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U2Weapons.SpiderBaby

Extends
BreakableItem

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Decoration
      |   
      +-- U2.U2Decoration
         |   
         +-- U2Decorations.BreakableItem
            |   
            +-- U2Weapons.SpiderBaby

Constants Summary
AlertState='Alert'
AttackTimer='Attack'
CheckActivationTimer='CheckActivation'
ExplodedState='Exploded'
GestationState='Gestation'

Variables Summary
soundAttackBeginSound
CollisionProxyIncomingAttackCollisionProxy
soundAttackSound
PawnAttackVictim
boolbSelfDestruct
stringCommandFile
stringCommandLabel
floatHatchOffset
vectorInitialLocation
vectorStartVelocity
SpiderBaby
rangeAttackDelaySeconds
floatAttackHeight
floatAttackRadius
boolbCacheTarget
boolbFertilized
floatGestationPeriod
floatMaxSize
floatMinSize
array<Material>Skins_Alert
array<Material>Skins_Alive
array<Material>Skins_Dead
intTeamNumber
Inherited Variables from U2Decorations.BreakableItem
AmbientSoundStr, BaseTossMagnitude, bBecomeMovable, bDestroyCollision, BreakParticleEffectsRefs[6], BreakParticleEffects[6], BreakSound, BrokenMesh, BrokenStaticMesh, bShakeView, bTossNPCs, bTossPCs, DamageAmount, DamageRadius, DamageType, Duration, HitPoints, MaxTossedMass, Momentum, Radius, ShakeMagnitude, ShakeSoundStr, TimeBetweenShakes
Inherited Variables from U2.U2Decoration
BaseBouncePitch, BaseBounceVolume, bBounceable, bFirstHit, bMultiAnimEnabled, BounceDamping, DamageFilterClass, FragmentClass, FragmentCount, FragmentSize, FragmentSkin, HitDamage, HitDamageType, HitMomentum, HitPoints, LandedPitch, LandedRoll, LandedYaw, LandSound1, MaxAnimRate, MinAnimRate, MinBounceSoundSpeed, MinBounceSpeed, MinDamageVelocityZ, MinFirstHitSpeed, MultiAnimMaxRate[4], MultiAnimMinRate[4], MultiAnimSequence[4], PitchPerturbPercent, RotationDamping, VolumePerturbPercent

Functions Summary
function Attack ()))
event BeginState ()))
@AlertState
function BreakApart ()))
functionbool CanActivate (Pawn Victim ))
function CheckActivation ()))
@AlertState
function CleanupCollisionProxy ()))
function DelayedAttack (Pawn Victim ))
event Destroyed ()))
function DoActivate (Pawn Victim ))
event EndState ()))
@AlertState
function Fertilize ()))
functionvector GetSpawnLocation ()))
event PostBeginPlay ()))
function SelfDestruct ()))
function SetScale (float NewScale ))
function SetSkin_Alert ()
function SetSkin_Alive ()
function SetSkin_Dead ()
functionbool SpawnBaby (optional Pawn Victim ))
function TakeDamage (int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType))
event Tick (float DeltaTime ))
@GestationState
function Trigger (Actor Other, Pawn EventInstigator, optional name EventName ))
function Trigger (Actor Other, Pawn EventInstigator, optional name EventName ))
@AlertState
event UnTouch (Actor Other ))
@AlertState
functionbool ValidEnemy (Pawn Victim ))
Inherited Functions from U2Decorations.BreakableItem
BreakApart, ParticleExplosion, ParticleExplosionRef, ShakeView, TakeDamage
Inherited Functions from U2.U2Decoration
BaseChange, Bump, HitWall, InitFor, Landed, PostEditChange, PreBeginPlay, SetupBounce, TakeDamage, Timer, Touch

States Summary
@AlertState Source code
state @AlertState
BeginState, CheckActivation, EndState, Trigger, UnTouch
@ExplodedState Source code
state @ExplodedState
@GestationState Source code
state @GestationState
Tick


Constants Detail

AlertState Source code

const AlertState = 'Alert';

AttackTimer Source code

const AttackTimer = 'Attack';

CheckActivationTimer Source code

const CheckActivationTimer = 'CheckActivation';

ExplodedState Source code

const ExplodedState = 'Exploded';

GestationState Source code

const GestationState = 'Gestation';


Variables Detail

AttackBeginSound Source code

var sound AttackBeginSound;

AttackCollisionProxy Source code

var CollisionProxyIncoming AttackCollisionProxy;

AttackSound Source code

var sound AttackSound;

AttackVictim Source code

var Pawn AttackVictim;

bSelfDestruct Source code

var bool bSelfDestruct;

CommandFile Source code

var string CommandFile;

CommandLabel Source code

var string CommandLabel;

HatchOffset Source code

var float HatchOffset;

InitialLocation Source code

var vector InitialLocation;

StartVelocity Source code

var vector StartVelocity;

SpiderBaby

AttackDelaySeconds Source code

var(SpiderBaby) range AttackDelaySeconds;

AttackHeight Source code

var(SpiderBaby) float AttackHeight;

AttackRadius Source code

var(SpiderBaby) float AttackRadius;

bCacheTarget Source code

var(SpiderBaby) bool bCacheTarget;

bFertilized Source code

var(SpiderBaby) bool bFertilized;

GestationPeriod Source code

var(SpiderBaby) float GestationPeriod;

MaxSize Source code

var(SpiderBaby) float MaxSize;

MinSize Source code

var(SpiderBaby) float MinSize;

Skins_Alert Source code

var(SpiderBaby) array<Material> Skins_Alert;

Skins_Alive Source code

var(SpiderBaby) array<Material> Skins_Alive;

Skins_Dead Source code

var(SpiderBaby) array<Material> Skins_Dead;

TeamNumber Source code

var(SpiderBaby) int TeamNumber;


Functions Detail

Attack Source code

function Attack ( ) )

BeginState @AlertState Source code

event BeginState ( ) )

BreakApart Source code

function BreakApart ( ) )

CanActivate Source code

function bool CanActivate ( Pawn Victim ) )

CheckActivation @AlertState Source code

function CheckActivation ( ) )

CleanupCollisionProxy Source code

function CleanupCollisionProxy ( ) )

DelayedAttack Source code

function DelayedAttack ( Pawn Victim ) )

Destroyed Source code

event Destroyed ( ) )

DoActivate Source code

function DoActivate ( Pawn Victim ) )

EndState @AlertState Source code

event EndState ( ) )

Fertilize Source code

function Fertilize ( ) )

GetSpawnLocation Source code

function vector GetSpawnLocation ( ) )

PostBeginPlay Source code

event PostBeginPlay ( ) )

SelfDestruct Source code

function SelfDestruct ( ) )

SetScale Source code

function SetScale ( float NewScale ) )

SetSkin_Alert Source code

function SetSkin_Alert ( )

SetSkin_Alive Source code

function SetSkin_Alive ( )

SetSkin_Dead Source code

function SetSkin_Dead ( )

SpawnBaby Source code

function bool SpawnBaby ( optional Pawn Victim ) )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType) )

Tick @GestationState Source code

event Tick ( float DeltaTime ) )

Trigger Source code

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

Trigger @AlertState Source code

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

UnTouch @AlertState Source code

event UnTouch ( Actor Other ) )

ValidEnemy Source code

function bool ValidEnemy ( Pawn Victim ) )


Defaultproperties

defaultproperties
{
	TeamNumber=43
	bCacheTarget=true
	AttackRadius=180.000000
	AttackHeight=72.000000
	GestationPeriod=3.000000
	MaxSize=1.500000
	MinSize=0.750000
	AttackDelaySeconds=(A=1.000000,B=0.500000)
	AttackBeginSound=Sound'U2WeaponsA.LeechGun.LG_UnfertilizedOpen'
	AttackSound=Sound'U2WeaponsA.LeechGun.LG_Jump'
     Skins_Alive(0)=Shader'343T.AraknidPod.AraknidPodA'
     Skins_Alive(1)=Shader'343T.AraknidPod.AraknidPodC'
     Skins_Alert(0)=Shader'343T.AraknidPod.AraknidPodB'
     Skins_Alert(1)=Shader'343T.AraknidPod.AraknidPodC'
     Skins_Dead(0)=Shader'343T.AraknidPod.AraknidPodC'
     Skins_Dead(1)=Combiner'343T.AraknidPod.AraknidPodFleshy3'
     Skins_Dead(2)=Shader'343T.AraknidPod.AraknidPodC'
	HatchOffset=5.000000
	HitPoints=10
	BrokenStaticMesh=StaticMesh'343M.Pickups.ammo_LG_split'
	BreakParticleEffectsRefs(0)=ParticleSalamander'LeechFX.ParticleSalamander0'
	DrawType=DT_StaticMesh
	StaticMesh=StaticMesh'343M.Pickups.ammo_LG'
	bIgnoreSingularityDamage=true
	bIgnoreSingularityForces=true
	CollisionRadius=26.000000
	CollisionHeight=9.300000
	bNoStaticMeshCollide=true
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Creation time: sk 3-1-2016 10:48:32.818 - Created with UnCodeX