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UnrealGame.DestroyableObjective

Extends
GameObjective

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.NavigationPoint
      |   
      +-- Engine.JumpDest
         |   
         +-- UnrealGame.JumpSpot
            |   
            +-- UnrealGame.GameObjective
               |   
               +-- UnrealGame.DestroyableObjective

Direct Known Subclasses:

DestroyableObjective_SM, ONSPowerCore

Variables Summary
intAccumulatedDamage
boolbIsUnderAttack
boolbMonitorUnderAttack
boolbReplicateHealth
intHealth
floatLastDamageTime
floatLastWarnTime
floatLinkHealMult
ShootTargetShootTarget
VolumeTimerUnderAttackTimer
DestroyableObjective
vectorAIShootOffset
boolbCanDefenderDamage
EConstraintInstigatorConstraintInstigator
class<Pawn>ConstraintPawnClass
intDamageCapacity
intDamageEventThreshold
nameTakeDamageEvent
floatVehicleDamageScaling
Inherited Variables from UnrealGame.GameObjective
AlternatePaths, Announcer_DefendObjective, Announcer_DisabledObjective, Announcer_ObjectiveInfo, AreaVolumeTag, bAccruePoints, bActive, bAnnounceNextObjective, BaseExitTime, BaseRadius, bBotOnlyObjective, bClearInstigator, bDisabled, bFirstObjective, bHasShootSpots, bHighlightPhysicalObjective, bIgnoredObjective, bInitiallyActive, bIsBeingAttacked, bIsCritical, bMustBoardVehicleFirst, bOldCritical, bOldDisabled, bOldHighlightPhysicalObjective, bOptionalObjective, BotDamageScaling, bOverrideVisibilityCheck, bOverrideZoneCheck, bPlayCriticalAssaultAlarm, bReplicateObjective, bSoundsPrecached, bTeamControlled, bTriggerOnceOnly, bUsePriorityOnHUD, CriticalObjectiveVolumeTag, DefenderTeamIndex, DefensePriority, DefenseScripts, DefenseScriptTags, DefenseSquad, DelayedDamageInstigatorController, DestructionMessage, DisabledBy, DrawDistThresHold, DrawTime, EndCamera, EndCameraTag, HighlightOverlay[2], LastDrawTime, LocationPostfix, LocationPrefix, MyBaseVolume, NextObjective, ObjectiveDescription, ObjectiveDisabledTime, ObjectiveName, ObjectivePriority, ObjectiveStringPrefix, ObjectiveStringSuffix, ObjectiveTypeIcon, Objective_Info_Attacker, Objective_Info_Defender, PhysicalObjectiveActors, PhysicalObjectiveActorsTag, SavedObjectiveProgress, Score, Scorers, StartTeam, UseDescription, VehiclePath, VehiclePathName
Inherited Variables from UnrealGame.JumpSpot
bDodgeUp, bForceAllowDoubleJumping, bNeverImpactJump, bNoLowGrav, bOnlyTranslocator, bRealOnlyTranslocator, CachedSpeed[8], TranslocTarget, TranslocTargetTag, TranslocZOffset

Enumerations Summary
EConstraintInstigator
CI_All, CI_PawnClass,

Structures Summary
Inherited Structures from UnrealGame.GameObjective
ScorerRecord

Functions Summary
function AwardAssaultScore (int Score ))
function Destroyed ()))
function DisableObjective (Pawn Instigator))
functionfloat GetObjectiveProgress ()))
functionActor GetShootTarget ()))
functionbool HealDamage (int Amount, Controller Healer, class<DamageType> DamageType))
functionbool IsCritical ()))
functionbool KillEnemyFirst (Bot B))
functionbool LegitimateTargetOf (Bot B))
functionbool NearObjective (Pawn P))
function PostBeginPlay ()))
function Reset ()))
function SetDelayedDamageInstigatorController (Controller C))
eventint SpecialCost (Pawn Other, ReachSpec Path))
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType))
functionbool TeamLink (int TeamNum))
functionbool TellBotHowToDisable (Bot B))
functionbool TellBotHowToHeal (Bot B))
function TimerPop (VolumeTimer T))
Inherited Functions from UnrealGame.GameObjective
AddScorer, AwardAssaultScore, BetterObjectiveThan, BotNearObjective, CanDoubleJump, CheckPlayCriticalAlarm, CompleteObjective, DisableObjective, GetDifficulty, GetHumanReadableName, GetNumDefenders, GetObjectiveProgress, HighlightPhysicalObjective, IsActive, IsCritical, NearObjective, OwnsDefenseScript, PlayAlarm, PlayDestructionMessage, PostBeginPlay, PostNetReceive, PreBeginPlay, PrecacheAnnouncer, Reset, SetActive, SetCriticalStatus, SetObjectiveOverlay, SetTeam, ShareScore, TellBotHowToDisable, Timer, Trigger, UpdateLocationName, UpdatePrecacheMaterials
Inherited Functions from UnrealGame.JumpSpot
CanDoubleJump, CanMakeJump, EffectiveDoubleJump, PostBeginPlay, SpecialCost, SuggestMovePreparation, TryTranslocator


Variables Detail

AccumulatedDamage Source code

var int AccumulatedDamage;

bIsUnderAttack Source code

var bool bIsUnderAttack;

bMonitorUnderAttack Source code

var bool bMonitorUnderAttack;

bReplicateHealth Source code

var bool bReplicateHealth;

Health Source code

var int Health;

LastDamageTime Source code

var float LastDamageTime;

LastWarnTime Source code

var float LastWarnTime;

LinkHealMult Source code

var float LinkHealMult;

ShootTarget Source code

var ShootTarget ShootTarget;

UnderAttackTimer Source code

var VolumeTimer UnderAttackTimer;

DestroyableObjective

AIShootOffset Source code

var(DestroyableObjective) vector AIShootOffset;

bCanDefenderDamage Source code

var(DestroyableObjective) bool bCanDefenderDamage;

ConstraintInstigator Source code

var(DestroyableObjective) EConstraintInstigator ConstraintInstigator;

ConstraintPawnClass Source code

var(DestroyableObjective) class<Pawn> ConstraintPawnClass;

DamageCapacity Source code

var(DestroyableObjective) int DamageCapacity;

DamageEventThreshold Source code

var(DestroyableObjective) int DamageEventThreshold;

TakeDamageEvent Source code

var(DestroyableObjective) name TakeDamageEvent;

VehicleDamageScaling Source code

var(DestroyableObjective) float VehicleDamageScaling;


Enumerations Detail

EConstraintInstigator Source code

enum EConstraintInstigator
{
CI_All, CI_PawnClass,
};


Functions Detail

AwardAssaultScore Source code

function AwardAssaultScore ( int Score ) )

Destroyed Source code

function Destroyed ( ) )

DisableObjective Source code

function DisableObjective ( Pawn Instigator) )

GetObjectiveProgress Source code

simulated function float GetObjectiveProgress ( ) )

GetShootTarget Source code

function Actor GetShootTarget ( ) )

HealDamage Source code

function bool HealDamage ( int Amount, Controller Healer, class<DamageType> DamageType) )

IsCritical Source code

simulated function bool IsCritical ( ) )

KillEnemyFirst Source code

function bool KillEnemyFirst ( Bot B) )

LegitimateTargetOf Source code

function bool LegitimateTargetOf ( Bot B) )

NearObjective Source code

function bool NearObjective ( Pawn P) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

Reset Source code

function Reset ( ) )

SetDelayedDamageInstigatorController Source code

function SetDelayedDamageInstigatorController ( Controller C) )

SpecialCost Source code

event int SpecialCost ( Pawn Other, ReachSpec Path) )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) )

TeamLink Source code

simulated function bool TeamLink ( int TeamNum) )

TellBotHowToDisable Source code

function bool TellBotHowToDisable ( Bot B) )

TellBotHowToHeal Source code

function bool TellBotHowToHeal ( Bot B) )

TimerPop Source code

function TimerPop ( VolumeTimer T) )


Defaultproperties

defaultproperties
{
     ConstraintPawnClass=Class'Engine.Pawn'
     DamageCapacity=100
     VehicleDamageScaling=1.000000
     bReplicateHealth=True
     bMonitorUnderAttack=True
     bReplicateObjective=True
     bPlayCriticalAssaultAlarm=True
     ObjectiveName="Destroyable Objective"
     ObjectiveTypeIcon=FinalBlend'AS_FX_TX.Icons.OBJ_Destroy_FB'
     ObjectiveDescription="Destroy Objective to disable it."
     Objective_Info_Attacker="Destroy Objective"
     Objective_Info_Defender="Protect Objective"
     Announcer_DisabledObjective=Sound'AnnouncerAssault.Generic.Objective_destroyed'
     bNotBased=True
     bDestinationOnly=True
     bSpecialForced=False
     bStatic=False
     bAlwaysRelevant=True
     bCanBeDamaged=True
     bCollideActors=True
     bProjTarget=True
}

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Creation time: sk 18-3-2018 09:49:37.981 - Created with UnCodeX