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Gameplay.MPTarget

Extends
MPActor

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

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

Variables Summary
MPTarget
boolbActive
boolbCanComeBackToLife
boolbChooseRandomNextTarget
intdefendPeriod
MPTargetnextTarget
Rooktarget
intteamPointsForDefending
intteamPointsForDestruction
Stats
class<Stat>defendPerPeriodStat
class<Stat>destroyStat
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 addObjectives ()))
functionbool canBeDestroyedBy (Character c))
function enumRook (Engine.LevelInfo l, Array<Rook> a))
function onMessage (Message msg))
NeverBeenDestroyed
function PostBeginPlay ()))
function registerStats (StatTracker tracker))
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
AlreadyBeenDestroyed Source code
state AlreadyBeenDestroyed
NeverBeenDestroyed Source code
auto state NeverBeenDestroyed
onMessage


Variables Detail

MPTarget

bActive Source code

var(MPTarget) bool bActive;
Targets only appear if they're active

bCanComeBackToLife Source code

var(MPTarget) bool bCanComeBackToLife;
Whether or not the Rook can come back to life (if false, a BaseDevice won't be repairable and an AI won't respawn) NOT IMPLEMENTED

bChooseRandomNextTarget Source code

var(MPTarget) bool bChooseRandomNextTarget;
If true, overrides nextTarget to choose a random next target to activate from all eligible targets in the map (NOT IMPLEMENTED)

defendPeriod Source code

var(MPTarget) int defendPeriod;
The number of seconds that this target must be defended in order for the defenders to score points (NOT IMPLEMENTED)

nextTarget Source code

var(MPTarget) MPTarget nextTarget;
If provided, the nextTarget will be activated when this Target is successfully destroyed (or defended if defendPeriod is provided) (NOT IMPLEMENTED)

target Source code

var(MPTarget) editdisplay ( displayActorLabel ) editcombotype ( enumRook ) Rook target;
The Rook that is to be a target

teamPointsForDefending Source code

var(MPTarget) int teamPointsForDefending;
The number of team points awarded for defending this target for defendPeriod (NOT IMPLEMENTED)

teamPointsForDestruction Source code

var(MPTarget) int teamPointsForDestruction;
The number of team points awarded for destroying this target

Stats

defendPerPeriodStat Source code

var(Stats) class<Stat> defendPerPeriodStat;
Stat awarded for defending this target per defendPeriod

destroyStat Source code

var(Stats) class<Stat> destroyStat;
Stat awarded for destroying this target


Functions Detail

addObjectives Source code

function addObjectives ( ) )

canBeDestroyedBy Source code

function bool canBeDestroyedBy ( Character c) )

enumRook Source code

function enumRook ( Engine.LevelInfo l, Array<Rook> a) )

onMessage NeverBeenDestroyed Source code

function onMessage ( Message msg) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

registerStats Source code

function registerStats ( StatTracker tracker) )


Defaultproperties

defaultproperties
{
	DrawType				= DT_None
    bUseCylinderCollision	= false	

	bCanComeBackToLife			= false
	teamPointsForDestruction	= 1
	teamPointsForDefending		= 1
	defendPeriod				= 240
	bActive						= true
}

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Creation time: st 23.5.2018 00:10:33.059 - Created with UnCodeX