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UE3:UTProj_SPMACamera (UT3)

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UT3 Object >> Actor >> Projectile >> UTProjectile >> UTProj_SPMACamera
Package: 
UTGame
Direct subclass:
UTProj_SPMACamera_Content

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

Properties

Property group 'UTProj_SPMACamera'

TrajectorySteps

Type: float


Default value: 1000.0

Internal variables

bDeployed

Type: bool

Modifiers: repnotify

Has this camera been deployed?

bDisconnected

Type: bool

Has this camera been disconnected?

bDisplayingArc

Type: bool


CameraViewOffset

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

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

Type: SoundCue


HoverJetsTemplate

Type: ParticleSystem

The Particle System to use when deployed.

InstigatorGun

Type: UTVWeap_SPMACannon

Quick access to the Gun that contols this to save on casting

LastMessageUpdateTime

Type: float

Last Time the ONS Messages were updated

LastTargetLocation

Type: Object.Vector

Holds the Location/Normal of the current target location. These are used in positioning the icons

LastTargetNormal

Type: Object.Vector

Play a nice screeching sound (not in WarnTarget because its meant only for on the 'jump')

LastTargetVelocity

Type: Object.Vector


MaxHeight

Type: float

The is the maximum height a bot will let this go

MaxTargetRange

Type: float

The maximum Target Range that this camera will trace to

Default value: 10240.0

Mesh

Type: SkeletalMeshComponent

The Mesh component for this camera so we can hide it when we deploy

PS_EndPointOffTarget

Type: ParticleSystem


PS_EndPointOnTarget

Type: ParticleSystem


PS_StartPoint

Type: ParticleSystem


PS_Trail

Type: ParticleSystem


PSC_EndPoint

Type: ParticleSystemComponent


PSC_StartPoint

Type: ParticleSystemComponent


PSC_Trail

Type: ParticleSystemComponent


ShotDownSound

Type: SoundCue


TargetRedirectDistance

Type: float

This holds the distance to which the camera will redirect avril shots to the SPMA

Default value: 512.0

Default values

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

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: UTProjectile.CollisionCylinder

No new values.

Functions

Native functions

GetCurrentTargetLocation

native final function Object.Vector GetCurrentTargetLocation (Controller C)


KillTrajectory

native simulated function KillTrajectory ()


SetTargetIndicator

native function SetTargetIndicator (bool bCanHit)

This function is also called from the gun. It's used to show the proper cursor.

SimulateTrajectory

native simulated function SimulateTrajectory (Object.Vector TossVelocity)


Events

Destroyed

simulated event Destroyed ()

Overrides: UTProjectile.Destroyed


GetHomingTarget

event Actor GetHomingTarget (UTProjectile Seeker, Controller InstigatedBy)

Overrides: UTProjectile.GetHomingTarget


PhysicsVolumeChange

event PhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Actor.PhysicsVolumeChange


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: UTProjectile.PostBeginPlay

When this actor begins its life, play any ambient sounds attached to it

ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent

We use RepNotify to make sure on remote clients, that we get the deploy right

SetUpSimulation

simulated event SetUpSimulation ()

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

simulated event ShutDown ()

Overrides: UTProjectile.Shutdown

Make sure when we shut down or get destroyed, that we disconnect

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

CalcCamera

simulated function bool CalcCamera (float fDeltaTime, out Object.Vector out_CamLoc, out Object.Rotator out_CamRot, out float out_FOV)

Overrides: UTProjectile.CalcCamera

Handle the Camera

CheckAIDeploy

function CheckAIDeploy ()

AI function that deploys the camera when it can see the AI's target

Deploy

function Deploy ()

This function server side function notifies the client and then tells the camera to deploy.

Network: ServerOnly

DeployCamera

simulated function DeployCamera ()

Deploy the camera

Network: All

Disconnect

simulated function Disconnect ()

This camera has been disconnected by the host SPMA

GetPawnOwner

simulated function Pawn GetPawnOwner ()

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

function bool IsStationary ()

Overrides: Projectile.IsStationary


ProcessTouch

simulated function ProcessTouch (Actor Other, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: UTProjectile.ProcessTouch


ResetAimEffects

simulated function ResetAimEffects ()


SendDeployMessage

simulated function SendDeployMessage ()

Look to see if any ONS SPMA Messages need to be displayed

ShowSelf

function ShowSelf (bool bCheckFOV)

reveals camera to AI, giving them an opportunity to target us

ShowSelfTimed

function ShowSelfTimed ()


StopsProjectile

simulated function bool StopsProjectile (Projectile P)

Overrides: Actor.StopsProjectile