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Difference between revisions of "UE3:UTVehicleFactory (UDK)"

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m (1 revision: class descriptions for UDK January update (part 9))
 
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Latest revision as of 07:03, 17 January 2010

UDK Object >> Actor >> NavigationPoint >> UTVehicleFactory
Package: 
UTGame
Direct subclasses:
UTVehicleFactory_Cicada, UTVehicleFactory_Manta, UTVehicleFactory_Scorpion
This class in other games:
UT3

Vehicle spawner.

Properties[edit]

Property group 'UTVehicleFactory'[edit]

bDisabled[edit]

Type: bool

vehicle factory can't be activated while this is set

bForceAvoidReversing[edit]

Type: bool

if set, force bAvoidReversing to true on the vehicle for the AI

bKeyVehicle[edit]

Type: bool

If set, vehicles from this factory will be key vehicles (for AI) and show up on minimap

bMayReverseSpawnDirection[edit]

Type: bool

Reverse spawn direction depending on which team controls vehicle factory

bStartNeutral[edit]

Type: bool

Not applicable to Warfare

InitialGunRotations[edit]

Type: array<Object.Rotator>

This array holds the initial gun rotations for a spawned vehicle.

TeamSpawningControl[edit]

Type: ETeamSpawning

allows setting this vehicle factory to only spawn when one team controls this factory

Internal variables[edit]

bHasLockedVehicle[edit]

Type: bool

Whether vehicles spawned at this factory are initially team locked

bReplicateChildVehicle[edit]

Type: bool

if set, replicate ChildVehicle reference

ChildVehicle[edit]

Type: UTVehicle


HUDLocation[edit]

Type: Object.Vector


RespawnProgress[edit]

Type: float


RespawnRateModifier[edit]

Type: float

Timer for determining when to spawn vehicles

Default value: 1.0

ReverseObjective[edit]

Type: UTGameObjective


SpawnZOffset[edit]

Type: float


TeamNum[edit]

Type: int

Reverse spawn dir if controlled by same team controlling this objective

Default value: 255

VehicleClass[edit]

Type: class<UTVehicle>

actual vehicle class to spawn. DO NOT SET THIS IN DEFAULT PROPERTIES - set VehicleClassPath instead

VehicleClassPath[edit]

Type: string

full package.class for the vehicle class. You should set this in the default properties, NOT VehicleClass. this indirection is needed for the cooker, so it can fully clear references to vehicles that won't be spawned on the target platform if the direct class reference were in the default properties, this wouldn't be possible without deleting the factory outright, which we can't do without breaking paths

Default values[edit]

Property Value
bAlwaysRelevant True
bBlockable True
bHidden True
bSkipActorPropertyReplication True
bStatic False
Components[1] ArrowComponent'Arrow'
Components[2] CylinderComponent'CollisionCylinder'
Components[3] PathRenderingComponent'PathRenderer'
Components[4] DynamicLightEnvironmentComponent'MyLightEnvironment'
Components[5] SkeletalMeshComponent'SVehicleMesh'
NetUpdateFrequency 1.0
RemoteRole ROLE_SimulatedProxy
SupportedEvents[4] Class'UTGame.UTSeqEvent_VehicleFactory'

Subobjects[edit]

Arrow[edit]

Class: Engine.ArrowComponent

Inherits from: NavigationPoint.Arrow

Property Value
ReplacementPrimitive None

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: NavigationPoint.CollisionCylinder

Property Value
ReplacementPrimitive None

MyLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

No new values.

PathRenderer[edit]

Class: Engine.PathRenderingComponent

Inherits from: NavigationPoint.PathRenderer

Property Value
ReplacementPrimitive None

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite

Property Value
ReplacementPrimitive None

SVehicleMesh[edit]

Class: Engine.SkeletalMeshComponent

Property Value
AlwaysLoadOnClient False
AlwaysLoadOnServer False
bUpdateSkelWhenNotRendered False
HiddenGame True
LightEnvironment DynamicLightEnvironmentComponent'UTGame.Default__UTVehicleFactory:MyLightEnvironment'
ReplacementPrimitive None

Enums[edit]

ETeamSpawning[edit]

allows setting this vehicle factory to only spawn when one team controls this factory

TS_All 
TS_AxonOnly 
TS_NecrisOnly 

Functions[edit]

Native functions[edit]

GetTeamNum[edit]

simulated native function byte GetTeamNum ()

Overrides: Actor.GetTeamNum


SetHUDLocation[edit]

simulated native function SetHUDLocation (Object.Vector NewHUDLocation)

Overrides: Actor.SetHUDLocation

function used to update where icon for this actor should be rendered on the HUD

Parameters:

  • NewHUDLocation - is a vector whose X and Y components are the X and Y components of this actor's icon's 2D position on the HUD

Events[edit]

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


SetInitialState[edit]

simulated event SetInitialState ()

Overrides: Actor.SetInitialState


SpawnVehicle[edit]

event SpawnVehicle ()


Other instance functions[edit]

Activate[edit]

function Activate (byte T)


AddToClosestObjective[edit]

simulated function AddToClosestObjective ()


CanActivateForTeam[edit]

function bool CanActivateForTeam (byte T)


Deactivate[edit]

function Deactivate ()


GetSpawnRotation[edit]

function Object.Rotator GetSpawnRotation ()


OnToggle[edit]

function OnToggle (SeqAct_Toggle Action)

Overrides: NavigationPoint.OnToggle

Toggle the blocked state of a navigation point.

RenderMapIcon[edit]

simulated function RenderMapIcon (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, Object.LinearColor FinalColor)


TarydiumBoost[edit]

function TarydiumBoost (float Quantity)


TriggerSpawnedEvent[edit]

function TriggerSpawnedEvent ()


VehicleDestroyed[edit]

function VehicleDestroyed (UTVehicle V)


VehicleTaken[edit]

function VehicleTaken ()

called when someone starts driving our child vehicle

States[edit]

Active[edit]

Active.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).

Active.EndState[edit]

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.

Active.SpawnVehicle[edit]

event SpawnVehicle ()

Overrides: SpawnVehicle (global)


Active.Activate[edit]

function Activate (byte T)

Overrides: Activate (global)


Active.TarydiumBoost[edit]

function TarydiumBoost (float Quantity)

Overrides: TarydiumBoost (global)


Active.VehicleDestroyed[edit]

function VehicleDestroyed (UTVehicle V)

Overrides: VehicleDestroyed (global)