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Gameplay.ObjectSpawnPoint

Extends
BaseDevice

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Gameplay.Rook
         |   
         +-- Gameplay.BaseDevice
            |   
            +-- Gameplay.ObjectSpawnPoint

Direct Known Subclasses:

EmergencySpawnPoint

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

Variables Summary
boolbFinishedClosing
boolbFinishedDeployEnd
boolbFirstSpawn
boolbHoldingObject
boolbWaitingForObject
boolbWatchingObject
floatrespawnAnimTime
ActorspawnedObject
ObjectSpawnUseableObjectuseableObject
ObjectSpawnPoint
boolbCanSpawnMultiples
NameobjectAttachBone
class<Actor>objectType
floatrespawnDelay
VectorspawnOffset
RotatorspawnRotationOffset
floatuseableObjectCollisionHeight
floatuseableObjectCollisionRadius
VectoruseableObjectOffset
Inherited Variables from Gameplay.BaseDevice
baseDeviceMessageClass, bCurrentlyDeploying, bHasOpenAnim, bInitialization, bLoopSavedAnim, bPowered, bWasDeployed, damagedHealthThreshold, deployer, DestroyedDiffuse, destroyedExplosionClass, functionalHealthThreshold, lastAttacker, lastOfflineTime, lastOnlineTime, lastUnderAttackTime, localizedName, m_bSwitchedOn, m_ownershipMaterialIdx, ownerBase, OWNERSHIP_MATERIAL_NOT_FOUND, OWNERSHIP_MATERIAL_UNDISCOVERED, savedAnim, secondaryBaseDeviceMessageClass
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 ()))
Destructed
function BeginState ()))
Unpowered
functionbool CanBeUsedBy (Character CharacterUser))
function Destroyed ()))
function destroyHeldObject ()))
functionbool isOpenedAnimPlaying (Name animName))
function latentExecuteActive ()))
function OnPlayerUsed (Pawn Other))
function onTeamChange ()))
function PostBeginPlay ()))
function spawnObject ()))
Inherited Functions from Gameplay.BaseDevice
BeginState, CanBeUsedBy, CheckChangeState, classConstruct, construct, Died, dispatchDeathMessage, EndState, enumBaseInfo, GetDamageComponentThresholdRange, GetHumanReadableName, getTeamDamagePercentage, isActive, isAlive, isDamaged, isDamagedAtThreshold, isDisabled, isFunctional, isOpenedAnimPlaying, isPowered, latentBeginActive, latentExecuteActive, latentExecuteInitialization, LoopBDAnim, onTeamChange, PlayBDAnim, PlayDamagedDegeneratingEffects, PlayDamagedEnteredEffects, PlayDamagedExitedEffects, PostBeginPlay, PostLoadGame, PostTakeDamage, setHasPower, setSwitchedOn, Tick, unifiedAddImpulseAtPosition
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
Destructed Source code
simulated state Destructed
BeginState
Unpowered Source code
simulated state Unpowered
BeginState


Variables Detail

bFinishedClosing Source code

var bool bFinishedClosing;

bFinishedDeployEnd Source code

var bool bFinishedDeployEnd;

bFirstSpawn Source code

var bool bFirstSpawn;

bHoldingObject Source code

var bool bHoldingObject;

bWaitingForObject Source code

var bool bWaitingForObject;

bWatchingObject Source code

var bool bWatchingObject;

respawnAnimTime Source code

var float respawnAnimTime;

spawnedObject Source code

var Actor spawnedObject;

useableObject Source code

var ObjectSpawnUseableObject useableObject;

ObjectSpawnPoint

bCanSpawnMultiples Source code

var(ObjectSpawnPoint) bool bCanSpawnMultiples;
If false, the spawn point must wait until the previous object taken from it is used up or destroyed before it can spawn a new object. Otherwise, a new object is spawned once the existing object is taken by a character and the respawn delay elapses

objectAttachBone Source code

var(ObjectSpawnPoint) Name objectAttachBone;
Bone on SpawnPoint that the object is attached to when spawned

objectType Source code

var(ObjectSpawnPoint) class<Actor> objectType;
The type of object spawned at this spawn point

respawnDelay Source code

var(ObjectSpawnPoint) float respawnDelay;
How long before a new object is made available after the old object is destroyed

spawnOffset Source code

var(ObjectSpawnPoint) Vector spawnOffset;
Offset from the origin that the object appears at, possibly temporary, will have to be tuned depending on the type of object being spawned

spawnRotationOffset Source code

var(ObjectSpawnPoint) Rotator spawnRotationOffset;
Rotation offset to be applied to the object when spawned

useableObjectCollisionHeight Source code

var(ObjectSpawnPoint) float useableObjectCollisionHeight;

useableObjectCollisionRadius Source code

var(ObjectSpawnPoint) float useableObjectCollisionRadius;

useableObjectOffset Source code

var(ObjectSpawnPoint) Vector useableObjectOffset;


Functions Detail

BeginState Destructed Source code

simulated function BeginState ( ) )

BeginState Unpowered Source code

simulated function BeginState ( ) )

CanBeUsedBy Source code

simulated function bool CanBeUsedBy ( Character CharacterUser) )

Destroyed Source code

simulated function Destroyed ( ) )

destroyHeldObject Source code

function destroyHeldObject ( ) )

isOpenedAnimPlaying Source code

simulated function bool isOpenedAnimPlaying ( Name animName) )

latentExecuteActive Source code

simulated latent function latentExecuteActive ( ) )

OnPlayerUsed Source code

function OnPlayerUsed ( Pawn Other) )

onTeamChange Source code

function onTeamChange ( ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

spawnObject Source code

function spawnObject ( ) )


Defaultproperties

defaultproperties
{
	bReplicateAnimations = false


	bWorldGeometry = false
	objectAttachBone = "deployable"


	useableObjectCollisionHeight = 80
	useableObjectCollisionRadius = 60
	useableObjectOffset = (X=0,Y=40,Z=0)


	bFirstSpawn = true;
}

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Creation time: st 23.5.2018 00:10:33.460 - Created with UnCodeX