UE3:UTEnergyShield (UT3)

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UT3 Object >> Actor >> UTDeployedActor >> UTEnergyShield
Package:
UTGameContent

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties

DestroySound

Type: SoundCue

sounds to play

Default value: SoundCue'A_Pickups_Deployables.ShieldGenerator.ShieldGenerator_CloseCue'

PanelDestroySound

Type: SoundCue

sounds to play

Default value: SoundCue'A_Pickups_Deployables.ShieldGenerator.ShieldGenerator_PanelBlowCue'

ShieldBase

Type: SkeletalMeshComponent


Default value: SkeletalMeshComponent'DeployableMesh'

ShieldEffect

Type: UTParticleSystemComponent

shield generation effect

Default value: UTParticleSystemComponent'ShieldEffect'

ShieldHealth

Type: int

Array of current health of each shield piece

Default value: 4000

ShieldMesh

Type: StaticMeshComponent

shield mesh (has collision)

Default value: StaticMeshComponent'ShieldMesh'

SpawnSound

Type: SoundCue

sounds to play

Default value: SoundCue'A_Pickups_Deployables.ShieldGenerator.ShieldGenerator_OpenCue'

Default values

Subobjects

AmbientComponent

Class: Engine.AudioComponent

Property Value
bAutoPlay True
bShouldRemainActiveIfDropped True
bStopWhenOwnerDestroyed True
SoundCue SoundCue'A_Pickups_Deployables.ShieldGenerator.ShieldGenerator_OutsideLoopCue'

AmbientSoundComponent

Class: Engine.AudioComponent

Property Value
bShouldRemainActiveIfDropped True
bStopWhenOwnerDestroyed True
SoundCue SoundCue'A_Vehicle_Paladin.SoundCues.A_Vehicle_Paladin_ShieldAmbient'

DeployableMesh

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

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTDeployedActor.DeployedLightEnvironment

No new values.

ShieldEffect

Class: UTGame.UTParticleSystemComponent

Property Value
bAutoActivate False
Template ParticleSystem'PICKUPS.Deployables.Effects.P_Deployables_Shield_Projector'

ShieldMesh

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

Events

Destroyed

simulated event Destroyed ()

Overrides: UTDeployedActor.Destroyed


Landed

event Landed (Object.Vector HitNormal, Actor HitActor)

Overrides: Actor.Landed


PostBeginPlay

event PostBeginPlay ()

Overrides: UTDeployedActor.PostBeginPlay


TakeDamage

event TakeDamage (int DamageAmount, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

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

PerformDeploy

simulated function PerformDeploy ()

Overrides: UTDeployedActor.PerformDeploy