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UTGame.UTSlowField

Extends
UTTimedPowerup
Modifiers
native abstract

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- UTGame.UTInventory
         |   
         +-- UTGame.UTTimedPowerup
            |   
            +-- UTGame.UTSlowField

Direct Known Subclasses:

UTSlowField_Content

Variables Summary
boolbEffectsOn
VectorDesiredScale
class<UTEmitCameraEffect>InsideCameraEffect
UTPawnPawnOwner
floatProjectileScalingFactor
array<Projectile>ProjectilesToUpdate
SoundCueSlowFieldAmbientSound
StaticMeshComponentSlowFieldMesh
SoundCueWarningSound
floatYawRotationRate
Inherited Variables from UTGame.UTTimedPowerup
HudIndex, IconCoords, PowerupOverSound, PowerupStatName, PP_Scene_Desaturation, PP_Scene_HighLights, TimeRemaining, TransitionDuration, TransitionTime, WarningTime
Inherited Variables from UTGame.UTInventory
bDropOnDisrupt

Functions Summary
event Destroyed ()))
function GivenTo (Pawn NewOwner, bool bDoNotActivate))
function ItemRemovedFromInvManager ()))
function PlaySlowFieldFadingEffects ()))
event ReplicatedEvent (name VarName))
functionbool StopsProjectile (Projectile P))
function ToggleSlowFieldEffects (bool bEnabled))
event Touch (Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ))
event UnTouch (Actor Other ))
function UpdateTouchingProjectiles ()))
Inherited Functions from UTGame.UTTimedPowerup
AdjustPPEffects, BotDesireability, ClientGivenTo, ClientLostItem, ClientSetTimeRemaining, DenyPickupQuery, DetourWeight, DisplayPowerup, GetPowerupStatName, GivenTo, PostBeginPlay, TimeExpired, TimeRemaingUpdated
Inherited Functions from UTGame.UTInventory
AddWeaponOverlay, ClientLostItem, Destroyed, DropFrom


Variables Detail

bEffectsOn Source code

var repnotify bool bEffectsOn;
Indicates that the effects are on and attached to the owner pawn

DesiredScale Source code

var Vector DesiredScale;
Desired scale of the slow field effect mesh

InsideCameraEffect Source code

var class<UTEmitCameraEffect> InsideCameraEffect;
Camera emitter played on player using the powerup

PawnOwner Source code

var UTPawn PawnOwner;
Replicated owner pawn, since the pickup owner does not replicate when we need it

ProjectileScalingFactor Source code

var float ProjectileScalingFactor;
Time dilation scaling applied to projectiles inside the area of effect

ProjectilesToUpdate Source code

var array<Projectile> ProjectilesToUpdate;
Projectiles that touched this slow field without an Instigator set The Instigator should be set on the following Tick

SlowFieldAmbientSound Source code

var SoundCue SlowFieldAmbientSound;
Ambient sound played while active

SlowFieldMesh Source code

var StaticMeshComponent SlowFieldMesh;
Slow field effect mesh

WarningSound Source code

var SoundCue WarningSound;
Sound indicating that the powerup is about to expire

YawRotationRate Source code

var float YawRotationRate;
Rate at which the slow field effect rotates


Functions Detail

Destroyed Source code

simulated event Destroyed ( ) )

GivenTo Source code

simulated function GivenTo ( Pawn NewOwner, bool bDoNotActivate) )

ItemRemovedFromInvManager Source code

function ItemRemovedFromInvManager ( ) )

PlaySlowFieldFadingEffects Source code

simulated function PlaySlowFieldFadingEffects ( ) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

StopsProjectile Source code

simulated function bool StopsProjectile ( Projectile P) )

ToggleSlowFieldEffects Source code

simulated function ToggleSlowFieldEffects ( bool bEnabled) )

Touch Source code

simulated event Touch ( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ) )

UnTouch Source code

simulated event UnTouch ( Actor Other ) )

UpdateTouchingProjectiles Source code

simulated function UpdateTouchingProjectiles ( ) )


Defaultproperties

defaultproperties
{
   ProjectileScalingFactor=0.125000
   DesiredScale=(X=2.100000,Y=2.100000,Z=1.800000)
   YawRotationRate=2000.000000
   TimeRemaining=60.000000
   PowerupStatName="POWERUPTIME_SLOWFIELD"
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'UTGame.Default__UTTimedPowerup:Sprite'
      ObjectArchetype=SpriteComponent'UTGame.Default__UTTimedPowerup:Sprite'
   End Object
   Components(0)=Sprite
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'Engine.Default__CylinderComponent'
      CollisionHeight=200.000000
      CollisionRadius=280.000000
      CollideActors=True
      Name="CollisionCylinder"
      ObjectArchetype=CylinderComponent'Engine.Default__CylinderComponent'
   End Object
   Components(1)=CollisionCylinder
   bIgnoreEncroachers=True
   bOnlyRelevantToOwner=False
   bReplicateMovement=True
   bHardAttach=True
   bProjTarget=True
   Name="Default__UTSlowField"
   ObjectArchetype=UTTimedPowerup'UTGame.Default__UTTimedPowerup'
}

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Creation time: sk 18-3-2018 10:00:57.199 - Created with UnCodeX