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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.Actor
|
+-- Engine.NavigationPoint
|
+-- Engine.PickupFactory
|
+-- UTGame.UTPickupFactory
|
+-- UTGame.UTWeaponLocker
UTWeaponLocker_Content
| Variables Summary | |
|---|---|
| ParticleSystem | ActiveEffectTemplate |
| ParticleSystemComponent | AmbientEffect |
| bool | bIsActive |
| bool | bPlayerNearby |
| bool | bScalingUp |
| float | CurrentWeaponScaleX |
| array<PawnToucher> | Customers |
| ParticleSystem | InactiveEffectTemplate |
| array<vector> | LockerPositions |
| string | LockerString |
| float | NextProximityCheckTime |
| float | ProximityDistanceSquared |
| ParticleSystemComponent | ProximityEffect |
| ReplacementWeaponEntry | ReplacementWeapons[6] |
| float | ScaleRate |
| ParticleSystem | WeaponSpawnEffectTemplate |
| UTWeaponLocker | |
| array<WeaponEntry> | Weapons |
| Inherited Variables from Engine.PickupFactory |
|---|
| bIsSuperItem, bOnlyReplicateHidden, bPickupHidden, bPredictRespawns, InventoryType, MaxDesireability, OriginalFactory, PickupMesh, ReplacementFactory, RespawnEffectTime |
| Structures Summary | ||
|---|---|---|
| PawnToucher P, NextTouchTime | ||
| ReplacementWeaponEntry bReplaced, WeaponClass | ||
| WeaponEntry WeaponClass, PickupMesh | ||
| Functions Summary | ||
|---|---|---|
![]() | bool | AddCustomer (Pawn P)) |
![]() | BeginState (name PreviousStateName)) Disabled | |
![]() | BeginState (name PreviousStateName)) LockerPickup | |
![]() | float | BotDesireability (Pawn Bot, Controller C)) |
![]() | CheckTouching ())) LockerPickup | |
![]() | DestroyWeapons ())) | |
![]() | float | DetourWeight (Pawn Other, loat PathWeight)) |
![]() | String | GetHumanReadableName ())) |
![]() | GiveLockerWeapons (Actor Other, bool bHideWeapons) | |
![]() | GiveLockerWeapons (Actor Other, bool bHideWeapons)) LockerPickup | |
![]() | bool | HasCustomer (Pawn P)) |
![]() | InitializePickup ())) | |
![]() | InitializeWeapons ())) | |
![]() | NotifyLocalPlayerDead (PlayerController PC) | |
![]() | NotifyLocalPlayerDead (PlayerController PC)) LockerPickup | |
![]() | PostBeginPlay ())) | |
![]() | bool | ReadyToPickup (float MaxWait)) LockerPickup |
![]() | RecheckValidTouch ())) LockerPickup | |
![]() | ReplaceWeapon (int Index, class<UTWeapon> NewWeaponClass)) | |
![]() | ReplicatedEvent (name VarName)) | |
![]() | Reset ())) | |
![]() | SetInitialState ())) | |
![]() | SetPlayerNearby (bool bNewPlayerNearby, bool bPlayEffects)) | |
![]() | bool | ShouldCamp (UTBot B, float MaxWait)) |
![]() | ShowActive () | |
![]() | ShowActive ())) LockerPickup | |
![]() | ShowHidden ())) | |
![]() | Touch (actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )) LockerPickup | |
![]() | bool | ValidTouch (actor Other )) LockerPickup |
| States Summary |
|---|
| Disabled Source code |
|---|
|
state Disabled |
| BeginState |
| LockerPickup Source code |
|---|
|
auto state LockerPickup |
| BeginState, CheckTouching, GiveLockerWeapons, NotifyLocalPlayerDead, ReadyToPickup, RecheckValidTouch, ShowActive, Touch, ValidTouch |
| Variables Detail |
|---|
effect for when the weapon locker is usable by the player right now
component for the active/inactive effect, depending on state
clientside flag - whether the locker should be displayed as active and having weapons available
clientside flag - whether or not a local player is near this locker
whether weapons are currently scaling up
current scaling up weapon scale
effect for when the weapon locker cannot be used by the player right now
offsets from locker location where we can place weapon meshes
Next proximity check time
how close a player needs to be to be considered nearby
effect that's visible when active and the player gets nearby
the rate to scale the weapons's Scale3D.X when spawning them in (set to 0.0 to disable the scaling)
effect played over weapons being scaled in when the player is nearby
| Structures Detail |
|---|
when received on the client, replaces Weapons array classes with this array instead
bReplaced:indicates whether this entry in the Weapons array was actually replaced (so we can distinguish between WeaponClass == None because it wasn't touched vs. because it was removedWeaponClass:the class of weapon to replace with
var PrimitiveComponent PickupMesh;};
var(UTWeaponLocker) class<UTWeapon> WeaponClass;
| Functions Detail |
|---|
AddCustomer Source code
BeginState Disabled Source code
BeginState LockerPickup Source code
BotDesireability Source code
CheckTouching LockerPickup Source codeMake sure no pawn already touching (while touch was disabled in sleep).
DestroyWeapons Source code
DetourWeight Source code
GetHumanReadableName Source code
GiveLockerWeapons Source code
GiveLockerWeapons LockerPickup Source code
HasCustomer Source code
InitializePickup Source code
InitializeWeapons Source codeinitialize properties/display for the weapons that are listed in the array
NotifyLocalPlayerDead Source code
NotifyLocalPlayerDead LockerPickup Source code
PostBeginPlay Source code
ReadyToPickup LockerPickup Source code
RecheckValidTouch LockerPickup Source codePickup was touched through a wall. Check to see if touching pawn is no longer obstructed
ReplaceWeapon Source codereplaces an entry in the Weapons array (generally used by mutators)
ReplicatedEvent Source code
Reset Source code
SetInitialState Source code
SetPlayerNearby Source code
ShouldCamp Source code
ShowActive Source code
ShowActive LockerPickup Source code
ShowHidden Source code
Touch LockerPickup Source code
ValidTouch LockerPickup Source code| Defaultproperties |
|---|
defaultproperties
{
LockerPositions(0)=(X=18.000000,Y=-30.000000,Z=0.000000)
LockerPositions(1)=(X=-15.000000,Y=25.000000,Z=0.000000)
LockerPositions(2)=(X=34.000000,Y=-2.000000,Z=0.000000)
LockerPositions(3)=(X=-30.000000,Y=0.000000,Z=0.000000)
LockerPositions(4)=(X=16.000000,Y=22.000000,Z=0.000000)
LockerPositions(5)=(X=-19.000000,Y=-32.000000,Z=0.000000)
LockerString="Weapon Locker"
ProximityDistanceSquared=600000.000000
ScaleRate=2.000000
Begin Object Class=DynamicLightEnvironmentComponent Name=PickupLightEnvironment ObjName=PickupLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTPickupFactory:PickupLightEnvironment'
ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTPickupFactory:PickupLightEnvironment'
End Object
LightEnvironment=PickupLightEnvironment
Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTPickupFactory:CollisionCylinder'
CollisionHeight=50.000000
CollisionRadius=80.000000
ObjectArchetype=CylinderComponent'UTGame.Default__UTPickupFactory:CollisionCylinder'
End Object
CylinderComponent=CollisionCylinder
Components(0)=CollisionCylinder
Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'UTGame.Default__UTPickupFactory:PathRenderer'
ObjectArchetype=PathRenderingComponent'UTGame.Default__UTPickupFactory:PathRenderer'
End Object
Components(1)=PathRenderer
Components(2)=PickupLightEnvironment
Begin Object Class=StaticMeshComponent Name=BaseMeshComp ObjName=BaseMeshComp Archetype=StaticMeshComponent'UTGame.Default__UTPickupFactory:BaseMeshComp'
ObjectArchetype=StaticMeshComponent'UTGame.Default__UTPickupFactory:BaseMeshComp'
End Object
Components(3)=BaseMeshComp
CollisionComponent=CollisionCylinder
Name="Default__UTWeaponLocker"
ObjectArchetype=UTPickupFactory'UTGame.Default__UTPickupFactory'
}
|
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