- Extends
- StationaryPawn
Core.Object
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+-- Engine.Actor
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+-- Engine.Pawn
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+-- Engine.LicenseePawn
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+-- U2.U2Pawn
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+-- U2.StationaryPawn
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+-- U2XMP.ForceWall
Inherited Contants from U2.U2Pawn |
CleanupCarcassTimerName, DyingPlacedState, MaxCollectMomentumTime, MaxTossedItems, MaxWalkingAnims, MissionFailedState, TexDormant, TexExternalPathError, TexInternalPathError, TexMinZError, TexMoveError, TexOtherError, TexScriptLoadError, TexScriptRunError |
Inherited Variables from U2.U2Pawn |
AdditionalDamageFilters, AlternateUseManagers, AnimationController, AnimationControllerClass, AssetsHelperClass, bCanKnockDown, bCanPanic, bCauseMoveTargetNavError, bCauseScriptedNavError, bDisableErrorColors, bDisableErrorMessages, bFrozen, bHeadTrackingEnabled, bInfiniteAmmo, bNoFlavorTextTeamCheck, bOverridesDamageEffect, bQuickCarcassCleanup, bRagdollDeath, bReceivedInitialStatus, bReceivedInitialWeapon, bReloadsEnabled, bSentient, bServoEnabled, bShrinkCarcass, bSinkCarcass, bStationary, bTestAnimHandler, bUsesFlavorText, bUseSoundSlotTimers, bWeaponAimingEnabled, CarcassFadeEffect, CarcassFadeTemplate, CarcassPrePivotZ, CarcassShrinkRateX, CarcassShrinkRateY, CarcassShrinkRateZ, CarcassSinkRatePerSec, CarcassSinkRatePerSecInc, CarcassSinkRatePerSecMax, CarcassSinkRatePerSecMin, CollectedMomentumTransfer, CommandFileName, CommandStartLabel, CrouchingMoveSpeed, CurPanicSound, CurrentMomentumTransferSlot, CurrentStatus, DamageEffectOffsetMultiplier, DamageFilterClass, DamageIndicatorAngle, DeadBuoyancy, DeathWAT, DefaultInventory, DefaultPackage, DefaultWeapon, Description, DodgeJumpZScale, DodgeXYVelocityScale, DroppedEnergy, DrowningDamageAmount, EMPEffect, FallTimer, FDamager, FlameEffect, FriendDeadSoundDelay, GibbedEffect, GibSetClass, HeadTrackActor, HeadTrackTimer, InitialAgentInputs, InitialAlertness, InitialHealth, InitialHearingThreshold, InitialSightRadius, LastKnockDownTime, LastMomentumTransferTime, LastSoundClass, LastTextureType, LoopDeathAnimRate, LowGoreMesh, LowGoreMeshGoreLevel, MaxAliveAddedVelocity, MaxDeadAddedVelocity, MaxHeadTrackDistance, MaxHeadTrackPlayerDistance, MaxRandomSoundTime, MinJumpAnimSpeed, MinKnockDownMomentumThreshold, MinLandAnimSpeed, MinPanicTime, MinRandomSoundTime, MinTimeBetweenHitSounds, MinTimeBetweenKnockDowns, MinTimeBetweenRandomSounds, MovementPhysics, NumTextureSounds, NumWalkingAnims, OldStatus, OldWeapon, PanicDamageInstigator, PanicDamageType, PanicSoundPauseSeconds, ParticleHitEffect, ProneMoveSpeed, RandomAttackSoundSlot, RandomIdleSoundSlot, RemainingPowerSuitEnergy, SetMoveSpeedFudge, SoundSlotTimerListTag, SoundSlotTimers, SoundTable, StandingMoveSpeed, StatusBelt, StatusDoll, StopPanicTime, TextureSoundIndices[4], TimeBeforeCarcassDestroyed, TimeSinceBeginState, TossedItems[MaxTossedItems], TotalCarcassSinkDistance, TotalRecentHits, TotalRecentMomentumTransfer, ToxicEffect, UsableActors, UseManager, VoiceListClass, VoiceListTag, VoicePackage, VoicePackMetaClass, VoiceType, WalkingAnims[MaxWalkingAnims], WeaponDamageItems |
Functions Summary |
| WallState | BlendStates (WallState A, WallState B, float Percentage ))
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| | Bump (Actor Other ))
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| | CreateColliders (float FieldHeight, float BottomOffset, float CollisionOffset ))
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| | CreateVisualEffect (float FieldHeight, float BottomOffset ))
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| | Destroyed ()))
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| | DisableCollision ()))
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| | DisableUnit ()))
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| | EnableCollision ()))
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| | EndTransition ()))
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| | ForceWallKilled ()))
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| | HandleForceWallBump (Actor Other ))
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| bool | HitSelf (Actor HitActor ))
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| | InitiateWall (float FieldHeight, float BottomOffset, float CollisionOffset, int inBeamCount, float inForceWallWidth, class inBeamClass ))
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| bool | IsEnabled ()))
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| | ModifyPaths (bool bEnabled ))
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| | PostBeginPlay ()))
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| | ProgressTransition (float DeltaTime ))
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| | ReEnableUnit ()))
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| | SetEnabled (bool bVal ))
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| | SetState (WallState State ))
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| | ShutDownForceWall ()))
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| | StartTransition (WallTransition Transition ))
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| | TakeDamage (int Damage, Pawn instigatedBy, vector hitlocation, vector momentum, class<DamageType> damageType))
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| | Tick (float DeltaTime ))
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Inherited Functions from U2.U2Pawn |
AddAdditionalDamageFilter, AddVelocity, AddWeaponDamageItem, AdjustFinalDamage, AdjustWeaponDamage, AnimEnd, ApplyAdditionalDamageFilters, AssignDefaultInventory, BaseChange, BeginState, BreathTimer, CanDoRagdollHit, ChunkUp, CleanupCarcass, CleanupCarcassTimer, CleanupShadows, Destroyed, DialogBegin, DialogEnd, DialogPause, DialogSetEndingFocus, DialogSetFocus, DialogUnPause, Died, DMAI, DMAIA, DMAIE, DMAIL, DMAIM, DoDamageEffect, Dodge, DoGibbedEffect, DoGibs, DropEnergy, DumpAgentAnimInfo, DumpAgentInfo, DumpAgentInputInfo, EndState, ErrorGeneral, eventTakeDamage, FellOutOfWorld, FixSkins, Gesture, GetDamageEffect, GetDamageIndicatorAngleA, GetDamageIndicatorAngleB, GetDescription, GetInfiniteAmmo, GetJumpPack, GetPlayerModel, GetPowerSuit, GetPowerSuitMax, GetPowerSuitPct, GetPowerSuitResurrections, GetPowerSuitResurrectionsString, GetReloadsEnabled, GetWeaponAnimationTypeW, GiveTossedItem, HandleCarcassCleanup, HandleJumpSound, HandleKnockdown, HandleMissionFailed, HandleRandomAttackSound, HandleRandomIdleSound, HandleTakeHit, HasGibs, IsPanicDamageType, IsSentient, JumpInProgress, JumpOutOfWater, KImpact, LandedEx, LandedOnTexture, LandThump, LaunchOffPawnDamage, LieStill, LookupLoopAnim, LookupPlayAnim, LookupTweenAnim, MakeErrorObvious, MantlingBegin, MaybeScaleSettings, NotifyFallingFar, NotifyGoreDetailChanged, NotifyRagdollCollisionChange, NotifyRagdollDeathEnded, NotifySetMovementSound, NotifySound, PlayDodge, PlayDying, PlayMovementSound, PlayTakeHit, PlayTakeHitSound, PlayTaunt, PlayVictoryDance, PlayWaving, PlayWeaponSwitch, PossessedBy, PostBeginPlay, PostRecvCurrentStatus, PostRecvWeapon, PreBeginPlay, PreRecvCurrentStatus, PreRecvWeapon, PreSetMovement, PressedAltFire, PressedFire, PressingAltFire, PressingFire, PreventDeath, ReduceCylinder, RemoveAdditionalDamageFilter, RemoveTossedItem, RemoveWeaponDamageItem, Replication, RestoreSightRadius, ServerTaunt, SetDefaultWeapon, SetHealth, SetInitialState, SetMovementPhysics, SetNumWalkingAnims, SetPlayerModel, SetupAnimationComponents, SetupComponents, SetupSoundComponents, ShouldGib, SpamTextures, StopDamageEffects, TakeDamage, TakeDamageHandlePhysics, TakeDrowningDamage, Taunt, TestMissionFailed, Tick, Timer, TravelPreAccept, Trigger |
const FUDGEHORZ = 50.0;
const FUDGEVERT = 50.0;
var int BeamCount;
var bool bEnabled;
var int DamageAccumulator;
var float ElapsedTime;
var float ForceWallWidth;
var int HitCount;
ForceWall
ColliderAmbientSoundOffset Source code
var(
ForceWall)
int ColliderAmbientSoundOffset;
event Bump (
Actor Other ) )
simulated function CreateColliders ( float FieldHeight, float BottomOffset, float CollisionOffset ) )
simulated function CreateVisualEffect ( float FieldHeight, float BottomOffset ) )
event Destroyed ( ) )
simulated function DisableCollision ( ) )
simulated function DisableUnit ( ) )
simulated function EnableCollision ( ) )
simulated function EndTransition ( ) )
simulated function ForceWallKilled ( ) )
function HandleForceWallBump (
Actor Other ) )
function bool HitSelf (
Actor HitActor ) )
simulated
function InitiateWall (
float FieldHeight,
float BottomOffset,
float CollisionOffset,
int inBeamCount,
float inForceWallWidth,
class<
PulseLineGenerator>
inBeamClass ) )
function bool IsEnabled ( ) )
function ModifyPaths ( bool bEnabled ) )
simulated event PostBeginPlay ( ) )
simulated function ProgressTransition ( float DeltaTime ) )
simulated function ReEnableUnit ( ) )
function SetEnabled ( bool bVal ) )
simulated
function SetState (
WallState State ) )
simulated function ShutDownForceWall ( ) )
simulated event Tick ( float DeltaTime ) )
defaultproperties
{
DefaultState=(Color=(B=100,R=255))
BeamHitTransition=(Start=(Color=(B=255,G=150,R=150)),Time=0.500000)
BeamKillTransition=(Start=(Color=(B=255,G=255,R=255)),EndFunction=ForceWallKilled,Time=0.500000)
DisabledState=(Color=(B=100,G=255))
ForceWallAmbientSound=Sound'U2XMPA.FieldGenerator.ForceWallAmbient'
ColliderAmbientSoundOffset=8
DamageTransferPct=0.100000
bSpecialCollider=true
bSpecialEnemy=true
AnimationControllerClass=None
ControllerClass=Class'U2XMP.StationaryPawnControllerDefensive'
Physics=PHYS_None
DrawType=DT_None
bActorShadows=false
bCollideActors=false
bCollideWorld=false
bBlockActors=false
bBlockPlayers=false
UseReticleOnEvents(0)="UseReticleText"
UseReticleOnEvents(1)="UseReticleCorners"
UseReticleOnEvents(2)="UseReticleSideBars"
ProximityReticleOnEvents(0)="ProximityReticleCorners"
ProximityReticleOnEvents(1)="ProximityReticleSideBars"
}
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Creation time: sk 3-1-2016 10:48:29.782 - Created with
UnCodeX