| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object
|
+-- Engine.Actor
|
+-- Gameplay.Equipment
|
+-- Gameplay.Pack
|
+-- Gameplay.SpeedPack
tmodPackSpeed
| Variables Summary | |
|---|---|
| bool | bWarned |
| Material | currentOverlay |
| Character | user |
| SpeedPack | |
| Material | activeMaterial |
| Material | passiveMaterial |
| float | passiveRefireRateScale |
| float | refireRateScale |
| Functions Summary | ||
|---|---|---|
![]() | applyPassiveEffect (Character characterOwner)) | |
![]() | finishActiveEffect ())) | |
![]() | Material | GetOverlayMaterialForOwner (int Index)) |
![]() | OnEffectStarted (Actor inStartedEffect)) | |
![]() | removePassiveEffect (Character characterOwner)) | |
![]() | resetRefireRate ())) | |
![]() | scaleRefireRate (float scale)) | |
![]() | startActiveEffect (Character characterOwner)) | |
| Variables Detail |
|---|
Overlay material, if any, to be used when pack is active
Overlay material, if any, to be used when pack is passive
How much to scale the refire rate of all weapons when the pack is worn
How much to scale the refire rate of all weapons when the pack is active
| Functions Detail |
|---|
applyPassiveEffect Source code
finishActiveEffect Source code
GetOverlayMaterialForOwner Source code
OnEffectStarted Source code
removePassiveEffect Source code
resetRefireRate Source code
scaleRefireRate Source code
startActiveEffect Source code| Defaultproperties |
|---|
defaultproperties
{
refireRateScale = 2.0
passiveRefireRateScale = 1.3
rechargeTimeSeconds = 10
rampUpTimeSeconds = 0
durationSeconds = 5
thirdPersonMesh = StaticMesh'Packs.CloakPack'
StaticMesh = StaticMesh'Packs.CloakPackdropped'
passiveMaterial = Material'BaseObjects.ResupplyStationLum'
activeMaterial = Material'BaseObjects.ResupplyStationLum'
cannnotBeUsedWhileTouchingInventoryStation = true
} |
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