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UTGame.UTOnslaughtPanelNode

Extends
UTOnslaughtNodeObjective
Modifiers
native ( Onslaught ) nativereplication abstract

superclass of nodes that have a sphere of panels that get blown off as they take damage

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

Direct Known Subclasses:

UTOnslaughtPowerCore, UTOnslaughtPowernode

Constants Summary
DESTROYED_PANEL_BONE_SCALE=0.01
Inherited Contants from UTGame.UTOnslaughtNodeObjective
MAXNUMLINKS

Variables Summary
intNumPanelsBlownOff
stringPanelBonePrefix
UTSkelControl_MassBoneScalingPanelBoneScaler
ParticleSystemPanelExplosionTemplates[2]
class<UTPowerCorePanel>PanelGibClass
ParticleSystemPanelHealEffectTemplates[2]
intPanelHealthMax
intPanelHealthRemaining
SkeletalMeshComponentPanelMesh
array<name>PanelsBeingHealed
intReplicatedNumPanelsBlownOff
Inherited Variables from UTGame.UTOnslaughtNodeObjective
255=autogenerate>, ActivatedObjectives, ActivationMessageIndex, ActiveSound, AmbientSoundComponent, AttackEffectCurve, AttackingEnemyPrimeSpeech, AttackingLocationSpeech, AttackingPrimeSpeech, bDrawBeaconIcon, bDualPrimeCore, BeamColor[3], BeamMaterialInstance, BetweenLocationJoin, BetweenLocationPostFix, BetweenLocationPrefix, bFullScreenNameAboveIcon, bIsPrimeNode, bIsTeleportDestination, bNeverCalledPrimeNode, bSevered, bStandalone, bWasSevered, CapturedEnemyPrimeSpeech, CapturedLocationSpeech, CapturedPrimeSpeech, ConstructedEvent[2], ConstructedSound, ConstructionTime, ConstructionTimeElapsed, Constructor, DestroyedEvent[4], DestroyedSound, DestroyedStinger, DestructionMessageIndex, Enhancements, FlagBase, GodBeamAttackParameterName, HeadingEnemyPrimeSpeech, HeadingPrimeSpeech, HealedSound, HealEffect, HealEffectClasses[2], HealingSound, HealingTime, LastHealedBy, LinkedNodes[MAXNUMLINKS], LinkLineTexture, MinPlayerCount, NodeBeamEffect, NodeNum, NodeState, NodeTeleporters, NumLinks, OutsideLocationPostfix, OutsideLocationPrefix, PrimeCore, SeveredDamagePerSecond, ShieldDamageCounter, ShieldedEffect, ShieldHitSound, StandaloneSpawnPriority, StartConstructionSound, StartingOwnerCore
Inherited Variables from UTGame.UTOnslaughtObjective
bAssociatePlayerStarts, bIsNeutral, DamageCapacity, FinalCoreDistance[2], Health, LastAttackAnnouncementTime, LastAttacker, LastAttackExpirationTime, LastAttackMessageTime, LastAttackSwitch, LastAttackTime, LastDamagedBy, LinkHealMult

Functions Summary
function BeginState (Name PreviousStateName))
ActiveNode
event BeginState (name PreviousStateName))
ObjectiveDestroyed
function BlowOffPanel (name BoneName, bool bSpawnExplosion, optional vector HitLocation))
functionbool BlowOffPanelAtLocation (vector HitLocation, bool bSpawnExplosion))
function BlowOffPanelTimer ()))
ObjectiveDestroyed
function BlowOffRandomPanels (int Num, bool bSpawnExplosion))
function DamagePanels (int Damage, vector HitLocation))
event EndState (name NextStateName))
ObjectiveDestroyed
functionbool HealDamage (int Amount, Controller Healer, class<DamageType> DamageType))
function HealPanels (int Amount))
function PanelHealEffectFinished (ParticleSystemComponent PSystem))
event PostBeginPlay ()))
event ReplicatedEvent (name VarName))
function RestoreAllPanels ()))
function RestoreRandomPanel ()))
event TakeDamage (int Damage, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
Inherited Functions from UTGame.UTOnslaughtNodeObjective
AddActivatedObjective, AddLink, BeamEnabled, BecameUnderAttack, BecomeActive, BeginState, BroadcastAttackNotification, CheckHealing, CheckLink, CheckTouching, CreateBeamMaterialInstance, DisableObjective, DrawBeaconIcon, EndState, FindNearestFriendlyNode, FindNewHomeForFlag, FindNewObjectives, FindNodeLinkIndex, GetAutoObjectiveActor, GetLocationMessageIndex, GetLocationSpeechFor, GetLocationStringFor, GetSpawnRating, HasActiveDefenseSystem, HasHealthBar, HasUsefulVehicles, HealDamage, InitCloseActors, InitLinks, IsActive, IsCurrentlyDestroyed, IsStandalone, KillEnemyFirst, LegitimateTargetOf, LinkedTo, LinkedToCoreConstructingFor, NearObjective, NotifyLocalPlayerTeamReceived, OnToggle, PostBeginPlay, PostRenderFor, PostRenderShowHealth, PoweredBy, RateCore, RemoveLink, RenderExtraDetails, RenderMyLinks, ReplicatedEvent, Reset, ScaleDamage, ScoreDamage, SendChangedEvent, SetAmbientSound, SetCoreDistance, SetInitialState, SetPrimeCore, Sever, SeveredDamage, Shootable, TakeDamage, TarydiumBoost, TeleportRating, TeleportTo, TellBotHowToDisable, Timer, UpdateAttackEffect, UpdateCloseActors, UpdateEffects, UpdateLinks, UpdateShield, ValidSpawnPointFor
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

States Summary
ActiveNode Source code
simulated state ActiveNode
BeginState
ObjectiveDestroyed Source code
simulated state ObjectiveDestroyed
BeginState, BlowOffPanelTimer, EndState


Constants Detail

DESTROYED_PANEL_BONE_SCALE Source code

const DESTROYED_PANEL_BONE_SCALE = 0.01;
bone scale destroyed panels are set to we use a small non-zero value so that the transforms are still valid (for GetBoneLocation() and such)


Variables Detail

NumPanelsBlownOff Source code

var int NumPanelsBlownOff;
number of panels blown off so far - used to update clients

PanelBonePrefix Source code

var string PanelBonePrefix;
name prefix for panel bones so we know when we hit one

PanelBoneScaler Source code

var UTSkelControl_MassBoneScaling PanelBoneScaler;
scaling control for the sphere panels

PanelExplosionTemplates[2] Source code

var ParticleSystem PanelExplosionTemplates[2];
explosion effect spawned when a panel gets blown off

PanelGibClass Source code

var class<UTPowerCorePanel> PanelGibClass;
actor spawned at panel location when it is blown off

PanelHealEffectTemplates[2] Source code

var ParticleSystem PanelHealEffectTemplates[2];
teamcolored effect attached to the panel bone when a panel is restored

PanelHealthMax Source code

var int PanelHealthMax;
a panel may be blown off every time this much health is lost

PanelHealthRemaining Source code

var int PanelHealthRemaining;
how much health remaining before a panel is blown off (note: calculated clientside)

PanelMesh Source code

var SkeletalMeshComponent PanelMesh;
Component that has the panels on it

PanelsBeingHealed Source code

var array<name> PanelsBeingHealed;
bone names of panels currently playing heal effect

ReplicatedNumPanelsBlownOff Source code

var repnotify int ReplicatedNumPanelsBlownOff;


Functions Detail

BeginState ActiveNode Source code

simulated function BeginState ( Name PreviousStateName) )

BeginState ObjectiveDestroyed Source code

simulated event BeginState ( name PreviousStateName) )

BlowOffPanel Source code

simulated function BlowOffPanel ( name BoneName, bool bSpawnExplosion, optional vector HitLocation) )
blows off the named panel

BlowOffPanelAtLocation Source code

simulated function bool BlowOffPanelAtLocation ( vector HitLocation, bool bSpawnExplosion) )
blows off the closest panel to the passed in HitLocation
@return whether or not a panel was blown off

BlowOffPanelTimer ObjectiveDestroyed Source code

simulated function BlowOffPanelTimer ( ) )

BlowOffRandomPanels Source code

simulated function BlowOffRandomPanels ( int Num, bool bSpawnExplosion) )
blows off the specified number of random panels

DamagePanels Source code

simulated function DamagePanels ( int Damage, vector HitLocation) )

EndState ObjectiveDestroyed Source code

simulated event EndState ( name NextStateName) )

HealDamage Source code

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

HealPanels Source code

function HealPanels ( int Amount) )

PanelHealEffectFinished Source code

simulated function PanelHealEffectFinished ( ParticleSystemComponent PSystem) )
called when a panel heal effect finishes playing

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

RestoreAllPanels Source code

simulated function RestoreAllPanels ( ) )
restores all of the panels to their default scale

RestoreRandomPanel Source code

simulated function RestoreRandomPanel ( ) )
restores a random panel to its default scale

TakeDamage Source code

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


Defaultproperties

defaultproperties
{
   PanelHealthMax=70
   PanelBonePrefix="Column"
   Begin Object Class=AudioComponent Name=AmbientComponent ObjName=AmbientComponent Archetype=AudioComponent'UTGame.Default__UTOnslaughtNodeObjective:AmbientComponent'
      ObjectArchetype=AudioComponent'UTGame.Default__UTOnslaughtNodeObjective:AmbientComponent'
   End Object
   AmbientSoundComponent=AmbientComponent
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTOnslaughtNodeObjective:CollisionCylinder'
      ObjectArchetype=CylinderComponent'UTGame.Default__UTOnslaughtNodeObjective:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'UTGame.Default__UTOnslaughtNodeObjective:Arrow'
      ObjectArchetype=ArrowComponent'UTGame.Default__UTOnslaughtNodeObjective:Arrow'
   End Object
   Components(0)=Arrow
   Components(1)=CollisionCylinder
   Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'UTGame.Default__UTOnslaughtNodeObjective:PathRenderer'
      ObjectArchetype=PathRenderingComponent'UTGame.Default__UTOnslaughtNodeObjective:PathRenderer'
   End Object
   Components(2)=PathRenderer
   Begin Object Class=LinkRenderingComponent Name=LinkRenderer ObjName=LinkRenderer Archetype=LinkRenderingComponent'UTGame.Default__UTOnslaughtNodeObjective:LinkRenderer'
      ObjectArchetype=LinkRenderingComponent'UTGame.Default__UTOnslaughtNodeObjective:LinkRenderer'
   End Object
   Components(3)=LinkRenderer
   Components(4)=AmbientComponent
   CollisionComponent=CollisionCylinder
   Name="Default__UTOnslaughtPanelNode"
   ObjectArchetype=UTOnslaughtNodeObjective'UTGame.Default__UTOnslaughtNodeObjective'
}

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Creation time: sk 18-3-2018 10:00:54.283 - Created with UnCodeX