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U2XMP.FieldGenerator

Extends
DeployedUnit
Modifiers
placeable

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

Direct Known Subclasses:

FieldGeneratorAlt

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

Variables Summary
boolbDidShutDownDestroy
floatCosMinAngle
FieldGeneratorCurrentFGChoice
array<FGStruct>FGLinks
FieldGenerator
class<PulseLineGenerator>BeamClass
intBeamCount
floatBottomOffset
floatFieldHeight
floatForceWallWidth
floatLinkRadius
soundLinkSound
intNumPrimaryLinks
intNumSecondaryLinks
floatTraceTolerance
soundUnlinkSound
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

Structures Summary
FGStruct
FG, FGEffect

Functions Summary
functionbool AnglesOK (FieldGenerator SourceFG, FieldGenerator TargetFG ))
functionbool CanConnect (FieldGenerator TraceToFG ))
functionbool ConsiderAttacking (Actor TargetActor, U2NPCController AttackingController ))
function CreateField (int ActiveLink ))
event Destroyed ()))
function DisableUnit ()))
functionbool FilterFG (FieldGenerator FG ))
functionint FirstFreeSlot ()))
functionint ForceWallIndex (FieldGenerator F ))
functionvector GetBottomLink (FieldGenerator F ))
functionvector GetTopLink (FieldGenerator F ))
function Initialize (bool AltActivate ))
functionint IsLinked (FieldGenerator F ))
function Linkup (int ActiveLink ))
function MakeLinks (FieldGenerator F, int LinkSlot ))
function ModifyPaths (bool bEnabled)
function NotifyDeployed ()))
functionint NumFreeSlots ()))
functionint NumLinks ()))
function OutputLinks ()))
function ScanArea ()))
function SetUpLink ()))
function ShutDownDeployedUnit (bool bDestroyed, optional Pawn P ))
function SpecialBumpHandling (Actor Other ))
function Trigger (Actor Other, Pawn EventInstigator, optional name EventName ))
function Unlink (int UnlinkSlot, bool bDestroyWall ))
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

bDidShutDownDestroy Source code

var bool bDidShutDownDestroy;

CosMinAngle Source code

var float CosMinAngle;

CurrentFGChoice Source code

var FieldGenerator CurrentFGChoice;

FGLinks Source code

var array<FGStruct> FGLinks;

FieldGenerator

BeamClass Source code

var(FieldGenerator) class<PulseLineGenerator> BeamClass;

BeamCount Source code

var(FieldGenerator) int BeamCount;

BottomOffset Source code

var(FieldGenerator) float BottomOffset;

FieldHeight Source code

var(FieldGenerator) float FieldHeight;

ForceWallWidth Source code

var(FieldGenerator) float ForceWallWidth;

LinkRadius Source code

var(FieldGenerator) float LinkRadius;

LinkSound Source code

var(FieldGenerator) sound LinkSound;

NumPrimaryLinks Source code

var(FieldGenerator) int NumPrimaryLinks;

NumSecondaryLinks Source code

var(FieldGenerator) int NumSecondaryLinks;

TraceTolerance Source code

var(FieldGenerator) float TraceTolerance;

UnlinkSound Source code

var(FieldGenerator) sound UnlinkSound;


Structures Detail

FGStruct Source code

struct FGStruct
{
var FieldGenerator FG;
var ForceWall FGEffect;
};



Functions Detail

AnglesOK Source code

function bool AnglesOK ( FieldGenerator SourceFG, FieldGenerator TargetFG ) )

CanConnect Source code

function bool CanConnect ( FieldGenerator TraceToFG ) )

ConsiderAttacking Source code

function bool ConsiderAttacking ( Actor TargetActor, U2NPCController AttackingController ) )

CreateField Source code

function CreateField ( int ActiveLink ) )

Destroyed Source code

event Destroyed ( ) )

DisableUnit Source code

function DisableUnit ( ) )

FilterFG Source code

function bool FilterFG ( FieldGenerator FG ) )

FirstFreeSlot Source code

function int FirstFreeSlot ( ) )

ForceWallIndex Source code

function int ForceWallIndex ( FieldGenerator F ) )

GetBottomLink Source code

function vector GetBottomLink ( FieldGenerator F ) )

GetTopLink Source code

function vector GetTopLink ( FieldGenerator F ) )

Initialize Source code

function Initialize ( bool AltActivate ) )

IsLinked Source code

function int IsLinked ( FieldGenerator F ) )

Linkup Source code

function Linkup ( int ActiveLink ) )

MakeLinks Source code

function MakeLinks ( FieldGenerator F, int LinkSlot ) )

ModifyPaths Source code

function ModifyPaths ( bool bEnabled )

NotifyDeployed Source code

function NotifyDeployed ( ) )

NumFreeSlots Source code

function int NumFreeSlots ( ) )

NumLinks Source code

function int NumLinks ( ) )

OutputLinks Source code

function OutputLinks ( ) )

ScanArea Source code

function ScanArea ( ) )

SetUpLink Source code

function SetUpLink ( ) )

ShutDownDeployedUnit Source code

function ShutDownDeployedUnit ( bool bDestroyed, optional Pawn P ) )

SpecialBumpHandling Source code

function SpecialBumpHandling ( Actor Other ) )

Trigger Source code

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

Unlink Source code

function Unlink ( int UnlinkSlot, bool bDestroyWall ) )


Defaultproperties

defaultproperties
{
	LinkRadius=1000.000000
	NumPrimaryLinks=2
	NumSecondaryLinks=1
	TraceTolerance=16.000000
	LinkSound=Sound'U2XMPA.FieldGenerator.FieldGeneratorLink'
	UnlinkSound=Sound'U2XMPA.FieldGenerator.FieldGeneratorUnlink'
	BeamClass=Class'U2XMP.ForceWallBeam'
	BeamCount=6
	ForceWallWidth=10.000000
	FieldHeight=60.000000
	BottomOffset=10.000000
	CosMinAngle=0.707000
	PickupClass=Class'U2XMP.FieldGeneratorPickup'
	ExplosionEffect=ParticleSalamander'RocketEffects.ParticleSalamander2'
	ExplodeSound=Sound'U2XMPA.FieldGenerator.FieldGeneratorDestroyed'
	ShutdownSound=Sound'U2XMPA.FieldGenerator.FieldGeneratorShutdown'
	DestroyedAlertSound=Sound'U2XMPA.FieldGenerator.FieldGeneratorDestroyedAlert'
	DisabledSound=Sound'U2XMPA.FieldGenerator.FieldGeneratorDisabled'
	ReEnabledSound=Sound'U2XMPA.FieldGenerator.FieldGeneratorEnabled'
	DeploySound=Sound'U2XMPA.FieldGenerator.FieldGeneratorActivate'
	Description="Field Generator"
	bEnabled=true
	bSpecialEnemy=true
	Health=300
	ControllerClass=Class'U2XMP.StationaryPawnControllerDefensive'
	DrawType=DT_StaticMesh
	StaticMesh=StaticMesh'343M.Assets.FieldGenerator'
	DrawScale=0.110000
	PrePivot=(X=-10.000000,Y=-5.000000,Z=-20.000000)
	CollisionRadius=5.000000
	CollisionHeight=55.000000
	bNoStaticMeshCollide=true
     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 10:48:29.684 - Created with UnCodeX