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UE2:DeployableInventory (U2)

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U2 Object >> Actor >> Inventory >> Weapon >> DeployableInventory
Package: 
Deployables
Direct subclasses:
AutoTurretDeployable, FieldGeneratorDeployable, LandMineDeployable, LaserTripMineDeployable, PackBase, ProximitySensorDeployable, RocketTurretDeployable
This class in other games:
U2XMP

null

Constants[edit]

DeployDropHeight[edit]

Value: 32.0


DeployHorizontalFudge[edit]

Value: 8.0


Properties[edit]

Property group 'DeployableInventory'[edit]

ActivateSound[edit]

Type: Sound


DeActivateSound[edit]

Type: Sound


EffectSound[edit]

Type: Sound


Internal variables[edit]

bCanIntersectDUs[edit]

Type: bool

allow deployed unit CCs to intersect

bCanIntersectPawns[edit]

Type: bool

allow deployed unit CCs to intersect

bIgnoreOwnerYaw[edit]

Type: bool

hack to spawn meshes with particle attachments with their default orientation

bTossProjectiles[edit]

Type: bool


DeployClass[edit]

Type: class<Actor>


DeployFailedSound[edit]

Type: Sound


Default value: Sound'U2A.Suits.NoEnergy'

DeploySkillCost[edit]

Type: float


Default value: 0.0040

EquipResidue[edit]

Type: float

resuppling leftover between updates

MaxDeployDistance[edit]

Type: float


Default value: 60.0

MinDUSeparation[edit]

Type: float


Default value: 16.0

MinPawnSeparation[edit]

Type: float


Default value: 1.0

Default values[edit]

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

Functions[edit]

Static functions[edit]

IsValidDefaultInventory[edit]

static function bool IsValidDefaultInventory (Pawn PlayerPawn)

Overrides: Weapon.IsValidDefaultInventory


Events[edit]

Tick[edit]

simulated event Tick (float DeltaSeconds)

Overrides: Actor.Tick


Timer[edit]

event Timer ()

Overrides: Actor.Timer


Other instance functions[edit]

Activate[edit]

function Activate (bool AltActivate)


ActivateUnit[edit]

function bool ActivateUnit (bool bAltActivate)


AdjustDamage[edit]

function AdjustDamage (out float Damage)


AltFire[edit]

simulated function AltFire ()

Overrides: Weapon.AltFire


Ammo_AddAmmo[edit]

function bool Ammo_AddAmmo (int AmmoToAdd)

Overrides: Weapon.Ammo_AddAmmo


Ammo_DeployableUseAmmo[edit]

simulated function bool Ammo_DeployableUseAmmo (optional int AmountNeeded)


Ammo_UseAmmo[edit]

simulated function bool Ammo_UseAmmo (optional int AmountNeeded)

Overrides: Weapon.Ammo_UseAmmo


CalcDeploySpot[edit]

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


CanDeploy[edit]

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


Deactivate[edit]

function Deactivate ()


Deploy[edit]

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


DeployDestinationIsValid[edit]

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


HandleDeployFailed[edit]

simulated function HandleDeployFailed (bool bFlashSkillBar)


HasNeededSkill[edit]

simulated function bool HasNeededSkill (float SkillNeeded)


PlayFiring[edit]

simulated function PlayFiring ()

Overrides: Weapon.PlayFiring


PlayReloading[edit]

simulated function PlayReloading ()

Overrides: Weapon.PlayReloading


PostDeploy[edit]

function PostDeploy (Actor DeployedActor, bool bAltActivate)


PreSetAimingParameters[edit]

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

Overrides: Weapon.PreSetAimingParameters


TossDeployed[edit]

function TossDeployed (Actor A, Pawn Parent)


TraceFire[edit]

function TraceFire (float TraceSpread)

Overrides: Weapon.TraceFire


UseSkill[edit]

function UseSkill (float SkillNeeded)


States[edit]

Activated[edit]

Activated.Activate[edit]

function Activate (bool AltActivate)

Overrides: Activate (global)


Activated.Deactivate[edit]

function Deactivate ()

Overrides: Deactivate (global)


Inactive[edit]

Modifiers: auto

Inactive.Activate[edit]

function Activate (bool AltActivate)

Overrides: Activate (global)


Inactive.Deactivate[edit]

function Deactivate ()

Overrides: Deactivate (global)