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ASVehicle Sentinel

UT2004 :: Actor >> Pawn >> Vehicle >> ASVehicle >> ASTurret >> ASVehicle Sentinel (Package: UT2k4Assault)

This is the abstract class for the super-powerful automatic turret gun seen in AS games when you get too close to the enemy spawn-zone. To get a close look, check out the map AS-MotherShip. Assuming it was implemented to prevent spawn killing in AS games. It is an abstract class, so one of it's two subclasses must be used (see below), based on weather the sentinel is attached to the floor or the cieling.

Keep in mind that the Sentinel has no means of movement, and cannot be "driven" or "ridden" or "flown." See Vehicle.

Properties

Main

float TransientSoundVolume=0.75
float TransientSoundRadius=512
float bNetNotify=true
float Health=1000
float HealthMax=1000
string DefaultWeaponClassName = "UT2k4Assault.Weapon_Sentinel"

Physics

All of these are set so the the Sentinel is immobile.

bool bSimulateGravity=false
Physics Physics=PHYS_Rotating
float AirSpeed=0.0
float WaterSpeed=0.0
float AccelRate=0.0
float JumpZ=0.0
float MaxFallSpeed=0.0
bool bIgnoreEncroachers=true
bool bCollideWorld=false
bool bIgnoreForces=true
bool bShouldBaseAtStartup=false

AI

Bool bAutoTurret=true
true = the turret is controled by the class listed in the property AutoTurretControllerClass. False = ??
Class AutoTurretControllerClass=class <Controller> UT2k4Assault.ASSentinelController?
float SightRadius=+25000.0
The distance at which the turret looks for enemies to fire at.
bool bNonHumanControl=true
???
bool bDefensive=true
??? (Assumming that this makes the AI play with defensive tactics...but defending what??? Itself?
bool bStationary=true
True = This Sentinel is sationary (does not move)
string VehicleNameString="Sentinel"
The name of this sentinel.
bool bNoTeamBeacon=true
??

Hidden

??

Functions

PlayFiring(optional float Rate, optional name FiringMode)(simulated)
causes the sentinel to fire.
PlayIdleOpened()(simulated)
Plays the animation of the sentinel idling in it's active, "open position".
PlayIdleClosed()(simulated)
Plays the animation of the sentinel idling in it's sleeping, "closed".

States

Sleeping (Auto)

Functions

TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
					Vector momentum, class<DamageType> damageType) : Causes the sentinel to automatically wake up when it takes damage.
bool Awake()
Wakes the sentinel up. bActive set to true, PlayOpening is called, returns true
PlayOpening()(simulated)
Plays the animation of the sentinel "deploying" or "unfolding," and brings it into the Opening state.
Begin
if bActive = true, then call the PlayOpening() animation, otherwise play PlayIdleClosed().

Active

Functions

bool GoToSleep()
Plays the animation of the sentinel closing and brings it into the Closing state. Also causes the sentinel to emit a snoring sound. Just joking about that last :)
PlayClosing()(simulated)
Plays the animation of the sentinel "closing", when it changes from the active state to the sleeping state. (It puts on it's pajamas and brushes it's teeth...It's mommy comes in to tuck it to bed... :) ). Also brings the sentinel into the Closing state.
Begin
PlayIdleOpened()

Opening

Functions

TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
                        Vector momentum, class<DamageType> damageType)

Closing

Functions

TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation,
                        Vector momentum, class<DamageType> damageType)

Known Subclasses

Some

 ASVehicle_Sentinel
   +- ASVehicle_Sentinel_Ceiling? : Sentinel is right side up so that it can be resting on the floor.
   +- ASVehicle_Sentinel_Floor? : Sentinel is upside down so that it can be attached to a cieling.

Related Topics

Discussion


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