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Difference between revisions of "UE3:UTProj SpiderMineBase (UT3)"

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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
  
 
==Properties==
 
==Properties==
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Initialize the Projectile
 
Initialize the Projectile
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====OnSameTeam====
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{{code|simulated function [[bool]] '''OnSameTeam''' ({{cl|Actor}} '''Other''')}}
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<!-- enter function description -->
  
 
====PlayAnim====
 
====PlayAnim====

Latest revision as of 05:30, 16 August 2009

UT3 Object >> Actor >> Projectile >> UTProjectile >> UTProj_SpiderMineBase
Package: 
UTGame
Direct subclass:
UTProj_SpiderMine

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

Properties[edit]

AttackScreechSoundComponent[edit]

Type: AudioComponent

The battle cry

bClosedDown[edit]

Type: bool


bGoToTargetLoc[edit]

Type: bool


bReturnedToTrap[edit]

Type: bool

set when the mine is being destroyed because it successfully returned to a trap (so don't play explosion effects)

bReturning[edit]

Type: bool

set when mine is trying to return to its trap

DetectionRange[edit]

Type: float

check for targets within this many units of us

Default value: 750.0

DetectionTimer[edit]

Type: float

check target every this many seconds

Default value: 0.5

HeightOffset[edit]

Type: float


KeepTargetExtraRange[edit]

Type: float

extra range beyond DetectionRange in which we keep an already acquired target

Default value: 250.0

Lifeline[edit]

Type: UTSpiderMineTrap

the UTSpiderMineTrap that this mine is bound to. If it becomes None, the mine will blow itself up The mine will return to it if it has nothing to do

Mesh[edit]

Type: SkeletalMeshComponent


MinSpiderFloorZ[edit]

Type: float

Minimum floor normal.Z that spider can walk on

Default value: 0.1

ReturnToTrapDelay[edit]

Type: float

mine starts returning to its trap (if it has one) after this many seconds of inactivity

Default value: 5.0

ScurryAnimRate[edit]

Type: float


Default value: 1.0

ScurrySpeed[edit]

Type: float


Default value: 525.0

TargetLoc[edit]

Type: Object.Vector


TargetLocFuzz[edit]

Type: int


Default value: 250

TargetPawn[edit]

Type: Pawn


TeamNum[edit]

Type: int


WalkingSoundComponent[edit]

Type: AudioComponent

looping walk sound

Default values[edit]

Property Value
bBlockActors True
bBounce True
bHardAttach True
bNetTemporary False
bProjTarget True
bSwitchToZeroCollision False
bUpdateSimulatedPosition True
Damage 95.0
DamageRadius 250.0
LifeSpan 0.0
MaxSpeed 800.0
MomentumTransfer 50000.0
Physics PHYS_Falling
RotationRate
Member Value
Pitch 20000
Roll 0
Yaw 0
Speed 800.0

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTProjectile.CollisionCylinder

No new values.

Functions[edit]

Events[edit]

Attach[edit]

simulated event Attach (Actor Other)

Overrides: Actor.Attach


Destroyed[edit]

simulated event Destroyed ()

Overrides: UTProjectile.Destroyed


Detach[edit]

simulated event Detach (Actor Other)

Overrides: Actor.Detach


HitWall[edit]

simulated singular event HitWall (Object.Vector HitNormal, Actor Wall, PrimitiveComponent WallComp)

Overrides: Projectile.HitWall


PhysicsVolumeChange[edit]

simulated event PhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Actor.PhysicsVolumeChange


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTProjectile.PostBeginPlay

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

ScriptGetTeamNum[edit]

simulated event byte ScriptGetTeamNum ()

Overrides: Actor.ScriptGetTeamNum


TakeDamage[edit]

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)

TornOff[edit]

simulated event TornOff ()

Overrides: UTProjectile.TornOff


Other instance functions[edit]

AcquireTarget[edit]

function AcquireTarget ()


AdjustSpeed[edit]

simulated function AdjustSpeed ()


Explode[edit]

simulated function Explode (Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: UTProjectile.Explode

Explode this Projectile

Init[edit]

function Init (Object.Vector Direction)

Overrides: UTProjectile.Init

Initialize the Projectile

OnSameTeam[edit]

simulated function bool OnSameTeam (Actor Other)


PlayAnim[edit]

simulated function PlayAnim (name NewAnim, float Rate, optional bool bLooped)


ProcessTouch[edit]

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

Overrides: UTProjectile.ProcessTouch


SetScurryTarget[edit]

function bool SetScurryTarget (Object.Vector NewTargetLoc, Pawn NewInstigator)

NewInstigator is asking the mine to go to NewTargetLoc

Returns:

whether the mine will follow the request

StopAnim[edit]

simulated function StopAnim ()


WarnTarget[edit]

function WarnTarget ()


States[edit]

Flying[edit]

Modifiers: auto

Flying.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

Flying.EndState[edit]

simulated event EndState (name NextStateName)

Overrides: Object.EndState (global)

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

Flying.HitWall[edit]

simulated event HitWall (Object.Vector HitNormal, Actor Wall, PrimitiveComponent WallComp)

Overrides: HitWall (global)


Flying.Landed[edit]

simulated event Landed (Object.Vector HitNormal, Actor FloorActor)

Overrides: UTProjectile.Landed (global)

Explode when the projectile comes to rest on the floor. It's called from the native physics processing functions. By default, when we hit the floor, we just explode.

OnGround[edit]

Modifiers: simulated

Ignores: HitWall, Landed

OnGround.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

OnGround.EndState[edit]

simulated event EndState (name NextStateName)

Overrides: Object.EndState (global)

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

OnGround.Timer[edit]

simulated event Timer ()

Overrides: Actor.Timer (global)


OnGround.ReturnToTrap[edit]

function ReturnToTrap ()

returns the spider mine to its trap, if it has one

OnGround.SetScurryTarget[edit]

function bool SetScurryTarget (Object.Vector NewTargetLoc, Pawn NewInstigator)

Overrides: SetScurryTarget (global)

(Description copied from UTProj_SpiderMineBase.SetScurryTarget)
NewInstigator is asking the mine to go to NewTargetLoc

Returns:

whether the mine will follow the request

Returning[edit]

Extends: Scurrying

Modifiers: simulated

Returning.BeginState[edit]

simulated event BeginState (name PrevStateName)

Overrides: Scurrying.BeginState

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

Returning.Bump[edit]

event Bump (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitNormal)

Overrides: Actor.Bump (global)


Returning.EndState[edit]

simulated event EndState (name NextStateName)

Overrides: Scurrying.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

Returning.Timer[edit]

simulated event Timer ()

Overrides: Scurrying.Timer


Scurrying[edit]

Modifiers: simulated

Scurrying.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

Scurrying.EndState[edit]

simulated event EndState (name NextStateName)

Overrides: Object.EndState (global)

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

Scurrying.Landed[edit]

simulated event Landed (Object.Vector HitNormal, Actor FloorActor)

Overrides: UTProjectile.Landed (global)

Explode when the projectile comes to rest on the floor. It's called from the native physics processing functions. By default, when we hit the floor, we just explode.

Scurrying.Timer[edit]

simulated event Timer ()

Overrides: Actor.Timer (global)


ScurryToTargetLoc[edit]

Extends: Scurrying

Modifiers: simulated

ScurryToTargetLoc.EndState[edit]

simulated event EndState (name NextStateName)

Overrides: Scurrying.EndState

Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.

ScurryToTargetLoc.Timer[edit]

simulated event Timer ()

Overrides: Scurrying.Timer


ScurryToTargetLoc.SetScurryTarget[edit]

function bool SetScurryTarget (Object.Vector NewTargetLoc, Pawn NewInstigator)

Overrides: SetScurryTarget (global)

(Description copied from UTProj_SpiderMineBase.SetScurryTarget)
NewInstigator is asking the mine to go to NewTargetLoc

Returns:

whether the mine will follow the request