Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE2:HackTrigger (U2)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2 Object >> Actor >> HackTrigger
Package: 
U2
Direct subclasses:
DeploymentPoint, EnergySource, HackSwitch, HackTriggerProxied, ShieldWallTrigger

HackTrigger.uc

Constants[edit]

MaxTeams[edit]

Value: 4


Properties[edit]

Property group 'HackTrigger'[edit]

AlreadyHackedSound[edit]

Type: Sound

sound when a fully hacked trigger is used by hacked team

Default value: Sound'U2A.Hacking.AlreadyHacked'

bIgnoreAlreadyHacked[edit]

Type: bool

don't re-dispatch events when hack team re-uses us.

bTriggerTeam[edit]

Type: bool

whether to call SetTeam on all Event targets

DecayRate[edit]

Type: float

rate at which hacking progress decays

Default value: 0.4

Description[edit]

Type: string

shows up on the hud

Default value: "Panel"

HackAmbientSound[edit]

Type: Sound

sound while hacking

Default value: Sound'U2A.Hacking.HackAmbient'

HackCompletedSound[edit]

Type: Sound

sound when trigger is fully hacked

Default value: Sound'U2A.Hacking.HackCompleted'

HackStartSound[edit]

Type: Sound

sound when hacking begins

Default value: Sound'U2A.Hacking.HackStart'

RehackDelay[edit]

Type: float

seconds to wait between hacking attempts

Team[edit]

Type: int

-1 for neutral

Default value: 255

TotalHackSeconds[edit]

Type: float

total time needed to hack the object to a team

Default value: 3.0

Internal variables[edit]

HackGainedMessage[edit]

Type: class<LocalMessage>

game message for hack team

HackLostMessage[edit]

Type: class<LocalMessage>

game message for losing team

LastHackedTime[edit]

Type: float

time at which the object was last hacked

RepEvent[edit]

Type: name

replicated actor event

ReplicatedActorID[edit]

Type: string


TeamProgress[edit]

Type: float

Array size: 4 (MaxTeams)

time this object has been hacked by various teams

Users[edit]

Type: array<UserInfoT>

list of players currently using me

Default values[edit]

Property Value
bBlockNonZeroExtentTraces False
bCollideActors True
bProjTarget True
bShadowCast True
bStaticLighting True
bUsable True
DrawType DT_StaticMesh
SoundOcclusion OCCLUSION_None

Structs[edit]

UserInfoT[edit]

Modifiers: native

bool bUsing 
Controller
float Progress 

Functions[edit]

Events[edit]

PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


PreBeginPlay[edit]

event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions[edit]

ActiveUserCount[edit]

function int ActiveUserCount ()


AddUser[edit]

function AddUser (Controller NewUser)


DecayHackProgress[edit]

function DecayHackProgress (float DeltaTime)


Dispatch[edit]

function Dispatch ()


GetDescription[edit]

interface function string GetDescription (Controller User)

Overrides: Actor.GetDescription


GetTeam[edit]

simulated function int GetTeam ()

Overrides: Actor.GetTeam


GetTeamProgress[edit]

simulated function float GetTeamProgress (Controller C)


GetUseIconIndex[edit]

interface function int GetUseIconIndex (Controller User)

Overrides: Actor.GetUseIconIndex


GetUsePercent[edit]

interface function float GetUsePercent (Controller User)

Overrides: Actor.GetUsePercent


GetUserIndex[edit]

function int GetUserIndex (Controller C)


GetUserTeam[edit]

simulated function int GetUserTeam (Controller C)


HandleAlreadyHacked[edit]

function HandleAlreadyHacked ()


HandleAmbientSound[edit]

function HandleAmbientSound (Sound NewSound)


HandleHacked[edit]

function HandleHacked (int NewHackedTeam)


HandlePlaySound[edit]

function HandlePlaySound (Sound NewSound)


HasUseBar[edit]

interface function bool HasUseBar (Controller User)

Overrides: Actor.HasUseBar


IsHacking[edit]

function bool IsHacking (Controller C)


OnUnuse[edit]

function OnUnuse (Actor Other)

Overrides: Actor.OnUnuse


OnUse[edit]

function OnUse (Actor Other)

Overrides: Actor.OnUse


PlayHackedMessages[edit]

function PlayHackedMessages (int OldTeam, int NewTeam)


ProgressExists[edit]

function bool ProgressExists ()


RegisterHackScore[edit]

function RegisterHackScore (Controller PrimaryHacker, Controller SecondaryHacker)


RemoveIdleUsers[edit]

function RemoveIdleUsers ()


RemoveUser[edit]

function RemoveUser (Controller RemovedUser)


SetTeam[edit]

simulated function SetTeam (int NewTeam)

Overrides: Actor.SetTeam


UnDispatch[edit]

function UnDispatch ()


UserCount[edit]

function int UserCount (int DesiredTeam, optional bool bActiveUsers)