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U2XMP.EnergyRelay

Extends
DeployedUnit

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.LicenseePawn
         |   
         +-- U2.U2Pawn
            |   
            +-- U2.StationaryPawn
               |   
               +-- U2XMP.DeployedUnit
                  |   
                  +-- U2XMP.EnergyRelay

Constants Summary
Inherited Contants from U2XMP.DeployedUnit
DecayingState, FUDGEHORZ, FUDGEVERT, NotifyDeployedTimerName

Variables Summary
intHealthEnergyCost
EnergySourceSource
EnergyRelay
SoundInUseSound
Inherited Variables from U2XMP.DeployedUnit
AmbientNoiseSound, bActive, bDeployed, bEnabled, bInitialized, CarcassMesh, CheckIntersectingActorsInterval, CheckIntersectingRadius, DeploySound, Description, DestroyedAlertSound, DisabledSkin, DisabledSound, DisableTime, EncroachedPawns, ExplodeSound, ExplosionEffect, LandedNotifyDeployedDelay, ParticleHitEffect, PickupClass, ReEnabledSound, ShutdownSound, StartTime
Inherited Variables from U2.StationaryPawn
bCoverActor, bHasAttack, bSpecialCollider, bSpecialEnemy, ModifiedReachSpecs, RouteCacheDepthCheck

Functions Summary
event Destroyed ()))
functionint GetEnergy ()))
function SetSource (EnergySource InSource ))
event Tick (float DeltaTime ))
Inherited Functions from U2XMP.DeployedUnit
BeginState, Bump, CheckEncroacher, CheckEncroachers, CheckForEncroachingPawns, CheckIntersecting, Destroyed, DisableForBump, DisableUnit, EncroachingOn, Explode, GetDescription, Initialize, IsActive, IsDeployed, IsEnabled, IsUsable, KillInventory, LandedEx, ModifyPaths, NotifyDeployed, NotifyDeployedTimer, OnUnuse, OnUse, ReEnableUnit, SetActive, SetDeployed, SetEnabled, SetSkin, ShutDownDeployedUnit, SpecialBumpHandling, TakeDamage, Timer, Trigger
Inherited Functions from U2.StationaryPawn
AddVelocity, ConsiderAttacking, Destroyed, HitSelf, IsMobile, LaunchPawn, PathTraverses, PreBeginPlay


Variables Detail

HealthEnergyCost Source code

var int HealthEnergyCost;

Source Source code

var EnergySource Source;

EnergyRelay

InUseSound Source code

var(EnergyRelay) Sound InUseSound;


Functions Detail

Destroyed Source code

event Destroyed ( ) )

GetEnergy Source code

function int GetEnergy ( ) )

SetSource Source code

function SetSource ( EnergySource InSource ) )

Tick Source code

event Tick ( float DeltaTime ) )


Defaultproperties

defaultproperties
{
	HealthEnergyCost=1000
	InUseSound=Sound'U2XMPA.EnergyRelay.EnergyRelayAmbient'
	PickupClass=Class'U2XMP.EnergyRelayPickup'
	ExplosionEffect=ParticleSalamander'RocketEffects.ParticleSalamander2'
	ExplodeSound=Sound'U2XMPA.EnergyRelay.EnergyRelayExplode'
	ShutdownSound=Sound'U2XMPA.EnergyRelay.EnergyRelayShutdown'
	DeploySound=Sound'U2XMPA.EnergyRelay.EnergyRelayActivate'
	Description="Energy Relay"
	Health=500
	DrawType=DT_None
	CollisionHeight=30.000000
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     UseReticleOnEvents(3)="UseReticleHealthBar"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleSideBars"
}

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Creation time: sk 3-1-2016 10:48:29.556 - Created with UnCodeX