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Gameplay.MPActor

Extends
Rook
Modifiers
native dependsOn ( ObjectiveInfo )

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Gameplay.Rook
         |   
         +-- Gameplay.MPActor

Direct Known Subclasses:

MPArea, MPCapturePoint, MPCarryable, MPConsumable, MPGoal, MPTarget

Constants Summary
Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
array<PlayerCharacterController>spectatorList
LocalMessage
class<MPEventMessage>secondaryMessageClass
MPActor
boolbAllowSpectators
NameidleAnim
stringlocalizedName
Objectives
StringprimaryEnemyObjectiveDesc
StringprimaryFriendlyObjectiveDesc
StringprimaryNeutralObjectiveDesc
Stats
intattackRadius
class<Stat>attackStat
intdefendRadius
class<Stat>defendStat
Inherited Variables from Gameplay.Rook
AI_LOD_ActivationDistance, AI_LOD_DeactivationDistance, AI_LOD_deactivation_exemption_ticks, AI_LOD_LevelMP, alertness, attacker, bAIThreat, bAlwaysMarked, bCanBeSensed, bCanRepair, bDeferredAICleanup, bIsDetectableByEnemies, bShowJSDebug, bShowLOADebug, bShowNavigationDebug, bShowSensingDebug, bShowSquadDebug, bShowTyrionCharacterDebug, bShowTyrionHeadDebug, bShowTyrionMovementDebug, bShowTyrionWeaponDebug, bUnobstructedLOF, bUseAlternateOwnershipMaterial, bUseAlternateSelfIllumMaterial, clientDamageComponentMask, componentBreakThreshold, damageComponentMask, damageComponents, desiredLocation, effectLogging, estLocation, expectedImpactTime, flameDamagePerSecond, flameDamageReductionPerSecond, flameDamageType, flameSource, grapplerRetentionScale, healthMaximum, hearing, hudType, lastDetectedTime, lastShotFiredTime, loaEndPoint, loaEndPoint2, loaHit, loaStartPoint, loaStartPoint2, logAlertnessChanges, loopingEffects, MaxShadowTraceDistance, mountAI, movementForce, m_lastTeam, m_localTeam, m_squad, m_team, pastPositionsIndex, pastPositionsTimeAccu, pastPositions[N_PAST_POSITIONS], PeripheralVisionZAngle, personalShield, personalShieldClass, playerControllerState, radarInfoClass, reactionDelay, reactionDelayMP, repairers, repDepLastRateAddition, repDepRepairRate, repPakLastRateAddition, repPakRepairRate, sensorUpdateFlag, ShadowLightDistance, shotAngularDeviation, shotAngularDeviationMP, shotLeadAbility, shotLeadAbilityMP, shotNotifier, SightRadiusToPlayer, teamDamagePercentage, teamSelfIllumSkinName, teamSpecificHavokCollisionFiltering, tickTime, tickTimeOrg, tickTimeUpdateRange, UseablePointsValid[MAX_USEABLE_POINTS], UseablePoints[MAX_USEABLE_POINTS], vehicleAI, vision, visionMemory
Inherited Variables from Engine.Pawn
abilities, AccelRate, AirControl, AirSpeed, AIScriptTag, AI_LOD_Level, AI_LOD_LevelOrig, Alertness, Anchor, AnimAction, AppliedBob, AvgPhysicsTime, BackwardStrafeBias, bAdjacentZoneHearing, bAmbientCreature, BaseEyeHeight, BaseMovementRate, bAvoidLedges, bCachedRelevant, bCanBeBaseForPawns, bCanClimbLadders, bCanCrouch, bCanDoubleJump, bCanFly, bCanJump, bCanStrafe, bCanSwim, bCanWalk, bCanWalkOffLedges, bClientCollision, bCouldSeeLastTick, bCountJumps, bCrawler, bDirectHitWall, bDontPossess, bGroundNavigationObstruction, bHavokCharacterCollisionExtraRadius, bHavokCharacterCollisions, bHavokInitCalled, bHideRegularHUD, bIgnoreForces, bInitializeAnimation, bInvulnerableBody, bIsCrouched, bIsFemale, bIsTyping, bIsWalking, bJumpCapable, bJustLanded, BlendChangeTime, BloodEffect, bLOSHearing, bMuffledHearing, bNoJumpAdjust, bNotifiedDeathListeners, bNoVelocityUpdate, bNoWeaponFiring, Bob, bobtime, bPhysicsAnimUpdate, bPlayedDeath, BreathTime, bReducedSpeed, bRollToDesired, bSameZoneHearing, bSendsDamagedMessages, bSimGravityDisabled, bSimulateGravity, bSpecialCalcView, bSpecialHUD, bSteadyFiring, bStopAtLedges, bThumped, bTryToUncrouch, bUpAndOut, bUpdateEyeHeight, bUpdatingDisplay, bUseCompressedPosition, bWantsToCrouch, bWarping, bWasCrouched, bWasOnGround, bWasWalking, bWeaponBob, CharacterAI, ConstantAcceleration, Controller, ControllerClassName, CrouchedPct, CrouchHeight, CrouchRadius, DamageScaling, DesiredSpeed, DestinationOffset, EyeHeight, Floor, ForwardStrafeBias, goals, GroundSpeed, HeadAI, HeadScale, HeadVolume, Health, HearingThreshold, HitDamageType, JumpZ, LadderSpeed, LandBob, LandMovementState, LastAnchor, LastPainSound, LastPainTime, LastRealViewer, LastStartSpot, LastStartTime, LastValidAnchorTime, LastViewer, logDLM, logNavigationSystem, logTyrion, LowGoreBlood, MaxFallSpeed, MeleeRange, MenuName, MovementAI, MovementAnims[4], MovementBlendStartTime, movementSimProxyPending, movementSimProxyPosition, movementSimProxyRotation, movementSimProxyVelocity, NetRelevancyTime, nextPawn, noise1loudness, noise1other, noise1spot, noise1time, noise2loudness, noise2other, noise2spot, noise2time, OldAcceleration, OldPhysics, OldRotYaw, OldZ, OnLadder, OwnerName, PawnPosition, PeripheralVision, PlayerReplicationInfo, ReducedDamageType, SerpentineDist, SerpentineTime, Shadow, SightRadius, SoundDampening, SpawnTime, SplashTime, TakeHitLocation, TearOffMomentum, TurnLeftAnim, TurnRightAnim, UncrouchTime, UnderWaterTime, Visibility, VisionCounter, VisionUpdateRange, WalkBob, WalkingPct, WaterMovementState, WaterSpeed, WeaponAI

Enumerations Summary
Inherited Enumerations from Gameplay.Rook
AlertnessLevels, EUseablePointValid

Structures Summary
Inherited Structures from Gameplay.Rook
DamageComponent
Inherited Structures from Engine.Pawn
HavokCharacterObjectInteractionEvent, HavokCharacterObjectInteractionResult

Functions Summary
function addDefaultObjectives ()))
function addEnemyObjective (string desc, optional Actor other))
function addFriendlyObjective (string desc, optional Actor other))
function addNeutralObjective (string desc, optional Actor other))
function addSpectator (PlayerCharacterController pcc))
function awardStat (Class<Stat> s, Character who, optional Controller target, optional int amount ))
function cleanup ()))
function contractLattice (TeamInfo t))
function evaluateObjectiveState ()))
function expandLattice (TeamInfo t))
functionstring GetHumanReadableName ()))
functionRook getNearest (class<Rook> type, Vector from, optional TeamInfo onlyTeam))
functionname getPersonalObjectiveName ()))
functionname getUniqueObjectiveName ()))
functionPawn getViewTarget ()))
function incrementStatAttempt (Class<Stat> s, Character who ))
function onAvailableToLattice ()))
function onPlayerKilled (Controller Killer, Controller Target))
function onUnavailableToLattice ()))
function PostBeginPlay ()))
function PostTakeDamage (float Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional float projectileFactor))
function registerStats (StatTracker tracker))
function removeDefaultObjectives ()))
function removePersonalObjective (PlayerCharacterController c))
function removeSpectator (PlayerCharacterController pcc))
function resetSpectatorViewTarget ()))
function scoreIndividual (Character who, int amount))
function scoreTeam (int amount, optional TeamInfo otherTeam))
function setObjectiveState (int i))
function setObjectiveTally (int num, int max))
function setPersonalObjective (PlayerCharacterController c, string desc, optional Actor other))
function setSpectatorViewTarget (Pawn target))
Inherited Functions from Gameplay.Rook
activatePersonalShield, addRepairFromDeployable, addRepairFromPack, ApplyDamage, averageVelocity, breakDamageComponent, canBeRepairedBy, canBeSensed, CanBeUsedBy, ChunkUp, cleanupAI, cleanupDamageComponents, CleanupSensing, clientUpdateDamageComponents, createDamageComponent, CreateHearingNotifier, CreateShotNotifier, CreateVisionNotifier, damageComponentsOnDamage, damageComponentsOnIncreaseHealth, damageComponentsPostTakeDamage, deactivatePersonalShield, Destroyed, Died, displayActorLabel, displayEnemiesList, displayTyrionDebugHeader, displayWorldSpaceDebug, DrawVisionCone, EffectIsLooping, enumSquadInfo, enumTeamInfo, firingMotor, generateAISpeechEvents, getAlertnessLevel, getControllingCharacter, getControllingCharacterTeam, GetDamageComponentThresholdRange, getKillerLabel, GetObjectiveLocation, GetOverlayMaterial, GetRadarInfoClass, getTeamDamagePercentage, getTeamLabel, groundPredictedLocation, IncreaseHealth, isFriendly, IsInVisionCone, OnEffectInitialized, OnEffectStarted, OnEffectStopped, OnShotFired, onTeamChange, personalShieldActive, PlayEffect, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PreBeginPlay, PrecacheDamageComponents, predictedLocation, ProcessBurnDamage, ProcessRepair, RegisterHearingNotification, RegisterShotNotification, RegisterVisionNotification, removeFlameDamage, removeRepairFromDeployable, removeRepairFromPack, resetPersonalShield, setAlertnessLevel, setLimitedTimeLODActivation, setSquad, setTeam, ShouldBeMarked, squad, squadCleanupOnDeath, StartLoopingEffect, StopEffect, StopLoopingEffect, team, UnregisterHearingNotification, UnregisterShotNotification, UnregisterVisionNotification, updateHavokCollisionFilter, updatePastPositions, UpdatePrecacheRenderData
Inherited Functions from Engine.Pawn
AddPawn, AddVelocity, AdjustedStrength, AnimEnd, ApplyDamage, BaseChange, BecomeViewTarget, BeginState, BreathTimer, CanDoubleJump, CanGrabLadder, CannotJumpNow, CanSee, CanSplash, CanThrowWeapon, CanTrigger, ChangeAnimation, ChangedWeapon, checkAlive, CheckBob, checkDead, CheckWaterJump, ChunkUp, classConstruct, ClientDying, ClientMessage, ClientReStart, ClientSetLocation, ClientSetRotation, ClimbLadder, CreateInventory, Destroyed, Died, DisplayDebug, Dodge, DoDoubleJump, DoJump, DrawHUD, DropToGround, EncroachedBy, EncroachingOn, EndClimbLadder, EndCrouch, EyePosition, FaceRotation, Falling, FinishedInterpolation, ForceCrouch, Gasp, GetHumanReadableName, GetKillerController, GetViewDirection, GetViewPoint, GetViewRotation, Gibbed, gibbedBy, GiveWeapon, groundPredictedLocation, HavokCharacterCollision, HeadVolumeChange, HitWall, IgnoresSeenPawnsOfType, InCurrentCombo, InGodMode, isAlive, IsFirstPerson, IsHumanControlled, IsInPain, IsLocallyControlled, IsPlayerPawn, JumpOffPawn, JumpOutOfWater, KilledBy, Landed, LandThump, LieStill, LineOfSightTo, ModifyVelocity, NextItem, NotifyKilled, NotifyPawnDeathListeners, PlayDying, PlayDyingSound, PlayFalling, PlayFiring, PlayHit, PlayJump, PlayLanded, PlayLandingAnimation, PlayMoverHitSound, PlayMoving, PlayNextAnimation, PlayTakeHit, PlayTeleportEffect, PlayVictoryAnimation, PlayWaiting, PossessedBy, PostBeginPlay, PostLoadGame, PostNetBeginPlay, PostTakeDamage, PreBeginPlay, predictedLocation, PressingAltFire, PressingFire, ReachedDestination, ReceiveLocalizedMessage, ReduceCylinder, rematchGoals, RemovePawn, Reset, SetAnimAction, SetDefaultDisplayProperties, SetDisplayProperties, SetHeadScale, setLimitedTimeLODActivation, SetMesh, SetMovementPhysics, SetViewRotation, SetWalking, ShootSpecial, ShouldCrouch, SpecialCalcView, StartCrouch, StopPlayFiring, SwitchToLastWeapon, TakeDrowningDamage, TakeFallingDamage, Timer, TossWeapon, TouchingWaterVolume, Trigger, UnPossessed, UpdateEyeHeight, UpdateRocketAcceleration, WasPlayerPawn, WeaponBob

States Summary
GameOver Source code
state GameOver


Variables Detail

spectatorList Source code

var array<PlayerCharacterController> spectatorList;

LocalMessage

secondaryMessageClass Source code

var(LocalMessage) class<MPEventMessage> secondaryMessageClass;
The class to use for secondary game event messages

MPActor

bAllowSpectators Source code

var(MPActor) bool bAllowSpectators;
If true, spectators can switch to view this object

idleAnim Source code

var(MPActor) Name idleAnim;
An animation to play when this object is idle

localizedName Source code

var(MPActor) localized string localizedName;

Objectives

primaryEnemyObjectiveDesc Source code

var(Objectives) localized String primaryEnemyObjectiveDesc;
The localized description of the primary objective

primaryFriendlyObjectiveDesc Source code

var(Objectives) localized String primaryFriendlyObjectiveDesc;
The localized description of the primary objective

primaryNeutralObjectiveDesc Source code

var(Objectives) localized String primaryNeutralObjectiveDesc;
The localized description of the primary objective

Stats

attackRadius Source code

var(Stats) int attackRadius;
Radius within which you're considered to be attacking this object

attackStat Source code

var(Stats) class<Stat> attackStat;
The stat awarded for killing enemies near this object if it's on the enemy team

defendRadius Source code

var(Stats) int defendRadius;
Radius within which you're considered to be defending this object

defendStat Source code

var(Stats) class<Stat> defendStat;
The stat awarded for killing enemies near this object if it's on the same team


Functions Detail

addDefaultObjectives Source code

function addDefaultObjectives ( ) )

addEnemyObjective Source code

function addEnemyObjective ( string desc, optional Actor other) )

addFriendlyObjective Source code

function addFriendlyObjective ( string desc, optional Actor other) )

addNeutralObjective Source code

function addNeutralObjective ( string desc, optional Actor other) )

addSpectator Source code

function addSpectator ( PlayerCharacterController pcc) )

awardStat Source code

function awardStat ( Class<Stat> s, Character who, optional Controller target, optional int amount ) )

cleanup Source code

function cleanup ( ) )

contractLattice Source code

simulated function contractLattice ( TeamInfo t) )

evaluateObjectiveState Source code

function evaluateObjectiveState ( ) )

expandLattice Source code

simulated function expandLattice ( TeamInfo t) )

GetHumanReadableName Source code

simulated function string GetHumanReadableName ( ) )

getNearest Source code

function Rook getNearest ( class<Rook> type, Vector from, optional TeamInfo onlyTeam) )

getPersonalObjectiveName Source code

function name getPersonalObjectiveName ( ) )

getUniqueObjectiveName Source code

function name getUniqueObjectiveName ( ) )

getViewTarget Source code

function Pawn getViewTarget ( ) )

incrementStatAttempt Source code

function incrementStatAttempt ( Class<Stat> s, Character who ) )

onAvailableToLattice Source code

simulated function onAvailableToLattice ( ) )

onPlayerKilled Source code

function onPlayerKilled ( Controller Killer, Controller Target) )

onUnavailableToLattice Source code

simulated function onUnavailableToLattice ( ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PostTakeDamage Source code

function PostTakeDamage ( float Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType, optional float projectileFactor) )

registerStats Source code

function registerStats ( StatTracker tracker) )

removeDefaultObjectives Source code

function removeDefaultObjectives ( ) )

removePersonalObjective Source code

function removePersonalObjective ( PlayerCharacterController c) )

removeSpectator Source code

function removeSpectator ( PlayerCharacterController pcc) )

resetSpectatorViewTarget Source code

function resetSpectatorViewTarget ( ) )

scoreIndividual Source code

function scoreIndividual ( Character who, int amount) )

scoreTeam Source code

function scoreTeam ( int amount, optional TeamInfo otherTeam) )

setObjectiveState Source code

function setObjectiveState ( int i) )

setObjectiveTally Source code

function setObjectiveTally ( int num, int max) )

setPersonalObjective Source code

function setPersonalObjective ( PlayerCharacterController c, string desc, optional Actor other) )

setSpectatorViewTarget Source code

function setSpectatorViewTarget ( Pawn target) )


Defaultproperties

defaultproperties
{
	bAIThreat								= false
	bBlockKarma								= true
	bTriggerEffectEventsBeforeGameStarts	= true
	bCanBeSensed							= false
	bUseCompressedPosition					= false
	bSimulateGravity						= false
	bCanBeDamaged							= false
	bAllowSpectators						= true


	bNeedPostRenderCallback = true	
}

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Creation time: st 23.5.2018 00:10:32.772 - Created with UnCodeX