Mostly Harmless

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

NotifyDeployedTimerName

Value: 'NotifyDeployedTimer'


Properties

Property group 'DeployedUnit'

AmbientNoiseSound

Type: Sound


bEnabled

Type: bool


CarcassMesh

Type: array<StaticMesh>

Mesh to spawn when unit is destroyed.

DamageFilterClass

Type: class<DamageFilter>


Default value: Class'Deployables.DamageFilterDeployed'

DeploySound

Type: Sound


Description

Type: string

Modifiers: localized


DestroyedAlertSound

Type: Sound


DisabledSkin

Type: Shader

Skin/Shader to use when unit is Disabled.

DisabledSound

Type: Sound


DisableTime

Type: float

Number of seconds the unit remains disabled.

Default value: 3.0

EnabledSound

Type: Sound


EnergyCostPerSec

Type: float


ExplosionClass

Type: class<Actor>

class used to handle explosion effect, sound

Default value: Class'U2.SmallExplosion'

HitEffect

Type: class<Actor>

effect to spawn when an impact happens

Default value: Class'U2.ElectricSparks'

InventoryType

Type: class<Inventory>


PickupMessage

Type: string

Modifiers: localized

Human readable description when picked up.

SelfDestructDuration

Type: float


Default value: 8.0

SelfDestructTimer

Type: float


Default value: 1.0

ShutdownSound

Type: Sound


Internal variables

bActive

Type: bool

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

Default value: True

bDeployed

Type: bool

Unit is deployed through NotifyDeployed()

ClientTeamIndex

Type: int


Default value: 255

KillerController

Type: Controller


LandedNotifyDeployedDelay

Type: float

Modifiers: private


Default value: 0.5

SpamTexture0

Type: Texture


Default value: Texture'Legend.Skins.JLSSRed'

SpamTexture1

Type: Texture


Default value: Texture'Legend.Skins.JLSSBlue'

SpamTexture255

Type: Texture

temp hack until we get skins for these

Default value: Texture'Legend.Skins.JLSSGrey'

Default values

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

Functions

Static functions

DamageEncroacher

static function DamageEncroacher (Pawn P, Pawn DamageInstigator)


Events

Destroyed

event Destroyed ()

Overrides: Pawn.Destroyed


EncroachingOn

event bool EncroachingOn (Actor Other)

Overrides: Pawn.EncroachingOn


Landed

event Landed (Object.Vector HitNormal)

Overrides: Pawn.Landed


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Pawn.PostBeginPlay


PostNetReceive

simulated event PostNetReceive ()

Overrides: Actor.PostNetReceive


TakeDamage

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

Overrides: Pawn.TakeDamage


Other instance functions

CheckForEncroachingPawns

function CheckForEncroachingPawns ()


DisableCollision

function DisableCollision ()


DisableUnit

function DisableUnit ()


EnableCollision

function EnableCollision ()


EnableUnit

function EnableUnit ()


Explode

function Explode ()


GetDescription

function interface string GetDescription (Controller User)

Overrides: Actor.GetDescription


GetKillerController

function Controller GetKillerController ()

Overrides: Pawn.GetKillerController


Initialize

function Initialize (bool bAltActivate)


IsActive

function bool IsActive ()


IsEnabled

function bool IsEnabled ()


IsUsable

function bool IsUsable (Actor Other)


KillInventory

function KillInventory ()


NotifyDeployed

function NotifyDeployed ()


NotifyDeployedTimer

function NotifyDeployedTimer ()


NotifyTeamEnergyStatus

function NotifyTeamEnergyStatus (bool bEnabled)

Overrides: Actor.NotifyTeamEnergyStatus


OnUse

function OnUse (Actor Other)

Overrides: Actor.OnUse


RegisterConsumer

function RegisterConsumer ()


ReplicationReady

simulated function bool ReplicationReady ()


ReplicationReadyCheck

simulated function ReplicationReadyCheck ()


SetActive

function SetActive (bool bVal)


SetEnabled

function SetEnabled (bool bVal)


SetKillerController

function SetKillerController (Controller C)

Overrides: Actor.SetKillerController


SetSkin

function SetSkin (bool bDisabledSkin)


SetTeam

simulated function SetTeam (int NewTeam)

Overrides: Pawn.SetTeam


SetTextures

simulated function SetTextures (Actor TargetActor)


SetupClient

simulated function SetupClient ()


ShutDownDeployedUnit

function ShutDownDeployedUnit (bool bDestroyed, optional Pawn P)


UnRegisterConsumer

function UnRegisterConsumer ()


States

Decaying

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

Decaying.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Decaying.Timer

event Timer ()

Overrides: Actor.Timer (global)


Offline

Offline.Timer

event Timer ()

Overrides: Actor.Timer (global)


Offline.NotifyTeamEnergyStatus

function NotifyTeamEnergyStatus (bool bEnabled)

Overrides: NotifyTeamEnergyStatus (global)