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Gameplay.MPCapturable

Extends
MPCarryable

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

Direct Known Subclasses:

MPFlag

Constants Summary
Inherited Contants from Gameplay.MPCarryable
MPC_ANGULAR_VELOCITY_ACCURACY_FACTOR, MPC_ANGULAR_VELOCITY_INVERSE_ACCURACY_FACTOR, MPC_LINEAR_VELOCITY_ACCURACY_FACTOR, MPC_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR

Variables Summary
boolbAllowEnemyReturn
MPCapturePointhomeCapturePoint
Stats
class<Stat>captureStat
class<Stat>returnStat
inttimelyReturnSeconds
class<Stat>timelyReturnStat
Inherited Variables from Gameplay.MPCarryable
attachmentSocket, bAllowThroughEnergyBarriers, bBlockActorsWhenDropped, bCanBeGrappledAtHome, bCanBeGrappledInField, bCanBringIntoVehicle, bCarriedEffect, bDontReplicateEffects, bHome, bHomeEffect, bHotPotato, bInitialization, bInitialized, bIsWeaponType, bLocalCarriedEffect, bLocalHomeEffect, bLocalPreReturnEffect, bLocalThrowingEffect, bOldWasDropped, bPreReturnEffect, bRandomizeStartingRotation, bThrowingEffect, bWasDropped, carriedAnimation, carriedObjectClass, carrier, carrierController, carrierKillStat, CarryableMessageClass, carryingEffectEvent, clientInterpolationPeriod, clientInterpolationSnapDistance, currentDesiredHavokState, damagePerSecondAfterMaxTimeCarried, denominations, dropEffectEvent, droppedPhysics, elasticity, existenceTime, existenceTimer, extraMass, homeContainer, homeLocation, homeRotation, hudIcon, hudIconCoords, idlingEffectEvent, idlingHomeEffectEvent, inheritedVelocityFactor, lastCarrier, lastEnergyBarrierCollisionTime, lastStateReceiveTime, maxCarried, maximumNetUpdateInterval, maximumNextNetUpdateTime, maxRespawnTime, maxTimeCarried, meshWhileCarried, minimumNetUpdateInterval, minimumNextNetUpdateTime, minRespawnTime, numCarried, offsetCOM, padding[1], pickupEffectEvent, pickupRotation, pickupStat, preReturnEffectEvent, randomStartingLocations, ReplicationState, returnedHomeEffectEvent, returnTime, selfPickupTimeout, spread, staticMeshWhileCarried, stopSpeed, throwingEffectEvent, thrownEffectEvent, timeBetweenEnergyBarrierCollisions, timeDropped, timePickedUp
Inherited Variables from Gameplay.MPActor
attackRadius, attackStat, bAllowSpectators, defendRadius, defendStat, idleAnim, localizedName, primaryEnemyObjectiveDesc, primaryFriendlyObjectiveDesc, primaryNeutralObjectiveDesc, secondaryMessageClass, spectatorList

Structures Summary
Inherited Structures from Gameplay.MPCarryable
HavokCarryableReplicationState

Functions Summary
functionVector chooseHomeLocation ()))
function onCapture (Character c))
function onCharacterPassedThrough (Character c))
Dropped
function onPickedUp (Character c))
function registerStats (StatTracker tracker))
function returnToHome (optional bool bForced))
function scoreReturn (Character instigator))
function Timer ()))
Dropped
functionbool validCarrier (Character c, optional bool ignoreLastCarrierCheck))
Inherited Functions from Gameplay.MPCarryable
attachDenomination, attachToCarrier, attemptPickup, BaseChange, BeginState, canCombineWith, CheckTouching, chooseHomeLocation, cleanup, clearCarrier, Destroyed, drop, EndState, EnergyBarrierCollision, existenceTimerExpired, forceNetDirty, getCarriedMesh, getMaxCarried, getNumCarryables, GetObjectiveLocation, getViewTarget, HitWall, isReplicatedInstance, needToPushStateToClient, onCarrierDeath, onCharacterPassedThrough, onDropped, onDropTimerExpired, onExistenceTimerExpired, onGrappled, onPickedUp, pickup, PostBeginPlay, PostNetBeginPlay, PostNetReceive, pushStateToClient, registerStats, returnToHome, setCarrier, setMovementReplication, setup, Tick, Timer, toss, Touch, unifiedSetMesh, unsetup, updateCarryableEffects, updateHavok, validCarrier
Inherited Functions from Gameplay.MPActor
addDefaultObjectives, addEnemyObjective, addFriendlyObjective, addNeutralObjective, addSpectator, awardStat, cleanup, contractLattice, evaluateObjectiveState, expandLattice, GetHumanReadableName, getNearest, getPersonalObjectiveName, getUniqueObjectiveName, getViewTarget, incrementStatAttempt, onAvailableToLattice, onPlayerKilled, onUnavailableToLattice, PostBeginPlay, PostTakeDamage, registerStats, removeDefaultObjectives, removePersonalObjective, removeSpectator, resetSpectatorViewTarget, scoreIndividual, scoreTeam, setObjectiveState, setObjectiveTally, setPersonalObjective, setSpectatorViewTarget

States Summary
Dropped Source code
state Dropped
onCharacterPassedThrough, Timer


Variables Detail

bAllowEnemyReturn Source code

var bool bAllowEnemyReturn;
When true, enemies will return this capturable to its home location when they touch it (NOT YET IMPLEMENTED)

homeCapturePoint Source code

var MPCapturePoint homeCapturePoint;

Stats

captureStat Source code

var(Stats) class<Stat> captureStat;
The stat awarded for capturing this capturable

returnStat Source code

var(Stats) class<Stat> returnStat;
The stat awarded for returning this capturable

timelyReturnSeconds Source code

var(Stats) int timelyReturnSeconds;
The number of seconds between capturing and returning to be considered a timely return

timelyReturnStat Source code

var(Stats) class<Stat> timelyReturnStat;
The stat awarded for returning a capturable in order for a teammate to capture


Functions Detail

chooseHomeLocation Source code

function Vector chooseHomeLocation ( ) )

onCapture Source code

function onCapture ( Character c) )

onCharacterPassedThrough Dropped Source code

function onCharacterPassedThrough ( Character c) )

onPickedUp Source code

function onPickedUp ( Character c) )

registerStats Source code

function registerStats ( StatTracker tracker) )

returnToHome Source code

function returnToHome ( optional bool bForced) )

scoreReturn Source code

function scoreReturn ( Character instigator) )

Timer Dropped Source code

function Timer ( ) )

validCarrier Source code

function bool validCarrier ( Character c, optional bool ignoreLastCarrierCheck) )


Defaultproperties

defaultproperties
{
	CollisionRadius			= 120
	CollisionHeight			= 100
	GravityScale			= 1.0
	
	returnTime				= 20
	elasticity				= 0.05	

	bAllowEnemyReturn		= true
}

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Creation time: st 23.5.2018 00:10:32.835 - Created with UnCodeX