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Adventure Kit Pawn The pawn mainly contains alot of variables to configure it behaviour but also has some utility and overriden functions 2013 by FreetimeCoder www.freetimestudio.net
AdvKit.AdvKitPawn
Enumerations Summary | ||
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EAdventureState EAS_Default, EAS_TightSpaceWalking, EAS_Sliding, EAS_Swimming, EAS_Balancing, EAS_WallClimbing, EAS_LedgeClimbing, EAS_CeilingClimbing, EAS_PoleClimbing, EAS_WallJumping, EAS_Interacting | ||
ECeilingClimbState ECCS_Default, ECCS_ClimbToWall | ||
EInteractionState EIS_None, EIS_ActivateLever, EIS_DeactivateLever | ||
ELedgeClimbState ELCS_Default, ELCS_ClimbUp, ELCS_PreJumpUp, ELCS_JumpUp, ELCS_PreJumpBack, ELCS_JumpBack, ELCS_PreJumpLeft, ELCS_JumpLeft, ELCS_PreJumpRight, ELCS_JumpRight, ELCS_JumpDown, ELCS_ClimbAroundEdgeLeft, ELCS_ClimbAroundEdgeRight, ELCS_FallingLedgeGrab | ||
EPoleClimbState EWPS_ClimbPole, EWPS_PreBackJump, EWPS_ClimpUp, EWPS_StandOnPole, EWPS_ClimbDown, EWPS_JumpBack | ||
ETightSpaceState ETSS_Default_Wall_Left, ETSS_Enter_Wall_Left, ETSS_Leave_Wall_Left, ETSS_Default_Wall_Right, ETSS_Enter_Wall_Right, ETSS_Leave_Wall_Right | ||
EWallClimbState EWCS_Default, EWCS_ScaleUp, EWCS_AroundCornerLeft, EWCS_AroundCornerRight, EWCS_ToCeiling, EWCS_JumpBack | ||
EWallJumpState EWJS_Default, EWJS_JumpBack | ||
EWaterState EWS_Swimming, EWS_StartDiving, EWS_Diving |
Functions Summary | ||
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![]() | ActivateRootMotion (optional ERootMotionMode _RMMode, optional ERootMotionRotationMode _RMRMode)) | |
![]() | BaseChange ())) | |
![]() | DeactivateRootMotion ())) | |
![]() | bool | DoJump (bool _bUpdating )) |
![]() | float | GetCollisionHeightDefault ())) |
![]() | float | GetCollisionRadiusDefault ())) |
![]() | name | GetDefaultCameraMode (PlayerController _requestedBy)) |
![]() | Vector | Global2RelativeDirection (Vector _vGlobalDirection)) |
![]() | Vector | Global2RelativePosition (Vector _vGlobalPosition)) |
![]() | OnAnimEnd (AnimNodeSequence _seqNode, float _fPlayedTime, float _fExcessTime)) | |
![]() | OnSplineChanged (AdvKitSplineActor _newSplineActor, AdvKitSplineActor _oldSplineActor)) | |
![]() | PhysicsVolumeChange (PhysicsVolume _NewVolume )) | |
![]() | PossessedBy (Controller C, bool bVehicleTransition)) | |
![]() | Vector | Relative2GlobalDirection (Vector _vRelativeDirection)) |
![]() | SetCurrentPole (AdvKitPole _newPole)) | |
![]() | SetCurrentSpline (AdvKitSplineActor _newSpline, optional float _fNewSplineDistance)) | |
![]() | SetCurrentWall (Actor _wall, optional Vector _vWallNormal)) | |
![]() | SetDeltaSplineDistance (float _fNewDelta, optional bool _bForceUpdate)) | |
![]() | SetSplineDistance (float _fNewDistance, optional bool _bForceUpdate)) |
Variables Detail |
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the current adventureState
Pawn is currently executing RootMotion
Pawn is currently executing RootMotion Rotation
internal variable, true in case there is a wall under the ledge
is the pawn currently vaulting? for the AnimTree
the current ceiling climb state
pole that pawn is climbing on
the current spline the pawn is using
the current wall the Pawn is climbing on
Replacement for AnimNodeBlendDirectional as described here: http://www.sanzpont.com/chosker/elium/?p=326
Replacement for AnimNodeBlendDirectional as described here: http://www.sanzpont.com/chosker/elium/?p=326
how balanced the pawn is (from -1 to 1, 0 is complete balance)
how fast balance changes
the minimum normal dot product to make the pawn jump (like MinHitWall)
how fast the pawn can walk while balancing
how fast the pawn can climb on a wall
how long the trace should be to check for a ceiling
how fast to climb around the pole
the offset distance from the pole to place the pawn
how fast to climb up the pole
the distance on the spline (which is used to calculate position, tangent and normal) 0 <= distance <= spline length
angle of a left edge in order to climb around
angle of a right edge in order to climb around
how high above the pawn to start the climb up trace
the length of the climb up trace
the maximum dot product a ledge can have to (0,0,1) to count as a ledge
how fast the pawn can move on the ledge if it has no wall
how fast the pawn can move on the ledge if it has a wall
how high above the pawn to start tracing
the length of the trace
how far in front of the pawn to start tracing
the maximum distance for the closest position on a spline to accept the spline
the maximum distance to check for balance spline actors
the maximum distance to a location on a spline to accept the spline
the maximum distance to check for ledge spline actors
the max distance for locations on the spline curve to start using the spline
how far to check for tight space spline actors
how much control the pawn has on the current slide
how long the Z trace is from the Pawn's location to find a slide
How high the pawn should stand on a pole
lerp target for balance to keep tansitions jitter free
how fast the pawn moves on the spline
the height to trace for obstructions
how far ahead to look for obstructions
the length of the Trace determine vaulting
trace distances to use for checking walls or if the pawn can climb up
how high the trace should be to check for possible climb up locations
how long the trace should be to check for possible climb up locations
how steep the top can be to still climb up
how long the pawn stays on the wall during a wall jump before falling down
trace variables to find out if the pawn can climb up on top of a wall
Z location of the current water volume's surface
the current interaction state
the current ledge climb state
the current pole climbing state
the current water state
the current tightspace state
local trace start location for checking if it is possible to go around an edge
local trace start location for checking if it is possible to go around an edge
speed to jump when the player looses balance
speed to use when the player jumps
the velocity of the jump from a pole while climbing
current location on the spline in global space
current normal of the spline in global space
current location on the spline in local space
current normal of the spline in local space
current tangent of the spline in local space
current tangent of the spline in global space
the current wall's normal
the speed (in local space) to jump backwards when on a ledge
the speed (in local space) to jump left when on a ledge
the speed (in local space) to jump right when on a ledge
the speed (in local space) to jump upwards when on a ledge
offset to place the pawn from the spline curve
normal of the current slope
tangent of the current slope
the velocity of the jump from a pole while standing on it
offset to position the pawn from the spline
offset to position the pawn from the spline when starting transition animation
How fast the pawn can climb on a wall
how fast to jump from a wall
the wall climbing state
the current walljump state
Enumerations Detail |
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EAS_Default, EAS_TightSpaceWalking, EAS_Sliding, EAS_Swimming, EAS_Balancing, EAS_WallClimbing, EAS_LedgeClimbing, EAS_CeilingClimbing, EAS_PoleClimbing, EAS_WallJumping, EAS_Interacting};
the current adventureState
enumeration for the ceiling climbing state
enumeration for the interaction state
ELCS_Default, ELCS_ClimbUp, ELCS_PreJumpUp, ELCS_JumpUp, ELCS_PreJumpBack, ELCS_JumpBack, ELCS_PreJumpLeft, ELCS_JumpLeft, ELCS_PreJumpRight, ELCS_JumpRight, ELCS_JumpDown, ELCS_ClimbAroundEdgeLeft, ELCS_ClimbAroundEdgeRight, ELCS_FallingLedgeGrab};
enumeration for the ledge climb state
EWPS_ClimbPole, EWPS_PreBackJump, EWPS_ClimpUp, EWPS_StandOnPole, EWPS_ClimbDown, EWPS_JumpBack};
enumeration for the current pole climbing state
ETSS_Default_Wall_Left, ETSS_Enter_Wall_Left, ETSS_Leave_Wall_Left, ETSS_Default_Wall_Right, ETSS_Enter_Wall_Right, ETSS_Leave_Wall_Right};
enumeration for the tightspace state
EWCS_Default, EWCS_ScaleUp, EWCS_AroundCornerLeft, EWCS_AroundCornerRight, EWCS_ToCeiling, EWCS_JumpBack};
enumeration for the climbing state
enumeration for walljump states
the enumerations for the water state
Functions Detail |
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Activate root motion for animations
@param _RMMode translation mode
@param _RMRMode rotation mode
Pawn.uc: Event called after actor's base changes.
Deactivate root motion for animations
Make the pawn jump
@param _bUpdating (not necessary because this kit is not multiplayer)
@return true if jump was done
Get the default collision height of the cylinder Since the cylinder is modified in some controller state it helps to have a function to get the default value
@return the default height
Get the default collision radius of the cylinder Since the cylinder is modified in some controller state it helps to have a function to get the default value
@return the default radius
Pawn.uc: returns default camera mode when viewing this pawn. Mainly called when controller possesses this pawn.
@param _requestedBy requesting the default camera view
@return default camera view player should use when controlling this pawn.
Convert a global direction into a relative direction of Base
@param _vGlobalDirection direction in global space
@return direction in local space
Convert a global location into a relative location of Base (use with SetRelativeLocation)
@param _vGlobalPosition position in global space
@return position in local space
Actor.uc: Event called when an AnimNodeSequence (in the animation tree of one of this Actor's SkeletalMeshComponents) reaches the end and stops. Will not get called if bLooping is 'true' on the AnimNodeSequence. bCauseActorAnimEnd must be set 'true' on the AnimNodeSequence for this event to get generated.
@param _seqNode - Node that finished playing. You can get to the SkeletalMeshComponent by looking at SeqNode->SkelComponent
@param _fPlayedTime - Time played on this animation. (play rate independant).
@param _fExcessTime - how much time overlapped beyond end of animation. (play rate independant).
Called when the currentSpline changed
@param _newSplineActor the new (current) actor
@param _oldsplineActor the old actor
The Pawn has entered a new PhsyicsVolume
@param _NewVolume the entered volume
Pawn.uc: Pawn is possessed by Controller
Convert a relative direction in Base space into a global direction
@param _vRelativeDirection direction in local space
@return direction in global space
Set the current pole for climbing
@param _newPole the pole to climb on
Set a new spline actor
@param _newSpline the new actor to set
@param _fNewsplineDistance the new distance on the spline
Set the current wall for climbing
@param _wall the actor to climb on
@param _vWallNormal normal of the walls surface in global space
Add a delta to the current spline distance
@param _fNewDelta the delta to add
@param _bForceUpdate whether to update spline values even if delta is zero
Set the current spline distance
@param _fNewDistance the new distance
@param _bForceUpdate whether to update spline values even if distance is zero
Defaultproperties |
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defaultproperties { Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment End Object Components.Add(MyLightEnvironment) Begin Object Class=SkeletalMeshComponent Name=InitialSkeletalMesh CastShadow=true bCastDynamicShadow=true bOwnerNoSee=false LightEnvironment=MyLightEnvironment; BlockRigidBody=false; CollideActors=false; BlockZeroExtent=false; AnimSets(0)=AnimSet'AdvKit_Pawn.AS_AdvKit_Pawn' AnimTreeTemplate=AnimTree'AdvKit_Pawn.AT_AdvKit_Pawn' SkeletalMesh=SkeletalMesh'AdvKit_Pawn.SK_AdvKit_Pawn' PhysicsAsset=PhysicsAsset'AdvKit_Pawn.PA_AdvKit_Pawn' Scale = 13 End Object Mesh=InitialSkeletalMesh; Components.Add(InitialSkeletalMesh); CollisionType=COLLIDE_BlockAll Begin Object Name=CollisionCylinder CollisionRadius=15 CollisionHeight=49 End Object CylinderComponent=CollisionCylinder CollisionComponent=CollisionCylinder fRotationLerpSpeed = 10 fFloorTraceLength = 55 fSlideTraceLength = 128 bAlwaysEncroachCheck = true WalkingPct=0.25 GroundSpeed = 600 Buoyancy = 1 fVaultLookAheadDist = 17 fVaultHeight = 15 fVaultTraceDepth = 16 fLedgeClimb_SpeedWall=50 fLedgeClimb_SpeedNoWall=20 fLedgeClimb_MinNormal = 0.3 fLedgeClimb_ClimbUpTraceHeight = 50 fLedgeClimb_ClimbUpTraceLength = 64 vLedgeClimbOffset=(X=10,Z=-38) fLedeAngleCornerLeft=130 fLedeAngleCornerRight=-85 fWallCheckTraceLength = 32 fLedgeGrabTraceXOffset=25 fLedgeGrabTraceHeight=50 fLedgeGrabTraceLength=16 fMaxLedgeCheckDistance=512 fMaxLedgeAcceptDistance=32 vLedgeClimbJumpSpeedBack=(X=-300, Z=400) vLedgeClimbJumpSpeedUp=(Z=450) vLedgeClimbJumpSpeedLeft=(Y=-180, Z=400) vLedgeClimbJumpSpeedRight=(Y=180, Z=400) fBalancingWalkSpeed=60 vBalanceFallOffSpeed = (Y=100,Z=200); vBalanceJumpOffSpeed = (X=300,Z=250); fBalanceMinJumpOff = 0.7 fMaxBalanceCheckDistance=512 fMaxBalanceAcceptDistance=32 fClimbDegreePerSec=90 fClimbPoleSpeed=60 fClimbPoleDistance=0 vClimbPoleJumpSpeed = (X=-300,Z=300) vStandPoleJumpSpeed = (X=400,Z=200) fStandPoleHeight = 52 vWallClimbSpeed=(Y=50,Z=50) v2WallEdgeTraceNear=(X=25, Y=25) v2WallEdgeTraceFar=(X=34.5, Y=25) fWallTraceLength=25 fWallClimbClimbUpTraceHeight=52 fWallClimbClimbUpTraceLength=64 fCeilingTraceLength = 55 fCeilingClimbSpeed=50 JumpZ= 400 fWallJumpFallDownTime=0.5 vWallJumpSpeed=(X=300, Z=400) vTightSpaceOffset=(Z=50); vTightSpaceStartOffset=(X=15,Y=10,Z=52); fTightSpaceWalkSpeed=50; fMaxTightspaceCheckDistance=256 fMaxTightspaceAcceptDistance=32 AirControl = 0 } |
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