Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:PackBase (U2)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> Actor >> Inventory >> Weapon >> DeployableInventory >> PackBase |
- Package:
- Deployables
- Direct subclasses:
- AmmoPacks, EnergyPacks, HealthPacks
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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]
Overrides: DeployableInventory.CanDeploy
DeployDestinationIsValid[edit]
function bool DeployDestinationIsValid (Object.Vector DeployLocation, Object.Rotator DeployRotation)
Overrides: DeployableInventory.DeployDestinationIsValid
NextWeapon[edit]
Overrides: Weapon.NextWeapon
PlayFiring[edit]
simulated function PlayFiring ()
Overrides: DeployableInventory.PlayFiring
PostDeploy[edit]
Overrides: DeployableInventory.PostDeploy
PrevWeapon[edit]
Overrides: Weapon.PrevWeapon
WeaponChange[edit]
Overrides: Weapon.WeaponChange