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Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.SequenceObject | +-- Engine.SequenceOp | +-- Engine.SequenceAction | +-- Engine.SeqAct_Latent | +-- Engine.SeqAct_ActorFactory
SeqAct_ActorFactoryEx, SeqAct_ProjectileFactory
Variables Summary | |
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bool | bIsSpawning |
int | LastSpawnIdx |
float | RemainingDelay |
int | SpawnedCount |
SeqAct_ActorFactory | |
bool | bCheckSpawnCollision |
bool | bEnabled |
ActorFactory | Factory |
EPointSelection | PointSelection |
int | SpawnCount |
float | SpawnDelay |
array<vector> | SpawnLocations |
array<vector> | SpawnOrientations |
array<Actor> | SpawnPoints |
Inherited Variables from Engine.SeqAct_Latent |
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bAborted, LatentActors |
Inherited Variables from Engine.SequenceAction |
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bCallHandler, HandlerName, Targets |
Enumerations Summary | ||
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EPointSelection PS_Normal, PS_Random, PS_Reverse, |
Functions Summary | ||
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![]() | int | GetObjClassVersion ())) |
Inherited Functions from Engine.SeqAct_Latent |
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AbortFor, Update |
Variables Detail |
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Is this factory currently in the process of spawning?
Last index used to spawn at, for PS_Normal/PS_Reverse
Remaining time before attempting the next spawn
Number of actors spawned so far
Prevent spawning at locations with bBlockActors
Is this factory enabled?
Type of actor factory to use when creating the actor
Method of spawn point selection
Number of actors to create
Delay applied after creating an actor before creating the next one
The position where Objects will be spawned, if SpawnPoints is empty
The orientation of spawned Objects, if SpawnPoints is empty
Set of points where Objects will be spawned
Enumerations Detail |
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Checks any of the bEnabled inputs and sets the new value.
Functions Detail |
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Return the version number for this class. Child classes should increment this method by calling Super then adding a individual class version to the result. When a class is first created, the number should be 0; each time one of the link arrays is modified (VariableLinks, OutputLinks, InputLinks, etc.), the number that is added to the result of Super.GetObjClassVersion() should be incremented by 1.
@return the version number for this specific class.
Defaultproperties |
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defaultproperties { ObjName="Actor Factory" ObjCategory="Actor" InputLinks(0)=(LinkDesc="Spawn Actor") InputLinks(1)=(LinkDesc="Enable") InputLinks(2)=(LinkDesc="Disable") InputLinks(3)=(LinkDesc="Toggle") VariableLinks.Empty VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Spawn Point",PropertyName=SpawnPoints) VariableLinks(1)=(ExpectedType=class'SeqVar_Object',LinkDesc="Spawned",MinVars=0,bWriteable=true) VariableLinks(2)=(ExpectedType=class'SeqVar_Int',LinkDesc="Spawn Count",PropertyName=SpawnCount) VariableLinks(3)=(ExpectedType=class'SeqVar_Vector',LinkDesc="Spawn Location",PropertyName=SpawnLocations) VariableLinks(4)=(ExpectedType=class'SeqVar_Vector',LinkDesc="Spawn Direction",PropertyName=SpawnOrientations) SpawnCount=1 SpawnDelay=0.5f bCheckSpawnCollision=TRUE LastSpawnIdx=-1 bEnabled=TRUE } |
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