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Core.Object
|
+-- Engine.Actor
|
+-- Gameplay.Equipment
|
+-- Gameplay.Pack
|
+-- Gameplay.ShieldPack
tmodPackShield
| Variables Summary | |
|---|---|
| Material | currentHit |
| float | currentHitTime |
| Material | currentIdle |
| float | lastHealth |
| ShieldPack | |
| float | activeFractionDamageBlocked |
| Material | activeHitMaterial |
| Material | activeIdleMaterial |
| float | hitStayTime |
| float | passiveFractionDamageBlocked |
| Material | passiveHitMaterial |
| Material | passiveIdleMaterial |
| Functions Summary | ||
|---|---|---|
![]() | applyPassiveEffect (Character characterOwner)) | |
![]() | finishActiveEffect ())) | |
![]() | Material | GetOverlayMaterialForOwner (int Index)) |
![]() | removePassiveEffect (Character characterOwner)) | |
![]() | startActiveEffect (Character characterOwner)) | |
![]() | tick (float deltaSeconds)) | |
| Variables Detail |
|---|
Overlay material to be used when shield has been impacted
Overlay material, if any, to be used when shield is active but has not been impacted
Length of time that the hit material is displayed for on damage
Overlay material to be used when shield has been impacted
Overlay material, if any, to be used when shield is active but has not been impacted
| Functions Detail |
|---|
applyPassiveEffect Source code
finishActiveEffect Source code
GetOverlayMaterialForOwner Source code
removePassiveEffect Source code
startActiveEffect Source code
tick Source code| Defaultproperties |
|---|
defaultproperties
{
thirdPersonMesh = StaticMesh'Packs.ShieldPack'
StaticMesh = StaticMesh'Packs.ShieldPackdropped'
passiveFractionDamageBlocked = 0.5
activeFractionDamageBlocked = 0.8
passiveIdleMaterial = Material'BaseObjects.ResupplyStationLum'
passiveHitMaterial = Material'BaseObjects.ResupplyStationLum'
activeIdleMaterial = Material'BaseObjects.ResupplyStationLum'
activeHitMaterial = Material'BaseObjects.ResupplyStationLum'
hitStayTime = 0.5
} |
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