Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Gameplay.MPConsumable

Extends
MPActor

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

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

Variables Summary
MPConsumable
floatenergyChange
floathealthChange
NameidleAnim
floatrespawnTime
floatspeedScaleChange
Stats
class<Stat>consumeStat
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
Inherited Structures from Gameplay.Rook
DamageComponent

Functions Summary
function BeginState ()))
Consumed
function CheckTouching ()))
Available
function consume (Character c))
function EndState ()))
Consumed
function onConsumed (Character c))
function PostBeginPlay ()))
function registerStats (StatTracker tracker))
function Timer ()))
Consumed
function Touch (Actor Other))
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
Available Source code
auto simulated state Available
CheckTouching
Consumed Source code
state Consumed
BeginState, EndState, Timer


Variables Detail

MPConsumable

energyChange Source code

var(MPConsumable) float energyChange;
Change the player's energy by this amount when consumed.

healthChange Source code

var(MPConsumable) float healthChange;
Change the player's health by this amount when consumed.

idleAnim Source code

var(MPConsumable) Name idleAnim;
An animation to play.

respawnTime Source code

var(MPConsumable) float respawnTime;
The amount of time it takes this consumable to respawn after being consumed. -1 means it won't respawn.

speedScaleChange Source code

var(MPConsumable) float speedScaleChange;
Scale the player's speed by this amount when consumed.

Stats

consumeStat Source code

var(Stats) class<Stat> consumeStat;
The stat awarded for consuming this consumable.


Functions Detail

BeginState Consumed Source code

function BeginState ( ) )

CheckTouching Available Source code

function CheckTouching ( ) )

consume Source code

function consume ( Character c) )

EndState Consumed Source code

function EndState ( ) )

onConsumed Source code

function onConsumed ( Character c) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

registerStats Source code

function registerStats ( StatTracker tracker) )

Timer Consumed Source code

function Timer ( ) )

Touch Source code

singular function Touch ( Actor Other) )


Defaultproperties

defaultproperties
{
	DrawType					= DT_StaticMesh
	StaticMesh					= StaticMesh'MPGameObjects.Ball'
	Physics						= PHYS_None
    bUseCylinderCollision		= false	
	bCollideActors				= true
	bCollideWorld				= true
	bStatic						= false
	bBlockActors				= false
	bBlockPlayers				= false


	bRotateToDesired			= false
	bHardAttach					= true
	bBlockKarma					= false


    bDynamicLight=true
    LightHue=40
    LightBrightness=200
    LightType=LT_Steady
    LightEffect=LE_QuadraticNonIncidence
    LightRadius=10


	respawnTime					= 20
	energyChange				= 0
	healthChange				= 0
	speedScaleChange			= 1.0
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: st 23.5.2018 00:10:32.939 - Created with UnCodeX