- Extends
- MPActor
- Modifiers
- native dependsOn ( ObjectiveInfo ) dependsOn ( Vehicle )
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- Gameplay.Rook
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+-- Gameplay.MPActor
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+-- Gameplay.MPCarryable
Direct Known Subclasses:
MPBall, MPCapturable, MPMetaCarryable, MPPowerUp, MPRabbitFlag
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 |
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 |
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;
var bool bCarriedEffect;
var bool bHome;
var bool bHomeEffect;
var bool bHotPotato;
var bool bInitialization;
var bool bInitialized;
var bool bLocalCarriedEffect;
var bool bLocalHomeEffect;
var bool bLocalPreReturnEffect;
var bool bLocalThrowingEffect;
var bool bOldWasDropped;
var bool bPreReturnEffect;
var bool bThrowingEffect;
var bool bWasDropped;
currentDesiredHavokState Source code
var
Vehicle.DesiredHavokState currentDesiredHavokState;
var
Timer existenceTimer;
lastEnergyBarrierCollisionTime Source code
var float lastEnergyBarrierCollisionTime;
var float lastStateReceiveTime;
maximumNextNetUpdateTime Source code
var float maximumNextNetUpdateTime;
minimumNextNetUpdateTime Source code
var float minimumNextNetUpdateTime;
var int numCarried;
var transient noexport private const int padding[1];
timeBetweenEnergyBarrierCollisions Source code
var float timeBetweenEnergyBarrierCollisions;
var float timeDropped;
var float timePickedUp;
EffectEvents
var(EffectEvents) Name carryingEffectEvent;
var(EffectEvents) Name dropEffectEvent;
var(EffectEvents) Name idlingEffectEvent;
var(EffectEvents) Name idlingHomeEffectEvent;
var(EffectEvents) Name pickupEffectEvent;
var(EffectEvents) Name preReturnEffectEvent;
returnedHomeEffectEvent Source code
var(EffectEvents) Name returnedHomeEffectEvent;
var(EffectEvents) Name throwingEffectEvent;
var(EffectEvents) Name thrownEffectEvent;
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
MPCarryable
bAllowThroughEnergyBarriers Source code
bBlockActorsWhenDropped Source code
bRandomizeStartingRotation Source code
damagePerSecondAfterMaxTimeCarried Source code
var(
MPCarryable)
float damagePerSecondAfterMaxTimeCarried;
inheritedVelocityFactor Source code
randomStartingLocations Source code
staticMeshWhileCarried Source code
Stats
var(Stats)
class<
Stat> carrierKillStat;
var(Stats)
class<
Stat> pickupStat;
HavokCarryableReplicationState Source code
function attachDenomination ( ) )
function attachToCarrier ( ) )
function bool attemptPickup (
Character c, optional
bool ignoreLastCarrierCheck) )
singular event BaseChange ( )
function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
BeginState Initialization Source code
simulated function BeginState ( ) )
function BeginState ( ) )
function BeginState ( ) )
function bool canCombineWith (
class<
MPCarryable> targetClass) )
function CheckTouching ( ) )
function Vector chooseHomeLocation ( ) )
function cleanup ( ) )
function clearCarrier ( ) )
simulated function Destroyed ( ) )
function drop ( optional bool bSpread) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
function EndState ( ) )
EnergyBarrierCollision Source code
event EnergyBarrierCollision ( ) )
function existenceTimerExpired ( ) )
native function forceNetDirty ( )
simulated static
function Object getCarriedMesh ( ) )
function int getMaxCarried ( ) )
function int getNumCarryables ( ) )
simulated
function Vector GetObjectiveLocation ( ) )
function Pawn getViewTarget ( ) )
simulated
function HitWall (
vector HitNormal,
actor Wall) )
function bool isReplicatedInstance ( ) )
needToPushStateToClient Source code
function bool needToPushStateToClient ( ) )
onCharacterPassedThrough Source code
function onCharacterPassedThrough (
Character c) )
function onDropTimerExpired ( ) )
onExistenceTimerExpired Source code
function onExistenceTimerExpired ( ) )
simulated function PostBeginPlay ( ) )
simulated function PostNetBeginPlay ( ) )
simulated function PostNetReceive ( ) )
function pushStateToClient ( ) )
function returnToHome ( optional bool bSignificant) )
function returnToHome ( optional bool bSignificant) )
setMovementReplication Source code
function setMovementReplication ( bool replicate) )
simulated event Tick ( float Delta) )
event Tick ( float Delta) )
simulated event toss ( ) )
singular
function Touch (
Actor Other) )
simulated
function unifiedSetMesh (
Object m) )
function unsetup ( ) )
updateCarryableEffects Source code
simulated function updateCarryableEffects ( ) )
simulated function updateHavok ( ) )
function bool validCarrier (
Character c, optional
bool ignoreLastCarrierCheck) )
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