I don't need to test my programs. I have an error-correcting modem.

UE2:PackBase (U2)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2 Object >> Actor >> Inventory >> Weapon >> DeployableInventory >> PackBase
Package: 
Deployables
Direct subclasses:
AmmoPacks, EnergyPacks, HealthPacks

null

Default values[edit]

Property Value
AmmoAmount[0] 9999
AmmoUsed[0] 0
AttachmentClass Class'Deployables.EnergyPackAttachment'
bCanIntersectDUs True
bCanIntersectPawns True
bIgnoreOwnerYaw True
bTossProjectiles True
GroupOffset 1
InventoryGroup 5
MaxAmmo[0] 9999
Mesh SkeletalMesh'WeaponsK.Pickups'
PickupAmmoCount 19998

Instance functions[edit]

AreSupplyPacksOnline[edit]

simulated function bool AreSupplyPacksOnline ()


CanDeploy[edit]

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

Overrides: DeployableInventory.CanDeploy


DeployDestinationIsValid[edit]

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

Overrides: DeployableInventory.DeployDestinationIsValid


NextWeapon[edit]

simulated function Weapon NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)

Overrides: Weapon.NextWeapon


PlayFiring[edit]

simulated function PlayFiring ()

Overrides: DeployableInventory.PlayFiring


PostDeploy[edit]

function PostDeploy (Actor DeployedActor, bool bAltActivate)

Overrides: DeployableInventory.PostDeploy


PrevWeapon[edit]

simulated function Weapon PrevWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)

Overrides: Weapon.PrevWeapon


WeaponChange[edit]

simulated function Weapon WeaponChange (byte F, Weapon CurrentChoice)

Overrides: Weapon.WeaponChange