H7CombatMapTower¶
Class in MMH7Game · MMH7Game.H7CombatMapTower · native, perobjectconfig
Object › Actor › SkeletalMeshActor › SkeletalMeshCinematicActor › SkeletalMeshActorMAT › H7EditorMapObject › H7CombatObstacleObject › H7CombatObstacleFracturedObject › H7CombatMapTower
Using it from Lua
Properties¶
| Name | Type | Notes |
|---|---|---|
mAimingMesh | StaticMeshComponent | protected |
mAimingTime | float | protected |
mAnimNode | AnimNodePlayCustomAnim | protected |
mCurrentMesh | MeshComponent | protected |
mIsAlwaysPilar | bool | protectedwrite |
mObstacleArchetype | H7CombatObstacleFracturedObject | protectedwrite |
mShootingEventTime | float | protected |
mShootingSound | AkEvent | protected |
mShouldAimingMeshRotate | bool | protected |
mSkeletalAimingMesh | SkeletalMeshComponent | protected |
mStartRot | Rotator | protected |
mTargetLocation | Vector | protected |
mTowerUnit | H7TowerUnit | protected |
mTowerUnitArchetype | H7TowerUnit | protected |
mUseStaticAimingMesh | bool | protected |
Functions¶
| Name | Declaration |
|---|---|
FaceTarget | simulated function FaceTarget(H7IEffectTargetable Target) |
FinishShootAnim | function FinishShootAnim() |
GetAnimTimeLeft | simulated function float GetAnimTimeLeft() |
GetLevel | simulated function H7StructsAndEnumsNative.EObstacleLevel GetLevel() |
GetProjectileImpactPos | simulated function Vector GetProjectileImpactPos() |
GetTowerUnit | function H7TowerUnit GetTowerUnit() |
GetTowerUnitArchetype | function H7TowerUnit GetTowerUnitArchetype() |
Init | simulated function Init() |
IsIdling | function bool IsIdling() |
ModifyHitpoints | simulated function ModifyHitpoints(int modval) |
OnFaceTargetFinishedFunc | simulated delegate OnFaceTargetFinishedFunc() |
OnShootFunc | simulated delegate OnShootFunc() |
PlaceObstacle | simulated function H7CombatObstacleObject PlaceObstacle(H7SiegeTownData siegeTownData, Vector SpawnLocation, optional Actor NewOwner) |
PlayShootAnim | simulated function PlayShootAnim() |
StartShoot | function StartShoot() |
SwitchToIdle | simulated function SwitchToIdle() |
States¶
State code replaces the class's functions while the object is in that state. Hook a state's version as MMH7Game.H7CombatMapTower.<State>.<Function>.
| State | Functions |
|---|---|
| Aiming | BeginState, GetOptimalTargetRotation, IsIdling, Tick |
| Shooting | BeginState, IsIdling |
| Waiting | BeginState, IsIdling |