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U2XMP.ForceWall

Extends
StationaryPawn

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

Constants Summary
FUDGEHORZ=50.0
FUDGEVERT=50.0
Inherited Contants from U2.U2Pawn
CleanupCarcassTimerName, DyingPlacedState, MaxCollectMomentumTime, MaxTossedItems, MaxWalkingAnims, MissionFailedState, TexDormant, TexExternalPathError, TexInternalPathError, TexMinZError, TexMoveError, TexOtherError, TexScriptLoadError, TexScriptRunError

Variables Summary
class<PulseLineGenerator>BeamClass
intBeamCount
PulseLineGeneratorBeams
boolbEnabled
WallStateCurrentState
WallTransitionCurrentTransition
intDamageAccumulator
floatElapsedTime
ActorEndActor
floatForceWallWidth
ForceWallColliderFWCStart
intHitCount
ActorStartActor
ForceWall
WallTransitionBeamHitTransition
WallTransitionBeamKillTransition
intColliderAmbientSoundOffset
floatDamageTransferPct
WallStateDefaultState
WallStateDisabledState
soundForceWallAmbientSound
soundHitSound
Inherited Variables from U2.StationaryPawn
bCoverActor, bHasAttack, bSpecialCollider, bSpecialEnemy, ModifiedReachSpecs, RouteCacheDepthCheck
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

Enumerations Summary
Inherited Enumerations from U2.U2Pawn
EErrorType

Structures Summary
WallState
Color
WallTransition
Start, End, EndFunction, Time
Inherited Structures from U2.U2Pawn
MomentumTransferT, SCurrentStatus, SInitialAgentInput, WalkingAnimInfoT

Functions Summary
functionWallState BlendStates (WallState A, WallState B, float Percentage ))
event Bump (Actor Other ))
function CreateColliders (float FieldHeight, float BottomOffset, float CollisionOffset ))
function CreateVisualEffect (float FieldHeight, float BottomOffset ))
event Destroyed ()))
function DisableCollision ()))
function DisableUnit ()))
function EnableCollision ()))
function EndTransition ()))
function ForceWallKilled ()))
function HandleForceWallBump (Actor Other ))
functionbool HitSelf (Actor HitActor ))
function InitiateWall (float FieldHeight, float BottomOffset, float CollisionOffset, int inBeamCount, float inForceWallWidth, class inBeamClass ))
functionbool IsEnabled ()))
function ModifyPaths (bool bEnabled ))
event PostBeginPlay ()))
function ProgressTransition (float DeltaTime ))
function ReEnableUnit ()))
function SetEnabled (bool bVal ))
function SetState (WallState State ))
function ShutDownForceWall ()))
function StartTransition (WallTransition Transition ))
function TakeDamage (int Damage, Pawn instigatedBy, vector hitlocation, vector momentum, class<DamageType> damageType))
event Tick (float DeltaTime ))
Inherited Functions from U2.StationaryPawn
AddVelocity, ConsiderAttacking, Destroyed, HitSelf, IsMobile, LaunchPawn, PathTraverses, PreBeginPlay
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


Constants Detail

FUDGEHORZ Source code

const FUDGEHORZ = 50.0;

FUDGEVERT Source code

const FUDGEVERT = 50.0;


Variables Detail

BeamClass Source code

var class<PulseLineGenerator> BeamClass;

BeamCount Source code

var int BeamCount;

Beams Source code

var PulseLineGenerator Beams;

bEnabled Source code

var bool bEnabled;

CurrentState Source code

var WallState CurrentState;

CurrentTransition Source code

var WallTransition CurrentTransition;

DamageAccumulator Source code

var int DamageAccumulator;

ElapsedTime Source code

var float ElapsedTime;

EndActor Source code

var Actor EndActor;

ForceWallWidth Source code

var float ForceWallWidth;

FWCStart Source code

var ForceWallCollider FWCStart;

HitCount Source code

var int HitCount;

StartActor Source code

var Actor StartActor;

ForceWall

BeamHitTransition Source code

var(ForceWall) WallTransition BeamHitTransition;

BeamKillTransition Source code

var(ForceWall) WallTransition BeamKillTransition;

ColliderAmbientSoundOffset Source code

var(ForceWall) int ColliderAmbientSoundOffset;

DamageTransferPct Source code

var(ForceWall) float DamageTransferPct;

DefaultState Source code

var(ForceWall) WallState DefaultState;

DisabledState Source code

var(ForceWall) WallState DisabledState;

ForceWallAmbientSound Source code

var(ForceWall) sound ForceWallAmbientSound;

HitSound Source code

var(ForceWall) sound HitSound;


Structures Detail

WallState Source code

struct WallState
{
var(ForceWall) color Color;
};


WallTransition Source code

struct WallTransition
{
var(ForceWall) WallState End;
var(ForceWall) Name EndFunction;
var(ForceWall) WallState Start;
var(ForceWall) float Time;
};



Functions Detail

BlendStates Source code

simulated function WallState BlendStates ( WallState A, WallState B, float Percentage ) )

Bump Source code

event Bump ( Actor Other ) )

CreateColliders Source code

simulated function CreateColliders ( float FieldHeight, float BottomOffset, float CollisionOffset ) )

CreateVisualEffect Source code

simulated function CreateVisualEffect ( float FieldHeight, float BottomOffset ) )

Destroyed Source code

event Destroyed ( ) )

DisableCollision Source code

simulated function DisableCollision ( ) )

DisableUnit Source code

simulated function DisableUnit ( ) )

EnableCollision Source code

simulated function EnableCollision ( ) )

EndTransition Source code

simulated function EndTransition ( ) )

ForceWallKilled Source code

simulated function ForceWallKilled ( ) )

HandleForceWallBump Source code

function HandleForceWallBump ( Actor Other ) )

HitSelf Source code

function bool HitSelf ( Actor HitActor ) )

InitiateWall Source code

simulated function InitiateWall ( float FieldHeight, float BottomOffset, float CollisionOffset, int inBeamCount, float inForceWallWidth, class<PulseLineGenerator> inBeamClass ) )

IsEnabled Source code

function bool IsEnabled ( ) )

ModifyPaths Source code

function ModifyPaths ( bool bEnabled ) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

ProgressTransition Source code

simulated function ProgressTransition ( float DeltaTime ) )

ReEnableUnit Source code

simulated function ReEnableUnit ( ) )

SetEnabled Source code

function SetEnabled ( bool bVal ) )

SetState Source code

simulated function SetState ( WallState State ) )

ShutDownForceWall Source code

simulated function ShutDownForceWall ( ) )

StartTransition Source code

simulated function StartTransition ( WallTransition Transition ) )

TakeDamage Source code

simulated function TakeDamage ( int Damage, Pawn instigatedBy, vector hitlocation, vector momentum, class<DamageType> damageType) )

Tick Source code

simulated event Tick ( float DeltaTime ) )


Defaultproperties

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