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UE3:UTProj_SpiderMineBase (UT3)

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

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

Properties

AttackScreechSoundComponent

Type: AudioComponent

The battle cry

bClosedDown

Type: bool


bGoToTargetLoc

Type: bool


bReturnedToTrap

Type: bool

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

bReturning

Type: bool

set when mine is trying to return to its trap

DetectionRange

Type: float

check for targets within this many units of us

Default value: 750.0

DetectionTimer

Type: float

check target every this many seconds

Default value: 0.5

HeightOffset

Type: float


KeepTargetExtraRange

Type: float

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

Default value: 250.0

Lifeline

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

Type: SkeletalMeshComponent


MinSpiderFloorZ

Type: float

Minimum floor normal.Z that spider can walk on

Default value: 0.1

ReturnToTrapDelay

Type: float

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

Default value: 5.0

ScurryAnimRate

Type: float


Default value: 1.0

ScurrySpeed

Type: float


Default value: 525.0

TargetLoc

Type: Object.Vector


TargetLocFuzz

Type: int


Default value: 250

TargetPawn

Type: Pawn


TeamNum

Type: int


WalkingSoundComponent

Type: AudioComponent

looping walk sound

Default values

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

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: UTProjectile.CollisionCylinder

No new values.

Functions

Events

Attach

simulated event Attach (Actor Other)

Overrides: Actor.Attach


Destroyed

simulated event Destroyed ()

Overrides: UTProjectile.Destroyed


Detach

simulated event Detach (Actor Other)

Overrides: Actor.Detach


HitWall

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

Overrides: Projectile.HitWall


PhysicsVolumeChange

simulated 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

ScriptGetTeamNum

simulated event byte ScriptGetTeamNum ()

Overrides: Actor.ScriptGetTeamNum


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)

TornOff

simulated event TornOff ()

Overrides: UTProjectile.TornOff


Other instance functions

AcquireTarget

function AcquireTarget ()


AdjustSpeed

simulated function AdjustSpeed ()


Explode

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

Overrides: UTProjectile.Explode

Explode this Projectile

Init

function Init (Object.Vector Direction)

Overrides: UTProjectile.Init

Initialize the Projectile

OnSameTeam

simulated function bool OnSameTeam (Actor Other)


PlayAnim

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


ProcessTouch

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

Overrides: UTProjectile.ProcessTouch


SetScurryTarget

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

simulated function StopAnim ()


WarnTarget

function WarnTarget ()


States

Flying

Modifiers: auto

Flying.BeginState

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

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

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

Overrides: HitWall (global)


Flying.Landed

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

Modifiers: simulated

Ignores: HitWall, Landed

OnGround.BeginState

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

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

simulated event Timer ()

Overrides: Actor.Timer (global)


OnGround.ReturnToTrap

function ReturnToTrap ()

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

OnGround.SetScurryTarget

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

Extends: Scurrying

Modifiers: simulated

Returning.BeginState

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

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

Overrides: Actor.Bump (global)


Returning.EndState

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

simulated event Timer ()

Overrides: Scurrying.Timer


Scurrying

Modifiers: simulated

Scurrying.BeginState

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

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

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

simulated event Timer ()

Overrides: Actor.Timer (global)


ScurryToTargetLoc

Extends: Scurrying

Modifiers: simulated

ScurryToTargetLoc.EndState

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

simulated event Timer ()

Overrides: Scurrying.Timer


ScurryToTargetLoc.SetScurryTarget

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