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UTGame.UTVehicleFactory_TrackTurretBase

Extends
UTVehicleFactory
Modifiers
native ( Vehicle ) abstract hidecategories ( Attachment )

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

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

Direct Known Subclasses:

UTVehicleFactory_ShieldedTurret_Rocket, UTVehicleFactory_ShieldedTurret_Shock, UTVehicleFactory_ShieldedTurret_Stinger, UTVehicleFactory_Turret

Constants Summary
Inherited Contants from Engine.NavigationPoint
INFINITE_PATH_COST

Variables Summary
boolbHasTrack
boolbInMotion
ETurretMoveDirLastMoveDir
floatLastPosition
floatLastSteering
floatLastThrottle
floatMovementModifier
rotatorSpawnRotationOffset
UTTurret
boolbIgnoreMatineeRotation
floatInitialPosition
InterpActorMoverBase
floatTurretAccelRate
Inherited Variables from UTGame.UTVehicleFactory
bDisabled, bForceAvoidReversing, bHasLockedVehicle, bIgnoreOnPS3, bKeyVehicle, bMayReverseSpawnDirection, bReplicateChildVehicle, bStartNeutral, ChildVehicle, HUDLocation, InitialGunRotations, ONSObjectiveOverride, RespawnProgress, RespawnRateModifier, ReverseObjective, SpawnZOffset, TeamNum, TeamSpawningControl, VehicleClass, VehicleClassPath
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

Enumerations Summary
ETurretMoveDir
TMD_Stop, TMD_Forward, TMD_Reverse
Inherited Enumerations from UTGame.UTVehicleFactory
ETeamSpawning

Structures Summary
Inherited Structures from Engine.NavigationPoint
NavigationOctreeObject

Functions Summary
function Deactivate ()))
function ForceTurretStop ()
functionrotator GetSpawnRotation ()))
event InterpolationChanged (SeqAct_Interp InterpAction))
event InterpolationFinished (SeqAct_Interp InterpAction))
event InterpolationStarted (SeqAct_Interp InterpAction))
function PostBeginPlay ()))
function ResetTurret ()
function SpawnVehicle ()))
Active
function TurretDeathReset ()
Inherited Functions from UTGame.UTVehicleFactory
Activate, AddToClosestObjective, BeginState, CanActivateForTeam, Deactivate, EndState, GetSpawnRotation, GetTeamNum, OnToggle, PostBeginPlay, RenderMapIcon, SetHUDLocation, SetInitialState, SpawnVehicle, TarydiumBoost, TriggerSpawnedEvent, VehicleDestroyed, VehicleTaken
Inherited Functions from Engine.NavigationPoint
Accept, CanTeleport, DetourWeight, GetAllNavInRadius, GetBoundingCylinder, GetNearestNavToActor, GetNearestNavToPoint, GetReachSpecTo, IsAvailableTo, OnMatchingNetworks, OnToggle, ProceedWithMove, SpecialCost, SuggestMovePreparation

States Summary
Active Source code
state Active
SpawnVehicle


Variables Detail

bHasTrack Source code

var bool bHasTrack;
whether we have a track (passed to vehicle for AI)

bInMotion Source code

var transient bool bInMotion;
This is true if the turret is in motion

LastMoveDir Source code

var ETurretMoveDir LastMoveDir;
Defines the last movement direction

LastPosition Source code

var float LastPosition;
previous interpolation position - used to cancel moves when the turret collides with something

LastSteering Source code

var transient float LastSteering;
stores last inputs used to adjust movement, so that if they have not changed we continue in the direction we were going regardless of how the matinee and/or the player's view turns

LastThrottle Source code

var transient float LastThrottle;
stores last inputs used to adjust movement, so that if they have not changed we continue in the direction we were going regardless of how the matinee and/or the player's view turns

MovementModifier Source code

var transient float MovementModifier;
Holds the current movement time modifier

SpawnRotationOffset Source code

var rotator SpawnRotationOffset;
@hack: offset for spawned vehicle rotation to work around issue with some turret meshes that causes them to be offset from the rotation in UnrealEd

UTTurret

bIgnoreMatineeRotation Source code

var(UTTurret) bool bIgnoreMatineeRotation;
If true, this turret will ignore the rotation provided by Matinee

InitialPosition Source code

var(UTTurret) float InitialPosition;
Holds the initial position - the turret track action will be moved to this position whenever the turret is reset

MoverBase Source code

var(UTTurret) InterpActor MoverBase;
Used to base this on a mover

TurretAccelRate Source code

var(UTTurret) float TurretAccelRate;
How long does the turret take to get moving full speed


Enumerations Detail

ETurretMoveDir Source code

enum ETurretMoveDir
{
TMD_Stop, TMD_Forward, TMD_Reverse
};
Defines the directions to which the turret can move


Functions Detail

Deactivate Source code

function Deactivate ( ) )

ForceTurretStop Source code

native function ForceTurretStop ( )
This function is called when a player Enters a turret that is in the process of resetting.

GetSpawnRotation Source code

function rotator GetSpawnRotation ( ) )

InterpolationChanged Source code

simulated event InterpolationChanged ( SeqAct_Interp InterpAction) )

InterpolationFinished Source code

simulated event InterpolationFinished ( SeqAct_Interp InterpAction) )

InterpolationStarted Source code

simulated event InterpolationStarted ( SeqAct_Interp InterpAction) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

ResetTurret Source code

native function ResetTurret ( )
Reset the Turret by Heading back towards the start position

SpawnVehicle Active Source code

function SpawnVehicle ( ) )

TurretDeathReset Source code

native function TurretDeathReset ( )


Defaultproperties

defaultproperties
{
   bIgnoreMatineeRotation=True
   TurretAccelRate=3.500000
   bReplicateChildVehicle=True
   bDestinationOnly=True
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTVehicleFactory:CollisionCylinder'
      ObjectArchetype=CylinderComponent'UTGame.Default__UTVehicleFactory:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'UTGame.Default__UTVehicleFactory:Sprite'
      ObjectArchetype=SpriteComponent'UTGame.Default__UTVehicleFactory:Sprite'
   End Object
   Components(0)=Sprite
   Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'UTGame.Default__UTVehicleFactory:Arrow'
      ObjectArchetype=ArrowComponent'UTGame.Default__UTVehicleFactory:Arrow'
   End Object
   Components(1)=Arrow
   Components(2)=CollisionCylinder
   Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'UTGame.Default__UTVehicleFactory:PathRenderer'
      ObjectArchetype=PathRenderingComponent'UTGame.Default__UTVehicleFactory:PathRenderer'
   End Object
   Components(3)=PathRenderer
   Begin Object Class=SkeletalMeshComponent Name=SVehicleMesh ObjName=SVehicleMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTVehicleFactory:SVehicleMesh'
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTVehicleFactory:SVehicleMesh'
   End Object
   Components(4)=SVehicleMesh
   Physics=PHYS_Interpolating
   bIgnoreEncroachers=True
   bHardAttach=True
   NetUpdateFrequency=15.000000
   NetPriority=1.500000
   CollisionComponent=CollisionCylinder
   SupportedEvents(4)=Class'UTGame.UTSeqEvent_TurretSpawn'
   SupportedEvents(5)=Class'UTGame.UTSeqEvent_TurretStatusChanged'
   Name="Default__UTVehicleFactory_TrackTurretBase"
   ObjectArchetype=UTVehicleFactory'UTGame.Default__UTVehicleFactory'
}

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Creation time: sk 18-3-2018 10:01:00.368 - Created with UnCodeX