| Home Page | Recent Changes | Preferences

# ThingFactory

Object >> Actor >> Keypoint (UT) >> ThingFactory

UNDER CONSTRUCTION.

Creature and thing factories may be triggered by an Event, or will trigger themselves if a player touches it. Since zone changes can cause an event, you could for example cause a creature factory to start producing razorfish as soon as a player enters the water. The first creature spawns instantly.

Creature and thing factories use SpawnPoint?s (a type of NavigationPoint) as the locations to create actors. Up to 16 SpawnPoints can be associated to a given factory. SpawnPoints and creature factories are associated by giving them the same tag.

If a SpawnPoint has its Events → Event property set, it will fire that event when it spawns a creature.

By default, creature factories are covert, which means they will only spawn actors at a SpawnPoint no player can see. A creature from a factory has its event set to the factory's tag (so its death will trigger the factory).

## Properties

prototype
  The class of actors produced by this factory.
maxitems
  The maximum number of active actors from this factory at any time. If it is a creature factory, new creatures will only produced either initially, or when a creature dies, to get back up to maxitems until the factory capacity is reached.
capacity
  The maximum number of actors this factory can ever produce (-1 = no limit). After reaching this limit, the factory shuts down.
interval
  Average time interval between spawnings.
itemtag
  Tag given to items produced at this factory.
bFalling
  Non-Pawn (UT) items spawned should be set to falling.
timeDistribution
  Time distribution of items being spawned.

  Value | Description
  `DIST_Constant` | ...
  `DIST_Uniform`
  `DIST_Gaussian`

bOnlyPlayerTouched
  Only player can trigger it.
bCovert
  Only do hidden spawns (when no player is looking at the spawnpoint in question).
bStoppable
  Stops producing when untouched.
spawnspot[16]
  Possible start locations.

Dma: How do I format the DIST_* list?

Mychaeel: Depends. A (nested) table would do nicely here, I think...

## Known Subclasses

- CreatureFactory

The Unreal Engine Documentation Site

Wiki Community

Topic Categories

Image Uploads

Random Page

Recent Changes

Offline Wiki

Unreal Engine

Console Commands

Terminology

Mapping Topics

Mapping Lessons

UnrealEd Interface

Questions&Answers

Scripting Topics

Scripting Lessons

Making Mods

Class Tree

Questions&Answers

Modeling Topics

Questions&Answers

Log In