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UE2:Replicator (U2XMP)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- U2XMP
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$Workfile: Replicator.uc $ Created By: Mark Poesch Created On: 6/22/2001 $Author: Mfox $ $Date: 1/29/03 4:25p $ $Revision: 13 $
[edit] Properties
[edit] Property group 'Replicator'
[edit] bAutoConfigure
Type: bool
set false as soon as the player adjusts the replicator
Default value: True
[edit] Description
Type: string
Modifiers: localized
Default value: "Replicator for Team "
[edit] EnergyLevel
Type: int
base rate at which energy can be spent to produce an item (units / second)
Default value: 10000
[edit] Health
Type: int
replicators can not be destroyed, but they stop functioning when Health < default.Health
Default value: 1000
[edit] ItemLimit
Type: int
max number of items that can be built concurrently
Default value: 4
[edit] ItemList
Type: S_ItemList
Array size: 32
Default value, index 0:
| Member | Value |
|---|---|
| BuildPriority | 1 |
| EnergyCost | 1500 |
| ItemName | "U2XMP.EnergyRelayPickup" |
| ItemsQueued | 2 |
| ResearchTime | 5 |
Default value, index 1:
| Member | Value |
|---|---|
| BuildPriority | 1 |
| EnergyCost | 5000 |
| ItemName | "U2XMP.FieldGeneratorPickup" |
| ItemsQueued | 2 |
| ResearchTime | 60 |
Default value, index 2:
| Member | Value |
|---|---|
| BuildPriority | 1 |
| EnergyCost | 4000 |
| ItemName | "U2XMP.ProximitySensorPickup" |
| ItemsQueued | 2 |
| ResearchTime | 90 |
Default value, index 3:
| Member | Value |
|---|---|
| BuildPriority | 1 |
| EnergyCost | 4500 |
| ItemName | "U2XMP.AutoTurretPickup" |
| ItemsQueued | 2 |
| ResearchTime | 120 |
Default value, index 4:
| Member | Value |
|---|---|
| BuildPriority | 1 |
| EnergyCost | 3500 |
| ItemName | "U2XMP.CameraPickup" |
| ResearchTime | 130 |
Default value, index 5:
| Member | Value |
|---|---|
| BuildPriority | 1 |
| EnergyCost | 3500 |
| ItemName | "U2XMP.SecurityBotPickup" |
| ResearchTime | 180 |
Default value, index 6:
| Member | Value |
|---|---|
| BuildPriority | 1 |
| EnergyCost | 2500 |
| ItemName | "U2XMP.AmmoPackLightPickup" |
| ItemsQueued | 2 |
Default value, index 7:
| Member | Value |
|---|---|
| BuildPriority | 1 |
| EnergyCost | 2500 |
| ItemName | "U2XMP.AmmoPackMediumPickup" |
| ItemsQueued | 2 |
Default value, index 8:
| Member | Value |
|---|---|
| BuildPriority | 1 |
| EnergyCost | 2500 |
| ItemName | "U2XMP.AmmoPackHeavyPickup" |
| ItemsQueued | 2 |
[edit] MaxAutoAdjustmentDelay
Type: float
Default value: 60.0
[edit] MinAutoAdjustmentDelay
Type: float
Default value: 20.0
[edit] PriorityMax
Type: float
max priority level available
Default value: 5.0
[edit] RepairRate
Type: int
Default value: 100
[edit] ReplicationDelay
Type: float
Default value: 1.0
[edit] ResearchDelay
Type: float
Default value: 5.0
[edit] TeamNumber
Type: int
Default value: 255
[edit] TeamRaceClass
Type: string
Marine, MercJap, MercFem
[edit] Internal variables
[edit] AccessCompleteSound
Type: Sound
Default value: Sound'U2XMPA.Replicator.ReplicatorAccessComplete'
[edit] AccessDeniedSound
Type: Sound
Default value: Sound'U2XMPA.Replicator.ReplicatorAccessDenied'
[edit] AccessingSound
Type: Sound
Default value: Sound'U2XMPA.Replicator.ReplicatorAccessing'
[edit] bAccessed
Type: bool
true when one of the team members is accessing the Replicator
[edit] bEnabled
Type: bool
set true when match starts, set false when Replicator Health is below normal
[edit] MinOperationalHealth
Type: float
Default value: 500.0
[edit] NextAdjustmentTime
Type: float
[edit] NextReplicationTime
Type: float
[edit] NextResearchTime
Type: float
[edit] ProductionCompleteSound
Type: Sound
Default value: Sound'U2XMPA.Replicator.ReplicatorProductionComplete'
[edit] ProductionInitiatedSound
Type: Sound
Default value: Sound'U2XMPA.Replicator.ReplicatorProductionInitiated'
[edit] RegisterArtifactSound
Type: Sound
Default value: Sound'U2XMPA.Replicator.ReplicatorRegisterArtifact'
[edit] RepairingSound
Type: Sound
Default value: Sound'U2XMPA.Replicator.ReplicatorRepairing'
[edit] ResearchCompleteSound
Type: Sound
Default value: Sound'U2XMPA.Replicator.ReplicatorResearchComplete'
[edit] ResearchStartTime
Type: float
[edit] Default values
| Property | Value |
|---|---|
| bBlockActors | True |
| bBlockPlayers | True |
| bCollideActors | True |
| bNoStaticMeshCollide | True |
| bProjTarget | True |
| CollisionHeight | 60.0 |
| CollisionRadius | 50.0 |
| DrawType | DT_None |
[edit] Structs
[edit] S_ItemList
- int ResearchTime
- time to take before Item is available (seconds), typically 60 to 600
- string ItemName
- Weapons(?), Ammo(?), EnergyRelay, ForceFieldGenerator, Sensor, Camera, Turret, SecurityBot
- int EnergyCost
- quantity of energy required to produce this item
- int ItemsQueued
- item count to build
- int BuildPriority
- the priority level for the production of this item
- bool bBuild
- when true, Replicator is working on this Item
- float EnergySpent
- accumulates energy spent on Item
- bool bAvailable
[edit] Functions
[edit] Events
[edit] PostBeginPlay
Overrides: Actor.PostBeginPlay
[edit] Tick
Overrides: Actor.Tick
[edit] Other instance functions
[edit] AdjustProductionAvailability
[edit] CalcExtraEnergy
[edit] GetDescription
Overrides: Actor.GetDescription
[edit] GetItemCount
[edit] GetRelayEnergy
[edit] IsUsable
Overrides: Actor.IsUsable
[edit] MatchStarting
Overrides: Actor.MatchStarting
[edit] OnUnuse
Overrides: Actor.OnUnuse
[edit] OnUse
Overrides: Actor.OnUse
[edit] PctResearchCompleted
[edit] Replicate
[edit] ResetAdjustmentTime
[edit] SetNewPriority
[edit] SetNewQueue
[edit] TakeDamage
Overrides: Actor.TakeDamage
