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UTGame.UTVehicleFactory

Extends
NavigationPoint
Modifiers
abstract native ( Vehicle ) nativereplication placeable

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

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.NavigationPoint
      |   
      +-- UTGame.UTVehicleFactory

Direct Known Subclasses:

UTVehicleFactory_Cicada, UTVehicleFactory_DarkWalker, UTVehicleFactory_Eradicator, UTVehicleFactory_Fury, UTVehicleFactory_Goliath, UTVehicleFactory_HellBender, UTVehicleFactory_Leviathan, UTVehicleFactory_Manta, UTVehicleFactory_Nemesis, UTVehicleFactory_NightShade, UTVehicleFactory_Paladin, UTVehicleFactory_Raptor, UTVehicleFactory_Scavenger, UTVehicleFactory_Scorpion, UTVehicleFactory_SPMA, UTVehicleFactory_StealthBender, UTVehicleFactory_StealthBenderGold, UTVehicleFactory_TrackTurretBase, UTVehicleFactory_Viper

Constants Summary
Inherited Contants from Engine.NavigationPoint
INFINITE_PATH_COST
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
boolbHasLockedVehicle
boolbReplicateChildVehicle
UTVehicleChildVehicle
vectorHUDLocation
floatRespawnProgress
floatRespawnRateModifier
UTGameObjectiveReverseObjective
floatSpawnZOffset
intTeamNum
class<UTVehicle>VehicleClass
stringVehicleClassPath
UTVehicleFactory
boolbDisabled
boolbForceAvoidReversing
boolbIgnoreOnPS3
boolbKeyVehicle
boolbMayReverseSpawnDirection
boolbStartNeutral
array<Rotator>InitialGunRotations
UTOnslaughtObjectiveONSObjectiveOverride
ETeamSpawningTeamSpawningControl
Inherited Variables from Engine.NavigationPoint
AnchoredPawn, BadSprite, bAlreadyVisited, bAlwaysUseStrafing, bAutoBuilt, bBlockable, bBlocked, bBlockedForVehicles, bBuildLongPaths, bCanReach, bCanWalkOnToReach, bDestinationOnly, bEndPoint, bestPathWeight, bFlyingPreferred, bForceNoStrafing, bHasCrossLevelPaths, bHideEditorPaths, bMakeSourceOnly, bMayCausePain, bMustBeReachable, bMustTouchToReach, bNeverUseStrafing, bNoAutoConnect, bNotBased, bOneWayPath, bPathsChanged, bPreferredVehiclePath, bSourceOnly, bSpecialForced, bSpecialMove, bTransientEndPoint, bVehicleDestination, Cost, CylinderComponent, EditorForcedPaths, EditorProscribedPaths, ExtraCost, FearCost, GoodSprite, InventoryCache, InventoryDist, LastAnchoredPawnTime, LastDetourWeight, MaxPathSize, NavGuid, NavOctreeObject, NearestObjective, NetworkID, nextNavigationPoint, nextOrdered, ObjectiveDistance, PathCost, PathList, previousPath, prevOrdered, TransientCost, visitedWeight, VolumeList
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
ETeamSpawning
TS_All, TS_AxonOnly, TS_NecrisOnly
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType

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

Functions Summary
function Activate (byte T))
function Activate (byte T))
Active
function AddToClosestObjective ()))
function BeginState (name PreviousStateName))
Active
functionbool CanActivateForTeam (byte T))
function Deactivate ()))
function EndState (name NextStateName))
Active
functionrotator GetSpawnRotation ()))
functionbyte GetTeamNum ()
function OnToggle (SeqAct_Toggle Action))
function PostBeginPlay ()))
function RenderMapIcon (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, LinearColor FinalColor))
function SetHUDLocation (vector NewHUDLocation)
event SetInitialState ()))
event SpawnVehicle ()
event SpawnVehicle ()))
Active
function TarydiumBoost (float Quantity)
function TarydiumBoost (float Quantity))
Active
function TriggerSpawnedEvent ()))
function VehicleDestroyed (UTVehicle V ))
function VehicleDestroyed (UTVehicle V ))
Active
function VehicleTaken ()))
Inherited Functions from Engine.NavigationPoint
Accept, CanTeleport, DetourWeight, GetAllNavInRadius, GetBoundingCylinder, GetNearestNavToActor, GetNearestNavToPoint, GetReachSpecTo, IsAvailableTo, OnMatchingNetworks, OnToggle, ProceedWithMove, SpecialCost, SuggestMovePreparation
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

States Summary
Active Source code
state Active
Activate, BeginState, EndState, SpawnVehicle, TarydiumBoost, VehicleDestroyed


Variables Detail

bHasLockedVehicle Source code

var bool bHasLockedVehicle;
Whether vehicles spawned at this factory are initially team locked

bReplicateChildVehicle Source code

var bool bReplicateChildVehicle;
if set, replicate ChildVehicle reference

ChildVehicle Source code

var UTVehicle ChildVehicle;

HUDLocation Source code

var vector HUDLocation;

RespawnProgress Source code

var float RespawnProgress;

RespawnRateModifier Source code

var float RespawnRateModifier;
Timer for determining when to spawn vehicles

ReverseObjective Source code

var UTGameObjective ReverseObjective;

SpawnZOffset Source code

var float SpawnZOffset;

TeamNum Source code

var int TeamNum;
Reverse spawn dir if controlled by same team controlling this objective

VehicleClass Source code

var class<UTVehicle> VehicleClass;
actual vehicle class to spawn. DO NOT SET THIS IN DEFAULT PROPERTIES - set VehicleClassPath instead

VehicleClassPath Source code

var string VehicleClassPath;
full package.class for the vehicle class. You should set this in the default properties, NOT VehicleClass. this indirection is needed for the cooker, so it can fully clear references to vehicles that won't be spawned on the target platform if the direct class reference were in the default properties, this wouldn't be possible without deleting the factory outright, which we can't do without breaking paths

UTVehicleFactory

bDisabled Source code

var(UTVehicleFactory) bool bDisabled;
vehicle factory can't be activated while this is set

bForceAvoidReversing Source code

var(UTVehicleFactory) bool bForceAvoidReversing;
if set, force bAvoidReversing to true on the vehicle for the AI

bIgnoreOnPS3 Source code

var(UTVehicleFactory) bool bIgnoreOnPS3;
if set, vehicle factory doesn't do anything on PS3

bKeyVehicle Source code

var(UTVehicleFactory) bool bKeyVehicle;
If set, vehicles from this factory will be key vehicles (for AI) and show up on minimap

bMayReverseSpawnDirection Source code

var(UTVehicleFactory) bool bMayReverseSpawnDirection;
Reverse spawn direction depending on which team controls vehicle factory

bStartNeutral Source code

var(UTVehicleFactory) bool bStartNeutral;
Not applicable to Warfare

InitialGunRotations Source code

var(UTVehicleFactory) array<Rotator> InitialGunRotations;
This array holds the initial gun rotations for a spawned vehicle.

ONSObjectiveOverride Source code

var(UTVehicleFactory) UTOnslaughtObjective ONSObjectiveOverride;
Override the objective with which this vehicle factory is associated

TeamSpawningControl Source code

var(UTVehicleFactory) ETeamSpawning TeamSpawningControl;
allows setting this vehicle factory to only spawn when one team controls this factory


Enumerations Detail

ETeamSpawning Source code

enum ETeamSpawning
{
TS_All, TS_AxonOnly, TS_NecrisOnly
};


Functions Detail

Activate Source code

function Activate ( byte T) )

Activate Active Source code

function Activate ( byte T) )

AddToClosestObjective Source code

simulated function AddToClosestObjective ( ) )

BeginState Active Source code

function BeginState ( name PreviousStateName) )

CanActivateForTeam Source code

function bool CanActivateForTeam ( byte T) )

Deactivate Source code

function Deactivate ( ) )

EndState Active Source code

function EndState ( name NextStateName) )

GetSpawnRotation Source code

function rotator GetSpawnRotation ( ) )

GetTeamNum Source code

simulated native function byte GetTeamNum ( )

OnToggle Source code

function OnToggle ( SeqAct_Toggle Action) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

RenderMapIcon Source code

simulated function RenderMapIcon ( UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, LinearColor FinalColor) )

SetHUDLocation Source code

simulated native function SetHUDLocation ( vector NewHUDLocation )
function used to update where icon for this actor should be rendered on the HUD
@param NewHUDLocation is a vector whose X and Y components are the X and Y components of this actor's icon's 2D position on the HUD

SetInitialState Source code

simulated event SetInitialState ( ) )

SpawnVehicle Source code

event SpawnVehicle ( )

SpawnVehicle Active Source code

event SpawnVehicle ( ) )

TarydiumBoost Source code

function TarydiumBoost ( float Quantity )

TarydiumBoost Active Source code

function TarydiumBoost ( float Quantity) )

TriggerSpawnedEvent Source code

function TriggerSpawnedEvent ( ) )

VehicleDestroyed Source code

function VehicleDestroyed ( UTVehicle V ) )

VehicleDestroyed Active Source code

function VehicleDestroyed ( UTVehicle V ) )

VehicleTaken Source code

function VehicleTaken ( ) )
called when someone starts driving our child vehicle


Defaultproperties

defaultproperties
{
   RespawnRateModifier=1.000000
   TeamNum=255
   bBlockable=True
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'Engine.Default__NavigationPoint:CollisionCylinder'
      ObjectArchetype=CylinderComponent'Engine.Default__NavigationPoint:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   GoodSprite=None
   BadSprite=None
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__NavigationPoint:Sprite'
      ObjectArchetype=SpriteComponent'Engine.Default__NavigationPoint:Sprite'
   End Object
   Components(0)=Sprite
   Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'Engine.Default__NavigationPoint:Arrow'
      ObjectArchetype=ArrowComponent'Engine.Default__NavigationPoint:Arrow'
   End Object
   Components(1)=Arrow
   Components(2)=CollisionCylinder
   Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'Engine.Default__NavigationPoint:PathRenderer'
      ObjectArchetype=PathRenderingComponent'Engine.Default__NavigationPoint:PathRenderer'
   End Object
   Components(3)=PathRenderer
   Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
      bUpdateSkelWhenNotRendered=False
      HiddenGame=True
      AlwaysLoadOnClient=False
      AlwaysLoadOnServer=False
      Name="SVehicleMesh"
      ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
   End Object
   Components(4)=SVehicleMesh
   RemoteRole=ROLE_SimulatedProxy
   bStatic=False
   bHidden=True
   bAlwaysRelevant=True
   bSkipActorPropertyReplication=True
   NetUpdateFrequency=1.000000
   CollisionComponent=CollisionCylinder
   CollisionType=COLLIDE_CustomDefault
   SupportedEvents(3)=Class'UTGame.UTSeqEvent_VehicleFactory'
   Name="Default__UTVehicleFactory"
   ObjectArchetype=NavigationPoint'Engine.Default__NavigationPoint'
}

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Creation time: sk 18-3-2018 10:01:00.165 - Created with UnCodeX