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UE3:UTVehicleFactory (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
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Vehicle spawner.
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
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
bIgnoreOnPS3
Type: bool
if set, vehicle factory doesn't do anything on PS3
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.
ONSObjectiveOverride
Type: UTOnslaughtObjective
Override the objective with which this vehicle factory is associated
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
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 |
---|---|
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
Arrow
Class: Engine.ArrowComponent
Inherits from: NavigationPoint.Arrow
No new values.
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: NavigationPoint.CollisionCylinder
No new values.
PathRenderer
Class: Engine.PathRenderingComponent
Inherits from: NavigationPoint.PathRenderer
No new values.
Sprite
Class: Engine.SpriteComponent
Inherits from: NavigationPoint.Sprite
No new values.
SVehicleMesh
Class: Engine.SkeletalMeshComponent
Property | Value |
---|---|
AlwaysLoadOnClient | False |
AlwaysLoadOnServer | False |
bUpdateSkelWhenNotRendered | False |
HiddenGame | True |
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
Overrides: Actor.GetTeamNum
SetHUDLocation
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
Overrides: Actor.PostBeginPlay
SetInitialState
Overrides: Actor.SetInitialState
SpawnVehicle
Other instance functions
Activate
AddToClosestObjective
CanActivateForTeam
Deactivate
GetSpawnRotation
OnToggle
Overrides: NavigationPoint.OnToggle
Toggle the blocked state of a navigation point.
RenderMapIcon
TarydiumBoost
TriggerSpawnedEvent
VehicleDestroyed
VehicleTaken
called when someone starts driving our child vehicle
States
Active
Active.BeginState
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
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
Overrides: SpawnVehicle (global)
Active.Activate
Overrides: Activate (global)
Active.TarydiumBoost
Overrides: TarydiumBoost (global)
Active.VehicleDestroyed
Overrides: VehicleDestroyed (global)