Mostly Harmless

UE3:UTDeployable (UT3)

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UT3 Object >> Actor >> Inventory >> Weapon >> GameWeapon >> UTWeapon >> UTDeployable
Package: 
UTGame
Direct subclasses:
UTDeployableSlowVolume, UTDeployableEMPMine, UTDeployableEnergyShield, UTDeployableShapedCharge, UTDeployableSpiderMineTrap, UTDeployableLinkGenerator, UTDeployableXRayVolumeBase

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
Member Value
U 453.0
UL 135.0
V 327.0
VL 57.0
InventoryGroup 11
NeedToPickUpAnnouncement
Member Value
AnnouncementText "Grab the deployable."
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]

static function float BotDesireability (Actor PickupHolder, Pawn P, Controller C)

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]

static function bool DeployablesNearby (Actor MyActor, Object.Vector MyLocation, float CheckRadiusSq)


GetTeamDeployable[edit]

static function class<ActorGetTeamDeployable (int TeamNum)


InitPickupMesh[edit]

static function InitPickupMesh (PrimitiveComponent InMesh)


Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: UTWeapon.Destroyed

Event called when weapon actor is destroyed

Other instance functions[edit]

AllowSwitchTo[edit]

simulated function bool AllowSwitchTo (Weapon NewWeapon)

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]

function bool CanAttack (Actor Other)

Overrides: UTWeapon.CanAttack

return false if out of range, can't see target, etc.

ClientDeployFailed[edit]

reliable client function ClientDeployFailed (bool bDeployablesAreNearby)

called to notify client of deploy failure

ClientWeaponSet[edit]

reliable client function ClientWeaponSet (bool bOptionalSet)

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]

simulated function 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[edit]

function bool DenyPickupQuery (class<InventoryItemClass, Actor Pickup)

Overrides: UTWeapon.DenyPickupQuery

When you pickup an weapon, the inventory system has a chance to restrict the pickup.

Deploy[edit]

function bool Deploy ()

attempts to deploy the item

Returns:

whether or not deploying was successful

DeployFailed[edit]

function DeployFailed (optional bool bDeployablesAreNearby)

called when User tries to deploy us and fails for some reason

DrawWeaponCrosshair[edit]

simulated function DrawWeaponCrosshair (HUD HUD)

Overrides: UTWeapon.DrawWeaponCrosshair

Draw the Crosshairs

GetAIRating[edit]

function float GetAIRating ()

Overrides: Weapon.GetAIRating

AI interface

GetPhysicalFireStartLoc[edit]

simulated function Object.Vector GetPhysicalFireStartLoc (optional Object.Vector AimDir)

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]

simulated function float MaxRange ()

Overrides: Weapon.MaxRange

Returns the Maximum Range for this weapon

RecommendObjective[edit]

function UTGameObjective RecommendObjective (Controller C)

Recommend an objective for player carrying this deployable

ShouldDeploy[edit]

function bool ShouldDeploy (UTBot B)

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]

simulated event BeginState (name PreviousStateName)

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]

simulated function WeaponEquipped ()

Overrides: Weapon.WeaponEquipping.WeaponEquipped