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UE2:MineBase (U2)

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

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Properties

Property group 'MineBase'

AmbientNoiseSound

Type: Sound


ArmingDelay

Type: float

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

ArmingSound

Type: Sound


DeploySound

Type: Sound


EnergyCostPerSec

Type: float


ExplodeDelay

Type: float

once tripped, seconds before exploding

ExplosionClass

Type: class<Actor>

class used to handle explosion effect, sound

Default value: Class'U2.LargeExplosion'

HitEffect

Type: class<Actor>

The effect to spawn when an impact happens

Default value: Class'U2.ElectricSparks'

SelfDestructDuration

Type: float


Default value: 5.0

SelfDestructTimer

Type: float


Default value: 1.0

TrippedSound

Type: Sound


Internal variables

ClientTeamIndex

Type: int


Default value: 255

KillerController

Type: Controller


Default values

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

Events

BaseChange

singular event BaseChange ()

Overrides: Decoration.BaseChange


Destroyed

simulated event Destroyed ()

Overrides: Decoration.Destroyed


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


TakeDamage

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

Overrides: BreakableItem.TakeDamage


Other instance functions

Activate

function Activate ()


CanBeTrippedBy

function bool CanBeTrippedBy (Actor A)


CheckTeamEnergy

function CheckTeamEnergy ()


Deactivate

function Deactivate ()


Explode

function Explode ()


GetDescription

interface function string GetDescription (Controller User)

Overrides: BreakableItem.GetDescription


GetKillerController

function Controller GetKillerController ()

Overrides: Actor.GetKillerController


GetTeam

simulated function int GetTeam ()

Overrides: Actor.GetTeam


HandleTripped

function HandleTripped ()


HasUseBar

interface function bool HasUseBar (Controller User)

Overrides: BreakableItem.HasUseBar


MineHurtRadius

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


MineKilled

function MineKilled (Actor DamagedActor, class<DamageTypeDamageType)


MineTakeDamage

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


NotifyTeamEnergyStatus

function NotifyTeamEnergyStatus (bool bEnabled)

Overrides: Actor.NotifyTeamEnergyStatus


ReplicationReady

simulated function bool ReplicationReady ()


ReplicationReadyCheck

simulated function ReplicationReadyCheck ()


SetEnabled

function SetEnabled (bool bEnabled)


SetKillerController

function SetKillerController (Controller C)

Overrides: Actor.SetKillerController


SetTeam

simulated function SetTeam (int NewTeam)

Overrides: Actor.SetTeam


SetupClient

simulated function SetupClient ()


States

Armed

Armed.Touch

event Touch (Actor Other)

Overrides: Actor.Touch (global)


Armed.ExplodeTimer

function ExplodeTimer ()


Armed.HandleTripped

function HandleTripped ()

Overrides: HandleTripped (global)


Armed.PostArmed

function PostArmed ()


Armed.PreArmed

function PreArmed ()


Deployed

Modifiers: auto

Deployed.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Offline

Offline.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Offline.Timer

event Timer ()

Overrides: Decoration.Timer (global)


Offline.Activate

function Activate ()

Overrides: Activate (global)


Offline.Deactivate

function Deactivate ()

Overrides: Deactivate (global)


Offline.NotifyTeamEnergyStatus

function NotifyTeamEnergyStatus (bool bEnabled)

Overrides: NotifyTeamEnergyStatus (global)


Offline.OnUse

function OnUse (Actor Other)

Overrides: Actor.OnUse (global)