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Gameplay.SpawnArray

Extends
BaseDevice

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

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

Variables Summary
SpawnArrayUseableObjectaccess
boolbLocalSpawnEffect
boolbSpawnEffect
stringcantUseSpawnTowerMessage
floatlastSpawnEffectTime
Effectevents
NamespawnedEffectEvent
SpawnArray
class<SpawnArrayUseableObject>accessClass
floatminimumTimeBetweenSpawnEffects
NamespawnAnimation
floatuseableObjectCollisionHeight
floatuseableObjectCollisionRadius
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 Destroyed ()))
function PlayerSpawned ()))
function playSpawnEffects ()))
function PostBeginPlay ()))
function PostNetReceive ()))
function use (Pawn user))
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


Variables Detail

access Source code

var SpawnArrayUseableObject access;

bLocalSpawnEffect Source code

var bool bLocalSpawnEffect;

bSpawnEffect Source code

var bool bSpawnEffect;

cantUseSpawnTowerMessage Source code

var localized string cantUseSpawnTowerMessage;

lastSpawnEffectTime Source code

var float lastSpawnEffectTime;

Effectevents

spawnedEffectEvent Source code

var(Effectevents) Name spawnedEffectEvent;
The name of the effect event to trigger when a player spawns.

SpawnArray

accessClass Source code

var(SpawnArray) class<SpawnArrayUseableObject> accessClass;
Access class to use

minimumTimeBetweenSpawnEffects Source code

var(SpawnArray) float minimumTimeBetweenSpawnEffects;
The number of seconds that must pass before repeated spawn effects will play.

spawnAnimation Source code

var(SpawnArray) Name spawnAnimation;
The name of the animation to play when a player spawns.

useableObjectCollisionHeight Source code

var(SpawnArray) float useableObjectCollisionHeight;

useableObjectCollisionRadius Source code

var(SpawnArray) float useableObjectCollisionRadius;


Functions Detail

Destroyed Source code

function Destroyed ( ) )

PlayerSpawned Source code

function PlayerSpawned ( ) )

playSpawnEffects Source code

simulated function playSpawnEffects ( ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

PostNetReceive Source code

simulated function PostNetReceive ( ) )

use Source code

function use ( Pawn user) )


Defaultproperties

defaultproperties
{
	Mesh			= SkeletalMesh'BaseObjects.SpawnTower'
	DrawType		= DT_Mesh
	bNetNotify		= true
	useableObjectCollisionHeight	= 150
	useableObjectCollisionRadius	= 300
	accessClass	= class'Gameplay.SpawnArrayUseableObject'
	cantUseSpawnTowerMessage = "You can't use a spawn tower while carrying a game object."
	bAlwaysRelevant = true
	NetPriority		= 0.5


	spawnAnimation	 = SpawnTower
	spawnedEffectEvent = PlayerSpawned
	bCanBeDamaged	= false
}

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Creation time: st 23.5.2018 00:10:34.815 - Created with UnCodeX