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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
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+-- U2.U2Weapon
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+-- U2.U2XMPItem
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+-- U2XMP.DeployableInventory
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+-- U2XMP.EnergyRelayDeployable
| Constants Summary |
|---|
| Inherited Contants from U2XMP.DeployableInventory |
|---|
| DeployBuffer, DeployHeight |
| Variables Summary | |
|---|---|
| float | MaxTapDistance |
| EnergySource | Source |
| Inherited Variables from U2XMP.DeployableInventory |
|---|
| DeployClass, DeployFailedSound, ItemHealthArray, MaxDeployDistance, XMPIcon |
| Inherited Variables from U2.U2XMPItem |
|---|
| ActivateSound, bActivatable, DeActivateSound, EffectSound |
| Functions Summary | ||
|---|---|---|
![]() | bool | CanDeploy ())) |
![]() | UpdateDeployedActor (DeployedUnit A )) | |
| Inherited Functions from U2XMP.DeployableInventory |
|---|
| ActivateUnit, CanDeploy, Deploy, OutputItemArray, SetCrosshair, TransferSpecialProperties, UnSetCrosshair, UpdateDeployedActor, UpdateInventoryHealth |
| Inherited Functions from U2.U2XMPItem |
|---|
| Activate, ActivateUnit, AdjustDamage, AltFire, AuthorityAltFire, AuthorityFire, BringUp, Deactivate, DrawDecos, DrawWeapon, Fire, GetClipAmount, GetClipSize, GiveTo, HasEnoughAmmo, PostRender, PreSetAimingParameters, ProjectileFire, Tick |
| Variables Detail |
|---|
| Functions Detail |
|---|
CanDeploy Source code
UpdateDeployedActor Source code| Defaultproperties |
|---|
defaultproperties
{
MaxTapDistance=512.000000
DeployClass=Class'U2XMP.EnergyRelay'
ActivateSound=Sound'U2XMPA.EnergyRelay.EnergyRelayActivate'
GunButtSounds(0)=Sound'U2WeaponsA.GunButt.GunButt01'
GunButtSounds(1)=Sound'U2WeaponsA.GunButt.GunButt02'
GunButtSounds(2)=Sound'U2WeaponsA.GunButt.GunButt03'
GunButtSounds(3)=Sound'U2WeaponsA.GunButt.GunButt04'
TargetableTypes(0)='Pawn'
ProjectileClass=Class'U2XMP.projectileEnergyRelay'
PickupClass=Class'U2XMP.EnergyRelayPickup'
ItemName="Energy Relay"
DrawType=DT_Sprite
DrawScale=0.200000
UseReticleOnEvents(0)="UseReticleText"
UseReticleOnEvents(1)="UseReticleCorners"
UseReticleOnEvents(2)="UseReticleTopBars"
ProximityReticleOnEvents(0)="ProximityReticleCorners"
ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}
|
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