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UE3:UTVehicleFactory (UDK)

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

Vehicle spawner.

Properties

Property group 'UTVehicleFactory'

bDisabled

Type: bool

vehicle factory can't be activated while this is set

bForceAvoidReversing

Type: bool

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

bKeyVehicle

Type: bool

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

bMayReverseSpawnDirection

Type: bool

Reverse spawn direction depending on which team controls vehicle factory

bStartNeutral

Type: bool

Not applicable to Warfare

InitialGunRotations

Type: array<Object.Rotator>

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

TeamSpawningControl

Type: ETeamSpawning

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

Internal variables

bHasLockedVehicle

Type: bool

Whether vehicles spawned at this factory are initially team locked

bReplicateChildVehicle

Type: bool

if set, replicate ChildVehicle reference

ChildVehicle

Type: UTVehicle


HUDLocation

Type: Object.Vector


RespawnProgress

Type: float


RespawnRateModifier

Type: float

Timer for determining when to spawn vehicles

Default value: 1.0

ReverseObjective

Type: UTGameObjective


SpawnZOffset

Type: float


TeamNum

Type: int

Reverse spawn dir if controlled by same team controlling this objective

Default value: 255

VehicleClass

Type: class<UTVehicle>

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

VehicleClassPath

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

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

Arrow

Class: Engine.ArrowComponent

Inherits from: NavigationPoint.Arrow

Property Value
ReplacementPrimitive None

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: NavigationPoint.CollisionCylinder

Property Value
ReplacementPrimitive None

MyLightEnvironment

Class: Engine.DynamicLightEnvironmentComponent

No new values.

PathRenderer

Class: Engine.PathRenderingComponent

Inherits from: NavigationPoint.PathRenderer

Property Value
ReplacementPrimitive None

Sprite

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite

Property Value
ReplacementPrimitive None

SVehicleMesh

Class: Engine.SkeletalMeshComponent

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

Enums

ETeamSpawning

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

TS_All 
TS_AxonOnly 
TS_NecrisOnly 

Functions

Native functions

GetTeamNum

simulated native function byte GetTeamNum ()

Overrides: Actor.GetTeamNum


SetHUDLocation

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

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


SetInitialState

simulated event SetInitialState ()

Overrides: Actor.SetInitialState


SpawnVehicle

event SpawnVehicle ()


Other instance functions

Activate

function Activate (byte T)


AddToClosestObjective

simulated function AddToClosestObjective ()


CanActivateForTeam

function bool CanActivateForTeam (byte T)


Deactivate

function Deactivate ()


GetSpawnRotation

function Object.Rotator GetSpawnRotation ()


OnToggle

function OnToggle (SeqAct_Toggle Action)

Overrides: NavigationPoint.OnToggle

Toggle the blocked state of a navigation point.

RenderMapIcon

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


TarydiumBoost

function TarydiumBoost (float Quantity)


TriggerSpawnedEvent

function TriggerSpawnedEvent ()


VehicleDestroyed

function VehicleDestroyed (UTVehicle V)


VehicleTaken

function VehicleTaken ()

called when someone starts driving our child vehicle

States

Active

Active.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).

Active.EndState

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

event SpawnVehicle ()

Overrides: SpawnVehicle (global)


Active.Activate

function Activate (byte T)

Overrides: Activate (global)


Active.TarydiumBoost

function TarydiumBoost (float Quantity)

Overrides: TarydiumBoost (global)


Active.VehicleDestroyed

function VehicleDestroyed (UTVehicle V)

Overrides: VehicleDestroyed (global)