There is no spoon

UE2:DeployedUnit (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2XMP Object >> Actor >> Pawn >> LicenseePawn >> U2Pawn >> StationaryPawn >> DeployedUnit
Package: 
U2XMP
Direct subclasses:
EnergyRelay, FieldGenerator, ProximitySensor
This class in other games:
U2

$Workfile: DeployedUnit.uc $ Created By: Mark Poesch Created On: 7/2/2001 $Author: Mfox $ $Date: 1/29/03 4:25p $ $Revision: 68 $

Constants[edit]

NotifyDeployedTimerName[edit]

Value: 'NotifyDeployedTimer'


DecayingState[edit]

Value: 'Decaying'


FUDGEVERT[edit]

Value: 50.0


FUDGEHORZ[edit]

Value: 50.0


Properties[edit]

Property group 'DeployedUnit'[edit]

AmbientNoiseSound[edit]

Type: Sound


bEnabled[edit]

Type: bool

Modifiers: protected


CarcassMesh[edit]

Type: array<Mesh>

Mesh to spawn when unit is destroyed.

CheckIntersectingActorsInterval[edit]

Type: float

How frequently the unit checks for any intersecting actors while disabled.

Default value: 0.5

CheckIntersectingRadius[edit]

Type: float

The radius the unit checks for intersecting actors while disabled.

Default value: 100.0

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

ExplodeSound[edit]

Type: Sound


ExplosionEffect[edit]

Type: ParticleSalamander


ParticleHitEffect[edit]

Type: ParticleGenerator

The effect to spawn when an impact happens

Default value: ParticleSalamander'Impact_Metal_AR.ParticleSalamander0'

PickupClass[edit]

Type: class<Pickup>


ReEnabledSound[edit]

Type: Sound


ShutdownSound[edit]

Type: Sound


Internal variables[edit]

bActive[edit]

Type: bool

Modifiers: protected

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

Default value: True

bDeployed[edit]

Type: bool

Modifiers: protected

Unit is deployed through NotifyDeployed()

bInitialized[edit]

Type: bool


EncroachedPawns[edit]

Type: array<Pawn>


LandedNotifyDeployedDelay[edit]

Type: float

Modifiers: private


Default value: 0.5

StartTime[edit]

Type: float

When the unit is first blocked from becoming re-enabled.

Default values[edit]

Property Value
AnimationControllerClass None
bActorShadows False
bCanMantle False
bMustFace False
bSpecialCollider True
DamageFilterClass Class'U2XMP.DamageFilterDeployed'
Health 1000
TeamNumber 255
UseReticleOnEvents[2] "UseReticleTopBars"
UseReticleOnEvents[3] "UseReticleHealthBar"

Functions[edit]

Static functions[edit]

DisableForBump[edit]

static function bool DisableForBump (Pawn P, Actor Other)


Events[edit]

Bump[edit]

event Bump (Actor Other)

Overrides: Actor.Bump


Destroyed[edit]

event Destroyed ()

Overrides: StationaryPawn.Destroyed


EncroachingOn[edit]

event bool EncroachingOn (Actor Other)

Overrides: Pawn.EncroachingOn


LandedEx[edit]

event LandedEx (Actor.CheckResult Hit)

Overrides: U2Pawn.LandedEx


Other instance functions[edit]

CheckEncroacher[edit]

function CheckEncroacher (Pawn P)


CheckEncroachers[edit]

function CheckEncroachers ()


CheckForEncroachingPawns[edit]

function CheckForEncroachingPawns ()


CheckIntersecting[edit]

function Actor CheckIntersecting ()


DisableUnit[edit]

function DisableUnit ()


Explode[edit]

function Explode ()


GetDescription[edit]

function string GetDescription ()

Overrides: U2Pawn.GetDescription


Initialize[edit]

function Initialize (bool AltActivate)


IsActive[edit]

function bool IsActive ()


IsDeployed[edit]

function bool IsDeployed ()


IsEnabled[edit]

function bool IsEnabled ()


IsUsable[edit]

function bool IsUsable (Actor Other)

Overrides: LicenseePawn.IsUsable


KillInventory[edit]

function KillInventory ()


ModifyPaths[edit]

function ModifyPaths (bool bEnabled)


NotifyDeployed[edit]

function NotifyDeployed ()


NotifyDeployedTimer[edit]

function NotifyDeployedTimer ()


OnUnuse[edit]

function OnUnuse (Actor Other)

Overrides: LicenseePawn.OnUnuse


OnUse[edit]

function OnUse (Actor Other)

Overrides: LicenseePawn.OnUse


ReEnableUnit[edit]

function ReEnableUnit ()


SetActive[edit]

function SetActive (bool bVal)


SetDeployed[edit]

function SetDeployed (bool bVal)


SetEnabled[edit]

function SetEnabled (bool bVal)


SetSkin[edit]

function SetSkin (bool bDisabledSkin)


ShutDownDeployedUnit[edit]

function ShutDownDeployedUnit (bool bDestroyed, optional Pawn P)


SpecialBumpHandling[edit]

function SpecialBumpHandling (Actor Other)


TakeDamage[edit]

function TakeDamage (int Damage, Pawn instigatedBy, Object.Vector HitLocation, Object.Vector momentum, class<DamageTypeDamageType)

Overrides: U2Pawn.TakeDamage


Trigger[edit]

function Trigger (Actor Other, Pawn EventInstigator, optional name EventName)

Overrides: Pawn.Trigger


States[edit]

@DecayingState[edit]

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

@DecayingState.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


@DecayingState.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)