Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE2:HackTrigger (U2)
Contents
- 1 Constants
- 2 Properties
- 3 Structs
- 4 Functions
- 4.1 Events
- 4.2 Other instance functions
- 4.2.1 ActiveUserCount
- 4.2.2 AddUser
- 4.2.3 DecayHackProgress
- 4.2.4 Dispatch
- 4.2.5 GetDescription
- 4.2.6 GetTeam
- 4.2.7 GetTeamProgress
- 4.2.8 GetUseIconIndex
- 4.2.9 GetUsePercent
- 4.2.10 GetUserIndex
- 4.2.11 GetUserTeam
- 4.2.12 HandleAlreadyHacked
- 4.2.13 HandleAmbientSound
- 4.2.14 HandleHacked
- 4.2.15 HandlePlaySound
- 4.2.16 HasUseBar
- 4.2.17 IsHacking
- 4.2.18 OnUnuse
- 4.2.19 OnUse
- 4.2.20 PlayHackedMessages
- 4.2.21 ProgressExists
- 4.2.22 RegisterHackScore
- 4.2.23 RemoveIdleUsers
- 4.2.24 RemoveUser
- 4.2.25 SetTeam
- 4.2.26 UnDispatch
- 4.2.27 UserCount
- Package:
- U2
- Direct subclasses:
- DeploymentPoint, EnergySource, HackSwitch, HackTriggerProxied, ShieldWallTrigger
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HackTrigger.uc
Constants[edit]
MaxTeams[edit]
Value: 4
Properties[edit]
Property group 'HackTrigger'[edit]
AlreadyHackedSound[edit]
Type: Sound
sound when a fully hacked trigger is used by hacked team
Default value: Sound'U2A.Hacking.AlreadyHacked'
bIgnoreAlreadyHacked[edit]
Type: bool
don't re-dispatch events when hack team re-uses us.
bTriggerTeam[edit]
Type: bool
whether to call SetTeam on all Event targets
DecayRate[edit]
Type: float
rate at which hacking progress decays
Default value: 0.4
Description[edit]
Type: string
shows up on the hud
Default value: "Panel"
HackAmbientSound[edit]
Type: Sound
sound while hacking
Default value: Sound'U2A.Hacking.HackAmbient'
HackCompletedSound[edit]
Type: Sound
sound when trigger is fully hacked
Default value: Sound'U2A.Hacking.HackCompleted'
HackStartSound[edit]
Type: Sound
sound when hacking begins
Default value: Sound'U2A.Hacking.HackStart'
RehackDelay[edit]
Type: float
seconds to wait between hacking attempts
Team[edit]
Type: int
-1 for neutral
Default value: 255
TotalHackSeconds[edit]
Type: float
total time needed to hack the object to a team
Default value: 3.0
Internal variables[edit]
HackGainedMessage[edit]
Type: class<LocalMessage>
game message for hack team
HackLostMessage[edit]
Type: class<LocalMessage>
game message for losing team
LastHackedTime[edit]
Type: float
time at which the object was last hacked
RepEvent[edit]
Type: name
replicated actor event
ReplicatedActorID[edit]
Type: string
TeamProgress[edit]
Type: float
Array size: 4 (MaxTeams
)
time this object has been hacked by various teams
Users[edit]
list of players currently using me
Default values[edit]
Property | Value |
---|---|
bBlockNonZeroExtentTraces | False |
bCollideActors | True |
bProjTarget | True |
bShadowCast | True |
bStaticLighting | True |
bUsable | True |
DrawType | DT_StaticMesh |
SoundOcclusion | OCCLUSION_None |
Structs[edit]
UserInfoT[edit]
Modifiers: native
- bool bUsing
- Controller C
- float Progress
Functions[edit]
Events[edit]
PostBeginPlay[edit]
Overrides: Actor.PostBeginPlay
PreBeginPlay[edit]
Overrides: Actor.PreBeginPlay
Tick[edit]
Overrides: Actor.Tick
Other instance functions[edit]
ActiveUserCount[edit]
AddUser[edit]
DecayHackProgress[edit]
Dispatch[edit]
GetDescription[edit]
Overrides: Actor.GetDescription
GetTeam[edit]
Overrides: Actor.GetTeam
GetTeamProgress[edit]
GetUseIconIndex[edit]
Overrides: Actor.GetUseIconIndex
GetUsePercent[edit]
Overrides: Actor.GetUsePercent
GetUserIndex[edit]
GetUserTeam[edit]
HandleAlreadyHacked[edit]
HandleAmbientSound[edit]
HandleHacked[edit]
HandlePlaySound[edit]
HasUseBar[edit]
Overrides: Actor.HasUseBar
IsHacking[edit]
OnUnuse[edit]
Overrides: Actor.OnUnuse
OnUse[edit]
Overrides: Actor.OnUse
PlayHackedMessages[edit]
ProgressExists[edit]
RegisterHackScore[edit]
RemoveIdleUsers[edit]
RemoveUser[edit]
SetTeam[edit]
Overrides: Actor.SetTeam