UE3:UTWalkerBody_Scavenger (UT3)

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UT3 Object >> Actor >> UTWalkerBody >> UTWalkerBody_Scavenger
Package:
UTGame
Direct subclass:
UTWalkerBody_Scavenger_Content

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties

BallAnimNode

Type: AnimNode

Array size: 3 (NUM_WALKER_LEGS)

Refs to AnimNodes used for playing step animations

BallAnimNodeName

Type: name

Array size: 3 (NUM_WALKER_LEGS)

Modifiers: const

Names of the anim nodes for playing the step anim for a leg. Used to fill in FootStepAnimNode array.

bAreFeetReleased

Type: bool

Have the feet been released by a jump or ballmode

bIsInBallMode

Type: bool


CurrentSurfaceNormal

Type: Object.Vector


DesiredSurfaceNormal

Type: Object.Vector

Spin Attack desired/current orientation normals

LegAttachBeamEndPointParamName

Type: name

Modifiers: protected, const

Name of beam endpoint parameter in the particle system

LegAttachBeams

Type: ParticleSystemComponent

Array size: 3 (NUM_WALKER_LEGS)

The beams attaching the legs to the shield

OrbConnectionEffect

Type: ParticleSystemComponent

Array size: 3 (NUM_WALKER_LEGS)


PreviousCenterOfWalkerLocation

Type: Object.Vector

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 *

PreviousLegLocation

Type: Object.Vector

Array size: 3 (NUM_WALKER_LEGS)

Modifiers: protected


RetractionBlend

Type: AnimNodeBlendList

ref to AnimNode for extending/retracting the legs

RetractionBlendName

Type: name


ShieldRadius

Type: float

radius around the body in which the arm attachments will rotate

SphereCenterName

Type: name


SpinRate

Type: int

Spin Attack rate of speed

SpinRotation

Type: int

Spin Attack current absolute accrued rotation

TopLegSocketName

Type: name

Array size: 3 (NUM_WALKER_LEGS)

Modifiers: protected, const

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

Default values

Subobjects

LegLightEnvironmentComp

Class: Engine.DynamicLightEnvironmentComponent

Inherits from: UTWalkerBody.LegLightEnvironmentComp

No new values.

LegMeshComponent

Class: Engine.SkeletalMeshComponent

Inherits from: UTWalkerBody.LegMeshComponent

No new values.

RB_FootHandle0

Class: UTGame.UTWalkerStepHandle

Inherits from: UTWalkerBody.RB_FootHandle0

No new values.

RB_FootHandle1

Class: UTGame.UTWalkerStepHandle

Inherits from: UTWalkerBody.RB_FootHandle1

No new values.

RB_FootHandle2

Class: UTGame.UTWalkerStepHandle

Inherits from: UTWalkerBody.RB_FootHandle2

No new values.

Functions

Native functions

SetPhysicsOff

native function SetPhysicsOff ()

Set physics to Phys_None

SetPhysicsOn

native function SetPhysicsOn ()

Set physics back to rigid bodies

Events

Cloak

simulated event Cloak (bool bIsEnabled)


FellOutOfWorld

simulated event FellOutOfWorld (class<DamageTypedmgType)

Overrides: Actor.FellOutOfWorld

Called when the actor falls out of the world 'safely' (below KillZ and such) Overridden here to bind the lifetime of the walker legs to the Scavenger vehicle itself

OnAnimEnd

simulated event OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)

Overrides: Actor.OnAnimEnd

(Description copied from Actor.OnAnimEnd)
Event called when an AnimNodeSequence (in the animation tree of one of this Actor's SkeletalMeshComponents) reaches the end and stops. Will not get called if bLooping is 'true' on the AnimNodeSequence. bCauseActorAnimEnd must be set 'true' on the AnimNodeSequence for this event to get generated.

Parameters:

  • SeqNode - Node that finished playing. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
  • PlayedTime - Time played on this animation. (play rate independant).
  • ExcessTime - how much time overlapped beyond end of animation. (play rate independant).

OnJump

simulated event OnJump ()


OnLanded

simulated event OnLanded ()


PostBeginPlay

event PostBeginPlay ()

Overrides: UTWalkerBody.PostBeginPlay


Other instance functions

ExtendLegs

simulated function ExtendLegs ()


PlayDying

function PlayDying ()

Overrides: UTWalkerBody.PlayDying


RetractLegs

simulated function RetractLegs ()