| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object
|
+-- Engine.Actor
|
+-- Gameplay.UseableObject
|
+-- Gameplay.BaseDeviceAccess
|
+-- Gameplay.InventoryStationAccess
InventoryStationStandaloneAccess
| Variables Summary | |
|---|---|
| InventoryStationAccessControl | accessControl |
| bool | bWaitingForAccess |
| Character | currentUser |
| int | maxWeapons |
| float | percentageHealth |
| vector | userPosition |
| InventoryStationAccess | |
| bool | bAutoConfigGrenades |
| bool | bAutoFillCombatRoles |
| bool | bAutoFillPacks |
| bool | bAutoFillWeapons |
| bool | bCanUseCustomLoadouts |
| bool | bDispenseGrenades |
| bool | bInventoryTutorial |
| int | defaultLoadoutIndex |
| InventoryStationGrenades | grenades |
| float | healRateHealthFractionPerSecond |
| Array<InventoryStationLoadout> | loadouts |
| int | NumFallbackWeapons |
| Array<InventoryStationPack> | packs |
| Array<InventoryStationCombatRole> | roles |
| Array<InventoryStationWeapon> | weapons |
| Inherited Variables from Gameplay.BaseDeviceAccess |
|---|
| IsDisabledPrompt, PowerDownPrompt |
| Inherited Variables from Gameplay.UseableObject |
|---|
| bAlwaysUse, bDoNotPromptWhenNotUseable, markerOffset, priority, prompt |
| Structures Summary | ||
|---|---|---|
| InventoryStationCombatRole combatRoleClass, bEnabled | ||
| InventoryStationGrenades grenadeClass, bEnabled | ||
| InventoryStationLoadout role, weapons[10], activeWeaponSlot, pack, grenades, NoLoadout, userSkin | ||
| InventoryStationPack packClass, bEnabled | ||
| InventoryStationWeapon weaponClass, bEnabled | ||
| Functions Summary | ||
|---|---|---|
![]() | bool | CanBeUsedBy (Pawn user)) |
![]() | characterAccess ())) | |
![]() | clientSetupInventoryStation (Character user)) | |
![]() | clientTerminateCharacterAccess (Character user)) | |
![]() | finishCharacterAccess (InventoryStationLoadout selectedLoadout)) | |
![]() | InventoryStationAccess | getCorrespondingInventoryStation ())) |
![]() | InventoryStationLoadout | GetCurrentUserLoadout ())) |
![]() | InventoryStationLoadout | getDefaultLoadout ())) |
![]() | InventoryStationLoadout | getLoadout (int loadoutIndex)) |
![]() | int | getNumberLoadouts ())) |
![]() | Vehicle | getVehicleBase ())) |
![]() | initialise (InventoryStationAccessControl newAccessControl)) | |
![]() | bool | IsRoleAvailable (String roleClassName)) |
![]() | serverFinishCharacterAccess (InventoryStationLoadout selectedLoadout, bool returnToUsualMovment, optional Character user)) | |
![]() | serverTerminateCharacterAccess ())) | |
![]() | tick (float deltaSeconds)) | |
![]() | UpdatePrecacheRenderData ())) | |
![]() | UsedBy (Pawn user)) | |
![]() | bool | usedByProcessing (Character user)) |
![]() | class<Gameplay.Weapon> | ValidateWeaponClass (class<Gameplay.Weapon> weaponClass, class<Gameplay.Armor> armorClass)) |
| Inherited Functions from Gameplay.BaseDeviceAccess |
|---|
| GetPrompt, GetPromptIndex |
| Inherited Functions from Gameplay.UseableObject |
|---|
| CanBeUsedBy, getCorrespondingInventoryStation, GetPrompt, GetPromptDataClass, GetPromptIndex, GetUseablePoint, UsedBy |
| Variables Detail |
|---|
// Inventory Station Protocol // // Server Client // // UsedBy: Player pressed used in vicinity // of Inventory Station. Registers players // desire to use inventory station. // // clientInventoryStationWait: Puts client into waiting state. // // Tick: Waits for inventory station to // become accessible and then calls // characterAccess. // // characterAccess: Puts user's Controller // into PlayerUsingInventoryStation state // and calls clientInventoryStationAccess on // user's Controller. // // clientInventoryStationAccess: Hides HUD and // displays Inventory Station UI. // // *** Player selects Loadout and eventually presses "Done". *** // // finishCharacterAccess: Called by UI. Calls // serverFinishInventoryStationAccess on user's Controller and // clientTerminateCharacterAccess. // // serverFinishInventoryStationAccess: clientTerminateCharacterAccess: Calls // Confirms user was actually using this clientFinishInventoryStationAccess on user's Controller. // Inventory Station. Puts user back into // default state and calls clientFinishInventoryStationAccess: Shows HUD and removes // serverFinishCharacterAccess. Inventory Station UI. // // serverFinishCharacterAccess: // Confirms validity of selected loadout // and applies it. // // ********************************************************************************************************* // // CASE INVENTORY STATION CEASES TO BE FUNCTIONAL WHILE BEING USED OR USER IS BLOWN OFF // // *** Termination Condition Activated *** // // Tick: Detects termination condition // and calls // serverTerminateInventoryStationAccess on // user's controller as a result. // // serverTerminateInventoryStationAccess: // call serverTerminateCharacterAccess and // clientTerminateInventoryStationAccess. // // serverTerminateCharacterAccess: // Puts user's controller into default // state. // // clientTerminateInventoryStationAccess: Calls
Whether to set the grenades class automatically
Whether to fill out the combat roles array automatically
Whether to fill out the packs array automatically
Whether to fill out the weapons array automatically
Whether this station allows users to utilise custom loadouts
Whether this station dispenses grenades
Is this inventory station in tutorial mode
Heal rate for the health injection
Number of fall back weapons for the station (At the start of the weapons array)
| Structures Detail |
|---|
var(InventoryStationAccess) bool bEnabled;};
var(InventoryStationAccess) class<CombatRole> combatRoleClass;
var(InventoryStationAccess) bool bEnabled;};
var(InventoryStationAccess) class<HandGrenade> grenadeClass;
var int activeWeaponSlot;};
var InventoryStationGrenades grenades;
var bool NoLoadout;
var InventoryStationPack pack;
var InventoryStationCombatRole role;
var string userSkin;
var InventoryStationWeapon weapons[10];
var(InventoryStationAccess) bool bEnabled;};
var(InventoryStationAccess) class<Pack> packClass;
var(InventoryStationAccess) bool bEnabled;};
var(InventoryStationAccess) class<Weapon> weaponClass;
| Functions Detail |
|---|
CanBeUsedBy Source code
characterAccess Source code// Grants inventory station access to a user. Called on server.
clientSetupInventoryStation Source code
clientTerminateCharacterAccess Source code// Abruptly forces character to finish using this inventory station. Called on server.
finishCharacterAccess Source code// Does processing assocaited with a character actually electing to finish usage of an inventory station.
getCorrespondingInventoryStation Source code
GetCurrentUserLoadout Source code
getDefaultLoadout Source code
getLoadout Source code
getNumberLoadouts Source code
getVehicleBase Source code// Returns the vehicle corresponding to this inventory station. Might be None.
initialise Source code
IsRoleAvailable Source code
serverFinishCharacterAccess Source code// Called on the server from the server. Applies selected loadout to user. If returnToUsualMovment is true the character shall go back
serverTerminateCharacterAccess Source code
tick Source code
UpdatePrecacheRenderData Source code
UsedBy Source code// Called on server when user presses use key in vicinity of inventory station.
usedByProcessing Source code
ValidateWeaponClass Source code| Defaultproperties |
|---|
defaultproperties
{
DrawType = DT_None
bHidden = false
bAlwaysRelevant = false
bHardAttach=true
bCollideActors=false
CollisionRadius=+0080.000000
CollisionHeight=+0100.000000
bCollideWhenPlacing=false
bOnlyAffectPawns=true
RemoteRole=ROLE_SimulatedProxy
bWaitingForAccess=false
healRateHealthFractionPerSecond=0.04
bAutoFillCombatRoles = true
bAutoFillWeapons = true
bAutoFillPacks = true
bAutoConfigGrenades = true
bCanUseCustomLoadouts = true
bDispenseGrenades = true
maxWeapons = 10
numFallbackWeapons = 1;
prompt = "Press '%1' to enter the Inventory Station"
markerOffset = (X=0,Y=-80,Z=0)
}
|
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