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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- Engine.Actor | +-- Engine.NavigationPoint | +-- Engine.Objective | +-- UTGame.UTGameObjective | +-- UTGame.UTOnslaughtObjective | +-- UTGame.UTOnslaughtNodeObjective
UTOnslaughtPanelNode
Constants Summary | ||
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MAXNUMLINKS | = | 8 |
Structures Summary |
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Inherited Structures from UTGame.UTGameObjective |
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ScorerRecord |
Functions Summary | ||
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![]() | AddActivatedObjective (UTOnslaughtSpecialObjective O)) | |
![]() | AddLink (UTOnslaughtNodeObjective Node)) | |
![]() | bool | BeamEnabled ())) |
![]() | bool | BeamEnabled ())) ActiveNode |
![]() | BecameUnderAttack ())) | |
![]() | BecomeActive ())) | |
![]() | BeginState (Name PreviousStateName)) ActiveNode | |
![]() | BeginState (Name PreviousStateName)) DisabledNode | |
![]() | BeginState (Name PreviousStateName)) NeutralNode | |
![]() | BeginState (Name PreviousStateName)) ObjectiveDestroyed | |
![]() | BroadcastAttackNotification (Controller InstigatedBy)) | |
![]() | CheckHealing ())) | |
![]() | CheckLink (UTOnslaughtNodeObjective Node)) | |
![]() | CheckTouching ())) | |
![]() | bool | CreateBeamMaterialInstance ())) |
![]() | DisableObjective (Controller InstigatedBy)) | |
![]() | DrawBeaconIcon (Canvas Canvas, vector IconLocation, float IconWidth, float IconAlpha, float BeaconPulseScale, UTPlayerController PlayerOwner)) | |
![]() | EndState (name NextStateName)) ActiveNode | |
![]() | EndState (Name NextStateName)) DisabledNode | |
![]() | EndState (name NextStateName)) NeutralNode | |
![]() | UTGameObjective | FindNearestFriendlyNode (int TeamIndex)) |
![]() | FindNewHomeForFlag ())) | |
![]() | FindNewObjectives ())) | |
![]() | int | FindNodeLinkIndex (UTOnslaughtObjective Node )) |
![]() | Actor | GetAutoObjectiveActor (UTPlayerController PC)) |
![]() | int | GetLocationMessageIndex (UTBot B, Pawn StatusPawn)) |
![]() | SoundNodeWave | GetLocationSpeechFor (PlayerController PC, int LocationSpeechOffset, int MessageIndex)) |
![]() | string | GetLocationStringFor (PlayerReplicationInfo PRI)) |
![]() | float | GetSpawnRating (byte EnemyTeam)) |
![]() | bool | HasActiveDefenseSystem ())) ActiveNode |
![]() | bool | HasHealthBar ())) |
![]() | bool | HasHealthBar ())) ActiveNode |
![]() | bool | HasUsefulVehicles (Controller Asker)) |
![]() | bool | HealDamage (int Amount, Controller Healer, class<DamageType> DamageType)) |
![]() | bool | HealDamage (int Amount, Controller Healer, class<DamageType> DamageType)) NeutralNode |
![]() | InitCloseActors ())) | |
![]() | InitLinks ())) | |
![]() | bool | IsActive ())) |
![]() | bool | IsCurrentlyDestroyed ())) ObjectiveDestroyed |
![]() | bool | IsStandalone ())) |
![]() | bool | KillEnemyFirst (UTBot B)) |
![]() | bool | LegitimateTargetOf (UTBot B)) ActiveNode |
![]() | bool | LegitimateTargetOf (UTBot B)) NeutralNode |
![]() | bool | LinkedTo (UTOnslaughtNodeObjective PC)) |
![]() | bool | LinkedToCoreConstructingFor (byte Team)) |
![]() | bool | NearObjective (Pawn P)) |
![]() | NotifyLocalPlayerTeamReceived ())) | |
![]() | OnToggle (SeqAct_Toggle inAction)) | |
![]() | PostBeginPlay ())) | |
![]() | PostRenderFor (PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir)) | |
![]() | bool | PostRenderShowHealth ())) |
![]() | bool | PoweredBy (byte Team)) |
![]() | float | RateCore ())) |
![]() | RemoveLink (UTOnslaughtNodeObjective Node)) | |
![]() | RenderExtraDetails (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, float ColorPercent, bool bSelected )) | |
![]() | RenderMyLinks (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, float ColorPercent) | |
![]() | ReplicatedEvent (name VarName)) | |
![]() | Reset ())) | |
![]() | ScaleDamage (out int Damage, Controller InstigatedBy, class<DamageType> DamageType)) | |
![]() | ScoreDamage (UTOnslaughtPRI AttackerPRI, float Damage)) | |
![]() | SendChangedEvent (Controller EventInstigator)) | |
![]() | SetAmbientSound (SoundCue NewAmbientSound)) | |
![]() | SetCoreDistance (byte TeamNum, int Hops)) | |
![]() | SetInitialState ())) | |
![]() | SetPrimeCore (UTOnslaughtPowerCore P)) | |
![]() | Sever ())) | |
![]() | Sever ())) DisabledNode | |
![]() | Sever ())) NeutralNode | |
![]() | SeveredDamage ())) | |
![]() | SeveredDamage ())) DisabledNode | |
![]() | SeveredDamage ())) NeutralNode | |
![]() | SeveredDamage ())) ObjectiveDestroyed | |
![]() | bool | Shootable ())) |
![]() | bool | Shootable ())) NeutralNode |
![]() | TakeDamage (int Damage, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)) | |
![]() | TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)) DisabledNode | |
![]() | TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)) NeutralNode | |
![]() | TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)) ObjectiveDestroyed | |
![]() | TarydiumBoost (float Quantity)) | |
![]() | float | TeleportRating (Controller Asker, byte AskerTeam, byte SourceDist)) |
![]() | bool | TeleportTo (UTPawn Traveler)) |
![]() | bool | TellBotHowToDisable (UTBot B)) |
![]() | bool | TellBotHowToDisable (UTBot B)) NeutralNode |
![]() | Timer ())) ObjectiveDestroyed | |
![]() | UpdateAttackEffect ())) | |
![]() | UpdateCloseActors ())) | |
![]() | UpdateCloseActors ())) ActiveNode | |
![]() | UpdateEffects (bool bPropagate)) | |
![]() | UpdateLinks ())) | |
![]() | UpdateShield (bool bPoweredByEnemy)) | |
![]() | UpdateShield (bool bPoweredByEnemy)) DisabledNode | |
![]() | UpdateShield (bool bPoweredByEnemy)) NeutralNode | |
![]() | UpdateShield (bool bPoweredByEnemy)) ObjectiveDestroyed | |
![]() | bool | ValidSpawnPointFor (byte TeamIndex)) NeutralNode |
States Summary |
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ActiveNode Source code |
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simulated state ActiveNode |
BeamEnabled, BeginState, EndState, HasActiveDefenseSystem, HasHealthBar, LegitimateTargetOf, UpdateCloseActors |
DisabledNode Source code |
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simulated state DisabledNode |
BeginState, EndState, Sever, SeveredDamage, TakeDamage, UpdateShield |
NeutralNode Source code |
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simulated state NeutralNode |
BeginState, EndState, HealDamage, LegitimateTargetOf, Sever, SeveredDamage, Shootable, TakeDamage, TellBotHowToDisable, UpdateShield, ValidSpawnPointFor |
ObjectiveDestroyed Source code |
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simulated state ObjectiveDestroyed |
BeginState, IsCurrentlyDestroyed, SeveredDamage, TakeDamage, Timer, UpdateShield |
Constants Detail |
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Variables Detail |
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utility - for determining transitions to being severed
whether to render icon on HUD beacon (using DrawBeaconIcon())
set if adjacent to both cores
localized string parts for creating location descriptions
localized string parts for creating location descriptions
localized string parts for creating location descriptions
if set, is prime node
True if node has associated Playerstarts
if set, this node can exist and be captured without being linked
true if active node is severed from its power network
Stinger to play for the killer when this objective is destroyed
material parameter for god beam under attack effect
emitter spawned when we're being healed
the class of that emitter to use
player who touched me to start construction
if > 0, minimum number of players before this node is enabled (checked only when match begins, not during play)
node teleporters controlled by this node
localized string parts for creating location descriptions
localized string parts for creating location descriptions
set if prime node (adjacent to power core) and bNeverCalledPrimeNode is false
wake up call to fools shooting invalid target :)
if specified, the team that owns this PowerCore starts the game with this node in their control
if set, never override this node's name with "prime node"
spawn priority for standalone nodes - lower is better, 255 = autogenerate (FinalCoreDistance is set to this)
spawn priority for standalone nodes - lower is better, 255 = autogenerate (FinalCoreDistance is set to this)
Functions Detail |
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adds a link between two nodes
if this node is not already linked to the specified node, add a link to it
draws the icon for the HUD beacon
FindNearestFriendlyNode() returns nearby node at which team can spawn
if a flag's homebase is linked to this node, find a new homebase for it
calls FindNewObjectives() on the GameInfo; separated out for subclasses
if the given Node is in the LinkedNodes array, returns its index, otherwise INDEX_NONE
PostRenderFor() 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
removes a link between two nodes
applies any scaling factors to damage we're about to take
notify any Kismet events connected to this node that our state has changed
SetCoreDistance() determine how many hops each node is from powercore N in hops
called on a timer to update the under attack effect, if necessary
notify actors associated with this node that it has been destroyed/disabled
Defaultproperties |
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defaultproperties { ConstructionTime=30.000000 AttackEffectCurve=(Points=((OutVal=1.000000),(InVal=0.400000,OutVal=5.000000),(InVal=1.000000,OutVal=1.000000))) StandaloneSpawnPriority=255 SeveredDamagePerSecond=100.000000 ActivationMessageIndex=2 DestructionMessageIndex=14 DestroyedEvent(0)="red_powercore_destroyed" DestroyedEvent(1)="blue_powercore_destroyed" DestroyedEvent(2)="red_constructing_powercore_destroyed" DestroyedEvent(3)="blue_constructing_powercore_destroyed" ConstructedEvent(0)="red_powercore_constructed" ConstructedEvent(1)="blue_powercore_constructed" Begin Object Class=AudioComponent Name=AmbientComponent ObjName=AmbientComponent Archetype=AudioComponent'Engine.Default__AudioComponent' bStopWhenOwnerDestroyed=True bShouldRemainActiveIfDropped=True Name="AmbientComponent" ObjectArchetype=AudioComponent'Engine.Default__AudioComponent' End Object AmbientSoundComponent=AmbientComponent BeamColor(0)=(R=1.500000,G=0.700000,B=0.700000,A=1.000000) BeamColor(1)=(R=0.200000,G=0.700000,B=4.000000,A=1.000000) BeamColor(2)=(R=0.750000,G=1.000000,B=1.000000,A=1.000000) GodBeamAttackParameterName="GodBeamAttack" OutsideLocationPrefix="Outside " BetweenLocationPrefix="Between " BetweenLocationJoin=" and " DestroyedStinger=6 LinkLineTexture=Texture2D'UI_HUD.HUD.T_UI_HUD_WARNodeLine' FinalCoreDistance(0)=255 FinalCoreDistance(1)=255 DamageCapacity=4500.000000 bHasSensor=True DefensePriority=2 Score=6 MaxBeaconDistance=4000.000000 bNotBased=True bDestinationOnly=True bCanWalkOnToReach=True Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTOnslaughtObjective:CollisionCylinder' CollisionHeight=150.000000 CollisionRadius=120.000000 ObjectArchetype=CylinderComponent'UTGame.Default__UTOnslaughtObjective:CollisionCylinder' End Object CylinderComponent=CollisionCylinder GoodSprite=None BadSprite=None Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'UTGame.Default__UTOnslaughtObjective:Arrow' ObjectArchetype=ArrowComponent'UTGame.Default__UTOnslaughtObjective:Arrow' End Object Components(0)=Arrow Components(1)=CollisionCylinder Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'UTGame.Default__UTOnslaughtObjective:PathRenderer' ObjectArchetype=PathRenderingComponent'UTGame.Default__UTOnslaughtObjective:PathRenderer' End Object Components(2)=PathRenderer Begin Object Class=LinkRenderingComponent Name=LinkRenderer ObjName=LinkRenderer Archetype=LinkRenderingComponent'UTGame.Default__LinkRenderingComponent' Name="LinkRenderer" ObjectArchetype=LinkRenderingComponent'UTGame.Default__LinkRenderingComponent' End Object Components(3)=LinkRenderer Components(4)=AmbientComponent RemoteRole=ROLE_SimulatedProxy bIgnoreEncroachers=True bAlwaysRelevant=True bCollideActors=True bCollideWorld=True bBlockActors=True bProjTarget=True bBlocksTeleport=True bPathColliding=True CollisionComponent=CollisionCylinder SupportedEvents(4)=Class'UTGame.UTSeqEvent_OnslaughtNodeEvent' Name="Default__UTOnslaughtNodeObjective" ObjectArchetype=UTOnslaughtObjective'UTGame.Default__UTOnslaughtObjective' } |
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