Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE3:UTVehicleFactory_TrackTurretBase (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT3 Object >> Actor >> NavigationPoint >> UTVehicleFactory >> UTVehicleFactory_TrackTurretBase
Package: 
UTGame
Direct subclasses:
UTVehicleFactory_Turret, UTVehicleFactory_ShieldedTurret_Stinger, UTVehicleFactory_ShieldedTurret_Shock, UTVehicleFactory_ShieldedTurret_Rocket

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]

native function ForceTurretStop ()

This function is called when a player Enters a turret that is in the process of resetting.

ResetTurret[edit]

native function ResetTurret ()

Reset the Turret by Heading back towards the start position

TurretDeathReset[edit]

native function TurretDeathReset ()


Events[edit]

InterpolationChanged[edit]

simulated event InterpolationChanged (SeqAct_Interp InterpAction)

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]

simulated event InterpolationFinished (SeqAct_Interp InterpAction)

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]

simulated event InterpolationStarted (SeqAct_Interp InterpAction)

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]

simulated event PostBeginPlay ()

Overrides: UTVehicleFactory.PostBeginPlay


Other instance functions[edit]

Deactivate[edit]

function Deactivate ()

Overrides: UTVehicleFactory.Deactivate


GetSpawnRotation[edit]

function Object.Rotator GetSpawnRotation ()

Overrides: UTVehicleFactory.GetSpawnRotation


States[edit]

Active[edit]

Active.SpawnVehicle[edit]

event SpawnVehicle ()

Overrides: UTVehicleFactory.Active.SpawnVehicle