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# Gameplay.MPTarget

Extends
  MPActor

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

Constants Summary

Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
MPTarget
bool | bActive
bool | bCanComeBackToLife
bool | bChooseRandomNextTarget
int | defendPeriod
MPTarget | nextTarget
Rook | target
int | teamPointsForDefending
int | teamPointsForDestruction
Stats
class<Stat> | defendPerPeriodStat
class<Stat> | destroyStat

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
|  | addObjectives ()))
| bool | canBeDestroyedBy (Character c))
|  | enumRook (Engine.LevelInfo l, Array<Rook> a))
|  | onMessage (Message msg)) NeverBeenDestroyed
|  | PostBeginPlay ()))
|  | registerStats (StatTracker tracker))

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

States Summary

AlreadyBeenDestroyed Source code
state AlreadyBeenDestroyed

NeverBeenDestroyed Source code
auto state NeverBeenDestroyed

onMessage

Variables Detail

### MPTarget

#### bActive Source code

var(MPTarget) bool bActive;

> Targets only appear if they're active

#### bCanComeBackToLife Source code

var(MPTarget) bool bCanComeBackToLife;

> Whether or not the Rook can come back to life (if false, a BaseDevice won't be repairable and an AI won't respawn) NOT IMPLEMENTED

#### bChooseRandomNextTarget Source code

var(MPTarget) bool bChooseRandomNextTarget;

> If true, overrides nextTarget to choose a random next target to activate from all eligible targets in the map (NOT IMPLEMENTED)

#### defendPeriod Source code

var(MPTarget) int defendPeriod;

> The number of seconds that this target must be defended in order for the defenders to score points (NOT IMPLEMENTED)

#### nextTarget Source code

var(MPTarget) MPTarget nextTarget;

> If provided, the nextTarget will be activated when this Target is successfully destroyed (or defended if defendPeriod is provided) (NOT IMPLEMENTED)

#### target Source code

var(MPTarget) editdisplay ( displayActorLabel ) editcombotype ( enumRook ) Rook target;

> The Rook that is to be a target

#### teamPointsForDefending Source code

var(MPTarget) int teamPointsForDefending;

> The number of team points awarded for defending this target for defendPeriod (NOT IMPLEMENTED)

#### teamPointsForDestruction Source code

var(MPTarget) int teamPointsForDestruction;

> The number of team points awarded for destroying this target

### Stats

#### defendPerPeriodStat Source code

var(Stats) class<Stat> defendPerPeriodStat;

> Stat awarded for defending this target per defendPeriod

#### destroyStat Source code

var(Stats) class<Stat> destroyStat;

> Stat awarded for destroying this target

Functions Detail

#### addObjectives Source code

function addObjectives ( ) )

#### canBeDestroyedBy Source code

function bool canBeDestroyedBy ( Character c) )

#### enumRook Source code

function enumRook ( Engine.LevelInfo l, Array<Rook> a) )

#### onMessage NeverBeenDestroyed Source code

function onMessage ( Message msg) )

#### PostBeginPlay Source code

function PostBeginPlay ( ) )

#### registerStats Source code

function registerStats ( StatTracker tracker) )

Defaultproperties

    defaultproperties
    {
    	DrawType				= DT_None
        bUseCylinderCollision	= false

    	bCanComeBackToLife			= false
    	teamPointsForDestruction	= 1
    	teamPointsForDefending		= 1
    	defendPeriod				= 240
    	bActive						= true
    }

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Creation time: st 23.5.2018 00:10:33.059 - Created with UnCodeX