| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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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
BeginState DeployableStation Source code
BeginState Deployed Source code
BeginState Dropped Source code
BeginState FireReleased Source code
BeginState Held Source code
BeginState Idle Source code
canExpire Deployed Source code
canPickup Source code
deploy FireReleased Source code
doDeploy Source code
EncroachingOn Source code
EndState DeployableStation Source code
EndState Held Source code
fire Source code
needPrompt Source code
PostNetBeginPlay Source code
PostNetReceive Source code
setup DeployableStation Source code
setupDropped Deployed Source code
testDeploy Source code
Tick Source code
Tick Held Source code
Tick Idle 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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