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User:Crusha/UltimateMappingTools/UltimateRadarVehicleLRI
UltimateRadarVehicleLRI
by Crusha K. Rool
Object >> Actor >> Info >> ReplicationInfo >> UltimateRadarVehicleLRI (custom) |
Contents
- 1 UltimateRadarVehicleLRI
- 1.1 Properties
- 1.1.1 bAdded
- 1.1.2 bMarkerMode
- 1.1.3 bRadarFadeWithEnemyUpdateTime
- 1.1.4 bRadarFadeWithOwnerUpdateTime
- 1.1.5 bRadarHideWhenEmpty
- 1.1.6 bRadarNeutralWhenEmpty
- 1.1.7 bRadarVisibleToDriver
- 1.1.8 NextVehicleLRI
- 1.1.9 OldOwnerTeam
- 1.1.10 PassedTime
- 1.1.11 PassedTimeEnemy
- 1.1.12 RadarEnemyUpdateTime
- 1.1.13 RadarMaterial
- 1.1.14 RadarOwnerUpdateTime
- 1.1.15 RadarTexRot
- 1.1.16 RadarTextureRotationOffset
- 1.1.17 RadarTextureScale
- 1.1.18 RadarVehicleVisibility
- 1.1.19 TrackedVehicle
- 1.1.20 VehicleLocation
- 1.1.21 VehicleLocationEnemy
- 1.1.22 VehicleLRIMaster
- 1.1.23 Default values
- 1.2 Enums
- 1.3 Events
- 1.1 Properties
- 2 UltimateRadarVehicleLRIMaster
- Package:
- UltimateMappingTools
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. |
ReplicationInfo for a Vehicle from the UltimateONSFactory
Stores the radar-relevant values and updates and replicates the location of vehicle to the client so that it can be read by the UltimateRadarVehicleHUDOverlay.
Properties
bAdded
Type: bool
bMarkerMode
Type: bool
If True, this is used by the UltimateRadarMapMarker and thus doesn't require a vehicle.
bRadarFadeWithEnemyUpdateTime
Type: bool
If False, the icon will always stay fully opaque.
bRadarFadeWithOwnerUpdateTime
Type: bool
If True, the icon on the radar map will interpolate between opaque and translucent as time passes between location updates on the radar.
bRadarHideWhenEmpty
Type: bool
If true, the vehicle is not drawn when it's empty.
bRadarNeutralWhenEmpty
Type: bool
If true, the vehicle is drawn with white team color when it's left.
bRadarVisibleToDriver
Type: bool
Should the vehicle be shown on the radar to it's driver?
NextVehicleLRI
Type: UltimateRadarVehicleLRI
The next ReplicationInfo. This way we create a dynamic linked list that can change at runtime.
OldOwnerTeam
Type: byte
The original TeamNum that the vehicle had.
PassedTime
Type: float
PassedTimeEnemy
Type: float
The time that has passed since the location and rotation have been updated.
RadarEnemyUpdateTime
Type: float
Same as above, just for enemies.
RadarMaterial
Type: Material
RadarOwnerUpdateTime
Type: float
How many seconds have to pass before the location and rotation of the vehicle is updated for the owning team.
RadarTexRot
Type: TexRotator
This image will represent the vehicle on the Radar.
RadarTextureRotationOffset
Type: int
A base rotation that is added to the rotation of the texture.
RadarTextureScale
Type: float
The image will be scaled by this factor.
RadarVehicleVisibility
Type: ERadarVehicleVisibility
TrackedVehicle
Type: Vehicle
The vehicle whose location and rotation is tracked.
VehicleLocation
Type: Object.Vector
VehicleLocationEnemy
Type: Object.Vector
The location of the vehicle. (replicated)
VehicleLRIMaster
Type: UltimateRadarVehicleLRIMaster
Default values
Property | Value |
---|---|
bSkipActorPropertyReplication | False |
NetPriority | 2.0 |
Enums
ERadarVehicleVisibility
- RVV_Always
- Always to everyone.
- RVV_DriverTeam
- Always to the team that drives the vehicle.
- RVV_DriverEnemy
- Always to the enemy team of the driver.
- RVV_OriginalTeam
- Always to the team that originally owned the vehicle.
- RVV_OriginalTeamAndHijacker
- Always to the team that originally owned the vehicle and to the enemy when he hijacks.
- RVV_OriginalEnemy
- Always to the team that not originally owned the vehicle.
- RVV_OriginalEnemyAndHijacker
- Always to the team that not originally owned the vehicle and to the owners when it got hijacked.
- RVV_OnlyWhenOwned
- Only show to the team that originally owned the vehicle when it's not hijacked.
- RVV_OnlyWhenHijacked
- Only show to the team that originally owned the vehicle when it got hijacked.
Events
BaseChange
Overrides: Actor.BaseChange
BeginPlay
Overrides: Actor.BeginPlay
Destroyed
Overrides: Actor.Destroyed
PostBeginPlay
Overrides: Actor.PostBeginPlay
Tick
Overrides: Actor.Tick
UltimateRadarVehicleLRIMaster
by Crusha K. Rool
Object >> Actor >> Info >> ReplicationInfo >> UltimateRadarVehicleLRIMaster (custom) |
- Package:
- UltimateMappingTools
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. |
Master of the UltimateRadarVehicleLRIs
Serves as anchor for the first node in the linked list of UltimateRadarVehicleLRIs. Contains functions to add or remove new nodes at the correct position in the list.
Properties
FirstVehicleLRI
Type: UltimateRadarVehicleLRI
Default values
Property | Value |
---|---|
NetPriority | 2.0 |