My program doesn't have bugs. It just develops random features.

UE3:UTLinkGenerator (UT3)

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

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

Properties

AvailableCharge

Type: int


Default value: 500

BeamEmitter

Type: ParticleSystemComponent

Array size: 5

Beam emitters

BeamEndpointEffect

Type: UTEmitter

Array size: 5

emitter playing the endpoint effect

BeamEndpointTemplate

Type: ParticleSystem

templates for beam impact effect

BeamPitchAdjust

Type: int

Array size: 5


BeamTemplate

Type: ParticleSystem

The Particle System Template for the Beam

DestroySound

Type: SoundCue

sounds to play

DischargeEffect

Type: ParticleSystemComponent

Discharge effect

EndPointParamName

Type: name

The name of the EndPoint parameter

Default value: 'LinkBeamEnd'

HealAmountPerInterval

Type: float

Amount to heal vehicles at each interval

Default value: 10.0

HealInterval

Type: float

interval between giving health to vehicles

Default value: 0.2

HitWallEffect

Type: UTEmitter

Array size: 5


LastChargeLostTime

Type: float


LastHealTime

Type: float

Array size: 5


LinkBeamColor

Type: Object.Color

team based colors for altfire beam when targeting a teammate

LinkBeamSystem

Type: ParticleSystem

team based systems for altfire beam when targetting a teammate

LinkDirection

Type: Object.Vector

Array size: 5


LinkedTo

Type: UTVehicle

Array size: 5

Holds the actor that this weapon is linked to.

LinkLocation

Type: Object.Vector

Array size: 5


LinkReset

Type: float

Array size: 5


MaxEffectDistSq

Type: float

1.1 * Square(MaxRange)

Default value: 1210000.0

MaxRange

Type: float

Max range can heal vehicles

Default value: 1000.0

MyDamageType

Type: class<UTDamageType>

Damagetype when damaging enemy vehicles

RemainingCharge

Type: int

Array of current health of each shield piece

Default value: 1000

ShieldBase

Type: SkeletalMeshComponent


SpawnSound

Type: SoundCue

sounds to play

WallHitTemplate

Type: ParticleSystem


Default values

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

Subobjects

DeployedLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTDeployedActor.DeployedLightEnvironment

No new values.

MyLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

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

Functions

Events

CreateEndpoint

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


Destroyed

simulated event Destroyed ()

Overrides: UTDeployedActor.Destroyed


Landed

event Landed (Object.Vector HitNormal, Actor HitActor)

Overrides: Actor.Landed


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: UTDeployedActor.PostBeginPlay


SetImpactedActor

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


UnLink

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

event UpdateHealing (int i)


UpdateLink

simulated event UpdateLink (UTVehicle UTV, int Index)


Other instance functions

AddBeamEmitters

simulated function AddBeamEmitters ()


KillEndpointEffect

simulated function KillEndpointEffect (int Index)

deactivates the beam endpoint effect, if present

PerformDeploy

simulated function PerformDeploy ()

Overrides: UTDeployedActor.PerformDeploy