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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

DeployDropHeight

Value: 32.0


DeployHorizontalFudge

Value: 8.0


Properties

Property group 'DeployableInventory'

ActivateSound

Type: Sound


DeActivateSound

Type: Sound


EffectSound

Type: Sound


Internal variables

bCanIntersectDUs

Type: bool

allow deployed unit CCs to intersect

bCanIntersectPawns

Type: bool

allow deployed unit CCs to intersect

bIgnoreOwnerYaw

Type: bool

hack to spawn meshes with particle attachments with their default orientation

bTossProjectiles

Type: bool


DeployClass

Type: class<Actor>


DeployFailedSound

Type: Sound


Default value: Sound'U2A.Suits.NoEnergy'

DeploySkillCost

Type: float


Default value: 0.0040

EquipResidue

Type: float

resuppling leftover between updates

MaxDeployDistance

Type: float


Default value: 60.0

MinDUSeparation

Type: float


Default value: 16.0

MinPawnSeparation

Type: float


Default value: 1.0

Default values

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

Static functions

IsValidDefaultInventory

static function bool IsValidDefaultInventory (Pawn PlayerPawn)

Overrides: Weapon.IsValidDefaultInventory


Events

Tick

simulated event Tick (float DeltaSeconds)

Overrides: Actor.Tick


Timer

event Timer ()

Overrides: Actor.Timer


Other instance functions

Activate

function Activate (bool AltActivate)


ActivateUnit

function bool ActivateUnit (bool bAltActivate)


AdjustDamage

function AdjustDamage (out float Damage)


AltFire

simulated function AltFire ()

Overrides: Weapon.AltFire


Ammo_AddAmmo

function bool Ammo_AddAmmo (int AmmoToAdd)

Overrides: Weapon.Ammo_AddAmmo


Ammo_DeployableUseAmmo

simulated function bool Ammo_DeployableUseAmmo (optional int AmountNeeded)


Ammo_UseAmmo

simulated function bool Ammo_UseAmmo (optional int AmountNeeded)

Overrides: Weapon.Ammo_UseAmmo


CalcDeploySpot

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


CanDeploy

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


Deactivate

function Deactivate ()


Deploy

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


DeployDestinationIsValid

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


HandleDeployFailed

simulated function HandleDeployFailed (bool bFlashSkillBar)


HasNeededSkill

simulated function bool HasNeededSkill (float SkillNeeded)


PlayFiring

simulated function PlayFiring ()

Overrides: Weapon.PlayFiring


PlayReloading

simulated function PlayReloading ()

Overrides: Weapon.PlayReloading


PostDeploy

function PostDeploy (Actor DeployedActor, bool bAltActivate)


PreSetAimingParameters

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

Overrides: Weapon.PreSetAimingParameters


TossDeployed

function TossDeployed (Actor A, Pawn Parent)


TraceFire

function TraceFire (float TraceSpread)

Overrides: Weapon.TraceFire


UseSkill

function UseSkill (float SkillNeeded)


States

Activated

Activated.Activate

function Activate (bool AltActivate)

Overrides: Activate (global)


Activated.Deactivate

function Deactivate ()

Overrides: Deactivate (global)


Inactive

Modifiers: auto

Inactive.Activate

function Activate (bool AltActivate)

Overrides: Activate (global)


Inactive.Deactivate

function Deactivate ()

Overrides: Deactivate (global)