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UE3:UTEnergyShield (UT3)
Object >> Actor >> UTDeployedActor >> UTEnergyShield |
Contents
- Package:
- UTGameContent
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
DestroySound[edit]
Type: SoundCue
sounds to play
Default value: SoundCue'A_Pickups_Deployables.ShieldGenerator.ShieldGenerator_CloseCue'
PanelDestroySound[edit]
Type: SoundCue
sounds to play
Default value: SoundCue'A_Pickups_Deployables.ShieldGenerator.ShieldGenerator_PanelBlowCue'
ShieldBase[edit]
Type: SkeletalMeshComponent
Default value: SkeletalMeshComponent'DeployableMesh'
ShieldEffect[edit]
Type: UTParticleSystemComponent
shield generation effect
Default value: UTParticleSystemComponent'ShieldEffect'
ShieldHealth[edit]
Type: int
Array of current health of each shield piece
Default value: 4000
ShieldMesh[edit]
Type: StaticMeshComponent
shield mesh (has collision)
Default value: StaticMeshComponent'ShieldMesh'
SpawnSound[edit]
Type: SoundCue
sounds to play
Default value: SoundCue'A_Pickups_Deployables.ShieldGenerator.ShieldGenerator_OpenCue'
Default values[edit]
Property | Value |
---|---|
bAlwaysRelevant | True |
bBlockActors | False |
bHardAttach | True |
bProjTarget | True |
bPushedByEncroachers | False |
CollisionComponent | SkeletalMeshComponent'DeployableMesh' |
Components[1] | AudioComponent'AmbientSoundComponent' |
Components[2] | SkeletalMeshComponent'DeployableMesh' |
Components[3] | StaticMeshComponent'ShieldMesh' |
Components[4] | UTParticleSystemComponent'ShieldEffect' |
Components[5] | AudioComponent'AmbientComponent' |
LifeSpan | 90.0 |
Subobjects[edit]
AmbientComponent[edit]
Class: Engine.AudioComponent
Property | Value |
---|---|
bAutoPlay | True |
bShouldRemainActiveIfDropped | True |
bStopWhenOwnerDestroyed | True |
SoundCue | SoundCue'A_Pickups_Deployables.ShieldGenerator.ShieldGenerator_OutsideLoopCue' |
AmbientSoundComponent[edit]
Class: Engine.AudioComponent
Property | Value |
---|---|
bShouldRemainActiveIfDropped | True |
bStopWhenOwnerDestroyed | True |
SoundCue | SoundCue'A_Vehicle_Paladin.SoundCues.A_Vehicle_Paladin_ShieldAmbient' |
DeployableMesh[edit]
Class: Engine.SkeletalMeshComponent
Property | Value |
---|---|
Animations | AnimNodeSequence'UTGameContent.Default__UTEnergyShield:MeshSequenceA' |
AnimSets[0] | AnimSet'PICKUPS.Deployables.Anims.K_Deployables_Shield' |
bUseAsOccluder | False |
CastShadow | False |
SkeletalMesh | SkeletalMesh'PICKUPS.Deployables.Mesh.SK_Deployables_Shield' |
DeployedLightEnvironment[edit]
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: UTDeployedActor.DeployedLightEnvironment
No new values.
ShieldEffect[edit]
Class: UTGame.UTParticleSystemComponent
Property | Value |
---|---|
bAutoActivate | False |
Template | ParticleSystem'PICKUPS.Deployables.Effects.P_Deployables_Shield_Projector' |
ShieldMesh[edit]
Class: Engine.StaticMeshComponent
Property | Value |
---|---|
bAcceptsLights | False |
BlockActors | False |
BlockRigidBody | False |
bUseAsOccluder | False |
CastShadow | False |
CollideActors | False |
HiddenGame | True |
Scale | 5.0 |
StaticMesh | StaticMesh'PICKUPS.Deployables.Mesh.S_Pickups_Shield_Deployable_Whole' |
Functions[edit]
Events[edit]
Destroyed[edit]
Overrides: UTDeployedActor.Destroyed
Landed[edit]
Overrides: Actor.Landed
PostBeginPlay[edit]
Overrides: UTDeployedActor.PostBeginPlay
TakeDamage[edit]
Overrides: Actor.TakeDamage
(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor
Parameters:
- Damage - the base damage to apply
- EventInstigator - the Controller responsible for the damage
- HitLocation - world location where the hit occurred
- Momentum - force caused by this hit
- DamageType - class describing the damage that was done
- HitInfo - additional info about where the hit occurred
- DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
Other instance functions[edit]
PerformDeploy[edit]
Overrides: UTDeployedActor.PerformDeploy