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KFStoryGame.KF_BreakerBoxNPC

Extends
KF_StoryNPC_Static

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- UnrealGame.UnrealPawn
         |   
         +-- XGame.xPawn
            |   
            +-- KFMod.KFPawn
               |   
               +-- KFMod.KFHumanPawn
                  |   
                  +-- KFStoryGame.KF_StoryNPC
                     |   
                     +-- KFStoryGame.KF_StoryNPC_Static
                        |   
                        +-- KFStoryGame.KF_BreakerBoxNPC

Variables Summary
boolbDestroyed
boolbRepaired
MaterialBrokenMat
MaterialFixedMat
class<Emitter>HitEmitter
floatLastTriggerEventTime
boolSavedbFullhealth
boolSavedbNoHealth
Display
StaticMeshDestroyedMesh
StaticMeshHealthyMesh
Events
nameEvent_FullHealth
nameEvent_NoHealth
KF_BreakerBoxNPC
boolbWeldable
Inherited Variables from KFStoryGame.KF_StoryNPC_Static
bCheckPointed, SavedHealth
Inherited Variables from KFStoryGame.KF_StoryNPC
ActivationEvent, bActive, BaseAIThreatRating, BaseGroundSpeed, bDamageable, bDropInventoryOnDeath, bFireAtWill, bHasInfiniteAmmo, bIndestructible, bInitialActive, bInitialFireAtWill, bNoThreatToZEDs, bOnlyVisibleWhenActive, bRunning, bShotAnim, bShowHealthBar, bStartActive, bUseDefaultPhysics, bUseHitPoints, DeActivationEvent, DialogueTrigger, FriendlyFireDamageScale, HealedEvent, NotThreateningTo, NPCDialogue, NPCHealth, NPCName, OnlyThreateningTo, PlacedLoc, PlacedRot, RespawnTime, RunningAnims[8], StartingHealthPct, TeamIndex, TriggerAction

Enumerations Summary
Inherited Enumerations from KFStoryGame.KF_StoryNPC
ENPCTriggerAction

Functions Summary
function CheckHealthCondition (Pawn InstigatedBy))
function PostBeginPlay ()))
event PostRender2D (Canvas C, float ScreenLocX, float ScreenLocY))
function Reset ()))
function SetActive (bool On))
function SpawnGibs (Rotator HitRotation, float ChunkPerterbation))
function SpawnHitEmitter (float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum ))
function TakeDamage (int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex))
function Tick (float DeltaTime))
Inherited Functions from KFStoryGame.KF_StoryNPC_Static
AddDefaultInventory, Died, EncroachedBy, PostBeginPlay, Reset, ResurrectNPC, SaveHealthState
Inherited Functions from KFStoryGame.KF_StoryNPC
AssessThreatTo, GetPlacedRoster, GetPlayerName, GetTeamNum, GiveHealth, HealDamage, IsPacifist, IsThreateningTo, OnObjectiveChanged, PostBeginPlay, PostRender2D, ProcessLocationalDamage, RepositionNPC, Reset, ResurrectNPC, SaveHealthState, SetActive, SetMovemetPhysics, SpawnDialogueTrigger, SpawnDummyCorpse, TakeDamage, Trigger, UpdateVisibility


Variables Detail

bDestroyed Source code

var bool bDestroyed;

bRepaired Source code

var bool bRepaired;

BrokenMat Source code

var Material BrokenMat;

FixedMat Source code

var Material FixedMat;

HitEmitter Source code

var class<Emitter> HitEmitter;

LastTriggerEventTime Source code

var float LastTriggerEventTime;

SavedbFullhealth Source code

var bool SavedbFullhealth;

SavedbNoHealth Source code

var bool SavedbNoHealth;

Display

DestroyedMesh Source code

var(Display) StaticMesh DestroyedMesh;

HealthyMesh Source code

var(Display) StaticMesh HealthyMesh;

Events

Event_FullHealth Source code

var(Events) name Event_FullHealth;

Event_NoHealth Source code

var(Events) name Event_NoHealth;

KF_BreakerBoxNPC

bWeldable Source code

var(KF_BreakerBoxNPC) bool bWeldable;


Functions Detail

CheckHealthCondition Source code

simulated function CheckHealthCondition ( Pawn InstigatedBy) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PostRender2D Source code

simulated event PostRender2D ( Canvas C, float ScreenLocX, float ScreenLocY) )

Reset Source code

function Reset ( ) )

SetActive Source code

function SetActive ( bool On) )

SpawnGibs Source code

simulated function SpawnGibs ( Rotator HitRotation, float ChunkPerterbation) )

SpawnHitEmitter Source code

function SpawnHitEmitter ( float Damage, Pawn InstigatedBy, vector HitLocation, class<DamageType> damageType, vector Momentum ) )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex) )

Tick Source code

simulated function Tick ( float DeltaTime) )


Defaultproperties

defaultproperties
{
     BrokenMat=Texture'KFStoryGame_Tex.HUD.Repair_Icon_64_BW'
     FixedMat=Texture'KFStoryGame_Tex.HUD.Electricity_Icon_64'
     bWeldable=True
     HealthyMesh=StaticMesh'Props_ObjectiveMode.Breaker_Box'
     DestroyedMesh=StaticMesh'Props_ObjectiveMode.Breaker_Box_DMG'
     HitEmitter=Class'KFMod.Breaker_Damaged_OneOff'
     NPCName="Breaker Box"
     bStartActive=False
     BaseAIThreatRating=0.010000
     NotThreateningTo(0)=Class'KFChar.ZombieFleshPound'
     NotThreateningTo(1)=Class'KFChar.ZombieScrake'
     FriendlyFireDamageScale=0.000000
     bShowHealthBar=True
     NPCHealth=200.000000
     StartingHealthPct=0.000000
     ProjectileBloodSplatClass=None
     StaticMesh=StaticMesh'Props_ObjectiveMode.Breaker_Box'
     DrawScale=0.500000
     PrePivot=(Z=30.000000)
     Skins(0)=None
     CollisionRadius=30.000000
}

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Creation time: Fri 13-10-2023 03:18:47.924 - Created with UnCodeX