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UTGame.UTOnslaughtPowerCore

Extends
UTOnslaughtPanelNode
Modifiers
native ( Onslaught ) nativereplication hidecategories ( VoiceMessage ) abstract

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

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

Direct Known Subclasses:

UTOnslaughtPowerCore_Content

Constants Summary
Inherited Contants from UTGame.UTOnslaughtPanelNode
DESTROYED_PANEL_BONE_SCALE
Inherited Contants from UTGame.UTOnslaughtNodeObjective
MAXNUMLINKS

Variables Summary
vectorAlternateTargetLocOffset
Array<SoundNodeWave>AttackingOurCoreSpeech
LinearColorBaseMaterialColors[2]
MaterialInstanceConstantBaseMaterialInstance
SkeletalMeshComponentBaseMesh
class<UTLocalMessage>BlueMessageClass
boolbResettingCore
boolbWasVulnerable
UTVehicle_LeviathanCachedLeviathan
ForceFeedbackWaveformCoreDestroyWaveForm
class<UTLocalMessage>CoreMessageClass
AnimNodeBlendDamageCrossfader
SoundCueDamageWarningSound
Array<SoundNodeWave>DefendingEnemyCoreSpeech
Array<SoundNodeWave>DefendingLocationSpeech
PhysicsAssetDestroyedPhysicsAsset
ParticleSystemDestructionEffectTemplates[2]
Array<SoundNodeWave>EnemyLocationSpeech
EnergyEffectInfoEnergyEffects[6]
ParticleSystemEnergyEffectTemplates[2]
stringEnergyEndPointBonePrefix
nameEnergyEndPointParameterNames[2]
ColorEnergyLightColors[2]
ParticleSystemComponentInnerCoreEffect
ParticleSystemInnerCoreEffectTemplates[2]
SkeletalMeshActorKismetMeshActor
floatLastDamagedTime
floatLastDamageWarningTime
floatLastNoHealWarningTime
floatMaxEnergyEffectDist
StringNamePrefix
floatOldHealth
class<UTLocalMessage>ONSAnnouncerMessagesClass
class<UTLocalMessage>ONSOrbMessagesClass
intProcessedTarydium
class<UTLocalMessage>RedMessageClass
floatReducedDamageTime
SoundCueShieldedAmbientSound
ParticleSystemComponentShieldEffects[3]
ParticleSystemShieldEffectTemplates[2]
SoundCueShieldOffSound
SoundCueShieldOnSound
SoundCueUnshieldedAmbientSound
floatVulnerableTime
UTOnslaughtPowerCore
boolbNecrisCore
boolbNeverAttack
boolbNoCoreSwitch
boolbOnlyLeviathanAttack
boolbReverseForThisCore
PointLightComponentEnergyEffectLight
Inherited Variables from UTGame.UTOnslaughtPanelNode
NumPanelsBlownOff, PanelBonePrefix, PanelBoneScaler, PanelExplosionTemplates[2], PanelGibClass, PanelHealEffectTemplates[2], PanelHealthMax, PanelHealthRemaining, PanelMesh, PanelsBeingHealed, ReplicatedNumPanelsBlownOff
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

Structures Summary
EnergyEffectInfo
Effect, CurrentEndPointBones[2]

Functions Summary
function BeginState (Name PreviousStateName))
ActiveNode
function BeginState (Name PreviousStateName))
ObjectiveDestroyed
function BlowOffAllPanels ()))
ObjectiveDestroyed
function BroadcastAttackNotification (Controller InstigatedBy))
function DisableObjective (Controller InstigatedBy))
function EndState (name NextStateName))
ActiveNode
event EndState (name NextStateName))
ObjectiveDestroyed
function FailedLinkHeal (Controller C))
functionvector GetHUDOffset (PlayerController PC, Canvas Canvas))
functionstring GetHumanReadableName ()))
functionSoundNodeWave GetLocationSpeechFor (PlayerController PC, int LocationSpeechOffset, int MessageIndex))
functionstring GetNodeString (PlayerController PC))
ActiveNode
functionvector GetTargetLocation (optional Actor RequestedBy, optional bool bRequestAlternateLoc) con)
functionbool HasActiveDefenseSystem ()))
ActiveNode
functionbool HealDamage (int Amount, Controller Healer, class<DamageType> DamageType))
function HighlightOnMinimap (int Switch))
function InitializeForThisRound (int CoreIndex))
function InitialUpdateEffects ()))
functionbool KillEnemyFirst (UTBot B))
functionbool LegitimateTargetOf (UTBot B))
ObjectiveDestroyed
function OnHealDamage (SeqAct_HealDamage Action))
function PostBeginPlay ()))
event ReplicatedEvent (name VarName))
function ScaleDamage (out int Damage, Controller InstigatedBy, class<DamageType> DamageType))
function ScoreDamage (UTOnslaughtPRI AttackerPRI, float Damage))
event SetInitialState ()))
function SetTeamEffects ()))
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))
ObjectiveDestroyed
functionbool TellBotHowToDisable (UTBot B))
functionbool TellBotHowToDisable (UTBot B))
ObjectiveDestroyed
function Timer ()))
ObjectiveDestroyed
function UpdateDamageEffects (bool bCheckAlarm))
function UpdateEffects (bool bPropagate))
function UpdateEffects (bool bPropagate))
ObjectiveDestroyed
functionbool ValidSpawnPointFor (byte TeamIndex))
Inherited Functions from UTGame.UTOnslaughtPanelNode
BeginState, BlowOffPanel, BlowOffPanelAtLocation, BlowOffPanelTimer, BlowOffRandomPanels, DamagePanels, EndState, HealDamage, HealPanels, PanelHealEffectFinished, PostBeginPlay, ReplicatedEvent, RestoreAllPanels, RestoreRandomPanel, TakeDamage
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

States Summary
ActiveNode Source code
simulated state ActiveNode
BeginState, EndState, GetNodeString, HasActiveDefenseSystem
ObjectiveDestroyed Source code
simulated state ObjectiveDestroyed
BeginState, BlowOffAllPanels, EndState, LegitimateTargetOf, TakeDamage, TellBotHowToDisable, Timer, UpdateEffects


Variables Detail

AlternateTargetLocOffset Source code

var vector AlternateTargetLocOffset;
offset to location for AI to consider shooting if the center cannot be hit

AttackingOurCoreSpeech Source code

var Array<SoundNodeWave> AttackingOurCoreSpeech;

BaseMaterialColors[2] Source code

var LinearColor BaseMaterialColors[2];

BaseMaterialInstance Source code

var MaterialInstanceConstant BaseMaterialInstance;

BaseMesh Source code

var SkeletalMeshComponent BaseMesh;

BlueMessageClass Source code

var class<UTLocalMessage> BlueMessageClass;
Team specific message classes

bResettingCore Source code

var bool bResettingCore;
set during beginstate of active state

bWasVulnerable Source code

var bool bWasVulnerable;

CachedLeviathan Source code

var UTVehicle_Leviathan CachedLeviathan;

CoreDestroyWaveForm Source code

var ForceFeedbackWaveform CoreDestroyWaveForm;

CoreMessageClass Source code

var class<UTLocalMessage> CoreMessageClass;
Team specific message classes

DamageCrossfader Source code

var AnimNodeBlend DamageCrossfader;

DamageWarningSound Source code

var SoundCue DamageWarningSound;
Sound that plays to all players on team as core takes damage

DefendingEnemyCoreSpeech Source code

var Array<SoundNodeWave> DefendingEnemyCoreSpeech;

DefendingLocationSpeech Source code

var Array<SoundNodeWave> DefendingLocationSpeech;

DestroyedPhysicsAsset Source code

var PhysicsAsset DestroyedPhysicsAsset;
physics asset to use for BaseMesh while destroyed

DestructionEffectTemplates[2] Source code

var ParticleSystem DestructionEffectTemplates[2];
destruction effect

EnemyLocationSpeech Source code

var Array<SoundNodeWave> EnemyLocationSpeech;

EnergyEffects[6] Source code

var EnergyEffectInfo EnergyEffects[6];
sparking energy effects visible when the core is vulnerable

EnergyEffectTemplates[2] Source code

var ParticleSystem EnergyEffectTemplates[2];
team colored energy effect templates

EnergyEndPointBonePrefix Source code

var string EnergyEndPointBonePrefix;
energy effect endpoint will only be attached to bones with this prefix

EnergyEndPointParameterNames[2] Source code

var name EnergyEndPointParameterNames[2];
parameter names for the endpoints

EnergyLightColors[2] Source code

var Color EnergyLightColors[2];
team colors for light emitted by powercore

InnerCoreEffect Source code

var ParticleSystemComponent InnerCoreEffect;
effect for the inner sphere

InnerCoreEffectTemplates[2] Source code

var ParticleSystem InnerCoreEffectTemplates[2];

KismetMeshActor Source code

var SkeletalMeshActor KismetMeshActor;
SkeletalMeshActor spawned to give Kismet when there are events controlling destruction effects

LastDamagedTime Source code

var float LastDamagedTime;
Last time took damage

LastDamageWarningTime Source code

var float LastDamageWarningTime;
last time warning played

LastNoHealWarningTime Source code

var float LastNoHealWarningTime;

MaxEnergyEffectDist Source code

var float MaxEnergyEffectDist;
if the energy effect beam length is greater than this, a new endpoint bone is selected

NamePrefix Source code

var localized String NamePrefix;

OldHealth Source code

var float OldHealth;
cached of health for warning effects

ONSAnnouncerMessagesClass Source code

var class<UTLocalMessage> ONSAnnouncerMessagesClass;

ONSOrbMessagesClass Source code

var class<UTLocalMessage> ONSOrbMessagesClass;

ProcessedTarydium Source code

var int ProcessedTarydium;

RedMessageClass Source code

var class<UTLocalMessage> RedMessageClass;
Team specific message classes

ReducedDamageTime Source code

var float ReducedDamageTime;
Duration of reduced damage after becoming vulnerable

ShieldedAmbientSound Source code

var SoundCue ShieldedAmbientSound;
ambient sound when shield is up

ShieldEffects[3] Source code

var ParticleSystemComponent ShieldEffects[3];
shield effects when not attackable

ShieldEffectTemplates[2] Source code

var ParticleSystem ShieldEffectTemplates[2];

ShieldOffSound Source code

var SoundCue ShieldOffSound;
the sound to play when the core loses its shield

ShieldOnSound Source code

var SoundCue ShieldOnSound;
the sound to play when the core becomes shielded

UnshieldedAmbientSound Source code

var SoundCue UnshieldedAmbientSound;
ambient sound when shield is down

VulnerableTime Source code

var float VulnerableTime;
Time this powercore became vulnerable

UTOnslaughtPowerCore

bNecrisCore Source code

var(UTOnslaughtPowerCore) bool bNecrisCore;
if set, the team that controls this core is the Necris team (can affect what vehicle factories will activate for this team)

bNeverAttack Source code

var(UTOnslaughtPowerCore) bool bNeverAttack;
If true, bots and player orders will never be to attack this core, but rather to hold a prime node

bNoCoreSwitch Source code

var(UTOnslaughtPowerCore) bool bNoCoreSwitch;

bOnlyLeviathanAttack Source code

var(UTOnslaughtPowerCore) bool bOnlyLeviathanAttack;
Only leviathan should attack this core

bReverseForThisCore Source code

var(UTOnslaughtPowerCore) bool bReverseForThisCore;

EnergyEffectLight Source code

var(UTOnslaughtPowerCore) PointLightComponent EnergyEffectLight;
dynamic powercore light


Structures Detail

EnergyEffectInfo Source code

struct EnergyEffectInfo
{
var name CurrentEndPointBones[2];
var ParticleSystemComponent Effect;
};

CurrentEndPointBones[2]:
current bones used for the effect endpoints
Effect:
reference to the effect component


Functions Detail

BeginState ActiveNode Source code

simulated function BeginState ( Name PreviousStateName) )

BeginState ObjectiveDestroyed Source code

simulated function BeginState ( Name PreviousStateName) )

BlowOffAllPanels ObjectiveDestroyed Source code

simulated function BlowOffAllPanels ( ) )
blows off all panels at once

BroadcastAttackNotification Source code

function BroadcastAttackNotification ( Controller InstigatedBy) )

DisableObjective Source code

function DisableObjective ( Controller InstigatedBy) )

EndState ActiveNode Source code

simulated function EndState ( name NextStateName) )

EndState ObjectiveDestroyed Source code

simulated event EndState ( name NextStateName) )

FailedLinkHeal Source code

function FailedLinkHeal ( Controller C) )

GetHUDOffset Source code

simulated function vector GetHUDOffset ( PlayerController PC, Canvas Canvas) )

GetHumanReadableName Source code

simulated function string GetHumanReadableName ( ) )

GetLocationSpeechFor Source code

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

GetNodeString ActiveNode Source code

simulated function string GetNodeString ( PlayerController PC) )

GetTargetLocation Source code

native simulated const function vector GetTargetLocation ( optional Actor RequestedBy, optional bool bRequestAlternateLoc) con )

HasActiveDefenseSystem ActiveNode Source code

function bool HasActiveDefenseSystem ( ) )

HealDamage Source code

function bool HealDamage ( int Amount, Controller Healer, class<DamageType> DamageType) )
HealDamage() PowerCores cannot be healed

HighlightOnMinimap Source code

simulated function HighlightOnMinimap ( int Switch) )

InitializeForThisRound Source code

function InitializeForThisRound ( int CoreIndex) )

InitialUpdateEffects Source code

simulated function InitialUpdateEffects ( ) )

KillEnemyFirst Source code

function bool KillEnemyFirst ( UTBot B) )

LegitimateTargetOf ObjectiveDestroyed Source code

function bool LegitimateTargetOf ( UTBot B) )

OnHealDamage Source code

function OnHealDamage ( SeqAct_HealDamage Action) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

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) )

SetInitialState Source code

simulated event SetInitialState ( ) )

SetTeamEffects Source code

simulated function SetTeamEffects ( ) )
sets team specific effects depending on DefenderTeamIndex

TakeDamage Source code

simulated event TakeDamage ( int Damage, Controller InstigatedBy, 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) )

TellBotHowToDisable Source code

function bool TellBotHowToDisable ( UTBot B) )

TellBotHowToDisable ObjectiveDestroyed Source code

function bool TellBotHowToDisable ( UTBot B) )

Timer ObjectiveDestroyed Source code

function Timer ( ) )

UpdateDamageEffects Source code

simulated function UpdateDamageEffects ( bool bCheckAlarm) )

UpdateEffects Source code

simulated function UpdateEffects ( bool bPropagate) )

UpdateEffects ObjectiveDestroyed Source code

simulated function UpdateEffects ( bool bPropagate) )

ValidSpawnPointFor Source code

function bool ValidSpawnPointFor ( byte TeamIndex) )


Defaultproperties

defaultproperties
{
   BaseMaterialColors(0)=(R=0.000000,G=0.000000,B=0.000000,A=1.000000)
   BaseMaterialColors(1)=(R=0.000000,G=0.000000,B=0.000000,A=1.000000)
   ReducedDamageTime=10.000000
   CoreDestroyWaveForm=ForceFeedbackWaveform'UTGame.Default__UTOnslaughtPowerCore:ForceFeedbackWaveform10'
   Begin Object Class=AudioComponent Name=AmbientComponent ObjName=AmbientComponent Archetype=AudioComponent'UTGame.Default__UTOnslaughtPanelNode:AmbientComponent'
      ObjectArchetype=AudioComponent'UTGame.Default__UTOnslaughtPanelNode:AmbientComponent'
   End Object
   AmbientSoundComponent=AmbientComponent
   DestroyedStinger=15
   ObjectiveName="PowerCore"
   AttackAnnouncement=(AnnouncementText="Attack the Enemy Core!")
   DefendAnnouncement=(AnnouncementText="Defend Your Core!")
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTOnslaughtPanelNode:CollisionCylinder'
      ObjectArchetype=CylinderComponent'UTGame.Default__UTOnslaughtPanelNode:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'UTGame.Default__UTOnslaughtPanelNode:Arrow'
      ObjectArchetype=ArrowComponent'UTGame.Default__UTOnslaughtPanelNode:Arrow'
   End Object
   Components(0)=Arrow
   Components(1)=CollisionCylinder
   Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'UTGame.Default__UTOnslaughtPanelNode:PathRenderer'
      ObjectArchetype=PathRenderingComponent'UTGame.Default__UTOnslaughtPanelNode:PathRenderer'
   End Object
   Components(2)=PathRenderer
   Begin Object Class=LinkRenderingComponent Name=LinkRenderer ObjName=LinkRenderer Archetype=LinkRenderingComponent'UTGame.Default__UTOnslaughtPanelNode:LinkRenderer'
      ObjectArchetype=LinkRenderingComponent'UTGame.Default__UTOnslaughtPanelNode:LinkRenderer'
   End Object
   Components(3)=LinkRenderer
   Components(4)=AmbientComponent
   CollisionComponent=CollisionCylinder
   Name="Default__UTOnslaughtPowerCore"
   ObjectArchetype=UTOnslaughtPanelNode'UTGame.Default__UTOnslaughtPanelNode'
}

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Creation time: sk 18-3-2018 10:00:54.302 - Created with UnCodeX