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# Gameplay.MPCapturePoint

Extends
  MPActor

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

#### Direct Known Subclasses:

> MPFlagCapturePoint

Constants Summary

Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
Array<MPCapturable> | enemyCapturables
MPCapturable | homeCapturable
float | lastCaptureAttemptTime
LocalMessage
class<Engine.Localmessage> | CapturePointMessageClass
MPCapturePoint
class<MPCapturable> | capturableClass
Name | homeCapturableLabel
Vector | homeCapturableOffset
int | teamCaptureScore

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
|  | enumCapturables (Engine.LevelInfo l, out Array<Name> a))
|  | onHomeCapturableReturned ()))
|  | PostBeginPlay ()))
|  | scoreCapture (Character instigator))
|  | setHomeCapturableLocation ()))
|  | touch (Actor Other))

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

#### enemyCapturables Source code

var Array<MPCapturable> enemyCapturables;

#### homeCapturable Source code

var MPCapturable homeCapturable;

#### lastCaptureAttemptTime Source code

var float lastCaptureAttemptTime;

### LocalMessage

#### CapturePointMessageClass Source code

var(LocalMessage) class<Engine.Localmessage> CapturePointMessageClass;

> The class used for playing effects and displaying messages

### MPCapturePoint

#### capturableClass Source code

var(MPCapturePoint) class<MPCapturable> capturableClass;

#### homeCapturableLabel Source code

var(MPCapturePoint) editcombotype ( enumCapturables ) Name homeCapturableLabel;

> Label of a carryable of the capture point's team that must be in a home state in order for the team to score on capture

#### homeCapturableOffset Source code

var(MPCapturePoint) Vector homeCapturableOffset;

> How much the carryable is offset from the capture point

#### teamCaptureScore Source code

var(MPCapturePoint) int teamCaptureScore;

> The number of points an attacker scores for his team when the carryable is captured

Functions Detail

#### enumCapturables Source code

function enumCapturables ( Engine.LevelInfo l, out Array<Name> a) )

#### onHomeCapturableReturned Source code

function onHomeCapturableReturned ( ) )

#### PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

#### scoreCapture Source code

function scoreCapture ( Character instigator) )

#### setHomeCapturableLocation Source code

function setHomeCapturableLocation ( ) )

#### touch Source code

function touch ( Actor Other) )

Defaultproperties

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

    	bMovable				= false
    	bNeedLifetimeEffectEvents	= true
    	bProjTarget				= false

    	CollisionRadius			= 200
    	CollisionHeight			= 200

    	teamCaptureScore		= 1
    	homeCapturableOffset	= (X=0,Y=0,Z=125)

    	capturableClass			= class'MPCapturable'
    	CapturePointMessageClass = class'MPCapturePointMessages'
    }

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Creation time: st 23.5.2018 00:10:32.851 - Created with UnCodeX