Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
Core.Object | +-- Gameplay.Armor
TestArmor, tmodArmorHeavy, tmodArmorLight, tmodArmorMedium
Constants Summary |
---|
Inherited Contants from Core.Object |
---|
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient, RF_Unnamed |
Inherited Variables from Core.Object |
---|
Class, Name, ObjectFlags, ObjectInternal[6], Outer |
Enumerations Summary |
---|
Inherited Enumerations from Core.Object |
---|
EAxis, ECamOrientation, ESheerAxis |
Structures Summary | ||
---|---|---|
QuantityConsumable typeClass, quantity | ||
QuantityDeployable typeClass, quantity | ||
QuantityGrenades typeClass, quantity | ||
QuantityWeapon typeClass, quantity |
Inherited Structures from Core.Object |
---|
BoundingVolume, Box, Color, CompressedPosition, Coords, GameSpyServerData, Guid, IntegerRange, InterpCurve, InterpCurvePoint, MatCoords, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, Vector |
Functions Summary | ||
---|---|---|
equip (Character c)) | ||
class<HandGrenade> | getHandGrenadeClass ())) | |
class<Consumable> | getHealthKitClass ())) | |
bool | isConsumableAllowed (class<Consumable> typeClass)) | |
bool | isDeployableAllowed (class<Deployable> typeClass)) | |
bool | isDriverAllowed (class<Vehicle> typeClass)) | |
bool | isPackAllowed (class<Pack> typeClass)) | |
bool | isPassengerAllowed (class<Vehicle> typeClass)) | |
bool | isWeaponAllowed (class<Weapon> typeClass)) | |
int | maxAmmo (class<Weapon> typeClass)) | |
int | maxConsumable (class<Consumable> typeClass)) | |
int | maxDeployable (class<Object> typeClass)) | |
int | maxGrenades ())) | |
int | maxHealthKits ())) | |
bool | useAlternateWeaponMesh ())) |
Variables Detail |
---|
Multiplier applied to the amount of ammunition bought from an inventory station (NOT IMPLEMENTED)
Name to display to the user, eg: 'Light'
Whether the armor can get into turrets or not
Multiplier for the character's breathing duration (NOT IMPLEMENTED)
The the alternate mesh defined for a weapon
Multiplier affecting collision damage (NOT IMPLEMENTED)
The height of the character's collision cylinder while wearing the armor
The radius of the character's collision cylinder while wearing the armor
The amount of energy the character has while wearing the armour *THIS SHOULD MATCH THE MOVEMENT CONFIG*
The eye-height of the first person camera while wearing the armor
The weapon used when all else fails
The Havok Ragdoll parameters that the character will assume while wearing the armor
The fraction of the collision height that represents the head of the character while wearing the armor
The amount of health the character has while wearing the armour
An index representingthe height ofthe armour, used for aligning the InventoryStation arm
The icon displayed in the player's hud while wearing the armor
String shown in the inventory screen describing the armor
How much noise the jet-pack makes (NOT IMPLEMENTED)
Scales the amount of knockback from weapons and explosions
The maximum number of weapons that can be carried
The movement configuration that the character will assume while wearing the armor
The movement configuration that the character will assume when activating a Speed Pack
The movement configuration that the character will assume when wearing a Speed Pack
Damage type used for movement crushing damage eg. large havok objects landing on your head (not vehicles)
Damage type used for when you hit another character and damage them. allows an icon for a heavy splatting a light etc.
Damage type used for movement collision damage
How much noise the armor makes when moving (i.e. footsteps). This affects how easily the player can be detected by the AI and human players (NOT IMPLEMENTED)
The class of shield to use for this armor, or None to disable
Radar info class defineing how this object is marked in the hud
The loopup tag when pooling dynamic speech based on armor conditions (eg: Light, Medium..)
Damage type used for when a player suicides on purpose
Structures Detail |
---|
Functions Detail |
---|
Defaultproperties |
---|
defaultproperties { eyeHeight = 64 headFraction = 0.2 hudIcon = texture'Engine_res.S_Actor' maxCarriedWeapons = 3 heightIndex = 1 armorName = "Light" speechTag = "Light" infoString = "[Info not available]" bRestrictions = true radarInfoClass = class'Gameplay.RadarInfo' bCanUseTurrets = true knockbackScale = 1.0 suicideDamageTypeClass = class'Engine.Suicided' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |