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UE3:UTProj_SPMACamera (UT3)
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
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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 |
---|---|
000000,Y | |
000000,Z | |
X | -256.0 |
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
KillTrajectory
SetTargetIndicator
This function is also called from the gun. It's used to show the proper cursor.
SimulateTrajectory
Events
Destroyed
Overrides: UTProjectile.Destroyed
GetHomingTarget
Overrides: UTProjectile.GetHomingTarget
PhysicsVolumeChange
Overrides: Actor.PhysicsVolumeChange
PostBeginPlay
Overrides: UTProjectile.PostBeginPlay
When this actor begins its life, play any ambient sounds attached to it
ReplicatedEvent
Overrides: Actor.ReplicatedEvent
We use RepNotify to make sure on remote clients, that we get the deploy right
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
Overrides: UTProjectile.Shutdown
Make sure when we shut down or get destroyed, that we disconnect
TakeDamage
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
Overrides: UTProjectile.CalcCamera
Handle the Camera
CheckAIDeploy
AI function that deploys the camera when it can see the AI's target
Deploy
This function server side function notifies the client and then tells the camera to deploy.
Network: ServerOnly
DeployCamera
Deploy the camera
Network: All
Disconnect
This camera has been disconnected by the host SPMA
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
Overrides: Projectile.IsStationary
ProcessTouch
Overrides: UTProjectile.ProcessTouch
ResetAimEffects
SendDeployMessage
Look to see if any ONS SPMA Messages need to be displayed
ShowSelf
reveals camera to AI, giving them an opportunity to target us
ShowSelfTimed
StopsProjectile
Overrides: Actor.StopsProjectile