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Core.Object | +-- Engine.Actor | +-- Gameplay.Equipment | +-- Gameplay.Equippable | +-- Gameplay.Deployable
BaseDeviceDeployable
Variables Summary | |
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bool | bDeployed |
bool | bDeploying |
bool | bIsInStation |
eDeployableInfo | lastTestResult |
Name | originalAttachmentBone |
TeamInfo | team |
Deployable | |
bool | bCanBeStolen |
bool | bCanDeployOnWall |
Name | deployedQuickChatTag |
float | deployRange |
Rotator | deployRotOffset |
float | exclusiveRange |
Material | hudReticuleBad |
float | hudReticuleBadCenterX |
float | hudReticuleBadCenterY |
float | hudReticuleBadHeight |
float | hudReticuleBadWidth |
Material | hudReticuleOk |
float | hudReticuleOkCenterX |
float | hudReticuleOkCenterY |
float | hudReticuleOkHeight |
float | hudReticuleOkWidth |
Name | thirdPersonInventoryAttachmentBone |
Vector | thirdPersonInventoryAttachmentOffset |
Enumerations Summary | ||
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eDeployableInfo DeployableInfo_Ok, DeployableInfo_TooFar, DeployableInfo_NoSurface, DeployableInfo_Blocked, DeployableInfo_SameTypeTooNear, DeployableInfo_InvalidTargetObject, DeployableInfo_BadState |
Functions Summary | ||
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bool | armsFirstPersonStatus (bool bNewIsFirstPerson)) | |
BeginState ())) DeployableStation | ||
BeginState ())) Deployed | ||
BeginState ())) Dropped | ||
BeginState ())) FireReleased | ||
BeginState ())) Held | ||
BeginState ())) Idle | ||
bool | canExpire ())) Deployed | |
bool | canPickup (Character potentialOwner)) | |
eDeployableInfo | deploy ())) FireReleased | |
eDeployableInfo | doDeploy (optional bool bTest)) | |
bool | EncroachingOn (Actor Other)) | |
EndState ())) DeployableStation | ||
EndState ())) Held | ||
bool | fire (optional bool _fireOnce)) | |
bool | needPrompt (Character potentialOwner)) | |
PostNetBeginPlay ())) | ||
PostNetReceive ())) | ||
setup ())) DeployableStation | ||
setupDropped ())) Deployed | ||
eDeployableInfo | testDeploy ())) | |
Tick (float Delta)) | ||
Tick (float DeltaTime)) Held | ||
Tick (float Delta)) Idle | ||
updateAttachmentStatus (optional bool bForce)) |
States Summary |
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DeployableStation Source code |
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simulated state DeployableStation extends AwaitingPickup |
BeginState, EndState, setup |
Deployed Source code |
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simulated state Deployed extends Dropped |
BeginState, canExpire, setupDropped |
Dropped Source code |
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simulated state Dropped |
BeginState |
FireReleased Source code |
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state FireReleased |
BeginState, deploy |
Held Source code |
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simulated state Held |
BeginState, EndState, Tick |
Idle Source code |
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simulated state Idle |
BeginState, Tick |
Variables Detail |
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If false, the enemy cannot take the deployable until it has been previously held by a member of the friendly team.
If true, the object can be spawned on a wall, else the object must be spawned on the floor
Quick chat tag to announce when deployed
The maximum range from the player at which the object can be deployed
Rotation applied to the deployable after it is deployed
The minimum distance that deployables of the same type can be deployed from each other. 0 to disable.
Reticule shown when deployable cannot be placed successfully
X co-ord on the texture of the hud center
Y co-ord on the texture of the hud center
Height of the reticule texture
Width of the reticule texture
Reticule shown when deployable can be placed successfully
X co-ord on the texture of the hud center
Y co-ord on the texture of the hud center
Height of the reticule texture
Width of the reticule texture
Attachment bone used when the deployable is not selected, but held in the inventory
Offset from attachment point for 3rd person mesh, while the deployable is not selected
Enumerations Detail |
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DeployableInfo_Ok, DeployableInfo_TooFar, DeployableInfo_NoSurface, DeployableInfo_Blocked, DeployableInfo_SameTypeTooNear, DeployableInfo_InvalidTargetObject, DeployableInfo_BadState};
Functions Detail |
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Defaultproperties |
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defaultproperties { bCanDrop = true bCanBeStolen = false animClass = class'CharacterEquippableAnimator' deployRange = 1000 exclusiveRange = 1000 hudReticuleOk = texture'HUD.ReticuleScatter' hudReticuleOkWidth = 128 hudReticuleOkHeight = 128 hudReticuleOkCenterX = 64 hudReticuleOkCenterY = 64 hudReticuleBad = texture'HUD.ReticuleDirect' hudReticuleBadWidth = 128 hudReticuleBadHeight = 128 hudReticuleBadCenterX = 64 hudReticuleBadCenterY = 64 thirdPersonInventoryAttachmentBone = "deployable" } |
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