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UTGame.UTOnslaughtNodeObjective

Extends
UTOnslaughtObjective
Modifiers
abstract native ( Onslaught ) nativereplication hidecategories ( ObjectiveHealth , Collision , Display )

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.NavigationPoint
      |   
      +-- Engine.Objective
         |   
         +-- UTGame.UTGameObjective
            |   
            +-- UTGame.UTOnslaughtObjective
               |   
               +-- UTGame.UTOnslaughtNodeObjective

Direct Known Subclasses:

UTOnslaughtPanelNode

Constants Summary
MAXNUMLINKS=8

Variables Summary
array<UTOnslaughtSpecialObjective>ActivatedObjectives
intActivationMessageIndex
soundcueActiveSound
AudioComponentAmbientSoundComponent
InterpCurveFloatAttackEffectCurve
Array<SoundNodeWave>AttackingEnemyPrimeSpeech
Array<SoundNodeWave>AttackingPrimeSpeech
boolbDrawBeaconIcon
boolbDualPrimeCore
LinearColorBeamColor[3]
MaterialInstanceTimeVaryingBeamMaterialInstance
stringBetweenLocationJoin
stringBetweenLocationPostFix
stringBetweenLocationPrefix
boolbIsPrimeNode
boolbIsTeleportDestination
boolbSevered
boolbStandalone
boolbWasSevered
Array<SoundNodeWave>CapturedEnemyPrimeSpeech
Array<SoundNodeWave>CapturedPrimeSpeech
stringConstructedEvent[2]
soundcueConstructedSound
floatConstructionTime
floatConstructionTimeElapsed
ControllerConstructor
stringDestroyedEvent[4]
soundcueDestroyedSound
intDestroyedStinger
intDestructionMessageIndex
array<UTOnslaughtNodeEnhancement>Enhancements
UTOnslaughtFlagBaseFlagBase
nameGodBeamAttackParameterName
Array<SoundNodeWave>HeadingEnemyPrimeSpeech
Array<SoundNodeWave>HeadingPrimeSpeech
soundcueHealedSound
UTOnslaughtNodeHealEffectBaseHealEffect
class<UTOnslaughtNodeHealEffectBase>HealEffectClasses[2]
soundcueHealingSound
floatHealingTime
ControllerLastHealedBy
UTOnslaughtNodeObjectiveLinkedNodes[MAXNUMLINKS]
Texture2DLinkLineTexture
intMinPlayerCount
StaticMeshComponentNodeBeamEffect
intNodeNum
nameNodeState
array<UTOnslaughtNodeTeleporter>NodeTeleporters
byteNumLinks
stringOutsideLocationPostfix
stringOutsideLocationPrefix
UTOnslaughtPowerCorePrimeCore
floatSeveredDamagePerSecond
intShieldDamageCounter
ParticleSystemComponentShieldedEffect
SoundCueShieldHitSound
soundcueStartConstructionSound
UTOnslaughtPowerCoreStartingOwnerCore
Announcements
boolbNeverCalledPrimeNode
UTOnslaughtNodeObjective
byte255=autogenerate>
boolbFullScreenNameAboveIcon
byteStandaloneSpawnPriority
VoiceMessage
Array<SoundNodeWave>AttackingLocationSpeech
Array<SoundNodeWave>CapturedLocationSpeech
Inherited Variables from UTGame.UTOnslaughtObjective
bAssociatePlayerStarts, bIsNeutral, DamageCapacity, FinalCoreDistance[2], Health, LastAttackAnnouncementTime, LastAttacker, LastAttackExpirationTime, LastAttackMessageTime, LastAttackSwitch, LastAttackTime, LastDamagedBy, LinkHealMult
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 AddActivatedObjective (UTOnslaughtSpecialObjective O))
function AddLink (UTOnslaughtNodeObjective Node))
functionbool BeamEnabled ()))
functionbool BeamEnabled ()))
ActiveNode
function BecameUnderAttack ()))
function BecomeActive ()))
function BeginState (Name PreviousStateName))
ActiveNode
event BeginState (Name PreviousStateName))
DisabledNode
event BeginState (Name PreviousStateName))
NeutralNode
function BeginState (Name PreviousStateName))
ObjectiveDestroyed
function BroadcastAttackNotification (Controller InstigatedBy))
function CheckHealing ()))
function CheckLink (UTOnslaughtNodeObjective Node))
function CheckTouching ()))
functionbool CreateBeamMaterialInstance ()))
function DisableObjective (Controller InstigatedBy))
function DrawBeaconIcon (Canvas Canvas, vector IconLocation, float IconWidth, float IconAlpha, float BeaconPulseScale, UTPlayerController PlayerOwner))
function EndState (name NextStateName))
ActiveNode
event EndState (Name NextStateName))
DisabledNode
function EndState (name NextStateName))
NeutralNode
functionUTGameObjective FindNearestFriendlyNode (int TeamIndex))
function FindNewHomeForFlag ()))
function FindNewObjectives ()))
functionint FindNodeLinkIndex (UTOnslaughtObjective Node ))
functionActor GetAutoObjectiveActor (UTPlayerController PC))
functionint GetLocationMessageIndex (UTBot B, Pawn StatusPawn))
functionSoundNodeWave GetLocationSpeechFor (PlayerController PC, int LocationSpeechOffset, int MessageIndex))
functionstring GetLocationStringFor (PlayerReplicationInfo PRI))
functionfloat GetSpawnRating (byte EnemyTeam))
functionbool HasActiveDefenseSystem ()))
ActiveNode
functionbool HasHealthBar ()))
functionbool HasHealthBar ()))
ActiveNode
functionbool HasUsefulVehicles (Controller Asker))
functionbool HealDamage (int Amount, Controller Healer, class<DamageType> DamageType))
functionbool HealDamage (int Amount, Controller Healer, class<DamageType> DamageType))
NeutralNode
function InitCloseActors ()))
function InitLinks ()))
eventbool IsActive ()))
eventbool IsCurrentlyDestroyed ()))
ObjectiveDestroyed
functionbool IsStandalone ()))
functionbool KillEnemyFirst (UTBot B))
functionbool LegitimateTargetOf (UTBot B))
ActiveNode
functionbool LegitimateTargetOf (UTBot B))
NeutralNode
functionbool LinkedTo (UTOnslaughtNodeObjective PC))
functionbool LinkedToCoreConstructingFor (byte Team))
functionbool NearObjective (Pawn P))
function NotifyLocalPlayerTeamReceived ()))
function OnToggle (SeqAct_Toggle inAction))
event PostBeginPlay ()))
event PostRenderFor (PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir))
functionbool PostRenderShowHealth ()))
functionbool PoweredBy (byte Team))
functionfloat RateCore ()))
function RemoveLink (UTOnslaughtNodeObjective Node))
function RenderExtraDetails (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, float ColorPercent, bool bSelected ))
function RenderMyLinks (UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, float ColorPercent)
event ReplicatedEvent (name VarName))
function Reset ()))
function ScaleDamage (out int Damage, Controller InstigatedBy, class<DamageType> DamageType))
function ScoreDamage (UTOnslaughtPRI AttackerPRI, float Damage))
function SendChangedEvent (Controller EventInstigator))
function SetAmbientSound (SoundCue NewAmbientSound))
function SetCoreDistance (byte TeamNum, int Hops))
event SetInitialState ()))
function SetPrimeCore (UTOnslaughtPowerCore P))
function Sever ()))
function Sever ()))
DisabledNode
function Sever ()))
NeutralNode
function SeveredDamage ()))
function SeveredDamage ()))
DisabledNode
function SeveredDamage ()))
NeutralNode
function SeveredDamage ()))
ObjectiveDestroyed
functionbool Shootable ()))
functionbool Shootable ()))
NeutralNode
event TakeDamage (int Damage, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
event TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
DisabledNode
event TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
NeutralNode
event TakeDamage (int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
ObjectiveDestroyed
function TarydiumBoost (float Quantity))
functionfloat TeleportRating (Controller Asker, byte AskerTeam, byte SourceDist))
functionbool TeleportTo (UTPawn Traveler))
functionbool TellBotHowToDisable (UTBot B))
functionbool TellBotHowToDisable (UTBot B))
NeutralNode
function Timer ()))
ObjectiveDestroyed
function UpdateAttackEffect ()))
function UpdateCloseActors ()))
function UpdateCloseActors ()))
ActiveNode
function UpdateEffects (bool bPropagate))
function UpdateLinks ()))
function UpdateShield (bool bPoweredByEnemy))
function UpdateShield (bool bPoweredByEnemy))
DisabledNode
function UpdateShield (bool bPoweredByEnemy))
NeutralNode
function UpdateShield (bool bPoweredByEnemy))
ObjectiveDestroyed
functionbool ValidSpawnPointFor (byte TeamIndex))
NeutralNode
Inherited Functions from UTGame.UTOnslaughtObjective
ClearUnderAttack, FailedLinkHeal, GetSpawnRating, HasActiveDefenseSystem, HasUsefulVehicles, InitCloseActors, IsActive, IsCritical, IsCurrentlyDestroyed, IsKeyBeaconObjective, IsNeutral, LegitimateTargetOf, LinkedToCoreConstructingFor, NativePostRenderFor, PoweredBy, SetUnderAttack, StandGuard, TarydiumBoost, TooClose, UpdateEffects
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

States Summary
ActiveNode Source code
simulated state ActiveNode
BeamEnabled, BeginState, EndState, HasActiveDefenseSystem, HasHealthBar, LegitimateTargetOf, UpdateCloseActors
DisabledNode Source code
simulated state DisabledNode
BeginState, EndState, Sever, SeveredDamage, TakeDamage, UpdateShield
NeutralNode Source code
simulated state NeutralNode
BeginState, EndState, HealDamage, LegitimateTargetOf, Sever, SeveredDamage, Shootable, TakeDamage, TellBotHowToDisable, UpdateShield, ValidSpawnPointFor
ObjectiveDestroyed Source code
simulated state ObjectiveDestroyed
BeginState, IsCurrentlyDestroyed, SeveredDamage, TakeDamage, Timer, UpdateShield


Constants Detail

MAXNUMLINKS Source code

const MAXNUMLINKS = 8;


Variables Detail

ActivatedObjectives Source code

var array<UTOnslaughtSpecialObjective> ActivatedObjectives;

ActivationMessageIndex Source code

var int ActivationMessageIndex;

ActiveSound Source code

var soundcue ActiveSound;

AmbientSoundComponent Source code

var AudioComponent AmbientSoundComponent;

AttackEffectCurve Source code

var InterpCurveFloat AttackEffectCurve;
utility - for determining transitions to being severed

AttackingEnemyPrimeSpeech Source code

var Array<SoundNodeWave> AttackingEnemyPrimeSpeech;

AttackingPrimeSpeech Source code

var Array<SoundNodeWave> AttackingPrimeSpeech;

bDrawBeaconIcon Source code

var bool bDrawBeaconIcon;
whether to render icon on HUD beacon (using DrawBeaconIcon())

bDualPrimeCore Source code

var bool bDualPrimeCore;
set if adjacent to both cores

BeamColor[3] Source code

var LinearColor BeamColor[3];

BeamMaterialInstance Source code

var protected MaterialInstanceTimeVarying BeamMaterialInstance;

BetweenLocationJoin Source code

var localized string BetweenLocationJoin;
localized string parts for creating location descriptions

BetweenLocationPostFix Source code

var localized string BetweenLocationPostFix;
localized string parts for creating location descriptions

BetweenLocationPrefix Source code

var localized string BetweenLocationPrefix;
localized string parts for creating location descriptions

bIsPrimeNode Source code

var bool bIsPrimeNode;
if set, is prime node

bIsTeleportDestination Source code

var bool bIsTeleportDestination;
True if node has associated Playerstarts

bSevered Source code

var repnotify bool bSevered;

bStandalone Source code

var bool bStandalone;
if set, this node can exist and be captured without being linked

bWasSevered Source code

var bool bWasSevered;
true if active node is severed from its power network

CapturedEnemyPrimeSpeech Source code

var Array<SoundNodeWave> CapturedEnemyPrimeSpeech;

CapturedPrimeSpeech Source code

var Array<SoundNodeWave> CapturedPrimeSpeech;

ConstructedEvent[2] Source code

var string ConstructedEvent[2];

ConstructedSound Source code

var soundcue ConstructedSound;

ConstructionTime Source code

var float ConstructionTime;

ConstructionTimeElapsed Source code

var float ConstructionTimeElapsed;

Constructor Source code

var Controller Constructor;

DestroyedEvent[4] Source code

var string DestroyedEvent[4];

DestroyedSound Source code

var soundcue DestroyedSound;

DestroyedStinger Source code

var int DestroyedStinger;
Stinger to play for the killer when this objective is destroyed

DestructionMessageIndex Source code

var int DestructionMessageIndex;

Enhancements Source code

var array<UTOnslaughtNodeEnhancement> Enhancements;

FlagBase Source code

var UTOnslaughtFlagBase FlagBase;

GodBeamAttackParameterName Source code

var name GodBeamAttackParameterName;
material parameter for god beam under attack effect

HeadingEnemyPrimeSpeech Source code

var Array<SoundNodeWave> HeadingEnemyPrimeSpeech;

HeadingPrimeSpeech Source code

var Array<SoundNodeWave> HeadingPrimeSpeech;

HealedSound Source code

var soundcue HealedSound;

HealEffect Source code

var UTOnslaughtNodeHealEffectBase HealEffect;
emitter spawned when we're being healed

HealEffectClasses[2] Source code

var class<UTOnslaughtNodeHealEffectBase> HealEffectClasses[2];
the class of that emitter to use

HealingSound Source code

var soundcue HealingSound;

HealingTime Source code

var float HealingTime;

LastHealedBy Source code

var Controller LastHealedBy;
player who touched me to start construction

LinkedNodes[MAXNUMLINKS] Source code

var repnotify UTOnslaughtNodeObjective LinkedNodes[MAXNUMLINKS];

LinkLineTexture Source code

var Texture2D LinkLineTexture;

MinPlayerCount Source code

var int MinPlayerCount;
if > 0, minimum number of players before this node is enabled (checked only when match begins, not during play)

NodeBeamEffect Source code

var StaticMeshComponent NodeBeamEffect;

NodeNum Source code

var int NodeNum;

NodeState Source code

var repnotify name NodeState;

NodeTeleporters Source code

var array<UTOnslaughtNodeTeleporter> NodeTeleporters;
node teleporters controlled by this node

NumLinks Source code

var repnotify byte NumLinks;

OutsideLocationPostfix Source code

var localized string OutsideLocationPostfix;
localized string parts for creating location descriptions

OutsideLocationPrefix Source code

var localized string OutsideLocationPrefix;
localized string parts for creating location descriptions

PrimeCore Source code

var UTOnslaughtPowerCore PrimeCore;
set if prime node (adjacent to power core) and bNeverCalledPrimeNode is false

SeveredDamagePerSecond Source code

var float SeveredDamagePerSecond;

ShieldDamageCounter Source code

var int ShieldDamageCounter;

ShieldedEffect Source code

var transient ParticleSystemComponent ShieldedEffect;

ShieldHitSound Source code

var SoundCue ShieldHitSound;
wake up call to fools shooting invalid target :)

StartConstructionSound Source code

var soundcue StartConstructionSound;

StartingOwnerCore Source code

var UTOnslaughtPowerCore StartingOwnerCore;
if specified, the team that owns this PowerCore starts the game with this node in their control

Announcements

bNeverCalledPrimeNode Source code

var(Announcements) bool bNeverCalledPrimeNode;
if set, never override this node's name with "prime node"

UTOnslaughtNodeObjective

255=autogenerate> Source code

var(UTOnslaughtNodeObjective) byte 255=autogenerate>;
spawn priority for standalone nodes - lower is better, 255 = autogenerate (FinalCoreDistance is set to this)

bFullScreenNameAboveIcon Source code

var(UTOnslaughtNodeObjective) bool bFullScreenNameAboveIcon;

StandaloneSpawnPrioritySource code

var(UTOnslaughtNodeObjective) byte StandaloneSpawnPriority<tooltip=Lowerisbetter;
spawn priority for standalone nodes - lower is better, 255 = autogenerate (FinalCoreDistance is set to this)

VoiceMessage

AttackingLocationSpeech Source code

var(VoiceMessage) Array<SoundNodeWave> AttackingLocationSpeech;

CapturedLocationSpeech Source code

var(VoiceMessage) Array<SoundNodeWave> CapturedLocationSpeech;


Functions Detail

AddActivatedObjective Source code

function AddActivatedObjective ( UTOnslaughtSpecialObjective O) )

AddLink Source code

function AddLink ( UTOnslaughtNodeObjective Node) )
adds a link between two nodes

BeamEnabled Source code

simulated function bool BeamEnabled ( ) )

BeamEnabled ActiveNode Source code

simulated function bool BeamEnabled ( ) )

BecameUnderAttack Source code

simulated function BecameUnderAttack ( ) )

BecomeActive Source code

function BecomeActive ( ) )

BeginState ActiveNode Source code

simulated function BeginState ( Name PreviousStateName) )

BeginState DisabledNode Source code

simulated event BeginState ( Name PreviousStateName) )

BeginState NeutralNode Source code

simulated event BeginState ( Name PreviousStateName) )

BeginState ObjectiveDestroyed Source code

simulated function BeginState ( Name PreviousStateName) )

BroadcastAttackNotification Source code

function BroadcastAttackNotification ( Controller InstigatedBy) )

CheckHealing Source code

simulated function CheckHealing ( ) )

CheckLink Source code

function CheckLink ( UTOnslaughtNodeObjective Node) )
if this node is not already linked to the specified node, add a link to it

CheckTouching Source code

singular function CheckTouching ( ) )

CreateBeamMaterialInstance Source code

simulated function bool CreateBeamMaterialInstance ( ) )

DisableObjective Source code

function DisableObjective ( Controller InstigatedBy) )

DrawBeaconIcon Source code

simulated function DrawBeaconIcon ( Canvas Canvas, vector IconLocation, float IconWidth, float IconAlpha, float BeaconPulseScale, UTPlayerController PlayerOwner) )
draws the icon for the HUD beacon

EndState ActiveNode Source code

simulated function EndState ( name NextStateName) )

EndState DisabledNode Source code

simulated event EndState ( Name NextStateName) )

EndState NeutralNode Source code

simulated function EndState ( name NextStateName) )

FindNearestFriendlyNode Source code

function UTGameObjective FindNearestFriendlyNode ( int TeamIndex) )
FindNearestFriendlyNode() returns nearby node at which team can spawn

FindNewHomeForFlag Source code

function FindNewHomeForFlag ( ) )
if a flag's homebase is linked to this node, find a new homebase for it

FindNewObjectives Source code

function FindNewObjectives ( ) )
calls FindNewObjectives() on the GameInfo; separated out for subclasses

FindNodeLinkIndex Source code

simulated function int FindNodeLinkIndex ( UTOnslaughtObjective Node ) )
if the given Node is in the LinkedNodes array, returns its index, otherwise INDEX_NONE

GetAutoObjectiveActor Source code

function Actor GetAutoObjectiveActor ( UTPlayerController PC) )

GetLocationMessageIndex Source code

simulated function int GetLocationMessageIndex ( UTBot B, Pawn StatusPawn) )

GetLocationSpeechFor Source code

simulated function SoundNodeWave GetLocationSpeechFor ( PlayerController PC, int LocationSpeechOffset, int MessageIndex) )

GetLocationStringFor Source code

simulated function string GetLocationStringFor ( PlayerReplicationInfo PRI) )

GetSpawnRating Source code

function float GetSpawnRating ( byte EnemyTeam) )

HasActiveDefenseSystem ActiveNode Source code

function bool HasActiveDefenseSystem ( ) )

HasHealthBar Source code

simulated function bool HasHealthBar ( ) )

HasHealthBar ActiveNode Source code

simulated function bool HasHealthBar ( ) )

HasUsefulVehicles Source code

function bool HasUsefulVehicles ( Controller Asker) )

HealDamage Source code

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

HealDamage NeutralNode Source code

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

InitCloseActors Source code

function InitCloseActors ( ) )

InitLinks Source code

function InitLinks ( ) )

IsActive Source code

simulated event bool IsActive ( ) )

IsCurrentlyDestroyed ObjectiveDestroyed Source code

simulated event bool IsCurrentlyDestroyed ( ) )

IsStandalone Source code

simulated function bool IsStandalone ( ) )

KillEnemyFirst Source code

function bool KillEnemyFirst ( UTBot B) )

LegitimateTargetOf ActiveNode Source code

function bool LegitimateTargetOf ( UTBot B) )

LegitimateTargetOf NeutralNode Source code

function bool LegitimateTargetOf ( UTBot B) )

LinkedTo Source code

simulated function bool LinkedTo ( UTOnslaughtNodeObjective PC) )

LinkedToCoreConstructingFor Source code

function bool LinkedToCoreConstructingFor ( byte Team) )

NearObjective Source code

function bool NearObjective ( Pawn P) )

NotifyLocalPlayerTeamReceived Source code

simulated function NotifyLocalPlayerTeamReceived ( ) )

OnToggle Source code

function OnToggle ( SeqAct_Toggle inAction) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

PostRenderFor Source code

simulated event PostRenderFor ( PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir) )
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

PostRenderShowHealth Source code

simulated function bool PostRenderShowHealth ( ) )

PoweredBy Source code

simulated function bool PoweredBy ( byte Team) )

RateCore Source code

function float RateCore ( ) )

RemoveLink Source code

function RemoveLink ( UTOnslaughtNodeObjective Node) )
removes a link between two nodes

RenderExtraDetails Source code

simulated function RenderExtraDetails ( UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, float ColorPercent, bool bSelected ) )

RenderMyLinks Source code

simulated native function RenderMyLinks ( UTMapInfo MP, Canvas Canvas, UTPlayerController PlayerOwner, float ColorPercent )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

Reset Source code

function Reset ( ) )

ScaleDamage Source code

simulated function ScaleDamage ( out int Damage, Controller InstigatedBy, class<DamageType> DamageType) )
applies any scaling factors to damage we're about to take

ScoreDamage Source code

function ScoreDamage ( UTOnslaughtPRI AttackerPRI, float Damage) )

SendChangedEvent Source code

function SendChangedEvent ( Controller EventInstigator) )
notify any Kismet events connected to this node that our state has changed

SetAmbientSound Source code

simulated function SetAmbientSound ( SoundCue NewAmbientSound) )

SetCoreDistance Source code

function SetCoreDistance ( byte TeamNum, int Hops) )
SetCoreDistance() determine how many hops each node is from powercore N in hops

SetInitialState Source code

simulated event SetInitialState ( ) )

SetPrimeCore Source code

function SetPrimeCore ( UTOnslaughtPowerCore P) )

Sever Source code

function Sever ( ) )

Sever DisabledNode Source code

function Sever ( ) )

Sever NeutralNode Source code

function Sever ( ) )

SeveredDamage Source code

function SeveredDamage ( ) )

SeveredDamage DisabledNode Source code

function SeveredDamage ( ) )

SeveredDamage NeutralNode Source code

function SeveredDamage ( ) )

SeveredDamage ObjectiveDestroyed Source code

function SeveredDamage ( ) )

Shootable Source code

function bool Shootable ( ) )

Shootable NeutralNode Source code

function bool Shootable ( ) )

TakeDamage Source code

event TakeDamage ( int Damage, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) )

TakeDamage DisabledNode Source code

event TakeDamage ( int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) )

TakeDamage NeutralNode Source code

event TakeDamage ( int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) )

TakeDamage ObjectiveDestroyed Source code

event TakeDamage ( int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) )

TarydiumBoost Source code

function TarydiumBoost ( float Quantity) )

TeleportRating Source code

function float TeleportRating ( Controller Asker, byte AskerTeam, byte SourceDist) )

TeleportTo Source code

function bool TeleportTo ( UTPawn Traveler) )

TellBotHowToDisable Source code

function bool TellBotHowToDisable ( UTBot B) )

TellBotHowToDisable NeutralNode Source code

function bool TellBotHowToDisable ( UTBot B) )

Timer ObjectiveDestroyed Source code

function Timer ( ) )

UpdateAttackEffect Source code

simulated function UpdateAttackEffect ( ) )
called on a timer to update the under attack effect, if necessary

UpdateCloseActors Source code

function UpdateCloseActors ( ) )
notify actors associated with this node that it has been destroyed/disabled

UpdateCloseActors ActiveNode Source code

function UpdateCloseActors ( ) )

UpdateEffects Source code

simulated function UpdateEffects ( bool bPropagate) )

UpdateLinks Source code

function UpdateLinks ( ) )

UpdateShield Source code

simulated function UpdateShield ( bool bPoweredByEnemy) )

UpdateShield DisabledNode Source code

simulated function UpdateShield ( bool bPoweredByEnemy) )

UpdateShield NeutralNode Source code

simulated function UpdateShield ( bool bPoweredByEnemy) )

UpdateShield ObjectiveDestroyed Source code

simulated function UpdateShield ( bool bPoweredByEnemy) )

ValidSpawnPointFor NeutralNode Source code

function bool ValidSpawnPointFor ( byte TeamIndex) )


Defaultproperties

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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Creation time: sk 18-3-2018 10:00:54.222 - Created with UnCodeX