Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UTGame.UTDeployable

Extends
UTWeapon
Modifiers
abstract native

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

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- GameFramework.GameWeapon
            |   
            +-- UTGame.UTWeapon
               |   
               +-- UTGame.UTDeployable

Direct Known Subclasses:

UTDeployableEMPMine, UTDeployableEnergyShield, UTDeployableLinkGenerator, UTDeployableShapedCharge, UTDeployableSlowVolume, UTDeployableSpiderMineTrap, UTDeployableXRayVolumeBase

Variables Summary
boolbDelayRespawn
class<UTDeployedActor>DeployedActorClass
SoundCueDeployFailedSoundCue
UTDeployablePickupFactoryFactory
floatPreviewScale
floatTossMag
UTDeployable
floatDeployCheckRadiusSq
Inherited Variables from UTGame.UTWeapon
AdditionalHintString, AimError, AimingHelpRadius[2], AmmoCount, AmmoDisplayType, AmmoPickupClass, AmmoRechargeRate, ArmFireAnim, ArmIdleAnims, ArmsAnimSet, ArmsEquipAnim, ArmsPutDownAnim, AttachmentClass, bAllowFiringWithoutController, bAutoCharge, bCanDestroyBarricades, bConsiderProjectileAcceleration, bDebugWeapon, bExportMenuData, bFastRepeater, bForceHidden, bHasLocationSpeech, bLeadTarget, bLockedAimWhileFiring, bMuzzleFlashAttached, bMuzzleFlashPSCLoops, bNeverForwardPendingFire, BobDamping, bPendingShow, bRecommendSplashDamage, bShowAltMuzzlePSCWhenWeaponHidden, bSmallWeapons, bSniping, bSplashJump, bSuperWeapon, bSuppressSounds, bTargetAdhesionEnabled, bTargetFrictionEnabled, bUseCustomCoordinates, bUsesOffhand, bUsingAimingHelp, bWarnIfInLocker, bWasLocked, bZoomedFireMode, CrosshairColor, CrossHairCoordinates, CrosshairImage, CrosshairScaling, CrouchHintString, CurrentLockedScale, CurrentRating, CustomCrosshairCoordinates, DroppedPickupOffsetZ, EffectSockets, FinalLockedScale, FireCameraAnim, GroupWeight, HiddenWeaponsOffset, HitEnemy, IconCoordinates, IconHeight, IconWidth, IconX, IconY, InventoryGroup, InventoryWeight, JumpDamping, JumpHintString, LastHitEnemyTime, LastRotation, LastRotUpdate, LastWeaponFireTime, LocationSpeech, LockedCrossHairCoordinates, LockedScaleTime, LockedStartTime, LockerAmmoCount, LockerOffset, LockerRotation, MaxAmmoCount, MaxPitchLag, MaxYawLag, MinReloadPct, MuzzleFlashAltPSCTemplate, MuzzleFlashColor, MuzzleFlashDuration, MuzzleFlashLight, MuzzleFlashLightClass, MuzzleFlashPSC, MuzzleFlashPSCTemplate, MuzzleFlashSocket, NeedToPickUpAnnouncement, OldLeadMag[2], OldMaxDiff[2], OldRotDiff[2], OverlayMesh, PartialCharge, PivotTranslation, PlayerViewOffset, PrimaryFireHintString, ProjectileSpawnOffset, QuickPickGroup, QuickPickWeight, ReturnChgSpeed, RotChgSpeed, SecondaryFireHintString, ShotCost, SimpleCrossHairCoordinates, SmallWeaponsOffset, StartLockedScale, SwitchAbortTime, TargetAdhesionAimDistY, TargetAdhesionAimDistZ, TargetAdhesionDistanceMax, TargetAdhesionPlayerVelocityMin, TargetAdhesionScaleAmountMin, TargetAdhesionScaleRange, TargetAdhesionTargetVelocityMin, TargetAdhesionTimeMax, TargetAdhesionZoomedBoostValue, TargetFrictionDistanceCurve, TargetFrictionDistanceMax, TargetFrictionDistanceMin, TargetFrictionDistancePeak, TargetFrictionMultiplierRange, TargetFrictionOffset, TargetFrictionPeakHeightScale, TargetFrictionPeakRadiusScale, TargetFrictionZoomedBoostValue, UseHintString, WeaponCanvasXPct, WeaponCanvasYPct, WeaponColor, WeaponEquipAnim, WeaponEquipSnd, WeaponFireAnim, WeaponFireSnd, WeaponFireWaveForm, WeaponIdleAnims, WeaponPutDownAnim, WeaponPutDownSnd, WideScreenOffsetScaling, WidescreenRotationOffset, ZoomedFireModeNum, ZoomedRate, ZoomedTargetFOV, ZoomedTurnSpeedScalePct, ZoomFadeTime, ZoomInSound, ZoomOutSound

Enumerations Summary
Inherited Enumerations from UTGame.UTWeapon
AmmoWidgetDisplayStyle, EZoomState

Functions Summary
functionbool AllowSwitchTo (Weapon NewWeapon))
function BeginState (name PreviousStateName))
Inactive
functionfloat BotDesireability (Actor PickupHolder, Pawn P, Controller C))
functionbool CanAttack (Actor Other))
function ClientDeployFailed (bool bDeployablesAreNearby))
function ClientWeaponSet (bool bOptionalSet))
function CustomFire ()))
functionbool DenyPickupQuery (class<Inventory> ItemClass, Actor Pickup))
functionbool Deploy ()))
functionbool DeployablesNearby (Actor MyActor, vector MyLocation, float CheckRadiusSq))
function DeployFailed (optional bool bDeployablesAreNearby=false))
event Destroyed ()))
function DrawWeaponCrosshair (Hud HUD ))
functionfloat GetAIRating ()))
functionvector GetPhysicalFireStartLoc (optional vector AimDir))
functionclass<ActorGetTeamDeployable (int TeamNum))
function InitPickupMesh (PrimitiveComponent InMesh)
functionfloat MaxRange ()))
functionUTGameObjective RecommendObjective (Controller C))
functionbool ShouldDeploy (UTBot B))
function WeaponEquipped ()))
WeaponEquipping
Inherited Functions from UTGame.UTWeapon
Activate, ActiveRenderOverlays, AddAmmo, AdjustPlayerDamage, AdjustWeaponTimingForConsole, AllowSwitchTo, AmmoMaxed, AttachMuzzleFlash, AttachWeaponTo, BeginFire, BeginState, BestMode, BotDesireability, bReadyToFire, CalcInventoryWeight, CanAttack, CanHeal, CanThrow, CanViewAccelerationWhenFiring, CauseMuzzleFlash, CauseMuzzleFlashLight, ChangeVisibility, CheckZoom, ClientEndFire, ClientWeaponSet, ClientWeaponThrown, ConsumeAmmo, CoversScreenSpace, CreateOverlayMesh, DenyClientWeaponSet, DenyPickupQuery, DesireAmmo, Destroyed, DetachMuzzleFlash, DetachWeapon, DetourWeight, DisplayDebug, DrawKillIcon, DrawLockedOn, DrawWeaponCrosshair, DropFrom, EnableFriendlyWarningCrosshair, EndFire, EndState, EndZoom, EnsureWeaponOverlayComponentLast, FireAmmunition, FireHack, FireOnRelease, FiringPutDownWeapon, GetAmmoCount, GetArmAnimNodeSeq, GetEffectLocation, GetEquipTime, GetFireInterval, GetHand, GetOptimalRangeFor, GetOwnerName, GetPhysicalFireStartLoc, GetPowerPerc, GetViewAxes, GetWeaponRating, GetZoomedState, GivenTo, HasAmmo, HasAnyAmmo, HolderEnteredVehicle, InstantAimHelp, InstantFire, InstantFireEndTrace, InstantFireStartTrace, IsFullyCharged, LagRot, Loaded, MuzzleFlashTimer, NeedAmmo, OnAnimEnd, PerformWeaponChange, PlayArmAnimation, PlayFireEffects, PlayFiringSound, PlayWeaponAnimation, PlayWeaponEquip, PlayWeaponPutDown, PostBeginPlay, PreloadTextures, ProcessInstantHit, ProjectileFire, ReadyToFire, RefireCheckTimer, ReplicatedEvent, SendToFiringState, ServerReselectWeapon, ServerStartFire, SetMuzzleFlashParams, SetPosition, SetSkin, SetupArmsAnim, SetWeaponOverlayFlags, ShakeView, ShouldFireWithoutTarget, ShouldLagRot, ShouldSwitchTo, SplashJump, StartFire, StartZoom, StillFiring, StopFireEffects, StopMuzzleFlash, ThrottleLook, TimeWeaponEquipping, TimeWeaponPutDown, TryPutDown, WeaponEmpty, WeaponEquipAborted, WeaponPlaySound

States Summary
Inactive Source code
auto state Inactive
BeginState
WeaponEquipping Source code
simulated state WeaponEquipping
/** * State WeaponEquipping * The Weapon is in this state while transitioning from Inactive to Active state. * Typically, the weapon will remain in this state while its selection animation is being played. * While in this state, the weapon cannot be fired. */
WeaponEquipped


Variables Detail

bDelayRespawn Source code

var bool bDelayRespawn;
if true, factory delays respawn countdown until this deployable is used

DeployedActorClass Source code

var class<UTDeployedActor> DeployedActorClass;
class of deployable actor to spawn

DeployFailedSoundCue Source code

var SoundCue DeployFailedSoundCue;

Factory Source code

var UTDeployablePickupFactory Factory;
the factory that spawned this deployable

PreviewScale Source code

var float PreviewScale;
Scale for deployable when being scaled for a preview in a stealth vehicle

TossMag Source code

var float TossMag;
Toss strength when throwing out deployable

UTDeployable

DeployCheckRadiusSq Source code

var(UTDeployable) float DeployCheckRadiusSq;
Radius to check against for other deployables nearby


Functions Detail

AllowSwitchTo Source code

simulated function bool AllowSwitchTo ( Weapon NewWeapon) )

BeginState Inactive Source code

simulated function BeginState ( name PreviousStateName) )

BotDesireability Source code

static function float BotDesireability ( Actor PickupHolder, Pawn P, Controller C) )

CanAttack Source code

function bool CanAttack ( Actor Other) )

ClientDeployFailed Source code

reliable client function ClientDeployFailed ( bool bDeployablesAreNearby) )
called to notify client of deploy failure

ClientWeaponSet Source code

reliable client function ClientWeaponSet ( bool bOptionalSet) )

CustomFire Source code

simulated function CustomFire ( ) )

DenyPickupQuery Source code

function bool DenyPickupQuery ( class<Inventory> ItemClass, Actor Pickup) )

Deploy Source code

function bool Deploy ( ) )
attempts to deploy the item
@return whether or not deploying was successful

DeployablesNearby Source code

static function bool DeployablesNearby ( Actor MyActor, vector MyLocation, float CheckRadiusSq) )

DeployFailed Source code

function DeployFailed ( optional bool bDeployablesAreNearby=false) )
called when User tries to deploy us and fails for some reason

Destroyed Source code

simulated event Destroyed ( ) )

DrawWeaponCrosshair Source code

simulated function DrawWeaponCrosshair ( Hud HUD ) )

GetAIRating Source code

function float GetAIRating ( ) )

GetPhysicalFireStartLoc Source code

simulated function vector GetPhysicalFireStartLoc ( optional vector AimDir) )

GetTeamDeployable Source code

static function class<Actor> GetTeamDeployable ( int TeamNum) )

InitPickupMesh Source code

static function InitPickupMesh ( PrimitiveComponent InMesh )

MaxRange Source code

simulated function float MaxRange ( ) )

RecommendObjective Source code

function UTGameObjective RecommendObjective ( Controller C) )
Recommend an objective for player carrying this deployable

ShouldDeploy Source code

function bool ShouldDeploy ( UTBot B) )
called from bot's decision logic while this deployable is its Weapon
@return whether bot should deploy us right now

WeaponEquipped WeaponEquipping Source code

simulated function WeaponEquipped ( ) )


Defaultproperties

defaultproperties
{
   TossMag=500.000000
   PreviewScale=1.000000
   bDelayRespawn=True
   DeployCheckRadiusSq=1440000.000000
   bExportMenuData=False
   AmmoCount=1
   IconCoordinates=(U=453.000000,V=327.000000,UL=135.000000,VL=57.000000)
   InventoryGroup=11
   NeedToPickUpAnnouncement=(AnnouncementText="Grab the deployable.")
   WeaponFireTypes(0)=EWFT_Custom
   WeaponFireTypes(1)=EWFT_None
   FireInterval(0)=0.250000
   FireInterval(1)=0.250000
   Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
      ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
   End Object
   Mesh=FirstPersonMesh
   AIRating=0.600000
   Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
   End Object
   DroppedPickupMesh=PickupMesh
   PickupFactoryMesh=PickupMesh
   Name="Default__UTDeployable"
   ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: sk 18-3-2018 10:00:49.744 - Created with UnCodeX