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Difference between revisions of "UE3:UTWeaponLocker (UT3)"
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<!-- enter variable description --> | <!-- enter variable description --> | ||
− | '''Default value:''' " | + | '''Default value:''' "Weapon Locker" |
====NextProximityCheckTime==== | ====NextProximityCheckTime==== |
Revision as of 08:40, 23 May 2008
Object >> Actor >> NavigationPoint >> PickupFactory >> UTPickupFactory >> UTWeaponLocker |
Contents
- 1 Properties
- 1.1 Property group 'UTWeaponLocker'
- 1.2 Internal variables
- 1.2.1 ActiveEffectTemplate
- 1.2.2 AmbientEffect
- 1.2.3 bIsActive
- 1.2.4 bPlayerNearby
- 1.2.5 bScalingUp
- 1.2.6 CurrentWeaponScaleX
- 1.2.7 Customers
- 1.2.8 InactiveEffectTemplate
- 1.2.9 LockerPositions
- 1.2.10 LockerString
- 1.2.11 NextProximityCheckTime
- 1.2.12 ProximityDistanceSquared
- 1.2.13 ProximityEffect
- 1.2.14 ReplacementWeapons
- 1.2.15 ScaleRate
- 1.2.16 WeaponSpawnEffectTemplate
- 1.3 Subobjects
- 2 Structs
- 3 Functions
- 4 States
- Package:
- UTGame
- Direct subclass:
- UTWeaponLocker_Content
- This class in other games:
- UDK
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 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
Property group 'UTWeaponLocker'
Weapons
Type: array<WeaponEntry>
Internal variables
ActiveEffectTemplate
Type: ParticleSystem
effect for when the weapon locker is usable by the player right now
AmbientEffect
Type: ParticleSystemComponent
component for the active/inactive effect, depending on state
bIsActive
Type: bool
clientside flag - whether the locker should be displayed as active and having weapons available
bPlayerNearby
Type: bool
clientside flag - whether or not a local player is near this locker
bScalingUp
Type: bool
whether weapons are currently scaling up
CurrentWeaponScaleX
Type: float
current scaling up weapon scale
Customers
Type: array<PawnToucher>
InactiveEffectTemplate
Type: ParticleSystem
effect for when the weapon locker cannot be used by the player right now
LockerPositions
Type: array<Object.Vector>
offsets from locker location where we can place weapon meshes
Default value, index 0:
Member | Value |
---|---|
X | 18.0 |
Y | -30.0 |
Z | 0.0 |
Default value, index 1:
Member | Value |
---|---|
X | -15.0 |
Y | 25.0 |
Z | 0.0 |
Default value, index 2:
Member | Value |
---|---|
X | 34.0 |
Y | -2.0 |
Z | 0.0 |
Default value, index 3:
Member | Value |
---|---|
X | -30.0 |
Y | 0.0 |
Z | 0.0 |
Default value, index 4:
Member | Value |
---|---|
X | 16.0 |
Y | 22.0 |
Z | 0.0 |
Default value, index 5:
Member | Value |
---|---|
X | -19.0 |
Y | -32.0 |
Z | 0.0 |
LockerString
Type: string
Modifiers: localized
Default value: "Weapon Locker"
NextProximityCheckTime
Type: float
Next proximity check time
ProximityDistanceSquared
Type: float
how close a player needs to be to be considered nearby
Default value: 600000.0
ProximityEffect
Type: ParticleSystemComponent
effect that's visible when active and the player gets nearby
ReplacementWeapons
Type: ReplacementWeaponEntry
Array size: 6
Modifiers: repnotify
ScaleRate
Type: float
the rate to scale the weapons's Scale3D.X when spawning them in (set to 0.0 to disable the scaling)
Default value: 2.0
WeaponSpawnEffectTemplate
Type: ParticleSystem
effect played over weapons being scaled in when the player is nearby
Subobjects
BaseMeshComp
Class: Engine.StaticMeshComponent
Inherits from: UTPickupFactory.BaseMeshComp
No new values.
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTPickupFactory.CollisionCylinder
Property | Value |
---|---|
CollisionHeight | 50.0 |
CollisionRadius | 80.0 |
PathRenderer
Class: Engine.PathRenderingComponent
Inherits from: UTPickupFactory.PathRenderer
No new values.
PickupLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
Inherits from: UTPickupFactory.PickupLightEnvironment
No new values.
Structs
PawnToucher
Modifiers: native
ReplacementWeaponEntry
Modifiers: native
when received on the client, replaces Weapons array classes with this array instead
- bool bReplaced
- indicates whether this entry in the Weapons array was actually replaced
(so we can distinguish between WeaponClass == None because it wasn't touched vs. because it was removed
WeaponEntry
Modifiers: native
- class<UTWeapon> WeaponClass
- PrimitiveComponent PickupMesh
Functions
Events
DetourWeight
Overrides: PickupFactory.DetourWeight
PostBeginPlay
Overrides: UTPickupFactory.PostBeginPlay
ReplicatedEvent
Overrides: UTPickupFactory.ReplicatedEvent
Look for changes in bPulseBase or bPickupHidden and set the TargetEmissive accordingly
Reset
Overrides: PickupFactory.Reset
SetInitialState
Overrides: UTPickupFactory.SetInitialState
SetPlayerNearby
Other instance functions
AddCustomer
BotDesireability
DestroyWeapons
GetHumanReadableName
Overrides: Actor.GetHumanReadableName
HasCustomer
InitializePickup
Overrides: PickupFactory.InitializePickup
InitializeWeapons
initialize properties/display for the weapons that are listed in the array
NotifyLocalPlayerDead
ReplaceWeapon
replaces an entry in the Weapons array (generally used by mutators)
ShouldCamp
Overrides: UTPickupFactory.ShouldCamp
Returns true if Bot should wait for me
ShowActive
ShowHidden
States
Disabled
Disabled.BeginState
Overrides: PickupFactory.Disabled.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
LockerPickup
Modifiers: auto
LockerPickup.BeginState
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
LockerPickup.Touch
Overrides: Actor.Touch (global)
LockerPickup.CheckTouching
Make sure no pawn already touching (while touch was disabled in sleep).
LockerPickup.NotifyLocalPlayerDead
Overrides: NotifyLocalPlayerDead (global)
LockerPickup.ReadyToPickup
Overrides: PickupFactory.ReadyToPickup (global)
LockerPickup.RecheckValidTouch
Overrides: PickupFactory.RecheckValidTouch (global)
Pickup was touched through a wall. Check to see if touching pawn is no longer obstructed
LockerPickup.ShowActive
Overrides: ShowActive (global)