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Core.Object | +-- Engine.Actor | +-- Gameplay.UseableObject | +-- Gameplay.BaseDeviceAccess | +-- Gameplay.InventoryStationAccess
InventoryStationStandaloneAccess
Variables Summary | |
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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 |
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IsDisabledPrompt, PowerDownPrompt |
Inherited Variables from Gameplay.UseableObject |
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bAlwaysUse, bDoNotPromptWhenNotUseable, markerOffset, priority, prompt |
Structures Summary | ||
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InventoryStationCombatRole combatRoleClass, bEnabled | ||
InventoryStationGrenades grenadeClass, bEnabled | ||
InventoryStationLoadout role, weapons[10], activeWeaponSlot, pack, grenades, NoLoadout, userSkin | ||
InventoryStationPack packClass, bEnabled | ||
InventoryStationWeapon weaponClass, bEnabled |
Functions Summary | ||
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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 |
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GetPrompt, GetPromptIndex |
Inherited Functions from Gameplay.UseableObject |
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CanBeUsedBy, getCorrespondingInventoryStation, GetPrompt, GetPromptDataClass, GetPromptIndex, GetUseablePoint, UsedBy |
Variables Detail |
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// 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 |
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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 |
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// Grants inventory station access to a user. Called on server.
// Abruptly forces character to finish using this inventory station. Called on server.
// Does processing assocaited with a character actually electing to finish usage of an inventory station.
// Returns the vehicle corresponding to this inventory station. Might be None.
// Called on the server from the server. Applies selected loadout to user. If returnToUsualMovment is true the character shall go back
// Called on server when user presses use key in vicinity of inventory station.
Defaultproperties |
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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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