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UE2:MineBase (U2)

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U2 Object >> Actor >> Decoration >> BreakableItem >> MineBase
Package: 
Deployables
Direct subclasses:
LandMines, LaserTripMines

null

Properties[edit]

Property group 'MineBase'[edit]

AmbientNoiseSound[edit]

Type: Sound


ArmingDelay[edit]

Type: float

seconds needed, after landing, for the mine to be active

ArmingSound[edit]

Type: Sound


DeploySound[edit]

Type: Sound


EnergyCostPerSec[edit]

Type: float


ExplodeDelay[edit]

Type: float

once tripped, seconds before exploding

ExplosionClass[edit]

Type: class<Actor>

class used to handle explosion effect, sound

Default value: Class'U2.LargeExplosion'

HitEffect[edit]

Type: class<Actor>

The effect to spawn when an impact happens

Default value: Class'U2.ElectricSparks'

SelfDestructDuration[edit]

Type: float


Default value: 5.0

SelfDestructTimer[edit]

Type: float


Default value: 1.0

TrippedSound[edit]

Type: Sound


Internal variables[edit]

ClientTeamIndex[edit]

Type: int


Default value: 255

KillerController[edit]

Type: Controller


Default values[edit]

Property Value
bAlwaysRelevantToInstigator False
bAlwaysRelevantToOwner False
bBlockActors False
bBlockKarma False
bBlockPlayers False
bCollideWorld True
bDirectional True
bIgnoreEncroachers True
bNetNotify True
bStasis False
bWorldGeometry False
Health 15

Functions[edit]

Events[edit]

BaseChange[edit]

singular event BaseChange ()

Overrides: Decoration.BaseChange


Destroyed[edit]

simulated event Destroyed ()

Overrides: Decoration.Destroyed


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


TakeDamage[edit]

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

Overrides: BreakableItem.TakeDamage


Other instance functions[edit]

Activate[edit]

function Activate ()


CanBeTrippedBy[edit]

function bool CanBeTrippedBy (Actor A)


CheckTeamEnergy[edit]

function CheckTeamEnergy ()


Deactivate[edit]

function Deactivate ()


Explode[edit]

function Explode ()


GetDescription[edit]

interface function string GetDescription (Controller User)

Overrides: BreakableItem.GetDescription


GetKillerController[edit]

function Controller GetKillerController ()

Overrides: Actor.GetKillerController


GetTeam[edit]

simulated function int GetTeam ()

Overrides: Actor.GetTeam


HandleTripped[edit]

function HandleTripped ()


HasUseBar[edit]

interface function bool HasUseBar (Controller User)

Overrides: BreakableItem.HasUseBar


MineHurtRadius[edit]

simulated function MineHurtRadius (float DamageAmount, float DamageRadius, class<DamageTypeDamageType, float Momentum, Object.Vector HitLocation, optional bool bNoFalloff)


MineKilled[edit]

function MineKilled (Actor DamagedActor, class<DamageTypeDamageType)


MineTakeDamage[edit]

function MineTakeDamage (Actor DamagedActor, int Damage, Pawn InstigatedBy, Object.Vector Hitlocation, Object.Vector Momentum, class<DamageTypeDamageType)


NotifyTeamEnergyStatus[edit]

function NotifyTeamEnergyStatus (bool bEnabled)

Overrides: Actor.NotifyTeamEnergyStatus


ReplicationReady[edit]

simulated function bool ReplicationReady ()


ReplicationReadyCheck[edit]

simulated function ReplicationReadyCheck ()


SetEnabled[edit]

function SetEnabled (bool bEnabled)


SetKillerController[edit]

function SetKillerController (Controller C)

Overrides: Actor.SetKillerController


SetTeam[edit]

simulated function SetTeam (int NewTeam)

Overrides: Actor.SetTeam


SetupClient[edit]

simulated function SetupClient ()


States[edit]

Armed[edit]

Armed.Touch[edit]

event Touch (Actor Other)

Overrides: Actor.Touch (global)


Armed.ExplodeTimer[edit]

function ExplodeTimer ()


Armed.HandleTripped[edit]

function HandleTripped ()

Overrides: HandleTripped (global)


Armed.PostArmed[edit]

function PostArmed ()


Armed.PreArmed[edit]

function PreArmed ()


Deployed[edit]

Modifiers: auto

Deployed.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Offline[edit]

Offline.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Offline.Timer[edit]

event Timer ()

Overrides: Decoration.Timer (global)


Offline.Activate[edit]

function Activate ()

Overrides: Activate (global)


Offline.Deactivate[edit]

function Deactivate ()

Overrides: Deactivate (global)


Offline.NotifyTeamEnergyStatus[edit]

function NotifyTeamEnergyStatus (bool bEnabled)

Overrides: NotifyTeamEnergyStatus (global)


Offline.OnUse[edit]

function OnUse (Actor Other)

Overrides: Actor.OnUse (global)