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Gameplay.ShieldPack

Extends
Pack

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Gameplay.Equipment
      |   
      +-- Gameplay.Pack
         |   
         +-- Gameplay.ShieldPack

Direct Known Subclasses:

tmodPackShield

Variables Summary
MaterialcurrentHit
floatcurrentHitTime
MaterialcurrentIdle
floatlastHealth
ShieldPack
floatactiveFractionDamageBlocked
MaterialactiveHitMaterial
MaterialactiveIdleMaterial
floathitStayTime
floatpassiveFractionDamageBlocked
MaterialpassiveHitMaterial
MaterialpassiveIdleMaterial
Inherited Variables from Gameplay.Pack
activatingEffectName, activatingEffectStartedName, activeEffectName, activeEffectStartedName, alpha, bLocalActive, cannnotBeUsedWhileTouchingInventoryStation, chargedEffectName, deactivating, deactivatingDuration, deactivatingEffectName, deactivatingProgressedTime, durationSeconds, heldBy, localHeldBy, localPackActivatedTrigger, localPackSetChargedTrigger, packActivatedTrigger, packSetChargedTrigger, passiveEffectName, progressedActivatingTime, progressedActiveTime, progressedRechargingTime, rampUpTimeSeconds, rechargeTimeSeconds, rechargingAlpha, thirdPersonMesh
Inherited Variables from Gameplay.Equipment
attentionFXDuration, attentionFXMaterial, attentionFXSpacing, attentionLeft, awaitingPickupPhysics, bCanDrop, bCanPickup, bDropped, bHeld, bPlayPickupSound, droppedElasticity, dropVelocity, heldStartState, hudIcon, hudIconCoords, hudRefireIcon, hudRefireIconCoords, infoString, inventoryIcon, localizedName, next, nextAttentionTime, pickupProxy, pickupRadius, prev, prompt, sensorUpdateFlag, spawnPoint

Functions Summary
function applyPassiveEffect (Character characterOwner))
function finishActiveEffect ()))
eventMaterial GetOverlayMaterialForOwner (int Index))
function removePassiveEffect (Character characterOwner))
function startActiveEffect (Character characterOwner))
function tick (float deltaSeconds))
Inherited Functions from Gameplay.Pack
activate, applyPartialActiveEffect, applyPassiveEffect, beginState, canPickup, doSwitch, effectTriggered, effectUntriggered, endHeldByCharacter, endState, finishActiveEffect, GetOverlayMaterialForOwner, isInRangeOfInventoryStation, needPrompt, OnEffectInitialized, OnEffectStarted, OnEffectStopped, onTakenFromSpawnPoint, pickup, playEffect, PostNetReceive, removePassiveEffect, requestEquipmentDrop, setCharged, startActiveEffect, startApplyPartialActiveEffect, startHeldByCharacter, stopEffect, tick, TravelPreAccept
Inherited Functions from Gameplay.Equipment
allowPrompt, Attach, BeginState, canExpire, canPickup, Destroyed, doSwitch, drop, endHeldByCharacter, EndState, equipmentGone, GetOverlayMaterial, gotoHeldState, HitWall, isInNoDropRangeOfInventoryStation, needPrompt, onMessage, onPickup, onTakenFromSpawnPoint, pickup, PickupProxyTouch, PickupProxyUntouch, PostNetReceive, removeDroppedEquipment, requestEquipmentDrop, setDropLocation, setDropVelocity, setMovementReplication, setup, setupDropped, startHeldByCharacter, Tick, Timer, TravelPreAccept


Variables Detail

currentHit Source code

var Material currentHit;

currentHitTime Source code

var float currentHitTime;

currentIdle Source code

var Material currentIdle;

lastHealth Source code

var float lastHealth;

ShieldPack

activeFractionDamageBlocked Source code

var(ShieldPack) float activeFractionDamageBlocked;

activeHitMaterial Source code

var(ShieldPack) Material activeHitMaterial;
Overlay material to be used when shield has been impacted

activeIdleMaterial Source code

var(ShieldPack) Material activeIdleMaterial;
Overlay material, if any, to be used when shield is active but has not been impacted

hitStayTime Source code

var(ShieldPack) float hitStayTime;
Length of time that the hit material is displayed for on damage

passiveFractionDamageBlocked Source code

var(ShieldPack) float passiveFractionDamageBlocked;

passiveHitMaterial Source code

var(ShieldPack) Material passiveHitMaterial;
Overlay material to be used when shield has been impacted

passiveIdleMaterial Source code

var(ShieldPack) Material passiveIdleMaterial;
Overlay material, if any, to be used when shield is active but has not been impacted


Functions Detail

applyPassiveEffect Source code

simulated function applyPassiveEffect ( Character characterOwner) )

finishActiveEffect Source code

simulated function finishActiveEffect ( ) )

GetOverlayMaterialForOwner Source code

simulated event Material GetOverlayMaterialForOwner ( int Index) )

removePassiveEffect Source code

simulated function removePassiveEffect ( Character characterOwner) )

startActiveEffect Source code

simulated function startActiveEffect ( Character characterOwner) )

tick Source code

simulated function tick ( float deltaSeconds) )


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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Creation time: st 23.5.2018 00:10:34.544 - Created with UnCodeX