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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * Structure defining information about a particular 'family' (eg. Ironguard Male) */ class UTFamilyInfo extends Object native abstract; /** Matches the FamilyID in the CustomCharData */ var string FamilyID; /** Faction that this family belongs to. */ var string Faction; /** Mesh to use for first person weapon */ //var SkeletalMesh ArmMesh; /** Package to load to find the arm mesh for this char. */ var string ArmMeshPackageName; /** Name of mesh within ArmMeshPackageName to use for arms. */ var string ArmMeshName; /** Package that contains team-skin materials for first-person arms. */ var string ArmSkinPackageName; /** Name of red team material for first-person arms. */ var string RedArmSkinName; /** Name of blue team material for first-person arms. */ var string BlueArmSkinName; /** Name of 'neck stump' mesh to use if head is enclosed by helmet. */ var string NeckStumpName; /** Extra offset to apply to mesh when rendering portrait for this family. */ var vector PortraitExtraOffset; /** Physics Asset to use */ var PhysicsAsset PhysAsset; /** Animation sets to use for a character in this 'family' */ var array<AnimSet> AnimSets; /** Names for specific bones in the skeleton */ var name LeftFootBone; var name RightFootBone; var array<name> TakeHitPhysicsFixedBones; var class<UTPawnSoundGroup> SoundGroupClass; var class<UTVoice> VoiceClass; var MaterialInstanceConstant BaseMICParent; var MaterialInstanceConstant BioDeathMICParent; /** This is the blood splatter effect to use on the walls when this pawn is shot @see LeaveABloodSplatterDecal **/ var MaterialInstance BloodSplatterDecalMaterial; /** Contains all bones used by this family - used for animating character on creation screen. */ var SkeletalMesh MasterSkeleton; /** Idle animation to use in character editor screen. */ var name CharEditorIdleAnimName; /** When not in a team game, this is the color to use for glowy bits. */ var LinearColor NonTeamEmissiveColor; /** When not in a team game, this is the color to tint character at a distance. */ var LinearColor NonTeamTintColor; /** When creating this custom char, number of LODs to strip from the source parts. */ var int MergeLODsToStrip; /** Structure containing information about a specific emote */ struct native EmoteInfo { /** Category to which this emote belongs. */ var name CategoryName; /** This is a unique tag used to look up this emote */ var name EmoteTag; /** Friendly name of this emote (eg for menu) */ var localized string EmoteName; /** Name of animation to play. Should be in AnimSets above. */ var name EmoteAnim; /** Indicates that this is a whole body 'victory' emote which should only be offered at the end of the game. */ var bool bVictoryEmote; /** Emote should only be played on top half of body. */ var bool bTopHalfEmote; /** The command that goes with this emote */ var name Command; /** if true, the command requires a PRI */ var bool bRequiresPlayer; }; /** Set of all emotes for this family. */ var array<EmoteInfo> FamilyEmotes; //// Gibs /** information on what gibs to spawn and where */ struct native GibInfo { /** the bone to spawn the gib at */ var name BoneName; /** the gib class to spawn */ var class<UTGib> GibClass; var bool bHighDetailOnly; }; var array<GibInfo> Gibs; /** Head gib */ var GibInfo HeadGib; // NOTE: this can probably be moved to the DamageType. As the damage type is probably not going to have different types of mesh per race (???) /** This is the skeleton skel mesh that will replace the character's mesh for various death effects **/ var SkeletalMesh DeathMeshSkelMesh; var PhysicsAsset DeathMeshPhysAsset; /** This is the number of materials on the DeathSkeleton **/ var int DeathMeshNumMaterialsToSetResident; /** Which joints we can break when applying damage **/ var array<Name> DeathMeshBreakableJoints; /** These are the materials that the skeleton for this race uses (i.e. some of them have more than one material **/ var array<MaterialInstanceTimeVarying> SkeletonBurnOutMaterials; /** The visual effect to play when a headshot gibs a head. */ var ParticleSystem HeadShotEffect; /** Name of the HeadShotGoreSocket **/ var name HeadShotGoreSocketName; /** * This is attached to the HeadShotGoreSocket on the pawn if there exists one. Some pawns do no need to have this as their mesh already * has gore pieces. But some do not. **/ var StaticMesh HeadShotNeckGoreAttachment; var class<UTEmit_HitEffect> BloodEmitterClass; /** Hit impact effects. Sprays when you get shot **/ var array<DistanceBasedParticleTemplate> BloodEffects; /** When you are gibbed this is the particle effect to play **/ var ParticleSystem GibExplosionTemplate; /** scale for meshes in this family when driving a vehicle */ var float DrivingDrawScale; /** Whether these are female characters */ var bool bIsFemale; /** Mesh scaling */ var float DefaultMeshScale; var float BaseTranslationOffset; /** death camera blood effect */ var class<UTEmitCameraEffect> DeathCameraEffect; /** Camera offsets for Hero */ var float ExtraCameraZOffset; var float CameraXOffset, CameraYOffset; var float MinCameraDistSq; /** Projectile offsets for Hero */ var vector HeroFireOffset; var vector SuperHeroFireOffset; /** AnimSet for this family's Hero Melee attack */ var AnimSet HeroMeleeAnimSet; /** How likely bot associated with this family is to betray teammates */ var float TrustWorthiness; /** * Returns the # of emotes in a given group */ function static int GetEmoteGroupCnt(name Category) { local int i,cnt; for (i=0;i<default.FamilyEmotes.length;i++) { if (default.FamilyEmotes[i].CategoryName == Category ) { cnt++; } } return cnt; } static function class<UTVoice> GetVoiceClass(CustomCharData CharacterData) { return Default.VoiceClass; } /** * returns all the Emotes in a group */ function static GetEmotes(name Category, out array<string> Captions, out array<name> EmoteTags) { local int i; local int cnt; for (i=0;i<default.FamilyEmotes.length;i++) { if (default.FamilyEmotes[i].CategoryName == Category ) { Captions[cnt] = default.FamilyEmotes[i].EmoteName; EmoteTags[cnt] = default.FamilyEmotes[i].EmoteTag; cnt++; } } } /** * Finds the index of the emote given a tag */ function static int GetEmoteIndex(name EmoteTag) { local int i; for (i=0;i<default.FamilyEmotes.length;i++) { if ( default.FamilyEmotes[i].EmoteTag == EmoteTag ) { return i; } } return -1; } defaultproperties { LeftFootBone="b_LeftAnkle" RightFootBone="b_RightAnkle" TakeHitPhysicsFixedBones(0)="b_LeftAnkle" TakeHitPhysicsFixedBones(1)="b_RightAnkle" SoundGroupClass=Class'UTGame.UTPawnSoundGroup' VoiceClass=Class'UTGame.UTVoice_DefaultMale' BloodSplatterDecalMaterial=MaterialInstanceTimeVarying'T_FX.DecalMaterials.MITV_FX_BloodDecal_Small01' NonTeamEmissiveColor=(R=10.000000,G=0.200000,B=0.200000,A=1.000000) NonTeamTintColor=(R=4.000000,G=2.000000,B=0.500000,A=1.000000) MergeLODsToStrip=1 FamilyEmotes(0)=(CategoryName="Taunt",EmoteTag="TauntA",EmoteName="Bring It On",EmoteAnim="Taunt_FB_BringItOn") FamilyEmotes(1)=(CategoryName="Taunt",EmoteTag="TauntB",EmoteName="Hoolahoop",EmoteAnim="Taunt_FB_Hoolahoop") FamilyEmotes(2)=(CategoryName="Taunt",EmoteTag="TauntC",EmoteName="Hip Thrust",EmoteAnim="Taunt_FB_Pelvic_Thrust_A") FamilyEmotes(3)=(CategoryName="Taunt",EmoteTag="TauntD",EmoteName="Bullet To Head",EmoteAnim="Taunt_UB_BulletToTheHead",bTopHalfEmote=True) FamilyEmotes(4)=(CategoryName="Taunt",EmoteTag="TauntE",EmoteName="Come Here",EmoteAnim="Taunt_UB_ComeHere",bTopHalfEmote=True) FamilyEmotes(5)=(CategoryName="Taunt",EmoteTag="TauntF",EmoteName="Throat Slit",EmoteAnim="Taunt_UB_Slit_Throat",bTopHalfEmote=True) FamilyEmotes(6)=(CategoryName="Order",EmoteTag="OrderA",EmoteName="Attack",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True,Command="ATTACK",bRequiresPlayer=True) FamilyEmotes(7)=(CategoryName="Order",EmoteTag="OrderB",EmoteName="Defend",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True,Command="Defend",bRequiresPlayer=True) FamilyEmotes(8)=(CategoryName="Order",EmoteTag="OrderC",EmoteName="Hold This Position",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True,Command="Hold",bRequiresPlayer=True) FamilyEmotes(9)=(CategoryName="Order",EmoteTag="OrderD",EmoteName="Cover Me",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True,Command="Follow",bRequiresPlayer=True) FamilyEmotes(10)=(CategoryName="Order",EmoteTag="OrderE",EmoteName="Freelance",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True,Command="Freelance",bRequiresPlayer=True) FamilyEmotes(11)=(CategoryName="Order",EmoteTag="OrderF",EmoteName="Drop Flag/Orb",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True,Command="DropFlag") FamilyEmotes(12)=(CategoryName="UnusedOrder",EmoteTag="OrderG",EmoteName="Drop Orb",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True,Command="DropOrb") FamilyEmotes(13)=(CategoryName="SpecialMove",EmoteTag="MeleeA",EmoteAnim="GroundPound_A") FamilyEmotes(14)=(CategoryName="Status",EmoteTag="ENCOURAGEMENT",EmoteName="Encouragement",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True) FamilyEmotes(15)=(CategoryName="Status",EmoteTag="ACK",EmoteName="Acknowledged",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True) FamilyEmotes(16)=(CategoryName="Status",EmoteTag="InPosition",EmoteName="In Position",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True) FamilyEmotes(17)=(CategoryName="Status",EmoteTag="UnderAttack",EmoteName="Under Attack",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True) FamilyEmotes(18)=(CategoryName="Status",EmoteTag="AreaSecure",EmoteName="Area Secure",EmoteAnim="Taunt_UB_Flag_Pickup",bTopHalfEmote=True) HeadShotEffect=ParticleSystem'T_FX.Effects.P_FX_HeadShot' HeadShotGoreSocketName="HeadShotGoreSocket" HeadShotNeckGoreAttachment=StaticMesh'CH_Gore.S_CH_Headshot_Gore' BloodEmitterClass=Class'UTGame.UTEmit_BloodSpray' BloodEffects(0)=(Template=ParticleSystem'T_FX.Effects.P_FX_Bloodhit_01_Far',MinDistance=750.000000) BloodEffects(1)=(Template=ParticleSystem'T_FX.Effects.P_FX_Bloodhit_01_Mid',MinDistance=350.000000) BloodEffects(2)=(Template=ParticleSystem'T_FX.Effects.P_FX_Bloodhit_01_Near') GibExplosionTemplate=ParticleSystem'T_FX.Effects.P_FX_GibExplode' DrivingDrawScale=1.000000 DefaultMeshScale=1.075000 BaseTranslationOffset=7.000000 DeathCameraEffect=Class'UTGame.UTEmitCameraEffect_BloodSplatter' ExtraCameraZOffset=-10.000000 CameraXOffset=0.200000 CameraYOffset=-1.000000 MinCameraDistSq=1.000000 HeroFireOffset=(X=180.000000,Y=-10.000000,Z=-20.000000) SuperHeroFireOffset=(X=380.000000,Y=-10.000000,Z=-30.000000) HeroMeleeAnimSet=AnimSet'CH_AnimHuman_Hero.Anims.K_AnimHuman_Hero' Name="Default__UTFamilyInfo" ObjectArchetype=Object'Core.Default__Object' } |
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