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Core.Object
|   
+-- Engine.Actor
   |   
   +-- Gameplay.Equipment
      |   
      +-- Gameplay.Equippable
         |   
         +-- Gameplay.Deployable
BaseDeviceDeployable
| Variables Summary | |
|---|---|
| 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 | ||
|---|---|---|
| eDeployableInfo DeployableInfo_Ok, DeployableInfo_TooFar, DeployableInfo_NoSurface, DeployableInfo_Blocked, DeployableInfo_SameTypeTooNear, DeployableInfo_InvalidTargetObject, DeployableInfo_BadState | ||
| Functions Summary | ||
|---|---|---|
|  | 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 | 
|---|
| DeployableStation Source code | 
|---|
| simulated state DeployableStation extends AwaitingPickup | 
| BeginState, EndState, setup | 
| Deployed Source code | 
|---|
| simulated state Deployed extends Dropped | 
| BeginState, canExpire, setupDropped | 
| Dropped Source code | 
|---|
| simulated state Dropped | 
| BeginState | 
| FireReleased Source code | 
|---|
| state FireReleased | 
| BeginState, deploy | 
| Held Source code | 
|---|
| simulated state Held | 
| BeginState, EndState, Tick | 
| Idle Source code | 
|---|
| simulated state Idle | 
| BeginState, Tick | 
| Variables Detail | 
|---|
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 | 
|---|
DeployableInfo_Ok, DeployableInfo_TooFar, DeployableInfo_NoSurface, DeployableInfo_Blocked, DeployableInfo_SameTypeTooNear, DeployableInfo_InvalidTargetObject, DeployableInfo_BadState};
| Functions Detail | 
|---|
 armsFirstPersonStatus  Source code
 armsFirstPersonStatus  Source code BeginState DeployableStation Source code
 BeginState DeployableStation Source code BeginState Deployed Source code
 BeginState Deployed Source code BeginState Dropped Source code
 BeginState Dropped Source code BeginState FireReleased Source code
 BeginState FireReleased Source code BeginState Held Source code
 BeginState Held Source code BeginState Idle Source code
 BeginState Idle Source code canExpire Deployed Source code
 canExpire Deployed Source code canPickup  Source code
 canPickup  Source code deploy FireReleased Source code
 deploy FireReleased Source code doDeploy  Source code
 doDeploy  Source code EncroachingOn  Source code
 EncroachingOn  Source code EndState DeployableStation Source code
 EndState DeployableStation Source code EndState Held Source code
 EndState Held Source code fire  Source code
 fire  Source code needPrompt  Source code
 needPrompt  Source code PostNetBeginPlay  Source code
 PostNetBeginPlay  Source code PostNetReceive  Source code
 PostNetReceive  Source code setup DeployableStation Source code
 setup DeployableStation Source code setupDropped Deployed Source code
 setupDropped Deployed Source code testDeploy  Source code
 testDeploy  Source code Tick  Source code
 Tick  Source code Tick Held Source code
 Tick Held Source code Tick Idle Source code
 Tick Idle Source code updateAttachmentStatus  Source code
 updateAttachmentStatus  Source code| Defaultproperties | 
|---|
| 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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