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UTDom.DominationFactory

Modifiers
abstract hidecategories ( Collision )

Base class for the actor that LD can place into a map. This factory, at runtime, will spawn the ControlPoint needed by the game. Writen by Brian 'Snake' Alexander. Copyright(c) 2007-2010 All Rights Reserved.

UTDom.DominationFactory

Variables Summary
PointLightComponentDomLight
StaticMeshComponentEditorDomMesh
DynamicLightEnvironmentComponentLightEnvironment
ControlPointmyControlPoint
Advanced
class<ControlPoint>ControlPointClass
Debug
class<ControlPoint>PIEControlPointClass
DominationFactory
boolbDrawBeaconName
stringPointName

Functions Summary
function AddTeamStaticMesh (UTTeamStaticMesh SMesh))
function DisableThisPoint ()))
functionint GetControllingTeamNum ()))
functionstring GetHumanReadableName ()))
functionbool IsDisabled ()))
functionbool IsNeutral ()))
functionbyte IsValidDOMTeamID (byte TeamID))
functionbool PoweredBy (byte Team))
function PreBeginPlay ()))
function Reset ()))
eventbyte ScriptGetTeamNum ()))
function SpawnControlPoint ()))
functionbool StandGuard (UTBot B))
functionbool TellBotHowToDisable (UTBot B))
functionbool TooClose (UTBot B))
function TriggerFlagEvent (name EventType, Controller EventInstigator))
function TriggerKismetEvent (byte TeamIndex, Controller EventInstigator))
function UpdateTeamStaticMeshes ()))

States Summary
Disabled Source code
state Disabled


Variables Detail

DomLight Source code

var PointLightComponent DomLight;

EditorDomMesh Source code

var StaticMeshComponent EditorDomMesh;
mesh that is only used with the UnrealEditor/Play in Editor, and should not be displayed during gameplay.

LightEnvironment Source code

var DynamicLightEnvironmentComponent LightEnvironment;

myControlPoint Source code

var ControlPoint myControlPoint;
Reference to the ControlPoint or xDomPointA/B that is spawned during the begining of play

Advanced

ControlPointClass Source code

var(Advanced) class<ControlPoint> ControlPointClass;
ControlPoint class that will be spawned by this factory. if LD require a way to control what point will be A or B in DoubleDom games, then use this. NOTE: Set ONLY ONE ControlPointFactory actor to xDomPointA and there must also be another ControlPointFactory actor set to xDomPointB (ONLY ONE ACTOR). All other ControlPointFactory actors must be set to none.

Debug

PIEControlPointClass Source code

var(Debug) class<ControlPoint> PIEControlPointClass;
Allows LD to specify the ControlPointClass to be used when testing the map in the Play-In-Editor gamemode. None=ControlPoint

DominationFactory

bDrawBeaconName Source code

var(DominationFactory) bool bDrawBeaconName;
whether to render this points name above this point on HUD beacon (using PostRenderFor())

PointName Source code

var(DominationFactory) string PointName;
The displayed name of this point. ObjectiveName is localized and can also be used.


Functions Detail

AddTeamStaticMesh Source code

simulated function AddTeamStaticMesh ( UTTeamStaticMesh SMesh) )
adds the given team static mesh to our list and initializes its team 11/13/2008 - Changed to now use the AddItem() for adding to the TeamStaticMeshes array. Safer then using TeamStaticMeshes[TeamStaticMeshes.length]

DisableThisPoint Source code

function DisableThisPoint ( ) )

GetControllingTeamNum Source code

simulated function int GetControllingTeamNum ( ) )

GetHumanReadableName Source code

simulated function string GetHumanReadableName ( ) )

IsDisabled Source code

simulated function bool IsDisabled ( ) )

IsNeutral Source code

simulated function bool IsNeutral ( ) )

IsValidDOMTeamID Source code

static function byte IsValidDOMTeamID ( byte TeamID) )

PoweredBy Source code

simulated function bool PoweredBy ( byte Team) )

PreBeginPlay Source code

simulated function PreBeginPlay ( ) )

Reset Source code

function Reset ( ) )

ScriptGetTeamNum Source code

simulated event byte ScriptGetTeamNum ( ) )
this gets called by GetTeamNum()

SpawnControlPoint Source code

function SpawnControlPoint ( ) )
spawns the needed type of DominationObjective

StandGuard Source code

function bool StandGuard ( UTBot B) )
if bot is in important vehicle, and other bots can do the dirty work, return false if within get out distance @note based from UTOnslaughtObjective

TellBotHowToDisable Source code

function bool TellBotHowToDisable ( UTBot B) )
TellBotHowToDisable() tell bot what to do to disable me.
@return true if valid/useable instructions were given

TooClose Source code

function bool TooClose ( UTBot B) )
@note based off UTOnslaughtObjective

TriggerFlagEvent Source code

function TriggerFlagEvent ( name EventType, Controller EventInstigator) )
triggers all DOMSeqEvent_ControlPointEvent attached to this objective with the given flag event type

TriggerKismetEvent Source code

function TriggerKismetEvent ( byte TeamIndex, Controller EventInstigator) )
triggers all DOMSeqEvent_ControlPointEvent attached to this objective with the given Controlling Team event type
@param TeamIndex The TeamID of the EventInstigator
@param EventInstigator The Controller that triggered this to go off

UpdateTeamStaticMeshes Source code

simulated function UpdateTeamStaticMeshes ( ) )
updates TeamStaticMeshes array for a change in our team 11/13/2008 - Removed the IsValidDOMTeamID checks and returned to the original logic in UTGameObjective.UpdateTeamStaticMeshes()


Defaultproperties

defaultproperties
{
   Components.Remove(Sprite)
   GoodSprite=None
   Begin Object Name=Sprite2
      Scale=0.85
   End Object
   Begin Object Name=CollisionCylinder
      CollisionRadius=+60.0
      CollisionHeight=+80.0
      CollideActors=True
      BlockRigidBody=False
   End Object
   CollisionType=COLLIDE_TouchAll
   CollisionComponent=CollisionCylinder
   Components.Add(CollisionCylinder)
   Begin Object Class=DynamicLightEnvironmentComponent Name=DomPointLightEnvironment
      LightDesaturation=20.0
   End Object
   LightEnvironment=DomPointLightEnvironment
   Components.Add(DomPointLightEnvironment)
   Begin Object Class=StaticMeshComponent Name=EditorStaticMeshComponent0
      StaticMesh=StaticMesh'DOM_Content.Meshes.DomN'
      CastShadow=False
      bCastDynamicShadow=False
      bAcceptsLights=False
      bAcceptsDynamicLights=False
      LightEnvironment=DomPointLightEnvironment
      CollideActors=False
      CullDistance=7000
      bUseAsOccluder=False
      BlockRigidBody=False
      HiddenEditor=False
      AlwaysLoadOnClient=False
      AlwaysLoadOnServer=False
   End Object
   EditorDomMesh=EditorStaticMeshComponent0
   Components.Add(EditorStaticMeshComponent0)
   Begin Object Class=PointLightComponent Name=DomLightComponent
      Radius=400
      Brightness=5.0
      LightColor=(B=180,G=180,R=180)
      LightingChannels=(BSP=TRUE,Static=TRUE,Dynamic=TRUE,CompositeDynamic=TRUE)
      CastShadows=True
      UseDirectLightMap=False
      CastDynamicShadows=True
      bForceDynamicLight=True
   End Object
   DomLight=DomLightComponent
   Components.Add(DomLightComponent)
   bStatic=True
   bStasis=False
   bNoDelete=True
   bCollideActors=True
   bCollideWorld=True
   bWorldGeometry=False
   bPushedByEncroachers=False
   bCollideWhenPlacing=True
   bIgnoreEncroachers=True
   bPathColliding=True
   bDestinationOnly=True
   bNotBased=True
   bHasSensor=True
   bCanWalkOnToReach=True
   NetUpdateFrequency=1
   bBlockActors=False
   bEdShouldSnap=True
   bAlwaysRelevant=True
   bGameRelevant=True
   bDrawBeaconName=True
   RemoteRole=ROLE_SimulatedProxy
   DrawScale=0.44
   CameraViewDistance=320.0
   DefenderTeamIndex=255
   StartTeam=255
   DefensePriority=2
   PIEControlPointClass=class'UTDom.ControlPoint'
   SupportedEvents.Add(class'UTDom.DOMSeqEvent_ControlPointEvent')
}

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Creation time: Fri 23/12/2011 20:31:25.659 - Created with UnCodeX