Mostly Harmless

UE3:UTWeaponLocker (UT3)

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UT3 Object >> Actor >> NavigationPoint >> PickupFactory >> UTPickupFactory >> UTWeaponLocker
Package: 
UTGame
Direct subclass:
UTWeaponLocker_Content
This class in other games:
UDK

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

Pawn
float NextTouchTime 

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

class<UTWeapon> WeaponClass 
the class of weapon to replace with

WeaponEntry

Modifiers: native

class<UTWeapon> WeaponClass 
PrimitiveComponent PickupMesh 

Functions

Events

DetourWeight

event float DetourWeight (Pawn Other, float PathWeight)

Overrides: PickupFactory.DetourWeight


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: UTPickupFactory.PostBeginPlay


ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: UTPickupFactory.ReplicatedEvent

Look for changes in bPulseBase or bPickupHidden and set the TargetEmissive accordingly

Reset

event Reset ()

Overrides: PickupFactory.Reset


SetInitialState

simulated event SetInitialState ()

Overrides: UTPickupFactory.SetInitialState


SetPlayerNearby

simulated event SetPlayerNearby (bool bNewPlayerNearby, bool bPlayEffects)


Other instance functions

AddCustomer

function bool AddCustomer (Pawn P)


BotDesireability

function float BotDesireability (Pawn Bot, Controller C)


DestroyWeapons

simulated function DestroyWeapons ()


GetHumanReadableName

simulated function string GetHumanReadableName ()

Overrides: Actor.GetHumanReadableName


HasCustomer

function bool HasCustomer (Pawn P)


InitializePickup

simulated function InitializePickup ()

Overrides: PickupFactory.InitializePickup


InitializeWeapons

simulated function InitializeWeapons ()

initialize properties/display for the weapons that are listed in the array

NotifyLocalPlayerDead

simulated function NotifyLocalPlayerDead (PlayerController PC)


ReplaceWeapon

function ReplaceWeapon (int Index, class<UTWeaponNewWeaponClass)

replaces an entry in the Weapons array (generally used by mutators)

ShouldCamp

function bool ShouldCamp (UTBot B, float MaxWait)

Overrides: UTPickupFactory.ShouldCamp

Returns true if Bot should wait for me

ShowActive

simulated function ShowActive ()


ShowHidden

simulated function ShowHidden ()


States

Disabled

Disabled.BeginState

simulated event BeginState (name PreviousStateName)

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

simulated event BeginState (name PreviousStateName)

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

simulated event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: Actor.Touch (global)


LockerPickup.CheckTouching

function CheckTouching ()

Make sure no pawn already touching (while touch was disabled in sleep).

LockerPickup.NotifyLocalPlayerDead

simulated function NotifyLocalPlayerDead (PlayerController PC)

Overrides: NotifyLocalPlayerDead (global)


LockerPickup.ReadyToPickup

function bool ReadyToPickup (float MaxWait)

Overrides: PickupFactory.ReadyToPickup (global)


LockerPickup.RecheckValidTouch

function RecheckValidTouch ()

Overrides: PickupFactory.RecheckValidTouch (global)

Pickup was touched through a wall. Check to see if touching pawn is no longer obstructed

LockerPickup.ShowActive

simulated function ShowActive ()

Overrides: ShowActive (global)


LockerPickup.ValidTouch

simulated function bool ValidTouch (Actor Other)