My program doesn't have bugs. It just develops random features.
UE1:Cloak (RTNP)
- Package:
- UPak
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Cloak.uc $Author: Deb $ $Date: 4/23/99 12:13p $ $Revision: 1 $
Properties[edit]
Property group 'Cloak'[edit]
JumpZAdjustment[edit]
Type: float
Default value: 3.0
Internal variables[edit]
ArrayCounter[edit]
Type: int
Counter for array
bEngaging[edit]
Type: bool
Used in going invis routines (tick)
bExpanding[edit]
Type: bool
CountDown[edit]
Type: int
Used in timing the "back to visible" routine
InvisWeaponList[edit]
Type: Weapon
Array size: 25
Array holding all affected weapons
LastOwnerRotation[edit]
Type: Object.Rotator
Used in checking owner's rotation vs last rotation
LastWeapon[edit]
Type: Weapon
Last Weapon wielded by owner
Default values[edit]
Property | Value |
---|---|
bActivatable | True |
bAmbientGlow | False |
bCanActivate | True |
bDisplayableInv | True |
Charge | 100 |
CollisionHeight | 13.7 |
CollisionRadius | 19.8 |
ExpireMessage | "disengaged." |
Icon | Texture'UPak.Icons.Texture0' |
ItemName | "Cloaking Device" |
LightCone | 8 |
LightPeriod | 5 |
LightPhase | 5 |
LightRadius | 4 |
M_Activated | " engaged" |
M_Deactivated | " disengaged" |
Mesh | LodMesh'UPak.pyramid' |
PickupMessage | "You got the Cloaking Device." |
PickupSound | Sound'UnrealShare.Pickups.GenPickSnd' |
PickupViewMesh | LodMesh'UPak.pyramid' |
RespawnTime | 30.0 |
SoundRadius | 64 |
SoundVolume | 96 |
Functions[edit]
Events[edit]
BotDesireability[edit]
Overrides: Inventory.BotDesireability
Destroyed[edit]
Overrides: Inventory.Destroyed
PostBeginPlay[edit]
Overrides: Inventory.PostBeginPlay
Other instance functions[edit]
PickupFunction[edit]
Overrides: Pickup.PickupFunction
RestoreVis[edit]
WeaponRestore[edit]
States[edit]
Activated[edit]
Activated.BeginState[edit]
Overrides: Inventory.Activated.BeginState
Activated.Tick[edit]
Overrides: Actor.Tick (global)
Activated.Timer[edit]
Overrides: Actor.Timer (global)
Activated.Activate[edit]
Overrides: Pickup.Activated.Activate
Activated.AddWeaponToList[edit]
Activated.InvisWeapons[edit]
Deactivated[edit]
Deactivated.BeginState[edit]
Overrides: Object.BeginState (global)
Deactivated.Tick[edit]
Overrides: Actor.Tick (global)
Deactivated.Timer[edit]
Overrides: Actor.Timer (global)
Idle2[edit]
Idle2.BeginState[edit]
Overrides: Object.BeginState (global)
Idle2.Timer[edit]
Overrides: Actor.Timer (global)
Sleeping[edit]
Inherits from: Inventory.Sleeping
Sleeping.BeginState[edit]
Overrides: Inventory.Sleeping.BeginState
Sleeping.EndState[edit]
Overrides: Inventory.Sleeping.EndState