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UTGameContent.UTWalkerBody_DarkWalker

Extends
UTWalkerBody

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- UTGame.UTWalkerBody
      |   
      +-- UTGameContent.UTWalkerBody_DarkWalker

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
floatCurrentEnergyBallPowerPct
NameEnergyBallMaterialParameterName
MaterialInstanceConstantEnergyBallMatInst
CameraAnimFootStepShake
floatFootStepShakeRadius
floatGoalEnergyBallPowerPct
nameLegAttachBeamEndPointParamName
ParticleSystemComponentLegAttachBeams[NUM_WALKER_LEGS]
vectorPreviousLegLocation[NUM_WALKER_LEGS]
ParticleSystemPS_LegBeamTemplate
ParticleSystemPS_LegBeamTemplate_Blue
nameTopLegBoneName[NUM_WALKER_LEGS]
UTWalkerBody_DarkWalker
PointLightComponentEnergyBallLight
floatEnergyBallLightBrightness_PoweredOff
floatEnergyBallLightBrightness_PoweredOn
colorEnergyBallLightColor_PoweredOff
colorEnergyBallLightColor_PoweredOff_Blue
colorEnergyBallLightColor_PoweredOn
colorEnergyBallLightColor_PoweredOn_Blue
floatEnergyBallPowerInterpSpeed
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 PlayFootStep (int LegIdx))
function PostBeginPlay ()))
function SetBurnOut ()))
function SetEnergyBallPowerPercent (float Pct))
function TeamChanged ()))
function Tick (float DeltaTime))
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

CurrentEnergyBallPowerPct Source code

var private transient float CurrentEnergyBallPowerPct;
Current percentage the energy ball is powered. Range [0..1].

EnergyBallMaterialParameterName Source code

var protected const Name EnergyBallMaterialParameterName;
Made a parameter because having an = in a name literal is verboten for some reason.

EnergyBallMatInst Source code

var protected transient MaterialInstanceConstant EnergyBallMatInst;
Holds energy ball's material so we can modify parameters.

FootStepShake Source code

var CameraAnim FootStepShake;
camera anim played when foot lands nearby

FootStepShakeRadius Source code

var float FootStepShakeRadius;

GoalEnergyBallPowerPct Source code

var private transient float GoalEnergyBallPowerPct;
Goal energy ball power percentage (to interpolate towards). Range [0..1].

LegAttachBeamEndPointParamName Source code

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

LegAttachBeams[NUM_WALKER_LEGS] Source code

var protected ParticleSystemComponent LegAttachBeams[NUM_WALKER_LEGS];
Emitters for beams connecting powerball to shoulders

PreviousLegLocation[NUM_WALKER_LEGS] Source code

var protected vector PreviousLegLocation[NUM_WALKER_LEGS];
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

PS_LegBeamTemplate Source code

var protected ParticleSystem PS_LegBeamTemplate;
ParticleSystem Templates for the Leg beams

PS_LegBeamTemplate_Blue Source code

var protected ParticleSystem PS_LegBeamTemplate_Blue;

TopLegBoneName[NUM_WALKER_LEGS] Source code

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

UTWalkerBody_DarkWalker

EnergyBallLight Source code

var(UTWalkerBody_DarkWalker) protected PointLightComponent EnergyBallLight;
Light attached to the energy ball.

EnergyBallLightBrightness_PoweredOff Source code

var(UTWalkerBody_DarkWalker) protected const float EnergyBallLightBrightness_PoweredOff;
Brightness for energy ball light in powered-off state.

EnergyBallLightBrightness_PoweredOn Source code

var(UTWalkerBody_DarkWalker) protected const float EnergyBallLightBrightness_PoweredOn;
Brightness for energy ball light in powered-on state.

EnergyBallLightColor_PoweredOff Source code

var(UTWalkerBody_DarkWalker) protected const color EnergyBallLightColor_PoweredOff;
Color for energy ball light in powered-off state.

EnergyBallLightColor_PoweredOff_Blue Source code

var(UTWalkerBody_DarkWalker) protected const color EnergyBallLightColor_PoweredOff_Blue;
Color for blue energy ball light in powered-off state.

EnergyBallLightColor_PoweredOn Source code

var(UTWalkerBody_DarkWalker) protected const color EnergyBallLightColor_PoweredOn;
Color for energy ball light in powered-on state.

EnergyBallLightColor_PoweredOn_Blue Source code

var(UTWalkerBody_DarkWalker) protected const color EnergyBallLightColor_PoweredOn_Blue;
Color for blue energy ball light in powered-on state.

EnergyBallPowerInterpSpeed Source code

var(UTWalkerBody_DarkWalker) protected const float EnergyBallPowerInterpSpeed;
InterpSpeed (for FInterpTo) used for interpolating the energy ball power up and down.


Functions Detail

PlayFootStep Source code

event PlayFootStep ( int LegIdx) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

SetBurnOut Source code

simulated function SetBurnOut ( ) )
NOTE: this is actually what changes the colors on the PowerOrb on the legs of the Walker

SetEnergyBallPowerPercent Source code

final protected function SetEnergyBallPowerPercent ( float Pct) )

TeamChanged Source code

simulated function TeamChanged ( ) )
NOTE: this is actually what changes the colors on the PowerOrb on the legs of the Walker

Tick Source code

function Tick ( float DeltaTime) )


Defaultproperties

defaultproperties
{
   Begin Object Class=PointLightComponent Name=Light0 ObjName=Light0 Archetype=PointLightComponent'Engine.Default__PointLightComponent'
      Radius=300.000000
      FalloffExponent=4.000000
      CastShadows=False
      LightingChannels=(BSP=False,Static=False)
      Name="Light0"
      ObjectArchetype=PointLightComponent'Engine.Default__PointLightComponent'
   End Object
   EnergyBallLight=Light0
   EnergyBallPowerInterpSpeed=1.500000
   EnergyBallLightColor_PoweredOn=(B=126,G=231,R=250,A=0)
   EnergyBallLightColor_PoweredOff=(B=10,G=50,R=150,A=0)
   EnergyBallLightColor_PoweredOn_Blue=(B=217,G=153,R=89,A=0)
   EnergyBallLightColor_PoweredOff_Blue=(B=150,G=50,R=10,A=0)
   EnergyBallLightBrightness_PoweredOn=8.000000
   EnergyBallLightBrightness_PoweredOff=6.000000
   EnergyBallMaterialParameterName="Scalar"
   Begin Object Class=ParticleSystemComponent Name=LegAttachPSC_0 ObjName=LegAttachPSC_0 Archetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
      SecondsBeforeInactive=1.000000
      Name="LegAttachPSC_0"
      ObjectArchetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
   End Object
   LegAttachBeams(0)=LegAttachPSC_0
   Begin Object Class=ParticleSystemComponent Name=LegAttachPSC_1 ObjName=LegAttachPSC_1 Archetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
      SecondsBeforeInactive=1.000000
      Name="LegAttachPSC_1"
      ObjectArchetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
   End Object
   LegAttachBeams(1)=LegAttachPSC_1
   Begin Object Class=ParticleSystemComponent Name=LegAttachPSC_2 ObjName=LegAttachPSC_2 Archetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
      SecondsBeforeInactive=1.000000
      Name="LegAttachPSC_2"
      ObjectArchetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
   End Object
   LegAttachBeams(2)=LegAttachPSC_2
   LegAttachBeamEndPointParamName="DarkwalkerLegEnd"
   PS_LegBeamTemplate=ParticleSystem'VH_DarkWalker.Effects.P_VH_DarkWalker_PowerBall_Idle'
   PS_LegBeamTemplate_Blue=ParticleSystem'VH_DarkWalker.Effects.P_VH_DarkWalker_PowerBall_Idle_Blue'
   TopLegBoneName(0)="Leg1_Bone1"
   TopLegBoneName(1)="Leg2_Bone1"
   TopLegBoneName(2)="Leg3_Bone1"
   FootStepShake=CameraAnim'Camera_FX.DarkWalker.C_VH_DarkWalker_Step_Shake'
   FootStepShakeRadius=1000.000000
   Begin Object Class=SkeletalMeshComponent Name=LegMeshComponent ObjName=LegMeshComponent Archetype=SkeletalMeshComponent'UTGame.Default__UTWalkerBody:LegMeshComponent'
      SkeletalMesh=SkeletalMesh'VH_DarkWalker.Mesh.SK_VH_DarkWalker_Legs'
      AnimTreeTemplate=AnimTree'VH_DarkWalker.Anims.AT_VH_DarkWalker_Legs'
      PhysicsAsset=PhysicsAsset'VH_DarkWalker.Mesh.SK_VH_DarkWalker_Legs_Physics_NewLegs'
      AnimSets(0)=AnimSet'VH_DarkWalker.Anims.K_VH_DarkWalker_Legs'
      bUpdateJointsFromAnimation=True
      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
   FootWaterEffect=ParticleSystem'Envy_Level_Effects_2.Vehicle_Water_Effects.P_DarkWalker_Water_Splash'
   MinStepDist=120.000000
   MaxLegReach=750.000000
   LegSpreadFactor=0.600000
   LandedFootDistSq=2500.000000
   FootEmbedDistance=32.000000
   bHasCrouchMode=True
   FootStepEffects(0)=(MaterialType="Dirt",Sound=SoundCue'A_Vehicle_DarkWalker.Cue.A_Vehicle_DarkWalker_FootstepCue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",ParticleTemplate=ParticleSystem'VH_DarkWalker.Effects.P_VH_DarkWalker_FootImpact_Dust')
   FootStepEffects(1)=(MaterialType="Snow",Sound=SoundCue'A_Vehicle_DarkWalker.Cue.A_Vehicle_DarkWalker_FootstepCue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",ParticleTemplate=ParticleSystem'VH_DarkWalker.Effects.P_VH_DarkWalker_FootImpact_Snow')
   FootStepEffects(2)=(MaterialType="Water",Sound=SoundCue'A_Vehicle_DarkWalker.Cue.A_Vehicle_DarkWalker_FootstepCue',DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",ParticleTemplate=ParticleSystem'Envy_Level_Effects_2.Vehicle_Water_Effects.P_DarkWalker_Water_Splash')
   FootStepAnimNodeName(0)="Leg0 Step"
   FootStepAnimNodeName(1)="Leg1 Step"
   FootStepAnimNodeName(2)="Leg2 Step"
   Begin Object Class=DynamicLightEnvironmentComponent Name=LegLightEnvironmentComp ObjName=LegLightEnvironmentComp Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTWalkerBody:LegLightEnvironmentComp'
      ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTWalkerBody:LegLightEnvironmentComp'
   End Object
   LegLightEnvironment=LegLightEnvironmentComp
   Components(0)=LegLightEnvironmentComp
   Components(1)=LegMeshComponent
   Components(2)=RB_FootHandle0
   Components(3)=RB_FootHandle1
   Components(4)=RB_FootHandle2
   CollisionComponent=LegMeshComponent
   Name="Default__UTWalkerBody_DarkWalker"
   ObjectArchetype=UTWalkerBody'UTGame.Default__UTWalkerBody'
}

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Creation time: sk 18-3-2018 10:01:02.167 - Created with UnCodeX