Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

Difference between revisions of "UE3:UTLinkGenerator (UT3)"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
(Talk)
 
m (1 revision: UT3 Titan Pack classes)
 
(No difference)

Latest revision as of 01:31, 16 August 2009

UT3 Object >> Actor >> UTDeployedActor >> UTLinkGenerator
Package: 
UTGame
Direct subclasses:
UTLinkGeneratorBlue, UTLinkGeneratorRed

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

AvailableCharge[edit]

Type: int


Default value: 500

BeamEmitter[edit]

Type: ParticleSystemComponent

Array size: 5

Beam emitters

BeamEndpointEffect[edit]

Type: UTEmitter

Array size: 5

emitter playing the endpoint effect

BeamEndpointTemplate[edit]

Type: ParticleSystem

templates for beam impact effect

BeamPitchAdjust[edit]

Type: int

Array size: 5


BeamTemplate[edit]

Type: ParticleSystem

The Particle System Template for the Beam

DestroySound[edit]

Type: SoundCue

sounds to play

DischargeEffect[edit]

Type: ParticleSystemComponent

Discharge effect

EndPointParamName[edit]

Type: name

The name of the EndPoint parameter

Default value: 'LinkBeamEnd'

HealAmountPerInterval[edit]

Type: float

Amount to heal vehicles at each interval

Default value: 10.0

HealInterval[edit]

Type: float

interval between giving health to vehicles

Default value: 0.2

HitWallEffect[edit]

Type: UTEmitter

Array size: 5


LastChargeLostTime[edit]

Type: float


LastHealTime[edit]

Type: float

Array size: 5


LinkBeamColor[edit]

Type: Object.Color

team based colors for altfire beam when targeting a teammate

LinkBeamSystem[edit]

Type: ParticleSystem

team based systems for altfire beam when targetting a teammate

LinkDirection[edit]

Type: Object.Vector

Array size: 5


LinkedTo[edit]

Type: UTVehicle

Array size: 5

Holds the actor that this weapon is linked to.

LinkLocation[edit]

Type: Object.Vector

Array size: 5


LinkReset[edit]

Type: float

Array size: 5


MaxEffectDistSq[edit]

Type: float

1.1 * Square(MaxRange)

Default value: 1210000.0

MaxRange[edit]

Type: float

Max range can heal vehicles

Default value: 1000.0

MyDamageType[edit]

Type: class<UTDamageType>

Damagetype when damaging enemy vehicles

RemainingCharge[edit]

Type: int

Array of current health of each shield piece

Default value: 1000

ShieldBase[edit]

Type: SkeletalMeshComponent


SpawnSound[edit]

Type: SoundCue

sounds to play

WallHitTemplate[edit]

Type: ParticleSystem


Default values[edit]

Property Value
bAlwaysRelevant True
bBlockActors False
bHardAttach True
bPushedByEncroachers False
Components[1] DynamicLightEnvironmentComponent'MyLightEnvironment'
LifeSpan 300.0

Subobjects[edit]

DeployedLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTDeployedActor.DeployedLightEnvironment

No new values.

MyLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Property Value
AmbientGlow
Member Value
A 1.0
B 0.3
G 0.3
R 0.3
ModShadowFadeoutTime 1.0

Functions[edit]

Events[edit]

CreateEndpoint[edit]

simulated event CreateEndpoint (int Index, Object.Vector EndPoint)


Destroyed[edit]

simulated event Destroyed ()

Overrides: UTDeployedActor.Destroyed


Landed[edit]

event Landed (Object.Vector HitNormal, Actor HitActor)

Overrides: Actor.Landed


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTDeployedActor.PostBeginPlay


SetImpactedActor[edit]

simulated event SetImpactedActor (int Index, Actor HitActor, Object.Vector HitLocation, Object.Vector HitNormal)


UnLink[edit]

simulated event UnLink (int Index)

Unlink this weapon from its parent. If bDelayed is true, it will give a short delay before unlinking to allow the player to re-establish the link

UpdateHealing[edit]

event UpdateHealing (int i)


UpdateLink[edit]

simulated event UpdateLink (UTVehicle UTV, int Index)


Other instance functions[edit]

AddBeamEmitters[edit]

simulated function AddBeamEmitters ()


KillEndpointEffect[edit]

simulated function KillEndpointEffect (int Index)

deactivates the beam endpoint effect, if present

PerformDeploy[edit]

simulated function PerformDeploy ()

Overrides: UTDeployedActor.PerformDeploy