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Deployables.LandMines

Extends
function
Modifiers
placeable

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

Variables Summary
floatTripDelayOverrideVelocity
Inherited Variables from Deployables.function
AmbientNoiseSound, ArmingDelay, ArmingSound, ClientTeamIndex, DeploySound, EnergyCostPerSec, ExplodeDelay, ExplosionClass, HitEffect, KillerController, SelfDestructDuration, SelfDestructTimer, TrippedSound
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

Functions Summary
event BeginState ()
Armed
functionint GetConsumerClassIndex ()
function Landed (vector HitNormal)
Deployed
event PostNetBeginPlay ()
event Touch (Actor Other)
Armed
Inherited Functions from Deployables.function
Activate, BaseChange, BeginState, CanBeTrippedBy, CheckTeamEnergy, Deactivate, Destroyed, Explode, ExplodeTimer, GetKillerController, GetTeam, HandleTripped, MineHurtRadius, MineKilled, MineTakeDamage, NotifyTeamEnergyStatus, OnUse, PostArmed, PostBeginPlay, PreArmed, ReplicationReady, ReplicationReadyCheck, SetEnabled, SetKillerController, SetTeam, SetupClient, TakeDamage, Timer, Touch
Inherited Functions from Legend.function
BreakApart, ParticleExplosionRef, PreBeginPlay, ShakeView, TakeDamage

States Summary
Armed Source code
state Armed
BeginState, Touch
Deployed Source code
auto state Deployed
Landed


Variables Detail

TripDelayOverrideVelocity Source code

var float TripDelayOverrideVelocity;


Functions Detail

BeginState Armed Source code

event BeginState ( )

GetConsumerClassIndex Source code

function int GetConsumerClassIndex ( )

Landed Deployed Source code

function Landed ( vector HitNormal )

PostNetBeginPlay Source code

simulated event PostNetBeginPlay ( )

Touch Armed Source code

event Touch ( Actor Other )


Defaultproperties

defaultproperties
{
    TripDelayOverrideVelocity=1500.000000
    DeploySound=Sound'U2XMPA.LandMines.M_Activate'
    ArmingSound=Sound'U2XMPA.LandMines.M_Armed'
    TrippedSound=Sound'U2XMPA.LandMines.M_Tripped'
    ArmingDelay=2.000000
    ExplodeDelay=0.500000
    EnergyCostPerSec=0.001200
    DamageAmount=700.000000
    DamageRadius=500.000000
    DamageType=Class'U2.DamageTypeMine'
    Momentum=400000.000000
    bDamageable=False
    Description="Land Mine"
    Physics=PHYS_Falling
    DrawType=DT_StaticMesh
    StaticMesh=StaticMesh'XMPWorldItemsM.Items.Mine_SD_001'
    bIgnoreEncroachers=False
    PrePivot=(Z=40.000000)
     AlternateSkins(0)=Shader'XMPWorldItemsT.Items.mine_sd_001_Red'
     AlternateSkins(1)=Shader'XMPWorldItemsT.Items.mine_sd_001_blue'
    CollisionRadius=55.000000
    CollisionHeight=50.000000
    bUseCylinderCollision=True
}

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Creation time: Tue 27/4/2010 03:12:36.697 - Created with UnCodeX