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tmod.tmodPackShield

Extends
ShieldPack
Modifiers
config ( tribesmodSettings )

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

Variables Summary
floatactiveFractionDamageBlocked
MaterialactiveHitMaterial
MaterialactiveIdleMaterial
MaterialcurrentHit
floatcurrentHitTime
MaterialcurrentIdle
floathitStayTime
floatlastHealth
floatpassiveFractionDamageBlocked
MaterialpassiveHitMaterial
MaterialpassiveIdleMaterial
floatRUPSeconds
soundshieldActive
SoundshieldCharged
floatshieldDuration
floatshieldReload
floatstopDuration
Inherited Variables from Gameplay.ShieldPack
activeFractionDamageBlocked, activeHitMaterial, activeIdleMaterial, currentHit, currentHitTime, currentIdle, hitStayTime, lastHealth, passiveFractionDamageBlocked, passiveHitMaterial, passiveIdleMaterial
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

Functions Summary
function activate ()))
Charged
function applyPassiveEffect (Character characterOwner))
function BeginState ()))
Charged
function finishActiveEffect ()))
eventMaterial GetOverlayMaterialForOwner (int Index))
event PostBeginPlay ()))
function removePassiveEffect (Character characterOwner))
function startActiveEffect (Character characterOwner))
function tick (float deltaSeconds))
Inherited Functions from Gameplay.ShieldPack
applyPassiveEffect, finishActiveEffect, GetOverlayMaterialForOwner, removePassiveEffect, startActiveEffect, tick
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

States Summary
Charged Source code
simulated state Charged
activate, BeginState


Variables Detail

activeFractionDamageBlocked Source code

var config float activeFractionDamageBlocked;

activeHitMaterial Source code

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

activeIdleMaterial Source code

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

currentHit Source code

var Material currentHit;

currentHitTime Source code

var float currentHitTime;

currentIdle Source code

var Material currentIdle;

hitStayTime Source code

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

lastHealth Source code

var float lastHealth;

passiveFractionDamageBlocked Source code

var config float passiveFractionDamageBlocked;

passiveHitMaterial Source code

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

passiveIdleMaterial Source code

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

RUPSeconds Source code

var config float RUPSeconds;

shieldActive Source code

var sound shieldActive;

shieldCharged Source code

var Sound shieldCharged;

shieldDuration Source code

var config float shieldDuration;

shieldReload Source code

var config float shieldReload;

stopDuration Source code

var config float stopDuration;


Functions Detail

activate Charged Source code

simulated function activate ( ) )

applyPassiveEffect Source code

simulated function applyPassiveEffect ( Character characterOwner) )

BeginState Charged Source code

simulated function BeginState ( ) )

finishActiveEffect Source code

simulated function finishActiveEffect ( ) )

GetOverlayMaterialForOwner Source code

simulated event Material GetOverlayMaterialForOwner ( int Index) )

PostBeginPlay Source code

event PostBeginPlay ( ) )

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
{
    passiveFractionDamageBlocked=0.200000
    activeFractionDamageBlocked=0.750000
    hitStayTime=0.500000
    
    rechargeTimeSeconds=12.000000
    durationSeconds=2.000000
    rampUpTimeSeconds=0.250000
    deactivatingDuration=0.250000
    
    shieldReload=12.000000
    RUPSeconds=0.250000
    shieldDuration=2.000000
    stopDuration=0.250000
    
    activeIdleMaterial=Shader'FX.ScreenFindmeShader'
    passiveHitMaterial=Shader'FX.ScreenFindmeShader'
    activeHitMaterial=Shader'FX.ScreenFindmeShader'    
    shieldCharged=Sound'TV_packs.pack_charged1'
    shieldActive=Sound'TV_packs.shieldpack_loop1'
    thirdPersonMesh=StaticMesh'packs.ShieldPack'
    localizedName="SHIELD PACK"
    StaticMesh=StaticMesh'packs.ShieldPackDropped'
    infoString="Passive effect slightly reduces damage to the user.  Active effect greatly reduces damage."
    inventoryIcon=Texture'GUITribes.InvButtonShield'
    hudIcon=Texture'HUD.Tabs'
    hudIconCoords=(U=205.000000,V=165.000000)
    hudRefireIcon=Texture'HUD.Tabs'
    hudRefireIconCoords=(U=205.000000,V=165.000000)
}

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Creation time: st 23.5.2018 00:10:35.596 - Created with UnCodeX