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UE2:DeployableInventory (U2)

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U2 Object >> Actor >> Inventory >> Weapon >> DeployableInventory

Contents

Package: 
Deployables
Direct subclasses:
AutoTurretDeployable, FieldGeneratorDeployable, LandMineDeployable, LaserTripMineDeployable, PackBase, ProximitySensorDeployable, RocketTurretDeployable
This class in other games:
U2XMP

null

[edit] Constants

[edit] DeployDropHeight

Value: 32.0


[edit] DeployHorizontalFudge

Value: 8.0


[edit] Properties

[edit] Property group 'DeployableInventory'

[edit] ActivateSound

Type: Sound


[edit] DeActivateSound

Type: Sound


[edit] EffectSound

Type: Sound


[edit] Internal variables

[edit] bCanIntersectDUs

Type: bool

allow deployed unit CCs to intersect

[edit] bCanIntersectPawns

Type: bool

allow deployed unit CCs to intersect

[edit] bIgnoreOwnerYaw

Type: bool

hack to spawn meshes with particle attachments with their default orientation

[edit] bTossProjectiles

Type: bool


[edit] DeployClass

Type: class<Actor>


[edit] DeployFailedSound

Type: Sound


Default value: Sound'U2A.Suits.NoEnergy'

[edit] DeploySkillCost

Type: float


Default value: 0.0040

[edit] EquipResidue

Type: float

resuppling leftover between updates

[edit] MaxDeployDistance

Type: float


Default value: 60.0

[edit] MinDUSeparation

Type: float


Default value: 16.0

[edit] MinPawnSeparation

Type: float


Default value: 1.0

[edit] Default values

Property Value
AmmoAmount[0] 1
AmmoAmount[1] 1
AmmoFlags[0]
Member Value
bInstantHit True
bRepeatFire False
AmmoFlags[1]
Member Value
bInstantHit True
bRepeatFire False
AnimFire[1] 'Fire'
AnimFireLastDown[1] 'FireLastDown'
AnimFireLastReload[1] 'FireLastReload'
AnimFireLastRound[1] 'FireLastRound'
AutoSwitchPriority 0
Crosshair "Crosshair_XMP"
DownTime 0.6
FireLastDownTime[0] 1.68
FireLastDownTime[1] 1.68
FireLastReloadTime[0] 1.68
FireLastReloadTime[1] 1.68
FireLastRoundTime[0] 1.68
FireLastRoundTime[1] 1.68
FireTime[0] 1.68
FireTime[1] 1.68
InventoryGroup 4
ItemID "XX"
ItemName "Deployable Item"
MaxAmmo[0] 9
MaxAmmo[1] 9
PickupAmmoCount 10
PlayerViewOffset
Member Value
X 22.0
Y 7.0
Z -45.0
ReloadTime 0.0
ReloadUnloadedTime 0.0
SelectUnloadedTime 0.36
ShakeMag[0] 0.0
ShakeMag[1] 0.0
ShakeTime[0] 0.0
ShakeTime[1] 0.0

[edit] Functions

[edit] Static functions

[edit] IsValidDefaultInventory

static function bool IsValidDefaultInventory (Pawn PlayerPawn)

Overrides: Weapon.IsValidDefaultInventory


[edit] Events

[edit] Tick

simulated event Tick (float DeltaSeconds)

Overrides: Actor.Tick


[edit] Timer

event Timer ()

Overrides: Actor.Timer


[edit] Other instance functions

[edit] Activate

function Activate (bool AltActivate)


[edit] ActivateUnit

function bool ActivateUnit (bool bAltActivate)


[edit] AdjustDamage

function AdjustDamage (out float Damage)


[edit] AltFire

simulated function AltFire ()

Overrides: Weapon.AltFire


[edit] Ammo_AddAmmo

function bool Ammo_AddAmmo (int AmmoToAdd)

Overrides: Weapon.Ammo_AddAmmo


[edit] Ammo_DeployableUseAmmo

simulated function bool Ammo_DeployableUseAmmo (optional int AmountNeeded)


[edit] Ammo_UseAmmo

simulated function bool Ammo_UseAmmo (optional int AmountNeeded)

Overrides: Weapon.Ammo_UseAmmo


[edit] CalcDeploySpot

function bool CalcDeploySpot (out Object.Vector DeployLocation, out Object.Rotator DeployRotation)


[edit] CanDeploy

function bool CanDeploy (Object.Vector DeployLocation, Object.Rotator DeployRotation)


[edit] Deactivate

function Deactivate ()


[edit] Deploy

function bool Deploy (Object.Vector DeployLocation, Object.Rotator DeployRotation, bool bAltActivate)


[edit] DeployDestinationIsValid

simulated function bool DeployDestinationIsValid (Object.Vector DeployLocation, Object.Rotator DeployRotation)


[edit] HandleDeployFailed

simulated function HandleDeployFailed (bool bFlashSkillBar)


[edit] HasNeededSkill

simulated function bool HasNeededSkill (float SkillNeeded)


[edit] PlayFiring

simulated function PlayFiring ()

Overrides: Weapon.PlayFiring


[edit] PlayReloading

simulated function PlayReloading ()

Overrides: Weapon.PlayReloading


[edit] PostDeploy

function PostDeploy (Actor DeployedActor, bool bAltActivate)


[edit] PreSetAimingParameters

function bool PreSetAimingParameters (bool bAltFire, bool bInstant, float FireSpread, class<ProjectileProjClass, bool bWarnTarget, bool bTrySplash)

Overrides: Weapon.PreSetAimingParameters


[edit] TossDeployed

function TossDeployed (Actor A, Pawn Parent)


[edit] TraceFire

function TraceFire (float TraceSpread)

Overrides: Weapon.TraceFire


[edit] UseSkill

function UseSkill (float SkillNeeded)


[edit] States

[edit] Activated

[edit] Activated.Activate

function Activate (bool AltActivate)

Overrides: Activate (global)


[edit] Activated.Deactivate

function Deactivate ()

Overrides: Deactivate (global)


[edit] Inactive

Modifiers: auto

[edit] Inactive.Activate

function Activate (bool AltActivate)

Overrides: Activate (global)


[edit] Inactive.Deactivate

function Deactivate ()

Overrides: Deactivate (global)