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KFMod.ZombieVolume

Extends
Volume

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Brush
      |   
      +-- Engine.Volume
         |   
         +-- KFMod.ZombieVolume

Variables Summary
boolbDebugSpawnSelection
boolbDebugZoneSelection
boolbHasInitSpawnPoints
floatLastCheckTime
floatLastFailedSpawnTime
floatLastSpawnTime
vectorOldInitPos
array<vector>SpawnPos
array<KFMonster>ZEDList
Advanced
boolbObjectiveModeOnly
Events
nameZombieDeathEvent
nameZombieSpawnEvent
nameZombieSpawnTag
ZombieVolume
boolbAllowPlainSightSpawns
boolbDebugZombieSpawning
boolbLeapingZeds
boolbMassiveZeds
boolbNormalZeds
boolbNoZAxisDistPenalty
boolbRangedZeds
boolbVolumeIsEnabled
floatCanRespawnTime
array<int>DisabledWaveNums
array<class<KFMonster>>DisallowedZeds
floatMinDistanceToPlayer
array<class<KFMonster>>OnlyAllowedZeds
array<KFDoorSelType>RoomDoorsList
floatSpawnDesirability
nameToggledEnabledEvent
floatTouchDisableTime
floatZombieCountMulti
Inherited Variables from Engine.Volume
AssociatedActor, AssociatedActorTag, DecoList, LocationName, LocationPriority
Inherited Variables from Engine.Brush
bColored, BrushColor, CsgOper, MainScale, PolyFlags, PostPivot, PostScale, TempScale, UnusedLightMesh

Enumerations Summary
Inherited Enumerations from Engine.Brush
ECsgOper

Structures Summary
KFDoorSelType
DoorActor, bOnlyWhenWelded

Functions Summary
function AddZEDToSpawnList (KFMonster NewZED))
functionbool CanSpawnInHere (array< class > zombies ))
function DrawDebugCylinder (vector Base, ector X, vector Y, ector Z, FLOAT Radius, loat HalfHeight, nt NumSides, byte R, byte G, byte B))
function InitSpawnPoints ()))
function NotifyNewWave (int CurWave ))
functionbool PlayerCanSeePoint (vector TestLocation, class <KFMonster> TestMonster))
function PostBeginPlay ()))
functionfloat RateZombieVolume (KFGameType KFGT, ZombieVolume LastSpawnedVolume, Controller SpawnCloseTo, optional bool bIgnoreFailedSpawnTime, optional bool bBossSpawning))
function RemoveZEDFromSpawnList (KFMonster ExistingZED))
function Reset ()))
functionbool 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 ))
functionbool 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 ))
function Touch (Actor Other ))
event Trigger (Actor Other, Pawn EventInstigator ))
functionbool ZombieWasSpawnedHere (KFMonster TestZombie, optional out int SpawnIdx))
Inherited Functions from Engine.Volume
BeginState, DisplayDebug, Encompasses, PostBeginPlay, touch, untouch


Variables Detail

bDebugSpawnSelection Source code

var bool bDebugSpawnSelection;

bDebugZoneSelection Source code

var bool bDebugZoneSelection;

bHasInitSpawnPoints Source code

var transient bool bHasInitSpawnPoints;

LastCheckTime Source code

var transient float LastCheckTime;

LastFailedSpawnTime Source code

var float LastFailedSpawnTime;

LastSpawnTime Source code

var float LastSpawnTime;

OldInitPos Source code

var transient vector OldInitPos;

SpawnPos Source code

var transient array<vector> SpawnPos;

ZEDList Source code

var array<KFMonster> ZEDList;

Advanced

bObjectiveModeOnly Source code

var(Advanced) bool bObjectiveModeOnly;

Events

ZombieDeathEvent Source code

var(Events) name ZombieDeathEvent;

ZombieSpawnEvent Source code

var(Events) name ZombieSpawnEvent;

ZombieSpawnTag Source code

var(Events) name ZombieSpawnTag;

ZombieVolume

bAllowPlainSightSpawns Source code

var(ZombieVolume) bool bAllowPlainSightSpawns;

bDebugZombieSpawning Source code

var(ZombieVolume) bool bDebugZombieSpawning;

bLeapingZeds Source code

var(ZombieVolume) bool bLeapingZeds;

bMassiveZeds Source code

var(ZombieVolume) bool bMassiveZeds;

bNormalZeds Source code

var(ZombieVolume) bool bNormalZeds;

bNoZAxisDistPenalty Source code

var(ZombieVolume) bool bNoZAxisDistPenalty;

bRangedZeds Source code

var(ZombieVolume) bool bRangedZeds;

bVolumeIsEnabled Source code

var(ZombieVolume) bool bVolumeIsEnabled;

CanRespawnTime Source code

var(ZombieVolume) float CanRespawnTime;

DisabledWaveNums Source code

var(ZombieVolume) array<int> DisabledWaveNums;

DisallowedZeds Source code

var(ZombieVolume) array<class<KFMonster>> DisallowedZeds;

MinDistanceToPlayer Source code

var(ZombieVolume) float MinDistanceToPlayer;

OnlyAllowedZeds Source code

var(ZombieVolume) array<class<KFMonster>> OnlyAllowedZeds;

RoomDoorsList Source code

var(ZombieVolume) array<KFDoorSelType> RoomDoorsList;

SpawnDesirability Source code

var(ZombieVolume) float SpawnDesirability;

ToggledEnabledEvent Source code

var(ZombieVolume) name ToggledEnabledEvent;

TouchDisableTime Source code

var(ZombieVolume) float TouchDisableTime;

ZombieCountMulti Source code

var(ZombieVolume) float ZombieCountMulti;


Structures Detail

KFDoorSelType Source code

struct KFDoorSelType
{
var(ZombieVolume) bool bOnlyWhenWelded;
var(ZombieVolume) edfindable KFDoorMover DoorActor;
};



Functions Detail

AddZEDToSpawnList Source code

function AddZEDToSpawnList ( KFMonster NewZED) )

CanSpawnInHere Source code

function bool CanSpawnInHere ( array< class<KFMonster> > zombies ) )

DrawDebugCylinder Source code

simulated function DrawDebugCylinder ( vector Base,vector X, vector Y,vector Z, FLOAT Radius,float HalfHeight,int NumSides, byte R, byte G, byte B) )

InitSpawnPoints Source code

function InitSpawnPoints ( ) )

NotifyNewWave Source code

function NotifyNewWave ( int CurWave ) )

PlayerCanSeePoint Source code

function bool PlayerCanSeePoint ( vector TestLocation, class <KFMonster> TestMonster) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

RateZombieVolume Source code

function float RateZombieVolume ( KFGameType KFGT, ZombieVolume LastSpawnedVolume, Controller SpawnCloseTo, optional bool bIgnoreFailedSpawnTime, optional bool bBossSpawning) )

RemoveZEDFromSpawnList Source code

function RemoveZEDFromSpawnList ( KFMonster ExistingZED) )

Reset Source code

function Reset ( ) )

SpawnInHere Source code

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 ) )

StorySpawnInHere Source code

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 ) )

Touch Source code

function Touch ( Actor Other ) )

Trigger Source code

event Trigger ( Actor Other, Pawn EventInstigator ) )

ZombieWasSpawnedHere Source code

function bool ZombieWasSpawnedHere ( KFMonster TestZombie , optional out int SpawnIdx) )


Defaultproperties

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