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

Difference between revisions of "UE3:UTWalkerBody DarkWalker (UT3)"

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InterpSpeed (for FInterpTo) used for interpolating the energy ball power up and down.
 
InterpSpeed (for FInterpTo) used for interpolating the energy ball power up and down.
  
'''Default value:''' 1.0
+
'''Default value:''' 1.5
  
 
===Internal variables===
 
===Internal variables===
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! Value
 
! Value
 
|-
 
|-
| 000000,DecalDissolveParamName
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| DecalDissolveParamName
|  
+
| 'DissolveAmount'
 
|-
 
|-
 
| DurationOfDecal
 
| DurationOfDecal
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! Value
 
! Value
 
|-
 
|-
| 000000,DecalDissolveParamName
+
| DecalDissolveParamName
|  
+
| 'DissolveAmount'
 
|-
 
|-
 
| DurationOfDecal
 
| DurationOfDecal
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! Value
 
! Value
 
|-
 
|-
| 000000,DecalDissolveParamName
+
| DecalDissolveParamName
|  
+
| 'DissolveAmount'
 
|-
 
|-
 
| DurationOfDecal
 
| DurationOfDecal
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| {{tl|LandedFootDistSq||UTWalkerBody}}
 
| {{tl|LandedFootDistSq||UTWalkerBody}}
 
| 2500.0
 
| 2500.0
 +
|-
 +
| {{tl|LegSpreadFactor||UTWalkerBody}}
 +
| 0.6
 
|-
 
|-
 
| {{tl|MaxLegReach||UTWalkerBody}}
 
| {{tl|MaxLegReach||UTWalkerBody}}

Latest revision as of 07:40, 23 May 2008

UT3 Object >> Actor >> UTWalkerBody >> UTWalkerBody_DarkWalker
Package: 
UTGameContent

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

Properties[edit]

Property group 'UTWalkerBody_DarkWalker'[edit]

EnergyBallLight[edit]

Type: PointLightComponent

Modifiers: protected

Light attached to the energy ball.

Default value: PointLightComponent'Light0'

EnergyBallLightBrightness_PoweredOff[edit]

Type: float

Modifiers: protected, const

Brightness for energy ball light in powered-off state.

Default value: 6.0

EnergyBallLightBrightness_PoweredOn[edit]

Type: float

Modifiers: protected, const

Brightness for energy ball light in powered-on state.

Default value: 8.0

EnergyBallLightColor_PoweredOff[edit]

Type: Object.Color

Modifiers: protected, const

Color for energy ball light in powered-off state.

Default value:

Member Value
A 0
B 10
G 50
R 150

EnergyBallLightColor_PoweredOff_Blue[edit]

Type: Object.Color

Modifiers: protected, const

Color for blue energy ball light in powered-off state.

Default value:

Member Value
A 0
B 150
G 50
R 10

EnergyBallLightColor_PoweredOn[edit]

Type: Object.Color

Modifiers: protected, const

Color for energy ball light in powered-on state.

Default value:

Member Value
A 0
B 126
G 231
R 250

EnergyBallLightColor_PoweredOn_Blue[edit]

Type: Object.Color

Modifiers: protected, const

Color for blue energy ball light in powered-on state.

Default value:

Member Value
A 0
B 217
G 153
R 89

EnergyBallPowerInterpSpeed[edit]

Type: float

Modifiers: protected, const

InterpSpeed (for FInterpTo) used for interpolating the energy ball power up and down.

Default value: 1.5

Internal variables[edit]

CurrentEnergyBallPowerPct[edit]

Type: float

Modifiers: private, transient

Current percentage the energy ball is powered. Range [0..1].

EnergyBallMaterialParameterName[edit]

Type: name

Modifiers: protected, const

Made a parameter because having an = in a name literal is verboten for some reason.

Default value: 'Scalar'

EnergyBallMatInst[edit]

Type: MaterialInstanceConstant

Modifiers: protected, transient

Holds energy ball's material so we can modify parameters.

FootStepShake[edit]

Type: CameraAnim

camera anim played when foot lands nearby

Default value: CameraAnim'Camera_FX.DarkWalker.C_VH_DarkWalker_Step_Shake'

FootStepShakeRadius[edit]

Type: float


Default value: 1000.0

GoalEnergyBallPowerPct[edit]

Type: float

Modifiers: private, transient

Goal energy ball power percentage (to interpolate towards). Range [0..1].

LegAttachBeamEndPointParamName[edit]

Type: name

Modifiers: protected, const

Name of beam endpoint parameter in the particle system

Default value: 'DarkwalkerLegEnd'

LegAttachBeams[edit]

Type: ParticleSystemComponent

Array size: 3 (NUM_WALKER_LEGS)

Modifiers: protected

Emitters for beams connecting powerball to shoulders

Default value, index 0: ParticleSystemComponent'LegAttachPSC_0'

Default value, index 1: ParticleSystemComponent'LegAttachPSC_1'

Default value, index 2: ParticleSystemComponent'LegAttachPSC_2'

PreviousLegLocation[edit]

Type: Object.Vector

Array size: 3 (NUM_WALKER_LEGS)

Modifiers: protected

These keep the previous location of the legs and body so that we don't have to do expensive line traces if we have actually not moved their position *

PS_LegBeamTemplate[edit]

Type: ParticleSystem

Modifiers: protected

ParticleSystem Templates for the Leg beams *

Default value: ParticleSystem'VH_DarkWalker.Effects.P_VH_DarkWalker_PowerBall_Idle'

PS_LegBeamTemplate_Blue[edit]

Type: ParticleSystem

Modifiers: protected


Default value: ParticleSystem'VH_DarkWalker.Effects.P_VH_DarkWalker_PowerBall_Idle_Blue'

TopLegBoneName[edit]

Type: name

Array size: 3 (NUM_WALKER_LEGS)

Modifiers: protected, const

Names of the top leg bones. LegAttachBeams will terminate here.

Default value, index 0: 'Leg1_Bone1'

Default value, index 1: 'Leg2_Bone1'

Default value, index 2: 'Leg3_Bone1'

Default values[edit]

Property Value
bHasCrouchMode True
FootEmbedDistance 32.0
FootStepAnimNodeName[0] 'Leg0 Step'
FootStepAnimNodeName[1] 'Leg1 Step'
FootStepAnimNodeName[2] 'Leg2 Step'
FootStepEffects[0]
Member Value
DecalDissolveParamName 'DissolveAmount'
DurationOfDecal 4.0
MaterialType 'Dirt'
ParticleTemplate ParticleSystem'VH_DarkWalker.Effects.P_VH_DarkWalker_FootImpact_Dust'
Sound SoundCue'A_Vehicle_DarkWalker.Cue.A_Vehicle_DarkWalker_FootstepCue'
FootStepEffects[1]
Member Value
DecalDissolveParamName 'DissolveAmount'
DurationOfDecal 4.0
MaterialType 'Snow'
ParticleTemplate ParticleSystem'VH_DarkWalker.Effects.P_VH_DarkWalker_FootImpact_Snow'
Sound SoundCue'A_Vehicle_DarkWalker.Cue.A_Vehicle_DarkWalker_FootstepCue'
FootStepEffects[2]
Member Value
DecalDissolveParamName 'DissolveAmount'
DurationOfDecal 4.0
MaterialType 'Water'
ParticleTemplate ParticleSystem'Envy_Level_Effects_2.Vehicle_Water_Effects.P_DarkWalker_Water_Splash'
Sound SoundCue'A_Vehicle_DarkWalker.Cue.A_Vehicle_DarkWalker_FootstepCue'
FootWaterEffect ParticleSystem'Envy_Level_Effects_2.Vehicle_Water_Effects.P_DarkWalker_Water_Splash'
LandedFootDistSq 2500.0
LegSpreadFactor 0.6
MaxLegReach 750.0
MinStepDist 120.0

Subobjects[edit]

LegAttachPSC_0[edit]

Class: Engine.ParticleSystemComponent

Property Value
SecondsBeforeInactive 1.0

LegAttachPSC_1[edit]

Class: Engine.ParticleSystemComponent

Property Value
SecondsBeforeInactive 1.0

LegAttachPSC_2[edit]

Class: Engine.ParticleSystemComponent

Property Value
SecondsBeforeInactive 1.0

LegLightEnvironmentComp[edit]

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTWalkerBody.LegLightEnvironmentComp

No new values.

LegMeshComponent[edit]

Class: Engine.SkeletalMeshComponent

Inherits from: UTWalkerBody.LegMeshComponent

Property Value
AnimSets[0] AnimSet'VH_DarkWalker.Anims.K_VH_DarkWalker_Legs'
AnimTreeTemplate AnimTree'VH_DarkWalker.Anims.AT_VH_DarkWalker_Legs'
bUpdateJointsFromAnimation True
PhysicsAsset PhysicsAsset'VH_DarkWalker.Mesh.SK_VH_DarkWalker_Legs_Physics_NewLegs'
SkeletalMesh SkeletalMesh'VH_DarkWalker.Mesh.SK_VH_DarkWalker_Legs'

Light0[edit]

Class: Engine.PointLightComponent

Property Value
CastShadows False
FalloffExponent 4.0
LightingChannels
Member Value
BSP False
Static False
Radius 300.0

RB_FootHandle0[edit]

Class: UTGame.UTWalkerStepHandle

Inherits from: UTWalkerBody.RB_FootHandle0

No new values.

RB_FootHandle1[edit]

Class: UTGame.UTWalkerStepHandle

Inherits from: UTWalkerBody.RB_FootHandle1

No new values.

RB_FootHandle2[edit]

Class: UTGame.UTWalkerStepHandle

Inherits from: UTWalkerBody.RB_FootHandle2

No new values.

Functions[edit]

Events[edit]

PlayFootStep[edit]

event PlayFootStep (int LegIdx)

Overrides: UTWalkerBody.PlayFootStep


PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: UTWalkerBody.PostBeginPlay


Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions[edit]

SetBurnOut[edit]

simulated function SetBurnOut ()

Overrides: UTWalkerBody.SetBurnOut

NOTE: this is actually what changes the colors on the PowerOrb on the legs of the Walker *

SetEnergyBallPowerPercent[edit]

final protected function SetEnergyBallPowerPercent (float Pct)


TeamChanged[edit]

simulated function TeamChanged ()

Overrides: UTWalkerBody.TeamChanged

NOTE: this is actually what changes the colors on the PowerOrb on the legs of the Walker *