- Extends
- ONSPowerCore
- Modifiers
- abstract
Core.Object
|
+-- Engine.Actor
|
+-- Engine.NavigationPoint
|
+-- Engine.JumpDest
|
+-- UnrealGame.JumpSpot
|
+-- UnrealGame.GameObjective
|
+-- UnrealGame.DestroyableObjective
|
+-- Onslaught.ONSPowerCore
|
+-- Onslaught.ONSPowerNode
Direct Known Subclasses:
ONSPowerNodeNeutral
Inherited Variables from Onslaught.ONSPowerCore |
ActiveSound, bFinalCore, BlueActivationEventName, BlueActiveSkins, BlueConstructingSkins, bOldUnderAttack, bPowered, bPoweredByBlue, bPoweredByRed, bSevered, bShowNodeBeams, bStartNeutral, bUnderAttack, CloseActors, ConstructedEvent[2], ConstructedSound, ConstructionTime, ConstructionTimeElapsed, Constructor, CoreStage, DeadStaticMesh, DestroyedEventName, DestroyedEvent[4], DestroyedSound, DestructionMessageIndex, ExplosionEffect, FinalCoreDistance[2], HealedSound, HealingSound, HealingTime, HUDLocation, LastAttackAnnouncementTime, LastAttacker, LastAttackExpirationTime, LastAttackMessageTime, LastAttackTime, LastCoreStage, LastDamagedBy, LastDefenderTeamIndex, LastHealedBy, LinkedNodes, NeutralSound, NextCore, NodeBeamEffect, NodeHealEffect, NodeNum, PowerLinks, RedActivationEventName, RedActiveSkins, RedConstructingSkins, RoamingEnergy, SeveredDamagePerSecond, Shield, ShieldClass, ShieldOffset, StartConstructionSound, TeleportPads, TeleportTrigger |
Inherited Variables from UnrealGame.DestroyableObjective |
AccumulatedDamage, AIShootOffset, bCanDefenderDamage, bIsUnderAttack, bMonitorUnderAttack, bReplicateHealth, ConstraintInstigator, ConstraintPawnClass, DamageCapacity, DamageEventThreshold, Health, LastDamageTime, LastWarnTime, LinkHealMult, ShootTarget, TakeDamageEvent, UnderAttackTimer, VehicleDamageScaling |
Inherited Functions from Onslaught.ONSPowerCore |
AddPowerLink, BeginPlay, BeginState, Bump, CheckShield, CheckTouching, ClosestTo, DisableObjective, EndState, FindCloseActors, FindNodeLinkIndex, GetHumanReadableName, HasHealthBar, HasUsefulVehicles, HealDamage, KillEnemyFirst, LegitimateTargetOf, LinkedTo, LinkedToCoreConstructingFor, NearObjective, NotifyLocalPlayerTeamReceived, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PowerCoreActive, PowerCoreConstructing, PowerCoreDestroyed, PowerCoreDisabled, PowerCoreNeutral, PowerCoreReconstitution, PowerCoreReset, PoweredBy, RateCore, RemovedCoreLink, RemovePowerLink, Reset, ResetLinks, SetInitialState, SetTeam, SetupPowerLinks, Sever, ShouldLinkTo, SpawnNodeTeleportTrigger, StandGuard, TakeDamage, TeleportRating, TellBotHowToDisable, Tick, Timer, TooClose, UnderAttackChange, UnSever, UpdateCloseActors, UpdateHUDLocation, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes, UpdateTeamBanners, UsedBy |
Inherited Functions from UnrealGame.DestroyableObjective |
AwardAssaultScore, Destroyed, DisableObjective, GetObjectiveProgress, GetShootTarget, HealDamage, IsCritical, KillEnemyFirst, LegitimateTargetOf, NearObjective, PostBeginPlay, Reset, SetDelayedDamageInstigatorController, SpecialCost, TakeDamage, TeamLink, TellBotHowToDisable, TellBotHowToHeal, TimerPop |
var localized string ConstructingString;
var localized string NeutralString;
simulated function string GetHumanReadableName ( ) )
simulated event PostBeginPlay ( ) )
simulated function PowerCoreActive ( ) )
simulated function PowerCoreConstructing ( ) )
simulated function PowerCoreDestroyed ( ) )
simulated function PowerCoreDisabled ( ) )
simulated function PowerCoreNeutral ( ) )
SpawnNodeTeleportTrigger Source code
function SpawnNodeTeleportTrigger ( ) )
function
bool TellBotHowToHeal (
Bot B) )
defaultproperties
{
NeutralString="Neutral PowerNode"
ConstructingString=" Constructing PowerNode"
ActiveSound=Sound'ONSVehicleSounds-S.PowerNode.PwrNodeActive02'
bFinalCore=False
RedConstructingSkins(0)=Texture'ONSstructureTextures.CoreGroup.PowerNodeTEX'
RedConstructingSkins(1)=FinalBlend'ONSstructureTextures.CoreGroup.powerNodeUpperFLAREredFinal'
BlueConstructingSkins(0)=Texture'ONSstructureTextures.CoreGroup.PowerNodeTEX'
BlueConstructingSkins(1)=FinalBlend'ONSstructureTextures.CoreGroup.powerNodeUpperFLAREblueFinal'
RedActiveSkins(0)=Texture'ONSstructureTextures.CoreGroup.PowerNodeTEX'
RedActiveSkins(1)=FinalBlend'ONSstructureTextures.CoreGroup.powerNodeUpperFLAREredFinal'
BlueActiveSkins(0)=Texture'ONSstructureTextures.CoreGroup.PowerNodeTEX'
BlueActiveSkins(1)=FinalBlend'ONSstructureTextures.CoreGroup.powerNodeUpperFLAREblueFinal'
CoreStage=4
DestructionMessageIndex=16
DestroyedEvent(0)="red_powernode_destroyed"
DestroyedEvent(1)="blue_powernode_destroyed"
DestroyedEvent(2)="red_constructing_powernode_destroyed"
DestroyedEvent(3)="blue_constructing_powernode_destroyed"
ConstructedEvent(0)="red_powernode_constructed"
ConstructedEvent(1)="blue_powernode_constructed"
ShieldClass=Class'Onslaught.ONSPowerNodeShield'
ShieldOffset=(Z=220.000000)
DamageCapacity=2000
LinkHealMult=1.000000
AIShootOffset=(Z=370.000000)
DefensePriority=1
Score=5
ObjectiveStringSuffix=" PowerNode"
bDestinationOnly=False
StaticMesh=StaticMesh'VMStructures.CoreGroup.powerNodeBaseSM'
DrawScale=2.000000
PrePivot=(Z=25.000000)
CollisionRadius=160.000000
CollisionHeight=30.000000
bPathColliding=False
}
|
Creation time: sk 18-3-2018 09:49:47.646 - Created with
UnCodeX