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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.Actor
|
+-- UTGame.UTCarriedObject
|
+-- UTGame.UTOnslaughtFlag
UTOnslaughtFlag_Content
| Constants Summary |
|---|
| Variables Summary | |
|---|---|
| bool | bFinishedPreBuild |
| float | BuildStartTime |
| float | BuildTime |
| float | EnemyReturnPrebuildTime |
| ParticleSystemComponent | FlagEffectComp |
| ParticleSystem | FlagEffect[2] |
| Material | FlagMaterials[2] |
| class<UTOnslaughtGodBeam> | GodBeamClass |
| float | GraceDist |
| int | HomeHiddenCount |
| float | HomeOrbScale |
| float | HoverboardOrbScale |
| PlayerReplicationInfo | LastForcedReturnPRI |
| float | LastForcedReturnTime |
| float | LastGraceDistance |
| float | LastIncomingWarning |
| UTGameObjective | LastNearbyObjective |
| float | LastUsefulTime |
| color | LightColors[2] |
| UTOnslaughtPowerNode | LockedNode |
| float | MaxHoldTime |
| float | MaxSpringDistance |
| StaticMeshComponent | Mesh |
| UTOnslaughtGodBeam | MyGodBeam |
| float | NormalOrbScale |
| vector | OldLocation |
| float | OrbMinViewDist |
| string | OrbString |
| float | Prebuildtime |
| byte | RemainingDropTime |
| class<UTReplicatedEmitter> | ReturnedEffectClasses[2] |
| UTOnslaughtFlagBase | StartingHomeBase |
| UIRoot.TextureCoordinates | ToolTipIconCoords |
| float | UsePictographDistSq |
| Enumerations Summary |
|---|
| Inherited Enumerations from Engine.Actor |
|---|
| ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType |
| Structures Summary |
|---|
| Inherited Structures from Engine.Actor |
|---|
| AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo |
| Functions Summary | ||
|---|---|---|
![]() | BeginState (name PreviousStateName)) Dropped | |
![]() | BeginState (Name PreviousStateName)) Home | |
![]() | BeginState (Name PreviousStateName)) Rebuilding | |
![]() | BroadcastDroppedMessage (Controller EventInstigator)) | |
![]() | BroadcastTakenFromBaseMessage (Controller EventInstigator)) | |
![]() | ClientReturnedHome ())) | |
![]() | Destroyed ())) | |
![]() | DoBuildOrb ())) | |
![]() | DoBuildOrb ())) Rebuilding | |
![]() | DrawIcon (Canvas Canvas, vector IconLocation, float IconWidth, float IconAlpha)) | |
![]() | DrawUsePictograph (PlayerController PC, Canvas Canvas)) | |
![]() | Drop (optional Controller Killer)) | |
![]() | EndState (name NextStateName)) Dropped | |
![]() | EndState (Name NextStateName)) Home | |
![]() | EndState (Name NextStateName)) Rebuilding | |
![]() | UTOnslaughtFlagBase | FindNearestFlagBase (UTOnslaughtNodeObjective CurrentNode, optional out array |
![]() | bool | FlagUse (Controller C)) Dropped |
![]() | byte | GetTeamNum () |
![]() | bool | IsNearlyHome ())) |
![]() | bool | IsRebuilding ())) |
![]() | bool | IsRebuilding ())) Rebuilding |
![]() | LogDropped (Controller EventInstigator)) | |
![]() | NativePostRenderFor (PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir) | |
![]() | NotifyLocalPlayerTeamReceived ())) | |
![]() | OrbBuilt ())) | |
![]() | OrbBuilt ())) Rebuilding | |
![]() | OrbUnused ())) | |
![]() | OrbUnused ())) Held | |
![]() | PostBeginPlay ())) | |
![]() | PostRenderFor (PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir)) | |
![]() | RenderEnemyMapIcon (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, UTGameObjective NearbyObjective)) | |
![]() | RenderMapIcon (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner)) | |
![]() | ReplicatedEvent (name VarName)) | |
![]() | Reset ())) | |
![]() | Reset ())) Home | |
![]() | Reset ())) Rebuilding | |
![]() | Score ())) | |
![]() | Score ())) Held | |
![]() | SendFlagMessage (Controller C)) | |
![]() | SendHome (Controller Returner)) | |
![]() | SendHome (Controller Returner)) Dropped | |
![]() | SetHolder (Controller C)) | |
![]() | SetHomeBase ())) | |
![]() | SetOrbTeam ())) | |
![]() | SetTeam (int TeamIndex)) | |
![]() | bool | ShouldMinimapRenderFor (PlayerController PC)) |
![]() | Timer ())) Dropped | |
![]() | Touch (Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal)) Dropped | |
![]() | UpdateTeamEffects ())) | |
![]() | bool | ValidHolder (Actor Other)) |
| States Summary |
|---|
| Dropped Source code |
|---|
|
state Dropped |
| BeginState, EndState, FlagUse, SendHome, Timer, Touch |
| Held Source code |
|---|
|
state Held |
| OrbUnused, Score |
| Home Source code |
|---|
|
state Home |
| BeginState, EndState, Reset |
| Rebuilding Source code |
|---|
|
auto state Rebuilding |
| BeginState, DoBuildOrb, EndState, IsRebuilding, OrbBuilt, Reset |
| Variables Detail |
|---|
set when rebuilding and finished prebuild delay
Time when orb building started
How long to wait before building power orb
How long before rebuilding orb if enemy returns it
if a teammate is within this range when the orb would be returned, it halts the timer at zero to give them a final chance to grab it
Used for failsafe check if orb should be unhidden
scale when rebuilding/at home
scale when viewed by player holding orb and driving hoverboard
Don't let auto-return player pick it up again unless at least 30 seconds have passed.
When held, monitor last time it was used usefully, and auto-return if player isn't doing anything with orb.
currently locked node
max time before auto-return unused orb (note that locking a vulnerable node counts as use)
normal orb scale
Hide orb if closer than this, to avoid camera clipping
How long to wait before building power orb
remaining time (in real seconds) orb can be on the ground before it gets returned
teamcolored effect played when we are returned
keeps track of starting home base for round resets, as HomeBase changes depending on the closest friendly base when the flag gets returned
Coordinates for the tooltip textures
Use pictograph distance - show pictograph to use enemy orb if within this distance
| Functions Detail |
|---|
BeginState Dropped Source code
BeginState Home Source code
BeginState Rebuilding Source code
BroadcastDroppedMessage Source code
BroadcastTakenFromBaseMessage Source code
ClientReturnedHome Source code
Destroyed Source code
DoBuildOrb Source code
DoBuildOrb Rebuilding Source code
DrawIcon Source codeIf being rebuilt, Draw partial icon to reflect that orb is building
DrawUsePictograph Source code
Drop Source code
EndState Dropped Source code
EndState Home Source code
EndState Rebuilding Source code
FindNearestFlagBase Source codefind the nearest flag base to the given objective on the Onslaught node network
FlagUse Dropped Source code
GetTeamNum Source code
IsNearlyHome Source code
@return whether this flag is at its homebase or reasonably close to it
IsRebuilding Source code
IsRebuilding Rebuilding Source code
LogDropped Source code
NativePostRenderFor Source code
NotifyLocalPlayerTeamReceived Source code
OrbBuilt Source code
OrbBuilt Rebuilding Source code
OrbUnused Source code
OrbUnused Held Source codeSend unused orb home
PostBeginPlay Source code
PostRenderFor Source codePostRenderFor() Hook to allow objectives to render HUD overlays for themselves. Called only if objective was rendered this tick. Assumes that appropriate font has already been set
RenderEnemyMapIcon Source code
RenderMapIcon Source code
ReplicatedEvent Source code
Reset Source code
Reset Home Source code
Reset Rebuilding Source code
Score Source code
Score Held Source code
SendFlagMessage Source code
SendHome Source codecalled to send the flag to its home base
@param Returner the player responsible for returning the flag (may be None)
SendHome Dropped Source code
SetHolder Source code
SetHomeBase Source codesets HomeBase to the nearest friendly Onslaught flag base
SetOrbTeam Source code
SetTeam Source code
ShouldMinimapRenderFor Source codereturns true if should be rendered for passed in player
Timer Dropped Source code
Touch Dropped Source code
UpdateTeamEffects Source code
ValidHolder Source code| Defaultproperties |
|---|
defaultproperties
{
MaxHoldTime=120.000000
OrbMinViewDist=28.000000
UsePictographDistSq=21025.000000
ToolTipIconCoords=(U=921.000000,V=61.000000,UL=93.000000,VL=54.000000)
OrbString="ORB"
HomeBaseOffset=(X=12.680000,Y=0.000000,Z=32.040001)
Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTCarriedObject:CollisionCylinder'
ObjectArchetype=CylinderComponent'UTGame.Default__UTCarriedObject:CollisionCylinder'
End Object
Components(0)=CollisionCylinder
bPostRenderIfNotVisible=True
CollisionComponent=CollisionCylinder
Name="Default__UTOnslaughtFlag"
ObjectArchetype=UTCarriedObject'UTGame.Default__UTCarriedObject'
}
|
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