Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

U2.AlarmTrigger

Extends
Trigger

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Triggers
      |   
      +-- Engine.Trigger
         |   
         +-- U2.AlarmTrigger

Variables Summary
boolbDidFirst
boolbEnabled
AlarmTrigger
stringAlarmMessage
array<string>AlarmMessages
SoundAlarmSound
boolAlarmSoundNoOverride
floatAlarmSoundPitch
floatAlarmSoundRadius
ESoundSlotAlarmSoundSlot
floatAlarmSoundVolume
boolbAmbient
boolbBroadcast
boolbInitiallyOn
boolbLetterboxText
boolbToggleable
stringKeyBinding
floatMessageTime
Inherited Variables from Engine.Trigger
bInitiallyActive, bNoProximityReticle, bSavedInitialActive, bSavedInitialCollision, bTriggerOnceOnly, ClassProximityType, ClassProximityTypes, DamageThreshold, Description, InstigatorTag, Message, RepeatTriggerTime, ReTriggerDelay, TriggerActor, TriggerActor2, TriggerDamageType, TriggerTime, TriggerType, UseDistance
Inherited Variables from Engine.Triggers
bTriggerNPCs, TriggerClass

Enumerations Summary
Inherited Enumerations from Engine.Trigger
ETriggerType

Functions Summary
functionPlayerController GetPlayer ()))
event PostBeginPlay ()))
function SendMessage (string Message ))
function ToggleAlarm (Actor Other, Pawn Instigator ))
function Trigger (Actor Other, Pawn EventInstigator, optional name EventName ))
function TriggerActors (Actor TriggerSrc, class<Actor> TriggerClass, Actor Other, Pawn Instigator, name TriggerEvent, bool bTriggerNPCs ))
Inherited Functions from Engine.Trigger
CheckTouchList, Destroyed, FindTriggerActor, GetDescription, GetInitiallyActive, IsRelevant, IsUsable, OnUnuse, OnUse, PostBeginPlay, Reset, ReTriggerDelayTimer, SetInitiallyActive, SpecialHandling, TakeDamage, Timer, Touch, Trigger, UnTouch
Inherited Functions from Engine.Triggers
DispatchTrigger, DispatchUnTrigger, TriggerActors, TriggerNPCs, UnTriggerActors


Variables Detail

bDidFirst Source code

var private bool bDidFirst;

bEnabled Source code

var private bool bEnabled;

AlarmTrigger

AlarmMessage Source code

var(AlarmTrigger) localized string AlarmMessage;

AlarmMessages Source code

var(AlarmTrigger) localized array<string> AlarmMessages;

AlarmSound Source code

var(AlarmTrigger) Sound AlarmSound;

AlarmSoundNoOverride Source code

var(AlarmTrigger) bool AlarmSoundNoOverride;

AlarmSoundPitch Source code

var(AlarmTrigger) float AlarmSoundPitch;

AlarmSoundRadius Source code

var(AlarmTrigger) float AlarmSoundRadius;

AlarmSoundSlot Source code

var(AlarmTrigger) ESoundSlot AlarmSoundSlot;

AlarmSoundVolume Source code

var(AlarmTrigger) float AlarmSoundVolume;

bAmbient Source code

var(AlarmTrigger) bool bAmbient;

bBroadcast Source code

var(AlarmTrigger) bool bBroadcast;

bInitiallyOn Source code

var(AlarmTrigger) bool bInitiallyOn;

bLetterboxText Source code

var(AlarmTrigger) bool bLetterboxText;

bToggleable Source code

var(AlarmTrigger) bool bToggleable;

KeyBinding Source code

var(AlarmTrigger) string KeyBinding;

MessageTime Source code

var(AlarmTrigger) float MessageTime;


Functions Detail

GetPlayer Source code

function PlayerController GetPlayer ( ) )

PostBeginPlay Source code

event PostBeginPlay ( ) )

SendMessage Source code

function SendMessage ( string Message ) )

ToggleAlarm Source code

function ToggleAlarm ( Actor Other, Pawn Instigator ) )

Trigger Source code

function Trigger ( Actor Other, Pawn EventInstigator, optional name EventName ) )

TriggerActors Source code

protected function TriggerActors ( Actor TriggerSrc, class<Actor> TriggerClass, Actor Other, Pawn Instigator, name TriggerEvent, bool bTriggerNPCs ) )


Defaultproperties

defaultproperties
{
	bToggleable=true
	bAmbient=true
	AlarmSound=Sound'U2.Alarm0'
	AlarmSoundVolume=1.000000
	AlarmSoundNoOverride=true
	AlarmSoundPitch=1.000000
	Texture=Texture'U2.S_AlarmTrigger'
	SoundRadius=128.000000
	SoundVolume=150
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: sk 3-1-2016 10:48:27.257 - Created with UnCodeX