Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:UTVehicleFactory_TrackTurretBase (UT3)
Object >> Actor >> NavigationPoint >> UTVehicleFactory >> UTVehicleFactory_TrackTurretBase |
- Package:
- UTGame
- Direct subclasses:
- UTVehicleFactory_Turret, UTVehicleFactory_ShieldedTurret_Stinger, UTVehicleFactory_ShieldedTurret_Shock, UTVehicleFactory_ShieldedTurret_Rocket
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'UTTurret'[edit]
bIgnoreMatineeRotation[edit]
Type: bool
If true, this turret will ignore the rotation provided by Matinee
Default value: True
InitialPosition[edit]
Type: float
Holds the initial position - the turret track action will be moved to this position whenever the turret is reset
MoverBase[edit]
Type: InterpActor
Used to base this on a mover
TurretAccelRate[edit]
Type: float
How long does the turret take to get moving full speed
Default value: 3.5
Internal variables[edit]
bHasTrack[edit]
Type: bool
whether we have a track (passed to vehicle for AI)
bInMotion[edit]
Type: bool
Modifiers: transient
This is true if the turret is in motion
LastMoveDir[edit]
Type: ETurretMoveDir
Defines the last movement direction
LastPosition[edit]
Type: float
previous interpolation position - used to cancel moves when the turret collides with something
LastSteering[edit]
Type: float
Modifiers: transient
stores last inputs used to adjust movement, so that if they have not changed we continue in the direction we were going regardless of how the matinee and/or the player's view turns
LastThrottle[edit]
Type: float
Modifiers: transient
stores last inputs used to adjust movement, so that if they have not changed we continue in the direction we were going regardless of how the matinee and/or the player's view turns
MovementModifier[edit]
Type: float
Modifiers: transient
Holds the current movement time modifier
SpawnRotationOffset[edit]
Type: Object.Rotator
Hack: offset for spawned vehicle rotation to work around issue with some turret meshes that causes them to be offset from the rotation in UnrealEd
Default values[edit]
Property | Value |
---|---|
bDestinationOnly | True |
bHardAttach | True |
bIgnoreEncroachers | True |
bReplicateChildVehicle | True |
NetPriority | 1.5 |
NetUpdateFrequency | 15.0 |
Physics | PHYS_Interpolating |
SupportedEvents[4] | Class'UTGame.UTSeqEvent_TurretSpawn' |
SupportedEvents[5] | Class'UTGame.UTSeqEvent_TurretStatusChanged' |
Subobjects[edit]
Arrow[edit]
Class: Engine.ArrowComponent
Inherits from: UTVehicleFactory.Arrow
No new values.
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: UTVehicleFactory.CollisionCylinder
No new values.
PathRenderer[edit]
Class: Engine.PathRenderingComponent
Inherits from: UTVehicleFactory.PathRenderer
No new values.
Sprite[edit]
Class: Engine.SpriteComponent
Inherits from: UTVehicleFactory.Sprite
No new values.
SVehicleMesh[edit]
Class: Engine.SkeletalMeshComponent
Inherits from: UTVehicleFactory.SVehicleMesh
No new values.
Enums[edit]
ETurretMoveDir[edit]
Defines the directions to which the turret can move
- TMD_Stop
- TMD_Forward
- TMD_Reverse
Functions[edit]
Native functions[edit]
ForceTurretStop[edit]
This function is called when a player Enters a turret that is in the process of resetting.
ResetTurret[edit]
Reset the Turret by Heading back towards the start position
TurretDeathReset[edit]
Events[edit]
InterpolationChanged[edit]
Overrides: Actor.InterpolationChanged
(Description copied from Actor.InterpolationChanged)
called when a SeqAct_Interp action affecting this Actor received an event that changed its properties (paused, reversed direction, etc)
Parameters:
- InterpAction - the SeqAct_Interp that is affecting the Actor
Note: this function is called on clients for actors that are interpolated clientside via MatineeActor
InterpolationFinished[edit]
Overrides: Actor.InterpolationFinished
(Description copied from Actor.InterpolationFinished)
called when a SeqAct_Interp action finished interpolating this Actor
Parameters:
- InterpAction - the SeqAct_Interp that was affecting the Actor
Note: this function is called on clients for actors that are interpolated clientside via MatineeActor
InterpolationStarted[edit]
Overrides: Actor.InterpolationStarted
(Description copied from Actor.InterpolationStarted)
called when a SeqAct_Interp action starts interpolating this Actor via matinee
Parameters:
- InterpAction - the SeqAct_Interp that is affecting the Actor
Note: this function is called on clients for actors that are interpolated clientside via MatineeActor
PostBeginPlay[edit]
Overrides: UTVehicleFactory.PostBeginPlay
Other instance functions[edit]
Deactivate[edit]
Overrides: UTVehicleFactory.Deactivate
GetSpawnRotation[edit]
Overrides: UTVehicleFactory.GetSpawnRotation
States[edit]
Active[edit]
Active.SpawnVehicle[edit]
Overrides: UTVehicleFactory.Active.SpawnVehicle