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
var PointLightComponent DomLight;
var StaticMeshComponent EditorDomMesh;
var DynamicLightEnvironmentComponent LightEnvironment;
Advanced
Debug
DominationFactory
simulated function AddTeamStaticMesh ( UTTeamStaticMesh SMesh) )
function DisableThisPoint ( ) )
simulated function int GetControllingTeamNum ( ) )
simulated function string GetHumanReadableName ( ) )
simulated function bool IsDisabled ( ) )
simulated function bool IsNeutral ( ) )
static function byte IsValidDOMTeamID ( byte TeamID) )
simulated function bool PoweredBy ( byte Team) )
simulated function PreBeginPlay ( ) )
function Reset ( ) )
simulated event byte ScriptGetTeamNum ( ) )
function SpawnControlPoint ( ) )
function bool StandGuard ( UTBot B) )
function bool TellBotHowToDisable ( UTBot B) )
function bool TooClose ( UTBot B) )
function TriggerFlagEvent ( name EventType, Controller EventInstigator) )
function TriggerKismetEvent ( byte TeamIndex, Controller EventInstigator) )
UpdateTeamStaticMeshes Source code
simulated function UpdateTeamStaticMeshes ( ) )
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')
} |
Creation time: Fri 23/12/2011 20:31:25.659 - Created with
UnCodeX