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Vehicle spawner. Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.Actor
|
+-- Engine.NavigationPoint
|
+-- UTGame.UTVehicleFactory
UTVehicleFactory_Cicada, UTVehicleFactory_DarkWalker, UTVehicleFactory_Fury, UTVehicleFactory_Goliath, UTVehicleFactory_HellBender, UTVehicleFactory_Leviathan, UTVehicleFactory_Manta, UTVehicleFactory_Nemesis, UTVehicleFactory_NightShade, UTVehicleFactory_Paladin, UTVehicleFactory_Raptor, UTVehicleFactory_Scavenger, UTVehicleFactory_Scorpion, UTVehicleFactory_SPMA, UTVehicleFactory_StealthBender, UTVehicleFactory_TrackTurretBase, UTVehicleFactory_Viper
| Constants Summary |
|---|
| Inherited Contants from Engine.NavigationPoint |
|---|
| INFINITE_PATH_COST |
| Variables Summary | |
|---|---|
| bool | bHasLockedVehicle |
| bool | bReplicateChildVehicle |
| UTVehicle | ChildVehicle |
| vector | HUDLocation |
| float | RespawnProgress |
| float | RespawnRateModifier |
| UTGameObjective | ReverseObjective |
| float | SpawnZOffset |
| int | TeamNum |
| class<UTVehicle> | VehicleClass |
| string | VehicleClassPath |
| UTVehicleFactory | |
| bool | bDisabled |
| bool | bForceAvoidReversing |
| bool | bIgnoreOnPS3 |
| bool | bKeyVehicle |
| bool | bMayReverseSpawnDirection |
| bool | bStartNeutral |
| array<Rotator> | InitialGunRotations |
| UTOnslaughtObjective | ONSObjectiveOverride |
| ETeamSpawning | TeamSpawningControl |
| Enumerations Summary | ||
|---|---|---|
| ETeamSpawning TS_All, TS_AxonOnly, TS_NecrisOnly | ||
| Inherited Enumerations from Engine.Actor |
|---|
| ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType |
| Structures Summary |
|---|
| Inherited Structures from Engine.NavigationPoint |
|---|
| NavigationOctreeObject |
| Inherited Structures from Engine.Actor |
|---|
| AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo |
| Functions Summary | ||
|---|---|---|
![]() | Activate (byte T)) | |
![]() | Activate (byte T)) Active | |
![]() | AddToClosestObjective ())) | |
![]() | BeginState (name PreviousStateName)) Active | |
![]() | bool | CanActivateForTeam (byte T)) |
![]() | Deactivate ())) | |
![]() | EndState (name NextStateName)) Active | |
![]() | rotator | GetSpawnRotation ())) |
![]() | byte | GetTeamNum () |
![]() | OnToggle (SeqAct_Toggle Action)) | |
![]() | PostBeginPlay ())) | |
![]() | RenderMapIcon (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, LinearColor FinalColor)) | |
![]() | SetHUDLocation (vector NewHUDLocation) | |
![]() | SetInitialState ())) | |
![]() | SpawnVehicle () | |
![]() | SpawnVehicle ())) Active | |
![]() | TarydiumBoost (float Quantity) | |
![]() | TarydiumBoost (float Quantity)) Active | |
![]() | TriggerSpawnedEvent ())) | |
![]() | VehicleDestroyed (UTVehicle V )) | |
![]() | VehicleDestroyed (UTVehicle V )) Active | |
![]() | VehicleTaken ())) | |
| States Summary |
|---|
| Active Source code |
|---|
|
state Active |
| Activate, BeginState, EndState, SpawnVehicle, TarydiumBoost, VehicleDestroyed |
| Variables Detail |
|---|
Whether vehicles spawned at this factory are initially team locked
if set, replicate ChildVehicle reference
Timer for determining when to spawn vehicles
Reverse spawn dir if controlled by same team controlling this objective
actual vehicle class to spawn. DO NOT SET THIS IN DEFAULT PROPERTIES - set VehicleClassPath instead
full package.class for the vehicle class. You should set this in the default properties, NOT VehicleClass. this indirection is needed for the cooker, so it can fully clear references to vehicles that won't be spawned on the target platform if the direct class reference were in the default properties, this wouldn't be possible without deleting the factory outright, which we can't do without breaking paths
vehicle factory can't be activated while this is set
if set, force bAvoidReversing to true on the vehicle for the AI
if set, vehicle factory doesn't do anything on PS3
If set, vehicles from this factory will be key vehicles (for AI) and show up on minimap
Reverse spawn direction depending on which team controls vehicle factory
Not applicable to Warfare
This array holds the initial gun rotations for a spawned vehicle.
Override the objective with which this vehicle factory is associated
allows setting this vehicle factory to only spawn when one team controls this factory
| Enumerations Detail |
|---|
| Functions Detail |
|---|
Activate Source code
Activate Active Source code
AddToClosestObjective Source code
BeginState Active Source code
CanActivateForTeam Source code
Deactivate Source code
EndState Active Source code
GetSpawnRotation Source code
GetTeamNum Source code
OnToggle Source code
PostBeginPlay Source code
RenderMapIcon Source code
SetHUDLocation Source codefunction used to update where icon for this actor should be rendered on the HUD
@param NewHUDLocation is a vector whose X and Y components are the X and Y components of this actor's icon's 2D position on the HUD
SetInitialState Source code
SpawnVehicle Source code
SpawnVehicle Active Source code
TarydiumBoost Source code
TarydiumBoost Active Source code
TriggerSpawnedEvent Source code
VehicleDestroyed Source code
VehicleDestroyed Active Source code
VehicleTaken Source codecalled when someone starts driving our child vehicle
| Defaultproperties |
|---|
defaultproperties { RespawnRateModifier=1.000000 TeamNum=255 bBlockable=True Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'Engine.Default__NavigationPoint:CollisionCylinder' ObjectArchetype=CylinderComponent'Engine.Default__NavigationPoint:CollisionCylinder' End Object CylinderComponent=CollisionCylinder GoodSprite=None BadSprite=None Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__NavigationPoint:Sprite' ObjectArchetype=SpriteComponent'Engine.Default__NavigationPoint:Sprite' End Object Components(0)=Sprite Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'Engine.Default__NavigationPoint:Arrow' ObjectArchetype=ArrowComponent'Engine.Default__NavigationPoint:Arrow' End Object Components(1)=Arrow Components(2)=CollisionCylinder Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'Engine.Default__NavigationPoint:PathRenderer' ObjectArchetype=PathRenderingComponent'Engine.Default__NavigationPoint:PathRenderer' End Object Components(3)=PathRenderer Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent' bUpdateSkelWhenNotRendered=False HiddenGame=True AlwaysLoadOnClient=False AlwaysLoadOnServer=False Name="SVehicleMesh" ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent' End Object Components(4)=SVehicleMesh RemoteRole=ROLE_SimulatedProxy bStatic=False bHidden=True bAlwaysRelevant=True bSkipActorPropertyReplication=True NetUpdateFrequency=1.000000 CollisionComponent=CollisionCylinder CollisionType=COLLIDE_CustomDefault SupportedEvents(3)=Class'UTGame.UTSeqEvent_VehicleFactory' Name="Default__UTVehicleFactory" ObjectArchetype=NavigationPoint'Engine.Default__NavigationPoint' } |
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