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UE2:LaserTripMineDeployable (U2)

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U2 Object >> Actor >> Inventory >> Weapon >> DeployableInventory >> LaserTripMineDeployable
Package: 
Deployables

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Properties[edit]

Property group 'LaserTripMineDeployable'[edit]

MaxLaserLength[edit]

Type: float

max length of the laser before it must hit something to properly deploy

Default value: 1500.0

Internal variables[edit]

LaserEndActor[edit]

Type: Actor


LaserEndPt[edit]

Type: Object.Vector

computed end point of laser

LaserStartActor[edit]

Type: Actor

actor hit by the starting part of the laser

LaserStartPt[edit]

Type: Object.Vector

computed starting point of laser

Default values[edit]

Property Value
ActivateSound Sound'U2XMPA.LaserTripMines.LM_Activate'
AttachmentClass Class'Deployables.LaserTripMineAttachment'
bCanIntersectDUs True
bCanIntersectPawns True
DeployClass Class'Deployables.LaserTripMines'
DeploySkillCost 0.0050
GroupOffset 4
IconIndex 19
ItemID "LM"
ItemName "Laser Trip Mines"
MaxAmmo[0] 4
Mesh SkeletalMesh'WeaponsK.TripMine'
PickupAmmoCount 5
SelectSound Sound'U2XMPA.LaserTripMines.LM_Select'

Instance functions[edit]

CalcDeploySpot[edit]

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

Overrides: DeployableInventory.CalcDeploySpot


CanDeploy[edit]

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

Overrides: DeployableInventory.CanDeploy


PostDeploy[edit]

function PostDeploy (Actor DeployedActor, bool bAltActivate)

Overrides: DeployableInventory.PostDeploy