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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[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]
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]
Overrides: Actor.GetTeamNum
SetHUDLocation[edit]
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]
Overrides: Actor.PostBeginPlay
SetInitialState[edit]
Overrides: Actor.SetInitialState
SpawnVehicle[edit]
Other instance functions[edit]
Activate[edit]
AddToClosestObjective[edit]
CanActivateForTeam[edit]
Deactivate[edit]
GetSpawnRotation[edit]
OnToggle[edit]
Overrides: NavigationPoint.OnToggle
Toggle the blocked state of a navigation point.
RenderMapIcon[edit]
TarydiumBoost[edit]
TriggerSpawnedEvent[edit]
VehicleDestroyed[edit]
VehicleTaken[edit]
called when someone starts driving our child vehicle
States[edit]
Active[edit]
Active.BeginState[edit]
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]
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]
Overrides: SpawnVehicle (global)
Active.Activate[edit]
Overrides: Activate (global)
Active.TarydiumBoost[edit]
Overrides: TarydiumBoost (global)
Active.VehicleDestroyed[edit]
Overrides: VehicleDestroyed (global)