Always snap to grid
Difference between revisions of "UE3:UTProj SPMACamera (UT3)"
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Latest revision as of 07:40, 23 May 2008
Object >> Actor >> Projectile >> UTProjectile >> UTProj_SPMACamera |
Contents
- 1 Properties
- 1.1 Property group 'UTProj_SPMACamera'
- 1.2 Internal variables
- 1.2.1 bDeployed
- 1.2.2 bDisconnected
- 1.2.3 bDisplayingArc
- 1.2.4 CameraViewOffset
- 1.2.5 CVScale
- 1.2.6 DeploySound
- 1.2.7 HoverJetsTemplate
- 1.2.8 InstigatorGun
- 1.2.9 LastMessageUpdateTime
- 1.2.10 LastTargetLocation
- 1.2.11 LastTargetNormal
- 1.2.12 LastTargetVelocity
- 1.2.13 MaxHeight
- 1.2.14 MaxTargetRange
- 1.2.15 Mesh
- 1.2.16 PS_EndPointOffTarget
- 1.2.17 PS_EndPointOnTarget
- 1.2.18 PS_StartPoint
- 1.2.19 PS_Trail
- 1.2.20 PSC_EndPoint
- 1.2.21 PSC_StartPoint
- 1.2.22 PSC_Trail
- 1.2.23 ShotDownSound
- 1.2.24 TargetRedirectDistance
- 1.3 Default values
- 1.4 Subobjects
- 2 Functions
- Package:
- UTGame
- Direct subclass:
- UTProj_SPMACamera_Content
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 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'UTProj_SPMACamera'[edit]
TrajectorySteps[edit]
Type: float
Default value: 1000.0
Internal variables[edit]
bDeployed[edit]
Type: bool
Modifiers: repnotify
Has this camera been deployed?
bDisconnected[edit]
Type: bool
Has this camera been disconnected?
bDisplayingArc[edit]
Type: bool
CameraViewOffset[edit]
Type: Object.Vector
The offest of the camera when in flight mode
Default value:
Member | Value |
---|---|
X | -256.0 |
Y | 0.0 |
Z | 128.0 |
CVScale[edit]
Type: float
Cheap and easy way to effect the slide in to the camera when deployed. We just interpolate this down to 0
Default value: 1.0
DeploySound[edit]
Type: SoundCue
HoverJetsTemplate[edit]
Type: ParticleSystem
The Particle System to use when deployed.
InstigatorGun[edit]
Type: UTVWeap_SPMACannon
Quick access to the Gun that contols this to save on casting
LastMessageUpdateTime[edit]
Type: float
Last Time the ONS Messages were updated
LastTargetLocation[edit]
Type: Object.Vector
Holds the Location/Normal of the current target location. These are used in positioning the icons
LastTargetNormal[edit]
Type: Object.Vector
Play a nice screeching sound (not in WarnTarget because its meant only for on the 'jump')
LastTargetVelocity[edit]
Type: Object.Vector
MaxHeight[edit]
Type: float
The is the maximum height a bot will let this go
MaxTargetRange[edit]
Type: float
The maximum Target Range that this camera will trace to
Default value: 10240.0
Mesh[edit]
Type: SkeletalMeshComponent
The Mesh component for this camera so we can hide it when we deploy
PS_EndPointOffTarget[edit]
Type: ParticleSystem
PS_EndPointOnTarget[edit]
Type: ParticleSystem
PS_StartPoint[edit]
Type: ParticleSystem
PS_Trail[edit]
Type: ParticleSystem
PSC_EndPoint[edit]
Type: ParticleSystemComponent
PSC_StartPoint[edit]
Type: ParticleSystemComponent
PSC_Trail[edit]
Type: ParticleSystemComponent
ShotDownSound[edit]
Type: SoundCue
TargetRedirectDistance[edit]
Type: float
This holds the distance to which the camera will redirect avril shots to the SPMA
Default value: 512.0
Default values[edit]
Property | Value |
---|---|
bAlwaysRelevant | True |
bCollideComplex | False |
bNetTemporary | False |
bProjTarget | True |
bRotationFollowsVelocity | True |
bSwitchToZeroCollision | False |
bUpdateSimulatedPosition | True |
Damage | 250.0 |
DamageRadius | 660.0 |
LifeSpan | 0.0 |
MaxSpeed | 4000.0 |
MessageClass | Class'UTGame.UTSPMAMessage' |
MomentumTransfer | 175000.0 |
Physics | PHYS_Falling |
Speed | 4000.0 |
TerminalVelocity | 4500.0 |
Subobjects[edit]
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: UTProjectile.CollisionCylinder
No new values.
Functions[edit]
Native functions[edit]
GetCurrentTargetLocation[edit]
KillTrajectory[edit]
SetTargetIndicator[edit]
This function is also called from the gun. It's used to show the proper cursor.
SimulateTrajectory[edit]
Events[edit]
Destroyed[edit]
Overrides: UTProjectile.Destroyed
GetHomingTarget[edit]
Overrides: UTProjectile.GetHomingTarget
PhysicsVolumeChange[edit]
Overrides: Actor.PhysicsVolumeChange
PostBeginPlay[edit]
Overrides: UTProjectile.PostBeginPlay
When this actor begins its life, play any ambient sounds attached to it
ReplicatedEvent[edit]
Overrides: Actor.ReplicatedEvent
We use RepNotify to make sure on remote clients, that we get the deploy right
SetUpSimulation[edit]
This is the function that will create all of the particle systems and emitters needed to draw the grenade aiming arc.
This is called each time we through and we cache the emitters and particle systems so we do not have to recreate them each time.
We want to call this set up function as we can get into the state where the last tick our emitters were valid or our virtual projectile was valid but now this tick it is not (the projectile falling out of the world will cause this to occur).
ShutDown[edit]
Overrides: UTProjectile.Shutdown
Make sure when we shut down or get destroyed, that we disconnect
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]
CalcCamera[edit]
Overrides: UTProjectile.CalcCamera
Handle the Camera
CheckAIDeploy[edit]
AI function that deploys the camera when it can see the AI's target
Deploy[edit]
This function server side function notifies the client and then tells the camera to deploy.
Network: ServerOnly
DeployCamera[edit]
Deploy the camera
Network: All
Disconnect[edit]
This camera has been disconnected by the host SPMA
GetPawnOwner[edit]
Overrides: UTProjectile.GetPawnOwner
(Description copied from UTProjectile.GetPawnOwner)
called when this Projectile is the ViewTarget of a local player
Returns:
- the Pawn to use for rendering HUD displays
IsStationary[edit]
Overrides: Projectile.IsStationary
ProcessTouch[edit]
Overrides: UTProjectile.ProcessTouch
ResetAimEffects[edit]
SendDeployMessage[edit]
Look to see if any ONS SPMA Messages need to be displayed
ShowSelf[edit]
reveals camera to AI, giving them an opportunity to target us
ShowSelfTimed[edit]
StopsProjectile[edit]
Overrides: Actor.StopsProjectile