Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
Difference between revisions of "UE3:UTLinkGenerator (UT3)"
(Talk) |
m (1 revision: UT3 Titan Pack classes) |
(No difference)
|
Latest revision as of 01:31, 16 August 2009
Object >> Actor >> UTDeployedActor >> UTLinkGenerator |
Contents
- 1 Properties
- 1.1 AvailableCharge
- 1.2 BeamEmitter
- 1.3 BeamEndpointEffect
- 1.4 BeamEndpointTemplate
- 1.5 BeamPitchAdjust
- 1.6 BeamTemplate
- 1.7 DestroySound
- 1.8 DischargeEffect
- 1.9 EndPointParamName
- 1.10 HealAmountPerInterval
- 1.11 HealInterval
- 1.12 HitWallEffect
- 1.13 LastChargeLostTime
- 1.14 LastHealTime
- 1.15 LinkBeamColor
- 1.16 LinkBeamSystem
- 1.17 LinkDirection
- 1.18 LinkedTo
- 1.19 LinkLocation
- 1.20 LinkReset
- 1.21 MaxEffectDistSq
- 1.22 MaxRange
- 1.23 MyDamageType
- 1.24 RemainingCharge
- 1.25 ShieldBase
- 1.26 SpawnSound
- 1.27 WallHitTemplate
- 1.28 Default values
- 1.29 Subobjects
- 2 Functions
- Package:
- UTGame
- Direct subclasses:
- UTLinkGeneratorBlue, UTLinkGeneratorRed
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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 |
|
||||||||||
ModShadowFadeoutTime | 1.0 |
Functions[edit]
Events[edit]
CreateEndpoint[edit]
Destroyed[edit]
Overrides: UTDeployedActor.Destroyed
Landed[edit]
Overrides: Actor.Landed
PostBeginPlay[edit]
Overrides: UTDeployedActor.PostBeginPlay
SetImpactedActor[edit]
UnLink[edit]
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]
UpdateLink[edit]
Other instance functions[edit]
AddBeamEmitters[edit]
KillEndpointEffect[edit]
deactivates the beam endpoint effect, if present
PerformDeploy[edit]
Overrides: UTDeployedActor.PerformDeploy