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Gameplay.MPCheckpoint

Extends
MPArea

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

Variables Summary
Array<PlayerCharacterController>awaitingClientsList
boolbLocalPassedEffect
boolbPassedEffect
MPCheckpointnextCheckpoint
Array<ClientCheckpointData>passedClientsList
floatstartingTime
EffectEvents
NamefailedEffectEvent
NamepassedEffectEvent
LocalMessage
class<Engine.LocalMessage>CheckpointMessageClass
MPCheckpoint
boolbDontResetAfterPass
boolbFinishingPoint
boolbStartingPoint
boolbUsePersonalObjectives
NamenextCheckpointLabel
intnumLapsToFinish
NamepassAnimation
intteamPointsPerLap
Objectives
stringselfCheckpointObjectiveDesc
Stats
class<Stat>checkpointPassedStat
class<Stat>lapFinishedStat
class<Stat>raceFinishedStat
Inherited Variables from Gameplay.MPArea
areaOffset, areaTrigger, areaTriggerClass
Inherited Variables from Gameplay.MPActor
attackRadius, attackStat, bAllowSpectators, defendRadius, defendStat, idleAnim, localizedName, primaryEnemyObjectiveDesc, primaryFriendlyObjectiveDesc, primaryNeutralObjectiveDesc, secondaryMessageClass, spectatorList

Structures Summary
ClientCheckpointData
client, lap, lastTimePassed

Functions Summary
function addAwaitingClient (PlayerCharacterController c))
functionint addPassedClient (PlayerCharacterController c))
function advanceCheckpoint (PlayerCharacterController c))
function enumCheckpoints (Engine.LevelInfo l, out Array<Name> a))
function failCheckpoint (Character c))
functionint getClientCheckpointDataIndex (PlayerCharacterController c))
functionint getClientRank (ClientCheckpointData p))
functionbool isAwaitingClient (PlayerCharacterController c))
function lastLapPassed (ClientCheckpointData p))
function OnAreaEntered (Character c))
function OnAreaExited (Character c))
function onMessage (Message msg))
function passCheckpoint (PlayerCharacterController c, TeamInfo t))
function PostBeginPlay ()))
function PostNetReceive ()))
function removeAwaitingClient (PlayerCharacterController c))
function reset ()))
function restartPlayer (PlayerCharacterController pcc))
event Timer ()))
function updateCheckpointEffects ()))
Inherited Functions from Gameplay.MPArea
cleanup, OnAreaEntered, OnAreaEnteredByActor, OnAreaExited, OnAreaExitedByActor, OnAreaTick, PostBeginPlay
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


Variables Detail

awaitingClientsList Source code

var Array<PlayerCharacterController> awaitingClientsList;

bLocalPassedEffect Source code

var bool bLocalPassedEffect;

bPassedEffect Source code

var bool bPassedEffect;

nextCheckpoint Source code

var MPCheckpoint nextCheckpoint;

passedClientsList Source code

var Array<ClientCheckpointData> passedClientsList;

startingTime Source code

var float startingTime;

EffectEvents

failedEffectEvent Source code

var(EffectEvents) Name failedEffectEvent;
The name of an effect event that plays once on the checkpoint when failed

passedEffectEvent Source code

var(EffectEvents) Name passedEffectEvent;
The name of an effect event that plays once on the checkpoint when passed

LocalMessage

CheckpointMessageClass Source code

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

MPCheckpoint

bDontResetAfterPass Source code

var(MPCheckpoint) bool bDontResetAfterPass;
If true, the checkpoint won't reset itself after you pass it, so its effects will stay active

bFinishingPoint Source code

var(MPCheckpoint) bool bFinishingPoint;
Is this checkpoint the end of a lap?

bStartingPoint Source code

var(MPCheckpoint) bool bStartingPoint;
Is this checkpoint the start of a lap?

bUsePersonalObjectives Source code

var(MPCheckpoint) bool bUsePersonalObjectives;
If true, the player will automatically receive a personal objective for each checkpoint

nextCheckpointLabel Source code

var(MPCheckpoint) editcombotype ( enumCheckpoints ) Name nextCheckpointLabel;
The next checkpoint

numLapsToFinish Source code

var(MPCheckpoint) int numLapsToFinish;
If bFinishingLine is true, specify the number of laps here

passAnimation Source code

var(MPCheckpoint) Name passAnimation;
The name of the animation to play when this checkpoint gets passed

teamPointsPerLap Source code

var(MPCheckpoint) int teamPointsPerLap;
Number of points awarded to your team for each lap passed

Objectives

selfCheckpointObjectiveDesc Source code

var(Objectives) localized string selfCheckpointObjectiveDesc;
A description that will show up as a personal objective for your next checkpoint.

Stats

checkpointPassedStat Source code

var(Stats) class<Stat> checkpointPassedStat;

lapFinishedStat Source code

var(Stats) class<Stat> lapFinishedStat;

raceFinishedStat Source code

var(Stats) class<Stat> raceFinishedStat;


Structures Detail

ClientCheckpointData Source code

struct ClientCheckpointData
{
var PlayerCharacterController client;
var int lap;
var float lastTimePassed;
};



Functions Detail

addAwaitingClient Source code

function addAwaitingClient ( PlayerCharacterController c) )

addPassedClient Source code

function int addPassedClient ( PlayerCharacterController c) )

advanceCheckpoint Source code

function advanceCheckpoint ( PlayerCharacterController c) )

enumCheckpoints Source code

function enumCheckpoints ( Engine.LevelInfo l, out Array<Name> a) )

failCheckpoint Source code

function failCheckpoint ( Character c) )

getClientCheckpointDataIndex Source code

function int getClientCheckpointDataIndex ( PlayerCharacterController c) )

getClientRank Source code

function int getClientRank ( ClientCheckpointData p) )

isAwaitingClient Source code

function bool isAwaitingClient ( PlayerCharacterController c) )

lastLapPassed Source code

function lastLapPassed ( ClientCheckpointData p) )

OnAreaEntered Source code

function OnAreaEntered ( Character c) )

OnAreaExited Source code

function OnAreaExited ( Character c) )

onMessage Source code

function onMessage ( Message msg) )

passCheckpoint Source code

function passCheckpoint ( PlayerCharacterController c, TeamInfo t) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

PostNetReceive Source code

simulated function PostNetReceive ( ) )

removeAwaitingClient Source code

function removeAwaitingClient ( PlayerCharacterController c) )

reset Source code

function reset ( ) )

restartPlayer Source code

function restartPlayer ( PlayerCharacterController pcc) )

Timer Source code

simulated event Timer ( ) )

updateCheckpointEffects Source code

simulated function updateCheckpointEffects ( ) )


Defaultproperties

defaultproperties
{
	DrawType				= DT_Mesh
	Mesh					= Mesh'MPGameObjects.MPCheckpoint'
	bCollideActors			= true
	bCollideWorld			= true
	bMovable				= false
	
	bNetNotify				= true
	NetUpdateFrequency		= 2


	selfCheckpointObjectiveDesc	= "Proceed to the next Checkpoint."
	CheckpointMessageClass	= class'MPCheckpointMessages'
	passedEffectEvent		= Passed
	failedEffectEvent		= Failed
	passAnimation			= Activate
	teamPointsPerLap		= 1
}

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Creation time: st 23.5.2018 00:10:32.920 - Created with UnCodeX