Table of Contents

Struct DeploySettings

Namespace
Uncreated.Warfare.FOBs.Deployment
Assembly
Uncreated.Warfare.dll
public struct DeploySettings
Inherited Members

Constructors

DeploySettings()

public DeploySettings()

Properties

AllowCombat

If the player can be on combat cooldown before or while waiting.

public bool AllowCombat { readonly get; set; }

Property Value

bool

AllowDamage

If the player can be damaged while waiting.

public bool AllowDamage { readonly get; set; }

Property Value

bool

AllowInjured

If the player can be injured before or while waiting.

public bool AllowInjured { readonly get; set; }

Property Value

bool

AllowMovement

If the player can move while waiting.

public bool AllowMovement { readonly get; set; }

Property Value

bool

AllowNearbyEnemies

If the player can deploy while enemies are nearby.

public bool AllowNearbyEnemies { readonly get; set; }

Property Value

bool

CooldownType

Optionally change the cooldown type from Deploy.

public string? CooldownType { readonly get; set; }

Property Value

string

Delay

Amount of time to wait until deploying.

public TimeSpan? Delay { readonly get; set; }

Property Value

TimeSpan?

Remarks

Defaults to using GetDelay(WarfarePlayer).

DisableCheckingForCooldown

If cooldowns should be checked for on deployment.

public bool DisableCheckingForCooldown { readonly get; set; }

Property Value

bool

DisableInitialChatUpdates

If chat interaction with the player should be used for the initial check.

public bool DisableInitialChatUpdates { readonly get; set; }

Property Value

bool

DisableStartingCooldown

If a cooldown should be started on successful deployment.

public bool DisableStartingCooldown { readonly get; set; }

Property Value

bool

DisableTickingChatUpdates

If chat interaction with the player should be used after the initial check.

public bool DisableTickingChatUpdates { readonly get; set; }

Property Value

bool

NearbyEnemyRange

Optionally change the distance to check for nearby enemies from DefaultNearbyEnemyRange.

public float? NearbyEnemyRange { readonly get; set; }

Property Value

float?

YawOverride

Optionally override the yaw the player will be teleported to.

public float? YawOverride { readonly get; set; }

Property Value

float?