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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 | ||
|---|---|---|
| MAXNUMLINKS | = | 8 |
| Structures Summary |
|---|
| Inherited Structures from UTGame.UTGameObjective |
|---|
| ScorerRecord |
| Functions Summary | ||
|---|---|---|
![]() | 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 |
|---|
| 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 |
|---|
| Variables Detail |
|---|
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 |
|---|
AddActivatedObjective Source code
AddLink Source codeadds a link between two nodes
BeamEnabled Source code
BeamEnabled ActiveNode Source code
BecameUnderAttack Source code
BecomeActive Source code
BeginState ActiveNode Source code
BeginState DisabledNode Source code
BeginState NeutralNode Source code
BeginState ObjectiveDestroyed Source code
BroadcastAttackNotification Source code
CheckHealing Source code
CheckLink Source codeif this node is not already linked to the specified node, add a link to it
CheckTouching Source code
CreateBeamMaterialInstance Source code
DisableObjective Source code
DrawBeaconIcon Source codedraws the icon for the HUD beacon
EndState ActiveNode Source code
EndState DisabledNode Source code
EndState NeutralNode Source code
FindNearestFriendlyNode Source codeFindNearestFriendlyNode() returns nearby node at which team can spawn
FindNewHomeForFlag Source codeif a flag's homebase is linked to this node, find a new homebase for it
FindNewObjectives Source codecalls FindNewObjectives() on the GameInfo; separated out for subclasses
FindNodeLinkIndex Source codeif the given Node is in the LinkedNodes array, returns its index, otherwise INDEX_NONE
GetAutoObjectiveActor Source code
GetLocationMessageIndex Source code
GetLocationSpeechFor Source code
GetLocationStringFor Source code
GetSpawnRating Source code
HasActiveDefenseSystem ActiveNode Source code
HasHealthBar Source code
HasHealthBar ActiveNode Source code
HasUsefulVehicles Source code
HealDamage Source code
HealDamage NeutralNode Source code
InitCloseActors Source code
InitLinks Source code
IsActive Source code
IsCurrentlyDestroyed ObjectiveDestroyed Source code
IsStandalone Source code
KillEnemyFirst Source code
LegitimateTargetOf ActiveNode Source code
LegitimateTargetOf NeutralNode Source code
LinkedTo Source code
LinkedToCoreConstructingFor Source code
NearObjective Source code
NotifyLocalPlayerTeamReceived Source code
OnToggle Source code
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
PostRenderShowHealth Source code
PoweredBy Source code
RateCore Source code
RemoveLink Source coderemoves a link between two nodes
RenderExtraDetails Source code
RenderMyLinks Source code
ReplicatedEvent Source code
Reset Source code
ScaleDamage Source codeapplies any scaling factors to damage we're about to take
ScoreDamage Source code
SendChangedEvent Source codenotify any Kismet events connected to this node that our state has changed
SetAmbientSound Source code
SetCoreDistance Source codeSetCoreDistance() determine how many hops each node is from powercore N in hops
SetInitialState Source code
SetPrimeCore Source code
Sever Source code
Sever DisabledNode Source code
Sever NeutralNode Source code
SeveredDamage Source code
SeveredDamage DisabledNode Source code
SeveredDamage NeutralNode Source code
SeveredDamage ObjectiveDestroyed Source code
Shootable Source code
Shootable NeutralNode Source code
TakeDamage Source code
TakeDamage DisabledNode Source code
TakeDamage NeutralNode Source code
TakeDamage ObjectiveDestroyed Source code
TarydiumBoost Source code
TeleportRating Source code
TeleportTo Source code
TellBotHowToDisable Source code
TellBotHowToDisable NeutralNode Source code
Timer ObjectiveDestroyed Source code
UpdateAttackEffect Source codecalled on a timer to update the under attack effect, if necessary
UpdateCloseActors Source codenotify actors associated with this node that it has been destroyed/disabled
UpdateCloseActors ActiveNode Source code
UpdateEffects Source code
UpdateLinks Source code
UpdateShield Source code
UpdateShield DisabledNode Source code
UpdateShield NeutralNode Source code
UpdateShield ObjectiveDestroyed Source code
ValidSpawnPointFor NeutralNode Source code| 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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