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UE2:Replicator (U2XMP)

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U2XMP Object >> Actor >> Replicator
Package: 
U2XMP

$Workfile: Replicator.uc $ Created By: Mark Poesch Created On: 6/22/2001 $Author: Mfox $ $Date: 1/29/03 4:25p $ $Revision: 13 $

Properties[edit]

Property group 'Replicator'[edit]

bAutoConfigure[edit]

Type: bool

set false as soon as the player adjusts the replicator

Default value: True

Description[edit]

Type: string

Modifiers: localized


Default value: "Replicator for Team "

EnergyLevel[edit]

Type: int

base rate at which energy can be spent to produce an item (units / second)

Default value: 10000

Health[edit]

Type: int

replicators can not be destroyed, but they stop functioning when Health < default.Health

Default value: 1000

ItemLimit[edit]

Type: int

max number of items that can be built concurrently

Default value: 4

ItemList[edit]

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

MaxAutoAdjustmentDelay[edit]

Type: float


Default value: 60.0

MinAutoAdjustmentDelay[edit]

Type: float


Default value: 20.0

PriorityMax[edit]

Type: float

max priority level available

Default value: 5.0

RepairRate[edit]

Type: int


Default value: 100

ReplicationDelay[edit]

Type: float


Default value: 1.0

ResearchDelay[edit]

Type: float


Default value: 5.0

TeamNumber[edit]

Type: int


Default value: 255

TeamRaceClass[edit]

Type: string

Marine, MercJap, MercFem

Internal variables[edit]

AccessCompleteSound[edit]

Type: Sound


Default value: Sound'U2XMPA.Replicator.ReplicatorAccessComplete'

AccessDeniedSound[edit]

Type: Sound


Default value: Sound'U2XMPA.Replicator.ReplicatorAccessDenied'

AccessingSound[edit]

Type: Sound


Default value: Sound'U2XMPA.Replicator.ReplicatorAccessing'

bAccessed[edit]

Type: bool

true when one of the team members is accessing the Replicator

bEnabled[edit]

Type: bool

set true when match starts, set false when Replicator Health is below normal

MinOperationalHealth[edit]

Type: float


Default value: 500.0

NextAdjustmentTime[edit]

Type: float


NextReplicationTime[edit]

Type: float


NextResearchTime[edit]

Type: float


ProductionCompleteSound[edit]

Type: Sound


Default value: Sound'U2XMPA.Replicator.ReplicatorProductionComplete'

ProductionInitiatedSound[edit]

Type: Sound


Default value: Sound'U2XMPA.Replicator.ReplicatorProductionInitiated'

RegisterArtifactSound[edit]

Type: Sound


Default value: Sound'U2XMPA.Replicator.ReplicatorRegisterArtifact'

RepairingSound[edit]

Type: Sound


Default value: Sound'U2XMPA.Replicator.ReplicatorRepairing'

ResearchCompleteSound[edit]

Type: Sound


Default value: Sound'U2XMPA.Replicator.ReplicatorResearchComplete'

ResearchStartTime[edit]

Type: float


Default values[edit]

Property Value
bBlockActors True
bBlockPlayers True
bCollideActors True
bNoStaticMeshCollide True
bProjTarget True
CollisionHeight 60.0
CollisionRadius 50.0
DrawType DT_None

Structs[edit]

S_ItemList[edit]

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 

Functions[edit]

Events[edit]

PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions[edit]

AdjustProductionAvailability[edit]

function AdjustProductionAvailability ()


CalcExtraEnergy[edit]

function float CalcExtraEnergy (float BuildPriority)


GetDescription[edit]

function string GetDescription ()

Overrides: Actor.GetDescription


GetItemCount[edit]

function int GetItemCount ()


GetRelayEnergy[edit]

function int GetRelayEnergy ()


IsUsable[edit]

function bool IsUsable (optional Actor Other)

Overrides: Actor.IsUsable


MatchStarting[edit]

function MatchStarting ()

Overrides: Actor.MatchStarting


OnUnuse[edit]

function OnUnuse (Actor Other)

Overrides: Actor.OnUnuse


OnUse[edit]

function OnUse (Actor Other)

Overrides: Actor.OnUse


PctResearchCompleted[edit]

function float PctResearchCompleted (int Index)


Replicate[edit]

function bool Replicate (string ItemName)


ResetAdjustmentTime[edit]

function ResetAdjustmentTime ()


SetNewPriority[edit]

function SetNewPriority (string ItemName, int NewPriority)


SetNewQueue[edit]

function SetNewQueue (string ItemName, int ModifyBy)


TakeDamage[edit]

function TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: Actor.TakeDamage


UpdateReplication[edit]

function UpdateReplication (float DeltaTime)


UpdateResearchStatus[edit]

function UpdateResearchStatus ()