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

# Gameplay.EnergyPack

Extends
  Pack

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Gameplay.Equipment
          |
          +-- Gameplay.Pack
             |
             +-- Gameplay.EnergyPack

#### Direct Known Subclasses:

> tmodPackEnergy

Variables Summary
float | originalEnergyRechargeScale
EnergyPack
float | boostImpulsePerSecond
float | rechargeScale

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

Inherited Variables from Gameplay.Equipment
attentionFXDuration, attentionFXMaterial, attentionFXSpacing, attentionLeft, awaitingPickupPhysics, bCanDrop, bCanPickup, bDropped, bHeld, bPlayPickupSound, droppedElasticity, dropVelocity, heldStartState, hudIcon, hudIconCoords, hudRefireIcon, hudRefireIconCoords, infoString, inventoryIcon, localizedName, next, nextAttentionTime, pickupProxy, pickupRadius, prev, prompt, sensorUpdateFlag, spawnPoint

Functions Summary
|  | applyPassiveEffect (Character characterOwner))
|  | removePassiveEffect (Character characterOwner))
|  | tick (float deltaSeconds)) Activating
|  | tick (float deltaSeconds)) Active

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

Inherited Functions from Gameplay.Equipment
allowPrompt, Attach, BeginState, canExpire, canPickup, Destroyed, doSwitch, drop, endHeldByCharacter, EndState, equipmentGone, GetOverlayMaterial, gotoHeldState, HitWall, isInNoDropRangeOfInventoryStation, needPrompt, onMessage, onPickup, onTakenFromSpawnPoint, pickup, PickupProxyTouch, PickupProxyUntouch, PostNetReceive, removeDroppedEquipment, requestEquipmentDrop, setDropLocation, setDropVelocity, setMovementReplication, setup, setupDropped, startHeldByCharacter, Tick, Timer, TravelPreAccept

States Summary

Activating Source code
simulated state Activating

tick

Active Source code
simulated state Active

tick

Variables Detail

#### originalEnergyRechargeScale Source code

var float originalEnergyRechargeScale;

### EnergyPack

#### boostImpulsePerSecond Source code

var(EnergyPack) float boostImpulsePerSecond;

> The amount of impulse to apply to the wearer per second when activated

#### rechargeScale Source code

var(EnergyPack) float rechargeScale;

> The wearer's energy recharge rate will be passively multiplied by this amount

Functions Detail

#### applyPassiveEffect Source code

simulated function applyPassiveEffect ( Character characterOwner) )

#### removePassiveEffect Source code

simulated function removePassiveEffect ( Character characterOwner) )

#### tick Activating Source code

simulated function tick ( float deltaSeconds) )

#### tick Active Source code

simulated function tick ( float deltaSeconds) )

Defaultproperties

    defaultproperties
    {
    	boostImpulsePerSecond = 170000

    	rechargeScale = 2

    	rechargeTimeSeconds = 2

    	rampUpTimeSeconds = 0.75

    	durationSeconds = 0.75

    	thirdPersonMesh = StaticMesh'Packs.EnergyPack'
    	StaticMesh = StaticMesh'Packs.EnergyPackdropped'
    }

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

Creation time: st 23.5.2018 00:10:29.578 - Created with UnCodeX