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Difference between revisions of "UE3:UTVehicle Turret (UT3)"

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! Value
 
|-
 
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|-
 
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|}
 
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! Value
 
! Value
 
|-
 
|-
| 000000,bSeatVisible
+
| bDisableOffsetZAdjust
|  
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| True
 
|-
 
|-
| 000000,CameraEyeHeight
+
| bSeatVisible
|  
+
| True
 
|-
 
|-
| 100000,SeatMotionAudio
+
| CameraEyeHeight
|  
+
| 5.0
|-
+
| bDisableOffsetZAdjust
+
| True
+
 
|-
 
|-
 
| CameraOffset
 
| CameraOffset
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|-
 
|-
 
| DriverDamageMult
 
| DriverDamageMult
| 0.0
+
| 0.1
 
|-
 
|-
 
| GunClass
 
| GunClass
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! Value
 
! Value
 
|-
 
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| 470000,Y
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|  
+
| 0.47
 
|-
 
|-
| X
+
| Y
| 0.0
+
| 0.65
 
|}
 
|}
 +
|-
 +
| SeatMotionAudio
 +
| TurretTwistSound
 
|-
 
|-
 
| SeatOffset
 
| SeatOffset
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| {{tl|StayUprightConstraintSetup||SVehicle properties}}
 
| {{tl|StayUprightConstraintSetup||SVehicle properties}}
 
| {{cl|RB_StayUprightSetup}}'UTGameContent.Default__UTVehicle_Turret:MyStayUprightSetup'
 
| {{cl|RB_StayUprightSetup}}'UTGameContent.Default__UTVehicle_Turret:MyStayUprightSetup'
 +
|-
 +
| {{tl|TargetLocationAdjustment||Vehicle}}
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|
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{| class="list defaults"
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| 100.0
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| {{tl|TeamMaterials||UTVehicle internal variables}}[0]
 
| {{tl|TeamMaterials||UTVehicle internal variables}}[0]
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| 'TurretPlayer'
 
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| AnimRate
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| 'TurretPlayer'
 
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Latest revision as of 07:40, 23 May 2008

UT3 Object >> Actor >> Pawn >> Vehicle >> SVehicle >> UTVehicleBase >> UTVehicle >> UTVehicle_TrackTurretBase >> UTVehicle_Turret
Package: 
UTGameContent

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

Properties[edit]

BeamTemplate[edit]

Type: ParticleSystem

The Template of the Beam to use

Default value: ParticleSystem'VH_Turret.Effects.P_VH_Turret_TurretBeam'

bFireRight[edit]

Type: bool


EffectColor[edit]

Type: Object.Color


Default value:

Member Value
A 255
B 151
G 26
R 35

RecoilLL[edit]

Type: GameSkelCtrl_Recoil


RecoilLR[edit]

Type: GameSkelCtrl_Recoil


RecoilUL[edit]

Type: GameSkelCtrl_Recoil


RecoilUR[edit]

Type: GameSkelCtrl_Recoil


Default values[edit]

Property Value
BurnOutMaterial[0] MaterialInstanceTimeVarying'VH_Turret.Material.MITV_VH_Turret_Red_BO'
BurnOutMaterial[1] MaterialInstanceTimeVarying'VH_Turret.Material.MITV_VH_Turret_Blue_BO'
CollisionSound SoundCue'A_Vehicle_Manta.SoundCues.A_Vehicle_Manta_Collide'
Components[3] AudioComponent'TurretTwistSound'
Components[4] AudioComponent'ACTurretMoveStart'
Components[5] AudioComponent'ACTurretMoveLoop'
Components[6] AudioComponent'ACTurretMoveStop'
ExitRadius 175.0
FlagBone 'Seat'
FlagOffset
Member Value
X -45.0
Y 60.0
Z 85.0
HudCoords
Member Value
U 92.0
UL -92.0
V 249.0
VL 118.0
Seats[0]
Member Value
bDisableOffsetZAdjust True
bSeatVisible True
CameraEyeHeight 5.0
CameraOffset -120.0
CameraTag 'CameraViewSocket'
DriverDamageMult 0.1
GunClass Class'UTGameContent.UTVWeap_TurretPrimary'
GunPivotPoints
  1. 'Seat'
GunSocket
  1. 'LU_Barrel'
  2. 'RU_Barrel'
  3. 'LL_Barrel'
  4. 'RL_Barrel'
SeatBone 'Seat'
SeatIconPOS
Member Value
X 0.47
Y 0.65
SeatMotionAudio TurretTwistSound
SeatOffset
Member Value
X 43.0
Y 0.0
Z -7.0
TurretControls
  1. 'MegaTurret'
  2. 'TurretBase'
WeaponEffects
Member Value
Offset
Member Value
X -35.0
Y -3.0
Z 0.0
Scale3D
Member Value
X 4.0
Y 4.5
Z 4.5
SocketName 'LL_Barrel'
Member Value
Offset
Member Value
X -35.0
Y -3.0
Z 0.0
Scale3D
Member Value
X 4.0
Y 4.5
Z 4.5
SocketName 'RL_Barrel'
Member Value
Offset
Member Value
X -35.0
Y -3.0
Z 0.0
Scale3D
Member Value
X 4.0
Y 4.5
Z 4.5
SocketName 'LU_Barrel'
Member Value
Offset
Member Value
X -35.0
Y -3.0
Z 0.0
Scale3D
Member Value
X 4.0
Y 4.5
Z 4.5
SocketName 'RU_Barrel'
SpawnMaterialLists[0]
Member Value
Materials
  1. MaterialInstanceConstant'VH_Turret.Material.MI_VH_Turret_Spawn_Red'
SpawnMaterialLists[1]
Member Value
Materials
  1. MaterialInstanceConstant'VH_Turret.Material.MI_VH_Turret_Spawn_Blue'
StayUprightConstraintInstance RB_ConstraintInstance'UTGameContent.Default__UTVehicle_Turret:MyStayUprightConstraintInstance'
StayUprightConstraintSetup RB_StayUprightSetup'UTGameContent.Default__UTVehicle_Turret:MyStayUprightSetup'
TargetLocationAdjustment
Member Value
X 0.0
Y 0.0
Z 100.0
TeamMaterials[0] MaterialInstanceConstant'VH_Turret.Material.MI_VH_Turret_Red'
TeamMaterials[1] MaterialInstanceConstant'VH_Turret.Material.MI_VH_Turret_Blue'
TurretMoveLoop AudioComponent'ACTurretMoveLoop'
TurretMoveStart AudioComponent'ACTurretMoveStart'
TurretMoveStop AudioComponent'ACTurretMoveStop'
VehicleAnims[0]
Member Value
AnimPlayerName 'TurretPlayer'
AnimRate 1.0
AnimSeqs
  1. 'GetIn'
AnimTag 'EngineStart'
VehicleAnims[1]
Member Value
AnimPlayerName 'TurretPlayer'
AnimRate 1.0
AnimSeqs
  1. 'GetOut'
AnimTag 'EngineStop'
VehicleEffects[0]
Member Value
bRestartRunning True
EffectSocket 'LU_Barrel'
EffectStartTag 'FireUL'
EffectTemplate ParticleSystem'VH_Turret.Effects.P_VH_Turret_MuzzleFlash'
VehicleEffects[1]
Member Value
bRestartRunning True
EffectSocket 'RU_Barrel'
EffectStartTag 'FireUR'
EffectTemplate ParticleSystem'VH_Turret.Effects.P_VH_Turret_MuzzleFlash'
VehicleEffects[2]
Member Value
bRestartRunning True
EffectSocket 'LL_Barrel'
EffectStartTag 'FireLL'
EffectTemplate ParticleSystem'VH_Turret.Effects.P_VH_Turret_MuzzleFlash'
VehicleEffects[3]
Member Value
bRestartRunning True
EffectSocket 'RL_Barrel'
EffectStartTag 'FireLR'
EffectTemplate ParticleSystem'VH_Turret.Effects.P_VH_Turret_MuzzleFlash'
VehicleEffects[4]
Member Value
EffectEndTag 'NoDamageSmoke'
EffectSocket 'DamageSmoke_01'
EffectStartTag 'DamageSmoke'
EffectTemplate ParticleSystem'Envy_Effects.Vehicle_Damage.P_Vehicle_Damage_1_Turret'

Subobjects[edit]

ACTurretMoveLoop[edit]

Class: Engine.AudioComponent

Property Value
SoundCue SoundCue'A_Vehicle_Turret.Cue.A_Turret_TrackLoop01Cue'

ACTurretMoveStart[edit]

Class: Engine.AudioComponent

Property Value
SoundCue SoundCue'A_Vehicle_Turret.Cue.A_Turret_TrackStart01Cue'

ACTurretMoveStop[edit]

Class: Engine.AudioComponent

Property Value
SoundCue SoundCue'A_Vehicle_Turret.Cue.A_Turret_TrackStop01Cue'

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTVehicle_TrackTurretBase.CollisionCylinder

Property Value
CollisionHeight 80.0
CollisionRadius 100.0

MyLightEnvironment[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTVehicle_TrackTurretBase.MyLightEnvironment

No new values.

MyStayUprightConstraintInstance[edit]

Class: Engine.RB_ConstraintInstance

Inherits from: UTVehicle_TrackTurretBase.MyStayUprightConstraintInstance

No new values.

MyStayUprightSetup[edit]

Class: Engine.RB_StayUprightSetup

Inherits from: UTVehicle_TrackTurretBase.MyStayUprightSetup

No new values.

SVehicleMesh[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTVehicle_TrackTurretBase.SVehicleMesh

Property Value
AnimSets[0] AnimSet'VH_Turret.Anims.VH_Turret_anims'
AnimTreeTemplate AnimTree'VH_Turret.Anims.AT_VH_Turret'
PhysicsAsset PhysicsAsset'VH_Turret.Mesh.SK_VH_Turret_Physics'
SkeletalMesh SkeletalMesh'VH_Turret.Mesh.SK_VH_Turret'
Translation
Member Value
X 0.0
Y 0.0
Z -68.0

TurretTwistSound[edit]

Class: Engine.AudioComponent

Property Value
SoundCue SoundCue'A_Vehicle_Turret.Cue.A_Turret_Rotate'

Functions[edit]

Events[edit]

PostInitAnimTree[edit]

simulated event PostInitAnimTree (SkeletalMeshComponent SkelComp)

Overrides: SVehicle.PostInitAnimTree

Store pointer to each wheel's SkelControlWheel.

ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: UTVehicle.ReplicatedEvent

(Description copied from UTVehicle.ReplicatedEvent)
This event is triggered when a repnotify variable is received

Parameters:

  • VarName - The name of the variable replicated

Other instance functions[edit]

GetCameraStart[edit]

simulated function Object.Vector GetCameraStart (int SeatIndex)

Overrides: UTVehicle.GetCameraStart

We override GetCameraStart for the Turret so that it just uses the Socket Location

SetFlashLocation[edit]

function SetFlashLocation (Weapon Who, byte FireModeNum, Object.Vector NewLoc)

Overrides: UTVehicle.SetFlashLocation

This function sets up the Location of a hit to be replicated to all remote clients. It is also responsible for fudging a shot at (0,0,0).

Network: Server only

SetVehicleEffectParms[edit]

simulated function SetVehicleEffectParms (name TriggerName, ParticleSystemComponent PSC)

Overrides: UTVehicle.SetVehicleEffectParms

(Description copied from UTVehicle.SetVehicleEffectParms)
Whenever a vehicle effect is triggered, this function is called (after activation) to allow for the setting of any parameters associated with the effect.

Parameters:

  • TriggerName - The effect tag that describes the effect that was activated
  • PSC - The Particle System component associated with the effect

VehicleWeaponFireEffects[edit]

simulated function VehicleWeaponFireEffects (Object.Vector HitLocation, int SeatIndex)

Overrides: UTVehicle.VehicleWeaponFireEffects

This function should be subclassed and manage the different effects

VehicleWeaponImpactEffects[edit]

simulated function VehicleWeaponImpactEffects (Object.Vector HitLocation, int SeatIndex)

Overrides: UTVehicle.VehicleWeaponImpactEffects

Spawn any effects that occur at the impact point. It's called from the pawn.