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Gameplay.MPCarryable

Extends
MPActor
Modifiers
native dependsOn ( ObjectiveInfo ) dependsOn ( Vehicle )

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

Direct Known Subclasses:

MPBall, MPCapturable, MPMetaCarryable, MPPowerUp, MPRabbitFlag

Constants Summary
MPC_ANGULAR_VELOCITY_ACCURACY_FACTOR=1000
MPC_ANGULAR_VELOCITY_INVERSE_ACCURACY_FACTOR=0.001
MPC_LINEAR_VELOCITY_ACCURACY_FACTOR=100
MPC_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR=0.01
Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
boolbCarriedEffect
boolbHome
boolbHomeEffect
boolbHotPotato
boolbInitialization
boolbInitialized
boolbLocalCarriedEffect
boolbLocalHomeEffect
boolbLocalPreReturnEffect
boolbLocalThrowingEffect
boolbOldWasDropped
boolbPreReturnEffect
boolbThrowingEffect
boolbWasDropped
Charactercarrier
ControllercarrierController
Vehicle.DesiredHavokStatecurrentDesiredHavokState
TimerexistenceTimer
MPCarryableContainerhomeContainer
VectorhomeLocation
RotatorhomeRotation
CharacterlastCarrier
floatlastEnergyBarrierCollisionTime
floatlastStateReceiveTime
floatmaximumNextNetUpdateTime
floatminimumNextNetUpdateTime
intnumCarried
intpadding[1]
RotatorpickupRotation
HavokCarryableReplicationStateReplicationState
floattimeBetweenEnergyBarrierCollisions
floattimeDropped
floattimePickedUp
EffectEvents
NamecarryingEffectEvent
NamedropEffectEvent
NameidlingEffectEvent
NameidlingHomeEffectEvent
NamepickupEffectEvent
NamepreReturnEffectEvent
NamereturnedHomeEffectEvent
NamethrowingEffectEvent
NamethrownEffectEvent
Havok
floatclientInterpolationPeriod
floatclientInterpolationSnapDistance
floatmaximumNetUpdateInterval
floatminimumNetUpdateInterval
LocalMessage
class<Engine.LocalMessage>CarryableMessageClass
MPCarryable
NameattachmentSocket
boolbAllowThroughEnergyBarriers
boolbBlockActorsWhenDropped
boolbCanBeGrappledAtHome
boolbCanBeGrappledInField
boolbCanBringIntoVehicle
boolbDontReplicateEffects
boolbIsWeaponType
boolbRandomizeStartingRotation
namecarriedAnimation
class<MPCarryableThrower>carriedObjectClass
floatdamagePerSecondAfterMaxTimeCarried
array<class<MPMetaCarryable>>denominations
EPhysicsdroppedPhysics
floatelasticity
floatexistenceTime
floatextraMass
MaterialhudIcon
MatCoordshudIconCoords
floatinheritedVelocityFactor
intmaxCarried
floatmaxRespawnTime
floatmaxTimeCarried
MeshmeshWhileCarried
floatminRespawnTime
VectoroffsetCOM
array<Vector>randomStartingLocations
floatreturnTime
floatselfPickupTimeout
floatspread
StaticMeshstaticMeshWhileCarried
intstopSpeed
Stats
class<Stat>carrierKillStat
class<Stat>pickupStat
Inherited Variables from Gameplay.MPActor
attackRadius, attackStat, bAllowSpectators, defendRadius, defendStat, idleAnim, localizedName, primaryEnemyObjectiveDesc, primaryFriendlyObjectiveDesc, primaryNeutralObjectiveDesc, secondaryMessageClass, spectatorList
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

Enumerations Summary
Inherited Enumerations from Gameplay.Rook
AlertnessLevels, EUseablePointValid

Structures Summary
HavokCarryableReplicationState
Position, Rotation, LinVel, AngVel, bNewState
Inherited Structures from Gameplay.Rook
DamageComponent

Functions Summary
function attachDenomination ()))
function attachToCarrier ()))
functionbool attemptPickup (Character c, optional bool ignoreLastCarrierCheck))
event BaseChange ()
function BeginState ()))
Dropped
function BeginState ()))
Held
function BeginState ()))
Home
function BeginState ()))
Initialization
function BeginState ()))
Locked
function BeginState ()))
Respawning
functionbool canCombineWith (class<MPCarryable> targetClass))
function CheckTouching ()))
Home
functionVector chooseHomeLocation ()))
function cleanup ()))
function clearCarrier ()))
function Destroyed ()))
function drop (optional bool bSpread))
function EndState ()))
Dropped
function EndState ()))
Held
function EndState ()))
Home
function EndState ()))
Locked
function EndState ()))
Respawning
event EnergyBarrierCollision ()))
function existenceTimerExpired ()))
function forceNetDirty ()
functionObject getCarriedMesh ()))
functionint getMaxCarried ()))
functionint getNumCarryables ()))
functionVector GetObjectiveLocation ()))
functionPawn getViewTarget ()))
Held
function HitWall (vector HitNormal, actor Wall))
functionbool isReplicatedInstance ()))
functionbool needToPushStateToClient ()))
function onCarrierDeath (Controller Killer))
function onCharacterPassedThrough (Character c))
function onDropped (Controller c))
function onDropTimerExpired ()))
function onExistenceTimerExpired ()))
function onGrappled (Character c))
function onPickedUp (Character c))
function pickup (Character c))
function PostBeginPlay ()))
function PostNetBeginPlay ()))
function PostNetReceive ()))
function pushStateToClient ()))
function registerStats (StatTracker tracker))
function returnToHome (optional bool bSignificant))
function returnToHome (optional bool bSignificant))
Home
function setCarrier (Character c))
function setMovementReplication (bool replicate))
function setup ()))
Held
event Tick (float Delta))
event Tick (float Delta))
Held
function Timer ()))
Dropped
function Timer ()))
Held
function Timer ()))
Respawning
event toss ()))
function Touch (Actor Other))
function unifiedSetMesh (Object m))
function unsetup ()))
function updateCarryableEffects ()))
function updateHavok ()))
functionbool validCarrier (Character c, optional bool ignoreLastCarrierCheck))
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
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

States Summary
Dropped Source code
state Dropped
BeginState, EndState, Timer
Held Source code
state Held
BeginState, EndState, getViewTarget, setup, Tick, Timer
Home Source code
state Home
BeginState, CheckTouching, EndState, returnToHome
Initialization Source code
auto simulated state Initialization
BeginState
Locked Source code
state Locked
BeginState, EndState
Respawning Source code
state Respawning
BeginState, EndState, Timer


Constants Detail

MPC_ANGULAR_VELOCITY_ACCURACY_FACTOR Source code

const MPC_ANGULAR_VELOCITY_ACCURACY_FACTOR = 1000;

MPC_ANGULAR_VELOCITY_INVERSE_ACCURACY_FACTOR Source code

const MPC_ANGULAR_VELOCITY_INVERSE_ACCURACY_FACTOR = 0.001;

MPC_LINEAR_VELOCITY_ACCURACY_FACTOR Source code

const MPC_LINEAR_VELOCITY_ACCURACY_FACTOR = 100;

MPC_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR Source code

const MPC_LINEAR_VELOCITY_INVERSE_ACCURACY_FACTOR = 0.01;


Variables Detail

bCarriedEffect Source code

var bool bCarriedEffect;

bHome Source code

var bool bHome;

bHomeEffect Source code

var bool bHomeEffect;

bHotPotato Source code

var bool bHotPotato;

bInitialization Source code

var bool bInitialization;

bInitialized Source code

var bool bInitialized;

bLocalCarriedEffect Source code

var bool bLocalCarriedEffect;

bLocalHomeEffect Source code

var bool bLocalHomeEffect;

bLocalPreReturnEffect Source code

var bool bLocalPreReturnEffect;

bLocalThrowingEffect Source code

var bool bLocalThrowingEffect;

bOldWasDropped Source code

var bool bOldWasDropped;

bPreReturnEffect Source code

var bool bPreReturnEffect;

bThrowingEffect Source code

var bool bThrowingEffect;

bWasDropped Source code

var bool bWasDropped;

carrier Source code

var Character carrier;

carrierController Source code

var Controller carrierController;

currentDesiredHavokState Source code

var Vehicle.DesiredHavokState currentDesiredHavokState;

existenceTimer Source code

var Timer existenceTimer;

homeContainer Source code

var MPCarryableContainer homeContainer;

homeLocation Source code

var Vector homeLocation;

homeRotation Source code

var Rotator homeRotation;

lastCarrier Source code

var Character lastCarrier;

lastEnergyBarrierCollisionTime Source code

var float lastEnergyBarrierCollisionTime;

lastStateReceiveTime Source code

var float lastStateReceiveTime;

maximumNextNetUpdateTime Source code

var float maximumNextNetUpdateTime;

minimumNextNetUpdateTime Source code

var float minimumNextNetUpdateTime;

numCarried Source code

var int numCarried;

padding[1] Source code

var transient noexport private const int padding[1];

pickupRotation Source code

var Rotator pickupRotation;

ReplicationState Source code

var HavokCarryableReplicationState ReplicationState;

timeBetweenEnergyBarrierCollisions Source code

var float timeBetweenEnergyBarrierCollisions;

timeDropped Source code

var float timeDropped;

timePickedUp Source code

var float timePickedUp;

EffectEvents

carryingEffectEvent Source code

var(EffectEvents) Name carryingEffectEvent;
The name of an effect event that loops on the carryable while carried

dropEffectEvent Source code

var(EffectEvents) Name dropEffectEvent;
The name of an effect event that plays once on the carryable when dropped

idlingEffectEvent Source code

var(EffectEvents) Name idlingEffectEvent;
The name of an effect event that loops on the carryable when it is in the world

idlingHomeEffectEvent Source code

var(EffectEvents) Name idlingHomeEffectEvent;
The name of an effect event that loops on the carryable when it is idling at its home location

pickupEffectEvent Source code

var(EffectEvents) Name pickupEffectEvent;
The name of an effect event that plays once on the carryable when picked up

preReturnEffectEvent Source code

var(EffectEvents) Name preReturnEffectEvent;
The name of an effect event that plays once on the carryable just before it returns home

returnedHomeEffectEvent Source code

var(EffectEvents) Name returnedHomeEffectEvent;
The name of an effect event that plays once on the carryable after it returns home

throwingEffectEvent Source code

var(EffectEvents) Name throwingEffectEvent;
The name of an effect event that loops on the carryable when the throw button is held

thrownEffectEvent Source code

var(EffectEvents) Name thrownEffectEvent;
The name of an effect event that plays once on the carryable when thrown

Havok

clientInterpolationPeriod Source code

var(Havok) float clientInterpolationPeriod;

clientInterpolationSnapDistance Source code

var(Havok) float clientInterpolationSnapDistance;

maximumNetUpdateInterval Source code

var(Havok) float maximumNetUpdateInterval;

minimumNetUpdateInterval Source code

var(Havok) float minimumNetUpdateInterval;

LocalMessage

CarryableMessageClass Source code

var(LocalMessage) class<Engine.LocalMessage> CarryableMessageClass;
The class used for displaying messages and playing effects related to carryables.

MPCarryable

attachmentSocket Source code

var(MPCarryable) Name attachmentSocket;
The name of the socket where this carryable should be attached when carried.

bAllowThroughEnergyBarriers Source code

var(MPCarryable) bool bAllowThroughEnergyBarriers;
If true, you can carry or throw this carryable through friendly energy barriers.

bBlockActorsWhenDropped Source code

var(MPCarryable) bool bBlockActorsWhenDropped;
If true will be set bBlockActors to true when dropped.

bCanBeGrappledAtHome Source code

var(MPCarryable) bool bCanBeGrappledAtHome;
If true, you can pickup this carryable at its home by grappling it.

bCanBeGrappledInField Source code

var(MPCarryable) bool bCanBeGrappledInField;
If true, you can pickup this carryable in the field by grappling it.

bCanBringIntoVehicle Source code

var(MPCarryable) bool bCanBringIntoVehicle;
If true, players carrying this carryable can enter vehicles.

bDontReplicateEffects Source code

var(MPCarryable) bool bDontReplicateEffects;
If true, no effects will be replicated to clients. Useful if there are many instances

bIsWeaponType Source code

var(MPCarryable) bool bIsWeaponType;
If true, the carryable is carried and selected like a weapon and thrown when the weapon is fired as normal. If false, the carryable is not part of the player's inventory and is thrown with the alt-fire key.

bRandomizeStartingRotation Source code

var(MPCarryable) bool bRandomizeStartingRotation;
Should the yaw of this object be randomized?

carriedAnimation Source code

var(MPCarryable) name carriedAnimation;
Anim to play while carried. Not applicable for static meshes.

carriedObjectClass Source code

var(MPCarryable) class<MPCarryableThrower> carriedObjectClass;
This class gets carried while the player is holding the object

damagePerSecondAfterMaxTimeCarried Source code

var(MPCarryable) float damagePerSecondAfterMaxTimeCarried;
After maxTimeCarried expires, this amount of damage is applied to the carrier per second. If 0, it's disabled and the player will simply drop the carryable instead.

denominations Source code

var(MPCarryable) array<class<MPMetaCarryable>> denominations;
If maxCarried > 0, you can add denominations in order to group numerous carryables together. A denomination is an MPMetaCarryable class.

droppedPhysics Source code

var(MPCarryable) EPhysics droppedPhysics;
The physics state when dropped

elasticity Source code

var(MPCarryable) float elasticity;
How much the object bounces

existenceTime Source code

var(MPCarryable) float existenceTime;
How long this carryable will remain in existence after being picked up from its home location. 0 or less to disable.

extraMass Source code

var(MPCarryable) float extraMass;
If used, adds this many kilograms to the player when picked up.

hudIcon Source code

var(MPCarryable) config Material hudIcon;
The icon displayed in the player's hud while this object is held

hudIconCoords Source code

var(MPCarryable) config MatCoords hudIconCoords;
UV coordinates of the hud icon space in the hudIcon material

inheritedVelocityFactor Source code

var(MPCarryable) float inheritedVelocityFactor;
Percentage of velocity the carryable will inherit when dropped after carrier death.

maxCarried Source code

var(MPCarryable) int maxCarried;
The maximum number of carryables of this type that you can carry at a time

maxRespawnTime Source code

var(MPCarryable) float maxRespawnTime;
The maximum time it takes for the carryable to respawn after it has been returned.

maxTimeCarried Source code

var(MPCarryable) float maxTimeCarried;
The maximum number of seconds this carryable can be held. 0 or less disables the limit.

meshWhileCarried Source code

var(MPCarryable) Mesh meshWhileCarried;
If set, use this mesh when carried.

minRespawnTime Source code

var(MPCarryable) float minRespawnTime;
The minimum time it takes for the carryable to respawn after it has been returned.

offsetCOM Source code

var(MPCarryable) Vector offsetCOM;
Offset the center of mass when using Havok

randomStartingLocations Source code

var(MPCarryable) array<Vector> randomStartingLocations;
Put extra locations in this array if you want the carryable to respawn at them randomly. (NOT FULLY IMPLEMENTED)

returnTime Source code

var(MPCarryable) float returnTime;
How long this carryable takes to return when it is dropped. -1 to disable.

selfPickupTimeout Source code

var(MPCarryable) float selfPickupTimeout;
Number of seconds before you can pickup this object after dropping it

spread Source code

var(MPCarryable) float spread;
The degree to which multiple carryables will randomly spread

staticMeshWhileCarried Source code

var(MPCarryable) StaticMesh staticMeshWhileCarried;
If set, use this static mesh when carried.

stopSpeed Source code

var(MPCarryable) int stopSpeed;
Speed at which this object will stop moving

Stats

carrierKillStat Source code

var(Stats) class<Stat> carrierKillStat;
The stat awarded for killing the carrier of this carryable

pickupStat Source code

var(Stats) class<Stat> pickupStat;
The stat awarded for picking up this carryable


Structures Detail

HavokCarryableReplicationState Source code

struct HavokCarryableReplicationState
{
var vector AngVel;
var bool bNewState;
var vector LinVel;
var vector Position;
var quat Rotation;
};



Functions Detail

attachDenomination Source code

function attachDenomination ( ) )

attachToCarrier Source code

function attachToCarrier ( ) )

attemptPickup Source code

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

BaseChange Source code

singular event BaseChange ( )

BeginState Dropped Source code

function BeginState ( ) )

BeginState Held Source code

function BeginState ( ) )

BeginState Home Source code

function BeginState ( ) )

BeginState Initialization Source code

simulated function BeginState ( ) )

BeginState Locked Source code

function BeginState ( ) )

BeginState Respawning Source code

function BeginState ( ) )

canCombineWith Source code

function bool canCombineWith ( class<MPCarryable> targetClass) )

CheckTouching Home Source code

function CheckTouching ( ) )

chooseHomeLocation Source code

function Vector chooseHomeLocation ( ) )

cleanup Source code

function cleanup ( ) )

clearCarrier Source code

function clearCarrier ( ) )

Destroyed Source code

simulated function Destroyed ( ) )

drop Source code

function drop ( optional bool bSpread) )

EndState Dropped Source code

function EndState ( ) )

EndState Held Source code

function EndState ( ) )

EndState Home Source code

function EndState ( ) )

EndState Locked Source code

function EndState ( ) )

EndState Respawning Source code

function EndState ( ) )

EnergyBarrierCollision Source code

event EnergyBarrierCollision ( ) )

existenceTimerExpired Source code

function existenceTimerExpired ( ) )

forceNetDirty Source code

native function forceNetDirty ( )

getCarriedMesh Source code

simulated static function Object getCarriedMesh ( ) )

getMaxCarried Source code

function int getMaxCarried ( ) )

getNumCarryables Source code

function int getNumCarryables ( ) )

GetObjectiveLocation Source code

simulated function Vector GetObjectiveLocation ( ) )

getViewTarget Held Source code

function Pawn getViewTarget ( ) )

HitWall Source code

simulated function HitWall ( vector HitNormal, actor Wall) )

isReplicatedInstance Source code

function bool isReplicatedInstance ( ) )

needToPushStateToClient Source code

function bool needToPushStateToClient ( ) )

onCarrierDeath Source code

function onCarrierDeath ( Controller Killer) )

onCharacterPassedThrough Source code

function onCharacterPassedThrough ( Character c) )

onDropped Source code

function onDropped ( Controller c) )

onDropTimerExpired Source code

function onDropTimerExpired ( ) )

onExistenceTimerExpired Source code

function onExistenceTimerExpired ( ) )

onGrappled Source code

function onGrappled ( Character c) )

onPickedUp Source code

function onPickedUp ( Character c) )

pickup Source code

function pickup ( Character c) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

PostNetReceive Source code

simulated function PostNetReceive ( ) )

pushStateToClient Source code

function pushStateToClient ( ) )

registerStats Source code

function registerStats ( StatTracker tracker) )

returnToHome Source code

function returnToHome ( optional bool bSignificant) )

returnToHome Home Source code

function returnToHome ( optional bool bSignificant) )

setCarrier Source code

function setCarrier ( Character c) )

setMovementReplication Source code

function setMovementReplication ( bool replicate) )

setup Held Source code

function setup ( ) )

Tick Source code

simulated event Tick ( float Delta) )

Tick Held Source code

event Tick ( float Delta) )

Timer Dropped Source code

function Timer ( ) )

Timer Held Source code

function Timer ( ) )

Timer Respawning Source code

function Timer ( ) )

toss Source code

simulated event toss ( ) )

Touch Source code

singular function Touch ( Actor Other) )

unifiedSetMesh Source code

simulated function unifiedSetMesh ( Object m) )

unsetup Source code

function unsetup ( ) )

updateCarryableEffects Source code

simulated function updateCarryableEffects ( ) )

updateHavok Source code

simulated function updateHavok ( ) )

validCarrier Source code

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


Defaultproperties

defaultproperties
{
    NetUpdateFrequency			= 100
	RemoteRole					= ROLE_SimulatedProxy


	DrawType					= DT_StaticMesh
	StaticMesh					= StaticMesh'MPGameObjects.MPFlag'
	Physics						= PHYS_None
	droppedPhysics				= PHYS_Falling
	CollisionRadius				= 30
	CollisionHeight				= 30
	stopSpeed					= 40
    bUseCylinderCollision		= true	
	bCollideActors				= true
	bCollideWorld				= true
	bBounce						= true
	bStatic						= false
	bStasis						= false
	bBlockActors				= false
	bBlockPlayers				= false
	bNetNotify					= true
	bNeedLifetimeEffectEvents	= true
	bUseCompressedPosition		= false


	bProjTarget					= false
	selfPickupTimeout			= 0.4
	elasticity					= 0.2
	GravityScale				= 1.0
	Mass						= 100
	bRotateToDesired			= false
	maxCarried					= 1
	returnTime					= 20
	spread						= 500
	bHardAttach					= true
	bOwnerNoSee					= true
	bBlockKarma					= false
	bRandomizeStartingRotation	= false
	bCanBeGrappledInField		= true
	bCanBeGrappledAtHome		= false
	maxTimeCarried				= -1
	damagePerSecondAfterMaxTimeCarried	= 0
	timeBetweenEnergyBarrierCollisions	= 3


	pickupEffectEvent			= PickedUp
	dropEffectEvent				= Dropped
	thrownEffectEvent			= Thrown
	carryingEffectEvent			= Carrying
	idlingEffectEvent			= Idling
	throwingEffectEvent			= Throwing
	idlingHomeEffectEvent		= IdlingHome
	returnedHomeEffectEvent		= Returned
	preReturnEffectEvent		= PreReturned


	carriedObjectClass			= class'MPCarryableThrower'
	CarryableMessageClass		= class'MPCarryableMessages'


	primaryFriendlyObjectiveDesc	= "Defend your team's carryable"
	primaryEnemyObjectiveDesc		= "Get the enemy carryable"
	primaryNeutralObjectiveDesc		= "Get the carryable"
	attachmentSocket				= "flag"


	maximumNetUpdateInterval=0.5
	minimumNetUpdateInterval=0.2


	bNetInitialRotation=true


	NetPriority=3.0


	bBlockHavok 					= false


	
	hudIcon				= texture'HUD.HelpTab'
	hudIconCoords		= (U=0,V=14,UL=80,VL=40)


	bBlockActorsWhenDropped		= true
	inheritedVelocityFactor		= 0.85


	clientInterpolationPeriod = 0.1
	clientInterpolationSnapDistance = 50
}

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Creation time: st 23.5.2018 00:10:32.877 - Created with UnCodeX