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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.Actor
|
+-- Engine.NavigationPoint
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+-- Engine.Objective
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+-- UTGame.UTGameObjective
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+-- UTGame.UTOnslaughtObjective
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+-- UTGame.UTOnslaughtNodeObjective
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+-- UTGame.UTOnslaughtPanelNode
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+-- UTGame.UTOnslaughtPowerCore
UTOnslaughtPowerCore_Content
| Constants Summary |
|---|
| Inherited Contants from UTGame.UTOnslaughtPanelNode |
|---|
| DESTROYED_PANEL_BONE_SCALE |
| Inherited Contants from UTGame.UTOnslaughtNodeObjective |
|---|
| MAXNUMLINKS |
| Structures Summary | ||
|---|---|---|
| EnergyEffectInfo Effect, CurrentEndPointBones[2] | ||
| Functions Summary | ||
|---|---|---|
![]() | BeginState (Name PreviousStateName)) ActiveNode | |
![]() | BeginState (Name PreviousStateName)) ObjectiveDestroyed | |
![]() | BlowOffAllPanels ())) ObjectiveDestroyed | |
![]() | BroadcastAttackNotification (Controller InstigatedBy)) | |
![]() | DisableObjective (Controller InstigatedBy)) | |
![]() | EndState (name NextStateName)) ActiveNode | |
![]() | EndState (name NextStateName)) ObjectiveDestroyed | |
![]() | FailedLinkHeal (Controller C)) | |
![]() | vector | GetHUDOffset (PlayerController PC, Canvas Canvas)) |
![]() | string | GetHumanReadableName ())) |
![]() | SoundNodeWave | GetLocationSpeechFor (PlayerController PC, int LocationSpeechOffset, int MessageIndex)) |
![]() | string | GetNodeString (PlayerController PC)) ActiveNode |
![]() | vector | GetTargetLocation (optional Actor RequestedBy, optional bool bRequestAlternateLoc) con) |
![]() | bool | HasActiveDefenseSystem ())) ActiveNode |
![]() | bool | HealDamage (int Amount, Controller Healer, class<DamageType> DamageType)) |
![]() | HighlightOnMinimap (int Switch)) | |
![]() | InitializeForThisRound (int CoreIndex)) | |
![]() | InitialUpdateEffects ())) | |
![]() | bool | KillEnemyFirst (UTBot B)) |
![]() | bool | LegitimateTargetOf (UTBot B)) ObjectiveDestroyed |
![]() | OnHealDamage (SeqAct_HealDamage Action)) | |
![]() | PostBeginPlay ())) | |
![]() | ReplicatedEvent (name VarName)) | |
![]() | ScaleDamage (out int Damage, Controller InstigatedBy, class<DamageType> DamageType)) | |
![]() | ScoreDamage (UTOnslaughtPRI AttackerPRI, float Damage)) | |
![]() | SetInitialState ())) | |
![]() | SetTeamEffects ())) | |
![]() | 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)) ObjectiveDestroyed | |
![]() | bool | TellBotHowToDisable (UTBot B)) |
![]() | bool | TellBotHowToDisable (UTBot B)) ObjectiveDestroyed |
![]() | Timer ())) ObjectiveDestroyed | |
![]() | UpdateDamageEffects (bool bCheckAlarm)) | |
![]() | UpdateEffects (bool bPropagate)) | |
![]() | UpdateEffects (bool bPropagate)) ObjectiveDestroyed | |
![]() | bool | ValidSpawnPointFor (byte TeamIndex)) |
| 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 |
|---|
offset to location for AI to consider shooting if the center cannot be hit
Team specific message classes
set during beginstate of active state
Team specific message classes
Sound that plays to all players on team as core takes damage
physics asset to use for BaseMesh while destroyed
destruction effect
sparking energy effects visible when the core is vulnerable
team colored energy effect templates
energy effect endpoint will only be attached to bones with this prefix
parameter names for the endpoints
team colors for light emitted by powercore
effect for the inner sphere
SkeletalMeshActor spawned to give Kismet when there are events controlling destruction effects
Last time took damage
last time warning played
if the energy effect beam length is greater than this, a new endpoint bone is selected
cached of health for warning effects
Team specific message classes
Duration of reduced damage after becoming vulnerable
ambient sound when shield is up
shield effects when not attackable
the sound to play when the core loses its shield
the sound to play when the core becomes shielded
ambient sound when shield is down
Time this powercore became vulnerable
if set, the team that controls this core is the Necris team (can affect what vehicle factories will activate for this team)
If true, bots and player orders will never be to attack this core, but rather to hold a prime node
Only leviathan should attack this core
dynamic powercore light
| Structures Detail |
|---|
CurrentEndPointBones[2]:current bones used for the effect endpointsEffect:reference to the effect component
| Functions Detail |
|---|
BeginState ActiveNode Source code
BeginState ObjectiveDestroyed Source code
BlowOffAllPanels ObjectiveDestroyed Source codeblows off all panels at once
BroadcastAttackNotification Source code
DisableObjective Source code
EndState ActiveNode Source code
EndState ObjectiveDestroyed Source code
FailedLinkHeal Source code
GetHUDOffset Source code
GetHumanReadableName Source code
GetLocationSpeechFor Source code
GetNodeString ActiveNode Source code
GetTargetLocation Source code
HasActiveDefenseSystem ActiveNode Source code
HealDamage Source codeHealDamage() PowerCores cannot be healed
HighlightOnMinimap Source code
InitializeForThisRound Source code
InitialUpdateEffects Source code
KillEnemyFirst Source code
LegitimateTargetOf ObjectiveDestroyed Source code
OnHealDamage Source code
PostBeginPlay Source code
ReplicatedEvent Source code
ScaleDamage Source codeapplies any scaling factors to damage we're about to take
ScoreDamage Source code
SetInitialState Source code
SetTeamEffects Source codesets team specific effects depending on DefenderTeamIndex
TakeDamage Source code
TakeDamage ObjectiveDestroyed Source code
TellBotHowToDisable Source code
TellBotHowToDisable ObjectiveDestroyed Source code
Timer ObjectiveDestroyed Source code
UpdateDamageEffects Source code
UpdateEffects Source code
UpdateEffects ObjectiveDestroyed Source code
ValidSpawnPointFor Source code| 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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