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Gameplay.Catapult

Extends
BaseDevice
Modifiers
dependsOn ( Character )

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Gameplay.Rook
         |   
         +-- Gameplay.BaseDevice
            |   
            +-- Gameplay.Catapult

Direct Known Subclasses:

DeployedCatapult

Constants Summary
Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
Catapult
floatactorInfluence
boolbDirectional
boolbIgnoreActorVelocity
boolbReflective
floatcatapultInfluence
floatthrowForce
floatverticalInfluence
Inherited Variables from Gameplay.BaseDevice
baseDeviceMessageClass, bCurrentlyDeploying, bHasOpenAnim, bInitialization, bLoopSavedAnim, bPowered, bWasDeployed, damagedHealthThreshold, deployer, DestroyedDiffuse, destroyedExplosionClass, functionalHealthThreshold, lastAttacker, lastOfflineTime, lastOnlineTime, lastUnderAttackTime, localizedName, m_bSwitchedOn, m_ownershipMaterialIdx, ownerBase, OWNERSHIP_MATERIAL_NOT_FOUND, OWNERSHIP_MATERIAL_UNDISCOVERED, savedAnim, secondaryBaseDeviceMessageClass
Inherited Variables from Gameplay.Rook
AI_LOD_ActivationDistance, AI_LOD_DeactivationDistance, AI_LOD_deactivation_exemption_ticks, AI_LOD_LevelMP, alertness, attacker, bAIThreat, bAlwaysMarked, bCanBeSensed, bCanRepair, bDeferredAICleanup, bIsDetectableByEnemies, bShowJSDebug, bShowLOADebug, bShowNavigationDebug, bShowSensingDebug, bShowSquadDebug, bShowTyrionCharacterDebug, bShowTyrionHeadDebug, bShowTyrionMovementDebug, bShowTyrionWeaponDebug, bUnobstructedLOF, bUseAlternateOwnershipMaterial, bUseAlternateSelfIllumMaterial, clientDamageComponentMask, componentBreakThreshold, damageComponentMask, damageComponents, desiredLocation, effectLogging, estLocation, expectedImpactTime, flameDamagePerSecond, flameDamageReductionPerSecond, flameDamageType, flameSource, grapplerRetentionScale, healthMaximum, hearing, hudType, lastDetectedTime, lastShotFiredTime, loaEndPoint, loaEndPoint2, loaHit, loaStartPoint, loaStartPoint2, logAlertnessChanges, loopingEffects, MaxShadowTraceDistance, mountAI, movementForce, m_lastTeam, m_localTeam, m_squad, m_team, pastPositionsIndex, pastPositionsTimeAccu, pastPositions[N_PAST_POSITIONS], PeripheralVisionZAngle, personalShield, personalShieldClass, playerControllerState, radarInfoClass, reactionDelay, reactionDelayMP, repairers, repDepLastRateAddition, repDepRepairRate, repPakLastRateAddition, repPakRepairRate, sensorUpdateFlag, ShadowLightDistance, shotAngularDeviation, shotAngularDeviationMP, shotLeadAbility, shotLeadAbilityMP, shotNotifier, SightRadiusToPlayer, teamDamagePercentage, teamSelfIllumSkinName, teamSpecificHavokCollisionFiltering, tickTime, tickTimeOrg, tickTimeUpdateRange, UseablePointsValid[MAX_USEABLE_POINTS], UseablePoints[MAX_USEABLE_POINTS], vehicleAI, vision, visionMemory

Enumerations Summary
Inherited Enumerations from Gameplay.Rook
AlertnessLevels, EUseablePointValid

Structures Summary
Inherited Structures from Gameplay.Rook
DamageComponent

Functions Summary
function Touch (actor Other))
function TouchProcessing (actor Other))
Inherited Functions from Gameplay.BaseDevice
BeginState, CanBeUsedBy, CheckChangeState, classConstruct, construct, Died, dispatchDeathMessage, EndState, enumBaseInfo, GetDamageComponentThresholdRange, GetHumanReadableName, getTeamDamagePercentage, isActive, isAlive, isDamaged, isDamagedAtThreshold, isDisabled, isFunctional, isOpenedAnimPlaying, isPowered, latentBeginActive, latentExecuteActive, latentExecuteInitialization, LoopBDAnim, onTeamChange, PlayBDAnim, PlayDamagedDegeneratingEffects, PlayDamagedEnteredEffects, PlayDamagedExitedEffects, PostBeginPlay, PostLoadGame, PostTakeDamage, setHasPower, setSwitchedOn, Tick, unifiedAddImpulseAtPosition
Inherited Functions from Gameplay.Rook
activatePersonalShield, addRepairFromDeployable, addRepairFromPack, ApplyDamage, averageVelocity, breakDamageComponent, canBeRepairedBy, canBeSensed, CanBeUsedBy, ChunkUp, cleanupAI, cleanupDamageComponents, CleanupSensing, clientUpdateDamageComponents, createDamageComponent, CreateHearingNotifier, CreateShotNotifier, CreateVisionNotifier, damageComponentsOnDamage, damageComponentsOnIncreaseHealth, damageComponentsPostTakeDamage, deactivatePersonalShield, Destroyed, Died, displayActorLabel, displayEnemiesList, displayTyrionDebugHeader, displayWorldSpaceDebug, DrawVisionCone, EffectIsLooping, enumSquadInfo, enumTeamInfo, firingMotor, generateAISpeechEvents, getAlertnessLevel, getControllingCharacter, getControllingCharacterTeam, GetDamageComponentThresholdRange, getKillerLabel, GetObjectiveLocation, GetOverlayMaterial, GetRadarInfoClass, getTeamDamagePercentage, getTeamLabel, groundPredictedLocation, IncreaseHealth, isFriendly, IsInVisionCone, OnEffectInitialized, OnEffectStarted, OnEffectStopped, OnShotFired, onTeamChange, personalShieldActive, PlayEffect, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PreBeginPlay, PrecacheDamageComponents, predictedLocation, ProcessBurnDamage, ProcessRepair, RegisterHearingNotification, RegisterShotNotification, RegisterVisionNotification, removeFlameDamage, removeRepairFromDeployable, removeRepairFromPack, resetPersonalShield, setAlertnessLevel, setLimitedTimeLODActivation, setSquad, setTeam, ShouldBeMarked, squad, squadCleanupOnDeath, StartLoopingEffect, StopEffect, StopLoopingEffect, team, UnregisterHearingNotification, UnregisterShotNotification, UnregisterVisionNotification, updateHavokCollisionFilter, updatePastPositions, UpdatePrecacheRenderData


Variables Detail

Catapult

actorInfluence Source code

var(Catapult) float actorInfluence;
How much does the linear velocity of the actor influence the throw direction?

bDirectional Source code

var(Catapult) bool bDirectional;
Does the catapult only throw in a forward direction (x axis)?

bIgnoreActorVelocity Source code

var(Catapult) bool bIgnoreActorVelocity;
Set to ignore the actor velocity when it hits the catapult (ie: force the actor in the direction the catapult throws)

bReflective Source code

var(Catapult) bool bReflective;
Does the catapult reflect the actor velocity in to the velocity out? (Setting this to true results in all other variables being ignored)

catapultInfluence Source code

var(Catapult) float catapultInfluence;
How much does the catapult's orientation influence the throw direction?

throwForce Source code

var(Catapult) float throwForce;
How much force is imparted to an actor that uses the catapult?

verticalInfluence Source code

var(Catapult) float verticalInfluence;
(Directional only) What is the vertical influence of catapult? (0.0 = horizontal, 1.0 = vertical)


Functions Detail

Touch Source code

simulated function Touch ( actor Other) )

TouchProcessing Source code

simulated function TouchProcessing ( actor Other) )


Defaultproperties

defaultproperties
{
	Mesh = SkeletalMesh'BaseObjects.Catapult'
	DrawType = Mesh


	RemoteRole=ROLE_DumbProxy


	bBlockActors = false
	bBlockPlayers = false


	bReplicateAnimations = true;


	bBlockKarma = false
	bBlockHavok	= false


	bIgnoreActorVelocity = false;


	throwForce = 400000.0
	actorInfluence = 0.0		
	catapultInfluence = 1.0		

	bDirectional = false;		
	verticalInfluence = 0.5;	

	bReflective = false;


	bWorldGeometry = false
}

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Creation time: st 23.5.2018 00:10:28.758 - Created with UnCodeX