeployCheckRadiusSq
Type: float
Radius to check against for other deployables nearby
Default value: 1440000.0
Internal variables
bDelayRespawn
Type: bool
if true, factory delays respawn countdown until this deployable is used
Default value: True
DeployedActorClass
Type: class<UTDeployedActor>
class of deployable actor to spawn
DeployFailedSoundCue
Type: SoundCue
Factory
Type: UTDeployablePickupFactory
the factory that spawned this deployable
PreviewScale
Type: float
Scale for deployable when being scaled for a preview in a stealth vehicle
Default value: 1.0
TossMag
Type: float
Toss strength when throwing out deployable
Default value: 500.0
Default values
Property | Value | ||||
---|---|---|---|---|---|
AIRating | 0.6 | ||||
AmmoCount | 1 | ||||
bExportMenuData | False | ||||
FireInterval[0] | 0.25 | ||||
FireInterval[1] | 0.25 | ||||
InventoryGroup | 11 | ||||
NeedToPickUpAnnouncement |
|
||||
WeaponFireTypes[0] | EWFT_Custom | ||||
WeaponFireTypes[1] | EWFT_None |
Subobjects
FirstPersonMesh
Class: UTGame.UTSkeletalMeshComponent
Inherits from: UTWeapon.FirstPersonMesh
No new values.
PickupMesh
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeapon.PickupMesh
No new values.
Functions
Static functions
BotDesireability
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
GetTeamDeployable
InitPickupMesh
Events
Destroyed
Overrides: UTWeapon.Destroyed
Event called when weapon actor is destroyed
Other instance functions
AllowSwitchTo
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
Overrides: UTWeapon.CanAttack
return false if out of range, can't see target, etc.
ClientDeployFailed
called to notify client of deploy failure
ClientWeaponSet
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
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
Overrides: UTWeapon.DenyPickupQuery
When you pickup an weapon, the inventory system has a chance to restrict the pickup.
Deploy
attempts to deploy the item
Returns:
- whether or not deploying was successful
DeployFailed
called when User tries to deploy us and fails for some reason
DrawWeaponCrosshair
Overrides: UTWeapon.DrawWeaponCrosshair
Draw the Crosshairs
GetAIRating
Overrides: Weapon.GetAIRating
AI interface
GetPhysicalFireStartLoc
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
Overrides: Weapon.MaxRange
Returns the Maximum Range for this weapon
RecommendObjective
Recommend an objective for player carrying this deployable
ShouldDeploy
called from bot's decision logic while this deployable is its Weapon
Returns:
- whether bot should deploy us right now
States
Inactive
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
Overrides: UTWeapon.Inactive.BeginState
Clear out the PendingFires
WeaponEquipping
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
Overrides: Weapon.WeaponEquipping.WeaponEquipped