Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

# tmod.tmodPackShield

Extends
  ShieldPack
Modifiers
  config ( tribesmodSettings )

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Gameplay.Equipment
          |
          +-- Gameplay.Pack
             |
             +-- Gameplay.ShieldPack
                |
                +-- tmod.tmodPackShield

Variables Summary
float | activeFractionDamageBlocked
Material | activeHitMaterial
Material | activeIdleMaterial
Material | currentHit
float | currentHitTime
Material | currentIdle
float | hitStayTime
float | lastHealth
float | passiveFractionDamageBlocked
Material | passiveHitMaterial
Material | passiveIdleMaterial
float | RUPSeconds
sound | shieldActive
Sound | shieldCharged
float | shieldDuration
float | shieldReload
float | stopDuration

Inherited Variables from Gameplay.ShieldPack
activeFractionDamageBlocked, activeHitMaterial, activeIdleMaterial, currentHit, currentHitTime, currentIdle, hitStayTime, lastHealth, passiveFractionDamageBlocked, passiveHitMaterial, passiveIdleMaterial

Inherited Variables from Gameplay.Pack
activatingEffectName, activatingEffectStartedName, activeEffectName, activeEffectStartedName, alpha, bLocalActive, cannnotBeUsedWhileTouchingInventoryStation, chargedEffectName, deactivating, deactivatingDuration, deactivatingEffectName, deactivatingProgressedTime, durationSeconds, heldBy, localHeldBy, localPackActivatedTrigger, localPackSetChargedTrigger, packActivatedTrigger, packSetChargedTrigger, passiveEffectName, progressedActivatingTime, progressedActiveTime, progressedRechargingTime, rampUpTimeSeconds, rechargeTimeSeconds, rechargingAlpha, thirdPersonMesh

Functions Summary
|  | activate ())) Charged
|  | applyPassiveEffect (Character characterOwner))
|  | BeginState ())) Charged
|  | finishActiveEffect ()))
| Material | GetOverlayMaterialForOwner (int Index))
|  | PostBeginPlay ()))
|  | removePassiveEffect (Character characterOwner))
|  | startActiveEffect (Character characterOwner))
|  | tick (float deltaSeconds))

Inherited Functions from Gameplay.ShieldPack
applyPassiveEffect, finishActiveEffect, GetOverlayMaterialForOwner, removePassiveEffect, startActiveEffect, tick

Inherited Functions from Gameplay.Pack
activate, applyPartialActiveEffect, applyPassiveEffect, beginState, canPickup, doSwitch, effectTriggered, effectUntriggered, endHeldByCharacter, endState, finishActiveEffect, GetOverlayMaterialForOwner, isInRangeOfInventoryStation, needPrompt, OnEffectInitialized, OnEffectStarted, OnEffectStopped, onTakenFromSpawnPoint, pickup, playEffect, PostNetReceive, removePassiveEffect, requestEquipmentDrop, setCharged, startActiveEffect, startApplyPartialActiveEffect, startHeldByCharacter, stopEffect, tick, TravelPreAccept

States Summary

Charged Source code
simulated state Charged

activate, BeginState

Variables Detail

#### activeFractionDamageBlocked Source code

var config float activeFractionDamageBlocked;

#### activeHitMaterial Source code

var Material activeHitMaterial;

> Overlay material to be used when shield has been impacted

#### activeIdleMaterial Source code

var Material activeIdleMaterial;

> Overlay material, if any, to be used when shield is active but has not been impacted

#### currentHit Source code

var Material currentHit;

#### currentHitTime Source code

var float currentHitTime;

#### currentIdle Source code

var Material currentIdle;

#### hitStayTime Source code

var config float hitStayTime;

> Length of time that the hit material is displayed for on damage

#### lastHealth Source code

var float lastHealth;

#### passiveFractionDamageBlocked Source code

var config float passiveFractionDamageBlocked;

#### passiveHitMaterial Source code

var Material passiveHitMaterial;

> Overlay material to be used when shield has been impacted

#### passiveIdleMaterial Source code

var Material passiveIdleMaterial;

> Overlay material, if any, to be used when shield is active but has not been impacted

#### RUPSeconds Source code

var config float RUPSeconds;

#### shieldActive Source code

var sound shieldActive;

#### shieldCharged Source code

var Sound shieldCharged;

#### shieldDuration Source code

var config float shieldDuration;

#### shieldReload Source code

var config float shieldReload;

#### stopDuration Source code

var config float stopDuration;

Functions Detail

#### activate Charged Source code

simulated function activate ( ) )

#### applyPassiveEffect Source code

simulated function applyPassiveEffect ( Character characterOwner) )

#### BeginState Charged Source code

simulated function BeginState ( ) )

#### finishActiveEffect Source code

simulated function finishActiveEffect ( ) )

#### GetOverlayMaterialForOwner Source code

simulated event Material GetOverlayMaterialForOwner ( int Index) )

#### PostBeginPlay Source code

event PostBeginPlay ( ) )

#### removePassiveEffect Source code

simulated function removePassiveEffect ( Character characterOwner) )

#### startActiveEffect Source code

simulated function startActiveEffect ( Character characterOwner) )

#### tick Source code

simulated function tick ( float deltaSeconds) )

Defaultproperties

    defaultproperties
    {
        passiveFractionDamageBlocked=0.200000
        activeFractionDamageBlocked=0.750000
        hitStayTime=0.500000

        rechargeTimeSeconds=12.000000
        durationSeconds=2.000000
        rampUpTimeSeconds=0.250000
        deactivatingDuration=0.250000

        shieldReload=12.000000
        RUPSeconds=0.250000
        shieldDuration=2.000000
        stopDuration=0.250000

        activeIdleMaterial=Shader'FX.ScreenFindmeShader'
        passiveHitMaterial=Shader'FX.ScreenFindmeShader'
        activeHitMaterial=Shader'FX.ScreenFindmeShader'
        shieldCharged=Sound'TV_packs.pack_charged1'
        shieldActive=Sound'TV_packs.shieldpack_loop1'
        thirdPersonMesh=StaticMesh'packs.ShieldPack'
        localizedName="SHIELD PACK"
        StaticMesh=StaticMesh'packs.ShieldPackDropped'
        infoString="Passive effect slightly reduces damage to the user.  Active effect greatly reduces damage."
        inventoryIcon=Texture'GUITribes.InvButtonShield'
        hudIcon=Texture'HUD.Tabs'
        hudIconCoords=(U=205.000000,V=165.000000)
        hudRefireIcon=Texture'HUD.Tabs'
        hudRefireIconCoords=(U=205.000000,V=165.000000)
    }

Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

Creation time: st 23.5.2018 00:10:35.596 - Created with UnCodeX