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

# Gameplay.MPArea

Extends
  MPActor
Modifiers
  implements IMPAreaTriggerable

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Engine.Pawn
          |
          +-- Gameplay.Rook
             |
             +-- Gameplay.MPActor
                |
                +-- Gameplay.MPArea

#### Direct Known Subclasses:

> MPCarryableContainer, MPCheckpoint, MPTerritory

Constants Summary

Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
MPAreaTrigger | areaTrigger
MPArea
Vector | areaOffset
class<MPAreaTrigger> | areaTriggerClass

Inherited Variables from Gameplay.MPActor
attackRadius, attackStat, bAllowSpectators, defendRadius, defendStat, idleAnim, localizedName, primaryEnemyObjectiveDesc, primaryFriendlyObjectiveDesc, primaryNeutralObjectiveDesc, secondaryMessageClass, spectatorList

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
|  | cleanup ()))
|  | OnAreaEntered (Character c))
|  | OnAreaEnteredByActor (Actor a))
|  | OnAreaExited (Character c))
|  | OnAreaExitedByActor (Actor a))
|  | OnAreaTick ()))
|  | PostBeginPlay ()))

Inherited Functions from Gameplay.MPActor
addDefaultObjectives, addEnemyObjective, addFriendlyObjective, addNeutralObjective, addSpectator, awardStat, cleanup, contractLattice, evaluateObjectiveState, expandLattice, GetHumanReadableName, getNearest, getPersonalObjectiveName, getUniqueObjectiveName, getViewTarget, incrementStatAttempt, onAvailableToLattice, onPlayerKilled, onUnavailableToLattice, PostBeginPlay, PostTakeDamage, registerStats, removeDefaultObjectives, removePersonalObjective, removeSpectator, resetSpectatorViewTarget, scoreIndividual, scoreTeam, setObjectiveState, setObjectiveTally, setPersonalObjective, setSpectatorViewTarget

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

#### areaTrigger Source code

var MPAreaTrigger areaTrigger;

### MPArea

#### areaOffset Source code

var(MPArea) Vector areaOffset;

> The spawned area will be offset by this amount from the actor's pivot

#### areaTriggerClass Source code

var(MPArea) editinline class<MPAreaTrigger> areaTriggerClass;

> An MPAreaTrigger that defines an area

Functions Detail

#### cleanup Source code

function cleanup ( ) )

#### OnAreaEntered Source code

function OnAreaEntered ( Character c) )

#### OnAreaEnteredByActor Source code

function OnAreaEnteredByActor ( Actor a) )

#### OnAreaExited Source code

function OnAreaExited ( Character c) )

#### OnAreaExitedByActor Source code

function OnAreaExitedByActor ( Actor a) )

#### OnAreaTick Source code

function OnAreaTick ( ) )

#### PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

Defaultproperties

    defaultproperties
    {
    	DrawType				= DT_StaticMesh
    	StaticMesh				= StaticMesh'Editor_res.TexPropCube'
    	bCollideActors			= true
    	bCollideWorld			= true

    	bMovable				= false

    	CollisionRadius			= 200
    	CollisionHeight			= 200

    	areaTriggerClass		= class'MPAreaTrigger'
    }

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

Creation time: st 23.5.2018 00:10:32.788 - Created with UnCodeX