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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.Actor | +-- UTGame.UTWalkerBody
UTWalkerBody_DarkWalker, UTWalkerBody_Scavenger
| Constants Summary | ||
|---|---|---|
| NUM_WALKER_LEGS | = | 3 |
| Inherited Contants from Core.Object |
|---|
| DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg |
| Inherited Variables from Core.Object |
|---|
| Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
| Enumerations Summary | ||
|---|---|---|
| EWalkerLegID WalkerLeg_Rear, WalkerLeg_FrontLeft, WalkerLeg_FrontRight | ||
| Inherited Enumerations from Engine.Actor |
|---|
| ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType |
| Inherited Enumerations from Core.Object |
|---|
| EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
| Structures Summary | ||
|---|---|---|
| WalkerLegStepAnimData DesiredFootPosition, DesiredFootPosNormal, DesiredFootPosPhysMaterial, bNoValidFootHold | ||
| Inherited Structures from Engine.Actor |
|---|
| AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo |
| Functions Summary | ||
|---|---|---|
![]() | AddVelocity (vector NewVelocity, vector HitLocation, lass<DamageType> DamageType, optional TraceHitInfo HitInfo )) | |
![]() | DoTestStep (int LegIdx, float Mag) | |
![]() | InitFeet () | |
![]() | InitFeetOnLanding () | |
![]() | PlayDying ())) | |
![]() | PlayFootStep (int LegIdx)) | |
![]() | PostBeginPlay ())) | |
![]() | ReattachMesh ())) | |
![]() | SetBurnOut ())) | |
![]() | SetWalkerVehicle (UTVehicle_Walker V)) | |
![]() | SpawnFootWaterEffect (int LegIdx)) | |
![]() | bool | StopsProjectile (Projectile P)) |
![]() | TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)) | |
![]() | TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)) DyingVehicle | |
![]() | TeamChanged ())) | |
![]() | UpdateShadowSettings (bool bWantShadow)) | |
| States Summary |
|---|
| DyingVehicle Source code |
|---|
|
state DyingVehicle |
| TakeDamage |
| Constants Detail |
|---|
| Variables Detail |
|---|
Base directions from the walker center for the legs to point, in walker-local space. Indexed by LegID.
Where the feet are right now
Bone names for this walker
used to play water effects when feet enter/exit water
Names of the anim nodes for playing the step anim for a leg. Used to fill in FootStepAnimNode array.
Refs to AnimNodes used for playing step animations
The walker legs's light environment
Store indices into the legs array, used to map from rear/left/right leg designations to the model's leg indices. Indexed by LegID.
world time to advance to the next phase of the step - experimental walker leg code
keeps track of previous leg locations
Names for the shoulder skelcontrol nodes for each leg (from the animtree)
Refs to shoulder lookat skelcontrols for each leg
Indexed by LegID.
which stage the step is in for each leg - experimental walker leg code
Ref to the walker vehicle that we are attached to.
Handles used to move the walker feet around.
How far foot should embed into ground.
Scalar to control how much velocity to add to the desired foot positions. Indexed by LegID. This effectively controls how far ahead of the walker the legs will try to reach while the walker is moving.
How far above the desired foot position to end the foot step interpolation
How far above the current foot position to begin interpolating towards.
If TRUE for corresponding foot, walking/stepping code will ignore that leg
Factor in range [0..1]. 0 means no leg spread, 1 means legs are spread as far as possible.
Max leg extension
Min dist trigger to make foot a possible candidate for next step
Skel mesh for the legs.
Time, in seconds, that each step stage lasts.
| Enumerations Detail |
|---|
| Structures Detail |
|---|
var bool bNoValidFootHold;};
var vector DesiredFootPosition;
var vector DesiredFootPosNormal;
var PhysicalMaterial DesiredFootPosPhysMaterial;
bNoValidFootHold:True if we don't have a valid desired foot position for this leg.DesiredFootPosition:Where foot wants to be.DesiredFootPosNormal:Normal of the surface at the desired foot position.DesiredFootPosPhysMaterial:Physical material at the DesiredFootPosition
| Functions Detail |
|---|
AddVelocity Source code
DoTestStep Source codecause a single step, used for debugging
InitFeet Source codeCalled once to set up legs.
InitFeetOnLanding Source codeCalled on landing to reestablish a foothold
PlayDying Source code
PlayFootStep Source code
PostBeginPlay Source code
ReattachMesh Source codereattaches the mesh component, because settings were updated
SetBurnOut Source codeNOTE: this is actually what changes the colors on the PowerOrb on the legs of the Walker
SetWalkerVehicle Source code
SpawnFootWaterEffect Source code
StopsProjectile Source code
TakeDamage Source codeDefault behavior when shot is to apply an impulse and kick the KActor.
TakeDamage DyingVehicle Source code
TeamChanged Source codeNOTE: this is actually what changes the colors on the PowerOrb on the legs of the Walker
UpdateShadowSettings Source code| Defaultproperties |
|---|
defaultproperties
{
Begin Object Class=SkeletalMeshComponent Name=LegMeshComponent ObjName=LegMeshComponent Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
PhysicsWeight=1.000000
bIgnoreControllersWhenNotRendered=True
bHasPhysicsAssetInstance=True
LightEnvironment=DynamicLightEnvironmentComponent'UTGame.Default__UTWalkerBody:LegLightEnvironmentComp'
bUseAsOccluder=False
CollideActors=True
BlockZeroExtent=True
BlockNonZeroExtent=True
RBChannel=RBCC_Nothing
RBCollideWithChannels=(Default=True,GameplayPhysics=True,EffectPhysics=True)
Name="LegMeshComponent"
ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
End Object
SkeletalMeshComponent=LegMeshComponent
ShoulderSkelControlName(0)="Shoulder1"
ShoulderSkelControlName(1)="Shoulder2"
ShoulderSkelControlName(2)="Shoulder3"
Begin Object Class=UTWalkerStepHandle Name=RB_FootHandle0 ObjName=RB_FootHandle0 Archetype=UTWalkerStepHandle'UTGame.Default__UTWalkerStepHandle'
LinearDamping=50.000000
LinearStiffness=10000.000000
Name="RB_FootHandle0"
ObjectArchetype=UTWalkerStepHandle'UTGame.Default__UTWalkerStepHandle'
End Object
FootConstraints(0)=RB_FootHandle0
Begin Object Class=UTWalkerStepHandle Name=RB_FootHandle1 ObjName=RB_FootHandle1 Archetype=UTWalkerStepHandle'UTGame.Default__UTWalkerStepHandle'
LinearDamping=50.000000
LinearStiffness=10000.000000
Name="RB_FootHandle1"
ObjectArchetype=UTWalkerStepHandle'UTGame.Default__UTWalkerStepHandle'
End Object
FootConstraints(1)=RB_FootHandle1
Begin Object Class=UTWalkerStepHandle Name=RB_FootHandle2 ObjName=RB_FootHandle2 Archetype=UTWalkerStepHandle'UTGame.Default__UTWalkerStepHandle'
LinearDamping=50.000000
LinearStiffness=10000.000000
Name="RB_FootHandle2"
ObjectArchetype=UTWalkerStepHandle'UTGame.Default__UTWalkerStepHandle'
End Object
FootConstraints(2)=RB_FootHandle2
StepStageTimes(0)=0.700000
StepStageTimes(1)=0.135000
StepStageTimes(2)=1.000000
MinStepDist=20.000000
MaxLegReach=450.000000
LandedFootDistSq=400.000000
FootEmbedDistance=8.000000
FootBoneName(0)="Leg1_End"
FootBoneName(1)="Leg2_End"
FootBoneName(2)="Leg3_End"
ShoulderBoneName(0)="Leg1_Shoulder"
ShoulderBoneName(1)="Leg2_Shoulder"
ShoulderBoneName(2)="Leg3_Shoulder"
BodyBoneName="Root"
BaseLegDirLocal(0)=(X=-1.000000,Y=0.000000,Z=0.000000)
BaseLegDirLocal(1)=(X=0.500000,Y=-0.866025,Z=0.000000)
BaseLegDirLocal(2)=(X=0.500000,Y=0.866025,Z=0.000000)
FootPosVelAdjScale(0)=1.200000
FootPosVelAdjScale(1)=0.600000
FootPosVelAdjScale(2)=0.600000
FootStepStartLift=512.000000
FootStepEndLift=128.000000
Begin Object Class=DynamicLightEnvironmentComponent Name=LegLightEnvironmentComp ObjName=LegLightEnvironmentComp Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent'
AmbientGlow=(R=0.200000,G=0.200000,B=0.200000,A=1.000000)
Name="LegLightEnvironmentComp"
ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent'
End Object
LegLightEnvironment=LegLightEnvironmentComp
MaxFootStepEffectDist=5000.000000
Components(0)=LegLightEnvironmentComp
Components(1)=LegMeshComponent
Components(2)=RB_FootHandle0
Components(3)=RB_FootHandle1
Components(4)=RB_FootHandle2
Physics=PHYS_RigidBody
TickGroup=TG_PostAsyncWork
bIgnoreEncroachers=True
bCollideActors=True
bProjTarget=True
bNoEncroachCheck=True
bEdShouldSnap=True
CollisionComponent=LegMeshComponent
CollisionType=COLLIDE_CustomDefault
Name="Default__UTWalkerBody"
ObjectArchetype=Actor'Engine.Default__Actor'
}
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