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UE3:UTVehicleFactory (UT3)

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UT3 Object >> Actor >> NavigationPoint >> UTVehicleFactory
Package: 
UTGame
Direct subclasses:
UTVehicleFactory_Leviathan, UTVehicleFactory_DarkWalker, UTVehicleFactory_Scavenger, UTVehicleFactory_TrackTurretBase, UTVehicleFactory_Paladin, UTVehicleFactory_Viper, UTVehicleFactory_Manta, UTVehicleFactory_Cicada, UTVehicleFactory_Fury, UTVehicleFactory_Goliath, UTVehicleFactory_HellBender, UTVehicleFactory_Nemesis, UTVehicleFactory_NightShade, UTVehicleFactory_Raptor, UTVehicleFactory_SPMA, UTVehicleFactory_Scorpion, UTVehicleFactory_StealthBender, UTVehicleFactory_Eradicator, UTVehicleFactory_StealthBenderGold
This class in other games:
UDK

Vehicle spawner.

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

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

bIgnoreOnPS3[edit]

Type: bool

if set, vehicle factory doesn't do anything on PS3

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.

ONSObjectiveOverride[edit]

Type: UTOnslaughtObjective

Override the objective with which this vehicle factory is associated

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
BadSprite None
bAlwaysRelevant True
bBlockable True
bHidden True
bSkipActorPropertyReplication True
bStatic False
CollisionType COLLIDE_CustomDefault
Components[1] ArrowComponent'Arrow'
Components[2] CylinderComponent'CollisionCylinder'
Components[3] PathRenderingComponent'PathRenderer'
Components[4] SkeletalMeshComponent'SVehicleMesh'
GoodSprite None
NetUpdateFrequency 1.0
RemoteRole ROLE_SimulatedProxy
SupportedEvents[3] Class'UTGame.UTSeqEvent_VehicleFactory'

Subobjects[edit]

Arrow[edit]

Class: Engine.ArrowComponent

Inherits from: NavigationPoint.Arrow

No new values.

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: NavigationPoint.CollisionCylinder

No new values.

PathRenderer[edit]

Class: Engine.PathRenderingComponent

Inherits from: NavigationPoint.PathRenderer

No new values.

Sprite[edit]

Class: Engine.SpriteComponent

Inherits from: NavigationPoint.Sprite

No new values.

SVehicleMesh[edit]

Class: Engine.SkeletalMeshComponent

Property Value
AlwaysLoadOnClient False
AlwaysLoadOnServer False
bUpdateSkelWhenNotRendered False
HiddenGame True

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)