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UTGameContent.UTEnergyShield

Extends
UTDeployedActor

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- UTGame.UTDeployedActor
      |   
      +-- UTGameContent.UTEnergyShield

Constants Summary
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers

Variables Summary
SoundCueDestroySound
SoundCuePanelDestroySound
SkeletalMeshComponentShieldBase
UTParticleSystemComponentShieldEffect
intShieldHealth
StaticMeshComponentShieldMesh
SoundCueSpawnSound
Inherited Variables from UTGame.UTDeployedActor
bDeployed, HudLocation, InstigatorController, LightEnvironment, Mesh, TeamNum
Inherited Variables from Engine.Actor
Acceleration, AllComponents, Attached, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanTeleport, bClientDemoRecording, bCollideActors, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEdShouldSnap, bExchangedRoles, bForceNetUpdate, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNeverReplicateRotation, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bRepClientDemo, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStasis, bStatic, bTearOff, bTempEditor, bTicked, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DesiredRotation, DetachFence, DrawScale, DrawScale3D, GeneratedEvents, Group, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, MinDistForNetRBCorrection, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, Role, Rotation, RotationRate, SupportedEvents, Tag, TickGroup, Timers, Touching, Velocity, WorldInfo

Enumerations Summary
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType

Structures Summary
Inherited Structures from Engine.Actor
AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo

Functions Summary
event Destroyed ()))
event Landed (vector HitNormal, Actor HitActor))
function PerformDeploy ()))
event PostBeginPlay ()))
event TakeDamage (int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
Inherited Functions from UTGame.UTDeployedActor
Attach, BaseChange, Destroyed, GetTeamNum, HurtRadius, PerformDeploy, PostBeginPlay, ReplicatedEvent, Reset, SetHUDLocation
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CanSplash, ChartData, CheckForErrors, CheckHitInfo, CheckMaxEffectDistance, ChildActors, ClampRotation, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, DebugFreezeGame, Destroy, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugLine, DrawDebugSphere, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindActorsOfClass, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetLocationStringFor, GetPackageGuid, GetPhysicsName, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, GetUTFlag, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsInPain, IsInVolume, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnCauseDamage, OnChangeCollision, OnDestroy, OnHealDamage, OnMakeNoise, OnRanOver, OnSetBlockRigidBody, OnSetPhysics, OnTeleport, OnToggleHidden, OutsideWorldBounds, OverlappingActors, OverRotated, PawnBaseDied, PhysicsVolumeChange, PickedUpBy, PlayActorFaceFXAnim, PlayerCanSeeMe, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RanInto, ReplaceText, ReplicatedEvent, Reset, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, ScriptGetTeamNum, SetAnimPosition, SetAnimWeights, SetBase, SetCollision, SetCollisionSize, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetGRI, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetLocation, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTimer, SetZone, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, TakeDamage, TakeRadiusDamage, Tick, Timer, TimeSince, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceComponent, TriggerEventClass, UnClock, UnTouch, UsedBy, VisibleActors, VisibleCollidingActors


Variables Detail

DestroySound Source code

var SoundCue DestroySound;
sounds to play

PanelDestroySound Source code

var SoundCue PanelDestroySound;
sounds to play

ShieldBase Source code

var SkeletalMeshComponent ShieldBase;

ShieldEffect Source code

var UTParticleSystemComponent ShieldEffect;
shield generation effect

ShieldHealth Source code

var int ShieldHealth;
Array of current health of each shield piece

ShieldMesh Source code

var StaticMeshComponent ShieldMesh;
shield mesh (has collision)

SpawnSound Source code

var SoundCue SpawnSound;
sounds to play


Functions Detail

Destroyed Source code

simulated event Destroyed ( ) )

Landed Source code

event Landed ( vector HitNormal, Actor HitActor) )

PerformDeploy Source code

simulated function PerformDeploy ( ) )

PostBeginPlay Source code

event PostBeginPlay ( ) )

TakeDamage Source code

event TakeDamage ( int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) )


Defaultproperties

defaultproperties
{
   ShieldHealth=4000
   Begin Object Class=StaticMeshComponent Name=ShieldMesh ObjName=ShieldMesh Archetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
      StaticMesh=StaticMesh'PICKUPS.Deployables.Mesh.S_Pickups_Shield_Deployable_Whole'
      HiddenGame=True
      bUseAsOccluder=False
      CastShadow=False
      bAcceptsLights=False
      CollideActors=False
      BlockActors=False
      BlockRigidBody=False
      Scale=5.000000
      Name="ShieldMesh"
      ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
   End Object
   ShieldMesh=ShieldMesh
   Begin Object Class=UTParticleSystemComponent Name=ShieldEffect ObjName=ShieldEffect Archetype=UTParticleSystemComponent'UTGame.Default__UTParticleSystemComponent'
      Template=ParticleSystem'PICKUPS.Deployables.Effects.P_Deployables_Shield_Projector'
      bAutoActivate=False
      Name="ShieldEffect"
      ObjectArchetype=UTParticleSystemComponent'UTGame.Default__UTParticleSystemComponent'
   End Object
   ShieldEffect=ShieldEffect
   Begin Object Class=SkeletalMeshComponent Name=DeployableMesh ObjName=DeployableMesh Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
      SkeletalMesh=SkeletalMesh'PICKUPS.Deployables.Mesh.SK_Deployables_Shield'
      Begin Object Class=AnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
         Name="MeshSequenceA"
         ObjectArchetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
      End Object
      Animations=AnimNodeSequence'UTGameContent.Default__UTEnergyShield:MeshSequenceA'
      AnimSets(0)=AnimSet'PICKUPS.Deployables.Anims.K_Deployables_Shield'
      bUseAsOccluder=False
      CastShadow=False
      Name="DeployableMesh"
      ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
   End Object
   ShieldBase=DeployableMesh
   SpawnSound=SoundCue'A_Pickups_Deployables.ShieldGenerator.ShieldGenerator_OpenCue'
   DestroySound=SoundCue'A_Pickups_Deployables.ShieldGenerator.ShieldGenerator_CloseCue'
   PanelDestroySound=SoundCue'A_Pickups_Deployables.ShieldGenerator.ShieldGenerator_PanelBlowCue'
   Begin Object Class=DynamicLightEnvironmentComponent Name=DeployedLightEnvironment ObjName=DeployedLightEnvironment Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTDeployedActor:DeployedLightEnvironment'
      ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTDeployedActor:DeployedLightEnvironment'
   End Object
   LightEnvironment=DeployedLightEnvironment
   Components(0)=DeployedLightEnvironment
   Begin Object Class=AudioComponent Name=AmbientSoundComponent ObjName=AmbientSoundComponent Archetype=AudioComponent'Engine.Default__AudioComponent'
      SoundCue=SoundCue'A_Vehicle_Paladin.SoundCues.A_Vehicle_Paladin_ShieldAmbient'
      bStopWhenOwnerDestroyed=True
      bShouldRemainActiveIfDropped=True
      Name="AmbientSoundComponent"
      ObjectArchetype=AudioComponent'Engine.Default__AudioComponent'
   End Object
   Components(1)=AmbientSoundComponent
   Components(2)=DeployableMesh
   Components(3)=ShieldMesh
   Components(4)=ShieldEffect
   Begin Object Class=AudioComponent Name=AmbientComponent ObjName=AmbientComponent Archetype=AudioComponent'Engine.Default__AudioComponent'
      SoundCue=SoundCue'A_Pickups_Deployables.ShieldGenerator.ShieldGenerator_OutsideLoopCue'
      bAutoPlay=True
      bStopWhenOwnerDestroyed=True
      bShouldRemainActiveIfDropped=True
      Name="AmbientComponent"
      ObjectArchetype=AudioComponent'Engine.Default__AudioComponent'
   End Object
   Components(5)=AmbientComponent
   bPushedByEncroachers=False
   bAlwaysRelevant=True
   bHardAttach=True
   bBlockActors=False
   bProjTarget=True
   LifeSpan=90.000000
   CollisionComponent=DeployableMesh
   Name="Default__UTEnergyShield"
   ObjectArchetype=UTDeployedActor'UTGame.Default__UTDeployedActor'
}

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Creation time: sk 18-3-2018 10:00:51.748 - Created with UnCodeX