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UE2:Replicator (U2XMP)

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U2XMP Object >> Actor >> Replicator
Package: 
U2XMP

$Workfile: Replicator.uc $ Created By: Mark Poesch Created On: 6/22/2001 $Author: Mfox $ $Date: 1/29/03 4:25p $ $Revision: 13 $

Properties

Property group 'Replicator'

bAutoConfigure

Type: bool

set false as soon as the player adjusts the replicator

Default value: True

Description

Type: string

Modifiers: localized


Default value: "Replicator for Team "

EnergyLevel

Type: int

base rate at which energy can be spent to produce an item (units / second)

Default value: 10000

Health

Type: int

replicators can not be destroyed, but they stop functioning when Health < default.Health

Default value: 1000

ItemLimit

Type: int

max number of items that can be built concurrently

Default value: 4

ItemList

Type: S_ItemList

Array size: 32


Default value, index 0:

Member Value
BuildPriority 1
EnergyCost 1500
ItemName "U2XMP.EnergyRelayPickup"
ItemsQueued 2
ResearchTime 5

Default value, index 1:

Member Value
BuildPriority 1
EnergyCost 5000
ItemName "U2XMP.FieldGeneratorPickup"
ItemsQueued 2
ResearchTime 60

Default value, index 2:

Member Value
BuildPriority 1
EnergyCost 4000
ItemName "U2XMP.ProximitySensorPickup"
ItemsQueued 2
ResearchTime 90

Default value, index 3:

Member Value
BuildPriority 1
EnergyCost 4500
ItemName "U2XMP.AutoTurretPickup"
ItemsQueued 2
ResearchTime 120

Default value, index 4:

Member Value
BuildPriority 1
EnergyCost 3500
ItemName "U2XMP.CameraPickup"
ResearchTime 130

Default value, index 5:

Member Value
BuildPriority 1
EnergyCost 3500
ItemName "U2XMP.SecurityBotPickup"
ResearchTime 180

Default value, index 6:

Member Value
BuildPriority 1
EnergyCost 2500
ItemName "U2XMP.AmmoPackLightPickup"
ItemsQueued 2

Default value, index 7:

Member Value
BuildPriority 1
EnergyCost 2500
ItemName "U2XMP.AmmoPackMediumPickup"
ItemsQueued 2

Default value, index 8:

Member Value
BuildPriority 1
EnergyCost 2500
ItemName "U2XMP.AmmoPackHeavyPickup"
ItemsQueued 2

MaxAutoAdjustmentDelay

Type: float


Default value: 60.0

MinAutoAdjustmentDelay

Type: float


Default value: 20.0

PriorityMax

Type: float

max priority level available

Default value: 5.0

RepairRate

Type: int


Default value: 100

ReplicationDelay

Type: float


Default value: 1.0

ResearchDelay

Type: float


Default value: 5.0

TeamNumber

Type: int


Default value: 255

TeamRaceClass

Type: string

Marine, MercJap, MercFem

Internal variables

AccessCompleteSound

Type: Sound


Default value: Sound'U2XMPA.Replicator.ReplicatorAccessComplete'

AccessDeniedSound

Type: Sound


Default value: Sound'U2XMPA.Replicator.ReplicatorAccessDenied'

AccessingSound

Type: Sound


Default value: Sound'U2XMPA.Replicator.ReplicatorAccessing'

bAccessed

Type: bool

true when one of the team members is accessing the Replicator

bEnabled

Type: bool

set true when match starts, set false when Replicator Health is below normal

MinOperationalHealth

Type: float


Default value: 500.0

NextAdjustmentTime

Type: float


NextReplicationTime

Type: float


NextResearchTime

Type: float


ProductionCompleteSound

Type: Sound


Default value: Sound'U2XMPA.Replicator.ReplicatorProductionComplete'

ProductionInitiatedSound

Type: Sound


Default value: Sound'U2XMPA.Replicator.ReplicatorProductionInitiated'

RegisterArtifactSound

Type: Sound


Default value: Sound'U2XMPA.Replicator.ReplicatorRegisterArtifact'

RepairingSound

Type: Sound


Default value: Sound'U2XMPA.Replicator.ReplicatorRepairing'

ResearchCompleteSound

Type: Sound


Default value: Sound'U2XMPA.Replicator.ReplicatorResearchComplete'

ResearchStartTime

Type: float


Default values

Property Value
bBlockActors True
bBlockPlayers True
bCollideActors True
bNoStaticMeshCollide True
bProjTarget True
CollisionHeight 60.0
CollisionRadius 50.0
DrawType DT_None

Structs

S_ItemList

int ResearchTime 
time to take before Item is available (seconds), typically 60 to 600
string ItemName 
Weapons(?), Ammo(?), EnergyRelay, ForceFieldGenerator, Sensor, Camera, Turret, SecurityBot
int EnergyCost 
quantity of energy required to produce this item
int ItemsQueued 
item count to build
int BuildPriority 
the priority level for the production of this item
bool bBuild 
when true, Replicator is working on this Item
float EnergySpent 
accumulates energy spent on Item
bool bAvailable 

Functions

Events

PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions

AdjustProductionAvailability

function AdjustProductionAvailability ()


CalcExtraEnergy

function float CalcExtraEnergy (float BuildPriority)


GetDescription

function string GetDescription ()

Overrides: Actor.GetDescription


GetItemCount

function int GetItemCount ()


GetRelayEnergy

function int GetRelayEnergy ()


IsUsable

function bool IsUsable (optional Actor Other)

Overrides: Actor.IsUsable


MatchStarting

function MatchStarting ()

Overrides: Actor.MatchStarting


OnUnuse

function OnUnuse (Actor Other)

Overrides: Actor.OnUnuse


OnUse

function OnUse (Actor Other)

Overrides: Actor.OnUse


PctResearchCompleted

function float PctResearchCompleted (int Index)


Replicate

function bool Replicate (string ItemName)


ResetAdjustmentTime

function ResetAdjustmentTime ()


SetNewPriority

function SetNewPriority (string ItemName, int NewPriority)


SetNewQueue

function SetNewQueue (string ItemName, int ModifyBy)


TakeDamage

function TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: Actor.TakeDamage


UpdateReplication

function UpdateReplication (float DeltaTime)


UpdateResearchStatus

function UpdateResearchStatus ()