UE2:ASVehicleFactory (UT2004)

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UT2004 Object >> Actor >> SVehicleFactory >> ASVehicleFactory
Package: 
UT2k4Assault

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

Type: class<Emitter>


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

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


Timer

event Timer ()

Overrides: Actor.Timer


Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: SVehicleFactory.Trigger


VehicleDestroyed

event VehicleDestroyed (Vehicle V)

Overrides: SVehicleFactory.VehicleDestroyed


VehiclePossessed

event VehiclePossessed (Vehicle V)

Overrides: SVehicleFactory.VehiclePossessed


Other instance functions

PrecacheAnnouncer

simulated function PrecacheAnnouncer (AnnouncerVoice V, bool bRewardSounds)

Overrides: Actor.PrecacheAnnouncer


Reset

function Reset ()

Overrides: Actor.Reset


SelfTriggered

function bool SelfTriggered ()

Overrides: Actor.SelfTriggered


SetEnabled

function SetEnabled (bool bNewEnabled)


SetVehicleTeam

function byte SetVehicleTeam ()


ShutDown

function ShutDown ()


SpawnBuildEffect

function SpawnBuildEffect ()


SpawnVehicle

function SpawnVehicle ()


UpdatePrecacheMaterials

simulated function UpdatePrecacheMaterials ()

Overrides: Actor.UpdatePrecacheMaterials


UpdatePrecacheStaticMeshes

simulated function UpdatePrecacheStaticMeshes ()

Overrides: Actor.UpdatePrecacheStaticMeshes


VehicleSpawned

function VehicleSpawned ()