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UTGame.UTLinkGenerator

Extends
UTDeployedActor
Modifiers
native abstract

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

Core.Object
|   
+-- Engine.Actor
   |   
   +-- UTGame.UTDeployedActor
      |   
      +-- UTGame.UTLinkGenerator

Direct Known Subclasses:

UTLinkGeneratorBlue, UTLinkGeneratorRed

Constants Summary
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers

Variables Summary
intAvailableCharge
ParticleSystemComponentBeamEmitter[5]
UTEmitterBeamEndpointEffect[5]
ParticleSystemBeamEndpointTemplate
intBeamPitchAdjust[5]
particleSystemBeamTemplate
SoundCueDestroySound
ParticleSystemComponentDischargeEffect
nameEndPointParamName
floatHealAmountPerInterval
floatHealInterval
UTEmitterHitWallEffect[5]
floatLastChargeLostTime
floatLastHealTime[5]
colorLinkBeamColor
ParticleSystemLinkBeamSystem
vectorLinkDirection[5]
UTVehicleLinkedTo[5]
vectorLinkLocation[5]
floatLinkReset[5]
floatMaxEffectDistSq
floatMaxRange
class<UTDamageType>MyDamageType
intRemainingCharge
SkeletalMeshComponentShieldBase
SoundCueSpawnSound
ParticleSystemWallHitTemplate
Inherited Variables from UTGame.UTDeployedActor
bDeployed, HudLocation, InstigatorController, LightEnvironment, Mesh, TeamNum
Inherited Variables from Engine.Actor
Acceleration, AllComponents, Attached, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanTeleport, bClientDemoRecording, bCollideActors, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEdShouldSnap, bExchangedRoles, bForceNetUpdate, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNeverReplicateRotation, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bRepClientDemo, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStasis, bStatic, bTearOff, bTempEditor, bTicked, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DesiredRotation, DetachFence, DrawScale, DrawScale3D, GeneratedEvents, Group, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, MinDistForNetRBCorrection, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, Role, Rotation, RotationRate, SupportedEvents, Tag, TickGroup, Timers, Touching, Velocity, WorldInfo

Enumerations Summary
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType

Structures Summary
Inherited Structures from Engine.Actor
AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo

Functions Summary
function AddBeamEmitters ()))
event CreateEndpoint (int Index, vector EndPoint))
event Destroyed ()))
function KillEndpointEffect (int Index))
event Landed (vector HitNormal, Actor HitActor))
function PerformDeploy ()))
event PostBeginPlay ()))
event SetImpactedActor (int Index, Actor HitActor, vector HitLocation, vector HitNormal))
event UnLink (int Index))
event UpdateHealing (int i))
event UpdateLink (UTVehicle UTV, int Index))
Inherited Functions from UTGame.UTDeployedActor
Attach, BaseChange, Destroyed, GetTeamNum, HurtRadius, PerformDeploy, PostBeginPlay, ReplicatedEvent, Reset, SetHUDLocation
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CanSplash, ChartData, CheckForErrors, CheckHitInfo, CheckMaxEffectDistance, ChildActors, ClampRotation, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, DebugFreezeGame, Destroy, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugLine, DrawDebugSphere, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindActorsOfClass, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetLocationStringFor, GetPackageGuid, GetPhysicsName, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, GetUTFlag, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsInPain, IsInVolume, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnCauseDamage, OnChangeCollision, OnDestroy, OnHealDamage, OnMakeNoise, OnRanOver, OnSetBlockRigidBody, OnSetPhysics, OnTeleport, OnToggleHidden, OutsideWorldBounds, OverlappingActors, OverRotated, PawnBaseDied, PhysicsVolumeChange, PickedUpBy, PlayActorFaceFXAnim, PlayerCanSeeMe, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RanInto, ReplaceText, ReplicatedEvent, Reset, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, ScriptGetTeamNum, SetAnimPosition, SetAnimWeights, SetBase, SetCollision, SetCollisionSize, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetGRI, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetLocation, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTimer, SetZone, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, TakeDamage, TakeRadiusDamage, Tick, Timer, TimeSince, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceComponent, TriggerEventClass, UnClock, UnTouch, UsedBy, VisibleActors, VisibleCollidingActors


Variables Detail

AvailableCharge Source code

var int AvailableCharge;

BeamEmitter[5] Source code

var ParticleSystemComponent BeamEmitter[5];
Beam emitters

BeamEndpointEffect[5] Source code

var UTEmitter BeamEndpointEffect[5];
emitter playing the endpoint effect

BeamEndpointTemplate Source code

var ParticleSystem BeamEndpointTemplate;
templates for beam impact effect

BeamPitchAdjust[5] Source code

var int BeamPitchAdjust[5];

BeamTemplate Source code

var particleSystem BeamTemplate;
The Particle System Template for the Beam

DestroySound Source code

var SoundCue DestroySound;
sounds to play

DischargeEffect Source code

var ParticleSystemComponent DischargeEffect;
Discharge effect

EndPointParamName Source code

var name EndPointParamName;
The name of the EndPoint parameter

HealAmountPerInterval Source code

var float HealAmountPerInterval;
Amount to heal vehicles at each interval

HealInterval Source code

var float HealInterval;
interval between giving health to vehicles

HitWallEffect[5] Source code

var UTEmitter HitWallEffect[5];

LastChargeLostTime Source code

var float LastChargeLostTime;

LastHealTime[5] Source code

var float LastHealTime[5];

LinkBeamColor Source code

var color LinkBeamColor;
team based colors for altfire beam when targeting a teammate

LinkBeamSystem Source code

var ParticleSystem LinkBeamSystem;
team based systems for altfire beam when targetting a teammate

LinkDirection[5] Source code

var vector LinkDirection[5];

LinkedTo[5] Source code

var UTVehicle LinkedTo[5];
Holds the actor that this weapon is linked to.

LinkLocation[5] Source code

var vector LinkLocation[5];

LinkReset[5] Source code

var float LinkReset[5];

MaxEffectDistSq Source code

var float MaxEffectDistSq;
1.1 * Square(MaxRange)

MaxRange Source code

var float MaxRange;
Max range can heal vehicles

MyDamageType Source code

var class<UTDamageType> MyDamageType;
Damagetype when damaging enemy vehicles

RemainingCharge Source code

var int RemainingCharge;
Array of current health of each shield piece

ShieldBase Source code

var SkeletalMeshComponent ShieldBase;

SpawnSound Source code

var SoundCue SpawnSound;
sounds to play

WallHitTemplate Source code

var ParticleSystem WallHitTemplate;


Functions Detail

AddBeamEmitters Source code

simulated function AddBeamEmitters ( ) )

CreateEndpoint Source code

simulated event CreateEndpoint ( int Index, vector EndPoint) )

Destroyed Source code

simulated event Destroyed ( ) )

KillEndpointEffect Source code

simulated function KillEndpointEffect ( int Index) )
deactivates the beam endpoint effect, if present

Landed Source code

event Landed ( vector HitNormal, Actor HitActor) )

PerformDeploy Source code

simulated function PerformDeploy ( ) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

SetImpactedActor Source code

simulated event SetImpactedActor ( int Index, Actor HitActor, vector HitLocation, vector HitNormal) )

UnLink Source code

simulated event UnLink ( int Index) )
Unlink this weapon from its parent. If bDelayed is true, it will give a short delay before unlinking to allow the player to re-establish the link

UpdateHealing Source code

event UpdateHealing ( int i) )

UpdateLink Source code

simulated event UpdateLink ( UTVehicle UTV, int Index) )


Defaultproperties

defaultproperties
{
   RemainingCharge=1000
   EndPointParamName="LinkBeamEnd"
   MaxRange=1000.000000
   MaxEffectDistSq=1210000.000000
   AvailableCharge=500
   HealInterval=0.200000
   HealAmountPerInterval=10.000000
   Begin Object Class=DynamicLightEnvironmentComponent Name=DeployedLightEnvironment ObjName=DeployedLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTDeployedActor:DeployedLightEnvironment'
      ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTDeployedActor:DeployedLightEnvironment'
   End Object
   LightEnvironment=DeployedLightEnvironment
   Components(0)=DeployedLightEnvironment
   Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment ObjName=MyLightEnvironment Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent'
      AmbientGlow=(R=0.300000,G=0.300000,B=0.300000,A=1.000000)
      ModShadowFadeoutTime=1.000000
      Name="MyLightEnvironment"
      ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent'
   End Object
   Components(1)=MyLightEnvironment
   bPushedByEncroachers=False
   bAlwaysRelevant=True
   bHardAttach=True
   bBlockActors=False
   LifeSpan=300.000000
   Name="Default__UTLinkGenerator"
   ObjectArchetype=UTDeployedActor'UTGame.Default__UTDeployedActor'
}

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Creation time: sk 18-3-2018 10:00:53.460 - Created with UnCodeX