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UnrealShare.ThingFactory

Extends
Keypoint

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Keypoint
      |   
      +-- UnrealShare.ThingFactory

Direct Known Subclasses:

CreatureFactory

Variables Summary
intnumitems
intnumspots
Spawnpointspawnspot[16]
ThingFactory
boolbCovert
boolbFalling
boolbOnlyPlayerTouched
boolbStoppable
intcapacity
floatinterval
nameitemtag
intmaxitems
class<actor>prototype
EDistributiontimeDistribution
Inherited Variables from Engine.Actor
Acceleration, AmbientGlow, AmbientSound, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAnimFinished, bAnimLoop, bAnimNotify, Base, bAssimilated, bBlockActors, bBlockPlayers, bBounce, bCanTeleport, bCarriedItem, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDeleteMe, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEdLocked, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForcePhysicsUpdate, bForceStasis, bGameRelevant, bHidden, bHiddenEd, bHighDetail, bHighlighted, bHurtEntry, bInterpolating, bIsItemGoal, bIsKillGoal, bIsMover, bIsPawn, bIsSecretGoal, bJustTeleported, bLensFlare, bLightChanged, bMemorized, bMeshCurvy, bMeshEnviroMap, bMovable, bNet, bNetFeel, bNetHear, bNetInitial, bNetOptional, bNetOwner, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoSmooth, bOnlyOwnerSee, bParticles, bProjTarget, bRotateToDesired, Brush, bSelected, bShadowCast, bSimulatedPawn, bSinglePlayer, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTravel, bUnlit, Buoyancy, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, Deleted, DesiredRotation, DodgeDir, DrawScale, DrawType, Event, ExtraTag, Fatness, Group, InitialState, Instigator, Inventory, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, Mass, Mesh, MiscNumber, NetPriority, NetTag, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PhysAlpha, Physics, PhysRate, PrePivot, Region, RemoteRole, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skin, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, StandingCount, Style, Tag, Target, Texture, TimerCounter, TimerRate, Touching[4], TransientSoundRadius, TransientSoundVolume, TweenRate, Velocity, VolumeBrightness, VolumeFog, VolumeRadius, XLevel

Enumerations Summary
EDistribution
DIST_Constant, DIST_Uniform, DIST_Gaussian
Inherited Enumerations from Engine.Actor
EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType

Structures Summary
Inherited Structures from Engine.Actor
PointRegion

Functions Summary
function BeginState ()
Spawning
function PostBeginPlay ()
function StartBuilding ()
function StartBuilding ()
Spawning
function Timer ()
Spawning
function Touch (Actor Other)
Waiting
function Trigger (actor Other, pawn EventInstigator)
Spawning
function Trigger (actor Other, pawn EventInstigator)
Waiting
functionbool trySpawn (int start, int end)
Spawning
function UnTouch (Actor Other)
Spawning
Inherited Functions from Engine.Actor
!=, *, *=, +, +=, -, -=, / , /=, <<, ==, >>, AllActors, AnimEnd, Attach, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastMessage, Bump, ChildActors, Cross, Destroy, Destroyed, Detach, Dot, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FellOutOfWorld, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetAxes, GetUnAxes, HitWall, HurtRadius, InterpolateEnd, Invert, IsA, IsAnimating, KillCredit, KilledBy, Landed, LoopAnim, LostChild, MakeNoise, MirrorVectorByNormal, Move, MoveSmooth, Normal, PlayAnim, PlayerCanSeeMe, PlaySound, PostBeginPlay, PostTeleport, PreBeginPlay, PreTeleport, RadiusActors, RotRand, SetBase, SetCollision, SetCollisionSize, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRotation, SetTimer, Sleep, Spawn, Spawned, SpecialHandling, TakeDamage, Tick, Timer, Touch, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TweenAnim, UnTouch, UnTrigger, VisibleActors, VisibleCollidingActors, VRand, VSize, ZoneChange, [

States Summary
Finished Source code
state Finished
Spawning Source code
state Spawning
BeginState, StartBuilding, Timer, Trigger, trySpawn, UnTouch
Waiting Source code
Auto state Waiting
Touch, Trigger


Variables Detail

numitems Source code

var int numitems;

numspots Source code

var int numspots;

spawnspot[16] Source code

var Spawnpoint spawnspot[16];

ThingFactory

bCovert Source code

var(ThingFactory) bool bCovert;

bFalling Source code

var(ThingFactory) bool bFalling;

bOnlyPlayerTouched Source code

var(ThingFactory) bool bOnlyPlayerTouched;

bStoppable Source code

var(ThingFactory) bool bStoppable;

capacity Source code

var(ThingFactory) int capacity;

interval Source code

var(ThingFactory) float interval;

itemtag Source code

var(ThingFactory) name itemtag;

maxitems Source code

var(ThingFactory) int maxitems;

prototype Source code

var(ThingFactory) class<actor> prototype;

timeDistribution Source code

var(ThingFactory) EDistribution timeDistribution;


Enumerations Detail

EDistribution Source code

enum EDistribution
{
DIST_Constant, DIST_Uniform, DIST_Gaussian
};


Functions Detail

BeginState Spawning Source code

function BeginState ( )

PostBeginPlay Source code

function PostBeginPlay ( )

StartBuilding Source code

function StartBuilding ( )

StartBuilding Spawning Source code

function StartBuilding ( )

Timer Spawning Source code

function Timer ( )

Touch Waiting Source code

function Touch ( Actor Other )

Trigger Spawning Source code

function Trigger ( actor Other, pawn EventInstigator )

Trigger Waiting Source code

function Trigger ( actor Other, pawn EventInstigator )

trySpawn Spawning Source code

function bool trySpawn ( int start, int end )

UnTouch Spawning Source code

function UnTouch ( Actor Other )


Defaultproperties

defaultproperties
{
     maxitems=1
     capacity=1000000
     interval=1.000000
     bFalling=True
     bStatic=False
     bCollideActors=True
}

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Creation time: Sun 21/2/2010 23:49:49.746 - Created with UnCodeX