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Core.Object | +-- Engine.Actor | +-- U2XMP.Replicator
Constants Summary |
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Inherited Contants from Core.Object |
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DegreesToRadians, DegreesToRotationUnits, MaxFlt, MaxInt, MAXSEED, NoLabel, NoState, Pi, RadiansToDegrees, RF_NotifyStateChange, RotationUnitsToDegrees |
Variables Summary | |
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sound | AccessCompleteSound |
sound | AccessDeniedSound |
sound | AccessingSound |
bool | bAccessed |
bool | bEnabled |
float | MinOperationalHealth |
float | NextAdjustmentTime |
float | NextReplicationTime |
float | NextResearchTime |
sound | ProductionCompleteSound |
sound | ProductionInitiatedSound |
sound | RegisterArtifactSound |
sound | RepairingSound |
sound | ResearchCompleteSound |
float | ResearchStartTime |
Replicator | |
bool | bAutoConfigure |
string | Description |
int | EnergyLevel |
int | Health |
int | ItemLimit |
S_ItemList | ItemList[32] |
float | MaxAutoAdjustmentDelay |
float | MinAutoAdjustmentDelay |
float | PriorityMax |
int | RepairRate |
float | ReplicationDelay |
float | ResearchDelay |
int | TeamNumber |
string | TeamRaceClass |
Inherited Variables from Core.Object |
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Class, Name, ObjectFlags, ObjectInternal[6], Outer |
Enumerations Summary |
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Inherited Enumerations from Engine.Actor |
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EDoubleClickDir, EDrawType, EFilterState, EForceType, ELightEffect, ELightType, EMeshNodeRelType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ETacticalMoveType, ETravelType |
Inherited Enumerations from Core.Object |
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EAlignment, ECamOrientation, ESheerAxis |
Structures Summary | ||
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S_ItemList ResearchTime, ItemName, EnergyCost, ItemsQueued, BuildPriority, bBuild, EnergySpent, bAvailable |
Inherited Structures from Engine.Actor |
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ActorList, ActorRenderDataPtr, ActorType, AnimRep, AnimStruct, BatchReference, CheckResult, Face, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr, TCollision |
Inherited Structures from Core.Object |
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Alignment, BoundingVolume, Box, Color, ComponentHandle, Coords, Dimension, Guid, Matrix, NotifyInfo, ParticleHandle, Plane, Point, Range, RangeVector, Rectangle, Rotator, Scale, Vector |
Functions Summary | ||
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AdjustProductionAvailability ())) | ||
float | CalcExtraEnergy (float BuildPriority )) | |
string | GetDescription ())) | |
int | GetItemCount ())) | |
int | GetRelayEnergy ())) | |
bool | IsUsable (optional Actor Other )) | |
MatchStarting ())) | ||
OnUnuse (Actor Other )) | ||
OnUse (Actor Other )) | ||
float | PctResearchCompleted (int Index )) | |
PostBeginPlay ())) | ||
bool | Replicate (string ItemName )) | |
ResetAdjustmentTime ())) | ||
SetNewPriority (string ItemName, int NewPriority )) | ||
SetNewQueue (string ItemName, int ModifyBy )) | ||
TakeDamage (int Damage, Pawn instigatedBy, vector hitlocation, vector momentum, class<DamageType> damageType)) | ||
Tick (float DeltaTime )) | ||
UpdateReplication (float DeltaTime )) | ||
UpdateResearchStatus ())) |
Variables Detail |
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Structures Detail |
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var bool bAvailable;};
var bool bBuild;
var(Replicator) int BuildPriority;
var(Replicator) int EnergyCost;
var float EnergySpent;
var(Replicator) string ItemName;
var(Replicator) int ItemsQueued;
var(Replicator) int ResearchTime;
Functions Detail |
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Defaultproperties |
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defaultproperties { TeamNumber=255 EnergyLevel=10000 ItemLimit=4 ItemList(0)=(ResearchTime=5,ItemName="U2XMP.EnergyRelayPickup",EnergyCost=1500,ItemsQueued=2,BuildPriority=1) ItemList(1)=(ResearchTime=60,ItemName="U2XMP.FieldGeneratorPickup",EnergyCost=5000,ItemsQueued=2,BuildPriority=1) ItemList(2)=(ResearchTime=90,ItemName="U2XMP.ProximitySensorPickup",EnergyCost=4000,ItemsQueued=2,BuildPriority=1) ItemList(3)=(ResearchTime=120,ItemName="U2XMP.AutoTurretPickup",EnergyCost=4500,ItemsQueued=2,BuildPriority=1) ItemList(4)=(ResearchTime=130,ItemName="U2XMP.CameraPickup",EnergyCost=3500,BuildPriority=1) ItemList(5)=(ResearchTime=180,ItemName="U2XMP.SecurityBotPickup",EnergyCost=3500,BuildPriority=1) ItemList(6)=(ItemName="U2XMP.AmmoPackLightPickup",EnergyCost=2500,ItemsQueued=2,BuildPriority=1) ItemList(7)=(ItemName="U2XMP.AmmoPackMediumPickup",EnergyCost=2500,ItemsQueued=2,BuildPriority=1) ItemList(8)=(ItemName="U2XMP.AmmoPackHeavyPickup",EnergyCost=2500,ItemsQueued=2,BuildPriority=1) bAutoConfigure=true ResearchDelay=5.000000 MinAutoAdjustmentDelay=20.000000 MaxAutoAdjustmentDelay=60.000000 ReplicationDelay=1.000000 Health=1000 RepairRate=100 PriorityMax=5.000000 Description="Replicator for Team " MinOperationalHealth=500.000000 AccessingSound=Sound'U2XMPA.Replicator.ReplicatorAccessing' RepairingSound=Sound'U2XMPA.Replicator.ReplicatorRepairing' AccessDeniedSound=Sound'U2XMPA.Replicator.ReplicatorAccessDenied' AccessCompleteSound=Sound'U2XMPA.Replicator.ReplicatorAccessComplete' RegisterArtifactSound=Sound'U2XMPA.Replicator.ReplicatorRegisterArtifact' ResearchCompleteSound=Sound'U2XMPA.Replicator.ReplicatorResearchComplete' ProductionInitiatedSound=Sound'U2XMPA.Replicator.ReplicatorProductionInitiated' ProductionCompleteSound=Sound'U2XMPA.Replicator.ReplicatorProductionComplete' DrawType=DT_None CollisionRadius=50.000000 CollisionHeight=60.000000 bCollideActors=true bBlockActors=true bBlockPlayers=true bProjTarget=true bNoStaticMeshCollide=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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