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

UTGame.UTProj_SPMACamera

Extends
UTProjectile
Modifiers
native ( Vehicle ) abstract

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

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

Direct Known Subclasses:

UTProj_SPMACamera_Content

Variables Summary
boolbDeployed
boolbDisconnected
boolbDisplayingArc
vectorCameraViewOffset
floatCVScale
SoundCueDeploySound
ParticleSystemHoverJetsTemplate
UTVWeap_SPMACannonInstigatorGun
floatLastMessageUpdateTime
vectorLastTargetLocation
vectorLastTargetNormal
vectorLastTargetVelocity
floatMaxHeight
floatMaxTargetRange
SkeletalMeshComponentMesh
ParticleSystemComponentPSC_EndPoint
ParticleSystemComponentPSC_StartPoint
ParticleSystemComponentPSC_Trail
ParticleSystemPS_EndPointOffTarget
ParticleSystemPS_EndPointOnTarget
ParticleSystemPS_StartPoint
ParticleSystemPS_Trail
SoundCueShotDownSound
floatTargetRedirectDistance
UTProj_SPMACamera
floatTrajectorySteps
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
functionbool CalcCamera (float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ))
function CheckAIDeploy ()))
function Deploy ()))
function DeployCamera ()))
event Destroyed ()))
function Disconnect ()))
functionvector GetCurrentTargetLocation (Controller C)
eventActor GetHomingTarget (UTProjectile Seeker, Controller InstigatedBy))
functionPawn GetPawnOwner ()))
functionbool IsStationary ()))
function KillTrajectory ()
event PhysicsVolumeChange (PhysicsVolume NewVolume ))
event PostBeginPlay ()))
function ProcessTouch (Actor Other, Vector HitLocation, Vector HitNormal))
event ReplicatedEvent (name VarName))
function ResetAimEffects ()))
function SendDeployMessage ()))
function SetTargetIndicator (bool bCanHit)
event SetUpSimulation ()))
function ShowSelf (bool bCheckFOV))
function ShowSelfTimed ()))
function ShutDown ()))
function SimulateTrajectory (vector TossVelocity)
functionbool StopsProjectile (Projectile P))
event TakeDamage (int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
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


Variables Detail

bDeployed Source code

var repnotify bool bDeployed;
Has this camera been deployed?

bDisconnected Source code

var bool bDisconnected;
Has this camera been disconnected?

bDisplayingArc Source code

var bool bDisplayingArc;

CameraViewOffset Source code

var vector CameraViewOffset;
The offest of the camera when in flight mode

CVScale Source code

var float CVScale;
Cheap and easy way to effect the slide in to the camera when deployed. We just interpolate this down to 0

DeploySound Source code

var SoundCue DeploySound;

HoverJetsTemplate Source code

var ParticleSystem HoverJetsTemplate;
The Particle System to use when deployed.

InstigatorGun Source code

var UTVWeap_SPMACannon InstigatorGun;
Quick access to the Gun that contols this to save on casting

LastMessageUpdateTime Source code

var float LastMessageUpdateTime;
Last Time the ONS Messages were updated

LastTargetLocation Source code

var vector LastTargetLocation;
Holds the Location/Normal of the current target location. These are used in positioning the icons

LastTargetNormal Source code

var vector LastTargetNormal;

LastTargetVelocity Source code

var vector LastTargetVelocity;

MaxHeight Source code

var float MaxHeight;
The is the maximum height a bot will let this go

MaxTargetRange Source code

var float MaxTargetRange;
The maximum Target Range that this camera will trace to

Mesh Source code

var SkeletalMeshComponent Mesh;
The Mesh component for this camera so we can hide it when we deploy

PSC_EndPoint Source code

var ParticleSystemComponent PSC_EndPoint;

PSC_StartPoint Source code

var ParticleSystemComponent PSC_StartPoint;

PSC_Trail Source code

var ParticleSystemComponent PSC_Trail;

PS_EndPointOffTarget Source code

var ParticleSystem PS_EndPointOffTarget;

PS_EndPointOnTarget Source code

var ParticleSystem PS_EndPointOnTarget;

PS_StartPoint Source code

var ParticleSystem PS_StartPoint;

PS_Trail Source code

var ParticleSystem PS_Trail;

ShotDownSound Source code

var SoundCue ShotDownSound;

TargetRedirectDistance Source code

var float TargetRedirectDistance;
This holds the distance to which the camera will redirect avril shots to the SPMA

UTProj_SPMACamera

TrajectorySteps Source code

var(UTProj_SPMACamera) float TrajectorySteps;


Functions Detail

CalcCamera Source code

simulated function bool CalcCamera ( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ) )
Handle the Camera

CheckAIDeploy Source code

function CheckAIDeploy ( ) )
AI function that deploys the camera when it can see the AI's target

Deploy Source code

function Deploy ( ) )
This function server side function notifies the client and then tells the camera to deploy. Network: ServerOnly

DeployCamera Source code

simulated function DeployCamera ( ) )
Deploy the camera Network: All

Destroyed Source code

simulated event Destroyed ( ) )

Disconnect Source code

simulated function Disconnect ( ) )
This camera has been disconnected by the host SPMA

GetCurrentTargetLocation Source code

native final function vector GetCurrentTargetLocation ( Controller C )
This function is designed to be called from the UTVWeap_SPMACannon. It calculates the current target location and then Sets the first 2 indicators to that location

GetHomingTarget Source code

event Actor GetHomingTarget ( UTProjectile Seeker, Controller InstigatedBy) )

GetPawnOwner Source code

simulated function Pawn GetPawnOwner ( ) )

IsStationary Source code

function bool IsStationary ( ) )

KillTrajectory Source code

native simulated function KillTrajectory ( )

PhysicsVolumeChange Source code

event PhysicsVolumeChange ( PhysicsVolume NewVolume ) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

ProcessTouch Source code

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

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )
We use RepNotify to make sure on remote clients, that we get the deploy right

ResetAimEffects Source code

simulated function ResetAimEffects ( ) )

SendDeployMessage Source code

simulated function SendDeployMessage ( ) )
Look to see if any ONS SPMA Messages need to be displayed

SetTargetIndicator Source code

native function SetTargetIndicator ( bool bCanHit )
This function is also called from the gun. It's used to show the proper cursor.

SetUpSimulation Source code

simulated event SetUpSimulation ( ) )
This is the function that will create all of the particle systems and emitters needed to draw the grenade aiming arc. This is called each time we through and we cache the emitters and particle systems so we do not have to recreate them each time. We want to call this set up function as we can get into the state where the last tick our emitters were valid or our virtual projectile was valid but now this tick it is not (the projectile falling out of the world will cause this to occur).

ShowSelf Source code

function ShowSelf ( bool bCheckFOV) )
reveals camera to AI, giving them an opportunity to target us

ShowSelfTimed Source code

function ShowSelfTimed ( ) )

ShutDown Source code

simulated function ShutDown ( ) )

SimulateTrajectory Source code

native simulated function SimulateTrajectory ( vector TossVelocity )

StopsProjectile Source code

simulated function bool StopsProjectile ( Projectile P) )

TakeDamage Source code

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


Defaultproperties

defaultproperties
{
   MaxTargetRange=10240.000000
   CameraViewOffset=(X=-256.000000,Y=0.000000,Z=128.000000)
   CVScale=1.000000
   TargetRedirectDistance=512.000000
   TrajectorySteps=1000.000000
   TerminalVelocity=4500.000000
   Speed=4000.000000
   MaxSpeed=4000.000000
   bSwitchToZeroCollision=False
   bRotationFollowsVelocity=True
   Damage=250.000000
   DamageRadius=660.000000
   MomentumTransfer=175000.000000
   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
   bAlwaysRelevant=True
   bUpdateSimulatedPosition=True
   bCollideComplex=False
   bProjTarget=True
   LifeSpan=0.000000
   CollisionComponent=CollisionCylinder
   MessageClass=Class'UTGame.UTSPMAMessage'
   Name="Default__UTProj_SPMACamera"
   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 10:00:55.583 - Created with UnCodeX