KFMod.ZombieVolume
- Extends
- Volume
Core.Object
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+-- Engine.Actor
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+-- Engine.Brush
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+-- Engine.Volume
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+-- KFMod.ZombieVolume
Functions Summary |
 | | AddZEDToSpawnList (KFMonster NewZED))
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 | bool | CanSpawnInHere (array< class > zombies ))
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 | | DrawDebugCylinder (vector Base, ector X, vector Y, ector Z, FLOAT Radius, loat HalfHeight, nt NumSides, byte R, byte G, byte B))
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 | | InitSpawnPoints ()))
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 | | NotifyNewWave (int CurWave ))
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 | bool | PlayerCanSeePoint (vector TestLocation, class <KFMonster> TestMonster))
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 | | PostBeginPlay ()))
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 | float | RateZombieVolume (KFGameType KFGT, ZombieVolume LastSpawnedVolume, Controller SpawnCloseTo, optional bool bIgnoreFailedSpawnTime, optional bool bBossSpawning))
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 | | RemoveZEDFromSpawnList (KFMonster ExistingZED))
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 | | Reset ()))
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 | bool | SpawnInHere (out array< class > zombies, optional bool test, optional out int numspawned, optional out int TotalMaxMonsters, optional int MaxMonstersAtOnceLeft, optional out int TotalZombiesValue, optional bool bTryAllSpawns ))
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 | bool | StorySpawnInHere (out array< class > NextSpawnSquad, optional bool test, optional out int numspawned, optional out int TotalMaxMonsters, optional int MaxMonstersAtOnceLeft, optional out int TotalZombiesValue, optional bool bTryAllSpawns ))
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 | | Touch (Actor Other ))
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 | | Trigger (Actor Other, Pawn EventInstigator ))
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 | bool | ZombieWasSpawnedHere (KFMonster TestZombie, optional out int SpawnIdx))
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var bool bDebugSpawnSelection;
var bool bDebugZoneSelection;
var transient bool bHasInitSpawnPoints;
var transient float LastCheckTime;
var float LastFailedSpawnTime;
var float LastSpawnTime;
var transient
vector OldInitPos;
var transient array<
vector> SpawnPos;
Advanced
var(Advanced) bool bObjectiveModeOnly;
Events
var(Events) name ZombieDeathEvent;
var(Events) name ZombieSpawnEvent;
var(Events) name ZombieSpawnTag;
ZombieVolume
bAllowPlainSightSpawns Source code
function AddZEDToSpawnList (
KFMonster NewZED) )
function
bool CanSpawnInHere ( array<
class<
KFMonster> >
zombies ) )
simulated function DrawDebugCylinder (
vector Base,
vector X,
vector Y,
vector Z,
FLOAT Radius,
float HalfHeight,
int NumSides,
byte R,
byte G,
byte B) )
function InitSpawnPoints ( ) )
function NotifyNewWave ( int CurWave ) )
function
bool PlayerCanSeePoint (
vector TestLocation,
class <
KFMonster> TestMonster) )
function PostBeginPlay ( ) )
function
float RateZombieVolume (
KFGameType KFGT,
ZombieVolume LastSpawnedVolume,
Controller SpawnCloseTo, optional
bool bIgnoreFailedSpawnTime, optional
bool bBossSpawning) )
RemoveZEDFromSpawnList Source code
function RemoveZEDFromSpawnList (
KFMonster ExistingZED) )
function Reset ( ) )
function
bool SpawnInHere ( out array<
class<
KFMonster> >
zombies, optional
bool test,
optional out
int numspawned, optional out
int TotalMaxMonsters, optional
int MaxMonstersAtOnceLeft,
optional out
int TotalZombiesValue, optional
bool bTryAllSpawns ) )
function
bool StorySpawnInHere ( out array<
class<
KFMonster> > NextSpawnSquad, optional
bool test,
optional out
int numspawned, optional out
int TotalMaxMonsters, optional
int MaxMonstersAtOnceLeft,
optional out
int TotalZombiesValue, optional
bool bTryAllSpawns ) )
function Touch (
Actor Other ) )
function
bool ZombieWasSpawnedHere (
KFMonster TestZombie , optional out
int SpawnIdx) )
defaultproperties
{
CanRespawnTime=1.500000
TouchDisableTime=10.000000
bMassiveZeds=True
bLeapingZeds=True
bNormalZeds=True
bRangedZeds=True
ZombieCountMulti=1.000000
bVolumeIsEnabled=True
SpawnDesirability=3000.000000
MinDistanceToPlayer=600.000000
bStatic=False
RemoteRole=ROLE_None
}
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Creation time: Fri 13-10-2023 03:18:58.324 - Created with
UnCodeX