Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UTGame.UTWarfarePlayerStart

Extends
PlayerStart

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

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.NavigationPoint
      |   
      +-- Engine.PlayerStart
         |   
         +-- UTGame.UTWarfarePlayerStart

Constants Summary
Inherited Contants from Engine.NavigationPoint
INFINITE_PATH_COST

Variables Summary
UTWarfarePlayerStart
boolbPrioritizeWhenUnderAttack
Inherited Variables from Engine.PlayerStart
bEnabled, bPrimaryStart
Inherited Variables from Engine.NavigationPoint
AnchoredPawn, BadSprite, bAlreadyVisited, bAlwaysUseStrafing, bAutoBuilt, bBlockable, bBlocked, bBlockedForVehicles, bBuildLongPaths, bCanReach, bCanWalkOnToReach, bDestinationOnly, bEndPoint, bestPathWeight, bFlyingPreferred, bForceNoStrafing, bHasCrossLevelPaths, bHideEditorPaths, bMakeSourceOnly, bMayCausePain, bMustBeReachable, bMustTouchToReach, bNeverUseStrafing, bNoAutoConnect, bNotBased, bOneWayPath, bPathsChanged, bPreferredVehiclePath, bSourceOnly, bSpecialForced, bSpecialMove, bTransientEndPoint, bVehicleDestination, Cost, CylinderComponent, EditorForcedPaths, EditorProscribedPaths, ExtraCost, FearCost, GoodSprite, InventoryCache, InventoryDist, LastAnchoredPawnTime, LastDetourWeight, MaxPathSize, NavGuid, NavOctreeObject, NearestObjective, NetworkID, nextNavigationPoint, nextOrdered, ObjectiveDistance, PathCost, PathList, previousPath, prevOrdered, TransientCost, visitedWeight, VolumeList

Structures Summary
Inherited Structures from Engine.NavigationPoint
NavigationOctreeObject

Functions Summary
Inherited Functions from Engine.PlayerStart
OnToggle
Inherited Functions from Engine.NavigationPoint
Accept, CanTeleport, DetourWeight, GetAllNavInRadius, GetBoundingCylinder, GetNearestNavToActor, GetNearestNavToPoint, GetReachSpecTo, IsAvailableTo, OnMatchingNetworks, OnToggle, ProceedWithMove, SpecialCost, SuggestMovePreparation


Variables Detail

UTWarfarePlayerStart

bPrioritizeWhenUnderAttack Source code

var(UTWarfarePlayerStart) bool bPrioritizeWhenUnderAttack;
if set, prioritize this start when the associated objective is under attack


Defaultproperties

defaultproperties
{
   bPrioritizeWhenUnderAttack=True
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'Engine.Default__PlayerStart:CollisionCylinder'
      ObjectArchetype=CylinderComponent'Engine.Default__PlayerStart:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__PlayerStart:Sprite'
      ObjectArchetype=SpriteComponent'Engine.Default__PlayerStart:Sprite'
   End Object
   GoodSprite=Sprite
   Begin Object Class=SpriteComponent Name=Sprite2 ObjName=Sprite2 Archetype=SpriteComponent'Engine.Default__PlayerStart:Sprite2'
      ObjectArchetype=SpriteComponent'Engine.Default__PlayerStart:Sprite2'
   End Object
   BadSprite=Sprite2
   Components(0)=Sprite
   Components(1)=Sprite2
   Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'Engine.Default__PlayerStart:Arrow'
      ObjectArchetype=ArrowComponent'Engine.Default__PlayerStart:Arrow'
   End Object
   Components(2)=Arrow
   Components(3)=CollisionCylinder
   Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'Engine.Default__PlayerStart:PathRenderer'
      ObjectArchetype=PathRenderingComponent'Engine.Default__PlayerStart:PathRenderer'
   End Object
   Components(4)=PathRenderer
   CollisionComponent=CollisionCylinder
   CollisionType=COLLIDE_CustomDefault
   Name="Default__UTWarfarePlayerStart"
   ObjectArchetype=PlayerStart'Engine.Default__PlayerStart'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: sk 18-3-2018 10:01:02.272 - Created with UnCodeX