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UE2:DeployedUnit (U2)

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U2 Object >> Actor >> Pawn >> StationaryPawn >> DeployedUnit

Contents

Package: 
Deployables
Direct subclasses:
FieldGenerator, ProximitySensor
This class in other games:
U2XMP

null

Constants[edit]

NotifyDeployedTimerName[edit]

Value: 'NotifyDeployedTimer'


Properties[edit]

Property group 'DeployedUnit'[edit]

AmbientNoiseSound[edit]

Type: Sound


bEnabled[edit]

Type: bool


CarcassMesh[edit]

Type: array<StaticMesh>

Mesh to spawn when unit is destroyed.

DamageFilterClass[edit]

Type: class<DamageFilter>


Default value: Class'Deployables.DamageFilterDeployed'

DeploySound[edit]

Type: Sound


Description[edit]

Type: string

Modifiers: localized


DestroyedAlertSound[edit]

Type: Sound


DisabledSkin[edit]

Type: Shader

Skin/Shader to use when unit is Disabled.

DisabledSound[edit]

Type: Sound


DisableTime[edit]

Type: float

Number of seconds the unit remains disabled.

Default value: 3.0

EnabledSound[edit]

Type: Sound


EnergyCostPerSec[edit]

Type: float


ExplosionClass[edit]

Type: class<Actor>

class used to handle explosion effect, sound

Default value: Class'U2.SmallExplosion'

HitEffect[edit]

Type: class<Actor>

effect to spawn when an impact happens

Default value: Class'U2.ElectricSparks'

InventoryType[edit]

Type: class<Inventory>


PickupMessage[edit]

Type: string

Modifiers: localized

Human readable description when picked up.

SelfDestructDuration[edit]

Type: float


Default value: 8.0

SelfDestructTimer[edit]

Type: float


Default value: 1.0

ShutdownSound[edit]

Type: Sound


Internal variables[edit]

bActive[edit]

Type: bool

Unit becomes active when it has eventLanded() and is on.

Default value: True

bDeployed[edit]

Type: bool

Unit is deployed through NotifyDeployed()

ClientTeamIndex[edit]

Type: int


Default value: 255

KillerController[edit]

Type: Controller


LandedNotifyDeployedDelay[edit]

Type: float

Modifiers: private


Default value: 0.5

SpamTexture0[edit]

Type: Texture


Default value: Texture'Legend.Skins.JLSSRed'

SpamTexture1[edit]

Type: Texture


Default value: Texture'Legend.Skins.JLSSBlue'

SpamTexture255[edit]

Type: Texture

temp hack until we get skins for these

Default value: Texture'Legend.Skins.JLSSGrey'

Default values[edit]

Property Value
bAlwaysRelevantToInstigator False
bAlwaysRelevantToOwner False
bAnimByOwner True
bCanMantle False
bNetNotify True
bUsable True
Health 1000
Physics PHYS_Falling

Functions[edit]

Static functions[edit]

DamageEncroacher[edit]

static function DamageEncroacher (Pawn P, Pawn DamageInstigator)


Events[edit]

Destroyed[edit]

event Destroyed ()

Overrides: Pawn.Destroyed


EncroachingOn[edit]

event bool EncroachingOn (Actor Other)

Overrides: Pawn.EncroachingOn


Landed[edit]

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


PostNetReceive[edit]

simulated event PostNetReceive ()

Overrides: Actor.PostNetReceive


TakeDamage[edit]

event TakeDamage (int Damage, Pawn InstigatedBy, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: Pawn.TakeDamage


Other instance functions[edit]

CheckForEncroachingPawns[edit]

function CheckForEncroachingPawns ()


DisableCollision[edit]

function DisableCollision ()


DisableUnit[edit]

function DisableUnit ()


EnableCollision[edit]

function EnableCollision ()


EnableUnit[edit]

function EnableUnit ()


Explode[edit]

function Explode ()


GetDescription[edit]

function interface string GetDescription (Controller User)

Overrides: Actor.GetDescription


GetKillerController[edit]

function Controller GetKillerController ()

Overrides: Pawn.GetKillerController


Initialize[edit]

function Initialize (bool bAltActivate)


IsActive[edit]

function bool IsActive ()


IsEnabled[edit]

function bool IsEnabled ()


IsUsable[edit]

function bool IsUsable (Actor Other)


KillInventory[edit]

function KillInventory ()


NotifyDeployed[edit]

function NotifyDeployed ()


NotifyDeployedTimer[edit]

function NotifyDeployedTimer ()


NotifyTeamEnergyStatus[edit]

function NotifyTeamEnergyStatus (bool bEnabled)

Overrides: Actor.NotifyTeamEnergyStatus


OnUse[edit]

function OnUse (Actor Other)

Overrides: Actor.OnUse


RegisterConsumer[edit]

function RegisterConsumer ()


ReplicationReady[edit]

simulated function bool ReplicationReady ()


ReplicationReadyCheck[edit]

simulated function ReplicationReadyCheck ()


SetActive[edit]

function SetActive (bool bVal)


SetEnabled[edit]

function SetEnabled (bool bVal)


SetKillerController[edit]

function SetKillerController (Controller C)

Overrides: Actor.SetKillerController


SetSkin[edit]

function SetSkin (bool bDisabledSkin)


SetTeam[edit]

simulated function SetTeam (int NewTeam)

Overrides: Pawn.SetTeam


SetTextures[edit]

simulated function SetTextures (Actor TargetActor)


SetupClient[edit]

simulated function SetupClient ()


ShutDownDeployedUnit[edit]

function ShutDownDeployedUnit (bool bDestroyed, optional Pawn P)


UnRegisterConsumer[edit]

function UnRegisterConsumer ()


States[edit]

Decaying[edit]

Ignores: BreathTimer, Bump, Falling, HeadVolumeChange, HitWall, PhysicsVolumeChange

Decaying.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Decaying.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Offline[edit]

Offline.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Offline.NotifyTeamEnergyStatus[edit]

function NotifyTeamEnergyStatus (bool bEnabled)

Overrides: NotifyTeamEnergyStatus (global)