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
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+-- Engine.Actor
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+-- Engine.NavigationPoint
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+-- Engine.Objective
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+-- UTGame.UTGameObjective
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+-- UTGame.UTOnslaughtNodeEnhancement
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+-- UTGame.UTOnslaughtFlagBase
Direct Known Subclasses:
UTOnslaughtFlagBase_Content
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 |
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 |
var protected bool bEnabled;
var repnotify bool bPlayOrbBuilding;
simulated function ActivateEmitter ( ) )
simulated function BuildOrb ( ) )
function DisableOrbs ( ) )
event
actor GetBestViewTarget ( ) )
simulated function HideOrb ( ) )
function ObjectiveChanged ( ) )
simulated event OnAnimEnd (
AnimNodeSequence SeqNode,
float PlayedTime,
float ExcessTime) )
simulated function OrbHomeStatusChanged ( ) )
simulated function PostBeginPlay ( ) )
simulated function PreBeginPlay ( ) )
simulated event ReplicatedEvent ( name VarName) )
function SetEnabled ( bool bNewEnabled) )
simulated function SetOrbScale ( float Scaling) )
simulated function ShowFlag ( ) )
function SpawnFlag ( ) )
simulated function UpdateAnimation ( ) )
simulated function UpdateTeamEffects ( ) )
Creation time: sk 18-3-2018 10:00:53.989 - Created with
UnCodeX