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UE1:MarineWaveInfo (RTNP)

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RTNP Object >> Actor >> Info >> MarineWaveInfo
Package: 
UPak

//// MarineWaveInfo.

Properties

Property group 'WaveSetup'

BeamDelay

Type: float


bTriggerable

Type: bool


bTriggerDispatcher

Type: bool


MarineList

Type: class<SpaceMarine>

Array size: 16 (16 )


MarineWeapons

Type: class<Weapon>

Array size: 16 (16 )


WaveNumber

Type: int


Internal variables

BeamNodeArray

Type: PathNode

Array size: 16 (16 )


bFilled

Type: bool


Controller

Type: MasterWaveInfo


CurrentMarine

Type: int


DeadMarines

Type: SpaceMarine

Array size: 16 (16 )


MarinesLeft

Type: int


PlacedMarines

Type: SpaceMarine

Array size: 16 (16 )


PlacedMarineTracker

Type: int

Array size: 16 (16 )


SurroundingNodes

Type: PathNode

Array size: 16 (16 )


Target

Type: PlayerPawn


TotalMarines

Type: int


Functions

Events

PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick


Timer

event Timer ()

Overrides: Actor.Timer


Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger


Other instance functions

Activate

function Activate ()


AddNodeToList

function AddNodeToList (PathNode AddNode)


AddPlacedMarine

function AddPlacedMarine (SpaceMarine NewMarine)


BeamMarine

function BeamMarine ()


CountMarines

function int CountMarines ()


FindMasterWaveInfo

function bool FindMasterWaveInfo ()


FindPointsNearPlayer

function FindPointsNearPlayer (PlayerPawn BeamSpot)


FindSurroundingNodes

function FindSurroundingNodes (PlayerPawn TargetPawn)


GetNextMarine

function int GetNextMarine ()


GetPlayerPawn

function PlayerPawn GetPlayerPawn ()


GoodNode

function bool GoodNode (PathNode CheckNode)


LogStats

function LogStats ()


MarinesRemaining

function int MarinesRemaining ()


SetCurrentMarine

function bool SetCurrentMarine (int NextMarine)


SubtractMarine

function SubtractMarine (SpaceMarine DeadMarine)