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UTGame.UTOnslaughtFlagBase

Extends
UTOnslaughtNodeEnhancement
Modifiers
native ( Onslaught ) abstract

UTOnslaughtFlagBase. Onslaught levels may have a UTOnslaughtFlagBase placed near each powercore that will spawn the orb (UTOnslaughtFlag) They may also have additional flag bases placed near nodes that the orb will return to instead if it is closer Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.NavigationPoint
      |   
      +-- Engine.Objective
         |   
         +-- UTGame.UTGameObjective
            |   
            +-- UTGame.UTOnslaughtNodeEnhancement
               |   
               +-- UTGame.UTOnslaughtFlagBase

Direct Known Subclasses:

UTOnslaughtFlagBase_Content

Variables Summary
UTAnimNodeSequenceAnimPlayer
ParticleSystemComponentBallEffect
MaterialBallMaterials[3]
MaterialBaseMaterials[3]
boolbEnabled
boolbPlayOrbBuilding
SoundCueCreateSound
class<UTOnslaughtFlag>FlagClass
SkeletalMeshComponentMesh
UTOnslaughtFlagmyFlag
SkelControlSingleBoneOrbScaleControl
ParticleSystemTeamEmitters[3]
Inherited Variables from UTGame.UTOnslaughtNodeEnhancement
ControllingNode
Inherited Variables from UTGame.UTGameObjective
AttackAnnouncement, AttackCoords, AttackLinearColor, bAllowOnlyShootable, bAllowRemoteUse, bAlreadyRendered, BaseRadius, BestLocker, bFirstObjective, bHasLocationSpeech, bHasSensor, bIsActive, bIsConstructing, bIsDisabled, bNoLockerFound, bPostRenderTraceSucceeded, bScriptRenderAdditionalMinimap, bUnderAttack, CameraViewDistance, ControlColor[3], DefendAnnouncement, DefenderTeamIndex, DefensePoints, DefensePriority, DefenseSquad, DeployableLockers, HighlightScale, HighlightSpeed, HUDLocation, HudMaterial, IconCoords, IconExtentX, IconExtentY, IconHudTexture, IconPosX, IconPosY, LastHighlightUpdate, LastPostRenderTraceTime, LocationPostfix, LocationPrefix, LocationSpeech, MaxBeaconDistance, MaxHighlightScale, MaxSensorRange, MinimapIconScale, MyBaseVolume, NextObjective, ObjectiveName, PlayerStarts, Score, Scorers, ShootSpots, StartTeam, TeamStaticMeshes, VehicleFactories, VehicleParkingSpots

Structures Summary
Inherited Structures from UTGame.UTGameObjective
ScorerRecord

Functions Summary
function ActivateEmitter ()))
function BuildOrb ()))
event Bump (Actor Other, PrimitiveComponent OtherComp, vector HitNormal))
function DisableOrbs ()))
eventactor GetBestViewTarget ()))
functionUTCarriedObject GetFlag ()))
function HideOrb ()))
function ObjectiveChanged ()))
event OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime))
function OrbHomeStatusChanged ()))
function PostBeginPlay ()))
event PostInitAnimTree (SkeletalMeshComponent SkelComp))
function PreBeginPlay ()))
event ReplicatedEvent (name VarName))
function SetControllingNode (UTOnslaughtNodeObjective NewControllingNode))
function SetEnabled (bool bNewEnabled))
function SetOrbScale (float Scaling))
function ShowFlag ()))
function SpawnFlag ()))
function UpdateAnimation ()))
function UpdateTeamEffects ()))
Inherited Functions from UTGame.UTOnslaughtNodeEnhancement
Activate, Deactivate, GetLocationStringFor, GetTeamNum, PreBeginPlay, ReplicatedEvent, SetControllingNode, TarydiumBoost, UpdateTeamEffects
Inherited Functions from UTGame.UTGameObjective
AddScorer, AddTeamStaticMesh, BetterObjectiveThan, BotNearObjective, CalcCamera, CanDoubleJump, ClientReset, Destroyed, DrawIcon, DrawMapSelection, FindGoodEndView, FindNearestFriendlyNode, GetAutoObjectiveActor, GetBestAvailableVehicleRating, GetBestLocker, GetBestViewTarget, GetFlag, GetHUDOffset, GetHumanReadableName, GetLocationMessageIndex, GetLocationSpeechFor, GetLocationStringFor, GetNumDefenders, GetTeamNum, HighlightOnMinimap, IsActive, IsCritical, IsNeutral, IsStandalone, MarkShootSpotsFor, NearObjective, NeedsHealing, ObjectiveChanged, PostBeginPlay, ReachedParkingSpot, RenderExtraDetails, RenderMinimap, RenderMyLinks, ReplicatedEvent, Reset, SetAlarm, SetHUDLocation, SetTeam, ShareScore, Shootable, TeamLink, TeleportTo, TellBotHowToDisable, TellBotHowToHeal, TriggerFlagEvent, UpdateTeamStaticMeshes, UsedBy, ValidSpawnPointFor


Variables Detail

AnimPlayer Source code

var UTAnimNodeSequence AnimPlayer;
main animation node on our Mesh so we can keep track of what animation was playing

BallEffect Source code

var ParticleSystemComponent BallEffect;

BallMaterials[3] Source code

var Material BallMaterials[3];

BaseMaterials[3] Source code

var Material BaseMaterials[3];

bEnabled Source code

var protected bool bEnabled;
whether this flag base is used in the current link setup

bPlayOrbBuilding Source code

var repnotify bool bPlayOrbBuilding;
when this changes, the flag was returned, so play returned effects

CreateSound Source code

var SoundCue CreateSound;

FlagClass Source code

var class<UTOnslaughtFlag> FlagClass;

Mesh Source code

var SkeletalMeshComponent Mesh;

myFlag Source code

var UTOnslaughtFlag myFlag;

OrbScaleControl Source code

var SkelControlSingleBone OrbScaleControl;
skel control used to scale the orb when it should/shouldn't be visible

TeamEmitters[3] Source code

var ParticleSystem TeamEmitters[3];


Functions Detail

ActivateEmitter Source code

simulated function ActivateEmitter ( ) )

BuildOrb Source code

simulated function BuildOrb ( ) )

Bump Source code

event Bump ( Actor Other, PrimitiveComponent OtherComp, vector HitNormal) )

DisableOrbs Source code

function DisableOrbs ( ) )
Disable this orb spawner

GetBestViewTarget Source code

event actor GetBestViewTarget ( ) )

GetFlag Source code

function UTCarriedObject GetFlag ( ) )

HideOrb Source code

simulated function HideOrb ( ) )

ObjectiveChanged Source code

function ObjectiveChanged ( ) )
Handle flag events.

OnAnimEnd Source code

simulated event OnAnimEnd ( AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime) )

OrbHomeStatusChanged Source code

simulated function OrbHomeStatusChanged ( ) )
called by the orb on its homebase when it leaves/returns (remote clients only)

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PostInitAnimTree Source code

simulated event PostInitAnimTree ( SkeletalMeshComponent SkelComp) )

PreBeginPlay Source code

simulated function PreBeginPlay ( ) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

SetControllingNode Source code

function SetControllingNode ( UTOnslaughtNodeObjective NewControllingNode) )

SetEnabled Source code

function SetEnabled ( bool bNewEnabled) )
called to tell us if we should be enabled in the current link setup

SetOrbScale Source code

simulated function SetOrbScale ( float Scaling) )

ShowFlag Source code

simulated function ShowFlag ( ) )

SpawnFlag Source code

function SpawnFlag ( ) )
spawn a flag if we're a core flag base and enabled

UpdateAnimation Source code

simulated function UpdateAnimation ( ) )
updates animation to match orb status

UpdateTeamEffects Source code

simulated function UpdateTeamEffects ( ) )


Defaultproperties

defaultproperties
{
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTOnslaughtNodeEnhancement:CollisionCylinder'
      ObjectArchetype=CylinderComponent'UTGame.Default__UTOnslaughtNodeEnhancement:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'UTGame.Default__UTOnslaughtNodeEnhancement:Sprite'
      ObjectArchetype=SpriteComponent'UTGame.Default__UTOnslaughtNodeEnhancement:Sprite'
   End Object
   GoodSprite=Sprite
   Begin Object Class=SpriteComponent Name=Sprite2 ObjName=Sprite2 Archetype=SpriteComponent'UTGame.Default__UTOnslaughtNodeEnhancement:Sprite2'
      ObjectArchetype=SpriteComponent'UTGame.Default__UTOnslaughtNodeEnhancement:Sprite2'
   End Object
   BadSprite=Sprite2
   Components(0)=Sprite
   Components(1)=Sprite2
   Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'UTGame.Default__UTOnslaughtNodeEnhancement:Arrow'
      ObjectArchetype=ArrowComponent'UTGame.Default__UTOnslaughtNodeEnhancement:Arrow'
   End Object
   Components(2)=Arrow
   Components(3)=CollisionCylinder
   Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'UTGame.Default__UTOnslaughtNodeEnhancement:PathRenderer'
      ObjectArchetype=PathRenderingComponent'UTGame.Default__UTOnslaughtNodeEnhancement:PathRenderer'
   End Object
   Components(4)=PathRenderer
   CollisionComponent=CollisionCylinder
   Name="Default__UTOnslaughtFlagBase"
   ObjectArchetype=UTOnslaughtNodeEnhancement'UTGame.Default__UTOnslaughtNodeEnhancement'
}

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Creation time: sk 18-3-2018 10:00:53.989 - Created with UnCodeX