UE3:UTVehicleFactory_TrackTurretBase (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
UT3 Object >> Actor >> NavigationPoint >> UTVehicleFactory >> UTVehicleFactory_TrackTurretBase
Package:
UTGame
Direct subclasses:
UTVehicleFactory_Turret, UTVehicleFactory_ShieldedTurret_Stinger, UTVehicleFactory_ShieldedTurret_Shock, UTVehicleFactory_ShieldedTurret_Rocket

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

Properties

Property group 'UTTurret'

bIgnoreMatineeRotation

Type: bool

If true, this turret will ignore the rotation provided by Matinee

Default value: True

InitialPosition

Type: float

Holds the initial position - the turret track action will be moved to this position whenever the turret is reset

MoverBase

Type: InterpActor

Used to base this on a mover

TurretAccelRate

Type: float

How long does the turret take to get moving full speed

Default value: 3.5

Internal variables

bHasTrack

Type: bool

whether we have a track (passed to vehicle for AI)

bInMotion

Type: bool

Modifiers: transient

This is true if the turret is in motion

LastMoveDir

Type: ETurretMoveDir

Defines the last movement direction

LastPosition

Type: float

previous interpolation position - used to cancel moves when the turret collides with something

LastSteering

Type: float

Modifiers: transient

stores last inputs used to adjust movement, so that if they have not changed we continue in the direction we were going regardless of how the matinee and/or the player's view turns

LastThrottle

Type: float

Modifiers: transient

stores last inputs used to adjust movement, so that if they have not changed we continue in the direction we were going regardless of how the matinee and/or the player's view turns

MovementModifier

Type: float

Modifiers: transient

Holds the current movement time modifier

SpawnRotationOffset

Type: Object.Rotator

Hack: offset for spawned vehicle rotation to work around issue with some turret meshes that causes them to be offset from the rotation in UnrealEd

Default values

Property Value
bDestinationOnly True
bHardAttach True
bIgnoreEncroachers True
bReplicateChildVehicle True
NetPriority 1.5
NetUpdateFrequency 15.0
Physics PHYS_Interpolating
SupportedEvents[4] Class'UTGame.UTSeqEvent_TurretSpawn'
SupportedEvents[5] Class'UTGame.UTSeqEvent_TurretStatusChanged'

Subobjects

Arrow

Class: Engine.ArrowComponent

Inherits from: UTVehicleFactory.Arrow

No new values.

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: UTVehicleFactory.CollisionCylinder

No new values.

PathRenderer

Class: Engine.PathRenderingComponent

Inherits from: UTVehicleFactory.PathRenderer

No new values.

Sprite

Class: Engine.SpriteComponent

Inherits from: UTVehicleFactory.Sprite

No new values.

SVehicleMesh

Class: Engine.SkeletalMeshComponent

Inherits from: UTVehicleFactory.SVehicleMesh

No new values.

Enums

ETurretMoveDir

Defines the directions to which the turret can move

TMD_Stop
TMD_Forward
TMD_Reverse

Functions

Native functions

ForceTurretStop

native function ForceTurretStop ()

This function is called when a player Enters a turret that is in the process of resetting.

ResetTurret

native function ResetTurret ()

Reset the Turret by Heading back towards the start position

TurretDeathReset

native function TurretDeathReset ()


Events

InterpolationChanged

simulated event InterpolationChanged (SeqAct_Interp InterpAction)

Overrides: Actor.InterpolationChanged

(Description copied from Actor.InterpolationChanged)
called when a SeqAct_Interp action affecting this Actor received an event that changed its properties (paused, reversed direction, etc)

Parameters:

  • InterpAction - the SeqAct_Interp that is affecting the Actor

Note: this function is called on clients for actors that are interpolated clientside via MatineeActor

InterpolationFinished

simulated event InterpolationFinished (SeqAct_Interp InterpAction)

Overrides: Actor.InterpolationFinished

(Description copied from Actor.InterpolationFinished)
called when a SeqAct_Interp action finished interpolating this Actor

Parameters:

  • InterpAction - the SeqAct_Interp that was affecting the Actor

Note: this function is called on clients for actors that are interpolated clientside via MatineeActor

InterpolationStarted

simulated event InterpolationStarted (SeqAct_Interp InterpAction)

Overrides: Actor.InterpolationStarted

(Description copied from Actor.InterpolationStarted)
called when a SeqAct_Interp action starts interpolating this Actor via matinee

Parameters:

  • InterpAction - the SeqAct_Interp that is affecting the Actor

Note: this function is called on clients for actors that are interpolated clientside via MatineeActor

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: UTVehicleFactory.PostBeginPlay


Other instance functions

Deactivate

function Deactivate ()

Overrides: UTVehicleFactory.Deactivate


GetSpawnRotation

function Object.Rotator GetSpawnRotation ()

Overrides: UTVehicleFactory.GetSpawnRotation


States

Active

Active.SpawnVehicle

event SpawnVehicle ()

Overrides: UTVehicleFactory.Active.SpawnVehicle