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# Gameplay.SpawnArray

Extends
  BaseDevice

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Engine.Pawn
          |
          +-- Gameplay.Rook
             |
             +-- Gameplay.BaseDevice
                |
                +-- Gameplay.SpawnArray

Constants Summary

Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
SpawnArrayUseableObject | access
bool | bLocalSpawnEffect
bool | bSpawnEffect
string | cantUseSpawnTowerMessage
float | lastSpawnEffectTime
Effectevents
Name | spawnedEffectEvent
SpawnArray
class<SpawnArrayUseableObject> | accessClass
float | minimumTimeBetweenSpawnEffects
Name | spawnAnimation
float | useableObjectCollisionHeight
float | useableObjectCollisionRadius

Inherited Variables from Gameplay.BaseDevice
baseDeviceMessageClass, bCurrentlyDeploying, bHasOpenAnim, bInitialization, bLoopSavedAnim, bPowered, bWasDeployed, damagedHealthThreshold, deployer, DestroyedDiffuse, destroyedExplosionClass, functionalHealthThreshold, lastAttacker, lastOfflineTime, lastOnlineTime, lastUnderAttackTime, localizedName, m_bSwitchedOn, m_ownershipMaterialIdx, ownerBase, OWNERSHIP_MATERIAL_NOT_FOUND, OWNERSHIP_MATERIAL_UNDISCOVERED, savedAnim, secondaryBaseDeviceMessageClass

Inherited Variables from Gameplay.Rook
AI_LOD_ActivationDistance, AI_LOD_DeactivationDistance, AI_LOD_deactivation_exemption_ticks, AI_LOD_LevelMP, alertness, attacker, bAIThreat, bAlwaysMarked, bCanBeSensed, bCanRepair, bDeferredAICleanup, bIsDetectableByEnemies, bShowJSDebug, bShowLOADebug, bShowNavigationDebug, bShowSensingDebug, bShowSquadDebug, bShowTyrionCharacterDebug, bShowTyrionHeadDebug, bShowTyrionMovementDebug, bShowTyrionWeaponDebug, bUnobstructedLOF, bUseAlternateOwnershipMaterial, bUseAlternateSelfIllumMaterial, clientDamageComponentMask, componentBreakThreshold, damageComponentMask, damageComponents, desiredLocation, effectLogging, estLocation, expectedImpactTime, flameDamagePerSecond, flameDamageReductionPerSecond, flameDamageType, flameSource, grapplerRetentionScale, healthMaximum, hearing, hudType, lastDetectedTime, lastShotFiredTime, loaEndPoint, loaEndPoint2, loaHit, loaStartPoint, loaStartPoint2, logAlertnessChanges, loopingEffects, MaxShadowTraceDistance, mountAI, movementForce, m_lastTeam, m_localTeam, m_squad, m_team, pastPositionsIndex, pastPositionsTimeAccu, pastPositions[N_PAST_POSITIONS], PeripheralVisionZAngle, personalShield, personalShieldClass, playerControllerState, radarInfoClass, reactionDelay, reactionDelayMP, repairers, repDepLastRateAddition, repDepRepairRate, repPakLastRateAddition, repPakRepairRate, sensorUpdateFlag, ShadowLightDistance, shotAngularDeviation, shotAngularDeviationMP, shotLeadAbility, shotLeadAbilityMP, shotNotifier, SightRadiusToPlayer, teamDamagePercentage, teamSelfIllumSkinName, teamSpecificHavokCollisionFiltering, tickTime, tickTimeOrg, tickTimeUpdateRange, UseablePointsValid[MAX_USEABLE_POINTS], UseablePoints[MAX_USEABLE_POINTS], vehicleAI, vision, visionMemory

Enumerations Summary

Inherited Enumerations from Gameplay.Rook
AlertnessLevels, EUseablePointValid

Structures Summary

Inherited Structures from Gameplay.Rook
DamageComponent

Functions Summary
|  | Destroyed ()))
|  | PlayerSpawned ()))
|  | playSpawnEffects ()))
|  | PostBeginPlay ()))
|  | PostNetReceive ()))
|  | use (Pawn user))

Inherited Functions from Gameplay.BaseDevice
BeginState, CanBeUsedBy, CheckChangeState, classConstruct, construct, Died, dispatchDeathMessage, EndState, enumBaseInfo, GetDamageComponentThresholdRange, GetHumanReadableName, getTeamDamagePercentage, isActive, isAlive, isDamaged, isDamagedAtThreshold, isDisabled, isFunctional, isOpenedAnimPlaying, isPowered, latentBeginActive, latentExecuteActive, latentExecuteInitialization, LoopBDAnim, onTeamChange, PlayBDAnim, PlayDamagedDegeneratingEffects, PlayDamagedEnteredEffects, PlayDamagedExitedEffects, PostBeginPlay, PostLoadGame, PostTakeDamage, setHasPower, setSwitchedOn, Tick, unifiedAddImpulseAtPosition

Inherited Functions from Gameplay.Rook
activatePersonalShield, addRepairFromDeployable, addRepairFromPack, ApplyDamage, averageVelocity, breakDamageComponent, canBeRepairedBy, canBeSensed, CanBeUsedBy, ChunkUp, cleanupAI, cleanupDamageComponents, CleanupSensing, clientUpdateDamageComponents, createDamageComponent, CreateHearingNotifier, CreateShotNotifier, CreateVisionNotifier, damageComponentsOnDamage, damageComponentsOnIncreaseHealth, damageComponentsPostTakeDamage, deactivatePersonalShield, Destroyed, Died, displayActorLabel, displayEnemiesList, displayTyrionDebugHeader, displayWorldSpaceDebug, DrawVisionCone, EffectIsLooping, enumSquadInfo, enumTeamInfo, firingMotor, generateAISpeechEvents, getAlertnessLevel, getControllingCharacter, getControllingCharacterTeam, GetDamageComponentThresholdRange, getKillerLabel, GetObjectiveLocation, GetOverlayMaterial, GetRadarInfoClass, getTeamDamagePercentage, getTeamLabel, groundPredictedLocation, IncreaseHealth, isFriendly, IsInVisionCone, OnEffectInitialized, OnEffectStarted, OnEffectStopped, OnShotFired, onTeamChange, personalShieldActive, PlayEffect, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PreBeginPlay, PrecacheDamageComponents, predictedLocation, ProcessBurnDamage, ProcessRepair, RegisterHearingNotification, RegisterShotNotification, RegisterVisionNotification, removeFlameDamage, removeRepairFromDeployable, removeRepairFromPack, resetPersonalShield, setAlertnessLevel, setLimitedTimeLODActivation, setSquad, setTeam, ShouldBeMarked, squad, squadCleanupOnDeath, StartLoopingEffect, StopEffect, StopLoopingEffect, team, UnregisterHearingNotification, UnregisterShotNotification, UnregisterVisionNotification, updateHavokCollisionFilter, updatePastPositions, UpdatePrecacheRenderData

Variables Detail

#### access Source code

var SpawnArrayUseableObject access;

#### bLocalSpawnEffect Source code

var bool bLocalSpawnEffect;

#### bSpawnEffect Source code

var bool bSpawnEffect;

#### cantUseSpawnTowerMessage Source code

var localized string cantUseSpawnTowerMessage;

#### lastSpawnEffectTime Source code

var float lastSpawnEffectTime;

### Effectevents

#### spawnedEffectEvent Source code

var(Effectevents) Name spawnedEffectEvent;

> The name of the effect event to trigger when a player spawns.

### SpawnArray

#### accessClass Source code

var(SpawnArray) class<SpawnArrayUseableObject> accessClass;

> Access class to use

#### minimumTimeBetweenSpawnEffects Source code

var(SpawnArray) float minimumTimeBetweenSpawnEffects;

> The number of seconds that must pass before repeated spawn effects will play.

#### spawnAnimation Source code

var(SpawnArray) Name spawnAnimation;

> The name of the animation to play when a player spawns.

#### useableObjectCollisionHeight Source code

var(SpawnArray) float useableObjectCollisionHeight;

#### useableObjectCollisionRadius Source code

var(SpawnArray) float useableObjectCollisionRadius;

Functions Detail

#### Destroyed Source code

function Destroyed ( ) )

#### PlayerSpawned Source code

function PlayerSpawned ( ) )

#### playSpawnEffects Source code

simulated function playSpawnEffects ( ) )

#### PostBeginPlay Source code

function PostBeginPlay ( ) )

#### PostNetReceive Source code

simulated function PostNetReceive ( ) )

#### use Source code

function use ( Pawn user) )

Defaultproperties

    defaultproperties
    {
    	Mesh			= SkeletalMesh'BaseObjects.SpawnTower'
    	DrawType		= DT_Mesh
    	bNetNotify		= true
    	useableObjectCollisionHeight	= 150
    	useableObjectCollisionRadius	= 300
    	accessClass	= class'Gameplay.SpawnArrayUseableObject'
    	cantUseSpawnTowerMessage = "You can't use a spawn tower while carrying a game object."
    	bAlwaysRelevant = true
    	NetPriority		= 0.5

    	spawnAnimation	 = SpawnTower
    	spawnedEffectEvent = PlayerSpawned
    	bCanBeDamaged	= false
    }

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Creation time: st 23.5.2018 00:10:34.815 - Created with UnCodeX