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

UTGame.UTProj_SpiderMineBase

Extends
UTProjectile
Modifiers
native abstract

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

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- UTGame.UTProjectile
         |   
         +-- UTGame.UTProj_SpiderMineBase

Direct Known Subclasses:

UTProj_SpiderMine

Variables Summary
AudioComponentAttackScreechSoundComponent
boolbClosedDown
boolbGoToTargetLoc
boolbReturnedToTrap
boolbReturning
floatDetectionRange
floatDetectionTimer
floatHeightOffset
floatKeepTargetExtraRange
UTSpiderMineTrapLifeline
SkeletalMeshComponentMesh
floatMinSpiderFloorZ
floatReturnToTrapDelay
floatScurryAnimRate
floatScurrySpeed
vectorTargetLoc
intTargetLocFuzz
PawnTargetPawn
intTeamNum
AudioComponentWalkingSoundComponent
Inherited Variables from UTGame.UTProjectile
AccelRate, AmbientSound, bAdvanceExplosionEffect, bAttachExplosionToPawns, bAttachExplosionToVehicles, bCheckProjectileLight, bImportantAmbientSound, bShuttingDown, bSuppressExplosionFX, bSuppressSounds, Buoyancy, bWaitForEffects, bWideCheck, CheckRadius, CustomGravityScaling, DecalDissolveParamName, DecalHeight, DecalWidth, DurationOfDecal, ExplosionDecal, ExplosionLightClass, ExplosionSound, InstigatorBaseVehicle, MaxEffectDistance, MaxExplosionLightDistance, ProjectileLight, ProjectileLightClass, ProjEffects, ProjExplosionTemplate, ProjFlightTemplate, TerminalVelocity, TossZ
Inherited Variables from Engine.Projectile
bBegunPlay, bBlockedByInstigator, bInitRotationFromVelocity, bNotBlockedByShield, bRotationFollowsVelocity, bSwitchToZeroCollision, CylinderComponent, Damage, DamageRadius, ImpactedActor, ImpactSound, InstigatorController, MaxSpeed, MomentumTransfer, MyDamageType, NetCullDistanceSquared, SpawnSound, Speed, ZeroCollider, ZeroColliderComponent

Functions Summary
function AcquireTarget ()))
function AdjustSpeed ()))
function Attach (Actor Other))
function BeginState (Name PreviousStateName))
Flying
function BeginState (Name PreviousStateName))
OnGround
function BeginState (name PrevStateName))
Returning
function BeginState (Name PreviousStateName))
Scurrying
event Bump (Actor Other, PrimitiveComponent OtherComp, vector HitNormal))
Returning
function Destroyed ()))
function Detach (Actor Other))
function EndState (Name NextStateName))
Flying
function EndState (Name NextStateName))
OnGround
function EndState (Name NextStateName))
Returning
function EndState (Name NextStateName))
Scurrying
function EndState (Name NextStateName))
ScurryToTargetLoc
function Explode (vector HitLocation, vector HitNormal))
event HitWall (vector HitNormal, actor Wall, PrimitiveComponent WallComp))
event HitWall (vector HitNormal, Actor Wall, PrimitiveComponent WallComp ))
Flying
function Init (vector Direction))
event Landed (vector HitNormal, actor FloorActor ))
Flying
event Landed (vector HitNormal, Actor FloorActor))
Scurrying
functionbool OnSameTeam (Actor Other))
function PhysicsVolumeChange (PhysicsVolume NewVolume))
function PlayAnim (name NewAnim, float Rate, optional bool bLooped))
function PostBeginPlay ()))
function ProcessTouch (Actor Other, Vector HitLocation, Vector HitNormal))
function ReturnToTrap ()))
OnGround
eventbyte ScriptGetTeamNum ()))
functionbool SetScurryTarget (vector NewTargetLoc, Pawn NewInstigator))
functionbool SetScurryTarget (vector NewTargetLoc, Pawn NewInstigator))
OnGround
functionbool SetScurryTarget (vector NewTargetLoc, Pawn NewInstigator))
ScurryToTargetLoc
function StopAnim ()))
event TakeDamage (int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
function Timer ()))
OnGround
function Timer ()))
Returning
function Timer ()))
Scurrying
function Timer ()))
ScurryToTargetLoc
event TornOff ()))
function WarnTarget ()))
Inherited Functions from UTGame.UTProjectile
CalcCamera, CalculateTravelTime, CanSplash, CheckMaxEffectDistance, CreateProjectileLight, Destroyed, EffectIsRelevant, Explode, GetHomingTarget, GetPawnOwner, GetRange, GetTerminalVelocity, GetTimeToLocation, HideProjectile, Init, Landed, MyOnParticleSystemFinished, PostBeginPlay, PreBeginPlay, ProcessTouch, ProjectileHurtRadius, SetExplosionEffectParameters, SetInitialState, ShouldSpawnExplosionLight, Shutdown, SpawnExplosionEffects, SpawnFlightEffects, StaticGetTimeToLocation, Tick, TornOff
Inherited Functions from Engine.Projectile
CanSplash, EncroachedBy, EncroachingOn, Explode, FellOutOfWorld, GetRange, GetTeamNum, GetTimeToLocation, HitWall, HurtRadius, Init, IsStationary, PostBeginPlay, PreBeginPlay, ProcessTouch, RandSpin, Reset, StaticGetTimeToLocation, Touch

States Summary
Flying Source code
auto state Flying
BeginState, EndState, HitWall, Landed
OnGround Source code
simulated state OnGround
BeginState, EndState, ReturnToTrap, SetScurryTarget, Timer
Returning Source code
simulated state Returning extends Scurrying
BeginState, Bump, EndState, Timer
Scurrying Source code
simulated state Scurrying
BeginState, EndState, Landed, Timer
ScurryToTargetLoc Source code
simulated state ScurryToTargetLoc extends Scurrying
EndState, SetScurryTarget, Timer


Variables Detail

AttackScreechSoundComponent Source code

var AudioComponent AttackScreechSoundComponent;
The battle cry

bClosedDown Source code

var bool bClosedDown;

bGoToTargetLoc Source code

var bool bGoToTargetLoc;

bReturnedToTrap Source code

var bool bReturnedToTrap;
set when the mine is being destroyed because it successfully returned to a trap (so don't play explosion effects)

bReturning Source code

var bool bReturning;
set when mine is trying to return to its trap

DetectionRange Source code

var float DetectionRange;
check for targets within this many units of us

DetectionTimer Source code

var float DetectionTimer;

HeightOffset Source code

var float HeightOffset;

KeepTargetExtraRange Source code

var float KeepTargetExtraRange;
extra range beyond DetectionRange in which we keep an already acquired target

Lifeline Source code

var UTSpiderMineTrap Lifeline;
the UTSpiderMineTrap that this mine is bound to. If it becomes None, the mine will blow itself up The mine will return to it if it has nothing to do

Mesh Source code

var SkeletalMeshComponent Mesh;

MinSpiderFloorZ Source code

var float MinSpiderFloorZ;
Minimum floor normal.Z that spider can walk on

ReturnToTrapDelay Source code

var float ReturnToTrapDelay;
mine starts returning to its trap (if it has one) after this many seconds of inactivity

ScurryAnimRate Source code

var float ScurryAnimRate;

ScurrySpeed Source code

var float ScurrySpeed;

TargetLoc Source code

var vector TargetLoc;

TargetLocFuzz Source code

var int TargetLocFuzz;

TargetPawn Source code

var Pawn TargetPawn;

TeamNum Source code

var int TeamNum;

WalkingSoundComponent Source code

var AudioComponent WalkingSoundComponent;
looping walk sound


Functions Detail

AcquireTarget Source code

function AcquireTarget ( ) )

AdjustSpeed Source code

simulated function AdjustSpeed ( ) )

Attach Source code

simulated function Attach ( Actor Other) )

BeginState Flying Source code

simulated function BeginState ( Name PreviousStateName) )

BeginState OnGround Source code

simulated function BeginState ( Name PreviousStateName) )

BeginState Returning Source code

simulated function BeginState ( name PrevStateName) )

BeginState Scurrying Source code

function BeginState ( Name PreviousStateName) )

Bump Returning Source code

event Bump ( Actor Other, PrimitiveComponent OtherComp, vector HitNormal) )

Destroyed Source code

simulated function Destroyed ( ) )

Detach Source code

simulated function Detach ( Actor Other) )

EndState Flying Source code

simulated function EndState ( Name NextStateName) )

EndState OnGround Source code

simulated function EndState ( Name NextStateName) )

EndState Returning Source code

simulated function EndState ( Name NextStateName) )

EndState Scurrying Source code

simulated function EndState ( Name NextStateName) )

EndState ScurryToTargetLoc Source code

simulated function EndState ( Name NextStateName) )

Explode Source code

simulated function Explode ( vector HitLocation, vector HitNormal) )

HitWall Source code

simulated singular event HitWall ( vector HitNormal, actor Wall, PrimitiveComponent WallComp) )

HitWall Flying Source code

simulated event HitWall ( vector HitNormal, Actor Wall, PrimitiveComponent WallComp ) )

Init Source code

function Init ( vector Direction) )

Landed Flying Source code

simulated event Landed ( vector HitNormal, actor FloorActor ) )

Landed Scurrying Source code

simulated event Landed ( vector HitNormal, Actor FloorActor) )

OnSameTeam Source code

simulated function bool OnSameTeam ( Actor Other) )

PhysicsVolumeChange Source code

simulated function PhysicsVolumeChange ( PhysicsVolume NewVolume) )

PlayAnim Source code

simulated function PlayAnim ( name NewAnim, float Rate, optional bool bLooped) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

ProcessTouch Source code

simulated function ProcessTouch ( Actor Other, Vector HitLocation, Vector HitNormal) )

ReturnToTrap OnGround Source code

function ReturnToTrap ( ) )
returns the spider mine to its trap, if it has one

ScriptGetTeamNum Source code

simulated event byte ScriptGetTeamNum ( ) )

SetScurryTarget Source code

function bool SetScurryTarget ( vector NewTargetLoc, Pawn NewInstigator) )
NewInstigator is asking the mine to go to NewTargetLoc
@return whether the mine will follow the request

SetScurryTarget OnGround Source code

function bool SetScurryTarget ( vector NewTargetLoc, Pawn NewInstigator) )

SetScurryTarget ScurryToTargetLoc Source code

function bool SetScurryTarget ( vector NewTargetLoc, Pawn NewInstigator) )

StopAnim Source code

simulated function StopAnim ( ) )

TakeDamage Source code

event TakeDamage ( int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) )

Timer OnGround Source code

simulated function Timer ( ) )

Timer Returning Source code

simulated function Timer ( ) )

Timer Scurrying Source code

simulated function Timer ( ) )

Timer ScurryToTargetLoc Source code

simulated function Timer ( ) )

TornOff Source code

simulated event TornOff ( ) )

WarnTarget Source code

function WarnTarget ( ) )


Defaultproperties

defaultproperties
{
   DetectionTimer=0.500000
   DetectionRange=750.000000
   KeepTargetExtraRange=250.000000
   ScurrySpeed=525.000000
   ScurryAnimRate=1.000000
   TargetLocFuzz=250
   ReturnToTrapDelay=5.000000
   MinSpiderFloorZ=0.100000
   Speed=800.000000
   MaxSpeed=800.000000
   bSwitchToZeroCollision=False
   Damage=95.000000
   DamageRadius=250.000000
   MomentumTransfer=50000.000000
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTProjectile:CollisionCylinder'
      ObjectArchetype=CylinderComponent'UTGame.Default__UTProjectile:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   Physics=PHYS_Falling
   bNetTemporary=False
   bUpdateSimulatedPosition=True
   bHardAttach=True
   bBlockActors=True
   bProjTarget=True
   bBounce=True
   LifeSpan=0.000000
   CollisionComponent=CollisionCylinder
   RotationRate=(Pitch=20000,Yaw=0,Roll=0)
   Name="Default__UTProj_SpiderMineBase"
   ObjectArchetype=UTProjectile'UTGame.Default__UTProjectile'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: sk 18-3-2018 10:00:55.537 - Created with UnCodeX