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UTGame.UTWalkerBody_Scavenger

Extends
UTWalkerBody
Modifiers
native ( Vehicle ) abstract

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

Core.Object
|   
+-- Engine.Actor
   |   
   +-- UTGame.UTWalkerBody
      |   
      +-- UTGame.UTWalkerBody_Scavenger

Direct Known Subclasses:

UTWalkerBody_Scavenger_Content

Constants Summary
Inherited Contants from UTGame.UTWalkerBody
NUM_WALKER_LEGS
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
nameBallAnimNodeName[NUM_WALKER_LEGS]
AnimNodeBallAnimNode[NUM_WALKER_LEGS]
boolbAreFeetReleased
boolbIsInBallMode
VectorCurrentSurfaceNormal
VectorDesiredSurfaceNormal
nameLegAttachBeamEndPointParamName
ParticleSystemComponentLegAttachBeams[NUM_WALKER_LEGS]
ParticleSystemComponentOrbConnectionEffect[NUM_WALKER_LEGS]
vectorPreviousCenterOfWalkerLocation
vectorPreviousLegLocation[NUM_WALKER_LEGS]
AnimNodeBlendListRetractionBlend
nameRetractionBlendName
floatShieldRadius
nameSphereCenterName
intSpinRate
intSpinRotation
nameTopLegSocketName[NUM_WALKER_LEGS]
Inherited Variables from UTGame.UTWalkerBody
BaseLegDirLocal[EWalkerLegID.EnumCount], bHasCrouchMode, bIsDead, BodyBoneName, CurrentFootPosition[NUM_WALKER_LEGS], CustomGravityScale, FootBoneName[NUM_WALKER_LEGS], FootConstraints[NUM_WALKER_LEGS], FootEmbedDistance, FootInWater[NUM_WALKER_LEGS], FootPosVelAdjScale[EWalkerLegID.EnumCount], FootStepAnimNodeName[NUM_WALKER_LEGS], FootStepAnimNode[NUM_WALKER_LEGS], FootStepEffects, FootStepEndLift, FootStepParticles[NUM_WALKER_LEGS], FootStepStartLift, FootWaterEffect, IgnoreFoot[NUM_WALKER_LEGS], LandedFootDistSq, LegLightEnvironment, LegMapping[EWalkerLegID.EnumCount], LegSpreadFactor, MaxFootStepEffectDist, MaxLegReach, MinStepDist, NextStepStageTime[NUM_WALKER_LEGS], PreviousTraceSeedLocation[NUM_WALKER_LEGS], ShoulderBoneName[NUM_WALKER_LEGS], ShoulderSkelControlName[NUM_WALKER_LEGS], ShoulderSkelControl[NUM_WALKER_LEGS], SkeletalMeshComponent, StepAnimData[EWalkerLegID.EnumCount], StepStageTimes, StepStage[NUM_WALKER_LEGS], WalkerVehicle
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
Inherited Enumerations from UTGame.UTWalkerBody
EWalkerLegID
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType

Structures Summary
Inherited Structures from UTGame.UTWalkerBody
WalkerLegStepAnimData
Inherited Structures from Engine.Actor
AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo

Functions Summary
event Cloak (bool bIsEnabled))
function ExtendLegs ()))
event FellOutOfWorld (class<DamageType> dmgType))
event OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime))
event OnJump ()))
event OnLanded ()))
function PlayDying ()))
function PostBeginPlay ()))
function RetractLegs ()))
function SetPhysicsOff ()
function SetPhysicsOn ()
Inherited Functions from UTGame.UTWalkerBody
AddVelocity, DoTestStep, InitFeet, InitFeetOnLanding, PlayDying, PlayFootStep, PostBeginPlay, ReattachMesh, SetBurnOut, SetWalkerVehicle, SpawnFootWaterEffect, StopsProjectile, TakeDamage, TeamChanged, UpdateShadowSettings
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


Variables Detail

BallAnimNodeName[NUM_WALKER_LEGS] Source code

var const name BallAnimNodeName[NUM_WALKER_LEGS];
Names of the anim nodes for playing the step anim for a leg. Used to fill in FootStepAnimNode array.

BallAnimNode[NUM_WALKER_LEGS] Source code

var AnimNode BallAnimNode[NUM_WALKER_LEGS];
Refs to AnimNodes used for playing step animations

bAreFeetReleased Source code

var bool bAreFeetReleased;
Have the feet been released by a jump or ballmode

bIsInBallMode Source code

var bool bIsInBallMode;

CurrentSurfaceNormal Source code

var Vector CurrentSurfaceNormal;

DesiredSurfaceNormal Source code

var Vector DesiredSurfaceNormal;
Spin Attack desired/current orientation normals

LegAttachBeamEndPointParamName Source code

var protected const name LegAttachBeamEndPointParamName;
Name of beam endpoint parameter in the particle system

LegAttachBeams[NUM_WALKER_LEGS] Source code

var ParticleSystemComponent LegAttachBeams[NUM_WALKER_LEGS];
The beams attaching the legs to the shield

OrbConnectionEffect[NUM_WALKER_LEGS] Source code

var ParticleSystemComponent OrbConnectionEffect[NUM_WALKER_LEGS];

PreviousCenterOfWalkerLocation Source code

var protected vector PreviousCenterOfWalkerLocation;
These keep the previous location of the legs and body so that we don't have to do expensive line traces if we have actually not moved their position

PreviousLegLocation[NUM_WALKER_LEGS] Source code

var protected vector PreviousLegLocation[NUM_WALKER_LEGS];

RetractionBlend Source code

var AnimNodeBlendList RetractionBlend;
ref to AnimNode for extending/retracting the legs

RetractionBlendName Source code

var name RetractionBlendName;

ShieldRadius Source code

var float ShieldRadius;
radius around the body in which the arm attachments will rotate

SphereCenterName Source code

var name SphereCenterName;

SpinRate Source code

var int SpinRate;
Spin Attack rate of speed

SpinRotation Source code

var int SpinRotation;
Spin Attack current absolute accrued rotation

TopLegSocketName[NUM_WALKER_LEGS] Source code

var protected const name TopLegSocketName[NUM_WALKER_LEGS];
Names of the top leg bones. LegAttachBeams will terminate here.


Functions Detail

Cloak Source code

simulated event Cloak ( bool bIsEnabled) )

ExtendLegs Source code

simulated function ExtendLegs ( ) )

FellOutOfWorld Source code

simulated event FellOutOfWorld ( class<DamageType> dmgType) )
Called when the actor falls out of the world 'safely' (below KillZ and such) Overridden here to bind the lifetime of the walker legs to the Scavenger vehicle itself

OnAnimEnd Source code

simulated event OnAnimEnd ( AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime) )

OnJump Source code

simulated event OnJump ( ) )

OnLanded Source code

simulated event OnLanded ( ) )

PlayDying Source code

function PlayDying ( ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

RetractLegs Source code

simulated function RetractLegs ( ) )

SetPhysicsOff Source code

native function SetPhysicsOff ( )
Set physics to Phys_None

SetPhysicsOn Source code

native function SetPhysicsOn ( )
Set physics back to rigid bodies


Defaultproperties

defaultproperties
{
   Begin Object Class=SkeletalMeshComponent Name=LegMeshComponent ObjName=LegMeshComponent Archetype=SkeletalMeshComponent'UTGame.Default__UTWalkerBody:LegMeshComponent'
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWalkerBody:LegMeshComponent'
   End Object
   SkeletalMeshComponent=LegMeshComponent
   Begin Object Class=UTWalkerStepHandle Name=RB_FootHandle0 ObjName=RB_FootHandle0 Archetype=UTWalkerStepHandle'UTGame.Default__UTWalkerBody:RB_FootHandle0'
      ObjectArchetype=UTWalkerStepHandle'UTGame.Default__UTWalkerBody:RB_FootHandle0'
   End Object
   FootConstraints(0)=RB_FootHandle0
   Begin Object Class=UTWalkerStepHandle Name=RB_FootHandle1 ObjName=RB_FootHandle1 Archetype=UTWalkerStepHandle'UTGame.Default__UTWalkerBody:RB_FootHandle1'
      ObjectArchetype=UTWalkerStepHandle'UTGame.Default__UTWalkerBody:RB_FootHandle1'
   End Object
   FootConstraints(1)=RB_FootHandle1
   Begin Object Class=UTWalkerStepHandle Name=RB_FootHandle2 ObjName=RB_FootHandle2 Archetype=UTWalkerStepHandle'UTGame.Default__UTWalkerBody:RB_FootHandle2'
      ObjectArchetype=UTWalkerStepHandle'UTGame.Default__UTWalkerBody:RB_FootHandle2'
   End Object
   FootConstraints(2)=RB_FootHandle2
   StepStageTimes(0)=0.450000
   StepStageTimes(1)=0.100000
   StepStageTimes(2)=0.500000
   MinStepDist=100.000000
   MaxLegReach=475.000000
   LegSpreadFactor=0.650000
   LandedFootDistSq=2500.000000
   FootEmbedDistance=16.000000
   FootPosVelAdjScale(0)=0.150000
   FootPosVelAdjScale(1)=0.150000
   FootPosVelAdjScale(2)=0.150000
   FootStepAnimNodeName(0)="Leg0 Step"
   FootStepAnimNodeName(1)="Leg1 Step"
   FootStepAnimNodeName(2)="Leg2 Step"
   FootStepStartLift=300.000000
   FootStepEndLift=100.000000
   Begin Object Class=DynamicLightEnvironmentComponent Name=LegLightEnvironmentComp ObjName=LegLightEnvironmentComp Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTWalkerBody:LegLightEnvironmentComp'
      ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTWalkerBody:LegLightEnvironmentComp'
   End Object
   LegLightEnvironment=LegLightEnvironmentComp
   MaxFootStepEffectDist=3000.000000
   Components(0)=LegLightEnvironmentComp
   Components(1)=LegMeshComponent
   Components(2)=RB_FootHandle0
   Components(3)=RB_FootHandle1
   Components(4)=RB_FootHandle2
   CollisionComponent=LegMeshComponent
   Name="Default__UTWalkerBody_Scavenger"
   ObjectArchetype=UTWalkerBody'UTGame.Default__UTWalkerBody'
}

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Creation time: sk 18-3-2018 10:01:02.181 - Created with UnCodeX