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Deployables.function

Extends
function
Modifiers
string GetDescription ( Controller User ) { return ""

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Decoration
      |   
      +-- Legend.function
         |   
         +-- Deployables.function

Direct Known Subclasses:

LandMines, LaserTripMines

Variables Summary
intClientTeamIndex
ControllerKillerController
MineBase
soundAmbientNoiseSound
floatArmingDelay
soundArmingSound
soundDeploySound
floatEnergyCostPerSec
floatExplodeDelay
class<Actor>ExplosionClass
class<Actor>HitEffect
floatSelfDestructDuration
floatSelfDestructTimer
soundTrippedSound
Inherited Variables from Legend.function
AmbientSoundStr, BaseTossMagnitude, bDestroyCollision, BreakParticleEffectsRefs[6], BreakSound, BrokenMesh, BrokenStaticMesh, bShakeView, bTossNPCs, bTossPCs, DamageAmount, DamageRadius, DamageType, Duration, InitialHealth, MaxTossedMass, Momentum, Radius, ShakeMagnitude, ShakeSoundStr, TimeBetweenShakes
Inherited Variables from Engine.Decoration
bDamageable, bPushable, bPushSoundPlaying, bSplash, contents, Description, EffectWhenDestroyed, EndPushSound, FragMomentum, FragSkin, FragType, Health, NumFrags, numLandings, PushSound, SplashTime

Functions Summary
function Activate ()
function Activate ()
Offline
event BaseChange ()
function BeginState ()
Deployed
event BeginState ()
Offline
functionbool CanBeTrippedBy (actor A)
function CheckTeamEnergy ()
function Deactivate ()
function Deactivate ()
Offline
event Destroyed ()
function Explode ()
function ExplodeTimer ()
Armed
functionController GetKillerController ()
functionint GetTeam ()
function HandleTripped ()
function HandleTripped ()
Armed
function MineHurtRadius (float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation, optional bool bNoFalloff)
function MineKilled (Actor DamagedActor, class<DamageType> DamageType)
function MineTakeDamage (Actor DamagedActor, int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> DamageType)
function NotifyTeamEnergyStatus (bool bEnabled)
function NotifyTeamEnergyStatus (bool bEnabled)
Offline
function OnUse (actor Other)
Offline
function PostArmed ()
Armed
event PostBeginPlay ()
function PreArmed ()
Armed
functionbool ReplicationReady ()
function ReplicationReadyCheck ()
function SetEnabled (bool bEnabled)
function SetKillerController (Controller C)
function SetTeam (int NewTeam)
function SetupClient ()
function TakeDamage (int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType)
event Timer ()
Offline
event Touch (Actor Other)
Armed
Inherited Functions from Legend.function
BreakApart, ParticleExplosionRef, PreBeginPlay, ShakeView, TakeDamage
Inherited Functions from Engine.Decoration
BaseChange, Bump, CanSplash, Destroyed, Drop, HitWall, Landed, PhysicsVolumeChange, TakeDamage, Timer, Trigger

States Summary
Armed Source code
state Armed
ExplodeTimer, HandleTripped, PostArmed, PreArmed, Touch
Deployed Source code
auto state Deployed
BeginState
Offline Source code
state Offline
Activate, BeginState, Deactivate, NotifyTeamEnergyStatus, OnUse, Timer


Variables Detail

ClientTeamIndex Source code

var int ClientTeamIndex;

KillerController Source code

var Controller KillerController;

MineBase

AmbientNoiseSound Source code

var(MineBase) sound AmbientNoiseSound;

ArmingDelay Source code

var(MineBase) float ArmingDelay;

ArmingSound Source code

var(MineBase) sound ArmingSound;

DeploySound Source code

var(MineBase) sound DeploySound;

EnergyCostPerSec Source code

var(MineBase) float EnergyCostPerSec;

ExplodeDelay Source code

var(MineBase) float ExplodeDelay;

ExplosionClass Source code

var(MineBase) class<Actor> ExplosionClass;

HitEffect Source code

var(MineBase) class<Actor> HitEffect;

SelfDestructDuration Source code

var(MineBase) float SelfDestructDuration;

SelfDestructTimer Source code

var(MineBase) float SelfDestructTimer;

TrippedSound Source code

var(MineBase) sound TrippedSound;


Functions Detail

Activate Source code

function Activate ( )

Activate Offline Source code

function Activate ( )

BaseChange Source code

singular event BaseChange ( )

BeginState Deployed Source code

function BeginState ( )

BeginState Offline Source code

event BeginState ( )

CanBeTrippedBy Source code

function bool CanBeTrippedBy ( actor A )

CheckTeamEnergy Source code

function CheckTeamEnergy ( )

Deactivate Source code

function Deactivate ( )

Deactivate Offline Source code

function Deactivate ( )

Destroyed Source code

simulated event Destroyed ( )

Explode Source code

function Explode ( )

ExplodeTimer Armed Source code

function ExplodeTimer ( )

GetKillerController Source code

function Controller GetKillerController ( )

GetTeam Source code

simulated function int GetTeam ( )

HandleTripped Source code

function HandleTripped ( )

HandleTripped Armed Source code

function HandleTripped ( )

MineHurtRadius Source code

simulated function MineHurtRadius ( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation, optional bool bNoFalloff )

MineKilled Source code

function MineKilled ( Actor DamagedActor, class<DamageType> DamageType )

MineTakeDamage Source code

function MineTakeDamage ( Actor DamagedActor, int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> DamageType )

NotifyTeamEnergyStatus Source code

function NotifyTeamEnergyStatus ( bool bEnabled )

NotifyTeamEnergyStatus Offline Source code

function NotifyTeamEnergyStatus ( bool bEnabled )

OnUse Offline Source code

function OnUse ( actor Other )

PostArmed Armed Source code

function PostArmed ( )

PostBeginPlay Source code

simulated event PostBeginPlay ( )

PreArmed Armed Source code

function PreArmed ( )

ReplicationReady Source code

simulated function bool ReplicationReady ( )

ReplicationReadyCheck Source code

simulated function ReplicationReadyCheck ( )

SetEnabled Source code

function SetEnabled ( bool bEnabled )

SetKillerController Source code

function SetKillerController ( Controller C )

SetTeam Source code

simulated function SetTeam ( int NewTeam )

SetupClient Source code

simulated function SetupClient ( )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType )

Timer Offline Source code

event Timer ( )

Touch Armed Source code

event Touch ( Actor Other )


Defaultproperties

defaultproperties
{
    HitEffect=Class'U2.ElectricSparks'
    ExplosionClass=Class'U2.LargeExplosion'
    SelfDestructTimer=1.000000
    SelfDestructDuration=5.000000
    ClientTeamIndex=255
    Health=15
    bStasis=False
    bWorldGeometry=False
    bIgnoreEncroachers=True
    bAlwaysRelevantToOwner=False
    bAlwaysRelevantToInstigator=False
    bCollideWorld=True
    bBlockActors=False
    bBlockPlayers=False
    bBlockKarma=False
    bNetNotify=True
    bDirectional=True
}

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Creation time: Tue 27/4/2010 03:12:35.619 - Created with UnCodeX