UE2:ASVehicleFactory (UT2004)
Object >> Actor >> SVehicleFactory >> ASVehicleFactory |
- Package:
- UT2k4Assault
- Direct subclasses:
- ASVehicleFactory_IonCannon, ASVehicleFactory_MinigunTurret, ASVehicleFactory_SentinelCeiling, ASVehicleFactory_SentinelFloor, ASVehicleFactory_Turret
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ASVehicleFactory Created by Laurent Delayen © 2003, Epic Games, Inc. All Rights Reserved Factory to spawn vehicles in Assault - Supports startup or trigger spawning - round reset - respawn when killed - progress respawn - ON/OFF triggering
Note: Assault factories can only spawn and handle a single vehicle at a time
Properties
Property group 'ASVehicleFactory'
AIVisibilityDist
Type: float
Default value: 15000.0
Announcement_Destroyed
Type: Sound
bEnabled
Type: bool
Default value: True
bEnter_TeamUnlocks
Type: bool
When a player enters vehicle, it is unlocked.
bHighScoreKill
Type: bool
vehicle is considered important and awards 5 points upon destruction
bHUDTrackVehicle
Type: bool
If true, Vehicle will tracked on HUD. (For Objectives in Assault)
bKeyVehicle
Type: bool
Hint for AI to hunt down vehicle (when vehicle is considered an objective like in Glacier or Junkyard)
bRespawnWhenDestroyed
Type: bool
when vehicle is destroyed spawn a new one
bSpawnBuildEffect
Type: bool
Default value: True
bSpawnProtected
Type: bool
bVehicleTeamLock
Type: bool
Vehicle is locked to specific team.
MaxSpawnBlockCount
Type: int
Default value: 5
NextFactoryTag
Type: name
next Factory to enable with Spawn Progress...
RespawnDelay
Type: float
Default value: 3.0
TriggeredFunction
Type: EASVF_TriggeredFunction
VehicleAmbientGlow
Type: byte
VehicleClassStr
Type: string
VehicleDamageMomentumScale
Type: float
Default value: 1.0
VehicleDriverDamageMult
Type: float
multiplier to damage on vehicle's driver (applied to all positions vehicle has)
Default value: 1.0
VehicleEvent
Type: name
Event to set on vehicle (triggered when vehicle is destroyed)
VehicleHealth
Type: int
health vehicle gets (values <= 0 mean vehicle default)
VehicleLinkHealMult
Type: float
Default value: 0.35
VehiclePossessedEvent
Type: name
VehicleTag
Type: name
Tag to set on vehicle (to use with possess triggers for example)
VehicleTeam
Type: byte
Default value: 1
Internal variables
BACKUP_bEnabled
Type: bool
BlockCount
Type: int
bResetting
Type: bool
bSoundsPrecached
Type: bool
BuildEffect
Type: Emitter
BuildEffectClass
Default value: Class'UT2k4Assault.FX_ASVehicleBuildEffect'
Child
Type: Vehicle
MyDestroyVehicleObjective
Type: DestroyVehicleObjective
NextFactory
Type: ASVehicleFactory
SpawnDelay
Type: float
Spawn delay to avoid spawning vehicles during resetting...
Default value: 0.15
Default values
Property | Value |
---|---|
bMovable | False |
VehicleClass | Class'UT2k4Assault.ASTurret' |
Enums
EASVF_TriggeredFunction
- EAVSF_ToggleEnabled
- EAVSF_TriggeredSpawn
- EAVSF_SpawnProgress
Functions
Events
PostBeginPlay
Overrides: Actor.PostBeginPlay
Timer
Overrides: Actor.Timer
Trigger
Overrides: SVehicleFactory.Trigger
VehicleDestroyed
Overrides: SVehicleFactory.VehicleDestroyed
VehiclePossessed
Overrides: SVehicleFactory.VehiclePossessed
Other instance functions
PrecacheAnnouncer
Overrides: Actor.PrecacheAnnouncer
Reset
Overrides: Actor.Reset
SelfTriggered
Overrides: Actor.SelfTriggered
SetEnabled
SetVehicleTeam
ShutDown
SpawnBuildEffect
SpawnVehicle
UpdatePrecacheMaterials
Overrides: Actor.UpdatePrecacheMaterials
UpdatePrecacheStaticMeshes
Overrides: Actor.UpdatePrecacheStaticMeshes
VehicleSpawned